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1

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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Evtushenko, A. Yu, and A. A. Safonova. "Educational games in the system of economic education." Information and Innovations 18, no. 2 (2023): 65–72. http://dx.doi.org/10.31432/1994-2443-2023-18-2-65-72.

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Relevance. The Monopoly game is a popular board game with a simple concept that is relevant as a tool for enterprises and entrepreneurs in the system of teaching the basics of business, as a tool for studying strategic economics and justifying business strategies. Goals. Substantiation of the importance of the Monopoly game model as a business strategy tool for developing skills in strategic thinking, negotiation, risk management and efficient resource allocation. Exploring the similarities between concepts in the game and real economic concepts, including monopoly, market competition, pricing
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Raskurazhev, Anton A., Polina I. Kuznetsova, and Marine M. Tanashyan. "Non-pharmacological prevention and correction of cognitive disorders." Annals of Clinical and Experimental Neurology 14, no. 3 (2020): 60–65. https://doi.org/10.25692/acen.2020.3.8.

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This review deals with research on the effect of board games on the prevention of cognitive disorders in the older population. It is known that activities using board games significantly enhance educational and intellectual abilities in children. However, data on the effect of such interventions in older patients (including those at risk for developing dementia) are few and equivocal. In the Bronx Aging Study, reading, board games, playing musical instruments, and dancing were associated with a reduced risk of cognitive disorders. The MoVIES study assessed the cognitive status of 942 participa
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Sazhina, Natalya M., and Inna S. Lebedeva. "POSSIBILITIES OF USING GAMIFICATION IN TEACHING ECONOMICS TO MEDICAL UNIVERSITY STUDENTS." Russian Journal of Education and Psychology 15, no. 4 (2024): 168–95. http://dx.doi.org/10.12731/2658-4034-2024-15-4-594.

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Background. Among the key trends influencing education today, the following stand out: “massification” and internationalization of education, turbulence of the world economy, “digital revolution”, technological innovation. Gamification has become a popular tool for solving various problems of varying degrees of complexity and today is confidently used in areas including business, personnel management, healthcare, and education. The purpose is to examine the application of gamification in teaching economics to medical students. Materials and methods. When working on the article, we used an anal
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Tsai, Jen-Che, Ping-Han Cheng, Shiang-Yao Liu, and Chun-Yen Chang. "USING BOARD GAMES TO TEACH SOCIOSCIENTIFIC ISSUES ON BIOLOGICAL CONSERVATION AND ECONOMIC DEVELOPMENT IN TAIWAN." Journal of Baltic Science Education 18, no. 4 (2019): 634–45. http://dx.doi.org/10.33225/jbse/19.18.634.

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This research uses board games as teaching material to develop students’ decision-making ability and basic scientific literacy and to foster students’ value for nature and social caring by working with socioscientific issues. The board game structure contains four perspective systems: ecological, economic, cultural, and political. In the game processing, students must handle, consider, and understand the different role players’ positions and face different missions that involve socioeconomic and environmental conflicts. When making any decisions, students affect the follow-up game behaviors an
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da Silva Sousa, Micael. "Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning." International Journal of Film and Media Arts 8, no. 1 (2023): 8–35. http://dx.doi.org/10.24140/ijfma.v8.n1.01.

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Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and econ
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Sousa, Micael. "Modeling Urban Spaces with Cubes: Building analogue serious games for collaborative planning." International Journal of Film and Media Arts 8, no. 1 (2023): 8–35. https://doi.org/10.24140/ijfma.v8.n1.01.

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Games are popular as ever. Professionals from every field are trying to build their serious games, combining engaging playability with simulation and learning outcomes. Urban planning is no exception. However, materializing these games is no easy task. We propose a serious game development process to combine modern board game mechanisms with realistic urban maps, profiting from the simplicity, flexibility, and collaboration dynamics analogue games provide. For this, we tested two collaborative games with architecture students. Although different, the games have similar core mechanical and econ
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Pysmennyi, V. V. "Problems of gamification in education in the context of sustainable development goals." Scientific Notes of Junior Academy of Sciences of Ukraine, no. 1(32) (2025): 36–46. https://doi.org/10.51707/2618-0529-2025-32-05.

