TY - GEN
T1 - Number jigsaw puzzle
T2 - DIGITEL 2007: 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
AU - Huang, Owen W.S.
AU - Cheng, Hercy N.H.
AU - Chan, Tak Wai
PY - 2007
Y1 - 2007
N2 - Puzzles can be regarded as problem-solving games, in which players have to solve the obstacle they confront. Solving puzzles helps players to foster logical thinking and to facilitate problem-solving strategies. In this paper, we base on four puzzle games, Magic Square, Jigsaw Puzzle, Sudoku, and Kakuro, and then we design a number puzzle game, called Number Jigsaw Puzzle (NJP). In solving NJP, players could construct their problem-solving strategies according to their previous knowledge. A pilot study was conducted to investigate what strategies the players would use in solving NJP. The result shows that the five different strategies had been found in the pilot study.
AB - Puzzles can be regarded as problem-solving games, in which players have to solve the obstacle they confront. Solving puzzles helps players to foster logical thinking and to facilitate problem-solving strategies. In this paper, we base on four puzzle games, Magic Square, Jigsaw Puzzle, Sudoku, and Kakuro, and then we design a number puzzle game, called Number Jigsaw Puzzle (NJP). In solving NJP, players could construct their problem-solving strategies according to their previous knowledge. A pilot study was conducted to investigate what strategies the players would use in solving NJP. The result shows that the five different strategies had been found in the pilot study.
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U2 - 10.1109/DIGITEL.2007.37
DO - 10.1109/DIGITEL.2007.37
M3 - Conference contribution
AN - SCOPUS:34547678258
SN - 0769528015
SN - 9780769528014
T3 - Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
SP - 130
EP - 134
BT - Proceedings - DIGITEL 2007
Y2 - 26 March 2007 through 28 March 2007
ER -