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PL
Cerebral palsy is a set of symptoms caused by the damage of the central nervous system during its development. People affected by cerebral palsy require care from a multidisciplinary team of therapists. The positive impact of the people close to a patient plays a crucial role. Since playing board games is a popular leisure activity, this article aims at encouraging people to engage a disabled person in this form of entertainment. The conclusions are based on the observations made by the author, who has worked with people affected by cerebral palsy for several years.
EN
The article presents the ways in which the diegetic world is built in adventure board games: 1) material components attached to the game, 2) game mechanics and rules and 3) co-creating history by players during the game. The article shows how the decisions of players influence the story and through that – the diegetic world. For the purpose of the article, I analysed elements of adventure board games and conducted an online survey among players to check what elements create the diegetic world. Their answers confirmed my findings regarding the adventure board games.
EN
In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike.
EN
One of the popular themes of board games is colonialism, both as a historical background for the game’s narrative and as a collection of myths, stereotypes and phantasms of imperial provenance. These include: oriental representations of the Other, privileging the Eurocentric perspective, mythicizing colonization as a  civilization development or presenting it as discovering of a “no man’s land”. The article discusses selected board games that implement various strategies of presenting colonial themes and mechanics of economic and strategic games. The aim of the paper was also to indicate the source of misunderstandings as to the validity or invalidity of considering board games in ethical terms.
PL
Jednym z  popularnych tematów gier planszowych jest kolonializm jako zarówno tło historyczne dla growej narracji, jak i zbiór mitów, stereotypów i fantazmatów o imperialnej proweniencji. Wśród nich wskazać można: orientalne reprezentacje Innego, uprzywilejowanie europocentrycznej perspektywy, mityzowanie kolonizacji jako rozwoju cywilizacyjnego czy jej przedstawienie jako odkrywanie „ziemi niczyjej”. W artykule omówione zostały wybrane gry planszowe realizujące różne strategie ukazywania kolonialnej tematyki oraz mechaniki gier ekonomicznych i strategicznych. Celem pracy było również dotarcie do źródła nieporozumień co do zasadności lub niezasadności rozpatrywania gier planszowych w kategoriach etycznych.
PL
Gry planszowe poza funkcjami rozrywkowymi mogą pełnić istotne funkcje edukacyjne. Istnieje wiele gier zdolnych nie tylko do kształtowania kompetencji społecznych czy logicznego myślenia, wnioskowania i planowania, ale też do przekazywania wiedzy oraz formowania umiejętności z zakresu nauk przyrodniczych (fizyka, chemia, biologia, geografia). W nauczaniu tych przedmiotów pojawia się wiele kłopotów łączących się ze zrozumieniem treści, często nowych lub abstrakcyjnych, oraz z ich powiązaniem z posiadaną już wiedzą. Istotne jest również przekazywanie informacji na temat działania nauki i zasad nią kierujących. Bogactwo tytułów o różnorodnej mechanice i poziomach trudności pozwala stosować gry jako narzędzia dydaktyczne w klasie oraz, co kluczowe, poza nią.
EN
Beyond entertainment functions, board games can perform the essential functions of education. There are many games which, in addition to shaping social competences or logical thinking, reasoning and planning, can provide knowledge and expertise to help with natural sciences (physics, chemistry, biology, earth science). In the learning of these subjects there are many problems associated with understanding the content, often new or abstract, and how it is related to students’ existing knowledge. It is also important to transfer the knowledge about the operation and the principles governing science. A rich pool of titles with various mechanical and difficulty levels allows using the games as a teaching tool in the classroom, and crucially, outside it.
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EN
Creating a video game that is engaging for a large number of players is not an easy task. This problem is often associated with adjusting the gameplay’s difficulty to the skills of a specific player. As a result, the game is neither too easy nor too difficult, so the player does not feel bored or frustrated. In recent years, a number of systems which implement the balancing procedures for dynamic gameplay have been created for different genres of games. However, in the literature, no universal understanding of the concept of difficulty has been proposed. This article is an attempt to systematize the concept (used in systems with dynamic difficulty adjustment) and the methods of its evaluation. For this purpose, this paper will present a classification of video games based on the aspects of the game that are most closely connected with the difficulty of each game genre.
