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Journal articles on the topic 'Risk board game'

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1

Filomena, Maria Grazia, Bruno Pace, Massimo De Acetis, et al. "Play to Learn: A Game to Improve Seismic-Risk Perception." Sustainability 15, no. 5 (2023): 4639. http://dx.doi.org/10.3390/su15054639.

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A board game designed by psychologists and geologists to improve seismic-risk perception is presented. In a within-subjects repeated-measure study, 64 Italian high-school students rated their perception of seismic risk in relation to the hazard, vulnerability and exposure of the area in which they lived, before and after the game. A repeated-measures analysis of variance (ANOVA), which considered perception of seismic risk as the dependent variable and time as the independent variable, revealed that the board game affected the dependent variable, particularly the perception of hazard and vulne
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Tan, Bariş. "Markov Chains and the RISK Board Game." Mathematics Magazine 70, no. 5 (1997): 349. http://dx.doi.org/10.2307/2691171.

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Tan, Bariş. "Markov Chains and the RISK Board Game." Mathematics Magazine 70, no. 5 (1997): 349–57. http://dx.doi.org/10.1080/0025570x.1997.11996573.

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Osborne, Jason A. "Markov Chains for the RISK Board Game Revisited." Mathematics Magazine 76, no. 2 (2003): 129. http://dx.doi.org/10.2307/3219306.

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Maliphant, Sarah A., and David K. Smith. "Mini-Risk: Strategies for a Simplified Board Game." Journal of the Operational Research Society 41, no. 1 (1990): 9. http://dx.doi.org/10.2307/2582934.

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Maliphant, Sarah A., and David K. Smith. "Mini-Risk: Strategies for a Simplified Board Game." Journal of the Operational Research Society 41, no. 1 (1990): 9–16. http://dx.doi.org/10.1057/jors.1990.2.

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Osborne, Jason A. "Markov Chains for the RISK Board Game Revisited." Mathematics Magazine 76, no. 2 (2003): 129–35. http://dx.doi.org/10.1080/0025570x.2003.11953165.

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Lee, Choongmeong, Sujin Bae, Jae Jun Nam, Jae Chan Jin, and Doug Hyun Han. "Development and Verification of a Web Board Game Scale." Psychiatry Investigation 17, no. 2 (2020): 106–13. http://dx.doi.org/10.30773/pi.2019.0180.

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Objective Our previous study suggested that monitoring online board gamers may be an efficient approach to curb illegal gambling. We aimed to invent and validate a behavioral scale for assessing the risk of problematic web-based board gaming.Methods The sample included 300 Korean adults, representing a response rate of 3.1%. All participants were asked to complete a set of questionnaires, which included questions on demographic variables, patterns of online board gaming, and the web-based board game scale score. Exploratory factor analysis was performed to determine whether the items on the ne
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Bernosky, Joseph. "Manager to Manager -- Risk: Not Just a Board Game." Journal - American Water Works Association 108 (April 1, 2016): 22–25. http://dx.doi.org/10.5942/jawwa.2016.108.0063.

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Gibson, Richard, Neesha Desai, and Richard Zhao. "An Automated Technique for Drafting Territories in the Board Game Risk." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 6, no. 1 (2010): 15–20. http://dx.doi.org/10.1609/aiide.v6i1.12388.

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In the standard rules of the board game Risk, players take turns selecting or "drafting" the 42 territories on the board until all territories are owned. We present a technique for drafting territories in Risk that combines the Monte Carlo tree search algorithm UCT with an automated evaluation function. Created through supervised machine learning, this function scores outcomes of drafts in order to shorten the length of a UCT simulation. Using this approach, we augment an existing bot for the computer game Lux Delux, a clone of Risk. Our drafting technique is shown to greatly improve performan
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van der Laan Smith, Joyce A. "Understanding Foreign Exchange Risk: An Instructional Simulation Exercise." Issues in Accounting Education 28, no. 1 (2012): 181–95. http://dx.doi.org/10.2308/iace-50311.