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The prospects of using game-based technologies in modern educational processes, particularly through the application of original board games, was examined. It has been established that game-based methodologies enhance learners’ cognitive activity, increase their interest in education, and ensure more effective assimilation of educational material. One of the key advantages of gamification is its ability to simplify the perception of complex and abstract concepts, as well as to reinforce practical skills that have direct application in real life. Particular attention in the study is given to th
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Wijoyo, Satrio, Eeng Ahman, Susanti Kurniawati, Endang Supardi, and Mutiah Mutiara Firdaus. "The Use of Board Games in Teaching Biodiversity for Sustainable Development: A Quasi-Experimental Method." International Journal of STEM Education for Sustainability 5, no. 1 (2025): 53–71. https://doi.org/10.53889/ijses.v5i1.491.

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This research aimed to develop and evaluate learning media for sustainable development, specifically through a board game entitled “Board Game Maju Indonesiaku”. The game is designed around the dilemma between biodiversity conservation and economic development, covering four core systems concepts: economics, policy, society, and ecology. The study involved 61 middle school students who played the game for 360 minutes (180 minutes per week). Data was collected through post-test assessments and game performance. An independent t-test was used to analyze the post-test scores. The results showed a
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RUDENSKYI, Rostyslav. "BOARD GAMES’ EDUCATIONAL POTENTIAL FOR SENIOR PRESCHOOL CHILDREN AND PRIMARY SCHOOL STUDENTS: HISTORY AND MODERNITY." Cherkasy University Bulletin: Pedagogical Sciences, no. 2 (2024): 87–93. http://dx.doi.org/10.31651/2524-2660-2024-2-87-93.

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The article substantiates that board games are a means of ensuring an organic transition from the social role of a pre-schooler to a new one – that of a primary school student. It is actualized that the educa-tional potential of board games in science is still under-researched both at the theoretical, practical, and methodi-cal levels. The educational potential of board games for children of senior preschool and primary school age is defined as a complex of essential characteristics (goals, motives, con-tent, means, techniques, results, integration) of forming a harmoniously developed personal
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Sierra, Javier, and Ángela Suárez-Collado. "The transforming generation: increasing student awareness about the effects of economic decisions on sustainability." International Journal of Sustainability in Higher Education 22, no. 5 (2021): 1087–107. http://dx.doi.org/10.1108/ijshe-06-2020-0221.

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Purpose There is a growing trend in higher education institutions to develop multi-disciplinary approaches to education for sustainable development and to implement student-centered and problem-based methodologies to increase student engagement and satisfaction. This paper aims to present an innovative methodology to increase student awareness about the effects of economic decisions on sustainability. Design/methodology/approach This method uses a videogame and two board games to simulate three spheres of economic interaction, namely, local, national and international. For every sphere, three
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Morel, Maris, Jaanus Terasmaa, and Triinu Jesmin. "Is a Board Game Suitable for Teaching Complex Natural Systems? Yes." European Conference on Games Based Learning 16, no. 1 (2022): 377–86. http://dx.doi.org/10.34190/ecgbl.16.1.511.

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The quality of people’s daily lives is dependent on the functioning of natural systems - ecosystem services. These services are essential for social and economic development of our society and for ensuring the well-being of humans. This dependency is not easily understandable, as it is non-linear. The use of games has been proven a successful method in teaching complex systems. Games can improve, besides knowledge, students’ social and academic achievement, promote students’ motivation, improve their critical thinking and co-operation skills. In this research we assessed how an ecosystem servi
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Boissier, Mathilde, Vincent Jost, Mathieu Mangeot, and Léa Viénot. "DESIGNING SERIOUS GAMES TO UNDERSTAND THE CHALLENGES OF THE ANTHROPOCENE." Proceedings of the Design Society 3 (June 19, 2023): 1397–406. http://dx.doi.org/10.1017/pds.2023.140.

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AbstractThe challenges of the Anthropocene require a deep transformation of the world's economic organization. In order to manage such a change, it is necessary to have a systemic vision of the resources, processes at stake and their interdependencies. One possible approach to modeling part of this complexity is biophysical flow accounting. One of the challenges is to involve populations in participatory processes. It is therefore important to understand the systemic effects. However, biophysical accounting tools remain too complicated.This is why we have designed serious games to present the
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Kuchcik, Magdalena, Marcin Łączyński, Agata Cieszewska, et al. "Can the serious game serve as a tool for education in founding local adaptation solutions to climate change?" Geographia Polonica 97, no. 4 (2024): 485–98. https://doi.org/10.7163/gpol.0289.

