game board
Recently Published Documents


TOTAL DOCUMENTS

80
(FIVE YEARS 26)

H-INDEX

5
(FIVE YEARS 0)

2021 ◽  
Vol 7 (12) ◽  
pp. 120449-120463
Author(s):  
Bárbara Duarte Dutra ◽  
Keyla Cristiane Do Nascimento ◽  
Maria Elena Echevarría-Guanilo ◽  
Valéria de Cássia Sparapani ◽  
Gabriela Marcellino de Melo Lanzoni

2021 ◽  
pp. 297-302
Author(s):  
Barbara Januszkiewicz

The article describes the idea for an educational game Polskie dziedzictwo na mapie Podola (Polish Heritage on the Map of Podolia) aimed at learning Polish as foreign language using a historical map. The article presents a map (as a game board) that was drawn up by a 17th-century cartographer Guillaume Le Vasseur de Beauplan. The map of Podolia provides a starting point for preparing scenarios of educational classes that would present historic figures, places, events and architectural monuments connected with Poland. The game is supposed to enhance the interest in learning Polish and teach respect for the common historical and cultural heritage, as well as encourage young people to study the past and discover their ‘personal homeland’. The author of the article suggests to use the board game as part of teaching the Polish language, which would certainly make linguistic education more attractive.


Nirmana ◽  
2021 ◽  
Vol 19 (2) ◽  
pp. 74-83
Author(s):  
Septian Yoga Kurniawan ◽  
T. Arie Setiawan P ◽  
Jasson Prestiliano
Keyword(s):  

Alat musik tradisional adalah sebuah warisan budaya dalam suatu daerah. Namun dengan adanya perkembangan jaman, musik tradisional mulai ditinggalkan oleh masyarakat setempat. Masyarakat lebih suka mendengarkan dan memainkan alat musik modern dibandingkan musik tradisional yang kedepannya bisa menimbulkan kepunahan dari warisan budaya itu sendiri. Salah satu alat musik tradisional yang harus dilestarikan adalah gamelan. Gamelan berasal dari Jawa yang terdiri dari beberapa alat musik yang dimainkan secara bersamaan. Gamelan dimainkan ketika acara adat dan pertunjukan tari tradisional seperti kuda lumping. Maka dari itu dibutuhkan sebuah media untuk melestarikan dan memperkenalkan musik tradisional kepada masyarakat yang belum sadar akan pentingnya menjaga warisan budaya tersebut yaitu Board Game. Board Game dengan Gameplay yang menggunakan Soundtrack untuk mengenalkan gambaran musik gamelan dipilih karena bukan hanya sekedar permainan, namun juga bisa menjadi media edukasi untuk melestarikan alat musik tradisional bagi pemainya. Setelah memainkan permainan ini, pemain lebih tertarik untuk melestarikan kebudayaan daerah dan secara tidak langsung pengetahuan mengenai alat musik tradisonal Jawa Tengah bisa tersebar melalui permainan ini.


2021 ◽  
Vol 7 (2) ◽  
pp. 298-316
Author(s):  
Widyasari Widyasari ◽  
Aditya Rahman Yani ◽  
Nia Wulandari ◽  
Eki Cahya Imani

AbstrakKasus bullying di Indonesia merupakan masalah sosial yang serius untuk ditindaklanjuti, terutama di kalangan anak Sekolah Dasar (SD) karena dapat memberikan dampak yang sangat buruk pada moral anak juga dapat menyakiti orang lain. Di sisi lain, guru maupun orang tua beranggapan bahwa perilaku bullying merupakan sebuah proses dari perkembangan anak sehingga belum ada tindak lanjut untuk mengatasi permasalahan bullying tersebut. Sebagai upaya untuk mengatasi kasus bullying dan menegakkan dasar hukum, larangan melakukan bullying pada anak perlu dilakukan sebagai edukasi anti bullying kepada anak SD melalui media yang dekat dengan anak yakni board game. Pesan edukasi anti bullying yang disampaikan melalui board game diharapkan dapat mempersuasi anak untuk berani bersikap positif “stop bullying” jika melihat kejadian bullying di lingkungan sekolah. Metode penelitian yang digunakan adalah metode kualitatif dengan pengumpulan data primer melalui wawancara mendalam dan data sekunder melalui studi literatur. Konsep yang disusun merupakan hasil analisis fishbone dan analisis 5W+1H yakni berupa solusi kreatif board game, konsep kreatif pesan anti bullying, dan keyword “Fun Positive Learning” diterapkan pada desain komponen-komponen board game. Board game edukasi anti bullying dengan judul Berani Baik! dirancang dengan visual yang menarik dan alur permainan yang menyenangkan dalam bentuk pertanyaan sebagai studi kasus perilaku bullying di lingkungan sekolah dan pilihan jawaban sebagai pesan anti bullying kepada anak SD. Kata kunci: anak sekolah dasar, anti bullying, board game AbstractThe case of bullying in Indonesia is a serious social problem to be pursued, specifically among elementary school children due to badly impacting children's morals and can hurt others. On the other hand, teachers and parents thought that bullying behavior is a process of child development so that there has been no action to overcome the problem of bullying. As an effort to overcome bullying cases and enforce the essential law, the prohibition of bullying on children needs to be done as an anti-bullying education for elementary school children through board games. Anti-bullying educational messages conveyed through board games befit to persuade children to have a positive attitude to "stop bullying" when they see bullying in the school environment. This research uses a qualitative method with primary data collection through in-depth interviews and secondary data through literature study. The concept compiled is the result of fishbone and 5W+1H analysis in the form of creative board game solutions, creative concepts for anti-bullying messages, and the keyword "Fun Positive Learning" is applied to the design of the board game components. Anti-bullying educational board game with the title Dare to Be Good! designed with attractive visuals and fun gameplay in the form of questions as case studies of bullying in the school environment and answer choices as anti-bullying messages to elementary school children. Keywords: anti bullying, board game, elementary school children


