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Journal articles on the topic 'Puzzles and games'

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1

Pusey, Megan, Kok Wai Wong, and Natasha Anne Rappa. "The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–27. http://dx.doi.org/10.1145/3474703.

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Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has fo
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Dong, Yihuan, and Tiffany Barnes. "Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 172–78. http://dx.doi.org/10.1609/aiide.v13i1.12952.

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Although there has been much work on procedural content generation for other game genres, very few researchers have tackled automated content generation for educational games. In this paper, we present a template-based, automatic puzzle generator for an educational puzzle programming game called BOTS. Two experts created their own new puzzles and evaluated generator-generated puzzles for meeting the educational goals, the structural and visual novelty. We show that our generator can generate puzzles with expert-designed educational goals while saving experts more than 80% of creation time, and
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Hill, John M. D., Clark K. Ray, Jean R. S. Blair, and Curtis A. Carver. "Puzzles and games." ACM SIGCSE Bulletin 35, no. 1 (2003): 182–86. http://dx.doi.org/10.1145/792548.611964.

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Krekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. "Puzzles Unpuzzled." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–24. http://dx.doi.org/10.1145/3474696.

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Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the
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Johnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play." Games and Culture 14, no. 2 (2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.

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This article examines “paper puzzle games”—crosswords, Sudoku, Kakuro, word searches, and so forth—in order to historicize and contextualize “casual games,” complicate our notions of “casual” play, and open up paper puzzle games to game studies consideration for the first time. The article begins by identifying the dearth of literature on paper puzzle games and offers an initial examination of these games through the lens of casual games, play, and players. It focuses on six traits in casual game design: appealing themes, ease of access, ease of learning, minimal required expertise, fast rewar
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Shasha, Dennis. "Upstart Puzzles: Chair Games." Communications of the ACM 59, no. 7 (2016): 128. http://dx.doi.org/10.1145/2915924.

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Chen, Eugene You Chen, Adam White, and Nathan R. Sturtevant. "Entropy as a Measure of Puzzle Difficulty." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 34–42. http://dx.doi.org/10.1609/aiide.v19i1.27499.

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Evaluating and ranking the difficulty and enjoyment of puzzles is important in game design. Typically, such rankings are constructed manually for each specific game, which can be time consuming, subject to designer bias, and requires extensive play testing. An approach to ranking that generalizes across multiple puzzle games is even more challenging because of their variation in factors like rules and goals. This paper introduces two general approaches to compute puzzle entropy, and uses them to evaluate puzzles that players enjoy. The resulting uncertainty score is equivalent to the number of
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Chen, Lihan, Jingping Liu, Sihang Jiang, et al. "Crossword Puzzle Resolution via Monte Carlo Tree Search." Proceedings of the International Conference on Automated Planning and Scheduling 32 (June 13, 2022): 35–43. http://dx.doi.org/10.1609/icaps.v32i1.19783.

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Although the development of AI in games is remarkable, intelligent machines still lag behind humans in games that require the ability of language understanding. In this paper, we focus on the crossword puzzle resolution task. Solving crossword puzzles is a challenging task since it requires the ability to understand natural language and the ability to execute a search over possible answers to find an optimal set of solutions for the grid. Previous solutions are devoted to exploiting heuristic strategies in search to find solutions while having limited ability to explore the search space. We pr
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Chen, Rulin, Ziqi Wang, Peng Song, and Bernd Bickel. "Computational design of high-level interlocking puzzles." ACM Transactions on Graphics 41, no. 4 (2022): 1–15. http://dx.doi.org/10.1145/3528223.3530071.

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Interlocking puzzles are intriguing geometric games where the puzzle pieces are held together based on their geometric arrangement, preventing the puzzle from falling apart. High-level-of-difficulty , or simply high-level , interlocking puzzles are a subclass of interlocking puzzles that require multiple moves to take out the first subassembly from the puzzle. Solving a high-level interlocking puzzle is a challenging task since one has to explore many different configurations of the puzzle pieces until reaching a configuration where the first subassembly can be taken out. Designing a high-leve
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Osipov, Ilya V., and Evgeny Nikulchev. "Review puzzles and construction sets falling under the category of augmented reality games." ITM Web of Conferences 18 (2018): 02003. http://dx.doi.org/10.1051/itmconf/20181802003.

