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Journal articles on the topic 'Puzzle Board Games'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no. 2 (2004). http://dx.doi.org/10.5204/mcj.2346.

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Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general p
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12

Bontchev, Boyan. "RICH ЕDUCATIONAL VIDEO MAZES AS A VISUAL ENVIRONMENT FOR GAME-BASED LEARNING". CBU International Conference Proceedings 7 (30 вересня 2019). http://dx.doi.org/10.12955/cbup.v7.1388.

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Thanks to their impressive interactive abilities, video games are applied for decades as an engaging means for effective and efficient game-based learning. This paper presents the vision of applying rich educational video mazes as a visual environment for game-based learning. It defines a rich educational maze as a 3D maze video game providing rich didactic multimedia content presented within the maze nodes not only on learning boards but as well within puzzle games of various types. The game designer can embed the puzzle games into each one of the maze rooms and provide learning content perso
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13

Sutrisno, Arif. "Transforming the Traditional Engklek Game Using ATUMICS Method." KnE Social Sciences, September 2, 2020. http://dx.doi.org/10.18502/kss.v4i12.7638.

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Engklek is a game that used to be played by people in Indonesia, especially children. This game improves balance, trains leg muscle endurance, and encourages direct social interaction between players. Unfortunately, this game is rarely played today because of the lack of availability of space and competition with modern games. The ATUMICS method helps to transform traditions into a current context by maintaining the crucial elements and replacing the elements that inhibit the aspects that are more acceptable to today’s society. In terms of playing techniques, game utilities, the icon of the bo
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14

Dixon, Ian. "Film Writing Adapted for Game Narrative: Myth or Error?" M/C Journal 20, no. 1 (2017). http://dx.doi.org/10.5204/mcj.1225.

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J.J. Gittes (Jack Nicholson) is appalled to learn that his lover is a victim of incest in Robert Towne and Roman Polanski’s definitive, yet subversive film Chinatown (Roman Polanski, 1974). Similarly, Ethan Mars (Pascale Langdale), the hero of the electronic game Heavy Rain (David Cage, 2010), is equally devastated to find his child has been abducted. One a cinema classic of the detective genre, the other a sophisticated electronic game: both ground-breaking, both compelling, but delivered in contrasting media. So, what do Chinatown and Heavy Rain have in common from the writer’s point of view
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15

Lehrer, Joanne Shari, and Hariclia Harriet Petrakos. "Parent and Child Perceptions of Grade One Children's Out of School Play." Exceptionality Education International 21, no. 2 (2011). http://dx.doi.org/10.5206/eei.v21i2.7677.

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The transition from kindergarten to Grade 1 is marked by a sudden decrease in children’s play time (Broström, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children’s beliefs about out of school play, as well as their parents’ (N = 56) perceptions of their play. Findings indicate that parents value play for their child’s development and education, for building relationships and self-esteem, for processing emotional experiences, for relaxation, and for fun. Many parents expressed a preference for active outdoor play, as well as pretend and creative p
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16

Kaspi, Niva. "Bill Lawton by Any Other Name: Language Games and Terror in Falling Man." M/C Journal 15, no. 1 (2012). http://dx.doi.org/10.5204/mcj.457.

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“Language is inseparable from the world that provokes it”-- Don DeLillo, “In the Ruins of the Future”The attacks of 9/11 generated a public discourse of suspicion, with Osama bin Laden occupying the role of the quintessential “most wanted” for nearly a decade, before being captured and killed in May 2011. In the novel, Falling Man (DeLillo), set shortly after the attacks of September 11, Justin, the protagonist’s son, and his friends, the two Siblings, spend much of their time at the window of the Siblings’ New York apartment, “searching the skies for Bill Lawton” (74). Mishearing bin Laden’s
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17

DeCook, Julia Rose. "Trust Me, I’m Trolling: Irony and the Alt-Right’s Political Aesthetic." M/C Journal 23, no. 3 (2020). http://dx.doi.org/10.5204/mcj.1655.

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In August 2017, a white supremacist rally marketed as “Unite the Right” was held in Charlottesville, Virginia. In participation were members of the alt-right, including neo-nazis, white nationalists, neo-confederates, and other hate groups (Atkinson). The rally swiftly erupted in violence between white supremacists and counter protestors, culminating in the death of a counter-protester named Heather Heyer, who was struck by a car driven by white supremacist James Alex Fields, and leaving dozens injured. Terry McQuliffe, the Governor of Virginia, declared a state of emergency on August 12, and
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18

Brown, Adam, and Leonie Rutherford. "Postcolonial Play: Constructions of Multicultural Identities in ABC Children's Projects." M/C Journal 14, no. 2 (2011). http://dx.doi.org/10.5204/mcj.353.

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In 1988, historian Nadia Wheatley and indigenous artist Donna Rawlins published their award-winning picture book, My Place, a reinterpretation of Australian national identity and sovereignty prompted by the bicentennial of white settlement. Twenty years later, the Australian Broadcasting Corporation (ABC) commissioned Penny Chapman’s multi-platform project based on this book. The 13 episodes of the television series begin in 2008, each telling the story of a child at a different point in history, and are accompanied by substantial interactive online content. Issues as diverse as religious diff
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