WorldWideScience

Sample records for high stakes games

  1. Stakes Matter in Ultimatum Games

    DEFF Research Database (Denmark)

    Andersen, Steffen; Ertaç, Seda; Gneezy, Uri

    2011-01-01

    One of the most robust findings in experimental economics is that individuals in one-shot ultimatum games reject unfair offers. Puzzlingly, rejections have been found robust to substantial increases in stakes. By using a novel experimental design that elicits frequent low offers and uses much...... larger stakes than in the literature, we are able to examine stakes' effects over ranges of data that are heretofore unexplored. Our main result is that proportionally equivalent offers are less likely to be rejected with high stakes. In fact, our paper is the first to present evidence that as stakes...

  2. Selfish play increases during high-stakes NBA games and is rewarded with more lucrative contracts.

    Science.gov (United States)

    Uhlmann, Eric Luis; Barnes, Christopher M

    2014-01-01

    High-stakes team competitions can present a social dilemma in which participants must choose between concentrating on their personal performance and assisting teammates as a means of achieving group objectives. We find that despite the seemingly strong group incentive to win the NBA title, cooperative play actually diminishes during playoff games, negatively affecting team performance. Thus team cooperation decreases in the very high stakes contexts in which it is most important to perform well together. Highlighting the mixed incentives that underlie selfish play, personal scoring is rewarded with more lucrative future contracts, whereas assisting teammates to score is associated with reduced pay due to lost opportunities for personal scoring. A combination of misaligned incentives and psychological biases in performance evaluation bring out the "I" in "team" when cooperation is most critical.

  3. Selfish play increases during high-stakes NBA games and is rewarded with more lucrative contracts.

    Directory of Open Access Journals (Sweden)

    Eric Luis Uhlmann

    Full Text Available High-stakes team competitions can present a social dilemma in which participants must choose between concentrating on their personal performance and assisting teammates as a means of achieving group objectives. We find that despite the seemingly strong group incentive to win the NBA title, cooperative play actually diminishes during playoff games, negatively affecting team performance. Thus team cooperation decreases in the very high stakes contexts in which it is most important to perform well together. Highlighting the mixed incentives that underlie selfish play, personal scoring is rewarded with more lucrative future contracts, whereas assisting teammates to score is associated with reduced pay due to lost opportunities for personal scoring. A combination of misaligned incentives and psychological biases in performance evaluation bring out the "I" in "team" when cooperation is most critical.

  4. Economic games on the internet: the effect of $1 stakes.

    Directory of Open Access Journals (Sweden)

    Ofra Amir

    Full Text Available Online labor markets such as Amazon Mechanical Turk (MTurk offer an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1; and a no-stakes condition, in which subjects' earnings are unaffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.

  5. Economic games on the internet: the effect of $1 stakes.

    Science.gov (United States)

    Amir, Ofra; Rand, David G; Gal, Ya'akov Kobi

    2012-01-01

    Online labor markets such as Amazon Mechanical Turk (MTurk) offer an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1); and a no-stakes condition, in which subjects' earnings are unaffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.

  6. Trans-Saharan geopolitics. The game and the stakes

    International Nuclear Information System (INIS)

    Chegrouche, L.

    2010-01-01

    The geopolitics of energy exports from the trans-Saharan region are similar to the Caspian great game' at the end of the last century. In North/West Africa as in West/Central Asia, the question of control over hydrocarbon reserves and lines of access to those reserves lies at the source of various conflicts. Rivalries are expressed through open and complex conflicts in which powers confront one another over oil-rich zones through proxy ethnic, religious or cultural groups, as dictated by the colossal economic interests at stake. The increasing number of conflicts - the Niger Delta, Darfur, the Azawak, etc. - is an illustration of this. The shock waves from this rivalry undermine regional peace and security, as well as the security of international energy supplies. The question here is to understand the game and the stakes of this trans-Saharan chess-board, to study its principal features and its energetic consequences. The national oil companies and states of the region can work around or through the geopolitical rifts caused by local rivalries and extra-regional appetites. There is therefore a need to understand the ways in which the players in the trans-Saharan 'great game' interact with one another, an to identifies the effects these interactions may have in the field of energy, in terms of potential reserves and transport projects. The TSGP is presented as an illustration of this geopolitical dynamics. (author)

  7. Children Do Not Behave Like Adults: Gender Gaps in Performance and Risk Taking within a Random Social Context in the High-StakesGame Shows Jeopardy and Junior Jeopardy

    OpenAIRE

    Säve-Söderbergh, Jenny; Lindquist, Gabriella Sjögren

    2014-01-01

    Using unique panel data, we compare cognitive performance and wagering behavior of children (10-11 years) with adults playing in the Swedish version of the TV-shows Jeopardy and Junior Jeopardy. Although facing the same well-known high-stakes game, and controlling for performance differences, there is no gender gap in risk-taking among girls and boys in contrast with adults, and, while girls take more risk than women, boys take less risk than men. We also find that female behavior is differen...

  8. High-stakes educational testing and democracy

    DEFF Research Database (Denmark)

    Ydesen, Christian

    2014-01-01

    This article investigates the relation between high-stakes educational testing and democracy drawn from the experiences of 20th-century high-stakes educational testing practices in the Danish history of education. The article presents various concepts of democracy using leading propositions within...... the field of education. Then a sample of relevant historic case studies are examined in light of these definitions. Among other things, the article concludes that a combination of different evaluation technologies – some formative and some summative – might be the safest way to go from a democratic...

  9. Validating High-Stakes Testing Programs.

    Science.gov (United States)

    Kane, Michael

    2002-01-01

    Makes the point that the interpretations and use of high-stakes test scores rely on policy assumptions about what should be taught and the content standards and performance standards that should be applied. The assumptions built into an assessment need to be subjected to scrutiny and criticism if a strong case is to be made for the validity of the…

  10. How much is our fairness worth? The effect of raising stakes on offers by Proposers and minimum acceptable offers in Dictator and Ultimatum Games.

    Directory of Open Access Journals (Sweden)

    Julie Novakova

    Full Text Available BACKGROUND: The aim of this study was to determine whether people respond differently to low and high stakes in Dictator and Ultimatum Games. We assumed that if we raised the stakes high enough, we would observe more self-orientated behavior because fairness would become too costly, in spite of a possible risk of a higher punishment. METHODS: A questionnaire was completed by a sample of 524 university students of biology. A mixed linear model was used to test the relation between the amount at stake (CZK 20, 200, 2,000, 20,000 and 200,000, i.e., approximately $1-$10,000 and the shares, as well as the subjects' gender and the design of the study (single vs. multiple games for different amounts. RESULTS: We have discovered a significant relationship between the amount at stake and the minimum acceptable offer in the Ultimatum Game and the proposed shares in both Ultimatum and Dictator Games (p = 0.001, p<0.001, p = 0.0034. The difference between playing a single game or more games with several amounts at stake did not influence the relation between the stakes and the offered and minimum acceptable shares. Women proved significantly more generous than men in their offers in the Dictator Game (p = 0.007. CONCLUSION: Our results suggest that people's behavior in the Dictator and Ultimatum Games depends on the amount at stake. The players tended to lower their relative proposed shares, as well as their relative minimum acceptable offers. We propose that the Responders' sense of equity and fair play depends on the stakes because of the costs of maintaining fairness. However, our results also suggest that the price of fairness is very high and that it is very difficult, probably even impossible, to buy the transition of Homo sociologicus into Homo economicus.

  11. The effect of $1, $5 and $10 stakes in an online dictator game.

    Science.gov (United States)

    Raihani, Nichola J; Mace, Ruth; Lamba, Shakti

    2013-01-01

    The decision rules underpinning human cooperative behaviour are often investigated under laboratory conditions using monetary incentives. A major concern with this approach is that stake size may bias subjects' decisions. This concern is particularly acute in online studies, where stakes are often far lower than those used in laboratory or field settings. We address this concern by conducting a Dictator Game using Amazon Mechanical Turk. In this two-player game, one player (the dictator) determines the division of an endowment between himself and the other player. We recruited subjects from India and the USA to play an online Dictator Game. Dictators received endowments of $1, $5 or $10. We collected two batches of data over two consecutive years. We found that players from India were less generous when playing with a $10 stake. By contrast, the effect of stake size among players from the USA was very small. This study indicates that the effects of stake size on decision making in economic games may vary across populations.

  12. The effect of $1, $5 and $10 stakes in an online dictator game.

    Directory of Open Access Journals (Sweden)

    Nichola J Raihani

    Full Text Available The decision rules underpinning human cooperative behaviour are often investigated under laboratory conditions using monetary incentives. A major concern with this approach is that stake size may bias subjects' decisions. This concern is particularly acute in online studies, where stakes are often far lower than those used in laboratory or field settings. We address this concern by conducting a Dictator Game using Amazon Mechanical Turk. In this two-player game, one player (the dictator determines the division of an endowment between himself and the other player. We recruited subjects from India and the USA to play an online Dictator Game. Dictators received endowments of $1, $5 or $10. We collected two batches of data over two consecutive years. We found that players from India were less generous when playing with a $10 stake. By contrast, the effect of stake size among players from the USA was very small. This study indicates that the effects of stake size on decision making in economic games may vary across populations.

  13. Raising the stakes: How students' motivation for mathematics associates with high- and low-stakes test achievement.

    Science.gov (United States)

    Simzar, Rahila M; Martinez, Marcela; Rutherford, Teomara; Domina, Thurston; Conley, AnneMarie M

    2015-04-01

    This study uses data from an urban school district to examine the relation between students' motivational beliefs about mathematics and high- versus low-stakes math test performance. We use ordinary least squares and quantile regression analyses and find that the association between students' motivation and test performance differs based on the stakes of the exam. Students' math self-efficacy and performance avoidance goal orientation were the strongest predictors for both exams; however, students' math self-efficacy was more strongly related to achievement on the low-stakes exam. Students' motivational beliefs had a stronger association at the low-stakes exam proficiency cutoff than they did at the high-stakes passing cutoff. Lastly, the negative association between performance avoidance goals and high-stakes performance showed a decreasing trend across the achievement distribution, suggesting that performance avoidance goals are more detrimental for lower achieving students. These findings help parse out the ways motivation influences achievement under different stakes.

  14. Raising the Stakes: High-Stakes Testing and the Attack on Public Education in New York

    Science.gov (United States)

    Hursh, David

    2013-01-01

    Over the last almost two decades, high-stakes testing has become increasingly central to New York's schools. In the 1990s, the State Department of Education began requiring that secondary students pass five standardized exams to graduate. In 2002, the federal No Child Left Behind Act required students in grades three through eight to take math and…

  15. Emotion at Stake—The Role of Stake Size and Emotions in a Power-to-Take Game Experiment in China with a Comparison to Europe

    Directory of Open Access Journals (Sweden)

    Ronald Bosman

    2017-03-01

    Full Text Available This paper experimentally investigates how monetary incentives and emotions influence behavior in a two-player power-to-take game (PTTG. In this game, one player can claim any part of the other's endowment (take rate, and the second player can respond by destroying any part of his or her own endowment. The experiment is run in China. We further compare our findings with the behavior of two European subject pools. Our results give new insights regarding emotion regulation. Even though stake size does not appear to matter for take rates and destruction rates, it does matter for the reaction function of the responder regarding the take rate. When stakes are high, there is less destruction for low and intermediate take rates, and more destruction for high take rates, compared to relatively low stakes. Under low incentives, ‘hot’ anger-type emotions are important for destruction, while ‘cool’ contempt becomes prominent under high monetary incentives. These results suggest emotion regulation in the high-stake condition. Moreover, emotions are found to fully mediate the impact of the take rate on destruction when stakes are low, whereas they only partially do so if stakes are high. Comparing the low-stakes data for China with existing European data, we find similarities in behavior, emotions and emotion intensities, as well as the full mediation of the take rate by emotions. We find some differences related to the type of emotions that are important for destruction. Whereas anger and joy are important in both, in addition, irritation and fear play a role in China, while this holds for contempt in the EU.