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In this article, the authors review puzzles and construction sets falling under the category of augmented reality games and, at the same time, serving as the elements of TUI interfaces. The review does not include games based on jigsaw puzzles (dissection puzzles, where the player has to put together a set of fragments of variously shaped images). Transreality puzzles are electronic-mechanical puzzles (usually three-dimensional), where the gameplay takes place both in the domain of a virtual game, and in that of a mechanical device.
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Adam, Muhammad, and Iedam Fardian Anshori. "Perancangan Game Puzzle Platformer Ploop Menggunakan Model Game Development Life Cycle." Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) 6, no. 1 (2023): 34–48. http://dx.doi.org/10.32672/jnkti.v6i1.5560.

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Abstrak— Perkembangan game yang ada saat ini begitu pesat dan menjadi bagian dari gaya hidup. Berbagai genre game mulai bermunculan seperti action, horror, puzzle, RPG dan platformer games. Namun generasi sekarang atau anak yang lahir pada tahun 2000-an masih banyak yang kurang familiar dengan genre puzzle platformer, karena puzzle platformer ini genre game yang mulai populer baru-baru ini dan merupakan gabungan dari dua genre game yang di jadikan satu mekanik permainan. Game puzzle platformer adalah sebuah aplikasi permainan untuk mengasah kemampuan berpikir, dimana pengguna harus memecahkan
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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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Ralls, S., and G. P. Jellis. "The Games and Puzzles Journal." Mathematical Gazette 72, no. 461 (1988): 261. http://dx.doi.org/10.2307/3618293.

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Tedy, Tedy, Ruth Stevani, Rusdiana Tamara, and Yuliani Yuliani. "Teknik Pembacaan Media Puzzle Huruf di Sekolah Dasar Kalimantan Tengah." SOSMANIORA: Jurnal Ilmu Sosial dan Humaniora 2, no. 2 (2023): 187–96. http://dx.doi.org/10.55123/sosmaniora.v2i2.1891.

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The author's research focused on students in an elementary school in Palangka Raya. The author found that there were students who were not familiar with alphabetic or numeric literacy, so students could not continue the reading process. In addition, based on the regular activities of students with various seriousness, it is time for teachers to provide opportunities, freedom and time for students to be creative, relieve fatigue through games, namely playing puzzles. This research is a qualitative research with data collection tools through the process of interviewing research subjects. Qualita
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Maarif, Vadlya, Hidayat M. Nur, and Fitrian Chandrayoga. "Game Edukasi Hafalan Surat Pendek Al-Qur’an The Adventure Of Ali." Indonesian Journal on Software Engineering (IJSE) 6, no. 1 (2020): 105–15. http://dx.doi.org/10.31294/ijse.v6i1.8059.

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Abstract: Games at this time become a very popular thing, even early childhood have played games using an Android smartphone. But children tend to play games excessively, that causing concerns for parent about the negative effects of games that affect their children. Therefore the game "The Adventure of Ali" was created which is a game with an educative concept and is a game as a learning media or educational game. Education itself is very broad in scope, ranging from formal and non-formal education. Memorizing short Al-Qur'an surah is an education that is classified as non-formal, which is no
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Christianto, Heru, Lolita A. M. Parera, and Duarancy Alunat. "The Effect of Using the Teams Games Tournament (TGT) Model Assisted by TTS on the Students Interests and Learning Outcomes in Colloid Material." Jurnal Inovasi Pembelajaran Kimia 5, no. 1 (2023): 1. http://dx.doi.org/10.24114/jipk.v5i1.44730.

