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1

Richter, Jonas. "Höllfahren: Ein Überblick." Das Blatt. Schriftenreihe der deutschen Spielkartengesellschaft Bube Dame König, no. 64 (March 2, 2022): 51–69. https://doi.org/10.5281/zenodo.6323236.

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overview on the history of the card game "Höllfahren" or "in die Höll". Due to a mistake, an earlier draft was published instead of the final version, which can be found here: https://zenodo.org/record/6326752
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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.

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Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment playe
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Cenci-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.

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The immediate refrigeration of meat after slaughter is a key issue for the proper storage and aging of meat. The industry standard cold chain relies on low temperatures and ventilation to lower the internal carcass temperature to 0–4 °C within the first 48 h, i.e., within four times the so-called semi-cooling time. On the other hand, for games, once bled and eviscerated, the carcass must be sent to a point where it can be sectioned or kept on air for maturation at refrigeration temperature. The precautions to observe are few and simple but essential: protect the meat and start the cooling proc
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Taufiq, Ainul Uyuni, Asniati Jabbar, and Zulkarnaim Zulkarnaim. "THE DEVELOPMENT OF LEARNING MEDIA OF PANJAT PINANG BIO BOARD GAMES AT THE CLASS XI OF MA GUPPI SAMATA." Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan 24, no. 2 (2021): 169. http://dx.doi.org/10.24252/lp.2021v24n2i1.

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Abstract:This research aimed to: (1) develop learning media of Panjat Pinang Bio Board Games based on circulation system material for class XI of MA GUPPI Samata, (2) determine the level of validity, practicality, and effectiveness of Panjat Pinang Bio Board Games. The research method employed was Research and Development (R & D) with the 4-D development model, namely define, design, develop, and disseminate. The instruments used were validation sheets, educator and student questionnaires, and questions. The population was 24 students of class XI, and six students were selected as samples.
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Jay, Prakash Bhatt Kumar Manish. "Hydroelectric projects and wildlife hunting in Northeast India: A conservation perspective." Journal of Wildlife and Biodiversity 8, no. 3 (2024): 134–48. https://doi.org/10.5281/zenodo.11373223.

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Arunachal Pradesh is one of the most bio-diverse and forested states in India. The state is home to 26 tribal groups and 110 sub-tribes. Traditionally, hunting has been a major part of the tribal communities in Arunachal Pradesh. Hunting is conducted majorly for food, recreation, games, trophies collection and for religious beliefs in the area. In this study, we aimed to collect baseline data on hunting rates and the reasons for hunting through primary surveys conducted in 4 major villages of West Siang district in Arunachal Pradesh. The sampling sites also coincided with the proposed location
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Габрель, Т. М. "РОЗРОБКА НАСТІЛЬНИХ ІГОР ЯК ПРИ-КЛАДНИЙ МЕТОД НАВЧАННЯ ДИЗАЙНУ ВЗАЄМОДІЇ". Вісник ХДАДМ, № 4 (2 листопада 2018): 13–21. https://doi.org/10.5281/zenodo.1476825.

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Background. The rapid development of technologies changes the nature and objectives of artistic and design activities, pushing them away from the craft tasks closer to the realization of the relationship between the object-user system, closer to mastering the methods of design-thinking, synergy of the humanities and mathematical approaches. Therefore, the actual training of designers-specialists involves the cultivation of syncretic thinking, which arises only as a result of the implementation of complex non-deterministic innovation tasks. In the article the author focuses on the development o
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Gatti Junior, Wilian, Emily Marasco, Beaumie Kim, Laleh Behjat, and Marjan Eggermont. "How ChatGPT can inspire and improve serious board game design." International Journal of Serious Games 10, no. 4 (2023): 33–54. http://dx.doi.org/10.17083/ijsg.v10i4.645.

