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Umělá inteligence pro hru Quoridor / Artificial Intelligence for Quoridor Board GameBrenner, Matyáš January 2015 (has links)
The aim of this work is to design an Artificial Intelligence for Sector 66, which is a board game based on Quoridor. In Sector 66 there is a possibility to use spells and fields with some special effects. The Artificial Intelligence is based on Monte Carlo Tree Search. It can be used for 2 to 4 players. The Artificial Intelligence introduced in this work can work with the high branching factor of Quoridor/Sector 66 Game and can also handle unknown elements represented by user defined plug-ins. The game and the Artificial Intelligence has been developed using .NET Framework, XNA and C#. Powered by TCPDF (www.tcpdf.org)
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Business as Usual : A board game design project made to criticize the human way of living as if Earth was disposable.pettersson, irma January 2020 (has links)
This report and design project will explore a way design can be used as a tool to create change. The process will include theoretical research on the relation between free-market capitalism and climate change. The outcome of the design project will take the shape of a board game and will work as a tool in discussions about social structures, capitalism, and climate change. The purpose of the game is to invite the players to question the human behavior of living as if Earth was disposable.
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A Debriefing of a Student Created Malaria Board GameLennon, Jeffrey L 20 May 2022 (has links) (PDF)
Purpose- This article examined the post-game debriefing of a student-created board game on the topic of malaria, taken from UNICEF and other international agencies’ Facts for Life.
Design/Methodology/Approach- A group of university health students participated in the play of the game and the debriefing. Initial debriefing of seven steps(key themes) occurred through written format, followed by an oral debriefing.
Findings – Major categories from the written debriefing by steps, key category response, and number of categories were as follows: For experience recall – how to prevent malaria, nine response categories; for feelings – felt informed, felt happy, nine response categories; for enjoyment – learned new information, game was fun, 11 response categories; for importance – malaria prevention, 12 response categories; for new information learned – malaria affects pregnancy, 10 response categories; for new information to learn – multiple topics such as strategies to prevent malaria, 13 response categories; for improvements as suggestions – add more questions, nine response categories. Follow up oral debriefing supported the written debriefing categories, as well as yielding some additional categories. The students suggested at least 70 response categories after the play of the game.
Conclusion- This study demonstrates the applicability of a student created and played board game based on the Facts for Life topic of malaria, as a vehicle for health topic discussion. A combined written and oral debriefing approach complimented each other in an educational gaming strategy.
Recommendations – Game debriefing is a valuable and essential tool to be included in a health educational gaming strategy. The use of this malaria game should be extended for play in other non-formal settings.
Key words: Malaria, board-game, written debriefing, oral debriefing, student created games, public health education, health education
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Designing and Creating a Prototype Board GameWoodward, Kurtis 01 May 2023 (has links) (PDF)
Abstract
The goal of this project was to create a fantasy style board game prototype that is playable and enjoyable for people new to fantasy tabletop gaming. I assembled a group of 4-5 regular tabletop board game players to play test the game as well as a second group of 4-5 family members and friends to play test who aren't regular board game players. We began with a general base game that evolved with each playtest from feedback given by the playtesters. After about 18-20 play tests, I settled on game mechanics and moved on to creating the assets of the game which include a 21 by 21 inch board, four player character miniatures, four chest miniatures, four tokens, and a basic enemy miniature. The game, became a four player free-for-all with the goal of leaving the dungeon with the dungeon's treasure. After creating the assets using Photoshop and ZBrush, we used 2D and 3D printing to make the assets physical. Afterwards, we had a final playtest where each of our players expressed excitement and enjoyment. While the board game isn’t perfect, I accomplished creating a fun board game prototype that can be pitched to board game creating business or self started with slight refinements. All final Images can be found on my portfolio at https://kurt_creates.artstation.com
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Создание настольной игры на основе книги А. С. Ярцова «Российская горная история» : магистерская диссертация / Creating a Board game based on the book by A. S. Yartsov "Russian mountain history"Неганова, Е. В., Neganova, E. V. January 2020 (has links)
В диссертации дана краткая историческая справка о происхождении настольных игр, их видах, существующих на сегодняшний день игровых механиках, представлены данные опроса среди продавцов настольных игр. Проанализированы особенности наиболее популярных настольных игр и создана новая уникальная настольная игра, которая является дополнением книги А. С. Ярцова «Российская горная история». / The dissertation provides a brief historical background on the origin of Board games, their types, existing game mechanics, and provides survey data among sellers of Board games. The features of the most popular Board games are analyzed and a new unique Board game is created, which is an addition to the book by A. S. Yartsov "Russian mountain history".