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The purpose of this study was to determine the effect of learning the Teams Games Tournament type assisted by crossword puzzles (TTS) media on the interests and learning outcomes of Class XI MIA SMA Terpadu Hati Tersuci Maria Halilulik Academic Year 2021/2022. This research was conducted in a control class, colloidal system material was taught using a conventional model, while in the experimental class using the Teams Games Tournament type learning model assisted by crossword puzzles (TTS) for 4 meetings. For students' interest in learning, both classes were given questionnaires before and aft
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Olii, Nancy, Puspita Sukmawaty Rasyid, Magdalena Martha Tompunuh, and Nurnaningsih Ali Abdul. "PEMBERDAYAAN KADER DALAM PENINGKATAN PERKEMBANGAN KOGNITIF PADA ANAK 24-35 BULAN MELALUI PERMAINAN PUZZLE GEOMETRI." JMM (Jurnal Masyarakat Mandiri) 7, no. 1 (2023): 621. http://dx.doi.org/10.31764/jmm.v7i1.12421.

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Abstrak: Permainan merupakan alat stimulasi pertumbuhan dan perkembangan anak, sehingga orang tua dan petugas kesehatan harus mengetahui dan memberikan jenis permainan yang tepat untuk setiap tahapan pertumbuhan dan perkembangan anak. Tujuan kegiatan pengabdian kepada masyarakat ini untuk memberikan edukasi dan demonstrasi pada kader kesehatan tentang teknik bermain puzzle geometri untuk meningkatkan perkembangan kognitif anak 24-36 bulan khususnya pengenalan bentuk dan warna melalui video dan leaflet, memberikan informasi terkait cara mengajarkan anak dalam bermain puzzle geometri dan mengeva
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18

Dickson, Patricia S., Marcel Danesi, R. De Roussy De Sales, Mary Ann Christison, and Sharron Bassano. "Puzzles and Games in Language Teaching." Modern Language Journal 74, no. 1 (1990): 86. http://dx.doi.org/10.2307/327946.

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19

Samjaji, Samjaji, Hadiyat Miko, and Agung Widyagdo. "Development of a promotional media model using puzzle media as an effort to increase knowledge of dental and oral health maintenance in Preschool Children." Journal Center of Excellent : Health Assistive Technology 2, no. 1 (2024): 70–74. http://dx.doi.org/10.36082/jchat.v2i1.1569.

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Background: Efforts to increase the knowledge of society in general and school children in particular can be carried out through the Communication, Information and Education (KIE) program. Learning while playing is an effective method for children to increase their knowledge. The media used varies greatly, from oral, singing, printed or written media, games such as snakes and ladders and puzzles, to electronic media such as television and the internet. Puzzles are an interesting game for children, because basically children like attractive colored images. Puzzles can train finger dexterity and
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Bukhori, Iksan, Jason Felix, and Saddam Ali. "Using Genetic Algorithm to Solve Puzzle Games: A Review." Journal of Computer Networks, Architecture and High Performance Computing 6, no. 1 (2024): 201–11. http://dx.doi.org/10.47709/cnahpc.v6i1.3348.

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Puzzles have been recognized for their development as a popular form of entertainment due to their ability to intricately challenge the mind while engendering creativity in the player. The development of puzzle games has given rise to a new generation of puzzle games characterized by diverse sequences and different image variations. With the rapid development of puzzle games, we looked at solving approaches using Genetic Algorithms (GA). In this paper, we try to analyze several puzzle games such as Sliding Blocks, Sudoku, Tic-Tac-Toe, and Jigsaw that can be solved using GA. We found that 120 p
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Kania, Markani. "APLIKASI GAME EDUKASI PUZZLE DENGAN KECERDASAN BUATAN BERBASIS ANDROID." JURNAL ILMIAH ILMU KOMPUTER 7, no. 2 (2021): 62–69. http://dx.doi.org/10.35329/jiik.v7i2.205.

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ABSTRACT
 This study aims to see the designer and implementation of a puzzle educational game application with artificial intelligence using a finite state machine (FSM) and android-based random shuffle based on android. The data research method is by browsing the internet, studyng books, journals, theses, and SWOT system analysis. The shuffle random algorithm for randomizing puzzles and game agents uses a control system (finite state machine) FSM as AI (artificial intelligence). UML method (integrated modeling language). The results of this research application of fruit, animal, and tran
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Yulinda, Munawarah Fauziah Fazrianti, and Much Fuad Saifuddin. "Digital puzzle: Alternative media for cell learning in middle school." BIO-INOVED : Jurnal Biologi-Inovasi Pendidikan 4, no. 2 (2022): 230. http://dx.doi.org/10.20527/bino.v4i2.12600.