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Designing engaging serious board games that effectively address students' diverse and complex needs presents a significant challenge for educators. As a possible solution, Large Language Models (LLMs) such as ChatGPT can assist educators in designing and evaluating game-based learning experiences. This study explores three primary ways ChatGPT can enhance educators' game design process. Firstly, ChatGPT can assist with brainstorming, suggesting game themes and mechanisms aligned with curriculum and learning goals. Secondly, it can provide templates or exemplars of game components, allowing edu
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Li, Zhiyuan. "The Success and Failure of “Legends of the Three Kingdoms” From the Perspective of Marketing." Journal of Education, Humanities and Social Sciences 27 (March 5, 2024): 349–56. http://dx.doi.org/10.54097/kpe3dg51.

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As people's entertainment methods are increasingly popular and rich, the board games industry is increasingly appreciated by customers. The “Legends of the Three Kingdoms”, which led the development of the industry, is now gradually declining, which is largely attributed to the mistake of the marketing strategy. This essay is based on the literature of the rules of operation of the board games and online games industry as well as the case analysis of “Legends of the Three Kingdoms”, using the 4P marketing theory to analyze the various periods of its development, and to clarify the effectivenes
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d'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.

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PurposeBoard games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games that impact significantly on players' appreciation.Design/methodology/ approachA review of the literature and a qualitative study with players and board game professionals resulted in the identification of seven explanatory factors. A survey was conducted among 169 adult players selected using an area sampling method.FindingsThe survey results revealed that the most important factor in explaining players' app
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Q Grijaldo, Vicky. "Interactive Digital Color Board Game." International Journal of Science and Research (IJSR) 10, no. 11 (2021): 831–35. https://doi.org/10.21275/sr211110181012.

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Sarhan, 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.

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With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed
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Valencia, Ivan Francisco, Rosa María Valdovinos Rosas, J. Raymundo Marcial Romero, and Roberto Alejo Eleuterio. "Inteligencia Artificial y Juegos de Tablero: Desde el Turco hasta AlphaZero." RECIBE, REVISTA ELECTRÓNICA DE COMPUTACIÓN, INFORMÁTICA, BIOMÉDICA Y ELECTRÓNICA 11, no. 2 (2022): C4–1—C4–10. http://dx.doi.org/10.32870/recibe.v11i2.250.

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El presente artículo tiene como objetivo mostrar la evolución del desarrollo de agentes inteligentes capaces de jugar juegos de tablero. Se muestra una breve revisión histórica de los agentes que se han desarrollado para diversos juegos y se describe el agente AlphaZero, creado por DeepMind, el cual hoy en día es el agente más avanzado en esta área es capaz de vencer a campeones humanos en el juego de Go, el cual se considera el juego de tablero más complejo que existe, incluso más que el ajedrez. De igual manera, se da una discusión sobre el paso natural que seguirán los agentes jugadores deb
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卓詩婷, 卓詩婷, 吳勝儒 吳勝儒 та 吳維民 吳維民. "社會技巧教學對提升國小ADHD學生遵守桌上遊戲規則成效之研究". 臺東大學教育學報 34, № 1 (2023): 065–94. http://dx.doi.org/10.53106/102711202023063401003.

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<p>本研究旨在探討以桌上遊戲作為媒介,融入國小ADHD學生社會技巧之課程介入後,是否能提升其遵守桌上遊戲規則。研究方法採單一個案研究法之跨受試者多探試設計,分為基線期、介入期及維持期三階段;研究對象為三位國小ADHD學生,自變項為社會技巧教學,依變項為遵守桌上遊戲規則之表現。利用目視分析及圖示法進行資料的分析。研究結果如下:一、社會技巧教學對提升國小ADHD學生遵守桌上遊戲規則具有立即成效。二、社會技巧教學對國小ADHD學生遵守桌上遊戲規則具有維持成效。根據以上結果,提出幾點建議,供實務教學及未來研究之參考。</p> <p> </p><p>The purpose of this study was to explore whether the use of tabletop games as a medium can improve the social skills of elementary school ADHD students after the intervention of the curriculum of social skills. The research method adopted a multiple baseline design across subjects with
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Barbara, 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.

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Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a s
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Rubino, John. "Board Games." CFA Institute Magazine 15, no. 3 (2004): 30–36. http://dx.doi.org/10.2469/cfm.v15.n3.2865.

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Chuah, 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.

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Sousa, 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.

