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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Last Vampire: Digital Adaptation of a Social Deduction Board Game

Salustri, Guido, Karlberg, Daniel, Voskanyan, Smbat January 2024 (has links)
The thesis portrays the process of adaptation and transition of analog games to digital formats. In a practical manner, the game The Last Vampire, which is a social deduction board game custom-developed and designed by the team, was used as a proof of concept to convey the challenges and possibilities that may arise from such transitions. On a theoretical level, a review of the current state of the field was done, exploring the intersection between analog and digital environments and how in such a hybrid context the landscape of play can be potentially reshaped offering new degrees of freedom to designers when crafting games. Whereas, also illustrating the delicate balance needed when integrating novel digital functionalities and traditional analog elements in hybrid play.
2

Using a Computer Science-based Board Game to Develop Preschoolers' Mathematics Understanding

Nivens, Ryan Andrew, Geiken, Rosemary 02 February 2017 (has links)
No description available.
3

An object tracking system for a tabletop board game

Nilsson, Filip, Polner, Aron January 2019 (has links)
Att spela brädspel är ett sätt för människor att interagera med varandra. Nyligen så påbörjade Egocentric Interaction Research Group (egocentrisk interaktions forskningsgrupp)på Malmö Universitet ett tvärvetenskapligt projekt kring den här typen av interaktion.Forskningen fokuserar på att analysera mellanmänsklig interaktion i en brädspelskontext.För att kunna dra slutsatser om interaktionen behövs empirisk data. I detta arbete presenteras processen kring utvecklingen av en prototyp för datainsamling i brädspelskontext.En kombination av 3D kamerateknik och 2D markörspårning används för att samla indata. Genom att kategorisera grundläggande händelser så som placering, förflyttning ochborttagning av 2D markörer samt kategorisera spelarnas rotationer i relation till bordetkan data samlas in och sparas i en databas. Systemet valideras genom en testsekvens. / Playing board games is one context where humans interact with each other. Recently theEgocentric Interaction Research Group at Malmö University piloted an interdisciplinaryproject to research this type of interaction. The research focus is to analyze the interactionbetween players while they are playing board games. However, empirical data needs tobe gathered from gameplay to be able to draw conclusions about the interaction. In thisthesis, the process of developing a prototype to collect event-based data is presented. Acombination of marker tracking technology and depth sensing is used for tracking 2Dmarkers as well as a single player in a tabletop environment. The system categorizes andstores basic events such as placing, removing, and changing the location of a 2D marker aswell as logging a player’s rotation in relation to the table. This empirical data is believedto be helpful for future studies by the Egocentric Interaction Research Group. The systemis validated through a test sequence.
4

Formative Evaluation of a Family Cooperation Board Game

Hannan, Joseph 01 January 2017 (has links)
A lack of credible evidence demonstrating the effectiveness of play therapy and the use of therapeutic board game in play therapy exists (Phillips, 2010; Matorin, 1996). Parent involvement is a key variable in the effectiveness of play therapy (Kottman, Stother, and Deniger, 2001). Formative research was used in this study to evaluate of The Super Family Board Game™ (SFBG) in order to develop an effective therapeutic board game aimed at enhancing family cooperation and cohesion. As the first formative evaluation of a therapeutic board game, this study provides future research implications for developing and testing therapeutic board games.
5

Od společenských her k teambuildingu / From board games to teambuilding

Mikoláš, Jiří January 2012 (has links)
The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the subculture of players 10-15years old. The Analysis of the survey and a search of basic categories of associated motivations for positive relation to board games and their playing. More detailed view on reasons why people do not want to play board games. The Analysis of players' fellowship. The practical application of board games (like general educative tool, a tool in the scope of teambuilding and human resources or else expert diagnostics and therapy). Keywords a subculture of players, a modern classification of a game, a board game, a table game, the history of board games
6

Designing and evaluating a board game prototype as a storytelling method to raise awareness about refugees’ language barriers

Terzioglu, Mustafa January 2022 (has links)
The thesis takes a research through design approach to identify the potential of a storytelling board game concept to raise awareness about societal challenges. Knowledge of existing serious game examples illustrating the social issues, designing a board game prototype iteratively, and evaluating with co-creation sessions helped to comprehend the potential of the subject. The thesis, with an iterative process, focuses on one case study, designing a board game called “Can you survive?”. The game uses storytelling to relay stories about refugees’ hardships caused by language and communication barriers to its players. The research process was supported by several co-creation workshops, including game playing and focus group sessions, to advance the board game in terms of making it more impactful and evolving the rules while gathering insights about the game and the players’ thoughts about the game topic. As a result of the research process, the final version of the board game was designed. The study demonstrates that a board game using narrative elements can be a cooperative tool to communicate societal issues with the goal of raising awareness. The results show the players agree that the game drives them to understand the challenges based on the subject and develop different points of view. Even if the case study focuses only on the experience of the ups and downs of the language barrier refugees deal with, it may also be applicable to some other social issues. The study also shows that co-creation sessions to test the prototype with the target groups brought unconsidered perspectives that advance the game mechanics and help to make it more impactful. Having a limited amount of research and design about storytelling game concepts illustrating the serious topics by using board games, this thesis offers that serious game design researchers should consider the storytelling board games aimed at raising attention on societal issues since it helps players to engage, motivate and create empathy. Moreover, it stresses the possibility of serious game design concepts to be used to promote awareness of social problems, not only for training or education purposes.
7