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Digital-based biology learning media is very suitable for learning in the era of globalization, especially in visualizing abstract material. Students are familiar with puzzle games; variations of digital puzzles are required for visualization cell materials. This research focuses on developing and finding learning media in the form of digital cell puzzles to use them to understand learning material that is not boring. The digital puzzle learning media developing with a 4-D development model (Define, Design, Develop and Disseminate). The developed digital puzzle learning media got value highly
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Umroh, Ida Latifatul, and Sampiril Taurus Tamaji. "PERMAINAN TEKA-TEKI SILANG DALAM PEMBELAJARAN MEMBACA DAN MENULIS BAHASA ARAB." Al-Fakkaar 3, no. 2 (2022): 36–57. http://dx.doi.org/10.52166/alf.v3i2.3273.

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An Arabic teacher is a person who has the obligation to introduce, teach, and ensure that students have Arabic language skills. In teaching in the classroom, the Arabic teacher is required to create an effective learning nuance and the material is conveyed and well received by students. Language games are tools / tools used in delivering teaching materials. Language games can also increase students' interest and motivation to learn. This article aims to provide knowledge and insight to Arabic teachers on how to apply / play language games in the form of crossword puzzles in learning to read an
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Marín, Silvia, Pedro R. De Atauri, Estefania Moreno, et al. "An Escape-Room about Krebs cycle prepared for Chemical Students." International Journal on Engineering, Science and Technology 3, no. 2 (2022): 155–64. http://dx.doi.org/10.46328/ijonest.59.

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Games are excellent teaching tools for self-learning. Students playing a game enjoy themselves and at the same time learn basic and important concepts. Different games including crossword puzzles, word search puzzles, knight’s tour games, connecting dots, mazes, matching two sets, amidakuji, and logic games were used for continuous assessment during the confinement due to pandemic. These games were developed as part of the GINDO-UB180 teaching innovation group activities. Since these games were very successful, we decided to combine all of them and construct a new teaching activity, that would
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Heri, Mochamad, Agus Ari Pratama, Putu Agus Ariana, and Kadek Ayu Krisna Dewi. "The Effect of Puzzle Playing on Smooth Motor Development in Children Aged 5-6 Years at TK. Kumara Canthi (Kindergarten) Singaraja." Nursing and Health Sciences Journal (NHSJ) 2, no. 4 (2022): 332–35. http://dx.doi.org/10.53713/nhs.v2i4.130.

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Preschool children are children aged 36-72 months who have their own characteristics in terms of growth and development. Every child experiences growth and development differently. Usually growth and development in preschool children is a problem that usually occurs in fine motor development. Management of smooth motor development in preschool children can be done by providing educational games such as puzzles. This study aims to determine whether there is an effect of playing puzzles on smooth motor skills in children aged 5-6 years at Kumara Canthi Kindergarten Singaraja. Pre-experimental re
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Rahmadani, Elfira, Lis Supiatman, Nur Aisiyah Fazariah, Putri Wulandari, Cahyani Aprilia, and M. Rifaldi Lubis. "Permainan Edukasi Puzzle Math Untuk Menstimulasi Motorik Siswa." Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 7, no. 2 (2024): 191–96. http://dx.doi.org/10.33330/jurdimas.v7i2.2932.

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This service examines the necessity and pertinence of adopting a pedagogical approach that incorporates educational game components in order to promote motor development and enhance student engagement in the learning process. On November 18, 2023, this service activity was conducted at UPTD. SD Negeri 014672 Tanjung Alam. This activity is structured into three distinct phases during its execution: preparation, implementation, and practice. Based on empirical findings, engaging in direct interaction with mathematical puzzles has been found to enhance hand-motor coordination, finger dexterity, a
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Divta Safira, Riska, Depi Lukitasari, and Lita Nurlita. "The Effect of Puzzle Educational Game Tools on Fine Motor Development in Pre-school Children at Al-Wahdah Kindergarten Bandung City." JURNAL KESEHATAN STIKes MUHAMMADIYAH CIAMIS 10, no. 1 (2023): 34–44. http://dx.doi.org/10.52221/jurkes.v10i1.190.