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ABSTRACT: This paper presents an instructional exercise designed to promote the learning of foreign exchange risk and accounting for foreign currency transactions. To promote critical thinking skills, the exercise uses an unstructured problem-solving format. I use the United Kingdom (U.K.) MONOPOLY™ board game to simulate a U.S. company investing in London real estate. Students conduct all transactions, on account, in British Pounds (GBP), maintain journals in U.S. dollars (USD), and prepare financial statements at game-end in USD. The instructor sets the exchange rate at the beginning of the
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Fitriyani, Yani, Marlina Eliyanti, Eli Hermawati, and Teguh Ramdan Fauzi. "The use of Risk Board Game Rulers of Archipelago as Learning Media on creative thinking ability of Elementary School Students." ELEMENTARY: Islamic Teacher Journal 9, no. 2 (2021): 353. http://dx.doi.org/10.21043/elementary.v9i2.11547.

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<p>The low ability of students' creative thinking in social studies learning is shown by students who are less able to answer descriptive questions and also have not been able to provide ideas when answering a question. This study aims to describe the differences and improvement of students' creative thinking skills using the board game Risk Rulers of the Archipelago learning media using image media. This research includes quantitative research with a Quasi-Experimental approach, the research design is a Non-Equivalent Control Group Design. The subjects of this study were fifth-grade stu
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Johansson, Stefan, and Fredrik Olsson. "Using Multi-Agent System Technologies in Risk Bots." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 42–47. http://dx.doi.org/10.1609/aiide.v2i1.18744.

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We present a multi-agent architecture for playing the game of Risk which is a multi-player board game in which the players control armies and try to conquer the world through attacking each others territories. Our solution puts an agent in every territory, and let them negotiate about what actions to priori- tize in the phases of placing armies, attack, and fortify. The results of a tournament of 13 participating bots, shows out- standing results for our solution, MA R S which ends first or second (out of six participants) in 507 out of 792 matches.
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Marques, Pedro Henrique G. N., Letícia Leal do Nascimento, and Tânia Zaverucha do Valle. "How the COVID-19 pandemics inspired the development of analogical games: database review and game development." Journal on Interactive Systems 14, no. 1 (2023): 371–82. http://dx.doi.org/10.5753/jis.2023.3244.

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COVID-19 pandemics impacted everyone's lives. Risk of infection by the SARS-CoV-2 virus imposed severe restrictive measures, submitting the population to home isolation, daily use of face masks and restringing social encounters. In this work we present the results of a research on analogical game databases where we searched for COVID-19-themed tabletop games, discussing which health concepts were presented on these games and what kind of structure and mechanics were used. Subsequently, we present the development of a serious board game, thought to call attention of the prevention measures to r
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Gilbert, Andrew L. "Playing Pandemics." English Language Notes 61, no. 1 (2023): 22–29. http://dx.doi.org/10.1215/00138282-10293118.

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Abstract This essay analyzes the 2007 board game Pandemic in light of the COVID-19 global pandemic. The essay explores the connections between the reality of Pandemic and the play of COVID-19. To do this, it uses Ian Bogost’s interpretation of systems (both real and imagined) to invite a dialectic of reality and game simulation. The interaction of such systems, in a game whose theme became real, highlights a major tenet of game studies—the borders between reality and games are thin, blurred, and mobile, if they exist at all. Games, in their simulation of the real, are mimetic, and, in turn, re
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Molitoris-Miller, Susanna, and Amy Hillen. "Yes, We CAtaN Understand Probability." Mathematics Teacher: Learning and Teaching PK-12 114, no. 2 (2021): 132–38. http://dx.doi.org/10.5951/mtlt.2020.0060.

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This article presents ways to explore mathematical concepts using Catan, a popular board game. After a brief overview of game play, we explore considerations with many potential entry points for mathematical modeling, such as which resource is the best, which resources will be rare or plentiful, where to build, and risk assessment.
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Barton, Erin E., Elizabeth A. Pokorski, Erin M. Sweeney, et al. "An Empirical Examination of Effective Practices for Teaching Board Game Play to Young Children." Journal of Positive Behavior Interventions 20, no. 3 (2018): 138–48. http://dx.doi.org/10.1177/1098300717753833.