PL
Stworzenie gry wideo, która byłaby angażująca dla dużej liczby graczy, nie jest prostym zadaniem. Problem ten często wiąże się z dostosowaniem trudności rozgrywki do umiejętności konkretnego gracza. Dzięki temu gra nie okazuje się ani za łatwa, ani za trudna, przez co gracz nie czuje się znudzony czy sfrustrowany. W ciągu ostatnich lat powstało wiele implementacji systemów dynamicznego wyważania rozgrywki w różnych gatunkach gier. W literaturze próżno jednak szukać uniwersalnego rozumienia zagadnienia trudności gry. Niniejszy artykuł stanowi próbę usystematyzowania tej właściwości gier (wykorzystywanej przez systemy dynamicznego wyważania rozgrywki) oraz metod jej ewaluacji. W tym celu zostanie przedstawiona klasyfikacja gier wideo oparta na aspektach rozgrywki, któ- re mają największy związek z trudnością poszczególnych gatunków gier.
EN
The paper describes the cooperative board game entitled THREE. The game is inspired by the Three Laws of Robotics. We show how this game may be used as an environment for exploring the ethical problems arising from human-robot interaction. We present the idea behind the game, discuss its cooperativeness and analyze the dilemmas encountered by players during the gameplay. We also present and discuss the results of the game evaluation.
EN
The site at Wyszomierz Wielki, Zambrów County, is located on the border of the Northern Mazovian Lowland and North Podlasie Lowland in NE Poland. A cemetery from the Roman Period was situated at the edge of a vast wet meadow north-west of the village and south of a kame-moraine forming the characteristic landscape of this area – a cluster of longitudinal elevations called Czerwony Bór (Fig. 1). Rescue excavations at the site took place in 2015 during works preceding the expansion of the European route E67, the so-called Via Baltica (Fig. 2). The cemetery is interesting and unusual in many ways. It was located not on the top of the local elevation, which is common for Mazovian cemeteries from that period, but on a slope of a smaller nearby hill (Fig. 1, 3). It is also surprisingly small – 12 cremation graves, located on the NE-SW line, with a length of about 30 m, were discovered there. Some of the graves seem to be paired (features 138 and 139, 109A and 109B, 236 and 108, and 110 and 111) (Fig. 21:A). Eleven graves, including those with Almgren 41 type brooches (Fig. 4:1, 9:5.6, 10:5.6, 11:3.4, 13:1–4), one-layer combs of the Thomas AI type and antler pins (Fig. 4:3, 9:2, 10:1.9, 11:5), should be dated to phase B2/C1–C1a, i.e. the oldest horizon of the Wielbark Culture in Mazovia and Podlachia. The lack of inhumation burials is also characteristic of this initial phase, which corresponds to the historical migration of the Gothic tribes. The grave goods and results of anthropological bone analysis allow us to conclude that a man (feature 139) and women (features 109A, 111, 227 and 228, possibly also features 108 and 235) were probably buried there; feature 235 also contained the bones of a newborn, which may suggest the burial of a woman who died in childbirth. A several-year-old child was buried separately, in feature 229. The sex of the deceased from three graves (features 138, 109B and 236) cannot be determined (Fig. 21:B). The most interesting feature is the richly furnished grave of a warrior, who died at the age of about 40 (feature 110) (Fig. 5–8). Iron shield fittings, including a ritually destroyed boss with a blunt spike of type Jahn 7a and an iron grip with simple, undefined plates of type Jahn 9/Zieling V2 from the 5th and 6th group of armaments according to K. Godłowski and dated to phase B2/C1–C1a, were found in the grave. The most interesting elements of weaponry, with Scandinavian references, are a spearhead with the blade constricted in the middle, corresponding to spearheads of type 6 from a bog deposit from Illerup, Jutland, and a bent javelin head with large, asymmetrical barbs, whose curved ends point towards the socket, corresponding to type 8 of spearheads from Illerup, i.e. of the Scandinavian Simris type. In the areas north of the Baltic Sea, both of these types are dated to phase C1. Fragments of two rings made of deer antlers and delicate trough-shaped fittings made of copper alloy, probably from the edge of a decorative waist belt, are the only decorations and dress accessories found in the grave (Fig. 7:15–18). Two glass counters (Fig. 7:13.14, 15:8.9), and possibly traces of the third one (Fig. 7:10) are probably all that remains of a larger set, while a few iron fittings are most likely parts of a wooden folding game board. The ring and handle were