  16. Politics in evaluation: Politically responsive evaluation in high stakes environments.

    Science.gov (United States)

    Azzam, Tarek; Levine, Bret

    2015-12-01

    The role of politics has often been discussed in evaluation theory and practice. The political influence of the situation can have major effects on the evaluation design, approach and methods. Politics also has the potential to influence the decisions made from the evaluation findings. The current study focuses on the influence of the political context on stakeholder decision making. Utilizing a simulation scenario, this study compares stakeholder decision making in high and low stakes evaluation contexts. Findings suggest that high stakes political environments are more likely than low stakes environments to lead to reduced reliance on technically appropriate measures and increased dependence on measures better reflect the broader political environment. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. High Stakes Testing and Its Impact on Rural Schools.

    Science.gov (United States)

    Hodges, V. Pauline

    2002-01-01

    The movement to standardization and high-stakes testing has been driven by ideological and political concerns and has adversely affected teaching/learning, democratic discourse, and educational equity. Rural schools are hit harder because of geographic isolation and insufficient staff and resources. Testing used for purposes other than measuring…

  18. The Impact of High Stakes Testing: The Australian Story

    Science.gov (United States)

    Klenowski, Val; Wyatt-Smith, Claire

    2012-01-01

    High stakes testing in Australia was introduced in 2008 by way of the National Assessment Program--Literacy and Numeracy (NAPLAN). Currently, every year all students in Years 3, 5, 7 and 9 are assessed on the same days using national tests in Reading, Writing, Language Conventions (Spelling, Grammar and Punctuation) and Numeracy. In 2010 the…

  19. Reconsidering the Impact of High-stakes Testing

    Directory of Open Access Journals (Sweden)

    Henry Braun

    2004-01-01

    Full Text Available Over the last fifteen years, many states have implemented high-stakes tests as part of an effort to strengthen accountability for schools, teachers, and students. Predictably, there has been vigorous disagreement regarding the contributions of such policies to increasing test scores and, more importantly, to improving student learning. A recent study by Amrein and Berliner (2002a has received a great deal of media attention. Employing various databases covering the period 1990-2000, the authors conclude that there is no evidence that states that implemented high-stakes tests demonstrated improved student achievement on various external measures such as performance on the SAT, ACT, AP, or NAEP. In a subsequent study in which they conducted a more extensive analysis of state policies (Amrein & Berliner, 2002b, they reach a similar conclusion. However, both their methodology and their findings have been challenged by a number of authors. In this article, we undertake an extended reanalysis of one component of Amrein and Berliner (2002a. We focus on the performance of states, over the period 1992 to 2000, on the NAEP mathematics assessments for grades 4 and 8. In particular, we compare the performance of the high-stakes testing states, as designated by Amrein and Berliner, with the performance of the remaining states (conditioning, of course, on a state’s participation in the relevant NAEP assessments. For each grade, when we examine the relative gains of states over the period, we find that the comparisons strongly favor the high-stakes testing states. Moreover, the results cannot be accounted for by differences between the two groups of states with respect to changes in percent of students excluded from NAEP over the same period. On the other hand, when we follow a particular cohort (grade 4, 1992 to grade 8, 1996 or grade 4, 1996 to grade 8, 2000, we find the comparisons slightly favor the low-stakes testing states, although the discrepancy can

  20. High School Students with Learning Disabilities: Mathematics Instruction, Study Skills, and High Stakes Tests

    Science.gov (United States)

    Steele, Marcee M.

    2010-01-01

    This article reviews characteristics of high school students with learning disabilities and presents instructional modifications and study skills to help them succeed in algebra and geometry courses and on high stakes mathematics assessments.

  1. Correlates of cooperation in a one-shot high-stakes televised prisoners' dilemma.

    Directory of Open Access Journals (Sweden)

    Maxwell N Burton-Chellew

    Full Text Available Explaining cooperation between non-relatives is a puzzle for both evolutionary biology and the social sciences. In humans, cooperation is often studied in a laboratory setting using economic games such as the prisoners' dilemma. However, such experiments are sometimes criticized for being played for low stakes and by misrepresentative student samples. Golden balls is a televised game show that uses the prisoners' dilemma, with a diverse range of participants, often playing for very large stakes. We use this non-experimental dataset to investigate the factors that influence cooperation when "playing" for considerably larger stakes than found in economic experiments. The game show has earlier stages that allow for an analysis of lying and voting decisions. We found that contestants were sensitive to the stakes involved, cooperating less when the stakes were larger in both absolute and relative terms. We also found that older contestants were more likely to cooperate, that liars received less cooperative behavior, but only if they told a certain type of lie, and that physical contact was associated with reduced cooperation, whereas laughter and promises were reliable signals or cues of cooperation, but were not necessarily detected.

  2. Hiding behind High-Stakes Testing: Meritocracy, Objectivity and Inequality in U.S. Education

    Science.gov (United States)

    Au, Wayne

    2013-01-01

    This paper analyses how high-stakes, standardised testing became the policy tool in the U.S. that it is today and discusses its role in advancing an ideology of meritocracy that fundamentally masks structural inequalities related to race and economic class. This paper first traces the early history of high-stakes testing within the U.S. context,…

  3. Learning to Label: Socialisation, Gender, and the Hidden Curriculum of High-Stakes Testing

    Science.gov (United States)

    Booher-Jennings, Jennifer

    2008-01-01

    Although high-stakes tests play an increasing role in students' schooling experiences, scholars have not examined these tests as sites for socialisation. Drawing on qualitative data collected at an American urban primary school, this study explores what educators teach students about motivation and effort through high-stakes testing, how students…

  4. Why Has High-Stakes Testing So Easily Slipped into Contemporary American Life?

    Science.gov (United States)

    Nichols, Sharon L.; Berliner, David C.

    2008-01-01

    High-stakes testing is the practice of attaching important consequences to standardized test scores, and it is the engine that drives the No Child Left Behind (NCLB) Act. The rationale for high-stakes testing is that the promise of rewards and the threat of punishments will cause teachers to work more effectively, students to be more motivated,…

  5. High-Stakes Educational Testing and Democracy--Antagonistic or Symbiotic Relationship?

    Science.gov (United States)

    Ydesen, Christian

    2014-01-01

    This article argues that high-stakes educational testing, along with the attendant questions of power, education access, education management and social selection, cannot be considered in isolation from society at large. Thus, high-stakes testing practices bear numerous implications for democratic conditions in society. For decades, advocates of…

  6. What does social research say about high-stakes tests?

    Directory of Open Access Journals (Sweden)

    Rafael Feito Alonso

    2017-03-01

    Full Text Available High-stake tests, which students need to pass in order to gain a Secondary education certificate, have aroused a lot of controversy whenever they have been implemented. Especially in the USA these tests have produced a dramatic shrinking of school knowledge as they have been focused into questions posed by the very tests. At the same time, there has been a critical modification of the learning processes due to the fact that these tests encourage students to pay more attention to factual knowledge, which is far away from hands-on learning, debating in class or working in teams. In spite of certain discrepancies, by and large, research casts serious doubts about whether these tests are conductive to better academic performance. Nevertheless, the dropout rate is on the rise. More often than not, school principals have been found preventing struggling students to sit the exams. A review of the research into this matter allows us to put into context the debate surrounding external exams posed by the current education law (LOMCE: Law for the Improvement of Educational Quality passed by the parliamentary majority of the Popular Party in Spain in 2013.

  7. Trans-Saharan geopolitics. The game and the stakes; Geopolitique transsaharienne. Le jeu et l'enjeu

    Energy Technology Data Exchange (ETDEWEB)

    Chegrouche, L. [Universite Paris 1, 75 (France)

    2010-02-15

    The geopolitics of energy exports from the trans-Saharan region are similar to the Caspian great game' at the end of the last century. In North/West Africa as in West/Central Asia, the question of control over hydrocarbon reserves and lines of access to those reserves lies at the source of various conflicts. Rivalries are expressed through open and complex conflicts in which powers confront one another over oil-rich zones through proxy ethnic, religious or cultural groups, as dictated by the colossal economic interests at stake. The increasing number of conflicts - the Niger Delta, Darfur, the Azawak, etc. - is an illustration of this. The shock waves from this rivalry undermine regional peace and security, as well as the security of international energy supplies. The question here is to understand the game and the stakes of this trans-Saharan chess-board, to study its principal features and its energetic consequences. The national oil companies and states of the region can work around or through the geopolitical rifts caused by local rivalries and extra-regional appetites. There is therefore a need to understand the ways in which the players in the trans-Saharan 'great game' interact with one another, an to identifies the effects these interactions may have in the field of energy, in terms of potential reserves and transport projects. The TSGP is presented as an illustration of this geopolitical dynamics. (author)

  8. Implications of Fuzziness for the Practical Management of High-Stakes Risks

    Directory of Open Access Journals (Sweden)

    Mark Jablonowski

    2010-04-01

    Full Text Available High-stakes (dangerous, catastrophic risks take on a wider profile as progress unfolds. What are the impacts of technological and social change on the risk landscape? Due to the complexities and dynamics involved, we can only answer these questions approximately. By using the concept of fuzziness, we can formalize our imprecision about high-stakes risk, and therefore place their management on a stronger footing. We review here the impacts of fuzziness, i.e., knowledge imperfection, on high-stakes risk management, including its implementation via computationally intelligent decision aids.

  9. Inquiry-Based Instruction and High Stakes Testing

    Science.gov (United States)

    Cothern, Rebecca L.

    Science education is a key to economic success for a country in terms of promoting advances in national industry and technology and maximizing competitive advantage in a global marketplace. The December 2010 Program for International Student Assessment (PISA) ranked the United States 23rd of 65 countries in science. That dismal standing in science proficiency impedes the ability of American school graduates to compete in the global market place. Furthermore, the implementation of high stakes testing in science mandated by the 2007 No Child Left Behind (NCLB) Act has created an additional need for educators to find effective science pedagogy. Research has shown that inquiry-based science instruction is one of the predominant science instructional methods. Inquiry-based instruction is a multifaceted teaching method with its theoretical foundation in constructivism. A correlational survey research design was used to determine the relationship between levels of inquiry-based science instruction and student performance on a standardized state science test. A self-report survey, using a Likert-type scale, was completed by 26 fifth grade teachers. Participants' responses were analyzed and grouped as high, medium, or low level inquiry instruction. The unit of analysis for the achievement variable was the student scale score average from the state science test. Spearman's Rho correlation data showed a positive relationship between the level of inquiry-based instruction and student achievement on the state assessment. The findings can assist teachers and administrators by providing additional research on the benefits of the inquiry-based instructional method. Implications for positive social change include increases in student proficiency and decision-making skills related to science policy issues which can help make them more competitive in the global marketplace.

  10. Games of stake: control, agency and ownership in World of Warcraft

    NARCIS (Netherlands)

    Glas, M.A.J.

