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Search results on "RELATIONSHIP BOARD GAMES MATHEMATICS":

Term Paper # 75547 SHOPPING CART DISABLED
The Relationship Between Board Games and Mathematics, 2006.
An analysis of the relationship between board games in adulthood and remembering feeling confident/able/successful in math classes as a child.
1,418 words (approx. 5.7 pages), 3 sources, APA, $ 47.95
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Abstract
This brief review of literature explores the integral connections between mathematics and board games so that the subject matter at hand will be fully understood. Extrapolations are then made as to why these connections may not necessarily mean that there is a connection between enjoyment of board games and math class success.

Table of Contents:
Introduction
Literature Review
Methodology
Questionnaire

From the Paper
"According to Heather Jenkins (2004), the mathematical omnipresence in the world is undeniable. However, many people completely overlook the fact that "math forms the basis of many forms of entertainment (and perhaps addictions)." (Jenkins 2004) The very field of probability was born of games of chance which have been played for a very long time, when a dice player became curious about betting outcomes and consulted with the mathematicians Pascal and Fermat. Mathematics is not just an "academic" occurrence. Since the game of dice was played before the field of probability was born, even though probability is the mathematical drive behind the game, it can be extrapolated that an understanding or enjoyment of the study of mathematics itself is not necessary in order to enjoy and excel at activities which are based on math."
Term Paper # 53605 SHOPPING CART DISABLED
Board Games at the Victoria and Albert Museum, 2004.
A look at some of the more fascinating board games displayed at this London museum.
4,926 words (approx. 19.7 pages), 6 sources, MLA, $ 125.95
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Abstract
In 1974, Sir Roy Strong, the director of the Victoria and Albert Museum at the time, felt there were enough significant objects relating to the history of childhood within the Victoria and Albert Museum to devote an entirely separate museum to this subject. Since then, the V&A childhood collection has been housed at Bethnal Green and has developed and grown in status to become a collection of national and international significance. Using the documentation available in the Museum of Childhood archives, the author of this paper has produced a comprehensive report on the most popular and influential games displayed at the museum. The paper shows that games were not just a leisure activity arbitrarily serving as a means of passing time. Many times, they are used to teach morals, histories, and religions, and are always a reflection of the culture that surrounds them.

From the Paper
"Because of the gambling character inherent in many games played with a normal deck of cards, such as Poker or Bridge, children?s card games were often specifically designed to look different by the addition of pictures or words. In Europe, card games have been documented since about 1370. Card games for children are often fast-moving, enjoyable and easy to learn. Most could be played with a standard deck as well, but often cards for children have an educational theme, with designs based on almost any subject, from fairy tales to maths."
Term Paper # 55760 SHOPPING CART DISABLED
"Inside Game/Outside Game", 2005.
A review of David Rusk's book, "Inside Game / Outside Game: Winning Strategies for Saving Urban America".
1,481 words (approx. 5.9 pages), 2 sources, MLA, $ 48.95
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Abstract
This paper looks at how Rusk's book is an insightful and well-researched addition to the current understanding of urban management and public administration. The writer explains that Rusk argues convincingly that improvement in inner city neighborhoods can only come from a coordinated effort that includes regional approaches to reducing suburban growth, the concentration of poverty, and financial differences.

From the Paper
"In Inside Game / Outside Game, Rusk argues for reform of metropolitan regions based on the interrelationship between urban management and management of other, outside concerns, like taxation, suburban growth, and housing practices. Rusk argues that revitalization of neighborhoods, affordable housing, preservation of open space and fiscal policy reform are closely related. As such, changes in factors like taxation or housing practices can have a profound effect in urban neighborhoods."
Term Paper # 27867 SHOPPING CART DISABLED
Exploring Interactivity in Computer Games, 2002.
The paper analyzes the nature and role of computer games and focuses on modern additions such as interactivity and streaming technology.
5,433 words (approx. 21.7 pages), 9 sources, MLA, $ 133.95
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Abstract
The paper traces the rise of interactive entertainment and in particular computer games. The paper examines the genre of "Interactive Fiction" whereby interactive games are created in a sophisticated fashion, based on movies and books. The paper looks at the use of broadband and streaming media in the gaming industry. It also details the process involved in creating such games and the attractiveness of interactive games.

