logic games
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Author(s):  
F. S. Tortoriello ◽  
I. Veronesi

In this work we intend to share an educational path on mathematical games developed in the last classes of the high schools that participate to the research-project Mathematical High School Project, a project elaborated by the research group in mathematics education of the Department of Mathematics of the University of Salerno (Italy) and dedicated to scientific high school students. The "Historical path in mathematical games" is a didactic laboratory activity dedicated to students of the last year of scientific high schools. The researchers collaborated with the teachers of the schools and carried out an interdisciplinary path on puzzles and logic games invented or reworked by important mathematicians of the last two centuries. Through these themes that were scientific, historical, artistic, musical, literary ones, connections have been created thank to the presentation of texts, images, paintings, drawings, musical and literary pieces.


2021 ◽  
pp. 112-136
Author(s):  
Paul Fleisher
Keyword(s):  

2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Lesya Klevaka ◽  
◽  
Olga Grishko ◽  

The article identifies the relevance of the study of the problem of intellectual development of preschool children by didactic means. It is necessary to conduct research to find effective teaching aids that promote the intellectual development of preschool children. The definition of the concept of "intelligence", theoretical studies of intellectual development and intellectual education of preschoolers are presented. To substantiate the expediency of using and having a wide range of developmental possibilities of Dienes' logical blocks for the intellectual development of preschool children. Emphasis is placed on the fact that in the process of various actions with logical blocks, children master different skills, as well as develop logical and mathematical abilities and intelligence. The composition of a set of Dienes logic blocks is described. Some methodological aspects of working with them are described. The problem considered in the article has all prospects for further research. It is necessary to develop methodological recommendations for the use of logic games using Dienes blocks for the intellectual development of preschool children. The set of blocks attracts preschool children with a variety of shapes, bright colors, versatility in use. The varieties of games and game exercises with Dienes logic blocks are listed. We see the continuation of this study in the use of Dienes' logical blocks in the independent activities of preschool children. Examples of games and game exercises with Dienes logic blocks are given.


Author(s):  
Timothy Williamson

What has combat to do with the pursuit of truth? ‘Disputing’ explores the role of debate in philosophy, in which the question-and-answer session is as important as the lecture. The debate can be constructive as well as combative. There is a danger that quieter voices will be drowned out by bluster. Legal disputes are a useful comparison—two sides are not always equal but are more effective than a single magistrate. From Plato onwards, the spoken or written dialogue was an important philosophical tool, and medieval scholars formalized debate into logic games. Disputes can be challenging but preferable to environments where criticism is discouraged.


2020 ◽  
Vol 18 (1) ◽  
pp. 39
Author(s):  
Hera Meganova Lyra ◽  
Wahya Wahya ◽  
R Yudi Permadi

This writing describes pornographic humour conveyed in tatarucingan ‘Sundanese riddles’. I focuses on pornographic connotation and types of pornographic humour existing in tatarucingan. The method used was descriptive one with theoretical analysis by Sukatman (2009) combined with Danandjaja (1984), Rahmanadji (2007), Yuniawan (2007), and Mulia (2014). The result shows that the pornographic connotation in tatarucingan conveyed in the questions or answers of the tatarucingan ‘riddles’. I means that the pornographic connotation may be conveyed in the questionsand may also be in the answers of the riddles. The types of pornographic connotation include rational-answer humour, logic games humour, pseudo-incoherence humour, sound games humour and metaphorical humour. AbstrakPenelitian ini mendeskripsikan humor pornografi yang terdapat dalam tatarucingan ‘teka-teki Sunda’. Masalah yang dikaji meliputi konotasi pornografi dan jenis humor pornografi yang terdapat dalam tatarucingan. Metode penelitian yang digunakan adalah metode deskriptif dengan kajian menggunakan analisis teori Sukatman (2009) yang diekletikkan dengan teori Danandjaja (1984), Rahmanadji (2007), Yuniawan (2007), dan Mulia (2014). Hasil penelitian menunjukkan konotasi pornografi yang terdapat dalam tatarucingan muncul pada pertanyaan atau jawaban tatarucingan. Dalam arti, konotasi pornografi ada yang muncul dalam pertanyaan,ada pula yang muncul dalam jawaban tatarucingan. Humor pornografi jika dilihat dari jenisnya meliputi humor rasionalitas jawaban, humor permainan logika, humor ketidaklogisan semu, humor permainan bunyi, dan humor bermetafora.


2020 ◽  
Vol 4 (2) ◽  
pp. 104-111
Author(s):  
Rosa Tri Setiani ◽  
Bonifacius Vicky Indriyono

Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path.A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps.From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value.  Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm


2018 ◽  
Vol 5 (2) ◽  
pp. 115-128
Author(s):  
Nusuki Syariati Fathimah ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk menghasilkan multimedia permainan interaktif pembelajaran berhitung yang layak bagi anak diskalkulia usia prasekolah. Penelitian pengembangan ini mengacu pada langkah pengembangan multimedia Alessi & Trollip mencakup tiga fase pengembangan yang meliputi perencanaan, perancangan, dan pengembangan. Subjek uji coba dalam penelitian ini yaitu dua orang ahli media, dua orang ahli matematika, dan sembilan anak diskalkulia usia prasekolah. Hasil penelitian berupa produk multimedia permainan interaktif pembelajaran berhitung bagi anak diskalkulia usia prasekolah berupa permainan puzzle dan logika yang dikemas dalam bentuk compact disc (CD) dengan menggunakan software Adobe Flash CS3. Multimedia permainan interaktif terdiri dari dua area permainan, yaitu area visual-spasial yang mencakup permainan geometri, klasifikasi, dan simbolisasi dan area sekuensial yang mencakup permainan prosedur, korespondensi, dan bilangan. Multimedia permainan interaktif dinilai  sangat layak berdasarkan hasil penilaian ahli media 88,33% dan ahli materi 91,6% serta berdasarkan hasil penilaian respon pengguna 85,18%.Kata kunci: multimedia permainan, berhitung, diskalkulia, prasekolah DEVELOPING INTERACTIVE MULTIMEDIA GAMES OF MATHEMATICS TEACHING TO PRESCHOOL DYSCALCULIC CHILDRENAbstractThis research aimed to develop interactive multimedia games of mathematics learning that was eligible for preschool dyscalculic children. This developmental study refered to the multimedia development phase suggested by Alessi & Trollip consisting of: planning, design, and development. The testing subjects consisted of two media experts, two mathematics experts, and nine preschool dyscalculia children. The results of the study was interactive multimedia games of mathematics learning for preschool dyscalculic children in the form of puzzles and logic games packaged in a compact disc (CD) form using the Adobe Flash CS3 software. The interactive multimedia games had two game areas, consisting of visual-spatial area that consisted of geometry, classification, and symbolization games and sequential area that consisted of procedure, correspondence, and number games. The interactive multimedia games were considered very eligible based on the results from the media experts 88.33% and from the subject matter experts 91.6% and based on the results from user’s responses 85.18%.Keywords: multimedia games, mathematics, dyscalculia, preschool 


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