    2010-01-01

    World of Warcraft has become one of the most significant computer games of recent years. The massively multiplayer online role-playing game (or MMORPG) has introduced millions of players around the world to new forms of community-based play within a constantly evolving virtual environment. The game

  11. Curricular constraints, high-stakes testing and the reality of reform in high school science classrooms

    Science.gov (United States)

    Coble, Jennifer

    Through a series of open-ended interviews, this study investigated the beliefs of six third year high school science teachers about how they implement science education reform ideals in their practice and the contextual challenges they face as they attempt to implement reform. The teachers argue that the lack of connection between their curricula and students' lives serves as a significant obstacle to them utilizing more inquiry-based and student-centered strategies. In their science classes that are not subject to a high stakes exam, the teachers shared instances where they engage students in inquiry by refraining the focus of their curricula away from the decontextualized factual information and onto how the information relates to human experience. In their science classes subject to a high stakes test, however, the teachers confessed to feeling no choice but to utilize more teacher-centered strategies focused on information transmission. This study provides an in depth analysis of how the presence of high stakes tests discourages teachers from utilizing reform based teaching strategies within high school science classrooms.

  12. Does high-stakes testing increase cultural capital among low-income and racial minority students?

    Directory of Open Access Journals (Sweden)

    Won-Pyo Hong

    2008-03-01

    Full Text Available This article draws on research from Texas and Chicago to examine whether high-stakes testing enables low-income and racial minority students to acquire cultural capital. While students' performance on state or district tests rose after the implementation of high-stakes testing and accountability policies in Texas and Chicago in the 1990s, several studies indicate that these policies seemed to have had deleterious effects on curriculum, instruction, the percentage of students excluded from the tests, and student dropout rates. As a result, the policies seemed to have had mixed effects on students' opportunities to acquire embodied and institutionalized cultural capital. These findings are consistent with the work of Shepard (2000, Darling-Hammond (2004a, and others who have written of the likely negative repercussions of high-stakes testing and accountability policies.

  13. Teacher and headmaster attitudes towards benchmarking and high-stakes testing in adult teaching in Denmark

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    Based on research, surveys and interviews the paper traces teacher and headmaster attitudes towards the introduction of benchmarking and high-stakes language testing introduced in the wake of a neo-liberal education policy in adult teaching for migrants in Denmark in the 2000s. The findings show...... students, reduced use of both project work and non test related activities and stressful working conditions....... that the majority of teachers and headmasters reject benchmarking. Meanwhile, due to both headmasters and language teachers the introduction of high stakes language testing has had an immense impact on the organization, content and quality of adult language teaching. On the one side teachers do not necessarily...

  14. The Effects of High-Stakes Testing Policy on Arts Education

    Science.gov (United States)

    Baker, Richard A., Jr.

    2012-01-01

    This study examined high-stakes test scores for 37,222 eighth grade students enrolled in music and/or visual arts classes and those students not enrolled in arts courses. Students enrolled in music had significantly higher mean scores than those not enrolled in music (p less than 0.001). Results for visual arts and dual arts were not as…

  15. Markets, Managerialism and Teachers' Work: The Invisible Hand of High Stakes Testing in England

    Science.gov (United States)

    Stevenson, Howard; Wood, Phil

    2013-01-01

    High stakes testing has been long established in the English school system. In this article, we seek to demonstrate how testing has become pivotal to securing the neo-liberal restructuring of schools, that commenced during the Thatcher era, and is reaching a critical point at the current time. Central to this project has been the need to assert…

  16. The Mediating Role of Textbooks in High-Stakes Assessment Reform

    Science.gov (United States)

    Leung, Ching Yin; Andrews, Stephen

    2012-01-01

    Whenever high-stakes assessment/curriculum reforms take place, new textbooks appear on the market. These textbooks inevitably play a significant mediating role in the implementation of any reform and on teaching and learning. This paper reports on a small-scale study which attempts to investigate the role of textbooks in the mediation of a…

  17. Academically Buoyant Students Are Less Anxious about and Perform Better in High-Stakes Examinations

    Science.gov (United States)

    Putwain, David W.; Daly, Anthony L.; Chamberlain, Suzanne; Sadreddini, Shireen

    2015-01-01

    Background: Prior research has shown that test anxiety is negatively related to academic buoyancy, but it is not known whether test anxiety is an antecedent or outcome of academic buoyancy. Furthermore, it is not known whether academic buoyancy is related to performance on high-stakes examinations. Aims: To test a model specifying reciprocal…

  18. The Complex and Unequal Impact of High Stakes Accountability on Untested Social Studies

    Science.gov (United States)

    Pace, Judith L.

    2011-01-01

    This article contributes to research on the impact of high stakes accountability on social studies teaching where it is "not" tested by the state, and addresses the question of what is happening in middle and higher performing versus struggling schools (Wills, 2007). The author presents complex findings from a qualitative study in five…

  19. Negotiating the Literacy Block: Constructing Spaces for Critical Literacy in a High Stakes Setting

    Science.gov (United States)

    Paugh, Patricia; Carey, Jane; King-Jackson, Valerie; Russell, Shelley

    2007-01-01

    This article focuses on the evolution of the classroom literacy block as a learning space where teachers and students renegotiated activities for independent vocabulary and word work within a high-stakes reform environment. When a second grade classroom teacher and literacy support specialist decided to co-teach, they invited all students in the…

  20. Students' Attitudes toward High-Stakes Testing and Its Effect on Educational Decisions

    Science.gov (United States)

    Moran, Aldo Alfredo

    2010-01-01

    With the recent increase in accountability due to No Child Left Behind, graduation rates and drop-out rates are important indicators of how well a school district is performing. High-stakes testing scores are at the forefront of a school's success and recognition as a school that is preparing and graduating students to meet society's challenging…

  1. The Disproportionate Erosion of Local Control: Urban School Boards, High-Stakes Accountability, and Democracy

    Science.gov (United States)

    Trujillo, Tina M.

    2013-01-01

    This case study of an urban school board's experiences under high-stakes accountability demonstrates how the district leaders eschewed democratic governance processes in favor of autocratic behaviors. They possessed narrowly defined goals for teaching and learning that emphasized competitive, individualized means of achievement. Their decision…

  2. The Role of Policy Assumptions in Validating High-stakes Testing Programs.

    Science.gov (United States)

    Kane, Michael

    L. Cronbach has made the point that for validity arguments to be convincing to diverse audiences, they need to be based on assumptions that are credible to these audiences. The interpretations and uses of high stakes test scores rely on a number of policy assumptions about what should be taught in schools, and more specifically, about the content…

  3. Philosophical Questions about Teaching Philosophy: What's at Stake in High School Philosophy Education?

    Science.gov (United States)

    Norris, Trevor

    2015-01-01

    What is at stake in high school philosophy education, and why? Why is it a good idea to teach philosophy at this level? This essay seeks to address some issues that arose in revising the Ontario grade 12 philosophy curriculum documents, significant insights from philosophy teacher education, and some early results of recent research funded by the…

  4. Group Differences in Test-Taking Behaviour: An Example from a High-Stakes Testing Program

    Science.gov (United States)

    Stenlund, Tova; Eklöf, Hanna; Lyrén, Per-Erik

    2017-01-01

    This study investigated whether different groups of test-takers vary in their reported test-taking behaviour in a high-stakes test situation. A between-group design (N = 1129) was used to examine whether high and low achievers, as well as females and males, differ in their use of test-taking strategies, and in level of reported test anxiety and…

  5. The Rise of High-Stakes Educational Testing in Denmark (1920-1970)

    DEFF Research Database (Denmark)

    Ydesen, Christian

    The Rise of High-Stakes Educational Testing in Denmark (1920–1970) is an attempt to determine why and how tests rose to prominence in an educational system that used to rely on qualitative tests and teacher evaluations. The study addresses the important issues of how testing interacts...... with and influences an educational system, and which common factors are involved in order to implement testing in an educational system. The study is based on three relatively unknown case studies – illustrious examples of high-stakes educational testing practices in the Danish public school system. The first case...... to 1959. The third case study examines the testing of Greenlandic children during the preparation scheme in the Greenlandic educational system from 1961 to 1976....

  6. Best Known Problem Solving Strategies in "High-Stakes" Assessments

    Science.gov (United States)

    Hong, Dae S.

    2011-01-01

    In its mathematics standards, National Council of Teachers of Mathematics (NCTM) states that problem solving is an integral part of all mathematics learning and exposure to problem solving strategies should be embedded across the curriculum. Furthermore, by high school, students should be able to use, decide and invent a wide range of strategies.…

  7. Assessment Profile of Malaysia: High-Stakes External Examinations Dominate

    Science.gov (United States)

    Ong, Saw Lan

    2010-01-01

    Malaysia is a federation of 13 states located in South-east Asia. The country consists of two geographical regions; Peninsular Malaysia (also known as West Malaysia) and Malaysian Borneo (also known as East Malaysia) separated by the South China Sea. The educational administration in Malaysia is highly centralised with four hierarchical levels;…

  8. Mindfulness, anxiety, and high-stakes mathematics performance in the laboratory and classroom.

    Science.gov (United States)

    Bellinger, David B; DeCaro, Marci S; Ralston, Patricia A S

    2015-12-01

    Mindfulness enhances emotion regulation and cognitive performance. A mindful approach may be especially beneficial in high-stakes academic testing environments, in which anxious thoughts disrupt cognitive control. The current studies examined whether mindfulness improves the emotional response to anxiety-producing testing situations, freeing working memory resources, and improving performance. In Study 1, we examined performance in a high-pressure laboratory setting. Mindfulness indirectly benefited math performance by reducing the experience of state anxiety. This benefit occurred selectively for problems that required greater working memory resources. Study 2 extended these findings to a calculus course taken by undergraduate engineering majors. Mindfulness indirectly benefited students' performance on high-stakes quizzes and exams by reducing their cognitive test anxiety. Mindfulness did not impact performance on lower-stakes homework assignments. These findings reveal an important mechanism by which mindfulness benefits academic performance, and suggest that mindfulness may help attenuate the negative effects of test anxiety. Copyright © 2015 Elsevier Inc. All rights reserved.

  9. Social stakes of the reversibility in the deep storage of high level radioactive wastes

    International Nuclear Information System (INIS)

    Heriard-Dubreuil, G.; Schieber, C.; Schneider, T.

    1998-06-01

    This document proposes a study of the conditions which surrounded the reversibility introduction in high activity wastes deep storage at an international scale, as well as a reflexion on the social stakes associated there. In France, the law of december 30, 1991 concerning the research on the radioactive wastes prescribes '' the study of possibilities retrieval or non retrieval storage in deep geological deposits''. The analysis of the reversibility associated social stakes emphasizes the necessity to prevent irreversible consequences, to take care to the choices reversibility, to preserve the future generations autonomy. Thus to elaborate a more satisfactory solution between deep disposal and surface storage, a deep storage, capable of gradually evolution, concept is defined. (A.L.B.)