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Fine motor development is a movement that uses smooth muscles or certain parts of the body that are influenced by learning and practicing opportunities. Delayed fine motor development results in children's development being inappropriate for their age. Overcoming this, need stimulation to improve fine motor skills such as playing a puzzle. The purpose of this study was to determine the effect of Educational Games Tools puzzle on fine motor development in children. This type of research is pre-experimental research with one group pre-test post-test design. The sample of this study was children
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Aulia, Hasnatul, and Serli Marlina. "Efektivitas Permainan Teka-Teki Silang Terhadap Pengenalan Kosakata Bahasa Inggris Anak Usia 5-6 Tahun Di Taman Kanak-Kanak Uswatun Hasanah Kota Padang." Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini 3, no. 2 (2023): 159–68. http://dx.doi.org/10.53398/arraihanah.v3i2.280.

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The motivation for this study stems from the fact that the teacher only introduces English vocabulary through picture guessing games, which in reality only teach basic vocabulary definitions. The purpose of this study was to determine how successful crossword puzzle games are at teaching English vocabulary to children between the ages of 5 and 6 at Uswatun Hasanah Kindergarten in Padang City. This kind of study uses a one-group pretest-posttest design model and is quantitative with a quasi-experimental design. According to the study's findings, crossword puzzles helped children at Uswatun Hasa
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Bailey, C. M., C. T. Hsu, and S. E. DiCarlo. "Educational puzzles for understanding gastrointestinal physiology." Advances in Physiology Education 276, no. 6 (1999): S1. http://dx.doi.org/10.1152/advances.1999.276.6.s1.

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We developed four innovative, creative, and fun educational tools to promote active learning, enhance problem-solving skills, and encourage small group discussion. Furthermore, the tools encourage deductive reasoning and critical thinking rather than passive memorization of material. The tools include crossword puzzles, hidden messages, word scrambles, and word searches. These tools were developed using two computer programs: the Crossword Construction Kit and The New Puzzle Factory. Instructors are encouraged to optimize the value of the tools by using the additional options presented at the
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Kalai, Gil. "Three Puzzles on Mathematics, Computation, and Games." Notices of the American Mathematical Society 65, no. 07 (2018): 782–84. http://dx.doi.org/10.1090/noti1696.

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Parreño, Maria Alejandra, Sara Petchey, Mollie Chapman, et al. "How puzzles are shaping our understanding of biodiversity: A call for more research into biodiversity representation in educational games." GAIA - Ecological Perspectives for Science and Society 31, no. 3 (2022): 139–45. http://dx.doi.org/10.14512/gaia.31.3.3.

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Games as a didactic tool (e. g., puzzles) are gaining recognition in environmental education to promote skill development, but also to develop a specific understanding of the natural world. However, a children’s puzzle containing representations of nature may unwillingly lead to “misconceptions” of biodiversity themes and processes, and an over-simplification of the relationship between people and nature. To solve this problem, positive connotations of biodiversity may prompt a conceptual change to a more nuanced, multifaceted conception of biodiversity.
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AISYAH, AISYAH. "PENGARUH PERMAINAN PUZZLE TERHADAP KEMAMPUAN DAYA INGAT ANAK KELOMPOK B." Incrementapedia: Jurnal Pendidikan Anak Usia Dini 3, no. 01 (2021): 22–25. http://dx.doi.org/10.36456/incrementapedia.vol3.no01.a3848.

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Puzzle is a game that is played with the aim of arranging images, images are randomized beforehand. So people who play it try to arrange it in the frame by connecting pieces or pieces of small images so that they become whole images. Puzzle games given to young children are expected to benefit the children's memory abilities. Pejajaran Kindergarten which in this case the learning model is still classical and the teacher center is still very minimal in providing constructive educational games for early childhood. This is a problem for early childhood, by providing puzzle games, it is hoped that
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Li, Jiaxu, Han Wu, and Bohan Zhang. "A brief analysis of the method of VR games to enhance immersion---- taking the game "Mind Concretization Company" as an example." Highlights in Science, Engineering and Technology 44 (April 13, 2023): 323–32. http://dx.doi.org/10.54097/hset.v44i.7366.