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The article presents the scientific-based strategic board game Neighbourhood with Climate, which aims to become an educational tool for adaptation on a local scale to climate change in temperate climates. The game used in climate education supports citizen engagement, empowering people with the knowledge of nature-based solutions (NbS), which could be applied to prepare and protect themselves and their community from extreme weather in temperate climates. As it combines social engagement and environmental and economic elements, it fulfils the criteria for Education for Sustainable Development.
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Tsai, Jen-Che, Shiang-Yao Liu, Chun-Yen Chang, and Shih-Yeh Chen. "Using a Board Game to Teach about Sustainable Development." Sustainability 13, no. 9 (2021): 4942. http://dx.doi.org/10.3390/su13094942.

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Examining and developing courses of education for sustainable development (ESD) is the goal of this study. Building on the theory of game-based learning, this study develops teaching strategies that employ board games for ESD. The design context of the board game, entitled “Be Blessed Taiwan”, is situated in the dilemma between biological conservation and economic development. It incorporates four core systemic concepts: the economy, policies, society, and ecology. Students from two high schools played the game for 200 min and 400 min, respectively (100 min per week). The study collected compl
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Špaček, Kluvánková, Gežík, Baštáková, Štecová, and Louda. "Role Board Games as a Tool for Reconfiguration of Innovation Factors in Forest Ecosystem Services Governance." Proceedings 30, no. 1 (2019): 13. http://dx.doi.org/10.3390/proceedings2019030013.

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Forest ecosystem services (FES) are considered as public or common goods facing diverging individual and societal interests affecting the quality of ecosystems and well-being of the communities. This may result in overuse, degradation or unsustainable behaviour, as well as it can create also barriers for cooperation, economic profit and innovative business initiatives. The paper introduces the methodological approach which is applied within six different innovation regions (conceptualised as social-ecological systems) within the InnoForESt H2020 project. Each region uses innovative approaches
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Dibyendu Bikash Datta, Associate Professor and Sanjana Ramakrishnan, Product Designer. "Designing Dexterity Gameplay to Impart Awareness among Children." SMS Journal of Entrepreneurship & Innovation 10, no. 1 (2024): 37–49. http://dx.doi.org/10.21844/smsjei.v10i01.30004.

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Growing children, especially those aged 4 to 6, are surprisingly intuitive and impressionable. Imparting theawareness of essential topics among children in this age group can assist in building a curiosity-driven andaware generation. The utilization of dexterity gameplay as a medium for teaching can benefit by allowingthe children to be involved in the learning process rather than being taught directly. Solely impartingknowledge about the crucial matter through games would not be sufficient to reach the masses. The conceptof developmental play has become a key contributor to the toys and games
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18

COŞKUN, HASAN. "USING EDUCATIONAL MARBLE GAMES IN GERMAN LANGUAGE TEACHING." Journal of Education Culture and Society 6, no. 1 (2020): 167–84. http://dx.doi.org/10.15503/jecs20151.167.184.

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The aim of this article is to show how German students can be motivated by learning games. Apart from the development and didacticisation of the learning game “Marbles”, the attitude of Turkish families and language teaching educational establishments and the support of the DaF lessons by German mediating institutions in Turkey will be considered. The attitude of Turkish families to learning foreign languages is mostly positive. Turkish educational authorities and those responsible for education take various measures to expand foreign language teaching availability in the schools. German insti
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Podgórny, Paweł, and Zbigniew Świątnicki. "GRY WOJENNE JAKO NARZĘDZIE KSZTAŁTOWANIA BEZPIECZEŃSTWA PAŃSTWA. ANALIZA GIER WOJENNYCH I I II GENERACJI." Rocznik Bezpieczeństwa Morskiego XV - Wydanie specjalne (July 5, 2021): 1–12. http://dx.doi.org/10.5604/01.3001.0015.6797.

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Wargames go back to the beginnings of human civilization and continuously accompany its development, shaping the course of history for over three thousand years. Organized and conducted in various forms, they influenced and created interstate and international relations in the diplomatic and military, economic and social dimensions. Countries, wanting to secure their vital interests and striving to preserve or expand their spheres of influence, used and still use wargames in their decision-making processes. Wargames, initially taking the form of simple board games, thanks to research and scien
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Smith, Elke, Jan Peters, and Nils Reiter. "Automatic detection of problem-gambling signs from online texts using large language models." PLOS Digital Health 3, no. 9 (2024): e0000605. http://dx.doi.org/10.1371/journal.pdig.0000605.