Table of Contents
Introduction The Rise of Video Games
Games as a Major Form of Entertainment in Today's World
Studying Games
Games, Media and Interactivity
Exploring interactivity in Video Games and Movies
Home Entertainment Networks
Violence in Games
Are Games Just for Boys
Indiana Jones and Tomb Raider
The Use of Streaming Media in the Gaming and Video Industry
Online World of Games called Linden Lab: An Example of Streaming Technology
Problems Associated with Streaming Technology
What makes Streaming Technology so Successful
Conclusion
References

From the Paper
" In 1999, more than 20 billion game sets and software were sold, surprisingly more than the Hollywood box office for the first time in history. This just tells us that more and more people are playing games than they were before. This also means that more people are playing games instead of watching movies or even reading books. Making games the most popular form of entertainment on planet Earth. This also makes us see the transformation of digital entertainment into a proper art form."
Term Paper # 57547 SHOPPING CART DISABLED
Mathematics in Gambling, 2004.
An examination of the ways in which mathematics is used in gambling and casino games today.
1,000 words (approx. 4.0 pages), 4 sources, MLA, $ 35.95
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Abstract
This paper provides an overview of casinos and casino games and a discussion of vigorish, or the amount of advantage the house has over the gambler. An analysis of how mathematics and statistics can be used to further improve these chances is followed by a summary of the research in the conclusion.

From the Paper
"The casino of the 21st century may also be called a gambling, or gaming, house or club; these are places where people can risk their money against a common gambler, known as "the banker" or "the house". Casinos around the world have an almost a uniform character (Casinos 2004). According to Barker and Britz (2000), casinos are able to calculate their handle for slot operations because the revenue accounting of the win-to-handle ratio is accurately known. Drop and handle are frequently confused terms; however, there is an important distinction between the two. "Handle is the total amount wagered, or bet: A chip may be wagered (bet) many times before the game goes to a decision and the chip is won or lost" (Barker & Britz 6). Video gaming machines are set to report the coins/cash going in and the coins or payouts going out; however, the handle for table games is calculated differently."
Term Paper # 99879 SHOPPING CART DISABLED
Philosophy of Mathematics, 2007.
An analysis of the universal nature of mathematics and developments in the philosophy of mathematics.
1,899 words (approx. 7.6 pages), 6 sources, APA, $ 60.95
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Abstract
This paper considers some of the major developments in the philosophy of mathematics regarding the capacity of mathematics to be universally valid and applicable. It presents some of the basic arguments and schools of thought of the philosophy of mathematics. The paper then analyzes whether, at its foundation, mathematics can have a legitimate claim to be universal.

Table of Contents:
The Problem Of The Ideal And The Real
Math As Logic
Math As Structure
Application And Universality

From the Paper
"This problem, Russell's paradox, proved to be an intractable problem for Frege which, after it was pointed out to him, he could not overcome. The impact upon the philosophy of math was major. An important attempt to boil math down to logical principles had proven unsuccessfully, and eventual efforts to rescue the project by Russell and others were unable to develop a logicism that showed math as both consistent and complete. Therefore math cannot be said to be universal by appeal to logic alone."
Term Paper # 94605 SHOPPING CART DISABLED
War Games Analysis, 2007.
This paper examines the role of war games in the strategic planning of war, considering in particular a Nigerian war game.
5,942 words (approx. 23.8 pages), 9 sources, APA, $ 141.95
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Abstract
This paper presents a project that attempts to verify the role of strategic level war games in war-planning and to determine, in particular, the potentials of the Doziet strategic war game invented by Dozie Nwanna. The author cites the long history of war games and their impact on actual military strategy and success. The first part of the paper is comprised of a theoretical study of the general role of war games; the second half consists of a comparison of the Doziet war game with other popular war game devices. The author concludes that the introduction of increasingly sophisticated war gaming technology such as Doziet and Grand-Doziet have provided policymakers and military planners with the opportunity to better understand the potential implications of a given set of variables on the outcome of a military conflict.

Outline:
Introduction
Research Objective
Methodology
Contribution to Existing Body of Knowledge
Review and Discussion
Background and Overview
Traditional and Emerging Purposes of War Games
Doziet War Game Description
War Game Strategy of Doziet
Physical Aspects of Doziet
Modus Operani of Doziet
The Ultimate Game - Grand-Doziet
Physical Aspects of Grand-Doziet
Potential Applications of the Various Models
Impact of Doziet and Grand-Doziet Technology
Overview of WASP Technology
Current and Future Trends
Conclusion