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Virtual reality technology has been used in many fields recently, including video game. Its unique features make it an ideal platform for immersive games. However, can’t achieve complicate operation and frequent interruption are two major problems that block PC or host game players to try on VR games. To find new solutions, we design the game “Mental concretization service center”, to increase the sense of immersion and attract more players. In contrast to other pure puzzle-solving games or exploring games, our project focus more on the plot, aiming to create an emotional bond between players
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Damayanti, Gita Retno, A. Aziz Alimul Hidayat, Gita Marini, and Nanik Setijowati. "Differences in the Behavior of Dental Caries Prevention: Puzzles and Story Telling as a Media for Health Education." MAGNA MEDICA Berkala Ilmiah Kedokteran dan Kesehatan 1, no. 3 (2021): 81. http://dx.doi.org/10.26714/magnamed.1.3.2016.81-94.

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Background: Dental caries is a preventable disease. This prevention covers all aspects of dentistry carried out by dentists, individuals, and society that affect the health of the oral cavity. Prevention services are focused on the early stages, before the onset of disease or pre-pathogenesis. At the onset stage, the disease is a primary preventive service or a service to prevent disease. This is marked by efforts to improve health (Health Promotion) and provide special protection (specific protection).Objective: To explore the differences in dental caries prevention behavior: puzzles and stor
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Nasrullah, Rahmat, Nur Rizky Alfiany, and Muhammad Ainul Hamdan. "Students Vocabulary Mastery toward Crossword Puzzle Games." Jurnal Ilmu Manajemen Sosial Humaniora (JIMSH) 3, no. 2 (2021): 129–34. http://dx.doi.org/10.51454/jimsh.v3i2.145.

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This research investigated the improvement of students’ participation and vocabulary achievement by using crossword puzzles in the classroom. The research design was Classroom Action Research (CAR) conducted in two cycles. The research subjects were the seventh-grade students and the research area was at a private Islamic Junior High School in Kendari. The data were collected by using observation and vocabulary achievement tests. The collected data were analyzed statistically by using a percentage formula. The students’ activity improved from 78,66% in cycle 1 to 97,66% in cycle 2. Meanwhile,
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Herjanah, Septia, and Herman Lusa. "PENGARUH MODEL PEMBELAJARAN COOPERATIVELEARNING TIPE TEAMS GAMES TOURNAMENTS DIINTEGRASIKAN DENGAN MEDIA PUZZLE TERHADAP HASIL BELAJAR IPS SISWA SDN GUGUS II BENGKULU UTARA." JURIDIKDAS: Jurnal Riset Pendidikan Dasar 6, no. 3 (2023): 307–13. http://dx.doi.org/10.33369/juridikdas.v6i3.8991.

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ABSTRACTLearning Models of Teams Games Tournaments Type Integrated with Media Puzzles on student learning outcomes in social studies subjects of class V SDN Gugus II Bengkulu Utara. The type used is quantitative research. The method used is quasy experiment with research design The Matching Only Pretest-Postest Group Design. The population is SDN Gugus IIBengkulu Utara. The sampling technique uses cluster random sampling. The sample is B-accredited SDN and KTSP curriculum. Class V at SDN 090 with the number of students as many as 15 students as the experimental class and class V students at SD
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Urek, Handan. "Sudoku puzzles for practicing SI prefixes: A case study with Turkish undergraduates." Cypriot Journal of Educational Sciences 15, no. 5 (2020): 1065–77. http://dx.doi.org/10.18844/cjes.v15i5.5152.

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The purpose of this study was to develop two Sudoku puzzles for undergraduate students which can be utilised in the context of introductory physical science courses in order to assist them to practice SI prefixes. For this reason, SI prefixes for decimal multiples and submultiples were addressed in two separate puzzles. To test the puzzles, a case study was conducted with 20 biology teaching students studying their first year in a state university in Turkey. Data were collected with the help of a questionnaire posed to the students before and after the application of the puzzles. According to
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Winurati, Sutri, Lailatul Musyarofah, and Eka Fadilah. "Upgrading Vocabulary by Crossword Puzzles Games to Improve Descriptive Text Writing Ability." International Journal of English and Applied Linguistics (IJEAL) 3, no. 2 (2023): 144–53. http://dx.doi.org/10.47709/ijeal.v3i2.2742.