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We examined an intervention package using peer modeling, systematic prompting, and contingent reinforcement to increase the frequency and complexity of board game play and social behaviors in young children with disabilities. Four children with or at risk for disabilities participated with their typically developing peers. Results indicated a strong functional relation given the magnitude of change across conditions and participants and robust study rigor. Minor individual adaptations were used for two of the four participants. Overall, the study extends the research on board game play interve
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Faqih Aziz, Caesar Achmad Firjaun, and Rahmatsyam Lakoro. "Perancangan Board Game Sebagai Media Pengenalan Mitigasi Bencana Banjir." VISTRA: Jurnal Desain, Strategi Media dan Komunikasi 1, no. 1 (2023): 42–55. http://dx.doi.org/10.12962/j29880114.v1i1.692.

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Indonesia is a country with a high level of vulnerability to the risks of disaster events. In the last five years, from 2017 to 2021, disaster events in Indonesia have been dominated by floods among other types of disasters. To avoid the impact of disaster risk, every element of society is obliged to be involved in disaster management efforts. The initial stage of disaster management is disaster mitigation which needs to be introduced to the public through outreach and education aimed at building disaster awareness behavior and practicing disaster mitigation skills early. However, disaster edu
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Tkachenko, Kostiantyn. "Use of Board Games in Learning: Ontological Approach." Digital Platform: Information Technologies in Sociocultural Sphere 8, no. 1 (2025): 69–89. https://doi.org/10.31866/2617-796x.8.1.2025.335533.

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A board game is a set of specific elements that the player uses during the game to perform a particular action provided by the game’s rules. A board game is a great way to develop, learn, and establish friendships with other people. Board games in modern computer society continue to be interesting and relevant. They offer a unique and alternative learning experience, contributing to developing skills and abilities. Board games teach you to think, analyse, make decisions (and be responsible for them), and work in a team. The purpose of the article is to research the subject area “Board games” a
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Churyk, Natalie Tatiana, Alan Reinstein, and Gerald Harold Lander. "Leasing: reducing the game of hiding risk." Journal of Accounting & Organizational Change 11, no. 2 (2015): 162–74. http://dx.doi.org/10.1108/jaoc-10-2012-0099.

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Purpose – This paper aims to examine the status and implications of the Financial Accounting Standards Board (FASB) and International Accounting Standards Board’s (IASB) forthcoming standard on leases. The proposal arose from concern that many lease obligations are unrecorded on the balance sheet and that current accounting for lease transactions does not represent fully the economics of many lease transactions. Design/methodology/approach – On September 20, 2012 and September 25, 2012, the Boards decided to account for some lease contracts using an approach similar to their proposed 2010 leas
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Nasution, Rahmadani Husna, Abbasiah Abbasiah, and Egy Sunanda Putra. "Influence of Media Counseling Board Game "JAGATES" on Knowledge and Attitude For Diabetes Prevention at SD N 93 Jambi City." Proceeding International Conference Health Polytechnic of Jambi 3 (November 13, 2024): 266–70. https://doi.org/10.35910/icohpj.v3i0.869.

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Background: Diabetes is a chronic disease characterized by increased blood sugar levels due to the inability to produce or use insulin effectively. The risk factor for type 2 diabetes is lifestyle. One effort to reduce the prevalence and improve attitudes towards preventing diabetes mellitus is outreach through the board game "JAGATES". This research aimed to determine the effect of counseling through the board game "JAGATES" in increasing knowledge and attitudes towards preventing diabetes mellitus in class V students at SDN 93 Jambi City.Method: This research is a non-probability research wi
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22

Mossoux, S., A. Delcamp, S. Poppe, C. Michellier, F. Canters, and M. Kervyn. "<i>Hazagora: will you survive the next disaster?</i> – A serious game to raise awareness about geohazards and disaster risk reduction." Natural Hazards and Earth System Sciences 16, no. 1 (2016): 135–47. http://dx.doi.org/10.5194/nhess-16-135-2016.

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Abstract. Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of the geohazards and d
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Mossoux, S., A. Delcamp, S. Poppe, C. Michellier, F. Canters, and M. Kervyn. "HAZAGORA: will you survive the next disaster? – a serious game to raise awareness about geohazards and disaster risk reduction." Natural Hazards and Earth System Sciences Discussions 3, no. 9 (2015): 5209–45. http://dx.doi.org/10.5194/nhessd-3-5209-2015.