2021 ◽  
Vol 13 (1) ◽  
pp. 167-178
Author(s):  
Rora Rizky Wandini ◽  
Emeliya Sukma Dara Damanik ◽  
Sholihatul Hamidah Daulay ◽  
Wahyu Iskandar

This study examines the effect of the snake and ladder game on Islamic history Fathu Mecca learning outcomes based on observations at the SD (Elementary School) Muhammadiyah in Indonesia. Students have been shown to acquire standard competency through the study of Islamic history. This course is very important to build a strong Muslim identity, especially in Islamic School Muhammadiyah. Meanwhile, the snake and ladder game has been used by several educators in the teaching and learning process. This game positively influences students’ learning outcomes. Therefore, the authors developed and integrated Islamic history into the snake and ladder game board. This research was a quantitative study conducted on 60 fifth-grade students divided into experiment and control classes. Furthermore, the data were collected using observation, interview, and t-test hypotheses. The results showed that the snake and ladder game positively affects students’ learning outcomes in studying Islamic history. Based on the result, this game provides opportunities for students to explore, identify, practice, and understand concepts. The teachers are expected to encourage students to develop skills for discovering knowledge through an inspiring and fun learning atmosphere.


2021 ◽  
Vol 13 (1) ◽  
pp. 199-214
Author(s):  
Herman Khunaivi

This study aimed to develop a “Beberan” game board as a practical, efficient, and innovative media to improve students’ speaking skills. It was carried out using the research and development method by applying Borg, Gall, and Sugiyono theories. Furthermore, it involved seven steps: analysis, designing product, preliminary test, experts’ judgments, product revisions, field test, and final product of media. A total of 30 students of the pre-service teacher study program of the Islamic elementary education, Al-Anwar Islamic College, were the subjects. The instruments used were observation, interview, and test. Based on the data obtained, the results showed that developing the “Beberan” game board as an innovative media improved students’ speaking skills at the beginner level. This improvement was observed in the result obtained from the pre-test and post-test scores, which increased from 67.867 to 72.133.


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


2021 ◽  
Vol 14 (2) ◽  
pp. 87
Author(s):  
Hussain Mohammad Abu-Dalbouh ◽  
Fahad Almansour ◽  
Nehal Aldowighri

In recent decades, massive improvements in graphic sophistication have begun to produce declining returns. The creative focus in game development has shifted to artificial intelligence. The queens’ task game is part of a sequence of popular games. It is the challenge of putting n chess queens on a game board such that no two queens are threatening each other. The plan does not involve two queens sharing the same row, column or diagonal. Each column contains exactly one queen, each row contains exactly one queen, and each diagonal contains exactly one queen. For every level in the game, there are many ways to solve it. For example, there are 92 solutions to the 8×8 problem. There are many levels in the literature, but each level should be downloaded separately. Thus, it causes a lot of difficulties for players, and they should download each level to complete the challenge. This will lead to more time and effort being spent by the players, and the cost of each level will cost the players more and more. As a result, the number of players who want to play this game will decrease. The aim of this paper is to incorporate a number of levels in order to save time, money and effort by downloading each level separately. This paper also aims to develop the proposed prototype and display all the solutions while playing a puzzle game at any level. The proposed game was tested by a questionnaire-based empirical study. Descriptive statistics on the questions revealed that the players had achieved the objectives of the game by applying their skills and knowledge and that the players had positive emotions about the effectiveness of the proposed game.


Sign in / Sign up

Export Citation Format

Share Document