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Programme development for first year accounting in South African higher education / Jacobus Paulus FouchéFouché, Jacobus Paulu January 2006 (has links)
There are various factors that accounting educators should consider when involved in
accounting education. These include:
A continuous changing business environment;
A new generation of learners studying at universities;
A lack of skills among learners;
Accounting educators resisting changes in accounting education; and
The requirements for continuing professional education.
From the literature it seems that much research has been done in the field of accounting
education, but that it did not find practical application in the classroom. It is therefore necessary
to think creatively in order to find practical solutions for the challenges facing both lecturers and
facilitators.
In the study the following elements of the teaching-learning environment were identified:
Learners;
The lecturer/facilitator;
The milieu;
The subject content (including technical content and competencies); and the
Teaching methodology.
Each of these elements were investigated during the research in order to identify factors from
literature that could be included in an improved teaching plan. As part of the plan (methodology)
a board game "Commercium™" was developed to meet the requirements of the teaching-learning
environment.
The board game was evaluated by first year learners at the Potchefstroom Campus of the
North-West University. The evaluation proved to be very positive. The learners indicated that
technical skills, understanding of the roles of the accountant, soft skills as well as knowledge of
the subject content improved as a result. What should especially be noted is their positive
reaction due to the fact that the game simulated the business environment and linked theory to
practice. They also enjoyed the social and group work aspects of the assignment. The learners
further had a general positive attitude towards the game. The highest evaluated positive
experiences were described as good, exciting and fresh. On the negative side words such as
unhappy, uncomfortable and tensed were recorded. The learners were thus required to move
outside their comfort zones.
Learners were also required to summarise the project in one word. Two thirds of the remarks
were positive, with the number one remark being the word "interesting". The largest negative
comment was that the project was confusing at the start. This could, however, be addressed in
future projects.
In conclusion it can thus be said the Commercium™ game meets the requirements of an
effective teaching-learning environment by providing an effective teaching methodology.
Lecturers now have an empirically proven effective teaching tool for introductory accounting,
based on research of the requirements of the teaching-learning environment. / Thesis (Ph.D. (Accounting))--North-West University, Potchefstroom Campus, 2007.
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Fritidslärarens syn på brädspel som ett verktyg för kunskapsbildning : en kvalitativ studie om lärares perception av brädspel som pedagogiskt redskap / Leisure teacher's view of board games as a tool for the formation of knowledge : a qualitative study of teachers' perception of board games as an educational toolHåkansson, Joakim January 2019 (has links)
Vygotskijs teorier talade mycket om barns utveckling i leken. Jag har valt att byta ut begreppet “lek” mot “spel”, mer specifikt brädspel, i den kontexten. Med brädspel kan eleverna ta åt sig av teoretiska kunskaper på ett praktiskt sätt. Det är även en nyckel för elever som pratar ett annat modersmål än svenska då språket har en stor vikt i spelet vad gäller kommunikation och att läsa regler. Det är även ett bra verktyg för att kunna lyfta eleverna ur Piagets teorier kring utvecklingsstadier där brädspel ofta tränar spelaren att tänka abstrakt och strategiskt. För att på ett adekvat sätt få svar på min frågeställning kring synen på brädspel som ett verktyg för inlärning, samt hur användandet ser ut, har jag valt att använda mig av en kvalitativ metod. I det genomförde jag intervjuer med fritidshemslärare i en mindre kommun i Sverige. Resultatet blev att lärare har en bra inställning till brädspelets pedagogiska potential och att det används flitigt i varierande syfte. / Vygotsky's theories spoke a lot about children's development during play activities. I have chosen to replace the term "play" with "games", more specifically board games, in that context. With board games, students can take advantage of theoretical knowledge in a practical way. It is also a key for students who speak a different mother tongue than Swedish, as the language is of great importance in the game in terms of communication and reading the rules. It is also a good tool to be able to elevate students from Piaget's theories of developmental stages where board games often train the player to think abstractly and strategically. Which my respondents agree with and emphasizes that the students should play more board games and the leisure centre should ensure that the opportunity exists for this with varied options of board games. This is to create a varied and meaningful leisure time at the leisure centre. In order to adequately answer my question about the view of board games as a tool for learning, and how it’s used, I have chosen to use a qualitative method. In this, I conducted interviews with leisure-time teachers in a small municipality in Sweden. The result was that teachers have a good outlook on the board game's pedagogical potential and that it is widely used for various purposes.