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Abstract. Natural disasters are too often presented as resulting from extreme natural phenomena affecting helpless populations, with people being insufficiently aware of the factors leading to disasters and of the existing strategies to mitigate their impacts. We developed a board game aimed at raising awareness about geohazards and disaster risk reduction strategies. The target groups are (1) secondary school students and citizens, and (2) scientists and stakeholders involved in risk management activities. For the first group, the aim is to induce a better understanding of geohazards and disa
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Manshoven, Saskia, and Jeroen Gillabel. "Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation." Sustainability 13, no. 23 (2021): 13277. http://dx.doi.org/10.3390/su132313277.

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Despite the increasing attention on circular economy at the policy level, the implementation of circular business models in companies is still limited. Many companies are put off by the apparent complexity to translate the general concepts of a circular economy into their business practice. This paper presents the development and testing of a simulation board game that aimed to address this gap between theory and business practice. The board game, Risk&amp;RACE, was developed with the purpose of enabling students and business executives to experiment with circular economy business models. The
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Rayos, Feliz Ann Ysabelle Sumadchat, Janelle Anne Therese Bonzon Arcilla, Czyrille Gwen Resultan Jacoba, and Erickson Felipe Del Mundo. "HYDRA: A Board Game for Disaster Risk Knowledge, Awareness and Preparedness on Hydrometeorological Hazards." Asian Journal of Science Education 6, no. 1 (2024): 155–68. http://dx.doi.org/10.24815/ajse.v6i1.35768.

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The inclusion of DRR education in the curriculum has been part of the response of the government to the increasing threats of disasters in the Philippines. Yet it was found out that students are still mostly uncertain when a disaster occurs, more specifically on evacuation plans, hazards and disaster-prone areas . This study aimed to develop an instructional material to increase the knowledge, preparedness, and awareness towards hydrometeorological hazards of Grade 11 students in Caloocan City Science High School. The Hydrometeorological Disaster Risk Awareness board game (HYDRA), was first ev
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Nurlaili, Helmi, Henik Istikhomah, and Dewi Susilowati. "Edukasi Kehamilan Risiko Tinggi melalui Media Permainan Ular Tangga di Kelas Ibu Hamil." PengabdianMu: Jurnal Ilmiah Pengabdian kepada Masyarakat 10, no. 4 (2025): 1045–51. https://doi.org/10.33084/pengabdianmu.v10i4.8210.

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One of the action plans for the acceleration of maternal mortality rate reduction is ensuring that every mother can access quality health services. Low maternal knowledge in recognizing obstetric and neonatal danger signs results in late decisions to get medical help. Maternity classes are to provide knowledge to pregnant women and their families. The learning method through the Snakes and Ladders game is expected to increase the active participation of pregnant women and communicate with other pregnant women. This activity was conducted on August 5, 2024, to 15 pregnant women in the Maternal
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Moya-Higueras, Jorge, Marina Solé-Puiggené, Nuria Vita-Barrull, et al. "Just Play Cognitive Modern Board and Card Games, It’s Going to Be Good for Your Executive Functions: A Randomized Controlled Trial with Children at Risk of Social Exclusion." Children 10, no. 9 (2023): 1492. http://dx.doi.org/10.3390/children10091492.

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Modern board and card games are usually used for leisure. Few studies have focused on the type of game played in vulnerable populations. Therefore, the main aim of this study was to test the effectiveness of playing modern board and card games to enhance updating, inhibition, and flexibility in children at risk of social exclusion using games that activated specific basic executive functions. We developed a quadruple-blind randomized clinical trial during the COVID-19 pandemic. Sixty-eight participants (7–12 years old) were divided into two experimental groups: 35 children played games that di
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Anggrianto, Christian, and Helena Sidharta. "Beyond Monopoly: Enhancing SME Branding Knowledge through Board Game Experiences." VCD 9, no. 2 (2024): 334–48. https://doi.org/10.37715/vcd.v9i2.5088.

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In the era of rapid technological advancements and ever-changing consumer behaviors, small and medium enterprises (SMEs) face the challenge of keeping up with the complexities of branding in the competitive market landscape. This study delves into the innovative use of board games as an educational tool to enhance SMEs' understanding of branding concepts, mainly targeting entrepreneurs with limited formal education. Drawing on experiential learning and gamification principles, the research investigates the impact of board games designed specifically for SMEs. These games, tailored to address b
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Sato, Takeshi, Aiko Sakurai, Yuki Sadaike, Risa Yanagiya, and Hitoshi Konno. "Sustainable Community Development for Disaster Resilience and Human Resources Development for Disaster Risk Reduction – Growth and Community Contribution of the Katahira Children’s Board for Community Development –." Journal of Disaster Research 15, no. 7 (2020): 931–42. http://dx.doi.org/10.20965/jdr.2020.p0931.

