Academic literature on the topic 'Gameboards (board game elements)'
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Journal articles on the topic "Gameboards (board game elements)"
Evans, Jonathan. "Translating board games: multimodality anad play." Journal of Specialised Translation, no. 20 (July 25, 2013): 15–32. https://doi.org/10.26034/cm.jostrans.2013.399.
Full textSeville, Adrian, and Alex de Voogt. "Cultural Transmission in Printed Games of Cupid: Tracing Lines of Descent." Board Game Studies Journal 18, no. 1 (2024): 119–39. http://dx.doi.org/10.2478/bgs-2024-0005.
Full textPromsri, Chaiyaset, and Suchira Chaigusin. "Crisis Management Board Game." International Journal of Membrane Science and Technology 10, no. 5 (2023): 189–95. http://dx.doi.org/10.15379/ijmst.v10i5.2453.
Full textDauenhauer, Eleanor A., and Paul J. Dauenhauer. "Quantifying the Vices and Virtues of Snakes and Ladders Through Time." Board Game Studies Journal 18, no. 1 (2024): 1–38. http://dx.doi.org/10.2478/bgs-2024-0001.
Full textAlejandria, Lalaine N., Jill Mie S. Bajenting, Marie Anne Lovella D. Pacatan, and Tomas Jr A. Diquito. "The Use of Educational Board Game as a Supplemental Tool in Learning Periodic Table of Elements Among Senior High School Students." American Journal of Education and Technology 2, no. 1 (2023): 60–67. http://dx.doi.org/10.54536/ajet.v2i1.1292.
Full textAlejandria, Lalaine N., Jill Mie S. Bajenting, Marie Anne Lovella D. Pacatan, and Tomas Jr A. Diquito. "The Use of Educational Board Game as a Supplemental Tool in Learning Periodic Table of Elements Among Senior High School Students." American Journal of Education and Technology 2, no. 1 (2023): 60–67. https://doi.org/10.54536/ajet.v2i1.1292.
Full textTsai, Jen-Che, Shih-Yeh Chen, Chun-Yen Chang, and Shiang-Yao Liu. "Element Enterprise Tycoon: Playing Board Games to Learn Chemistry in Daily Life." Education Sciences 10, no. 3 (2020): 48. http://dx.doi.org/10.3390/educsci10030048.
Full textOlivares-Rodríguez, Cristian, Paula Villagra, Rodolfo E. Mardones, Luis Cárcamo-Ulloa, and Nicolás Jaramillo. "Costa Resiliente: A Serious Game Co-Designed to Foster Resilience Thinking." Sustainability 14, no. 24 (2022): 16760. http://dx.doi.org/10.3390/su142416760.
Full textMa, Yiming, Flore Vallet, François Cluzel, and Bernard Yannou. "Analysing the Relevance of Serious Game Elements for Effectively Teaching Innovation Processes." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (2019): 439–48. http://dx.doi.org/10.1017/dsi.2019.47.
Full textPysmennyi, Vitalii, and Vitalii Rudan. "Implementation of gamification elements in inclusive educational practices." Problems of Education, no. 1(102) (June 16, 2025): 389–401. https://doi.org/10.52256/2710-3986.1-102.2025.27.
Full textBooks on the topic "Gameboards (board game elements)"
Chess Periodic Table of Elements Science Chess Board Gift Chess Scorebook: Chess Notation Pad, 50 Games Score Moves to Track and Record a Chess Game, Notation Scoresheets to Log Scores, Matches, Tournaments and Results. Independently Published, 2021.
Find full textJohn, Ri Ri. Chess Periodic Table of Elements Science Chess Board Gift Chess Scorebook: Chess Notation Pad, 50 Games Score Moves to Track and Record a Chess Game, Notation Scoresheets to Log Scores, Matches, Tournaments and Results. Independently Published, 2021.
