4. Board Games: The Role of Directors in CEO Search

2002 ◽  
pp. 81-117
Keyword(s):  
Author(s):  
Robyn Hromek

Games are inherently engaging and, when crafted to do so, provide an experiential, mediated learning space that is effective and fun. This chapter explores game-based learning and the role of the facilitator in optimizing learning. As referees, they make sure games proceed in a fair and orderly manner. As teachers, they look for teachable moments to ‘scaffold’ learning. As mentors, they debrief what happened to enhance learning and ensure psychological safety. The author reviews the literature and her practice as an educational psychologist to examine therapeutic board games and socio-emotional learning. The Life-Space Interview and Emotional First Aid are put forward as effective debriefing tools. An argument is made for the importance of face-to-face games and attention is drawn to concerns about excessive screen time.


2002 ◽  
Vol 61 (4) ◽  
pp. 221-233 ◽  
Author(s):  
Alexander J. de Voogt

Cognitive experimental research on experts has been dominated by research on Chess masters. De Groot’s work on Chess masters ( de Groot 1946/1965 ) started a tradition of Chess research concentrating on perception, memory and problem-solving expertise (e.g. Chase & Simon, 1973 ; de Groot & Gobet, 1996 ; Newell & Simon, 1972 ). In later years, this research was replicated by research on board games other than Chess. Experiments on players of Gomoku, Go ( Eisenstadt & Kareev, 1977 ; Reitman, 1976 ) and Othello ( Billman & Shaman, 1990 ; Wolff, Mitchell, & Frey, 1984 ) largely confirmed the findings on Chess masters. In board games research the effect of “cultural” variables has not been studied or even considered. Despite the presence of Japanese, Russian, Dutch and recently African players or games, the results of the experiments have been compared as if there is one “board game culture”. As long as the results of the experiments do not upset the results of Chess research, one could claim that this cultural background is irrelevant and that cognitive experiments on experts concern a level of thinking which is universal in humans. However, recent research on Bao experts - a board game played in East Africa - contradicted some of the results in Chess ( de Voogt, 1995 ). In this instance, the role of “culture” became an issue in two ways. Is the difference between Bao and Chess players related to the differences in playing context or are the experiments designed for Chess not comparable or not applicable to Bao?


2000 ◽  
Vol 17 (3) ◽  
pp. 167-177 ◽  
Author(s):  
Susan Moore ◽  
Keis Ohtsuka

AbstractIn this study, the relationship between adolescent leisure and gambling was explored. Three different models of time usage were compared as potential predictors of gambling behaviour and problem gambling among 769 adolescents (15 to 18 years old) from five secondary schools in Melbourne. More leisure time, particularly unstructured leisure, predicted more frequent gambling behaviour for girls and boys. Specific activity factors provided the best time usage-based prediction of gambling behaviour. More time socialising and being involved in organised sport predicted more gambling for boys, possibly because of the access these activities provide to gambling venues. For boys, lower levels of so-called masculine pursuits (activities with other male peers) were associated with problem gambling, as were “cognitive pursuits” such as board games and collecting hobbies. For girls, more time in studious activity mitigated against gambling frequency. Lower levels of typically “feminine” adolescent pursuits predicted problem gambling. By far the major predictor of problem gambling for both sexes was gambling frequency. The role of leisure in problem gambling was discussed in terms of the role played by peer socialising, which may increase risk through access to gambling venues yet simultaneously increase protection through a sense of belongingness.


2016 ◽  
Vol 8 (3) ◽  
Author(s):  
Alexandre De Gusmão Pedrini

Evaluating the perception and preferences of a target public, are essential for the planning and execution of environmental education projects. This paper presents the results of a survey developed aiming future planning a university extension action of environmental education at UERJ at the event called "Desapegue-se” that means literally “Let it go”, this event is held in the square Edmundo Rego, city of Rio de Janeiro (Brazil), inspired in Paulo Freire's principles applied in environmental education. Every month on Sundays from April to July 2014, questionnaires were applied to the square visitors. The data were analyzed by chi-square test and Kruskal-Wallis test to assess significant differences (p <0.05) in the observed patterns. The audience was comprised of 83 respondents of different profiles. Most (66%) were females, from 24-43 years (80%), college graduates and high school (71%), with wage between 10-20 Brazilians minimum wages (89%) The majority (70%) visited the event more than five times. Significant differences occurred only in the order of preference of methodological strategies for environmental education. The major results are presented here: a.) The inhabitants of Grajaú prioritized "film and discussion", "photography exhibition", "lecture and discussion", "conversation circle", "group dynamics" and "board games"; b) the other districts prioritized, "lecture and discussion", "photography exhibition", "conversation circle", "film with debate", "group dynamics" and "board games". The self-employed respondents are the most interested in attending activities at UERJ. Environmental education has among its assumptions the participation of their public aiming its efficiency and the role of the citizen identifying the methodological strategies allows a more effective learning, expanding their awareness and potential for understanding the world in a dialogical and questioning perspective.


2020 ◽  
Vol 47 (2) ◽  
pp. 185-204
Author(s):  
Roman Abramov

Abstract This article examines the role of the monetary world inclusion in the world of children’s games in the late Soviet period by opening a previously unknown page of board games’ social history in the USSR and describes the practices of playing Do It Yourself (DIY) Monopoly by Soviet children in the 1980s. Soviet teenagers used friendly relationships to exchange tacit knowledge about the basic rules of the board business game. They made playing fields and developed the rules of the game, using school knowledge about the principles of the capitalist economy. The article shows the game rules’ evolution of the DIY Soviet Monopoly versions and shows the creativity of the Soviet teenagers in the re-invention of the rules of the board business game. DIY Monopoly versions were a form of adaptation of western goods to socialist conditions, which were common practice in the Soviet Union since its inception.


JAMA ◽  
1966 ◽  
Vol 195 (12) ◽  
pp. 1005-1009 ◽  
Author(s):  
D. J. Fernbach
Keyword(s):  

JAMA ◽  
1966 ◽  
Vol 195 (3) ◽  
pp. 167-172 ◽  
Author(s):  
T. E. Van Metre

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