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Problem gambling is a major public health concern and is associated with profound psychological distress and economic problems. There are numerous gambling communities on the internet where users exchange information about games, gambling tactics, as well as gambling-related problems. Individuals exhibiting higher levels of problem gambling engage more in such communities. Online gambling communities may provide insights into problem-gambling behaviour. Using data scraped from a major German gambling discussion board, we fine-tuned a large language model, specifically a Bidirectional Encoder R
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Maryanti, Rani Dwi, and Lativa Qurrotaini. "PENGEMBANGAN PAKAR IPS (PAPAN KARAMBOL IPS) SEBAGAI MEDIA PEMBELAJARAN IPS KELAS IV SEKOLAH DASAR." J-PIPS (Jurnal Pendidikan Ilmu Pengetahuan Sosial) 5, no. 2 (2019): 127. http://dx.doi.org/10.18860/jpips.v5i2.7503.

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<p>The background of this research is the implementation of a very minimal educational game tool and students are less attentive to the teacher's explanation during the learning process. So it affects the value of low students. This research aims to develop the instrument of Educational games Carrom Board IPS (EXPERTS IPS) on the subject of IPS materials economic activity and natural Resources class IV Elementary School and know the feasibility of the use of educational game tools of the EXPERT IPS. The research was conducted at the state Elementary School in Bekasi Regency with research
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Komarullah, Hafif. "Use Of The Monopoly Game As A Media For Learning Mathematics The Main Discussion Of Space Building." Integral (Jurnal Penelitian Pendidikan Matematika) 6, no. 2 (2024): 105–16. http://dx.doi.org/10.24905/jppm.v6i2.130.

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Mathematics is a comprehensive and general field, which has a very vital contribution to various fields of science and the development of human thought patterns, as well as underlying the growth of modern technology. Mathematics is taught at various levels of education from elementary school to university level. One of the materials taught in elementary school is building space. There are many geometric shapes discussed in elementary school mathematics material, namely cubes, blocks, prisms, pyramids, cones, cylinders and balls. A geometric shape is defined as a shape that has length, width an
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Florentino, Hugo da Silva, Laryssa Abílio Oliveira, and Francisco José Pegado Abílio. "Jogos Cooperativos: uma proposta inovadora para o ensino da Educação Ambiental." Pesquisa e Ensino em Ciências Exatas e da Natureza 1, no. 2 (2017): 166. http://dx.doi.org/10.29215/pecen.v1i2.455.

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<p>Este artigo descreve a experiência na construção, aplicação e avaliação de um jogo de tabuleiro cooperativo baseado na Carta da Terra. Trata-se de um estudo qualitativo, do tipo exploratório-descritivo, desenvolvido e validado com alunos/as de diferentes níveis de ensino de uma escola pública do município de João Pessoa-PB. Os resultados indicaram que o jogo teve uma avaliação positiva na aceitação e satisfação dos/as alunos/as, sendo uma proposta inovadora, dinâmica e criativa para se trabalhar a educação ambiental em diferentes níveis de ensino, pois permite que sejam trabalhados nã
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Furnes, Annette, and Liv Torunn Grindheim. "Brettspel som tilrettelegging for utdanning for berekraftige utvikling i barnehagen." Nordisk barnehageforskning 19, no. 3 (2023): 45–64. http://dx.doi.org/10.23865/nbf.v19.332.

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Det er aukande etterspurnad etter kunnskap om korleis ein kan leggje til rette for utdanning for berekraftig utvikling i barnehagen. Vi vil bidra med utvikling av leikande praksisar, avgrensa til deltaking i brettspel, sidan leiken er sett som barn sin måte å vere i verda og som ei transformativ kraft. Problemstillinga er: Kva innspel har barnehagelærarstudentar og barnehagelærarar til bruk av brettspel som utdanning for berekraftig utvikling i barnehagen? Materiale er henta frå to verkstadar; ein med studentar og ein med barnehagelærarar, og byggjer på eit fyrsteutkast av eit brettspel laga f
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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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Siagian, Martha Lowrani, Retno Indarwati, and Pudji Lestari. "Non-pharmacological Therapy for the Elderly to Prevent Dementia through Cognitive Stimulation Therapy: A Systematic Review." Jurnal Ners 15, no. 1Sp (2020): 221–29. http://dx.doi.org/10.20473/jn.v15i1sp.19018.

