Academic literature on the topic 'Gameboards (board game elements)'

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Journal articles on the topic "Gameboards (board game elements)"

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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.

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This article examines the translation of modern board games as multimodal texts. It argues that games are produced in the interaction between players, pieces and rules, making them a participatory form of text. The article analyses the elements of the rules and in-game text in order to show how the multimodal elements of the text are essential to the experience of the game and how they affect the translation process. Many games are designed to be translated for many markets and avoid unnecessary text on in-game elements, preferring images. This can be seen in a short case study which discusses
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Seville, 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.

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Abstract The Game of Cupid is a simple dice-based race game derived from the Game of the Goose in about 1600. Twelve different examples, covering the period to about 1850 and drawn from France, the Low Countries and Britain, are analysed according to distinctive markers that include rules, game board configuration and decorative elements, showing that the evolution of the game can be described by a single tree of descent. The forces governing this evolution are discussed. The results may be of interest to those investigating whether different aspects of a complex cultural trait – such as a boa
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Promsri, 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.

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This objective of study was to develop a crisis management board game for business organizations. This research used document analysis methods to study from two important sources: Devlin’s book Crisis Management Planning and Execution; an academic article titled “The Most Useful Crisis Management Examples: The Good, Bad, and Ugly” by Marker. The results demonstrated extracted lessons from five key scenarios, namely case studies of Tylenol, Union Carbide India, Mattel, Samsung, and Pepsi, which were used to formulate simulations and responses to each crisis situation. This board game was develo
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Dauenhauer, 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.

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Abstract The game of Gyan Chaupar or ‘Snakes and Ladders’ exists in many forms throughout history as a board game of varying size, structure, and game elements of snakes and ladders associated with various vices and virtues inscribed within the board. Three boards were analyzed via simulation in Python, including the 1998 Milton Bradley version, the 72-square Vaisnava board, and the 84-square Jaina board, with the goal of understanding the relationships between board design and associated behaviors and spiritual concepts. Game play on each board was simulated 100,000 times with variations that
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Alejandria, 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.

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This study aims to assess the effectiveness of the created educational board game as a supplemental tool in learning the core concepts of the periodic table of elements. A quasi-experimental approach was utilized in addressing the objectives of the study wherein a total of thirty-two (32) students from the STEM strand participated in the study (sixteen (16) experimental group, sixteen (16) control group. An interview was also conducted after the post-test to determine the students’ experiences while playing the board game. The result of the study revealed that there is no significant differenc
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Alejandria, 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.

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This study aims to assess the effectiveness of the created educational board game as a supplemental tool in learning the core concepts of the periodic table of elements. A quasi-experimental approach was utilized in addressing the objectives of the study wherein a total of thirty-two (32) students from the STEM strand participated in the study (sixteen (16) experimental group, sixteen (16) control group. An interview was also conducted after the post-test to determine the students’ experiences while playing the board game. The result of the study revealed that there is no significant dif
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Tsai, 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.

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This article reports the design of a scientific board game, named “Element Enterprise Tycoon” (EET), which creates a scenario combining chemical elements, techniques, and products in daily life. The game cards are designed to motivate students not only to retrieve information about chemical elements, but also to be proficient in chemistry. Moreover, the game creates opportunities for group interactions and competitions to engage students in learning chemical elements as they do in regular science curricula. The EET has been field-tested with a group of middle school students to evaluate its ap
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Olivares-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.

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Resilience thinking is critical for improving disaster preparedness, response, and adaptation. While there are several strategies focused on assessing resilience capacity in human communities, there are few strategies focused on fostering resilience thinking. Game-based learning is an active and immersive teaching strategy that can foster complex skills such as resilience. However, this field needs further research in terms of its potential to strengthen community resilience to disasters. In this paper, we validated a serious game to foster community resilience. We present the collaborative cr
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Ma, 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.

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AbstractSerious games (SGs) as a new educational format have gained interest among many scholars from diverse fields. SGs seem to be useful tools for teaching innovation processes (IP) as they guarantee intrinsic motivation and provide situated learning. So far, there is no guideline on designing IP games and lowering their development time while ensuring their effectiveness. To fill this gap, we should first analyse the existing IP games with evaluation methods and synthesise their commonalities. Numerous methods have been put forward in the literature to assess digital SGs; however, most of
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Pysmennyi, 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.

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The article presents the role of gamification as an innovative approach in the context of inclusive education. It was found that the use of game mechanisms significantly increases pupils motivation and involvement in educational activities, creating a positive emotional background and contributing to a sense of progress and success. This is an important aspect for pupils with special educational needs, since game elements can reduce their anxiety, improve emotional stability and help increase the effectiveness of learning. The study pays special attention to studying the potential of board gam
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Books on the topic "Gameboards (board game elements)"

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Voogt, Alexander J. de. Mancala board games. British Museum Press, 1997.

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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.

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John, 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.

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Book chapters on the topic "Gameboards (board game elements)"

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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.

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AbstractDeveloping an educational game about sustainable manufacturing can be an effective way to teach people about the importance of sustainable practices in the manufacturing industry. Through educational sustainable manufacturing games, users can learn about the impact of sustainable manufacturing on the environment, along with strategies and techniques that can be used to reduce waste and methods of sustainable production. A minimal number of articles have focused on board game development for sustainable manufacturing, and of the few, most focused on educational simulation of machines/sy
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Pereira, 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.