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This paper describes the Fourth Disaster Prevention Treasure Hunt, which took place at the Second World Bosai Forum in November 2019, as an event related to the Sendai Disaster Prevention Future Forum. In particular, we focus on the growth and community contribution of the Katahira Children’s Board for Community Development, among other efforts in human resources development for disaster management undertaken by the Katahira Community Development Association. In tandem with Children’s Board, the “Disaster Risk Reduction × Treasure Hunting Game” serves as a model for sustainable activities for
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Gazdula, Joe, and Richard Farr. "Teaching Risk and Probability: Building the Monopoly® Board Game Into a Probability Simulator." Management Teaching Review 5, no. 2 (2019): 133–43. http://dx.doi.org/10.1177/2379298119845090.

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This article describes the adaptation and use of the Monopoly® board game as a simple simulator to help introduce the principles of probability and risk. It focusses on teaching experiences in an undergraduate business program and offers a new approach to teaching probability and risk with dice to produce a collaborative simulated gaming environment. It allows students to be actively involved in developing the probability of throwing dice numbers and the analysis of risk and decision making in a competitive environment. Concluding with a probability analysis technique, it allows students to re
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Berge, Jerica M., Susan Telke, Allan Tate, and Amanda Trofholz. "Utilizing a Board Game to Measure Family/Parenting Factors and Childhood Obesity Risk." Journal of Nutrition Education and Behavior 51, no. 4 (2019): 419–31. http://dx.doi.org/10.1016/j.jneb.2018.12.008.

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Nabila, Bilqis, Syamsulhuda Budi Mustofa, and Bagoes Widjanarko. "PENGARUH BOARDGAME ‘GERMAS GAME’ DAN METODE CERAMAH TERHADAP PENGETAHUAN DAN SIKAP GERAKAN MASYARAKAT HIDUP SEHAT PADA REMAJA PEREMPUAN (STUDI PADA SISWI KELAS 8 SMPIT DAARUSSALAAM, SANGATTA, KALIMANTAN TIMUR)." Jurnal Kesehatan Masyarakat (Undip) 9, no. 3 (2021): 353–59. http://dx.doi.org/10.14710/jkm.v9i3.29360.

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The adolescent age group has risky behaviors that have a negative impact on health in the coming decades, such as non-communicable diseases. Risk prevention programs with an understanding referring to adolescents can help adolescents increase awareness of healthy behaviors and behavior changes for adolescents with the early non-communicable disease phase. The Indonesian Ministry of Health specifically reminds the public to maintain health through the Healthy Living Community Movement (GERMAS) in order to create a healthy Indonesia and prevent non communicable diseases. This study uses the Germ
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Huda, Putriani Chayati, Wulan Rahmawati, Ahmad Yusron Khoeri, and Muriani Nur Hayati. "INCREASING STUDENTS' DISASTER LITERACY THROUGH THE DISASTER MITIGATION CARD GAME (CAMIBEE)." Journal of Social Comunity Services (JSCS) 1, no. 3 (2024): 199–205. https://doi.org/10.61796/jscs.v1i3.179.

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General background: Disaster literacy is crucial in equipping students with knowledge and preparedness for disaster risk reduction. Specific background: Previous educational approaches to disaster mitigation often lack engaging and interactive methods, which may reduce students' motivation to learn about disaster preparedness. Knowledge gap: Despite the significance of disaster education, there is a need for innovative approaches that effectively convey disaster mitigation concepts in a way that captivates students' interest. Aims: This community service program aims to enhance disaster litera
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Lestari, Myrna Apriany, Eli Hermawati, Rini Ramdhania, and Yani Fitriyani. "Workshop media pembelajaran berbasis board games edukasi untuk guru SDN 2 Purwawinangun Kecamatan Kuningan." Abdimas Siliwangi 6, no. 3 (2023): 576–86. http://dx.doi.org/10.22460/as.v6i3.17982.

