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IEEE Access ◽  
2022 ◽  
pp. 1-1
Author(s):  
Zhenao Wei ◽  
Pujana Paliyawan ◽  
Ruck Thawonmas

2021 ◽  
Vol 6 (1) ◽  
pp. 53-69
Author(s):  
Livia Angelica Gunawan

This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time.   Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit


2021 ◽  
Vol 1 (4) ◽  
pp. 259-265
Author(s):  
NURSANTI IDAPITASARI

Learning mathematics from elementary school to college is considered a very scary subject. Just hearing the word math, the students already feel lazy, afraid. Mathematics is considered a scourge for students. The teacher's task must be to find ways to make learning effective, efficient and fun so that students feel happy and comfortable in participating in learning. Teachers must be able to choose the right learning media, which can convey messages well. With the discovery learning model, the domino card game method is expected to create fun learning. Students can learn while playing, so as to improve student learning outcomes in mathematics lessons on logarithmic material. Best practice writing is prepared with the aim of describing the author's best practice in applying the domino card game in learning logarithms. To increase the motivation of students so as to improve learning outcomes. The best practice is carried out in the 2019/2020 school year which is in October. This scientific paper describes the increase in student activity and learning outcomes on logarithmic material. The subjects in the study were students of class X MIPA 3, with a significant change, before using the domino card game the student's activity was only 46,7% by using the domino card media to increase to 76,7%. Likewise, learning outcomes before using dominoes averaged 55.33 after using dominoes increased to 75.33. ABSTRAKPembelajran matematika dari tingkat sekolah dasar sampai perguruan tinggi dianggap pelajaran yang sangat menakutkan. Mendengar kata matematika saja para peserta didik sudah merasa malas, takut. Matematika dianggap momok bagi para peserta didik. Tugas guru harus mencari cara agar pembelajaran menjadi efektif, efisien dan menyenangkan sehingga peserta didik merasa senang,nyaman dalam mengikuti pembelajaran. Guru harus bisa memilih media pembelajaran yang tepat, yang bisa menyampaikan pesan dengan baik. Dengan model pembelajaran discovery learning , dengan metode permainan kartu domino diharapkan dapat menciptakan pembelajaran yang menyenangkan. Peserta didik dapat belajar sambil bermain, sehingga dapat meningkatkan hasil belajar peserta didik pada pelajaran matematika materi logaritma. Penulisan best practice disusun dengan tujuan mendeskripsikan best practice penulis dalam menerapkan permainan kartu domino dalam pembelajaran logaritma. Untuk meningkatkan motivasi peserta didik sehingga dapat meningkatkan hasil belajar. Praktek terbaik dilaksanakan pada tahun pelajaran 2019/2020 yaitu pada bulan Oktober. Karya Tulis Ilmiah ini menggambarkan tentang peningkatan keaktifan dan hasil belajar peserta didik pada materi logaritma. Yang menjadi subyek dalam penelitian yaitu peserta didik kelas X MIPA 3, dengan perubahan yang signifikan, sebelum menggunakan permainan kartu domino keaktifan peserta didikk hanya 46,7% dengan memanfaatkan media kartu domino meningkat menjadi 76,7% Demikian juga dengan hasil belajar sebelum menggunakan kartu domino rata – rata 55,33 setelah menggunakan kartu domino meningkat menjadi 75,33.


2021 ◽  
Vol 8 ◽  
pp. 33
Author(s):  
Roger Boase

Research on the court ladies who participated in Pinar’s Juego trobado, a card game in verse completed in 1496, led to the discovery that María de Velasco, wife of Juan Velázquez de Cuéllar, and adoptive-mother of Ignatius Loyola, subsequently appears in several literary texts, the first of which is the Carajicomedia, where she is metamorphosed into an old prostitute skilled in the arts of seduction. Surprisingly, I have detected her presence in La novela del licenciado Vidriera, one of Cervantes’ Novelas ejemplares: each of the names of the main character, given or adopted during the course of his life, is linked in some way with this lady; and, furthermore, there are other correspondences, above all the symbolism of the quince. This begs the question whether the tale was intended to convey a coded message, and if so, one wonders what kind of message.  This discovery also seems to add some credence to the theory that in Don Quixote Cervantes wished to parody the life of Ignatius Loyola as well as the heroes of chivalric romance.