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The aim of this research is to increase students' vocabulary. The previous students' vocabulary was low when measured during random drilling. Only a few students know the meaning of vocabulary words. In class 7C there are 35 students, but only 8 students can answer orally, which is around 23%. The remaining 27 students still do not understand vocabulary, namely 77% of students don’t understand. So that the use of Crossword Puzzles Game is expected to be able to upgrade the vocabularies that students have. When students have many vocabularies, students will be able to create descriptive sentenc
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Lidia, Nur Alim Amri, and M. Yusran Rahmat. "MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MELALUI PUZZLE TETRIS PADA ANAK KELOMPOK B DI TK PUSAT PAUD TUNAS INTI BATURAPPE KECAMATAN BIRINGBULU KABUPATEN GOWA." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 9, no. 3 (2023): 1316–23. http://dx.doi.org/10.36989/didaktik.v9i3.1587.

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The main problem in this study is how to improve the cognitive ability of learning and problem solving of children. The purpose of this study is to improve the cognitive ability of learning and problem solving in children through tetris puzzle games. The type of research used is class action research consisting of planning, implementation, observation and reflection. His research subjects were 19 students. The results of this study showed that in cycle I of 19 children, improvement in learning and problem solving through tetris puzzles, in cycle I achieved an average score of 47.7% with the ca
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Damayanti, Peby Dwi, Heri Yusuf Muslihin, and Taopik Rahman. "Efektivitas Alat Permainan Edukatif (APE) terhadap Perkembangan Kognitif Anak Usia Dini." AS-SABIQUN 4, no. 2 (2022): 443–55. http://dx.doi.org/10.36088/assabiqun.v4i2.1780.

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The purpose of writing this article is to find out whether educational game tools are effective for early childhood cognitive development. This research is library research, namely research that uses library data collection methods, or research whose objects are extracted from various library information (books, encyclopedias, scientific journals, and documents). The effectiveness of the Educational Game Tool (APE) is quite effective on Early Childhood Cognitive Development. There are several educational game tools, both modern and traditional that are useful for improving children's cognitive
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Iuglio, Jeffrey E. Di, and Sacha De Frisching. "Let's Learn about Italy: Games, Puzzles and Activities." Modern Language Journal 74, no. 3 (1990): 414. http://dx.doi.org/10.2307/327666.

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Vasantha, R. "Maharaja’s Games and Puzzles (Book Reviews)." Pracya 10, no. 1 (2018): 161–66. http://dx.doi.org/10.22271/pracya.2018.v10.i1.28.

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Instr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.

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The most vital part of our lives nowadays is technology. It has changed our lives in many ways. It makes life well-situated for us. At the present time, young people are more expected to be seen playing video games. Some assume that movies, TV, and video games are a bad influence on kids, and they hold responsible on these media for causing different problems. Supposed negative effects such as addiction, increased aggression, and various health consequences such as obesity and repetitive strain injuries tend to get far more media coverage than the positives. While there are some negatives on p
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B, Pooja. "Intelligent System to Secure the Information based on Innovative Games." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem33862.

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Cryptography, while essential for data security, faces challenges such as interception during transmission, potentially exposing information to unauthorized parties. To combat this, game-based cryptography techniques have emerged, offering innovative solutions to safeguard sensitive data. This project focuses on developing security models inspired by popular games like Sudoku puzzles. These models aim to enhance data security while engaging users through interactive gameplay. As encryption gains increasing significance amidst rising data breaches and cyber threats, traditional methods often la
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Zaiturrahmi, Zaiturrahmi, Naria Fitriani, and Rahmatun Ulia. "BELAJAR BAHASA INGGRIS DENGAN PERMAINAN CROSSWORD PUZZLE UNTUK ANAK–ANAK TERPENCIL PIDIE." Jurnal Pengabdian Masyarakat Nusantara (JPMN) 2, no. 1 (2022): 42–48. http://dx.doi.org/10.35870/jpmn.v2i1.570.