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Bermain merupakan kebutuhan dasar anak yang harus dipenuhi. Dengan bermain anak mendapat kesempatan untuk mengeksplorasi dan mengembangkan imajinasinya. Kegiatan bermain dapat menjadi sarana belajar untuk anak dan juga dapat menjadi kesempatan bagi orangtua untuk mengajar dan membimbing anak dalam banyak hal. Hal ini akhirnya mengharuskan setiap guru atau tenaga pendidik berusaha keras dalam mendidik mereka dengan membuat media yang berbasis permainan. Adapun salah satu bentuk permainan yang dapat digunakan dalam kegiatan pembelajaran adalah board games. Board games diharapkan dapat menjadi sa
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Evtushenko, A. Yu, and A. A. Safonova. "Educational games in the system of economic education." Information and Innovations 18, no. 2 (2023): 65–72. http://dx.doi.org/10.31432/1994-2443-2023-18-2-65-72.

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Relevance. The Monopoly game is a popular board game with a simple concept that is relevant as a tool for enterprises and entrepreneurs in the system of teaching the basics of business, as a tool for studying strategic economics and justifying business strategies. Goals. Substantiation of the importance of the Monopoly game model as a business strategy tool for developing skills in strategic thinking, negotiation, risk management and efficient resource allocation. Exploring the similarities between concepts in the game and real economic concepts, including monopoly, market competition, pricing
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Cuesta, Victor, and Masaru Nakano. "Chain of Command: A Sustainable Supply Chain Management Serious Game." International Journal of Automation Technology 11, no. 4 (2017): 552–62. http://dx.doi.org/10.20965/ijat.2017.p0552.

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There is increasing concern regarding sustainable supply chain management (SSCM). This paper defines SSCM in terms of environmental, economic, and social dimensions, also known as triple bottom line plus risk management. Prior to the SSCM serious game (SG) “Chain of Command (CoC)” there were no board-based SGs that incorporated the three dimensions of SSCM. Prior research has only managed to incorporate one or two dimensions of sustainability. “CoC” serves as a tool to bring about discussion, awareness, raise questions, and even identify a player’s preference towards the three dimensions of su
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Mammarella, Nicola, Beth Fairfield, Alberto Di Domenico, and Teresa Di Fiore. "“Baby on board”: Reducing risk taking in adult drivers in a simulated driving game." Accident Analysis & Prevention 50 (January 2013): 596–99. http://dx.doi.org/10.1016/j.aap.2012.06.031.

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Chang, Hui-Wen, and Guey-Hau Wu. "Feasibility and effect of cognitive-based board game and multi-component exercise interventions on older adults with dementia." Medicine 103, no. 26 (2024): e38640. http://dx.doi.org/10.1097/md.0000000000038640.

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Background: Taiwan is an aging society, and the number of people with dementia is rapidly increasing. Due to a decline in cognitive and physical function, older adults with dementia not only gradually lose the ability to complete daily living tasks on their own, but are also at a higher risk of falls and injurious falls. It is important to develop interventions that combine cognitive and exercise training for older adults with dementia to promote or maintain their cognitive and physical functions and reduce their risk of falls. This study aimed to investigate the feasibility and effect of cogn
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Galarza-Villamar, Julissa Alexandra, Mariette McCampbell, Cees Leeuwis, and Francesco Cecchi. "Adding Emergence and Spatiality to a Public Bad Game for Studying Dynamics in Socio-Ecological Systems (Part I): The Design of Musa-Game for Integrative Analysis of Collective Action in Banana Disease Management." Sustainability 13, no. 16 (2021): 9370. http://dx.doi.org/10.3390/su13169370.

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Human decision-making plays a critical and challenging role in the prevention and control of public bads within socio-ecological systems. Farmers daily confront dilemmas regarding public bad management, such as infectious diseases in their crops. Their decisions interplay with multiple factors and may create the risk conditions in which a public bad can occur (e.g., a disease outbreak). This article presents an experimental board game method (DySE) and its contextualized version (Musa-game) to study the effect of individual and collective human actions on creating or preventing a public bad. T
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Fajri, Ahmad Istiqlal, Bobby Halim, and Yosef Yulius. "Board Game Komunikasi Visual Kampanye Love Language pada Pasangan Suami Istri di Kota Palembang." Besaung : Jurnal Seni Desain dan Budaya 9, no. 1 (2024): 32–45. http://dx.doi.org/10.36982/jsdb.v9i1.3708.