Higg Index Learning Board Game

TÅNGNE, AMILIA, DOBROSMYSLOVA, IRINA January 2013 (has links)
The background of this project is the need of a better understanding of what sustainable development is and what tools can be used in the fashion supply chain to decrease its ecological footprint. For that purpose the researchers have endeavored to create a new learning board game for fashion industry students that could teach them the basic principles of sustainability and Higg Index. The developed Higg Index Board Game is part of the collaborative work of Swedish School of Textiles and Sustainable Apparel Coalition. The study about the teaching effect of the new game was carried out with a quasi-experimental design and comprised two workshops with the master students from the Swedish School of Textiles as participants. The first workshop was conducted to analyze the principles and environment of the Lean Game that served as a basis for the new game. After that the researchers elaborated the structure and rules for the new game with help of the game-theory and conducted a trial testing of the game to exclude possible basic errors. The Higg Index modules were integrated in the structure of the game in the form of facilities and product-choices that could affect the economy of the game. The second workshop was devoted to playing the new Higg Index Game and evaluating its sustainability teaching effect. The participants were tested with pre- and post-test questionnaires and also observed by the researchers under their discussions during the game. The tests analysis showed that the Higg Index Game teaches lean philosophy, fashion supply chain’s entity and hot spots, and to some extent sustainability and the Higg Index’ function. After playing the game the participants increased their knowledge about sustainability by 10,1%. The researchers concluded that the game can become a teaching module in the sustainability education programs for fashion and textile students and other stakeholders - academics, managers, consultants etc., but needs some further development. Thus, in this study the Higg Index Game is presented as a prototype for future improvements. / Program: Textilt management, styrning av textila värdekedjor
8

Developing Preschoolers’ Coding Literacy Using a Computer Science-based Board Game

Nivens, Ryan Andrew, Geiken, Rosemary 23 May 2017 (has links)
Abstract available in the Proceedings for the Joint Meeting of the Academic Business World International Conference and International Conference on Learning and Administration in Higher Education.
9

The Effects Of Friendship Making Skills Training With Board Game On Friendship Making Skills Of Fourth Grade Elementary School Students

Ozturk, Duygu 01 July 2009 (has links) (PDF)
The purpose of the present study is to design and examine the effects of a Friendship Making Skills Training with Board Game on friendship making skills of fourth grade elementary school students. An experimental design (2X2) with one training and one control group and two measurements (pre and post) was used in the present study. The participants were 18, fourth grade students from a state elementary school in Altindag province in Ankara. Data were collected by the Friendship Making Skills Assessment Scale (FMSAS) that was developed by the researcher to measure the friendship making skills of the students. The experimental group (n=9) received a nine-week friendship making skills training with board game, which was developed by the researcher, while the control group (n=9) did not receive any training. The experimental group met twice a week, for duration of 40 minutes for each session. Non-parametric analysis was conducted by using Mann-Whitney U Test and Wilcoxon Sign Tests. The results revealed that though there was no significant difference between experimental and control groups&rsquo / Friendship Making Skills Assessment Scale (FMSAS) pre-test and post-test scores, experimental group participants gained significantly higher total scores at the end of the study.
10

Nový didaktický přístup k výuce nemocí a chorobných stavů člověka na ZŠ se zaměřením na všeobecnou informovanost a osvětu / New didactic approach to teaching of the topic of human diseases and its conditions at the elementary school with a focus on general awareness and enlightenment

FÜRSTOVÁ, Anežka January 2017 (has links)
Knowledge of origin and symptoms of common human diseases as well as aplication of finding how prevent and cure them is one of expected performances of biology lessons at 8th grade of czech elementary school. The aim of this thesis is to create a visual teaching tool in the form of an educational board game, which would assist teachers with handing the topic of diseases over to students in effective and relaxed way. Theoretical part of the thesis includes biological data physiology of human disease and description of youth enlightenment. There are also didactic data describing proactiv teaching methods and an analysis of some biology textbooks. In practical part of the thesis is a description of the educational board game and test inquiry which demonstrates, that the board game leeds to acquire important facts about human diseases.

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