  10. Negotiating the terrain of high-stakes accountability in science teaching

    Science.gov (United States)

    Aronson, Isaak

    Teachers interact with their students on behalf of the entire educational system. The aim of this study is to explore how biology teachers understand and construct their practice in a high-stakes accountability environment that is likely to be riddled with tensions. By critically questioning the technical paradigms of accountability this study challenges the fundamental assumptions of accountability. Such a critical approach may help teachers develop empowerment strategies that can free them from the de-skilling effects of the educational accountability system. This interpretive case study of a high-school in Maryland is grounded in three streams of research literature: quality science instruction based on scientific inquiry, the effects of educational accountability on the curriculum, and the influence of policy on classroom practice with a specific focus on how teachers balance competing tensions. This study theoretically occurs at the intersection of educational accountability and pedagogy. In terms of data collection, I conduct two interviews with all six biology teachers in the school. I observe each teacher for at least fifteen class periods. I review high-stakes accountability policy documents from the federal, state, and district levels of the education system. Three themes emerge from the research. The first theme, "re-defining science teaching," captures how deeply accountability structures have penetrated the science curriculum. The second theme, "the pressure mounts," explores how high-stakes accountability in science has increased the stress placed on teachers. The third theme, "teaching-in-between," explores how teachers compromise between accountability mandates and their own understandings of quality teaching. Together, the three themes shed light on the current high-stakes climate in which teachers currently work. This study's findings inform the myriad paradoxes at all levels of the educational system. As Congress and advocacy groups battle over

  11. Examining a Public Montessori School’s Response to the Pressures of High-Stakes Accountability

    Directory of Open Access Journals (Sweden)

    Corrie Rebecca Block

    2015-11-01

    Full Text Available In order to succeed in the current school assessment and accountability era, a public Montessori school is expected to achieve high student scores on standardized assessments. A problem for a public Montessori elementary school is how to make sense of the school’s high-stakes assessment scores in terms of its unique educational approach. This case study examined a public Montessori elementary school’s efforts as the school implemented the Montessori Method within the accountability era. The research revealed the ways the principal, teachers, and parents on the school council modified Montessori practices, curriculum, and assessment procedures based on test scores. A quality Montessori education is designed to offer children opportunities to develop both cognitive skills and affective components such as student motivation and socio-emotional skills that will serve them beyond their public school experiences. Sadly, the high-stakes testing environment influences so much of public education today. When quality education was measured through only one narrow measure of success the result in this school was clearly a restriction of priorities to areas that were easily assessed.

  12. Re-analysis of NAEP Math and Reading Scores in States with and without High-stakes Tests: Response to Rosenshine

    Directory of Open Access Journals (Sweden)

    Audrey Amrein-Beardsley

    2003-08-01

    Full Text Available Here we address the criticism of our NAEP analyses by Rosenshine (2003. On the basis of his thoughtful critique we redid some of the analyses on which he focused. Our findings contradict his. This is no fault of his, the reasons for which are explained in this paper. Our findings do support our position that high-stakes tests do not do much to improve academic achievement. The extent to which states with high-stakes tests outperform states without high-stakes tests is, at best, indeterminable. Using 1994-1998 NAEP reading and 1996-2000 NAEP math data and accounting for NAEP exemption rates for the same years, we found that states with high-stakes tests are not outperforming states without high-stakes tests in reading in the 4th grade or math in the 8th grade at a statistically significant level. States with high-stakes tests are, however, outperforming states without high-stakes tests in math in the 4th grade at a statistically significant level. Our findings also support our earlier stance that states with high-stakes tests are exempting more students from participating in the NAEP than are states without high-stakes tests. This is more prevalent the more recent the NAEP test administration. This is illustrated in the tables below.

  13. High Stakes Trigger the Use of Multiple Memories to Enhance the Control of Attention

    Science.gov (United States)

    Reinhart, Robert M.G.; Woodman, Geoffrey F.

    2014-01-01

    We can more precisely tune attention to highly rewarding objects than other objects in our environment, but how our brains do this is unknown. After a few trials of searching for the same object, subjects' electrical brain activity indicated that they handed off the memory representations used to control attention from working memory to long-term memory. However, when a large reward was possible, the neural signature of working memory returned as subjects recruited working memory to supplement the cognitive control afforded by the representations accumulated in long-term memory. The amplitude of this neural signature of working memory predicted the magnitude of the subsequent behavioral reward-based attention effects across tasks and individuals, showing the ubiquity of this cognitive reaction to high-stakes situations. PMID:23448876

  14. Examining a Public Montessori School's Response to the Pressures of High-Stakes Accountability

    Science.gov (United States)

    Block, Corrie Rebecca

    2015-01-01

    A public Montessori school is expected to demonstrate high student scores on standardized assessments to succeed in the current school accountability era. A problem for a public Montessori elementary school is how to make sense of the school's high-stakes assessment scores in terms of Montessori's unique educational approach. This case study…

  15. "I'm Just Going through the Motions": High-Stakes Accountability and Teachers' Access to Intrinsic Rewards

    Science.gov (United States)

    Rooney, Erin

    2015-01-01

    This article explores teachers' experiences under high-stakes accountability and shows how the narrowing of curriculum depleted teachers' intrinsic work rewards. The article analyzes data from an ethnographic study of teachers' work in two high-poverty urban public schools. The study shows that as instructional mandates emphasized a narrowed…

  16. Is the Physical Being Taken out of Physical Education? On the Possible Effects of High-Stakes Testing on an Embattled Profession's Curriculum Goals

    Science.gov (United States)

    Seymour, Clancy; Garrison, Mark

    2015-01-01

    Building on recent discussions regarding how current national standards for physical education promote cognitive outcomes over physical outcomes, the authors explore how a new era in high-stakes testing is also contributing to an emphasis on the cognitive, over the physical. While high-stakes testing has been linked to reducing the amount of…

  17. Figuring out How to Be a Teacher in a High-Stakes Context: A Case Study of First-Year Teachers' Conceptual and Practical Development

    Science.gov (United States)

    Brown, Christopher P.; Bay-Borelli, Debra E.; Scott, Jill

    2015-01-01

    High-stakes education reforms across the United States and the globe continue to alter the landscape of teaching and teacher education. One key but understudied aspect of this reform process is the experiences of first-year teachers, particularly those who participated in these high-stakes education systems as students and as a…

  18. High-stakes conflicts and the link between theory and practice : celebrating the work of Ellen Giebels

    NARCIS (Netherlands)

    Oostinga, Miriam S.D.; Rispens, Sonja; Taylor, Paul J.; Ufkes, Elze G.

    2018-01-01

    In this tribute to the 2012 recipient of the IACM's Jeffrey Rubin's Theory-to-Practice Award, we celebrate the work of Ellen Giebels. We highlight her groundbreaking research on influence tactics in crisis negotiations and other high-stakes conflict situations, showing how her focus on theoretical

  19. High-Stakes Conflicts and the Link between Theory and Practice : Celebrating the Work of Ellen Giebels

    NARCIS (Netherlands)

    Oostinga, Miriam S.D.; Rispens, Sonja; Taylor, Paul J.; Ufkes, Elze G.

    2018-01-01

    In this tribute to the 2012 recipient of the IACM's Jeffrey Rubin's Theory-to-Practice Award, we celebrate the work of Ellen Giebels. We highlight her groundbreaking research on influence tactics in crisis negotiations and other high-stakes conflict situations, showing how her focus on theoretical

  20. A Case Study of Co-Teaching in an Inclusive Secondary High-Stakes World History I Classroom

    Science.gov (United States)

    van Hover, Stephanie; Hicks, David; Sayeski, Kristin

    2012-01-01

    In order to provide increasing support for students with disabilities in inclusive classrooms in high-stakes testing contexts, some schools have implemented co-teaching models. This qualitative case study explores how 1 special education teacher (Anna) and 1 general education history teacher (John) make sense of working together in an inclusive…

  1. Teaching under the New Taylorism: High-Stakes Testing and the Standardization of the 21st Century Curriculum

    Science.gov (United States)

    Au, Wayne

    2011-01-01

    The application of the principles of scientific management within the structure, organization, and curriculum of public schools in the US became dominant during the early 1900s. Based upon research evidence from the modern day era of high-stakes testing in US public education, the fundamental logics guiding scientific management have resurfaced…

  2. The impact of high-stakes school admission exams on study achievements: quasi-experimental evidence from Slovakia

    Czech Academy of Sciences Publication Activity Database

    Federičová, Miroslava; Münich, Daniel

    2017-01-01

    Roč. 30, č. 4 (2017), s. 1069-1092 ISSN 0933-1433 R&D Projects: GA ČR(CZ) GBP402/12/G130 Institutional support: RVO:67985998 Keywords : high-stakes exams * students’ motivation * achievement Subject RIV: AH - Economics OBOR OECD: Applied Economics , Econometrics Impact factor: 1.136, year: 2016

  3. The impact of high-stakes school admission exams on study achievements: quasi-experimental evidence from Slovakia

    Czech Academy of Sciences Publication Activity Database

    Federičová, Miroslava; Münich, Daniel

    2017-01-01

    Roč. 30, č. 4 (2017), s. 1069-1092 ISSN 0933-1433 Institutional support: Progres-Q24 Keywords : high-stakes exams * students’ motivation * achievement Subject RIV: AH - Economics OBOR OECD: Applied Economics , Econometrics Impact factor: 1.136, year: 2016

  4. Diving in or Guarding the Tower: Mina Shaughnessy's Resistance and Capitulation to High-Stakes Writing Tests at City College

    Science.gov (United States)

    Molloy, Sean

    2012-01-01

    Mina Shaughnessy continues to exert powerful influences over Basic Writing practices, discourses and pedagogy thirty-five years after her death: Basic Writing remains in some ways trapped by Shaughnessy's legacy in what Min-Zhan Lu labeled as essentialism, accommodationism and linguistic innocence. High-stakes writing tests, a troubling hallmark…

  5. High-­Stakes Schooling: What We Can Learn from Japan's Experiences with Testing, Accountability, and Education Reform

    Science.gov (United States)

    Bjork, Christopher

    2015-01-01

    If there is one thing that describes the trajectory of American education, it is this: more high-stakes testing. In the United States, the debates surrounding this trajectory can be so fierce that it feels like we are in uncharted waters. As Christopher Bjork reminds us in this study, however, we are not the first to make testing so central to…

  6. The Contradictions of High-Stakes Accountability "Success": A Case Study of Focused Leadership and Performance Agency

    Science.gov (United States)

    Black, William R.

    2008-01-01

    This article seeks to advance the discussion of the availability of contemporary notions of school leadership for school leaders working within high-stakes accountability reform environment that produce discourses of urgency and legitimize practices of performance that implicitly favour centralized, neo-Tayloristic managerial approaches. Drawing…

  7. Large Stroke High Fidelity PZN-PT Single-Crystal "Stake" Actuator.

    Science.gov (United States)

    Huang, Yu; Xia, Yuexue; Lin, Dian Hua; Yao, Kui; Lim, Leong Chew

    2017-10-01

    A new piezoelectric actuator design, called "Stake" actuator, is proposed and demonstrated in this paper. As an example, the stake actuator is made of four d 32 -mode PZN-5.5%PT single crystals (SCs), each of 25 mm ( L ) ×8 mm ( W ) ×0.4 mm (T) in dimensions, bonded with the aid of polycarbonate edge guide-cum-stiffeners into a square-pipe configuration for improved bending and twisting strengths and capped with top and bottom pedestals made of 1.5-mm-thick anodized aluminum. The resultant stake actuator measured 9 mm ×9 mm ×28 mm. The hollow structure is a key design feature, which optimizes SC usage efficiency and lowers the overall cost of the actuator. The displacement-voltage responses, blocking forces, resonance characteristics of the fabricated stake actuator, as well as the load and temperature effects, are measured and discussed. Since d 32 is negative for [011]-poled SC, the "Stake" actuator contracts in the axial direction when a positive-polarity field is applied to the crystals. Biased drive is thus recommended when extensional displacement is desired. The SC stake actuator has negligible (0.13% when driven up to +300 V (i.e., 0.75 kV/mm), which is close to the rhombohedral-to-orthorhombic transformation field ( E RO ) of 0.85 kV/mm of the SC used. The stake actuator displays a stroke of [Formula: see text] (at +300 V) despite its small overall dimensions, and has a blocking force of 114 N. The SC d 32 stake actuator fabricated displays more than 30% larger axial strain than the state-of-the-art PZT stack actuators of comparable length as well as moderate blocking forces. Said actuators are thus ideal for applications when large displacements with simple open-loop control are preferred.