Author(s):  
Rafidah Amat ◽  
Zawani Badri ◽  
Mas Aida Abdul Rahim

For ESL students, acquiring English proverbs have always been a struggle due to a wide range of aspects related to L2 that are mostly dissimilar with their L1. However, many studies conducted have accentuated the significance of comprehending L2 proverbs in encouraging students’ communicative competence in real-life context. Due to limited L2 exposure or knowledge related to proverbial texts, ESL students have the tendency to use word-for-word translation when they attempt to use them in writing and speaking. To encourage students to use suitable English proverbs, a 52-piece proverbs card game that consists of English proverbs with equivalent Malay proverbs pairs was introduced to 20 heterogeneous level of ESL diploma students. A case study with a predominant quantitative method was employed where the preliminary pre- and post-test were conducted to investigate the significance of introducing the proverbs card game to reduce students’ direct translation. Subsequently, the result was later validated with qualitative data where semi-structured interviews were conducted in order to identify the affective variables as proposed by Krashen (1982) in Affective Filter Hypothesis. From the findings, it can be presumed that there is a significant difference between pre- and post-test scores with the post-test scores being higher16than the pre-test scores. Moreover, based on the hypothesis, data analysed from the semi-structured interviews revealed respondents’ affective variables such as motivation, self-confidence, attitude were high and anxiety are high, thus, it allows more comprehensible input when they were playing with the proverbs card game. Therefore, it can be concluded that teaching L2 proverbs using card game can help students’ reduce dependency on direct translation and lower their affective filter hypothesis which enriches their usage of L2 proverbs.


Author(s):  
Zoe Russell ◽  
Samantha Punch ◽  
Ian McIntosh

AbstractBridge is a partnership card game that has increasingly professionalized in recent years, particularly at ‘elite’ level. ‘Elite’ bridge players participate in a unique leisure world which hitherto has been understood as a form of serious leisure. However, due to professionalization there is the possibility to work as a professional bridge player thus blurring the boundaries between leisure and work. The paper is based on the lived experiences of professional bridge players and how they understand the, often ongoing, transition from playing bridge as a hobby to playing bridge for a job. Being a professional bridge player raises issues about moral evaluations of work, a work ethic and concerns over what a ‘proper job’ is. This paper explores these dynamics in relation to Stebbins concept of ‘devotee work’ and ideas of liminality, unpacking the tensions and ambiguities involved through the perspective of 52 elite bridge players. Findings from the qualitative interviews illustrate how playing bridge professionally is often experienced as being hugely positive, because of being paid to do something one is devoted to, but ambivalences and anxieties also emerge. In addition, the paper draws on the reflections of one author who is a bridge player and blurs the boundaries between work and leisure through the academic study of bridge. The findings show the contested nature of bridge as a profession set within broader notions of work, with positive and negative perceptions of the blurring of work-leisure boundaries.


Author(s):  
René Glas ◽  
Jasper Van Vught ◽  
Stefan Werning

In this contribution, we outline Discursive Game Design (DGD) as a practice-based educational framework, explain how to use this design framework to teach game historiography, and report on findings from a series of in-class experiments. Using Nandeck, a freely available software tool for card game prototyping, we created sets of playing cards based on two game-historical datasets. Students were then asked to prototype simple games with these card decks; both playtesting and co-creating each other’s games in an ongoing quasi-conversational process between different student groups fostered discussions on, and produced alternative insights into, the complex notion of (Dutch) game history, canonization/selection and games as national cultural heritage. The article shows how DGD can be implemented to allow for students with little or no design background to actively ‘think through’ games about the subject matter at hand.


2021 ◽  
Author(s):  
Rute Nogueira Silveira de Castro ◽  
Rossana Maria de Castro Andrade ◽  
Ticianne de Gois Ribeiro Darin ◽  
Leandro A. Carvalho ◽  
Nayana Carneiro ◽  
...  
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