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Love language, basically, is the language of love in the form of actions, behavior and attitudes that make someone feel appreciated and loved. Love language has five forms, namely words of affirmation, quality time, receiving gifts, acts of service, physical touch. This campaign uses board games as the main medium for conveying information and education with interesting media. The main idea in developing this media is a folk tale from Central Java, namely Joko Kendil. This story has a message about true love, patience, and sacrifice of a husband and wife in facing trials in life. The aim of th
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Watts, Gavin W., Diane Pedrotty Bryant, and Garrett J. Roberts. "Effects of Cross-Age Tutors With EBD for Kindergarteners At Risk of Mathematics Difficulties." Journal of Emotional and Behavioral Disorders 28, no. 4 (2019): 244–56. http://dx.doi.org/10.1177/1063426619884271.

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Challenges with numerical proficiency at an early age can lead to substantial gaps in learning and are associated with detrimental long-term outcomes. In addition, students with emotional–behavioral disorders (EBD) can have some of the most challenging behavioral and academic needs to address. The purpose of this study was to identify the effects and collateral outcomes of utilizing cross-age tutors (i.e., older students) with/at risk of EBD to deliver a number line board game intervention to kindergarten students at risk of mathematics disabilities. A multiple baseline design across participa
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Kirk, Leila. "298 Worker health protection team effort workshop." Annals of Work Exposures and Health 68, Supplement_1 (2024): 1. http://dx.doi.org/10.1093/annweh/wxae035.269.

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Abstract This 90-minutes workshop explores the contribution of a multitude of professions in the pursuit of worker health protection. The format will be an introduction followed by brainstorming. The results from brainstorming will be used in a game of worker health risk. This is a board type game requiring tables of six to eight players. By the end of the game, delegates should have a good understanding of the contributions made by occupational hygiene technicians, engineers, occupational health, the HR department, the health and safety department, supervisors and even the company CEO to work
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Ammar, Muhammad, Imran Amjad, Muhammad Nisar, and Omnya S. A. Ghoneim. "Effects of board games on balance in association with cognition in community-dwelling older adults." Journal of Musculoskeletal Surgery and Research 8 (August 2, 2024): 256–63. http://dx.doi.org/10.25259/jmsr_122_2024.

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Objectives: Falls among the elderly are a prevalent concern. Maintaining balance and preventing falls necessitate cognitive processes, such as information processing speed and executive functions. The objective was to determine the impacts of board games on cognition, balance, and risk of falls among community-dwelling elders. Methods: Sixty-four elders aged 65 years and above, with mini–mental state examination (MMSE), scores above 26 and Berg balance scale (BBS) scores between 41 and 52, were recruited with a sample size of 64 divided into two groups, 32 in each group. Participants were rand
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Castel, Amanda D., Brittany Wilbourn, Connie Trexler, Lawrence D. D'Angelo, and Daniel Greenberg. "A Digital Gaming Intervention to Improve HIV Testing for Adolescents and Young Adults: Protocol for Development and a Pilot Randomized Controlled Trial." JMIR Research Protocols 10, no. 6 (2021): e29792. http://dx.doi.org/10.2196/29792.

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Background Two strategies of the US Ending the HIV Epidemic initiative are early diagnosis of infections via widespread testing and prevention of new infections using pre-exposure prophylaxis (PrEP). These strategies are particularly important for adolescents and young adults (AYAs) who are disproportionately affected by HIV, particularly if they identify as Black and/or lesbian, gay, bisexual, transgender, queer or questioning, and others (LGBTQ+). This study will develop and test an interactive life-simulation game in which players can enact real-life behaviors and receive their HIV risk pro
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Dayneko, I. A., O. N. Kucher, and I. O. Loginova. "Training Opportunities of the Motivation Board: Method of Internal Motivation Forming to Monitor Blood Sugar Level in Patients with Diabetes Mellitus." Bulletin of Kemerovo State University 22, no. 1 (2020): 123–30. http://dx.doi.org/10.21603/2078-8975-2020-22-1-123-130.