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Introduction: Dementia is the most prevalent disease in older people and it has become the largest global public health priority. Not only does it cause a progressive loss of independent functioning, a decline in the cognition of people with dementia and family restlessness but it also leads to an enormous social and economic burden. The aim of this study was to describe the non-pharmacological therapy that is commonly used and to show the significantly effect that it has in terms of preventing cognitive decline in the elderly with dementia.Methods: The literature review approach was used with
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FURQAN ULLAH, MUHAMMAD ASIF, MUHAMMAD ZAHID, and FAIZA MEHREEN. "Investor Sentiment in Stock Market: A Case of Pakistan Super League in Pakistan Stock Exchange." Journal of Business & Tourism 4, no. 2 (2021): 101–21. http://dx.doi.org/10.34260/jbt.v4i2.165.

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This study investigates whether sentiments play any role while investors make financial decisions which results in the stock returns. The paper analyzes the major two sports events (2016-2017) of Pakistan Super League (PSL). The study utilizes the stock market data from Pakistan Stock Exchange (PSX)-100 index for the period of two financial years starting from June 2015 to July 2017. PSL T20 data is collected from the official PSL website. The empirical results of the studyshow that PSL sports events are highly statistically significant and imply that the events trigger investor sentiments (op
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Poulain, Tanja, Christof Meigen, Carolin Sobek, et al. "Loss of childcare and classroom teaching during the Covid-19-related lockdown in spring 2020: A longitudinal study on consequences on leisure behavior and schoolwork at home." PLOS ONE 16, no. 3 (2021): e0247949. http://dx.doi.org/10.1371/journal.pone.0247949.

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Aim In spring 2020, the first Covid-19-related lockdown included the closing of kindergartens and schools. Home schooling, the lack of social contacts with peers and the care of the children at home posed an enormous challenge for many families. Methods The present study investigated the leisure behavior of 285 one- to 10-year-old German children at two time points (t1 and t2) during the Covid-19-related lockdown in spring 2020. In the subsample of primary school children (n = 102), we also explored children’s attitudes towards schoolwork at home. Analyses focused on the change of behavior fro
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Dalamagka, Maria. "Dementia vs. Alzheimer." Journal of Alzheimer's & Dementia. Prime Scholars 7, no. 2 (2024): 11. https://doi.org/10.36648/ipad.24.7.11.

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The group’s consensus statement said there is no evidence of “even moderate scientific quality” that nutritional supplements, herbal preparations, diet or social and economic factors can reduce the chances of getting Alzheimer’s. Interventions intended to delay the onset of Alzheimer’s didn’t fare much better. In terms of staying sharp (versus developing dementia) as we get older, the outlook was a little better, according to the group. Diet and nutritional supplements still didn’t pass muster and no medication was billed as preventing cognitive declin
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Siddiqui, Javed, Sofia Yasmin, and Christopher Humphrey. "Stumped! The limits of global governance in a commercialized world of cricket." Accounting, Auditing & Accountability Journal 32, no. 7 (2019): 1898–925. http://dx.doi.org/10.1108/aaaj-07-2018-3571.

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Purpose The purpose of this paper is to analyse the shifting nature of governance reforms, both at global and national levels, in the increasingly commercialised game of cricket. The authors explore the inter-relationship and linkages between governance and commercialism, and in the process, question the contemporary reliance placed on governance as a generic counter-commercialist force and accountability aid. Design/methodology/approach The analysis is based on a comprehensive analysis of cricketing archives, newspapers and online media. The authors specifically utilise a range of review repo
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Koneva, Bogdana, and Maria Shabanova. "Board Game “Making Financial Decisions” in the System of Teaching the Mathematical Foundations of Financial Literacy." Mathematics and Informatics LXIV, no. 2 (2021): 173–81. http://dx.doi.org/10.53656/math2021-2-4-boa.

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The aim of this article is to present the theoretical model for the construction of tasks in improving financial literacy in algebra course at school and to submit the economic and mathematical game based on the developed model. At the state level, a number of important documents have been adopted on the formation of financial literacy of schoolchildren, various measures are being implemented to solve this problem. Despite this, today the tasks presented in the school mathematics course do not fully solve the issue of increasing the level of financial literacy. In the course of work on the cre
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Li, Zijing. "Game Theory Optimization Based on Python: Evidence from Board Game “Go-Moku”." Highlights in Science, Engineering and Technology 49 (May 21, 2023): 287–93. http://dx.doi.org/10.54097/hset.v49i.8520.