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Aureli, 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.

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Human capital (HC) plays an important role in organizations, serving as a primary source of innovation and competitiveness. Assessment and disclosure of how HC is managed and enhanced are fundamental elements of every sustainability report. However, companies and consultants might not be prepared for HC disclosure. Accounting practitioners did not learn about sustainability and HC reporting during their university career, nor are they familiar with procedures to draw up and audit ESG reports. Hence, this chapter aims to enhance education in sustainability and HC reporting through an engaging a
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Wiboonsin, 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.

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In this research article, the authors created the game “Wealth” to illustrate the concept of designing and developing a financial game and the characteristics of board games suitable for fostering financial literacy in students. There were four stages of development: content and game mechanic development, game mechanic testing, content validity and communication of game elements evaluation, and usability testing. Experts in each field provided data for each test phase. The authors used observations, interviews, and group discussions to gather data. The data will be analyzed to determine the ap
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Holthus, 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.

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This chapter presents a methodological contribution to the study of happiness and life satisfaction by enquiring about definitions of happiness and happiness-related terms through visual props, enabling interviewees to explain their lives and weight elements in their lives as to (1) their respective importance for living a good life and (2) to their positive and negative evaluation. The methodology was tested in semi-structured interviews with 23 men and women in Japan. Interviews consisted of three parts: (a) word association, (b) in-depth conversation on happiness issues using a bullseye str
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So, 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.

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Recent advances in artificial intelligence (AI) technologies have transformed our lives in profound ways. Indeed, AI has not only enabled machines to see (eg, face recognition), hear (eg, music retrieval), speak (eg, speech synthesis), and read (eg, text processing), but also, so it seems, given machines the ability to think (eg, board game-playing) and create (eg, artwork generation). This chapter introduces the key technical elements of machine learning (ML), which is a rapidly growing sub-field in AI and drives many of the aforementioned applications. The goal is to elucidate the ways human
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Watanabe, 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.

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This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks w
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Watanabe, Daniel. "The ScavengAR Hunt." In Mobile Devices in Education. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1757-4.ch057.

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This chapter explains the design and execution of a pre-service teacher training case study using Augmented Reality (AR), Quick Response (QR) codes, and social media mobile applications installed on iPads. The ScavengAR Hunt activity centered on a story narrative inspired by works of fine art using trigger images from the AR mobile application ARART® and incorporated elements of the board game Clue®. Pre-service teachers in the study were divided into groups of 4-6 and assigned specific, individual roles related to a mobile application used in the ScavengAR Hunt, and completed specific tasks w
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Sanmugam, 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.

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Gamification is a new and upcoming trend that is predicted by many to further enhance the field of educational technology in the new millennium. The use of gamification has fared well in the corporate world and is gradually transcending into the educational arena. The usage of game elements such as points, badges and leader board can assist in keeping the students not only motivated but also engaged to the teaching and learning process in the school. As learning and assessment come hand in hand as a knowledge acquiring process in a classroom, therefore it should be identified whether or not ga
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Conference papers on the topic "Gameboards (board game elements)"

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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.

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Doomun, 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.

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The unprecedented effects of the COVID-19 pandemic have caused a paradigm shift in the education sector by transitioning from the traditional face to face learning to online learning. Attitudinal studies exploring the attitudes and characteristics of the students in online learning have revealed a lack of student engagement and motivation in the online education delivery. Gamification is the principle of adding game-like elements to non-game activities and in the online learning context, it is a strategy used to enhance engagement and motivation. The recent literature suggests that if gamifica
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Haziri, 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.

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PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research revea
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Kutun, 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.

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Gamification, i.e. the integration of game design elements into a non-gaming environment, aims to increase users’ engagement and motivation to achieve their goals regarding a given task. It is placed at the border between formal and informal learning approaches. Motivational difficulties are well known in educational settings, especially in Computer Science, where strict formal content meets very playful computer gamers. Hence, we followed the approach of gamification to raise the motivation of learners in the field of Business Process Management (BPM) lifecycle. We developed a board rallye ga
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Xia, 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.

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Abstract ROV operations are mainly performed via a traditional control kiosk and limited data feedback methods, such as the use of joysticks and camera view displays equipped on a surface vessel. This traditional setup requires significant personnel on board (POB) time and imposes high requirements for personnel training. This paper proposes a virtual reality (VR) based haptic-visual ROV teleoperation system that can substantially simplify ROV teleoperation and enhance the remote operator's situational awareness. This study leverages the recent development in Mixed Reality (MR) technologies, s
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Chun 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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The widespread adoption of online media allows sports events worldwide to engage audiences collectively; football is no exception. It plays a significant role in providing entertainment and promoting social interaction. Due to varying levels of audience engagement, it is challenging to collectively enjoy the pleasure of watching the game. Therefore, this study aims to investigate how data visualization can enhance the experience of audiences with different experiences.The study focuses on the penalty shootout interface in football broadcasts, aiming to assess whether the level of sports engage
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