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Programme development for first year accounting in South African higher education / Jacobus Paulus FouchéFouché, Jacobus Paulu January 2006 (has links)
There are various factors that accounting educators should consider when involved in
accounting education. These include:
A continuous changing business environment;
A new generation of learners studying at universities;
A lack of skills among learners;
Accounting educators resisting changes in accounting education; and
The requirements for continuing professional education.
From the literature it seems that much research has been done in the field of accounting
education, but that it did not find practical application in the classroom. It is therefore necessary
to think creatively in order to find practical solutions for the challenges facing both lecturers and
facilitators.
In the study the following elements of the teaching-learning environment were identified:
Learners;
The lecturer/facilitator;
The milieu;
The subject content (including technical content and competencies); and the
Teaching methodology.
Each of these elements were investigated during the research in order to identify factors from
literature that could be included in an improved teaching plan. As part of the plan (methodology)
a board game "Commercium™" was developed to meet the requirements of the teaching-learning
environment.
The board game was evaluated by first year learners at the Potchefstroom Campus of the
North-West University. The evaluation proved to be very positive. The learners indicated that
technical skills, understanding of the roles of the accountant, soft skills as well as knowledge of
the subject content improved as a result. What should especially be noted is their positive
reaction due to the fact that the game simulated the business environment and linked theory to
practice. They also enjoyed the social and group work aspects of the assignment. The learners
further had a general positive attitude towards the game. The highest evaluated positive
experiences were described as good, exciting and fresh. On the negative side words such as
unhappy, uncomfortable and tensed were recorded. The learners were thus required to move
outside their comfort zones.
Learners were also required to summarise the project in one word. Two thirds of the remarks
were positive, with the number one remark being the word "interesting". The largest negative
comment was that the project was confusing at the start. This could, however, be addressed in
future projects.
In conclusion it can thus be said the Commercium™ game meets the requirements of an
effective teaching-learning environment by providing an effective teaching methodology.
Lecturers now have an empirically proven effective teaching tool for introductory accounting,
based on research of the requirements of the teaching-learning environment. / Thesis (Ph.D. (Accounting))--North-West University, Potchefstroom Campus, 2007.