From the Paper
"With a war on terrorism being actively prosecuted on two fronts today, and with the potential for two (or three) more in the future, the U.S. military is stretched very thin indeed. Because resources are by definition scarce, it is important for the armed forces to make the maximum use of the tools and talent that they have available to accomplish their organizational goals. In this regard, the Chief of Staff of the United States Army announced recently the intent to develop a strategy that will transform the Army over the next two to three decades into a force that will remain dominant across the full spectrum of operations while becoming more strategically responsive (Gonzales, Iv, Howe, Johnson, Moore & Pimie, 2001). These objectives, though, are constrained by the increasingly high costs associated with combat training and the need to maintain constant vigilance while pursuing any directly noncombat-related training endeavors such as war games, which are discussed further below."
Term Paper # 33950 SHOPPING CART DISABLED
A History of Mathematics, 2002.
This paper discusses some aspects of the history of mathematics from the earliest mathematical records to the modern era.
1,400 words (approx. 5.6 pages), 9 sources, $ 53.95
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Abstract
This paper only touches on some selected aspects of a broad and encompassing subject. The author begins by outlining some of the key developments as a whole before further subdividing into three sections: Greek mathematical developments; Chinese and Middle Eastern developments; and Western developments. The paper concludes by drawing attention to the enormous scope of the history of mathematics.
Term Paper # 17382 SHOPPING CART DISABLED
Mathematics In Bilingual and Bicultural Areas, 1980.
This paper analyzes the study of mathematics in bilingual and bicultural environments including cultural and teaching impact., particularly in the Mexican-American communities.: games, cooking, telling time, bookkeeping number stories.
1,575 words (approx. 6.3 pages), 10 sources, $ 55.95
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From the Paper
"The purpose of this research is to examine and analyze the uses of mathematics in bilingual/bicultural environments, with specific applications as well as in specific communities.

Because of the Supreme Court decision (1974 Lau vs. Nichols) bilingual education is now mandatory (McNichols 111-15). Mathematics is an ever present, recurring part of daily life. This provides an excellent opportunity for the inclusion of bilingual/bicultural aspects in mathematics.

Because of this decision it now becomes essential to train bilingual teachers in all academic subjects and at all academic levels, including preschool. The states of California, New Mexico, Florida, Pennsylvania, Alaska, Arizona, Illinois, New York, Maine, Connecticut, and Colorado are "working toward ... "
Term Paper # 62919 SHOPPING CART DISABLED
The Olympic Games, 2005.
An overview of the history of the Olympic Games from their origins in Ancient Greece.
1,619 words (approx. 6.5 pages), 9 sources, MLA, $ 52.95
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Abstract
This paper traces the history of the Olympic Games from the first record of the games at Olympia in 776 BC. It looks at how the first Olympic Games were not the games of today that represent a worldwide competition between the best athletes of the world. The ancient Olympic Games were dedicated to the Gods and only involved Greek athletes. It also examines the beginnings of the modern Olympic Games from their inception in France in 1900 and how they have over the years endeared political influences, performance enhancing drugs and the bribery of the IOC (International Olympic Committee).

From the Paper
"The ancient Greek Olympics were held every four years from 776 BC for the next 12 centuries. The ancient games lasted until 393 AD. The Romans had won the wars against the Greeks in 146 BC and were now in control of the Olympics. The games lasted until 393 AD, when the Roman Emperor Theodosius I (Rolfe 14) decided to end the games. The Emperor was incensed that the people were worshipping the gods and he wanted them to worship him. The Romans ruined the Olympic stadium and what was left was destroyed by natural events, such as floods and earthquakes. This was the end of the ancient Greek Olympic games. It would be centuries before the games would be reinstated and they would be different from the ancient games, but the influence of the ancient Greeks would forever be evident in the competitions."
Term Paper # 90556 SHOPPING CART DISABLED
Video Games and Violence, 2006.
A position paper arguing that violent video games promote violent behavior amongst its audience.
1,575 words (approx. 6.3 pages), 4 sources, $ 62.95
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Abstract
Since the introduction of video games and computer games in general, there have been concerns about their possible ill effects. This paper discusses those possible ill effects, which include promoting and increasing violent and aggressive behavior, particularly in children and teenagers. The paper points out that many video and computer games have violent content. The paper also describes the objective of some of these violent games such as one-person shooter games where the object of the game is often to shoot or kill or even eat various opponents. The paper also discusses how the constant improvement in computer and Internet technology has led to graphics and content that are more complex, detailed, realistic and even more violent.
Term Paper # 59702 SHOPPING CART DISABLED
Violent Online Video Games.
This paper is a research proposal to study the effect of violent Online video games on adolescent behavior.
14,570 words (approx. 58.3 pages), 165 sources, APA, $ 249.95
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Abstract
This paper explains that the video game industry is the fastest growing entertainment industry and second only to music in profitability, but there is concern regarding the link between violent video games and a number of negative behaviors in children and adolescents who play them. The author lists the goals of this research project, which are (1) to study the violence level of adolescents who regularly play on-line video games, (2) to examine the relationship between violent on-line game exposure and violence level of adolescents, and (3) to recommend ways to reduce the effect of violent online video games on adolescents. The paper reports that this research will use a confidential email questionnaire drawn from a sample population of participants from online game centers in Hong Kong, soliciting their video game usage and opinions about how it affects them. Illustration and graph.