  8. Hierarchical cultural values predict success and mortality in high-stakes teams

    Science.gov (United States)

    Anicich, Eric M.; Swaab, Roderick I.; Galinsky, Adam D.

    2015-01-01

    Functional accounts of hierarchy propose that hierarchy increases group coordination and reduces conflict. In contrast, dysfunctional accounts claim that hierarchy impairs performance by preventing low-ranking team members from voicing their potentially valuable perspectives and insights. The current research presents evidence for both the functional and dysfunctional accounts of hierarchy within the same dataset. Specifically, we offer empirical evidence that hierarchical cultural values affect the outcomes of teams in high-stakes environments through group processes. Experimental data from a sample of expert mountain climbers from 27 countries confirmed that climbers expect that a hierarchical culture leads to improved team coordination among climbing teams, but impaired psychological safety and information sharing compared with an egalitarian culture. An archival analysis of 30,625 Himalayan mountain climbers from 56 countries on 5,104 expeditions found that hierarchy both elevated and killed in the Himalayas: Expeditions from more hierarchical countries had more climbers reach the summit, but also more climbers die along the way. Importantly, we established the role of group processes by showing that these effects occurred only for group, but not solo, expeditions. These findings were robust to controlling for environmental factors, risk preferences, expedition-level characteristics, country-level characteristics, and other cultural values. Overall, this research demonstrates that endorsing cultural values related to hierarchy can simultaneously improve and undermine group performance. PMID:25605883

  9. Middle school science teachers' reaction and pedagogical response to high stakes accountability: A multiple case study

    Science.gov (United States)

    Tse, Kenneth

    The purpose of this study was to understand how science teachers reacted to the high stakes accountability and standardized testing in California. In a multiple case study of middle and intermediate schools in Southern California, four research questions focused on the perceptions of secondary science teachers and how they responded to the changes in the accountability specifically geared towards science as a content area, the pedagogical skills teachers were using both outside and inside of the classroom that impact instruction, the pedagogical training received that related specifically to the content standards, the tools or impediments that existed for teachers to successfully utilize these pedagogical methods and types of support and assistance the school site administration and/or school district offered in learning about the California Science Standards and the STAR test. Interviews were conducted with multiple middle/intermediate school teachers, science department chairpersons and school site administrators to gather information about what the classroom teachers were doing pedagogically to improve student performance on the STAR tests. Moreover, the study described the issues that supported the professional development of the teacher and what schools and districts were doing to support them.

  10. Deal or No Deal? Decision Making under Risk in a Large-Stake TV Game Show and Related Experiments

    NARCIS (Netherlands)

    M.J. van den Assem (Martijn)

    2008-01-01

    textabstractThe central theme of this dissertation is the analysis of risky choice. The first two chapters analyze the choice behavior of contestants in a TV game show named “Deal or No Deal” (DOND). DOND provides a unique opportunity to study risk behavior, because it is characterized by very large

  11. High-Stakes and Non-Stakes Testing States and the Transfer of Knowledge to Students' Advanced Placement Test, Advanced Placement U.S. History Test, and SAT Exam Scores

    Science.gov (United States)

    Lessler, Karen Jean

    2010-01-01

    The Federal education policy No Child Left Behind Act (NCLB) has initiated high-stakes testing among U.S. public schools. The premise of the NCLB initiative is that all students reach proficiency in reading and math by 2014. Under NCLB, individual state education departments were required to implement annual assessments in grades two through eight…

  12. High-Stakes Systematic Reviews: A Case Study From the Field of Teen Pregnancy Prevention.

    Science.gov (United States)

    Goesling, Brian; Oberlander, Sarah; Trivits, Lisa

    2016-08-19

    Systematic reviews help policy makers and practitioners make sense of research findings in a particular program, policy, or practice area by synthesizing evidence across multiple studies. However, the link between review findings and practical decision-making is rarely one-to-one. Policy makers and practitioners may use systematic review findings to help guide their decisions, but they may also rely on other information sources or personal judgment. To describe a recent effort by the U.S. federal government to narrow the gap between review findings and practical decision-making. The Teen Pregnancy Prevention (TPP) Evidence Review was launched by the U.S. Department of Health and Human Services (HHS) in 2009 as a systematic review of the TPP literature. HHS has used the review findings to determine eligibility for federal funding for TPP programs, marking one of the first attempts to directly link systematic review findings with federal funding decisions. The high stakes attached to the review findings required special considerations in designing and conducting the review. To provide a sound basis for federal funding decisions, the review had to meet accepted methodological standards. However, the review team also had to account for practical constraints of the funding legislation and needs of the federal agencies responsible for administering the grant programs. The review team also had to develop a transparent process for both releasing the review findings and updating them over time. Prospective review authors and sponsors must recognize both the strengths and limitations of this approach before applying it in other areas. © The Author(s) 2016.

  13. Sophisticated Epistemologies of Physics versus High-Stakes Tests: How Do Elite High School Students Respond to Competing Influences about How to Learn Physics?

    Science.gov (United States)

    Yerdelen-Damar, Sevda; Elby, Andrew

    2016-01-01

    This study investigates how elite Turkish high school physics students claim to approach learning physics when they are simultaneously (i) engaged in a curriculum that led to significant gains in their epistemological sophistication and (ii) subject to a high-stakes college entrance exam. Students reported taking surface (rote) approaches to…

  14. Let's Poem: The Essential Guide to Teaching Poetry in a High-Stakes, Multimodal World (Middle through High School). Language & Literacy Practitioners Bookshelf

    Science.gov (United States)

    Dressman, Mark

    2010-01-01

    This cutting-edge guide presents multiple approaches to teaching poetry at the middle and high school levels. The author provides field-tested activities with detailed how-to instructions, as well as advice for how educators can "justify" their teaching within a high-stakes curriculum environment. "Let's Poem" will show pre- and inservice teachers…

  15. Understanding the Reading Attributes and Their Cognitive Relationships on a High-Stakes Biology Assessment

    Science.gov (United States)

    Rawlusyk, Kevin James

    Test items used to assess learners' knowledge on high-stakes science examinations contain contextualized questions that unintentionally assess reading skill along with conceptual knowledge. Therefore, students who are not proficient readers are unable to comprehend the text within the test item to demonstrate effectively their level of science knowledge. The purpose of this quantitative study was to understand what reading attributes were required to successfully answer the Biology 30 Diploma Exam. Furthermore, the research sought to understand the cognitive relationships among the reading attributes through quantitative analysis structured by the Attribute Hierarchy Model (AHM). The research consisted of two phases: (1) Cognitive development, where the cognitive attributes of the Biology 30 Exam were specified and hierarchy structures were developed; and (2) Psychometric analysis, that statistically tested the attribute hierarchy using the Hierarchy Consistency Index (HCI), and calculate attribute probabilities. Phase one of the research used January 2011, Biology 30 Diploma Exam, while phase two accessed archival data for the 9985 examinees who took the assessment on January 24th, 2011. Phase one identified ten specific reading attributes, of which five were identified as unique subsets of vocabulary, two were identified as reading visual representations, and three corresponded to general reading skills. Four hierarchical cognitive model were proposed then analyzed using the HCI as a mechanism to explain the relationship among the attributes. Model A had the highest HCI value (0.337), indicating an overall poor data fit, yet for the top achieving examinees the model had an excellent model fit with an HCI value of 0.888, and for examinees that scored over 60% there was a moderate model fit (HCI = 0.592). Linear regressions of the attribute probability estimates suggest that there is a cognitive relationship among six of the ten reading attributes (R2 = 0.958 and 0

  16. "I Like to Read, but I Know I'm Not Good at It": Children's Perspectives on High-Stakes Testing in a High-Poverty School

    Science.gov (United States)

    Dutro, Elizabeth; Selland, Makenzie

    2012-01-01

    A significant body of research articulates concerns about the current emphasis on high-stakes testing as the primary lever of education reform in the United States. However, relatively little research has focused on how children make sense of the assessment policies in which they are centrally located. In this article, we share analyses of…

  17. Policy Implications for Continuous Employment Decisions of High School Principals: An Alternative Methodological Approach for Using High-Stakes Testing Outcomes

    Science.gov (United States)

    Young, I. Phillip; Fawcett, Paul

    2013-01-01

    Several teacher models exist for using high-stakes testing outcomes to make continuous employment decisions for principals. These models are reviewed, and specific flaws are noted if these models are retrofitted for principals. To address these flaws, a different methodology is proposed on the basis of actual field data. Specially addressed are…

  18. Depth and breadth: Bridging the gap between scientific inquiry and high-stakes testing with diverse junior high school students

    Science.gov (United States)

    Kang, Jee Sun Emily

    This study explored how inquiry-based teaching and learning processes occurred in two teachers' diverse 8th grade Physical Science classrooms in a Program Improvement junior high school within the context of high-stakes standardized testing. Instructors for the courses examined included not only the two 8th grade science teachers, but also graduate fellows from a nearby university. Research was drawn from inquiry-based instruction in science education, the achievement gap, and the high stakes testing movement, as well as situated learning theory to understand how opportunities for inquiry were negotiated within the diverse classroom context. Transcripts of taped class sessions; student work samples; interviews of teachers and students; and scores from the California Standards Test in science were collected and analyzed. Findings indicated that the teachers provided structured inquiry in order to support their students in learning about forces and to prepare them for the standardized test. Teachers also supported students in generating evidence-based explanations, connecting inquiry-based investigations with content on forces, proficiently using science vocabulary, and connecting concepts about forces to their daily lives. Findings from classroom data revealed constraints to student learning: students' limited language proficiency, peer counter culture, and limited time. Supports were evidenced as well: graduate fellows' support during investigations, teachers' guided questioning, standardized test preparation, literacy support, and home-school connections. There was no statistical difference in achievement on the Forces Unit test or science standardized test between classes with graduate fellows and without fellows. There was also no statistical difference in student performance between the two teachers' classrooms, even though their teaching styles were very different. However, there was a strong correlation between students' achievement on the chapter test and

  19. Introducing Computer-Based Testing in High-Stakes Exams in Higher Education: Results of a Field Experiment

    Science.gov (United States)

    Boevé, Anja J.; Meijer, Rob R.; Albers, Casper J.; Beetsma, Yta; Bosker, Roel J.

    2015-01-01

    The introduction of computer-based testing in high-stakes examining in higher education is developing rather slowly due to institutional barriers (the need of extra facilities, ensuring test security) and teacher and student acceptance. From the existing literature it is unclear whether computer-based exams will result in similar results as paper-based exams and whether student acceptance can change as a result of administering computer-based exams. In this study, we compared results from a computer-based and paper-based exam in a sample of psychology students and found no differences in total scores across the two modes. Furthermore, we investigated student acceptance and change in acceptance of computer-based examining. After taking the computer-based exam, fifty percent of the students preferred paper-and-pencil exams over computer-based exams and about a quarter preferred a computer-based exam. We conclude that computer-based exam total scores are similar as paper-based exam scores, but that for the acceptance of high-stakes computer-based exams it is important that students practice and get familiar with this new mode of test administration. PMID:26641632

  20. Introducing Computer-Based Testing in High-Stakes Exams in Higher Education: Results of a Field Experiment.

    Science.gov (United States)

    Boevé, Anja J; Meijer, Rob R; Albers, Casper J; Beetsma, Yta; Bosker, Roel J

    2015-01-01

    The introduction of computer-based testing in high-stakes examining in higher education is developing rather slowly due to institutional barriers (the need of extra facilities, ensuring test security) and teacher and student acceptance. From the existing literature it is unclear whether computer-based exams will result in similar results as paper-based exams and whether student acceptance can change as a result of administering computer-based exams. In this study, we compared results from a computer-based and paper-based exam in a sample of psychology students and found no differences in total scores across the two modes. Furthermore, we investigated student acceptance and change in acceptance of computer-based examining. After taking the computer-based exam, fifty percent of the students preferred paper-and-pencil exams over computer-based exams and about a quarter preferred a computer-based exam. We conclude that computer-based exam total scores are similar as paper-based exam scores, but that for the acceptance of high-stakes computer-based exams it is important that students practice and get familiar with this new mode of test administration.