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Modern board games are booming, exploring new design elements, and providing dynamics that can support unique experiences. Serious game approaches can benefit from these insights and novelty. With the appropriate adaptation, modern board games may become flexible and cheaper ways to use and prototype serious games. Exploring these games and player engagement can support digital game design. Digital game designers may learn from modern board games to playtest player engagement and build prototypes for their serious games. This paper describes an experience with several adapted modern board game
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Bayeck, 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.

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Background Recent years have seen the resurgence of board games designed for entertainment, and to teach or explicate real life problems. The revival of board gameplay has been discussed in mainstream media, and has drawn the attention of researchers. Yet, in the field of games studies, the conception of games as learning spaces is mostly emphasized through digital/video games. Aim This literature review reveals the current knowledge regarding the learning potential of board games in various settings, subjects, and diverse learners. Results Board games are spaces for mathematical learning and
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JUHÁSZ, Ana. "Primary school teachers’ attitude to board-games and their board-game playing practice." Acta Didactica Napocensia 14, no. 1 (2021): 182–87. http://dx.doi.org/10.24193/adn.14.1.15.

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Abstract: The usage of games in the process of teaching and learning is always advantageous, because children prefer to learn playfully. Board-games are particularly enjoyable for children. They do not learn consciously, but they enjoy playing together with their parents and siblings, because board-games bring together both family and friends. Playing board-games is not only a joyful activity, it also develops different skills of the player, as communication skills, strategy creating and problem solving competency, cooperation, etc. Nowadays there are many boardgames on sale, active board-game
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Booth, 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.

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Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive boa
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Lailia, Magfirotul, Pratnyawati Nuridi Suwarso, and Iswahyuni Iswahyuni. "The Use of Board Games for EFL Learning." Journey: Journal of English Language and Pedagogy 7, no. 2 (2024): 284–90. http://dx.doi.org/10.33503/journey.v7i2.4407.

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Nowadays, digital-based media-integrated is needed in the learning context. This study aims to find out the teacher's perspective on the use of board games as a for EFL learning. This research used a descriptive qualitative approach with an in-depth interview instrument. The participant was one English teacher in a private Junior High School in Malang Regency. The data was displayed descriptively. With the advent of digital technology, the result showed that board game still have various benefits. By using board games, teacher motivate students and make the learning process understandable. Boa
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Kim, Hee Jung, and Ji Woong Yang. "An Inquiry of the Experience of Counselors who Conducted Counseling Using Board Games for Children and Adolescents." Korean Association for Qualitative Inquiry 8, no. 4 (2022): 205–29. http://dx.doi.org/10.30940/jqi.2022.8.4.205.

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This study was conducted for the purpose of in-depth exploration of the counselor’s experience in counseling using board games. To this end, nine counselors with more than one year of experience in counseling using board games were recruited as study participants. The interviews lasted an average of 80 minutes. In order to analyze their experience of using board game in counseling, Consensual Qualitative Research(CQR) was applied. As a result of the study, four domains and 16 categories were derived, and the four domains included ‘Experiencing the usefulness of board games as a tool in early c
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Lailia, Magfirotul, Pratnyawati Nuridi Suwarso, and Iswahyuni Iswahyuni. "The Use of Board Games for EFL Learning: Teacher’s Perspective." Journey: Journal of English Language and Pedagogy 7, no. 2 (2024): 284–90. https://doi.org/10.33503/journey.v7i2.841.

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Nowadays, digital-based media-integrated is needed in the learning context. This study aims to find out the teacher's perspective on the use of board games as a for EFL learning. This research used a descriptive qualitative approach with an in-depth interview instrument. The participant was one English teacher in a private Junior High School in Malang Regency. The data was displayed descriptively. With the advent of digital technology, the result showed that board game still have various benefits. By using board games, teacher motivate students and make the learning process understandable. Boa
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SEMENOVA, S. V., YU A. YAKOVLEVA, A. V. LAKOMSKAYA, and M. L. ZAHAROVA. "PSYCHOLOGICAL BOARD GAMES: MYTH OR REALITY." Научное мнение, no. 6 (August 19, 2024): 71–75. http://dx.doi.org/10.25807/22224378_2024_6_71.