Table of Contents
Introduction
Statement of the Problem
Aims of the Research
Hypotheses
Literature Review
Myths and Facts
The Online Gaming Industry
The Atmosphere of an Online Gaming Center
Effects of Violent Online Games
Risk and Protective Factors for Youth Violence
Theoretical Perspectives
Methodology
Ethics
Participants
Design and Materials
Procedure
Survey Instrument
Sample and Implementation
Analysis
Positives
Negatives
Summary of Findings
Observational Studies
Self-Report Studies
Experimental Studies
Other Studies
Conclusion

From the Paper
"Two features of video games have generated a renewal of interest by researchers, public policy makers, and the general public. First, the active role required by video games is seen as both beneficial and negative. It helps educational video games serve as invaluable teaching tools for motivational and learning process reasons. However, it also may make violent video games more hazardous than violent television shows or movies. In addition, the arrival of a new generation of violent video games resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond what is available on television or in movies. Recent video games reward players for murdering citizens, police, and prostitutes, using guns, knives, flame throwers, swords, baseball bats, cars, and martial arts. Some include movie clips of strippers and drug deals. In some games, the player plays the hero, while in others he is the criminal."
Term Paper # 53757 SHOPPING CART DISABLED
Video Games and Violence, 2004.
A discussion on whether the violence contained in video games negatively affects the children that view and use the games.
1,815 words (approx. 7.3 pages), 7 sources, APA, $ 58.95
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Abstract
This paper addresses the subject of violence in video games and looks at whether there is any positive correlation between violent video games and the danger of perpetuating violence in children.

From the Paper
"Video gaming is a multibillion dollar industry and billions of dollars worth of game units are sold every year. It is estimated that more than 60% of all Americans play videogames which is nothing but an astounding 150 million people or more. Analysis has revealed that more than 89% of these videogames are imbued with violence of different degrees. Even majority of those games which have been certified and approved for all ages (E) carry violence as the main theme. [Children Now] While past studies have corroborated the positive aspects of video games such as improving the cognitive skills, spatial skills, hand eye coordination and attention skills recent researches have shown that they also pass on the scourge of violence. Many results have attested the fact that the obsession with videogames has also created a new type of society where children are beginning to be aloof and exhibit unusually aggressive behavior. Video games have sort of created a withdrawal effect in these children as they are more and more fixated to those pixilated characters than the social life outside."
Term Paper # 56417 SHOPPING CART DISABLED
Computer Games and Internet Violence, 2005.
An analysis of the impact of violence in Web-based and computer games on adolescents.
4,879 words (approx. 19.5 pages), 8 sources, MLA, $ 124.95
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Abstract
This research shows that today there is more violence in television programming and video game content than just a few years ago and that more children than ever are watching such programming and playing such games. Furthermore,the paper points out that children, particularly boys, are playing more video games than watching television, and the violent content and gender role models exemplified in the games preferred by boys has been the source of increasing concern by educators, policymakers, and parents alike. The writer also states that the growing concern over violence in video games may be more justified than previously believed. The research suggests that playing such games can have an adverse effect on social development among young game players, especially boys, and may contribute to a higher incidence of aggressive behavior among this population.

From the Paper
"According to Lachlan, Smith and Tamborini (2003), video games are the latest of the most recent forms of mass media to come under criticism for violent and female-bashing content Video game critics argue that games such as Mortal Kombat, Duke Nukem, and Doom are not only inherently violent, but that playing such games may be having a harmful effect on young players. In fact, U. S. Senator Joseph Lieberman (1998) stated, "these games ... are part of a toxic culture of violence that is enveloping our children, that is helping to desensitize them and blur the lines between right and wrong, and encouraging some of the most vulnerable of them to commit violence" (p. 1). Indeed, playing violent video games has also been implicated as being a potential contributing factor in the recent schoolyard massacres at Columbine High and Westside Middle School (Flatin, 2000)."
Term Paper # 83840 SHOPPING CART DISABLED
Mathematics Pedagogy, 2005.
This paper discusses of teaching mathematics.
3,825 words (approx. 15.3 pages), 13 sources, $ 151.95
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Abstract
This paper examines issues of mathematics pedagogy and the degree of the contextualization of the subject matter in teaching mathematics. The author points out that mathematics is often presented more as a more abstract examination of numbers and measurements that appear, when mathematics really is always relevant and should be seen in the context of the real world. The paper states that mathematics pedagogy needs to develop a way present mathematics within this real world context.

From the Paper
"The issue of relevance in education is often a question of the contextualization of subject matter, meaning that the subject relates to the lives of the students because it can be seen in the context of their lives, with issues understandable because they are applicable to the real world. Mathematics is often presented more as a pure Mathematics has the dual character of being both a language (a symbol system) and an underlying model of relationships among actions with objects. As such, it fits closely with the Vygotskian description of sign-sign relationships and de-contextualized knowledge. At the same time, its development in relation to human actions on objects gives it a prominent place in Piagetian analysis. Furthermore, mathematics teaching requires the recognition of mathematics as a sociocultural achievement worthy of reproduction in new generations."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>