probably used to open and close the board, while two corner fittings must have strengthened its edges (Fig. 7:7.10–12, 15:5). Similar objects, in addition to a full (?) set of counters, were found in the late Roman grave 41 from Simris in Scania, where a warrior was also buried (Fig. 16:1.2)62. Although no board hinges, as the ones known from the ‘Doctor’s grave’ from Stanway, SE England (Fig. 16:4–8), dating to the middle of the 1st century CE64, dating to the middle of the 1st century CE, were found in the grave from Wyszomierz Wielki, it seems that the two ornamental iron fittings attached with three rivets each could have fastened a leather belt that acted as such a hinge (Fig. 7:8.9, 15:4). This is supported by the shape and width of the fittings, and by the number of rivets, suggesting that they pressed against some not preserved element. Carefully bent nails of the handle, corner fittings and alleged hinges may indicate that the board formed a kind of a ‘container’ for counters when folded (Fig. 17). Fragments of an imported vessel of the terra sigillata type were also found in the grave (Fig. 8:19,15:6.7). The vessel that served as a cinerary urn (Fig. 8:20, 13:5) was wheel-made, i.e. made using a technique that was only just beginning to come into use in the lands north of the Carpathians in phase B2/C1–C1a93.95.96. The burial from feature 110 shows features characteristic of the Przeworsk Culture – primarily, the set of ritually destroyed weapons, although it should be noted that both spearheads are not typical of this culture 72.73.80. In phase B2/C1-C1a, only relicts of the settlement of the Przeworsk Culture, identified with the ‘Vandal’ peoples, were present in right-bank Mazovia, and the population of this culture had been replaced by the people of the Wielbark Culture, identified with the ‘Gothic’ tribes. It is then possible – as the other graves from this cemetery, undoubtedly attributed to the Wielbark Culture, seem to indicate – that it is a rare case of a burial with a weapon of a ‘Gothic’ warrior of this particular culture. Although Wielbark weaponry is very poorly known, it has Scandinavian references in the Late Roman Period123. The man buried in this grave, most likely a member of the local elite, must have been affiliated with an older cultural tradition. What is more, this tradition still had to be legible and acceptable for the people organising funerary rituals. Grave 110 from Wyszomierz Wielki is another of the burials from the end of the Early Roman/beginning of the Late Roman Period, combining features of the Przeworsk and Wielbark Cultures, that are being discovered more and more often in eastern Mazovia and Podlachia128–130 and constitute an important contribution to the study of the processes of cultural (and political) change that took place in Barbaricum during this turbulent period.
PL
Poziom kompetencji matematycznych ma bardzo duże znaczenie dla osiągnięcia sukcesu edukacyjnego, wpływa również znacząco na jakość i poziom życia w wieku dorosłym. Niski poziom kompetencji matematycznych może być dla jednostki bardziej dotkliwy niż deficyty w zakresie czytania. Największe możliwości wspierania rozwoju kompetencji matematycznych pojawiają się na początku edukacji, gdyż z czasem deficyty te się pogłębiają. Liniowo zorganizowane gry planszowe z kolejno ponumerowanymi polami stanowią interesujące narzędzie wspomagania kompetencji matematycznych u dzieci. Pomagają wykształcić odpowiednią reprezentację liczebności, a efekty interwencji z ich wykorzystaniem wykraczają poza poprawę w zadaniach, które przypominają bezpośrednio trenowane umiejętności. W pracy przedstawiono przegląd wyników badań nad skutecznością takiej interwencji oraz propozycję zastosowania ich na polskim gruncie. Co więcej, interwencje z ich wykorzystaniem można przeprowadzić w krótkim czasie i przy niewielkim wkładzie finansowym.
EN
Number competence strongly influences educational success, as well as life quality and well-being. Low numeracy can be more of a handicap than poor reading skills. Early deficits are not remedied spontaneously but prevent the development of more advanced skills. There is therefore a need for methods to improve numeracy. Intervention aimed at enhancing number competence is most effective at the earliest stages of the education. Linear number board games are an effective tool that facilitates development of proper linear representation of magnitude in children. The effects of short and inexpensive intervention are prevalent and stable. In the paper we review current research on board game intervention and present a Polish game.