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The article is devoted to a new tool in the arsenal of a practicing psychologist - psychological board games. There has been a rapid increase in the popularity of games and the emergence of works describing the creation and use of psychological board games for a variety of client groups. A wide range of applied problems solved using games is outlined. The lack of unity in the understanding of the term “psychological board games” is stated. The authors note an expanded use of the term without theoretical justification and with a pronounced marketing component. Various points of view on the cont
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Brenskott, 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.

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How to Read Board Games: The Similarities between Narrative-Oriented Board Games and Hypertext Novels In Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today, Marco Arnaudo describes how board games can create narratives by using the tools that ludology and postclassical narratology provide. The way narratives emerge from tabletop games is extremely unique and interactive: they are created through the synergy of the game rules, material components, and actions undertaken by players. Board games, treated as transmedial narrative systems in which the text is entan
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Deshmukh, 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.

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Abstract Playing of sedentary games with dice and playing board games have had a major role in the Indian culture since at least 3000 BCE. This is shown by archaeological sites and early literary references in the Rig-Veda, Mahabharata and other texts. Some of these games have survived in the form of boards, game pieces, dice and cards. Apart from actual sets, the traces of board games can also be found in Hindu rock cut temples. These sculptures and paintings appear across the medieval period. The list is exhaustive. The game play also finds its presence on numerous temple floorings, carved o
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Sousa, Micael. "Mastering Modern Board Game Design to Build New Learning Experiences: the MBGTOTEACH Framework." International Journal of Games and Social Impact 1, no. 1 (2013): 68–93. http://dx.doi.org/10.24140/ijgsi.v1.n1.04.

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Games have proven to be engaging tools for learning. Digital games dominate, but analog games are not obsolete. Modern board games provide new opportunities for teachers. This paper proposes the MBGTOTEACH framework as an introduction and ongoing process for teachers to use, adapt, and develop modern board games for learning purposes. This framework aims to help teachers profit from these games to build their game-based approaches. The MBGTOTEACH framework was tested during two sessions with teachers and education researchers. It increased the awareness of the potential of game-based learning
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Zhang, Li, and Xin Liu. "Using Machine Learning to Predict Winners of MCTS Variants in Games." Advances in Engineering Technology Research 13, no. 1 (2025): 441. https://doi.org/10.56028/aetr.13.1.441.2025.

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Monte Carlo Tree Search (MCTS) is a widely utilized search algorithm for developing agents that can play board games intelligently. Numerous variants of MCTS have been proposed by researchers. However, it remains challenging to ascertain which variants are best suited for specific types of games. The effectiveness of certain MCTS variants across different game types is still unclear. This study employs machine learning to develop several models that predict the performance of one MCTS variant relative to others in a given game, based on the game's features. Among the individual models, LightGB
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Ratminingsih, 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.

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Abstract: Implementation of Board Games and its Effect on Students’ English Learning Achievement. This study is an experimental research which aims at investigating the effect of board games on students’ English learning achievement. The population of this research was all elementary schools in 9 districts of Buleleng Regency determined by intact group random sampling taken using lot­tery. There were 12 experimental groups and 12 control groups which consisted of 681 students of grade 4, 5 and 6 representing 4 areas of eastern, western, northern, and sourthern Buleleng Regency. The experimenta
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Tuomisto, 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.

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During the 21st century, new generations of both commercial board games and digital games have appeared, and in their wake, game-based learning has been extensively studied in recent years. There has also been some research on and development of card and board games for learning chemistry. Most of this research has been conducted in the field of regular and educational digital games. Many different classification, evaluation and assessment frameworks and tools are available for digital games. Few have been developed for card or board games, but many general rules for good educational games hav
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Smith, Adam, Mark Nelson, and Michael Mateas. "Computational Support for Play Testing Game Sketches." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (2009): 167–72. http://dx.doi.org/10.1609/aiide.v5i1.12368.

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Early-stage game prototypes need to be informative without requiring excessive commitments. Paper prototypes are frequently used as a way of trying out core mechanics while leaving them easy to change. Play testing on even these early-stage prototypes can give an idea of how the rules play out and whether the game is fun and engaging. Recently, researchers have proposed using automated analysis of games to discover additional properties of games, such as exploits and other gameplay issues. We propose a lightweight game-sketching approach to give designers access to insight derived from both hu
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Haglund, 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.