  1. International Issues, High-Stakes Testing, and Border Pedagogy: Social Studies at Border High School

    Science.gov (United States)

    Cashman, Timothy G.; McDermott, Benjamin R.

    2013-01-01

    A recently constructed border wall stands within walking distance of Border High School (BHS) and was created to impede the flow of people, goods, fauna, and contraband from Mexico into the United States (U.S.). The reality, however, is that this geopolitical border is fluid, allowing connections between sociopolitical zones. The researchers…

  2. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  3. The creation of a pedagogy of promise: Examples of educational excellence in high-stakes science classrooms

    Science.gov (United States)

    McCollough, Cherie A.

    The current reform movement in education has two forces that appear contradictory in nature. The first is an emphasis on rigor and accountability that is assessed through high-stakes testing. The second is the recommendation to have student centered approaches to teaching and learning, especially those that emphasize inquiry methodology and constructivist pedagogy. Literature reports that current reform efforts involving accountability through high-stakes tests are detrimental to student learning and are contradictory to student-centered teaching approaches. However, by focusing attention on those teachers who "teach against the grain" and raise the achievement levels of students from diverse backgrounds, instructional strategies and personal characteristics of exemplary teachers can be identified. This mixed-methods research study investigated four exemplary urban high school science teachers in high-stakes (TAKS) tested science classrooms. Classroom observations, teacher and student interviews, pre-/postcontent tests and the Constructivist Learning Environment Survey (CLES) (Johnson & McClure, 2004) provided the main data sources. The How People Learn (National Research Council, 2000) theoretical framework provided evidence of elements of inquiry-based, student-centered teaching. Descriptive case analysis (Yin, 1994) and quantitative analysis of pre/post tests and the CLES revealed the following results. First, all participating teachers included elements of learner-centeredness, knowledge-centeredness, assessment-centeredness and community-centeredness in their teaching as recommended by the National Research Council, (2000), thus creating student-centered classroom environments. Second, by establishing a climate of caring where students felt supported and motivated to learn, teachers managed tensions resulting from the incorporation of student-centered elements and the accountability-based instructional mandates outlined by their school district and state

  4. A moderated mediated path analysis of factors influencing student performance on a standardized high-stakes science test

    Science.gov (United States)

    Pelkey, Ramona K.

    Gender, ethnicity, family economic status, reading score, mathematics score, and number of science semesters successfully completed were examined for their contributory role to a student's science score on a high-stakes, high school exit examination. Path analysis and analysis of variance procedures were used to quantify each variable's influence on science score. Gender, ethnicity, and family economic status were found to be moderators while reading proved to mediate within the model. The path model was created using a calibration sample and cross-validated using a hold-out validation sample. Bootstrapping was used to verify the goodness of fit of the model. A predictive equation explained 66% (R2 = .66) of the variance in observed TAKS science score.

  5. High Stakes Principalship--Sleepless Nights, Heart Attacks and Sudden Death Accountabilities: Reading Media Representations of the United States Principal Shortage.

    Science.gov (United States)

    Thomson, Pat; Blackmore, Jill; Sachs, Judyth; Tregenza, Karen

    2003-01-01

    Subjects a corpus of predominantly United States news articles to deconstructive narrative analysis and finds that the dominant media representation of principals' work is one of long hours, low salary, high stress, and sudden death from high stakes accountabilities. Notes that the media picture may perpetuate the problem, and that it is at odds…

  6. The impact of language and high-stakes testing policies on elementary school English language learners in Arizona.

    Directory of Open Access Journals (Sweden)

    Wayne E. Wright

    2006-05-01

    Full Text Available This article reports the results of a survey of third-grade teachers of English Language Learners (ELLs in Arizona regarding school language and accountability policies—Proposition 203, which restricts bilingual education and mandates sheltered English Immersion; the federal No Child Left Behind Act of 2001 (NCLB; and Arizona LEARNS, the state’s high-stakes testing and accountability program. The instrument, consisting of 126 survey questions plus open-ended interview question, was designed to obtain teacher’s views, to ascertain the impact of these polices, and to explore their effectiveness in improving the education of ELL students. The survey was administered via telephone to 40 teacher participants from different urban, rural and reservation schools across the state. Each participant represents the elementary school in their respective school district which has the largest population of ELL students. Analyses of both quantitative and qualitative data reveal that these policies have mostly resulted in confusion in schools throughout the state over what is and is not allowed, and what constitutes quality instruction for ELLs, that there is little evidence that such policies have led to improvements in the education of ELL students, and that these policies may be causing more harm than good. Specifically, teachers report they have been given little to no guidance over what constitutes sheltered English immersion, and provide evidence that most ELL students in their schools are receiving mainstream sink-or-swim instruction. In terms of accountability, while the overwhelming majority of teachers support the general principle, they believe that high-stakes tests are inappropriate for ELLs and participants provided evidence that the focus on testing is leading to instruction practices for ELLs which fail to meet their unique linguistic and academic needs. The article concludes with suggestions for needed changes to improve the quality of

  7. "The stakes are so high": interviews with progressive journalists reporting on abortion.

    Science.gov (United States)

    Sisson, Gretchen; Herold, Stephanie; Woodruff, Katie

    2017-12-01

    Because news frames can influence public and policy agendas, proponents of abortion access should be concerned with how this issue is covered in the news. While previous research has examined the content of news on abortion, this analysis explores the process of newsmaking on abortion, examining how journalists understand their role in and experience of covering abortion. We recruited journalists with experience reporting on abortion through listservs for progressive and feminist reporters. Thirty-one participants, with experiences at 75 diverse media outlets, completed in-depth, open-ended interviews. We used grounded theory to code interview transcripts in Dedoose to identity emergent themes. Journalists described many challenges that applied to reporting generally, but that they perceived to be more difficult around abortion: grappling with the meaning of "neutrality" on this issue, finding new angles for articles, and handling editors with varying knowledge of abortion. Over one-third (n=13) of participants mentioned feeling that the stakes were higher around abortion: this urgency and polarization left journalists frustrated by efforts to find new sources or angles on abortion stories. Finally, over 80% (n=28) of participants reported experiencing anti-abortion harassment as a result of their abortion work. The difficulties journalists described when reporting on abortion were often rooted in abortion stigma and the political polarization around the issue. This pattern was true even for reporters who worked to counter abortion stigma through their reporting. Advocates interested in accurate, destigmatizing news frames might work pro-actively to educate editors and increase reporters' access to providers, patients, and advocates. Copyright © 2017 Elsevier Inc. All rights reserved.

  8. Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance

    Science.gov (United States)

    Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K.

    2013-01-01

    The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…

  9. Split or Steal? Cooperative Behavior When the Stakes Are Large

    NARCIS (Netherlands)

    M.J. van den Assem (Martijn); D. van Dolder (Dennie); R.H. Thaler (Richard)

    2012-01-01

    textabstractWe examine cooperative behavior when large sums of money are at stake, using data from the television game show Golden Balls. At the end of each episode, contestants play a variant on the classic prisoner's dilemma for large and widely ranging stakes averaging over $20,000. Cooperation

  10. Comparison of Online Game Addiction in High School Students with Habitual Computer Use and Online Gaming

    Science.gov (United States)

    Müezzin, Emre

    2015-01-01

    The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…

  11. The Perceived Value of Maths and Academic Self-Efficacy in the Appraisal of Fear Appeals Used Prior to a High-Stakes Test as Threatening or Challenging

    Science.gov (United States)

    Putwain, David William; Symes, Wendy

    2014-01-01

    Previous work has examined how messages communicated to students prior to high-stakes exams, that emphasise the importance of avoiding failure for subsequent life trajectory, may be appraised as threatening. In two studies, we extended this work to examine how students may also appraise such messages as challenging or disregard them as being of…

  12. A Better Leveled Playing Field for Assessing Satisfactory Job Performance of Superintendents on the Basis of High-Stakes Testing Outcomes

    Science.gov (United States)

    Young, I. Phillip; Cox, Edward P.; Buckman, David G.

    2014-01-01

    To assess satisfactory job performance of superintendents on the basis of school districts' high-stakes testing outcomes, existing teacher models were reviewed and critiqued as potential options for retrofit. For these models, specific problems were identified relative to the choice of referent groups. An alternate referent group (statewide…

  13. "It's Important for Them to Know Who They Are": Teachers' Efforts to Sustain Students' Cultural Competence in an Age of High-Stakes Testing

    Science.gov (United States)

    Zoch, Melody

    2017-01-01

    This article examines how four urban elementary teachers designed their literacy instruction in ways that sought to sustain students' cultural competence--maintaining their language and cultural practices while also gaining access to more dominant ones--amid expectations to prepare students for high-stakes testing. A large part of their teaching…

  14. HIGH STAKES CHESS: HASHEMITE MONARCHY MASTERS THE GAME IN SPITE OF ALL ODDS

    Science.gov (United States)

    2017-05-01

    today . According to Ryan, “Jordan exists – sometimes tenuously – in a very difficult neighborhood, surrounded by more powerful states whose problems...continue to play out, and wonders whether 2011 represented an anomaly or a precursor of much greater turmoil yet to come. Globalization and the... business or government district – both regimes clamped down with security forces and progovernment thugs (baltagiya) causing a number of casualties

  15. Emotion at stake—the role of stake size and emotions in a power-to-take game experiment in China with a comparison to Europe

    NARCIS (Netherlands)

    Bosman, Ronald; Hennig-Schmidt, Heike; Van Winden, Frans

    2017-01-01

    This paper experimentally investigates how monetary incentives and emotions influence behavior in a two-player power-to-take game (PTTG). In this game, one player can claim any part of the other's endowment (take rate), and the second player can respond by destroying any part of his or her own

  16. Factors Affecting University Entrants' Performance in High-Stakes Tests: A Multiple Regression Analysis

    Science.gov (United States)

    Uy, Chin; Manalo, Ronaldo A.; Cabauatan, Ronaldo R.

    2015-01-01

    In the Philippines, students seeking admission to a university are usually required to meet certain entrance requirements, including passing the entrance examinations with questions on IQ and English, mathematics, and science. This paper aims to determine the factors that affect the performance of entrants into business programmes in high-stakes…

  17. The Stakes Are High: Ethics Education at U.S. War Colleges

    Science.gov (United States)

    2016-02-13

    the most senior levels is vital.” Cook , “ Professional Military Ethics Across the Career Spectrum,” Paper presented at the Fort Leavenworth Ethics...Press, 2004. Cook , Martin. “ Professional Military Ethics Across the Career Spectrum,” Paper presented at the Fort Leavenworth Ethics Symposium, 15 Nov...the Air War College, Air University, Maxwell AFB, AL. iv Abstract A series of high profile ethical lapses by senior military professionals

  18. Communication and social interaction anxiety enhance interleukin-1 beta and cortisol reactivity during high-stakes public speaking.

