Journal articles on the topic 'Boar games'
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Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop." Games and Culture 13, no. 3 (2016): 280–300. http://dx.doi.org/10.1177/1555412016656324.
Full textCenci-Goga, Beniamino, Alberto Amicabile, Musafiri Karama, et al. "Effect of Delayed Refrigeration on the Microbial Carcass Contamination of Wild Boars (Sus scrofa)." Animals 11, no. 5 (2021): 1434. http://dx.doi.org/10.3390/ani11051434.
Full textd'Astous, Alain, and Karine Gagnon. "An inquiry into the factors that impact on consumer appreciation of a board game." Journal of Consumer Marketing 24, no. 2 (2007): 80–89. http://dx.doi.org/10.1108/07363760710737085.
Full textTsarava, Katerina, Korbinian Moeller, and Manuel Ninaus. "Training Computational Thinking through board games: The case of Crabs & Turtles." International Journal of Serious Games 5, no. 2 (2018): 25–44. http://dx.doi.org/10.17083/ijsg.v5i2.248.
Full textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
Full textBarbara, Jonathan. "Measuring User Experience in Board Games." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (2014): 64–79. http://dx.doi.org/10.4018/ijgcms.2014010105.
Full textSato, Aiko, and Jonathan de Haan. "Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games." International Journal of Instruction 9, no. 1 (2016): 3–16. http://dx.doi.org/10.12973/iji.2016.912a.
Full textRubino, John. "Board Games." CFA Institute Magazine 15, no. 3 (2004): 30–36. http://dx.doi.org/10.2469/cfm.v15.n3.2865.
Full textBayeck, Rebecca Yvonne. "Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research." Simulation & Gaming 51, no. 4 (2020): 411–31. http://dx.doi.org/10.1177/1046878119901286.
Full textChuah, Swee-Hoon, Robert Hoffmann, and Jeremy Larner. "PERCEIVED INTENTIONALITY IN 2 × 2 EXPERIMENTAL GAMES." Bulletin of Economic Research 68, S1 (2016): 78–84. http://dx.doi.org/10.1111/boer.12073.
Full textBooth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.
Full textSousa, Micael. "Serious board games: modding existing games for collaborative ideation processes." International Journal of Serious Games 8, no. 2 (2021): 129–46. http://dx.doi.org/10.17083/ijsg.v8i2.405.
Full textBrenskott, Krzysztof. "Jak czytać planszówki? Gry planszowe zorientowane na narrację a powieści hipertekstowe." Wielogłos, no. 3 (45) (2020): 161–80. http://dx.doi.org/10.4467/2084395xwi.20.026.12834.
Full textDeshmukh, Amit S. "Culture of Sedentary Play in India – The Space Context." Board Game Studies Journal 12, no. 1 (2018): 65–80. http://dx.doi.org/10.2478/bgs-2018-0004.
Full textRatminingsih, Ni Made. "IMPLEMENTASI BOARD GAMES DAN PENGARUHNYA TERHADAP HASIL BELAJAR BAHASA INGGRIS." Jurnal Ilmu Pendidikan 24, no. 1 (2018): 19. http://dx.doi.org/10.17977/um048v24i1p19-28.
Full textTuomisto, Maiju, and Maija Aksela. "Design and evaluation framework for relevant chemistry-related educational card and board games." Lumat: International Journal of Math, Science and Technology Education 3, no. 4 (2015): 429–38. http://dx.doi.org/10.31129/lumat.v3i4.1014.
Full textHaglund, Björn, and Louise Peterson. "Why use board games in leisure-time centres? Prominent staff discourses and described subject positions when playing with children." International Journal for Research on Extended Education 5, no. 2-2017 (2018): 188–206. http://dx.doi.org/10.3224/ijree.v5i2.06.
Full textSulistianingsih, Endang, Rizka Febriani, and Jcs Pradjarto. "The Effect of Interactive Board Games (IBG) on Vocabulary Achievement." Langkawi: Journal of The Association for Arabic and English 5, no. 2 (2019): 127. http://dx.doi.org/10.31332/lkw.v5i2.1458.
Full textŁodzikowski, Kacper, and Mateusz Jekiel. "Board games for teaching English prosody to advanced EFL learners." ELT Journal 73, no. 3 (2019): 275–85. http://dx.doi.org/10.1093/elt/ccy059.
