Academic literature on the topic 'Puzzle Board Games'

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Journal articles on the topic "Puzzle Board Games"

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Silver, Judith A. "Can Computers Be Used to Teach Proofs?" Mathematics Teacher 91, no. 8 (1998): 660–63. http://dx.doi.org/10.5951/mt.91.8.0660.

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Proofs are a beautiful and integral part of mathematics. As nice as formulas and constructions are, they are not the heart and soul of mathematics. However, most students prefer computations; they hate proofs and may survive studying them only by copying from the “class brain.” I see a puzzle here. Most teenagers do like logical things—board games, computer games, crossword puzzles. Why not proofs? Why cannot proof making be more like a game?
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Krebs, Christine, Michael Falkner, Joel Niklaus, et al. "Application of Eye Tracking in Puzzle Games for Adjunct Cognitive Markers: Pilot Observational Study in Older Adults." JMIR Serious Games 9, no. 1 (2021): e24151. http://dx.doi.org/10.2196/24151.

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Background Recent studies suggest that computerized puzzle games are enjoyable, easy to play, and engage attentional, visuospatial, and executive functions. They may help mediate impairments seen in cognitive decline in addition to being an assessment tool. Eye tracking provides a quantitative and qualitative analysis of gaze, which is highly useful in understanding visual search behavior. Objective The goal of the research was to test the feasibility of eye tracking during a puzzle game and develop adjunct markers for cognitive performance using eye-tracking metrics. Methods A desktop version
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Mustopa, Ali. "Pengaruh Global Transposition Table dan Algoritma Pvs dan Negascout Pada Puzzle Games." Techno.Com 19, no. 3 (2020): 207–15. http://dx.doi.org/10.33633/tc.v19i3.3422.

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Nine Men’s Morris merupakan game puzzle berbentuk board game 2 pemain. Papan terdiri dari kotak dengan dua puluh empat persimpangan atau titik. Permainan Nine Men’s Morris bersifat fully observable yang artinya bahwa seluruh kondisi pada papan permainan dan bidak-bidak dapat dipersepsi dan dinilai dengan baik. Penelitian ini melihat pengaruh penggunaan algoritma-algoritma dalam performa game Nine Men’s Morris. Performa permainan dilihat dari kemenangan, panjang jumlah jalur, lama pencarian. Penggunaan Global Transposition Table (GTT) sebagai penyimpanan memiliki keunggulan – dimana penyimpanan
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Belonogova, Lyudmila N., Aleksey M. Sokolov, and Svetlana V. Bogatova. "GAMIFICATION AS A MECHANISM OF PATRIOTIC EDUCATION OF THE YOUNGER GENERATION." Yaroslavl Pedagogical Bulletin 117, no. 6 (2020): 49–55. http://dx.doi.org/10.20323/1813-145x-2020-6-117-49-55.

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The article presents the experience of using gaming technologies and gamification in the patriotic education of the younger generation. The authors consider the features of Z generation (iGeneration), parameters for their successful learning. The article presents approaches to patriotic education. In the article the basis and purpose of patriotic education are considered as patriotic consciousness as a result of the development of the initial concrete-sensory perception of the surrounding world. The authors disclose the criteria for the formation of patriotic consciousness – motivationalvalue,
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Stavy, Lydia Zeta Donald, Frankie Subon, and Norseha Unin. "Using Language Games for Vocabulary Retention in a Rural Primary School in Sarawak." International Journal of Service Management and Sustainability 4, no. 2 (2020): 101. http://dx.doi.org/10.24191/ijsms.v4i2.8067.

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This study seeks to examine the impact of using language games on students’ vocabulary retention. Six language games were chosen for this study; (1) describe it, (2) matching pairs, (3) jigsaw puzzle, (4) board rush,(5) ball games and (6) true or false. The rationale for choosing six different games is based on the understanding that students require at least five to sixteen exposures to learn a new word (Nation’s, 2001) foreffective vocabulary retention. For this study, vocabulary retention is the ability to keep or retain the new words that are taught for the duration of two weeks. The Pre-t
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Abu-Dalbouh, Hussain Mohammad, Fahad Almansour, and Nehal Aldowighri. "Game Playing: Proposing and Developing Queen Challenge Puzzle Game from 1 to 25 Levels." Computer and Information Science 14, no. 2 (2021): 87. http://dx.doi.org/10.5539/cis.v14n2p87.

