Journal articles on the topic 'Boar games'
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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.
Full textRogerson, 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 textTaufiq, 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.
Full textJay, 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.
Full textГабрель, 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.
Full textGatti 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.
Full textLi, 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.
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 textQ 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.
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 textValencia, 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.
Full text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.
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 textRubino, John. "Board Games." CFA Institute Magazine 15, no. 3 (2004): 30–36. http://dx.doi.org/10.2469/cfm.v15.n3.2865.
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 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 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 textJUHÁSZ, 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.
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 textLailia, 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.
Full textKim, 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.
Full textLailia, 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.
Full textSEMENOVA, 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.
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 textSousa, 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.
Full textZhang, 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.
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 textSmith, 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.
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 textTokarchuk, 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.
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 textDu, 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.
Full textMartinez, 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.
Full textPoole, 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.
Full textKuo, 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.
Full textPriskadana 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.
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 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 textBall, Philip. "Quantum board games." New Scientist 256, no. 3417-3418 (2022): 60–61. http://dx.doi.org/10.1016/s0262-4079(22)02290-4.
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 textChoi, 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.
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 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.
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