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Learning English from an early age is the main foundation in developing language skills. Learning English can be presented with games that attract children’s attention, such as crossword puzzles. Crossword puzzle is a game that supports learning by filling in the answers in the box column with the letters according to the questions to be able to sharpen the students’ brains. The purpose of this community service was to improve the English vocabulary of Teupin Jueu's children with crossword puzzles. The target of the service activities were children who live in Gampong Teupin Jeue which is one
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Rowlett, Peter. "Game information sheets: a student-produced resource to help you run a Maths Arcade." MSOR Connections 16, no. 1 (2017): 64. http://dx.doi.org/10.21100/msor.v16i1.601.

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The Maths Arcade is an extracurricular activity to play strategy games and puzzles, aiming to provide an informal student support environment, improve staff-student interaction and develop mathematical thinking. Running a Maths Arcade presents some need for information about the games. Three projects have hired students to create game information sheets to support using the games with new players and to encourage development of strategic and logical thinking.
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Bissell, Blake, Mo Morris, Emily Shaffer, Michael Tetzlaff, and Seth Berrier. "Vessel: A Cultural Heritage Game for Entertainment." Archiving Conference 2021, no. 1 (2021): 1–6. http://dx.doi.org/10.2352/issn.2168-3204.2021.1.0.2.

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Museums are digitizing their collections of 3D objects. Video games provide the technology to interact with these objects, but the educational goals of a museum are often at odds with the creative forces in a traditional game for entertainment. Efforts to bridge this gap have either settled on serious games with diminished entertainment value or have relied on historical fictions that blur the line between reality and fantasy. The Vessel project is a 3D game designed around puzzle mechanics that remains a game for entertainment while realizing the benefits of incorporating digitized artifacts
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Wang, Shuang, Weiwei Shen, Chengjun Shen, et al. "Research on Educational Reform of Professional Courses in College Education Based on Practical Puzzle Games." British Journal of Education 11, no. 13 (2023): 82–93. http://dx.doi.org/10.37745/bje.2013/vol11n138293.

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With the development of educational ideas, practical puzzles emerged as a new cultural vehicle and mode of education in recent times. Game teaching itself is full of interest, interaction and collaboration, which greatly benefits the development of self-directed learning of student interests. At the same time, with the deepening of curriculum reform in colleges and universities, according to the “Science, Technology, Engineering, Art, Mathematics” (STEAM) concept, practical puzzle games including board games combined with professional basic courses will give them educational and social values
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Zahroh, Waqiatus, Nur Imamah, and Eva Rosita. "Terapi Bermain Puzzle untuk Meningkatkan Konsentrasi pada Anak Attention Deficite Hyperactive." Madaniyah 14, no. 1 (2024): 22–34. http://dx.doi.org/10.58410/madaniyah.v14i1.833.

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This study aims to understand the process of puzzle therapy and its influence on children with Attention Deficit Hyperactivity Disorder (ADHD) at Rumah Cahaya Insan Generasi. The research method employed is qualitative with a case study approach. Data collection techniques include observation, interviews, and documentation. Data processing involves reduction, presentation, and conclusion drawing. Data validity is ensured through meticulous observation and triangulation. The research findings indicate three stages: the initial stage involves preparing the space, assessing the child's condition,
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Stojšić, Ivan. "POSSIBLE UTILIZATION OF GENERATIVE ARTIFICIAL INTELLIGENCE TOOLS FOR CREATING DIGITAL EDUCATIONAL ESCAPE ROOMS." SCIENCE International Journal 3, no. 1 (2024): 43–47. http://dx.doi.org/10.35120/sciencej0301043s.

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Escape rooms used for teaching purposes are usually called educational escape rooms. Educational escape rooms are cooperative games designed for teaching particular educational material based on a series of narrative-driven puzzles that group(s) of pupils/students must solve within a limited time to achieve the goal of the game and leave a room or environment (or alternatively break into the locked box or unravel a mystery). The shift to online teaching caused by the COVID-19 pandemic increased the use of educational escape rooms in a digital format. Digital educational escape rooms are escape
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