Find full textBook chapters on the topic "Gameboards (board game elements)"
Paliwal, Shivangi, Patrick Gannon, Ethan Lauricella, Kyle E. Riddett, Fazleena Badurdeen, and Anthony Elam. "Spaceship Earth: A Sustainable Manufacturing Game." In Lecture Notes in Mechanical Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-77429-4_95.
Full textPereira, João, Ricardo Gouveia Rodrigues, Ana Gouveia, and Leonor Sousa. "Visual and Textual Elements of Board Game Packaging, What Do Children Prefer?—An Eyetracking Study." In Marketing and Smart Technologies. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-1552-7_39.
Full textAureli, Selena, Monica Bartolini, and Giorgia Moschini. "Game-Learning in Action." In Advances in Business Information Systems and Analytics. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1172-1.ch006.
Full textWiboonsin, Kittiphan, Wandee Kasemsukpipat, Tongta Somchaipeng, and Chanon Chuntra. "How Can We Transform Content Into Game Mechanics?" In Advances in Game-Based Learning. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-9166-9.ch005.
Full textHolthus, Barbara, and Wolfram Manzenreiter. "A Board Game Approach to Studying the Multidimensionality of Life Satisfaction." In Researching Happiness. Policy Press, 2021. http://dx.doi.org/10.1332/policypress/9781529206128.003.0010.
Full textSo, Anthony Man-Cho. "Technical Elements of Machine Learning for Intellectual Property Law." In Artificial Intelligence and Intellectual Property. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198870944.003.0002.
Full textWatanabe, Daniel. "The ScavengAR Hunt." In Wearable Technology and Mobile Innovations for Next-Generation Education. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0069-8.ch012.
Full textWatanabe, Daniel. "The ScavengAR Hunt." In Mobile Devices in Education. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1757-4.ch057.
Full textSanmugam, Mageswaran, Hasnah Mohamed, Norasykin Mohd Zaid, Zaleha Abdullah, Baharuddin Aris, and Salihuddin Md Suhadi. "Gamification's Role as a Learning and Assessment Tool in Education." In Learning and Performance Assessment. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-0420-8.ch038.
Full textConference papers on the topic "Gameboards (board game elements)"
Le, Quy Phat, Luan Trong Nguyen, Qui Quang Tran, et al. "FairyS: Development of a board game integrated elements of Vietnamese folklore." In 2024 9th International STEM Education Conference (iSTEM-Ed). IEEE, 2024. http://dx.doi.org/10.1109/istem-ed62750.2024.10663142.
Full textDoomun, Rubeena, and Darelle Van Greunen. "Gamification: An Innovative Pedagogy to Onboard Students for Online Learning Success." In Tenth Pan-Commonwealth Forum on Open Learning. Commonwealth of Learning, 2022. http://dx.doi.org/10.56059/pcf10.4923.
Full textHaziri, Fortesa, Lulzim Shabani, and Miloslava Chovancova. "Customer game experience impact on gamification and online purchasing." In Contemporary Issues in Business, Management and Economics Engineering. Vilnius Gediminas Technical University, 2019. http://dx.doi.org/10.3846/cibmee.2019.078.
Full textKutun, Bahar, Alke Martens, and Werner Schmidt. "MOTIVATIONAL POWER OF GAMIFICATION: THE EFFECT OF PLAYFUL LEARNING ON PSYCHOLOGICAL NEEDS OF SELF-DETERMINATION THEORY." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end117.
Full textXia, Pengxiang, Kevin P. McSweeney, Zhuoyuan Song, and Eric Du. "ROV Teleoperation based on Sensory Augmentation and Digital Twins." In Offshore Technology Conference. OTC, 2023. http://dx.doi.org/10.4043/32376-ms.
Full textChun Lung, Ting, Meng-Cong Zheng, and Li-Jen Wang. "The Impact of Enhanced Information Presentation in Sports Event Broadcasting on Viewer Experience - A Case Study of Penalty Shootout in Football." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005378.
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