    Science.gov (United States)

    Auer, Brandon J; Calvi, Jessica L; Jordan, Nicolas M; Schrader, David; Byrd-Craven, Jennifer

    2018-08-01

    Worry or fear related to speaking in front of others, or more broadly, communicating and interacting with others, is common. At elevated levels, however, it may contribute to heightened stress reactivity during acute speaking challenges. The purpose of this study was to examine multi-system physiological stress reactivity in the context of high-stakes public speaking while considering the impact of hypothesized individual difference risk factors. University student participants (n = 95) delivering speeches as a heavily-weighted component of their final grade had saliva samples collected immediately prior to speaking, immediately after, and 20 min after speech completion. Saliva samples were assayed for alpha amylase (sAA), cortisol, and interleukin-1 beta (IL-1β). Self-reported communication anxiety, social interaction anxiety, rejection sensitivity, and sex were assessed as risk factors for heightened stress reactivity. Salivary sAA, cortisol, and IL-1β significantly changed following speech delivery. Multivariate analyses demonstrated that elevated levels of self-reported communication anxiety and social interaction anxiety were independently associated with increased cortisol and IL-1β responses and combined to enhance HPA axis and inflammatory cytokine activity further (i.e., cortisol and IL-1β AUC I ). Sex and rejection sensitivity were unrelated to physiological stress reactivity. These findings suggest that individuals with elevated communication and interaction fears may be at increased risk of heightened neuroendocrine and inflammatory responses following exposure to acute social stressors. Both types of anxiety may combine to increase physiological reactivity further, with unknown, though likely insalubrious, health consequences over time. Copyright © 2018 Elsevier Ltd. All rights reserved.

  19. Long-lived high and intermediate level radioactive wastes: defining the context, stakes and perspectives

    International Nuclear Information System (INIS)

    2006-01-01

    The French law from December 30, 1991 has defined an ambitious 15 years program of researches in order to explore the different possible paths for the long-term management of long-lived high and intermediate level radioactive wastes. The law foresees also that at the end of the 15 years research program, a project of law will be prepared by the French government and transmitted to the European parliament in 2006. A public debate has been organized and emceed in 2005 in order dialogue with the general public and to gather its questions, remarks and fears. In the framework of their contribution to this debate, the ministries of industry and environment have prepared this document which answers some key questions about radioactive waste management: where do wastes come from, what are the risks, how are they managed today in France and in foreign countries, what are the results of the researches carried out during 15 years, what are the advantages and drawbacks of each waste management solution considered, what is the perspective of application of each solution, what is the position of experts, what will be the decision process. This synthetic document supplies some reference marks to better understand these different points. Some pedagogical files about radioactivity, fuel cycle, and nuclear industry activities are attached to the document. (J.S.)

  20. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    Science.gov (United States)

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  1. Extreme Consumption Drinking Gaming and Prepartying among High School Students

    Science.gov (United States)

    Tomaso, Cara C.; Zamboanga, Byron L.; Haas, Amie L.; Kenney, Shannon R.; Ham, Lindsay S.; Borsari, Brian

    2016-01-01

    Drinking games and prepartying (i.e., drinking before going to a social gathering/event) have emerged as high-risk drinking behaviors in high school students. The present study examines the current prepartying behaviors of high school students who report current participation in extreme-consumption games (e.g., chugging) with those who do not.…

  2. The impact of high-stakes, state-mandated student performance assessment on 10th grade English, mathematics, and science teachers' instructional practices

    Science.gov (United States)

    Vogler, Kenneth E.

    The purpose of this study was to determine if the public release of student results on high-stakes, state-mandated performance assessments influence instructional practices, and if so in what manner. The research focused on changes in teachers' instructional practices and factors that may have influenced such changes since the public release of high-stakes, state-mandated student performance assessment scores. The data for this study were obtained from a 54-question survey instrument given to a stratified random sample of teachers teaching at least one section of 10th grade English, mathematics, or science in an academic public high school within Massachusetts. Two hundred and fifty-seven (257) teachers, or 62% of the total sample, completed the survey instrument. An analysis of the data found that teachers are making changes in their instructional practices. The data show notable increases in the use of open-response questions, creative/critical thinking questions, problem-solving activities, use of rubrics or scoring guides, writing assignments, and inquiry/investigation. Teachers also have decreased the use of multiple-choice and true-false questions, textbook-based assignments, and lecturing. Also, the data show that teachers felt that changes made in their instructional practices were most influenced by an "interest in helping my students attain MCAS assessment scores that will allow them to graduate high school" and by an "interest in helping my school improve student (MCAS) assessment scores," Finally, mathematics teachers and teachers with 13--19 years of experience report making significantly more changes than did others. It may be interpreted from the data that the use of state-mandated student performance assessments and the high-stakes attached to this type of testing program contributed to changes in teachers' instructional practices. The changes in teachers' instructional practices have included increases in the use of instructional practices deemed

  3. Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice

    Science.gov (United States)

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…

  4. The Validity and Incremental Validity of Knowledge Tests, Low-Fidelity Simulations, and High-Fidelity Simulations for Predicting Job Performance in Advanced-Level High-Stakes Selection

    Science.gov (United States)

    Lievens, Filip; Patterson, Fiona

    2011-01-01

    In high-stakes selection among candidates with considerable domain-specific knowledge and experience, investigations of whether high-fidelity simulations (assessment centers; ACs) have incremental validity over low-fidelity simulations (situational judgment tests; SJTs) are lacking. Therefore, this article integrates research on the validity of…

  5. Usability Testing Analysis on The Bana Game as Education Game Design References on Junior High School

    Directory of Open Access Journals (Sweden)

    F. Adnan

    2017-04-01

    Full Text Available Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.

  6. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  7. High-testosterone men reject low ultimatum game offers.

    Science.gov (United States)

    Burnham, Terence C

    2007-09-22

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of 'free' money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game offers are interpreted as challenges, then high-testosterone men may be more likely to reject such offers. In this experiment, men who reject low offers ($5 out of $40) have significantly higher testosterone levels than those who accept. In addition, high testosterone levels are associated with higher ultimatum game offers, but this second finding is not statistically significant.

  8. RWE sells Nafta stake

    International Nuclear Information System (INIS)

    Janoska, J.

    2004-01-01

    At year-end 2000, state-owned Slovensky plynarensky priemysel (SPP) signed a Memorandum of Understanding that set the conditions for the German concern RWE to purchase a 40 % stake in Nafta Gbely. This partnership agreement was meant to grant RWE participation in the management of the gas storage operator, which is controlled by SPP, and allow RWE to increase the use of Nafta's capacities. But in the 3 years since then, these objectives were not met. RWE representatives were not appointed to the Nafta Board and not a single cubic meter of RWE gas was stored at Nafta. RWE denied that it was considering leaving Nafta. Control of Nafta and SPP gradually passed to RWE's major competitors. The attitude of RWE only changed last week, when it sold its stake in Nafta to Ruhrgas under favourable conditions. Although Ruhrgas already more or less controlled Nafta via SPP, it paid RWE 62.22 million Eur for its stake. This represents a price per share of about 12.44 Eur more than RWE paid over two years ago and about double the market price. One of the possible reasons why RWE decided to leave the company is, apart from uncertainty surrounding future participation in the company management, uncertainty regarding whether there is a profit to be made on future dividends. Another reason may be the joint operation of both rivals in a number of companies. And so the Nafta trade may be part of the establishment of areas of influence

  9. The Measurement Invariance of the Student Opinion Survey across English and non-English Language Learner Students within the Context of Low- and High-Stakes Assessments

    Directory of Open Access Journals (Sweden)

    Jason C. Immekus

    2016-09-01

    Full Text Available Student effort on large-scale assessments has important implications on the interpretation and use of scores to guide decisions. Within the United States, English Language Learners (ELLs generally are outperformed on large-scale assessments by non-ELLs, prompting research to examine factors associated with test performance. There is a gap in the literature regarding the test-taking motivation of ELLs compared to non-ELLs and whether existing measures have similar psychometric properties across groups. The Student Opinion Survey (SOS; Sundre, 2007 was designed to be administered after completion of a large-scale assessment to operationalize students’ test-taking motivation. Based on data obtained on 5,257 (41.8% ELL 10th grade students, study purpose was to test the measurement invariance of the SOS across ELLs and non-ELLs based on completion of low- and high-stakes assessments. Preliminary item analyses supported the removal of two SOS items (Items 3 and 7 that resulted in improved internal consistency for each of the two SOS subscales: Importance, Effort. A subsequent multi-sample confirmatory factor analysis (MCFA supported the measurement invariance of the scale’s two-factor model across language groups, indicating it met strict factorial invariance (Meredith 1993. A follow-up latent means analysis found that ELLs had higher effort on both the low- and high-stakes assessment with a small effect size. Effect size estimates indicated negligible differences on the importance factor. Although the instrument can be expected to function similarly across diverse language groups, which may have direct utility of test users and research into factors associated with large-scale test performance, continued research is recommended. Implications for SOS use in applied and research settings are discussed.

  10. School-based assessments in high-stakes examinations in Bhutan: a question of trust? : exploring inconsistencies between external exam scores, school-based assessments, detailed teacher ratings, and student self-ratings

    NARCIS (Netherlands)

    Luyten, Johannes W.; Dolkar, Dechen

    2010-01-01

    This study explores the validity of school-based assessments when they serve to supplement scores on central tests in high-stakes examinations. The school-based continuous assessment (CA) marks are compared to the marks scored on the central written Bhutan Certificate of Secondary Education (BCSE)

  11. Competing with peers: mentalizing-related brain activity reflects what is at stake.

    Science.gov (United States)

    Halko, Marja-Liisa; Hlushchuk, Yevhen; Hari, Riitta; Schürmann, Martin

    2009-06-01

    Competition imposes constraints for humans who make decisions. Concomitantly, people do not only maximize their personal profit but they also try to punish unfair conspecifics. In bargaining games, subjects typically accept equal-share offers but reject unduly small offers; competition affects this balance. Here we used functional magnetic resonance imaging (fMRI) to study adjustment to competition in a bargaining game where subjects competed against another person for a share of the stake. For medium-sized, but not for minimum offers, competition increased the likelihood of acceptance and thus shifted behavior towards maximizing personal profits, emphasizing the importance of financial incentives. Specifically for medium-sized offers, competition was associated with increased brain activation bilaterally in the temporo-parietal junction, a region associated with mentalizing. In the right inferior frontal region, competition-related brain activation was strongest in subjects whose high acceptance rates in the standard ultimatum game hinted at a profit-oriented approach. The results suggest a network of brain areas supporting decision making under competition, with incentive-dependent mentalizing engaged when the competitor's behavior is difficult to predict and when the stake is attractive enough to justify the effort.

  12. High-Level Development of Multiserver Online Games

    Directory of Open Access Journals (Sweden)

    Frank Glinka

    2008-01-01

    Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.