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Game theory has been widely used in multiple fields such as economics, computer science, and political science to study the rational behavior of multiple decision makers in different scenarios. In recent years, with the rapid development of artificial intelligence, AI trained using game theory has shown outstanding performance in board games such as Go, chess and backgammon. This study explores the application of game theory optimization in the board game "Go-Moku" using a learning algorithm combining Monte Carlo tree search algorithm and reinforcement learning. The paper discusses recent deve
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Sedeño, Ana. "Videogames as cultural devices: development of spatial skills and application in learning." Comunicar 17, no. 34 (2010): 183–89. http://dx.doi.org/10.3916/c34-2010-03-18.

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A videogame is a cultural device with its own socializing functions, as stated by most of the media. The high levels of pleasure and enjoyment it gives players make it essential to analyse its potential as an educational tool, more so if there is an awareness of its value as a vehicle for personality development among young people. This paper tries to provide current examples of the wide range of videogames and their ability to develop certain skills related to the dynamic representation of space, within Jerome Bruner´s learning model. There is analysis of how adventure, strategy, simulation a
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Prayogo, Ignatius Hendy, Daniel Kurniawan Salamoon, and Bing Bedjo Tanudjaja. "Board Game Design as a Means to Educate Indonesian Novice Voters about Participating in an Elections." kata 25, no. 00 (2023): 69–73. http://dx.doi.org/10.9744/kata.25.00.69-73.

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Apathetic about elections in Indonesia is one of few topics that are often discussed whenever the elections period is being held. With generation z attain 27. 94 percent of the total population of Indonesia, it is important that the majority of the Indonesian citizens participate and use their right to vote wisely with a mindset that cares about the nation’s future. This board game is created as a means to educate Indonesian novice voters about taking part in an election so that they are more inclined to participate and use their right of voting. Using board games as the medium makes learning
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Lee, Hyun-Woo, Umer Hussain, Shawn Saeyeul Park, Sunyun Shin, and Woo Taek Shim. "Internal workforce, symbolism and licensed products: 17th Asian Games." Emerald Emerging Markets Case Studies 11, no. 1 (2021): 1–20. http://dx.doi.org/10.1108/eemcs-09-2019-0244.

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Learning outcomes The questions raised in the case study could escort a classroom or online discussion for understanding licensed product consumption motives among the internal workforce. Case overview/synopsis Despite the Asiad (an abbreviation of Asian Games) being organized in the most populous continent, its financial profitability is minimal compared with the summer Olympic Games and other major sporting events. Thereby, Asiad board members are seeking to understand how they can target the right segment via licensed products. This will ultimately increase licensed product sales. On July 1
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Pigatto, Giacomo, John Dumay, Lino Cinquini, and Andrea Tenucci. "Communication, disclosure and power games: a figurational approach to understanding CPA Australia's corporate governance scandal." Accounting, Auditing & Accountability Journal 36, no. 9 (2023): 446–82. http://dx.doi.org/10.1108/aaaj-02-2022-5681.

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PurposeThis research aims to examine and understand the rationales and modalities behind the use of disclosure before, during and after a corporate governance scandal involving CPA Australia (CPAA).Design/methodology/approachData beyond CPAA's annual reports were collected, such as news articles, media releases, an independent review panel (IRP) report, and the Chief Operating Officer's letter to members. These disclosures were manually coded and analysed through the word counts and word trees in NVivo. This study also relied on Norbert Elias' conceptual tool of power games among networks of a
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Ntelezi, Abenathi Ivy, Hilary Kennedy Nji Bama, and Gift Muresherwa. "Indigenous Games as a Catalyst for Sport Tourism Development in South Africa." International Conference on Tourism Research 7, no. 1 (2024): 453–60. http://dx.doi.org/10.34190/ictr.7.1.2048.

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This preliminary study seeks to investigate the role of indigenous games as catalysts for sport tourism development in South Africa. By employing a mixed-methods approach, qualitative data will be gathered through in-depth interviews with key informants, including government officials responsible for cultural affairs, organizers of indigenous games, and various stakeholder groups. Quantitative data on its part will be sourced from residents in host communities and from event participants and spectators. By examining multi-stakeholder perspectives on the phenomenon, the research aims to provide
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Maratou, Vicky, Firdaous Ennami, Filipe Luz, et al. "Game-Based Learning in Higher Education Using Analogue Games." International Journal of Film and Media Arts 8, no. 1 (2023): 63–83. http://dx.doi.org/10.24140/ijfma.v8.n1.04.

