Використання настільних ігор у навчанні: онтологічний підхід

A board game is a set of specific elements that the player uses during the game to perform a particular action provided by the game’s rules. A board game is a great way to develop, learn, and establish friendships with other people. Board games in modern computer society continue to be interesting and relevant. They offer a unique and alternative learning experience, contributing to developing skills and abilities. Board games teach you to think, analyse, make decisions (and be responsible for them), and work in a team. The purpose of the article is to research the subject area “Board games” and develop an ontological model of the subject area to solve the problems of integrating board games into the learning process. The research methodology consists in the main methodological approaches and technological tools for ontological modeling of the subject area are board games used in gamified learning systems These methods, in particular, include: systematic and comparative analysis to identify the features of board games that are appropriate to use in educational processes; the method of expert assessments, which provides for the study of literary sources and information resources, conducting interviews and surveys of experts, as well as the processes of development and testing of the ontological model of the subject area under consideration. The scientific novelty of the research is the analysis of the subject area “Board games” and its formalised ontological modeling, the results of which can be used in the development of one’s software product for choosing a board game that supports the gamified educational process, ensuring an increase in the effectiveness of education based on the use of board games when studying the relevant academic content. Conclusion. The research concludes that the paper proposes an ontological model for supporting learning processes with elements of gamification and objects of the subject area “Board games”, which is described as a formal specification of knowledge about the selected subject area, its objects and the relationship between them This model has been used to develop a system for selecting board games that meet the educational objectives. The use of an ontological model for the description of the subject area “Board games” and the formation of the corresponding knowledge base contributes to: reducing the risk of errors in the structure of the knowledge base, its component and elemental composition; reducing the risk of mistakes when choosing a board game that contributes to the solution of tasks by specific goals; more accurate perception of the subject area (board games belonging to different categories, genres, have different number of players and time characteristics); the use of not only formalised tools (languages, grammars, descriptive logics, etc.), but also natural languages in the model representation of the subject area; formation of more accurate requests to the knowledge base of the board game selection system, which meets the goals and objectives of training.

Publication Details

Journal
The Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University Series pedagogy
Published
2025-07-18
Primary Topic
Magnetic confinement fusion research
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Використання настільних ігор у навчанні: онтологічний підхід

The Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University Series pedagogy
Magnetic confinement fusion research
article

Використання настільних ігор у навчанні: онтологічний підхід

article en

Abstract

A board game is a set of specific elements that the player uses during the game to perform a particular action provided by the game’s rules. A board game is a great way to develop, learn, and establish friendships with other people. Board games in modern computer society continue to be interesting and relevant. They offer a unique and alternative learning experience, contributing to developing skills and abilities. Board games teach you to think, analyse, make decisions (and be responsible for them), and work in a team. The purpose of the article is to research the subject area “Board games” and develop an ontological model of the subject area to solve the problems of integrating board games into the learning process. The research methodology consists in the main methodological approaches and technological tools for ontological modeling of the subject area are board games used in gamified learning systems These methods, in particular, include: systematic and comparative analysis to identify the features of board games that are appropriate to use in educational processes; the method of expert assessments, which provides for the study of literary sources and information resources, conducting interviews and surveys of experts, as well as the processes of development and testing of the ontological model of the subject area under consideration. The scientific novelty of the research is the analysis of the subject area “Board games” and its formalised ontological modeling, the results of which can be used in the development of one’s software product for choosing a board game that supports the gamified educational process, ensuring an increase in the effectiveness of education based on the use of board games when studying the relevant academic content. Conclusion. The research concludes that the paper proposes an ontological model for supporting learning processes with elements of gamification and objects of the subject area “Board games”, which is described as a formal specification of knowledge about the selected subject area, its objects and the relationship between them This model has been used to develop a system for selecting board games that meet the educational objectives. The use of an ontological model for the description of the subject area “Board games” and the formation of the corresponding knowledge base contributes to: reducing the risk of errors in the structure of the knowledge base, its component and elemental composition; reducing the risk of mistakes when choosing a board game that contributes to the solution of tasks by specific goals; more accurate perception of the subject area (board games belonging to different categories, genres, have different number of players and time characteristics); the use of not only formalised tools (languages, grammars, descriptive logics, etc.), but also natural languages in the model representation of the subject area; formation of more accurate requests to the knowledge base of the board game selection system, which meets the goals and objectives of training.

The Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University Series pedagogy
Quality Education
Openalex Percentile: Top 57%
Magnetic confinement fusion research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.