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Board games are traditionally seen as an important Swedish leisure-time centre activity, but research regarding this activity is sparse. This study aims to fill part of that void through a web survey directed to members in a closed Facebook group focusing on leisure-time centres. Fifty-five informants’ answers were analysed using critical discourse analysis to find why staff at leisure-time centres use board games. The article also discusses the subject positions the staff use when playing board games with the children. The results reveal four prominent discourses, which were termed: supportin
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Tokarchuk, Y. A., O. V. Salomatova, and E. V. Gavrilova. "The Use of Board Games and Digital Games Preschoolers: Results of a Survey of Russian Parents." Psychological-Educational Studies 16, no. 1 (2024): 76–95. http://dx.doi.org/10.17759/psyedu.2024160105.

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<p>The article presents the results of an empirical study conducted within “The Influence of Digital Activity on the Development of Cognitive Functions in Preschool Age” project. In order to compare the data on the use of board games and digital games, a special “Contemporary Children: Digital Games vs. Board Games” questionnaire was developed (O.V. Salomatova, Yu.A. Tokarchuk, 2023), intended for the parents of preschoolers. The survey was conducted from March to September 2023 and involved parents of children aged 3 to 7 years old (N=556). It was
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Sulistianingsih, 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.

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Vocabulary Achievement is an element of learning the language which may assist students in understanding the language through basic English skills. Interactive Board Games are board games that use multimedia system (PowerPoint) teaching technique. This is often one of the traditional games that may be played by group activity and paired with a blackboard to focus on visual media activity. To find out the effect of using Interactive Board Games on students’ vocabulary achievement, we used the quantitative approach by assigning experimental research. There were two groups that we used in this re
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Łodzikowski, 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.

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Abstract This exploratory study fills the gap in research on using print board games to teach English prosody to advanced EFL learners at university level. We developed three in-class print-and-play board games that accompanied three prosody-related topics in a course in English phonetics and phonology at a Polish university. For those topics, compared to topics without any board games, learners reported higher in-class engagement and obtained higher post-class quiz scores. At the end of the course, learners rated board games as equally or more useful than some of the other teaching aids. Alth
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Du, Zhongxing. "Data Analysis of Board Games’ Fashion Trends and Relationships between Their Successes and Attributes." Highlights in Science, Engineering and Technology 24 (December 27, 2022): 131–42. http://dx.doi.org/10.54097/hset.v24i.3905.

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From the tic-tac-toe, an ancient chess game, which was invented thousand years ago, to modern wargames that take weeks to finish, board games have long been defined as a tool to create a platform for entertainment, education, and training of strategy in fields such as military affairs and economics. Development of technology is worthy of a rapier to the field of board games, both bringing new-published board games to tables worldwide and replacing them with more convenient entertainments such as video games or computer games. Towards this end, this thesis presents an analysis-driven review of
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Martinez, Léa, Manuel Gimenes, and Eric Lambert. "Video games and board games: Effects of playing practice on cognition." PLOS ONE 18, no. 3 (2023): e0283654. http://dx.doi.org/10.1371/journal.pone.0283654.

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The worldwide popularity of playing practices has led to a growing research interest in games’ impact on behavior and cognition. Many studies have already reported the benefits of both video games and board games for cognitive functions. However, these studies have mainly defined the term players according to a minimum play time or in connection to a specific game genre. No study has confronted the cognitive implications of video games and board games in the same statistical model. Thus, it remains unclear whether the cognitive benefits of play are due to play time or game type. To address thi
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Poole, Frederick. "A systematic review of board games used in language learning contexts." Ludic Language Pedagogy 7 (May 21, 2025): 53–65. https://doi.org/10.55853/llp_v7ar2.