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Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance, games can be implemented in war where they are viewed as a deadly sort of game, wit
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Maratou, V., F. Ennami, F. Luz, et al. "Game-Based Learning in Higher Education Using Analogue Games." International Journal of Film and Media Arts 8, no. 1 (2023): 68–84. https://doi.org/10.24140/ijfma.v8.n1.04.

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Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992).The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance, games can be implemented in war where they are viewed as a deadly sort o
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40

Kropyvko, I. "Fantasy in Ukraine: an in-action cultural tradition." Vìsnik Marìupolʹsʹkogo deržavnogo unìversitetu Serìâ Fìlologìâ 16, no. 28 (2023): 127–39. http://dx.doi.org/10.34079/2226-3055-2023-16-28-127-139.

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Fantasy as a metagenre exists in many (art and non-art) forms, due to which scholars refer to it as a symbol of broad modern cultural development (O. Manakhov). Fantasy enhances the magicization of the real world and creates the secondary, non-existing one; it pushes numerous amateurs toward artistic self-implementation, unites the experts in various fields in their shared attempt to explore and create fantasy worlds, to arrange their life space. Fantasy as an in-action cultural tradition has not yet been interpretated as separate research; however, certain issues are regularly raised. Modern
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Banubakode, Abhijit, and Shaheen Siddiqui. "Research on Social Media Past, Present and Future: A Case Study." SAMRIDDHI : A Journal of Physical Sciences, Engineering and Technology 14, Spl-2 issu (2022): 307–11. http://dx.doi.org/10.18090/samriddhi.v14spli02.19.

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Social Computing is historically rooted in the concept of the 1940s Bush’s Memex; which also led to the advent of hypertext and consequently the World Wide Web. The journey from the 1940s to the present, where social computing is all-encompassing and pervasive, has seen a global shift in our perspective. It has moved from recognizing initially that computers can be used for communication, not just computation to text-based social interactions (bulletin board systems, Usenet, Internet Relay Chat, MUD games) and further to dynamic social interactions with content generation, feedback and more ad
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Navarro, Peter. "How Economics Faculty Can Survive (and Perhaps Thrive) in a Brave New Online World." Journal of Economic Perspectives 29, no. 4 (2015): 155–76. http://dx.doi.org/10.1257/jep.29.4.155.

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The academy in which we toil is moving rapidly towards a greater role for online delivery of higher education, and both fans and skeptics offer strong reasons to believe this technological shock will have substantial disruptive effects on faculty. How can we as economic educators continue to provide sufficient value-added to justify our role in a world where much of what we now do is effectively being automated and commoditized? In this brave new online world, many successful and resilient faculty will add value (and differentiate their product) not by producing costly and elaborate multimedia
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La Rosa, Fabio, and Francesca Bernini. "Corporate governance and performance of Italian gambling SMEs during recession." International Journal of Contemporary Hospitality Management 30, no. 3 (2018): 1939–58. http://dx.doi.org/10.1108/ijchm-03-2017-0135.

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Purpose This study aims to explore how the economic recession and some corporate governance (CG) provisions can affect the performance of Italian gambling small and medium-sized enterprises (SMEs) across different business segments. Design/methodology/approach This study uses a panel sample of 2,135 observations before and during the global financial crisis. Specifically, the roles of ownership, boards of directors, chief executive officer gender and gambling business segments are investigated in the Italian gambling market. Findings Ownership concentration has a negative relationship with the
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Wisnu Mumpuni, Muhammad Akbar, and Andri Nurtantiono. "IMPLIKASI STORE ATMOSPHERE, KUALITAS PRODUK, PERSEPSI HARGA, DAN GAYA HIDUP TERHADAP KEPUTUSAN PEMBELIAN DI EUPHORIA CAFÉ KARANGANYAR." JURNAL ILMIAH EDUNOMIKA 6, no. 1 (2022): 199. http://dx.doi.org/10.29040/jie.v6i1.3959.