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In recent decades, massive improvements in graphic sophistication have begun to produce declining returns. The creative focus in game development has shifted to artificial intelligence. The queens’ task game is part of a sequence of popular games. It is the challenge of putting n chess queens on a game board such that no two queens are threatening each other. The plan does not involve two queens sharing the same row, column or diagonal. Each column contains exactly one queen, each row contains exactly one queen, and each diagonal contains exactly one queen. For every level in the gam
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Smith, Edward, and Lewis Golding. "Use of board games in higher education literature review." MSOR Connections 16, no. 2 (2018): 24. http://dx.doi.org/10.21100/msor.v16i2.624.

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There is a long standing history of mathematical games and puzzles being used to support mathematical thinking and concepts. The Maths Arcade is an initiative designed to provide a unique environment for students to play games in order to communicate with fellow students whilst developing a range of skills. The purpose of this study was to determine how these skills are developed and how they link to different games, we have found the evidence for this through reviewing a variety of sources focussing on game-play. We found that the playing of board games is fundamentally linked to the developm
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Kurita, Satoshi, Takehiko Doi, Kota Tsutsumimoto, et al. "Association of Physical Activity and Cognitive Activity With Disability: A 2-Year Prospective Cohort Study." Physical Therapy 100, no. 8 (2020): 1289–95. http://dx.doi.org/10.1093/ptj/pzaa052.

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Abstract Objective Engaging in physical activity (PA) and/or cognitive activity (CA) retains function in older adults, but whether the combination of these activities is associated with disability onset is still unknown. This study aimed to examine the prospective association of PA and/or CA with disability onset in older adults. Methods This was an ongoing prospective community-based cohort study. Data collection was conducted through a health check. An analyzable sample of 2668 participants (mean age = 75.5 years; 51.6% female) were categorized into 4 groups based on quartile 1 (low) and 2 t
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Linderoth, Jonas. "Beyond the digital divide: An ecological approach to gameplay." Transactions of the Digital Games Research Association 1, no. 1 (2013). http://dx.doi.org/10.26503/todigra.v1i1.9.

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This paper outlines a framework for understanding gameplay from the perspective of ecological psychology. According to this perspective, gameplay can be described in terms of perceiving, acting on and transforming the affordances that are related to a game system or to other players in a game. Challenges in games have an emphasis on perceiving suitable actions and/or performing suitable actions, often with emphasis on one aspect. For example, in many board games, strategy games and puzzle games, the challenge is to perceive appropriate affordances while in many sports, multiplayer shooter game
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Wulf, Tim, Daniel Possler, and Johannes Breuer. "Video game genre ((Online)Games)." DOCA - Database of Variables for Content Analysis, March 26, 2021. http://dx.doi.org/10.34778/3f.

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The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game databases, such as those published on journalistic websites.
 
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 The variable ‘genre’ is often used in content analyses of video games to identify and compare different types of games. Lynch et al (2016), for example, investigate whether the number of sexualized characters differ between various video gam
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Dissertations / Theses on the topic "Puzzle Board Games"

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Melero, Gallardo Javier. "Design and implementation techniques for location-based learning games." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/145498.

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Over the past few years the use of computer-supported games for learning purposes has reported many educational benefits in terms of students’ motivation and engagement towards learning. However, the comprehensive integration of Game-Based Learning (GBL) environments in formal learning settings is still a challenge that shapes several interdisciplinary research problems in the domain of GBL. A main problem is that for games to be relevant in formal education they need to be aligned with the curriculum and adapted to teachers’ requirements depending on their particular educational situations. A
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Wu, Hoi-sai Kathy, and 鄔凱茜. "Qiqiao Ban." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B26818462.

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Books on the topic "Puzzle Board Games"

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Vasantha, R. Mahārāja's games and puzzles. Foerderkreis Schach-Geschichtsforschung, 2006.

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Shotwell, Peter. Beginning go. Tuttle Pub., 2008.

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Hergé. The Tintin games book. Mammoth, 1993.

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Hergé. The Tintin games book. Methuen Children's, 1986.

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Edley, Joe. Everything Scrabble. Pocket Books, 2001.

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Edley, Joe. Everything Scrabble. Pocket Books, 1994.

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Stavans, Ilan. Lotería! University of Arizona Press, 2004.

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The game of patterns. Phaidon Press, 2011.

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Stratton, Bryan. Mario Party 5: Official Strategy Guide. Prima Games, 2003.

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Teaching with Bible games: Twenty "kid-tested" contests to make Christian education fun. Meriwether Pub., 1993.