EN
The aim of this article is to allow one to discover the educational potential of two original German board games for children, based on a regional theme, which were designed and made during the period 1935-1936 by students at the Preschool Teacher Training College in Olsztyn (Allenstein), which, at that time, was under the patronage of the Caritas charitable association working for the Roman Catholic Diocese of Warmia. The theme of the games included the region of Warmia (Ermland) and Masuria (Masuren), which were a part of the German East Prussia (Ostpreußen). The analysis of the content of the games includes the storylines outlined in the instructions, as well as the sites and buildings presented on the boards, mainly the historic monuments  and  public  institutions,  along  with  natural  features of the landscape of Warmia and Masuria. Assuming that a society’s cultural basis is the key source of teaching practices, the context for these deliberations on the aims and possible application of the didactic aids being examined was created by the socio-political situation in Germany during the inter-war period. Interpreting the educational potential of the above-mentioned materials covers recognizing their cognitive values pointing towards their use within fields defined by modern didactics as patriotic, social and regional education, as well as nature studies. However, it also reveals the potential propagandistic significance of the games for the ideals of National Socialism which was being promoted in German education at that time.
PL
Celem artykułu jest rozpoznanie potencjału edukacyjnego dwóch oryginalnych niemieckich gier planszowych dla dzieci, zaprojektowanych i wykonanych w latach 1935–1936 przez anonimowe uczennice Wyższego Seminarium dla Przedszkolanek i Ochroniarek w Olsztynie, działającego pod patronatem Stowarzyszenia Caritasu dla Diecezji Warmińskiej. Tematem gier jest region Warmii i Mazur, będący dawniej częścią Prus Wschodnich. Analiza treści gier dotyczy fabuły, określonej w instrukcjach, oraz obiektów zaprezentowanych na planszach, w tym głównie zabytków i instytucji użyteczności publicznej oraz elementów naturalnego krajobrazu Warmii i Mazur. Przyjmując, że podłoże kulturowe jest kluczowym źródłem praktyk dydaktycznych, kontekstem dla rozważań nad celami i możliwym zastosowaniem badanych pomocy dydaktycznych uczyniono sytuację społeczno-polityczną Niemiec w okresie międzywojennym. Interpretacja potencjału edukacyjnego tytułowych materiałów obejmuje rozpoznanie ich walorów poznawczych, wskazując na zastosowanie w obrębie dziedzin określanych we współczesnej dydaktyce jako edukacja patriotyczna, przyrodnicza, społeczna i regionalna, a także odkrywa potencjalne propagandowe znaczenie gier dla krzewienia obecnych wówczas w niemieckiej edukacji ideałów narodowego socjalizmu.
PL
The aim of the article is to look at what and how important for the contemporary history of Central Europe events were presented in popular culture, which is represented here by board games. They are subjected to analysis six historical games created primarily in Poland, although one title comes from Czechoslovakia, which in various ways tell about selected events from the communist period, including about the papal pilgrimage, strikes and martial law.
PL
Wpływ gier komputerowych na funkcjonowanie człowieka jest przedmiotem wielu badań i doniesień naukowych. Wraz z rozwojem technologii gry wykro­czyły poza ramy konwencji planszowych i stały się częścią przemysłu medial­nego i rozrywkowego. Postęp technologiczny nie oznacza jednak końca trady­cyjnych gier. Jest tylko kwestią czasu, zanim strategie i zachowania typowe dla gier komputerowych rozprzestrzenią się na inne dziedziny życia społecznego. Ponieważ gry cieszą się tak dużą popularnością, współcześni pedagogowie odkrywają, że uczniowie łatwo angażują się w gry edukacyjne. Artykuł objaś­nia aspekty gier poważnych (SG), które definiuje się jako gry cyfrowe wyko­rzystywane do celów innych niż rozrywka. Niniejszy tekst zakreśla obszary, w których gry mogą być wykorzystywane w procesie edukacyjnym, ich sku­teczność oraz kontrowersje związane z ich wykorzystaniem.
EN
The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.
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