Full textWinkelman, Philip M. "Board to Page to Board." Board Game Studies Journal 10, no. 1 (2016): 17–31. http://dx.doi.org/10.1515/bgs-2016-0002.
Full textNaidoo, Rennie, Kalley Coleman, and Cordelia Guyo. "Exploring gender discursive struggles about social inclusion in an online gaming community." Information Technology & People 33, no. 2 (2019): 576–601. http://dx.doi.org/10.1108/itp-04-2019-0163.
Full textGhoman, Simran K., Siddhi D. Patel, Maria Cutumisu, et al. "Serious games, a game changer in teaching neonatal resuscitation? A review." Archives of Disease in Childhood - Fetal and Neonatal Edition 105, no. 1 (2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.
Full textCampbell, Murray. "Mastering board games." Science 362, no. 6419 (2018): 1118. http://dx.doi.org/10.1126/science.aav1175.
Full textBrowne, Cameron. "Fractal board games." Computers & Graphics 30, no. 1 (2006): 126–33. http://dx.doi.org/10.1016/j.cag.2005.10.016.
Full textde Voogt, A. "Board Games in Academia: Platform of International Board Games Research." ICGA Journal 20, no. 3 (1997): 203–4. http://dx.doi.org/10.3233/icg-1997-20314.
Full textSasmita, Moch Tryandi Budiman, Samuel Gandang Gunanto, and Pandan Pareanom Purwachandra. ""Sibaaqun" Edukasi Pengenalan Huruf Hijaiyah Melalui Permainan Papan." Journal of Animation and Games Studies 5, no. 2 (2019): 133–52. http://dx.doi.org/10.24821/jags.v5i2.3033.
Full textZagal, José P., Jochen Rick, and Idris Hsi. "Collaborative games: Lessons learned from board games." Simulation & Gaming 37, no. 1 (2006): 24–40. http://dx.doi.org/10.1177/1046878105282279.
Full textBurns, Tom, Sandra Sinfield, and Sandra Abegglen. "Case Study 3: Games and Board Games." Journal of Writing in Creative Practice 11, no. 2 (2018): 261–66. http://dx.doi.org/10.1386/jwcp.11.2.261_7.
Full textHalim, Zahid, Abdul Rauf Baig, and Kashif Zafar. "Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games." International Journal on Artificial Intelligence Tools 23, no. 02 (2014): 1350028. http://dx.doi.org/10.1142/s0218213013500280.
Full textWong Hui Tiing, Catherine, and Melor Md Yunus. "Board Games in Improving Pupils’ Speaking Skills: A Systematic Review." Sustainability 13, no. 16 (2021): 8772. http://dx.doi.org/10.3390/su13168772.
Full textAbdul Aziz, Azlina, and Nurul Shahira Mohd Raffi. "Developing board games to teach literary elements in ‘To Kill a Mockingbird’." Religación. Revista de Ciencias Sociales y Humanidades 4, no. 22 (2019): 186–95. http://dx.doi.org/10.46652/rgn.v4i22.569.
Full textMiyakawa, Haruna, Noko Kuratomo, Hisham E. Bilal Salih, and Keiichi Zempo. "Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired." Electronics 10, no. 6 (2021): 750. http://dx.doi.org/10.3390/electronics10060750.
Full textCampana, Samanta Bueno de Camargo, Eduardo Martins Morgado, Wilson Masasshiro Yonezawa, and Edriano Carlos Campana. "O processo de transposição de jogos de tabuleiro utilizado no ensino de matemática para o formato digital." Conhecimento & Diversidade 9, no. 18 (2018): 54. http://dx.doi.org/10.18316/rcd.v9i18.4101.
Full textFjællingsdal, Kristoffer S., and Christian A. Klöckner. "Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication." Simulation & Gaming 51, no. 5 (2020): 632–52. http://dx.doi.org/10.1177/1046878120925133.
Full textLickiewicz, Jakub, Patricia Paulsen Hughes, and Marta Makara-Studzińska. "Serious Games and Board Games Versus Cultural Changes." Perspektywy Kultury 30, no. 3 (2020): 257–70. http://dx.doi.org/10.35765/pk.2020.3003.17.