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This study aims to determine the effect of store atmosphere, product quality, price perception, and lifestyle on purchasing decisions at Euphoria Café Karanganyar. The type of research used is quantitative research with survey methods conducted on visitors to Euphoria Café Karanganyar. The results of the analysis using multiple regression analysis are store atmosphere, product quality, lifestyle have a significant effect on purchasing decisions at Euphoria Karanganyar, while price perceptions have no significant effect on purchasing decisions at Euphoria Café Karanganyar. Suggestions in this s
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Corbett, Michael, and Jennifer Tinkham. "Small Schools in a Big World: Thinking About a Wicked Problem." Alberta Journal of Educational Research 60, no. 4 (2015): 691–707. http://dx.doi.org/10.55016/ojs/ajer.v60i4.55981.

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The position of small rural schools is precarious in much of rural Canada today. What is to be done about small schools in rural communities which are often experiencing population decline and aging, economic restructuring, and the loss of employment and services? We argue this issue is a classic "wicked" policy problem. Small schools activists have a worldview that is focused on maintaining infrastructure and even community survival, while school boards are mandated to focus on the efficient provision of educational services across wider geographies. Is it even possible to mitigate the predic
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Cena, Loredana, Matteo Rota, Alice Trainini, et al. "Investigating Adolescents’ Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study." JMIR Research Protocols 11, no. 2 (2022): e33376. http://dx.doi.org/10.2196/33376.

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Background Growing empirical evidence suggests that adolescents have a relatively greater propensity to develop problematic video gaming or gambling habits. Objective The main objectives of this study are to estimate the prevalence of potential pathological gambling and video game use among adolescent students and to evaluate their risk factors. Methods This is a cross-sectional multi-informant study based on an online survey. It will include a sample of adolescents attending secondary schools located in Brescia, northern Italy, their schoolteachers, and parents. The survey includes extensive
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Smith, Robert. "Reviewer Acknowledgements for Journal of Education and Training Studies, Vol. 12, No. 1." Journal of Education and Training Studies 12, no. 1 (2023): 99. http://dx.doi.org/10.11114/jets.v12i1.6655.

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Journal of Education and Training Studies (JETS) would like to acknowledge the following reviewers for their assistance with peer review of manuscripts for this issue. Many authors, regardless of whether JETS publishes their work, appreciate the helpful feedback provided by the reviewers. Their comments and suggestions were of great help to the authors in improving the quality of their papers. Each of the reviewers listed below returned at least one review for this issue.Reviewers for Volume 12, Number 1Akın Metli, Bilkent Erzurum Laboratory School (BELS), TurkeyArlene Kent-Wilkinson, Universi
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Зиятдинова, Юлия Надировна. "Interactive online tools in teaching foreign languages to university students." Pedagogical Review, no. 3(49) (June 20, 2023): 42–50. http://dx.doi.org/10.23951/2307-6127-2023-3-42-50.

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Цифровая трансформация общества оказывает значительное влияние на высшее образование, которое также переходит в цифровой формат. Использование цифровых инструментов и онлайн-ресурсов становится неотъемлемой частью внеаудиторной и аудиторной работы со студентами, однако преподаватели часто сталкиваются с трудностями при выборе наиболее эффективных форматов использования данных ресурсов в связи с недостаточной осведомленностью обо всех новых возможностях или недостаточным владением английским языком. Цель данной статьи – провести анализ использования интерактивных обучающих онлайн-сервисов в ино
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Saunders, John. "Editorial." International Sports Studies 43, no. 1 (2021): 1–6. http://dx.doi.org/10.30819/iss.43-1.01.

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It was the Canadian philosopher Marshall McLuhan who first introduced the term ‘global village’ into the lexicon, almost fifty years ago. He was referring to the phenomenon of global interconnectedness of which we are all too aware today. At that time, we were witnessing the world just opening up. In 1946, British Airways had commenced a twice weekly service from London to New York. The flight involved one or two touch downs en-route and took a scheduled 19 hours and 45 minutes. By the time McLuhan had published his book “Understanding media; the extensions of man”, there were regular services
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De Carvalho, Pedro Guedes. "Comparative Studies for What?" Motricidade 13, no. 3 (2017): 1. http://dx.doi.org/10.6063/motricidade.13551.

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ISCPES stands for International Society for Comparative Physical Education and Sports and it is going to celebrate its 40th anniversary in 2018. Since the beginning (Israel 1978) the main goals of the Society were established under a worldwide mind set considering five continents and no discrimination of any kind. The founders wanted to compare Physical Education and Sports across the world, searching for the best practices deserving consideration and applied on the purpose of improving citizen quality of life. The mission still stands for “Compare to learn and improve”.As all the organization
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