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Book chapters on the topic "Puzzle Board Games"

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DaCosta, Boaventura, and Soonhwa Seok. "Developing a Clearer Understanding of Genre and Mobile Gameplay." In Handbook of Research on Immersive Digital Games in Educational Environments. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5790-6.ch008.

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This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that mobile gameplay is more of a situational activity than a social replacement, often played during periods of interruption or idle time and lasting for short intervals. Action, arcade, sports, adventure, puzzle, board, simulation, and strategy were among the most popular genres played. Statistically significant relationships were found between genre and age and gender, with the younger and older students as well as males and females favoring different genres. For example, puzzle games were popular among the older females, whereas action games were preferred by the younger males. Significant relationships were also found between genre and academic grades and level, with differences found for genre preferences between high- and low-performing as well as vocational high school and college students.
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"Instructions for Puzzle Games with game boards (PuB1–PuB9)." In Paired Maths Handbook. Routledge, 2013. http://dx.doi.org/10.4324/9781315068091-31.

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"Instructions for Puzzle Games without game boards (Pu1–Pu10)." In Paired Maths Handbook. Routledge, 2013. http://dx.doi.org/10.4324/9781315068091-35.

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Bleakley, Chris. "Superhuman Intelligence." In Poems That Solve Puzzles. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198853732.003.0012.

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Chapter 12 is the story of AlphaGo – the first computer program to defeat a top human player at the board game Go. On March 19, 2016, grandmaster Lee Sedol took on AlphaGo for a US$1 million prize in a best of five match. Experts expected that it would be easy money for Sedol. To most observers surprise, AlphaGo swept the first three games to win the match. AlphaGo was based on deep artificial neural networks (ANNs). The networks were trained with 30 million example moves followed 1.2 million games played against itself. AlphaGo was the creation of a London based company named Deep Mind Technologies. Founded in 2010 and acquired by Google 2014, DeepMind’s made a succession of high profile breakthroughs in artificial intelligence. Recently, their AlphaZero ANN displayed signs of general-purpose intelligence. It learned to play Chess, Shogi, and Go to world champion level in a few days.
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"Devise a Board Game: challenge pupils to create a puzzle." In Enlivening Secondary History: 50 Classroom Activities for Teachers and Pupils. Routledge, 2012. http://dx.doi.org/10.4324/9780203113004-16.

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Bleakley, Chris. "Artificial Intelligence Emerges." In Poems That Solve Puzzles. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198853732.003.0005.

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Chapter 5 delves into the origins of artificial intelligence (AI). By the end of the 1940s, a few visionaries realised that computers were more than mere automatic calculators. They believed that computers running the right algorithms could perform tasks previously thought to require human intelligence. Christopher Strachey completed the first artificially intelligent computer program in 1952. The program played the board game Checkers. Arthur Samuel of IBM extended and improved on Strachey’s program by including machine learning - the ability of a program to learn from experience. A team from Carnegie Melon University developed the first computer program that could perform algebra. The program eventually reproduced 38 of the 52 proofs in a classic mathematics textbook. Flushed by these successes, serious scientists made wildly optimistic pronouncements about the future of AI. In the event, project after project failed to deliver and the first “AI winter” set in.
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Adler, Aviv, Erik D. Demaine, Adam Hesterberg, Quanquan Liu, and Mikhail Rudoy. "Clickomania is Hard, Even with Two Colors and Columns." In The Mathematics of Various Entertaining Subjects. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691171920.003.0018.

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Clickomania is a classic computer puzzle game with several versions. Although rules and objectives vary slightly among different versions, the basic premise is the same: you are presented with a two-dimensional grid of colored square tiles and asked to clear those tiles by removing a contiguous like-colored group at each step (or click). There are two main variants of the game, which differ in the objective of the player: (1) Elimination variant: The player wins by removing all the tiles. (2) Score variant: The player gains points from each click, based on the number of tiles removed with that click and wins by achieving at least a specified score. For each variant, this chapter studies how hard it is for a computer to determine whether it is possible to win from a given initial configuration of the board. Specifically, it shows that Clickomania is computationally hard, even for two-color patterns occupying just two columns.
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Conference papers on the topic "Puzzle Board Games"

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"Teachers Can Be Involved in the Design of Location-based Learning Games - The Use of the Puzzle Board Metaphor." In 6th International Conference on Computer Supported Education. SCITEPRESS - Science and and Technology Publications, 2014. http://dx.doi.org/10.5220/0004777301790186.

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