Full textNyman Gomez, Christian, and Björn Berg Marklund. "Games for Cross-Cultural Training." International Journal of Serious Games 5, no. 4 (2018): 81–98. http://dx.doi.org/10.17083/ijsg.v5i4.259.
Full textMa, Yiming, Flore Vallet, François Cluzel, and Bernard Yannou. "Analysing the Relevance of Serious Game Elements for Effectively Teaching Innovation Processes." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 439–48. http://dx.doi.org/10.1017/dsi.2019.47.
Full textFrapolli, Fulvio, Amos Brocco, Apostolos Malatras, and Béat Hirsbrunner. "Decoupling Aspects in Board Game Modeling." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (2010): 18–35. http://dx.doi.org/10.4018/jgcms.2010040102.
Full textDepaulis, Thierry. "Board Games Before Ur?" Board Game Studies Journal 14, no. 1 (2020): 127–44. http://dx.doi.org/10.2478/bgs-2020-0007.
Full textHale, Stephen J., Sonja Wakeling, J. Bruce Blain, Alim Pardhan, Shawn Mondoux, and Teresa M. Chan. "Side Effects May Include Fun: Pre- and Post-Market Surveillance of the GridlockED Serious Game." Simulation & Gaming 51, no. 3 (2020): 365–77. http://dx.doi.org/10.1177/1046878120904125.
Full textSchoen, Lawrence M. "Mnemopoly: Board Games and Mnemonics." Teaching of Psychology 23, no. 1 (1996): 30–32. http://dx.doi.org/10.1207/s15328023top2301_5.
Full textHall, Mark A. "Board Games in Boat Burials: Play in the Performance of Migration and Viking Age Mortuary Practice." European Journal of Archaeology 19, no. 3 (2016): 439–55. http://dx.doi.org/10.1080/14619571.2016.1175774.
Full textSchlieder, Kiefer, and Matyas. "Geogames: Designing Location-Based Games from Classic Board Games." IEEE Intelligent Systems 21, no. 5 (2006): 40–46. http://dx.doi.org/10.1109/mis.2006.93.
Full textBarbara, Jonathan. "Measuring User Experience in Multiplayer Board Games." Games and Culture 12, no. 7-8 (2015): 623–49. http://dx.doi.org/10.1177/1555412015593419.
Full textde Voogt, Alex. "Misconceptions in the History of Mancala Games: Antiquity and Ubiquity." Board Game Studies Journal 15, no. 1 (2021): 1–12. http://dx.doi.org/10.2478/bgs-2021-0001.
Full textSapała, Barbara, and Małgorzata Sławińska. "Olsztyn as a Little Homeland in Board Games for Children – the Example of a Historical German Game and Polish Contemporary Games." Annales Universitatis Mariae Curie-Sklodowska, sectio N – Educatio Nova 6 (September 22, 2021): 59–77. http://dx.doi.org/10.17951/en.2021.6.59-77.
Full textGilbert, Daniel E., and Martin T. Wells. "Ludometrics: luck, and how to measure it." Journal of Quantitative Analysis in Sports 15, no. 3 (2019): 225–37. http://dx.doi.org/10.1515/jqas-2018-0103.
Full textPayne, Ian. "Did the Anglo-Saxons Play Games of Chance? Some Thoughts on Old English Board Games." Antiquaries Journal 86 (September 2006): 330–45. http://dx.doi.org/10.1017/s0003581500000184.
Full textBartolucci, Marco, Francesco Mattioli, and Federico Batini. "Do Board Games Make People Smarter?" International Journal of Game-Based Learning 9, no. 4 (2019): 1–14. http://dx.doi.org/10.4018/ijgbl.2019100101.
Full textAlifiar, Ilham, Vidya Febrasca Tenderly, and Annisa Nurhayati. "PENGARUH METODE PERMAINAN BOARDGAME EDUCATION “PHARMAPOLEIN” TERHADAP PEMAHAMAN MATERI KEFARMASIAN MAHASISWA." JFL: Jurnal Farmasi Lampung 9, no. 2 (2021): 92–98. http://dx.doi.org/10.37090/jfl.v9i2.337.
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