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The research featured the didactic opportunities of the Motivation Board method used in the training of patients with diabetes mellitus diagnosed in different periods of life. The main aim of the methodology is to help a diabetic patient to develop motivation and maintain an appropriate lifestyle. The lifestyle includes risk assessment, proper nutrition, regular physical activity and visits to the doctor, etc. The research objective was to reveal the didactic possibilities of the Motivation Board technique. The method is aimed at changing the thinking patterns and behavioral strategies of pati
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Ulfa, Yulia, Mukhsin Patriansah, and Yosef Yulius. "Komunikasi Visual Manfaat Daun Kelor Bagi Kesehatan Gizi Anak Usia 7-12 Tahun Di Kota Palembang." Besaung : Jurnal Seni Desain dan Budaya 10, no. 1 (2025): 149–63. https://doi.org/10.36982/jsdb.v10i1.4656.

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Moringa leaves (Moringa oleifera) are very well known as a rich source of nutrition and are beneficial for children's health. These leaves contain lots of protein, vitamins, minerals and antioxidants which are important for optimal growth and development. The main benefits of moringa leaves include improving the immune system, reducing the risk of nutritional deficiencies, and support for digestive health. The main problem is that many people are not aware of the potential health benefits of Moringa leaves, which results in low consumption and utilization of this plant. The problem solving pla
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Zhemchugova, Valeria S., Maria V. Ivanova, Alla T. Volokhina, Elena V. Glebova, Anton V. Korobov, and Ildar F. Khafizov. "ANALYSIS OF THE LEVEL OF INDUSTRIAL SAFETY CULTURE AT A FUEL AND ENERGY COMPLEX ENTERPRISE." Oil and Gas Business, no. 1 (February 20, 2025): 70–92. https://doi.org/10.17122/ogbus-2025-1-70-92.

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The article considers the problem of formation and improvement of the industrial safety culture at a fuel and energy complex enterprise. Due to increased danger typical for this industry, the creation and maintenance of a high level of industrial safety culture is becoming an important factor in reducing the risk of accidents and injuries among personnel.The research is aimed at analyzing the level of industrial safety culture at one of the enterprises of the fuel and energy complex using modern methods of statistical data analysis. The paper carried out a variance analysis, which made it poss
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Algayres, Muriel, Olga Timcenko, and Evangelia Triantafyllou. "Development and use of a Playful Learning Observation Tool (PLOT) for Active Game-based Learning in Physical Classroom Situations." European Conference on Games Based Learning 16, no. 1 (2022): 28–37. http://dx.doi.org/10.34190/ecgbl.16.1.713.

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This study presents the development and implementation of a qualitative observation tool for in-class observation of courses employing game-based learning (GBL), and playful learning situations. The design of the observation model exploits a literature review of classroom observation models, of cognitive psychology motivation scales, and of GBL evaluation models. It integrates relevant elements from these domains to offer an observation model for GBL implementation. In this model, in-class observations are coded and analysed for GBL effectiveness and potential to support intrinsic motivation i
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Mochocki, Michał. "Edu-Larp as Revision of Subject-Matter Knowledge." International Journal of Role-Playing, no. 4 (May 17, 2023): 55–75. http://dx.doi.org/10.33063/ijrp.vi4.229.

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The paper presents theoretical foundations of the author's approach to the design of edu-larps. It is deliberately steering away from cross-disciplinary teaching, artistic education or soft skills training in order to advocate larps tailored to single school subjects, focused on integration and consolidation of curricular knowledge. Putting larp in the context of applied drama, or Drama in Education, the text argues that well-designed edu-larp is likely to be accepted by the average teacher, not just by dedicated and trained drama educators. The concept of print-and-play “larp for dummies” dow
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Amelia, Vivi Leona, Agus Setiawan, and Sukihananto. "Board game as an educational media for dengue prevention knowledge for school-aged children." Enfermería Global 18, no. 4 (2019): 254–72. http://dx.doi.org/10.6018/eglobal.18.4.336611.

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Indonesia is one of the endemic countries for dengue fever, and for the incidents are increasing year by year. Children are the risk population to dengue incidents than the others age groups. Part of the dengue prevention is increasing the knowledge, and also the children’s knowledge. The use of the game is the enjoyable way for learning in children. Aim: The aim of the study was to know children's basic knowledge about dengue prevention and develop an educational media for children. This study uses a quasi-experimental design with pre and post-test and using a control group. Method: The parti
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