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Background: Board games are a promising tool for integrating games into the classroom setting, yet research on their effectiveness is sparse. Aim: This systematic review examines empirical research on board games used for language learning. The participants, instructional approach, research methods, and outcomes for these studies are reviewed to provide suggestions for further research. Methods: The review synthesizes findings from empirical studies, analyzing how board games are implemented in language teaching contexts. Studies were grouped based on their instructional design, research metho
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Kuo, Yi Shan Selina, I. Ching Sandy Wang, and Zhi Feng Eric Liu. "Developing and Validating a Board Games Attitude Scale for Primary School Teachers." International Journal of Online Pedagogy and Course Design 15, no. 1 (2025): 1–15. https://doi.org/10.4018/ijopcd.367878.

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This study aimed to develop and validate a Board Games Attitude Scale for primary school teachers (hereinafter, BGAS-PT) to assess their perspectives on using board games in educational settings. Board games had already been integrated into Taiwan's senior high school disaster prevention curriculum. However, their adoption in primary classrooms remained limited, largely due to varying teacher perceptions concerning curriculum alignment and pedagogical value. The methodology involved validating items from previous scales to fit the context of primary education. Findings indicated that teachers
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Priskadana Putra, Tegar, and Alvanov Zpalanzani Mansoor. "APP-ASSISTED BOARDGAME AS AN EDUCATIONAL MEDIUM FOR ELEMENTARY SCHOOL’S CHILDREN'S COLLABORATIVE SKILL’S." Wimba : Jurnal Komunikasi Visual 14, no. 2 (2023): 100–122. http://dx.doi.org/10.5614/jkvw.2023.14.2.3.

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Boardgame is one form of game that is presently popular. The development of board games is also interesting from board games which were originally just paper and boards, now they are starting to penetrate the digital world. Starting from board games that are present digitally, implementing a hybrid concept between physical and digital, to those that use the latest technology. The addition of digital tools or applications to board games seeks to enhance the playing experience by making games more exciting, fascinating and interactive. With the presence of digital media in a board game, digital
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Winkelman, 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.

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Abstract The ways new games typically develop might be viewed as a continuum ranging from very gradual “evolution” based on mutations introduced to a single progenitor during play or recall, to sudden “intelligent design” based on a purposeful and original combination — or even invention — of ludemes independent of any particular lines of transmission. This paper argues that two proprietary 20th-century games, C.A. Neves’s Fang den Hut! and Lizzie Magie’s The Landlord’s Game, were developed in a different way, a bit outside the typical continuum. It analyzes the games’ general typologies, and
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Ghoman, 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.

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BackgroundNeonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives.ObjectiveTo review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals.MethodLiterature searches of PubMed, Google
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Campbell, Murray. "Mastering board games." Science 362, no. 6419 (2018): 1118. http://dx.doi.org/10.1126/science.aav1175.

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Browne, Cameron. "Fractal board games." Computers & Graphics 30, no. 1 (2006): 126–33. http://dx.doi.org/10.1016/j.cag.2005.10.016.

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Ball, Philip. "Quantum board games." New Scientist 256, no. 3417-3418 (2022): 60–61. http://dx.doi.org/10.1016/s0262-4079(22)02290-4.

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de 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.

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Choi, Young-hwa, and Sang-Seub Lee. "A Case Study on the Design and Development of Educational Board Games with a Focus on Environmental Education." Korea Association of Education Consulting and Coaching 9, no. 1 (2025): 59–80. https://doi.org/10.31137/ecc.2025.9.1.59.

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Recently, cases of using board games for educational purposes in academia are increasingly being reported. Board games in which several horses are placed on the board and moved by rolling dice or playing cards according to certain rules are a play tool that can be used as fun while enjoying leisure time not only for adolescents but also for adults. However, there are not many case studies at home and abroad on how board games can be developed as educational tools aimed at providing fun and enjoyment. Therefore, the purpose of this study was to present a research method for designing and develo
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Naidoo, 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.

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Purpose The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online gaming community, in South Africa. Design/methodology/approach The paper uses a technique called contrapuntal analysis to identify and explore competing discourses in over 200 messages on gender struggles about social inclusion posted in the local community’s gamer discussion board, based on seven threads initiated by women gamer activists. Findings The findings show how four interrelated gender discursive stru
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Zagal, 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.

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Burns, 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.

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