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Processos transdisciplinares de JOGAR JUNTO : o quadrado cartografado. / Transdisciplinary Processes to PLAY TOGETHER: The Charted Square.Gonçalves, Maurício Rodrigues, Gonçalves, Maurício Rodrigues 11 May 2017 (has links)
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Previous issue date: 2017-05-11 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / O presente trabalho expõe os resultados da pesquisa cartográfica que realizei sobre minha vida e minhas práticas para a linha de Processos de Criação e Poéticas do Cotidiano do Mestrado em Artes Visuais da UFPel, durante período compreendido entre março de 2015 e março de 2017. Meus objetos de estudo foram os jogos de tabuleiro e o ato de JOGAR JUNTO. O jogo TESSERACT ARENA - ainda em produção - foi o ponto de partida para uma série de escolhas que fiz. Comecei a criá-lo sem qualquer relação com minha dissertação, mas à medida em que avancei, ambos se aproximaram e começaram a interagir, guiados pelas leituras das obras de diversos autores propostos como referenciais teóricos: Johan Huizinga, Michel Maffesoli, Christopher Vogler, Basarab Nicolescu, Pierre Lévy, Bruno Munari, Gilles Deleuze e Félix Guattari. O produto final da pesquisa é o que tens em mãos: uma metodologia autoral, com características lúdicas e concepção transdisciplinar, para ser jogada, a fim de mapear um terreno invisível e pessoal, composto por tempo e espaço, e gradualmente revelar as descobertas dos porquês de sua existência relacionadas aos meus modos de ser e agir. / The present work exposes the results of the cartographic research I did on my life and my practices for the Creation Processes and Poetics of Everyday Life line of study of the Masters in Visual Arts of UFPel during the period between march of 2015 and march of 2017. My objects of study were the board games and the act of PLAY TOGHETER. The game TESSERACT ARENA - still in production - was the starting point for a series of choices I made. I started to create it without any regard to my dissertation, but as I moved forward, they both approached each other and began to interact, guidedm by the readings of the authors proposed as theoretical frameworks: Johan Huizinga, Michel Maffesoli, Christopher Vogler, Basarab Nicolescu, Pierre Lévy, Bruno Munari, Gilles Deleuze and Félix Guattari. The final product of the research is this you have in your hands: an authoral methodology, with ludic characteristics and transdisciplinary conception, to be played and to chart an invisible and personal ground, made of time and space, and to gradually reveal the discoveries and the whys of its existence, related to my ways of be and do.
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A percepção das interações ecológicas no ensino de Ciências : uma análise semiótica /Souza, Marco Antônio de. January 2019 (has links)
Orientador: Ana Maria de Andrade Caldeira / Resumo: Com o desenvolvimento tecnológico, tendo, as crianças e jovens, acesso a aparelhos que são verdadeiros atrativos, a atividade escolar tornou-se desinteressante, fazendo com que o professor busque meios diversificados para despertar o interesse dos alunos. Para tanto, neste estudo, procurou-se oferecer aos estudantes um ensino de Ciências da Natureza que fosse, ao mesmo tempo, instigante e significativo. Os estudantes estabeleceram relações ecológicas existentes entre os elementos vivos e não vivos que podem ser de ordem alimentar e de interdependência, e apresentaram denominações específicas de mais fácil apreensão. Esta pesquisa teve, como objetivos, investigar de que maneira a percepção do estudante pode facilitar a construção da representação, a formulação de conceitos relativos à Ecologia e à Educação Ambiental crítica e, simultaneamente, construir um jogo didático que auxilie na criação e apropriação de conceitos, procedimentos e atitudes científicas. A Metodologia da pesquisa assumiu a abordagem qualitativa com o desenvolvimento de um jogo educacional que culminou com a confecção de um jogo de tabuleiro, intitulado “Fronteiras da Terra (FT)” testado pelos estudantes do 3° ano do Ensino Fundamental I em uma escola do interior paulista. A metodologia didática adotada levou em consideração o conhecimento teórico prévio dos estudantes em relação às Ciências da Natureza e os alunos, em dez encontros, colaboraram disponibilizando imagens e representações. Os resultados mostra... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: With technological development, having children and young people access to devices that are real attractive, the school activity has become uninteresting, causing the teacher to seek diversified means to arouse the interest of students. Therefore, in this study, we tried to offer students a teaching of Natural Sciences that was both thought-provoking and meaningful. Students established existing ecological relationships between living and non-living elements that may be of food order and interdependent, and presented specific names that were easier to grasp. This research aimed to investigate how student perception can facilitate the construction of representation, the formulation of concepts related to ecology and critical environmental education and, at the same time, build a didactic game that helps in the creation and appropriation of concepts, procedures and scientific attitudes. The research methodology took the qualitative approach with the development of an educational game that led in the accomplishment of a board game, titled “Borders of the Earth (FT)”, tested by students from the 3rd grade of elementary school in a school of the countryside of the state of São Paulo. The didactic methodology adopted took into account the previous theoretical knowledge of the students in relation to the Natural Sciences and the students, in ten meetings, collaborated by providing images and representations. The results showed that, during the meetings, the students were able to lis... (Complete abstract click electronic access below) / Mestre
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