  13. COP21: defense stakes

    International Nuclear Information System (INIS)

    Coldefy, Alain; Hulot, Nicolas; Aichi, Leila; Tertrais, Bruno; Paillard, Christophe-Alexandre; Piodi, Jerome; Regnier, Serge; Volpi, Jean-Luc; Descleves, Emmanuel; Garcin, Thierry; Granholm, Niklas; Wedin, Lars; Pouvreau, Ana; Henninger, Laurent

    2015-01-01

    The 21. Conference of the Parties (COP21) from the UN Framework Convention took place in Paris between November 30 and December 11, 2015. The challenge is to reach a universal agreement of fight against global warming and to control the carbon footprint of human activities. This topic is in the core of the Defense Ministry preoccupations. This special dossier takes stock of the question of defense issues linked with global warming. The dossier comprises 13 papers dealing with: 1 - COP21: defense stakes (Coldefy, A.); 2 - Warfare climate, a chance for peace (Hulot, N.); 3 - COP21 and defense (Aichi, L.); 4 - A war climate? (Tertrais, B.); 5 - Challenges the World has to face in the 21. century (Paillard, C.A.); 6 - Desertification: a time bomb in the heart of Sahel (Piodi, J.); 7 - The infrastructure department of defense in the fight against climate disturbance (Regnier, S.); 8 - Fight against global warming, a chance for the forces? (Volpi, J.L.); 9 - Sea and sustainable development (Descleves, E.); 10 - Rationales of Arctic's surrounding powers (Garcin, T.); 11 - Arctic: strategic stake (Granholm, N.; Wedin, L.); 12 - Strategic impact of Turkey's new energy choices (Pouvreau, A.); 13 - Climate and war: a brief historical outlook (Henninger, L.)

  14. Active Gaming Among High School Students--United States, 2010.

    Science.gov (United States)

    Song, MinKyoung; Carroll, Dianna D; Lee, Sarah M; Fulton, Janet E

    2015-08-01

    Our study is the first to describe the prevalence and correlates (demographics, body mass index [BMI], sedentary behaviors, and physical activity) of high school youth who report active videogame playing (active gaming) in a U.S. representative sample. The National Youth Physical Activity and Nutrition Study of 2010 provided data for this study. Active gaming was assessed as the number of days in the 7 days prior to the survey that students in grades 9-12 (14-18 years of age) reported participating in active videogames (e.g., "Wii™ Fit" [Nintendo, Kyoto, Japan], "Dance Dance Revolution" [Konami, Osaka, Japan]). Students reporting ≥1 days were classified as active gamers. Logistic regression was used to examine the association among active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Among 9125 U.S. high school students in grades 9-12 surveyed, 39.9 percent (95 percent confidence interval=37.9 percent, 42.0 percent) reported active gaming. Adjusting for covariates, the following characteristics were positively associated (Pblack, non-Hispanic race/ethnicity; being overweight or obese; watching DVDs >0 hours/day; watching TV >0 hours/day; and meeting guidelines for aerobic and muscle-strengthening physical activity. Four out of 10 U.S. high school students report participating in active gaming. Active gamers tend to spend more time watching DVDs or TV, meet guidelines for physical activity, and/or be overweight or obese compared with nonactive gamers. These findings may serve to provide a baseline to track active gaming in U.S. youth and inform interventions that target sedentary behaviors and/or physical activity.

  15. Game Development as Students’ Engagement Project in High School Mathematics

    Directory of Open Access Journals (Sweden)

    Ryan V. Dio

    2015-12-01

    Full Text Available The general expectancies of the enhanced basic education curriculum in the Philippines focuses on the performance standards which can be expressed when students are able to produce products as evidence that they can transfer or use their learning in real-life situations. One way to assess students achievement is through an engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of their learning. This descriptive method of research employed content analysis procedures and survey in describing and assessing the significant feature of the mathematical games as potential learning devices developed by the high school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The study revealed that the high school students developed mathematical board games with different objectives and mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated in the game through question card and mechanics of the game itself. The groups of students and teachers have high level of agreement as to the workmanship and usability, mechanics and organization, relevance to instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching strategy to produce products and performance that would provide evidence of students’ learning. The school curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and classroom utilization.

  16. Estimating the energy use of high definition games consoles

    International Nuclear Information System (INIS)

    Webb, A.; Mayers, K.; France, C.; Koomey, J.

    2013-01-01

    As the energy use of games consoles has risen, due to increased ownership and use and improved performance and functionality, various governments have shown an interest in ways to improve their energy efficiency. Estimates of console energy use vary widely between 32 and 500 kWh/year. Most such estimates are unreliable as they are based on incorrect assumptions and unrepresentative data. To address the shortcomings of existing estimates of console energy use, this study collates, normalises and analyses available data for power consumption and usage. The results show that the average energy use of high definition games consoles (sold between 2005 and 2011 inclusive) can be estimated at 102 kWh/year, and 64 kWh/year for new console models on sale in early 2012. The calculations herein provide representative estimates of console energy use during this period, including a breakdown of the relative contribution of different usage modes. These results could be used as a baseline to evaluate the potential energy savings from efficiency improvements in games consoles, and also to assess the potential effectiveness of any proposed energy efficiency standards. Use of accurate data will help ensure the implementation of the most effective efficiency policies and standards. - Highlights: • Estimates of games console energy use vary significantly. • New energy use estimates calculated for high definition games consoles. • Consoles currently on sale use 37% less energy than earlier models. • Gaming accounts for over 50% of console energy use. • Further research regarding console usage is needed, particularly inactive time

  17. Post-examination interpretation of objective test data: monitoring and improving the quality of high-stakes examinations--a commentary on two AMEE Guides.

    Science.gov (United States)

    Tavakol, Mohsen; Dennick, Reg

    2012-01-01

    As great emphasis is rightly placed upon the importance of assessment to judge the quality of our future healthcare professionals, it is appropriate not only to choose the most appropriate assessment method, but to continually monitor the quality of the tests themselves, in a hope that we may continually improve the process. This article stresses the importance of quality control mechanisms in the exam cycle and briefly outlines some of the key psychometric concepts including reliability measures, factor analysis, generalisability theory and item response theory. The importance of such analyses for the standard setting procedures is emphasised. This article also accompanies two new AMEE Guides in Medical Education (Tavakol M, Dennick R. Post-examination Analysis of Objective Tests: AMEE Guide No. 54 and Tavakol M, Dennick R. 2012. Post examination analysis of objective test data: Monitoring and improving the quality of high stakes examinations: AMEE Guide No. 66) which provide the reader with practical examples of analysis and interpretation, in order to help develop valid and reliable tests.

  18. The Grasshopper and the Ant: Motivational Responses of Low-Achieving Students to High-Stakes Testing.

    Science.gov (United States)

    Roderick, Melissa; Engel, Mimi

    2001-01-01

    Examined the responses of 102 low achieving sixth and eighth graders to Chicago's highly publicized efforts to end social promotion. Students generally described increased work efforts, and students with high levels of work effort generally had greater than average learning gains and positive outcomes in terms of promotion. About one-third of…

  19. Parenting in the Age of High-Stakes Testing: Gifted and Talented Admissions and the Meaning of Parenthood

    Science.gov (United States)

    Roda, Allison

    2017-01-01

    Background/Context: This work contributes to the growing body of scholarly and popular literature on middle-class parental anxiety and competition to ensure their children's academic success. Specifically, this study provides a better understanding of the measures parents will take to obtain high status gifted and talented (G&T) placements…

  20. The Devil's in the Details: Evidence from the GED on Large Effects of Small Differences in High Stakes Exams

    Science.gov (United States)

    Tyler, John H.; Murnane, Richard J.; Willett, John B.

    2004-01-01

    As part of standards-based educational reform efforts, more than 40 states will soon require students to achieve passing scores on standardized exams in order to obtain a high school diploma. Currently, many states are struggling with the design of their examination systems, debating such questions as which subjects should be tested, what should…

  1. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    Science.gov (United States)

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  2. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games.

    Science.gov (United States)

    Andersson, Helena A; Randers, Morten B; Heiner-Møller, Anja; Krustrup, Peter; Mohr, Magni

    2010-04-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM. The distances covered in high-intensity running (HIR) and sprinting were longer (p game types, the amount of HIR was reduced by 24-27% (p game. The midfielders covered longer (p game and in the most intense 5-minute period of the games, whereas no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus, our results are important to coaches to prepare players to meet the challenges of international soccer games and show that the ability to perform intense intermittent exercise should be trained regularly in elite female players.

  3. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    Science.gov (United States)

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  4. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  5. Relationships between high-stakes clinical skills exam scores and program director global competency ratings of first-year pediatric residents

    Directory of Open Access Journals (Sweden)

    Erik E. Langenau

    2011-09-01

    Full Text Available Responding to mandates from the Accreditation Council for Graduate Medical Education (ACGME and American Osteopathic Association (AOA, residency programs have developed competency-based assessment tools. One such tool is the American College of Osteopathic Pediatricians (ACOP program directors’ annual report. High-stakes clinical skills licensing examinations, such as the Comprehensive Osteopathic Medical Licensing Examination Level 2-Performance Evaluation (COMLEX-USA Level 2-PE, also assess competency in several clinical domains.The purpose of this study is to investigate the relationships between program director competency ratings of first-year osteopathic residents in pediatrics and COMLEX-USA Level 2-PE scores from 2005 to 2009.The sample included all 94 pediatric first-year residents who took COMLEX-USA Level 2-PE and whose training was reviewed by the ACOP for approval of training between 2005 and 2009. Program director competency ratings and COMLEX-USA Level 2-PE scores (domain and component were merged and analyzed for relationships.Biomedical/biomechanical domain scores were positively correlated with overall program director competency ratings. Humanistic domain scores were not significantly correlated with overall program director competency ratings, but did show moderate correlation with ratings for interpersonal and communication skills. The six ACGME or seven AOA competencies assessed empirically by the ACOP program directors’ annual report could not be recovered by principal component analysis; instead, three factors were identified, accounting for 86% of the variance between competency ratings.A few significant correlations were noted between COMLEX-USA Level 2-PE scores and program director competency ratings. Exploring relationships between different clinical skills assessments is inherently difficult because of the heterogeneity of tools used and overlap of constructs within the AOA and ACGME core competencies.

  6. Relationships between high-stakes clinical skills exam scores and program director global competency ratings of first-year pediatric residents

    Science.gov (United States)

    Langenau, Erik E.; Pugliano, Gina; Roberts, William L.

    2011-01-01

    Background Responding to mandates from the Accreditation Council for Graduate Medical Education (ACGME) and American Osteopathic Association (AOA), residency programs have developed competency-based assessment tools. One such tool is the American College of Osteopathic Pediatricians (ACOP) program directors’ annual report. High-stakes clinical skills licensing examinations, such as the Comprehensive Osteopathic Medical Licensing Examination Level 2-Performance Evaluation (COMLEX-USA Level 2-PE), also assess competency in several clinical domains. Objective The purpose of this study is to investigate the relationships between program director competency ratings of first-year osteopathic residents in pediatrics and COMLEX-USA Level 2-PE scores from 2005 to 2009. Methods The sample included all 94 pediatric first-year residents who took COMLEX-USA Level 2-PE and whose training was reviewed by the ACOP for approval of training between 2005 and 2009. Program director competency ratings and COMLEX-USA Level 2-PE scores (domain and component) were merged and analyzed for relationships. Results Biomedical/biomechanical domain scores were positively correlated with overall program director competency ratings. Humanistic domain scores were not significantly correlated with overall program director competency ratings, but did show moderate correlation with ratings for interpersonal and communication skills. The six ACGME or seven AOA competencies assessed empirically by the ACOP program directors’ annual report could not be recovered by principal component analysis; instead, three factors were identified, accounting for 86% of the variance between competency ratings. Discussion A few significant correlations were noted between COMLEX-USA Level 2-PE scores and program director competency ratings. Exploring relationships between different clinical skills assessments is inherently difficult because of the heterogeneity of tools used and overlap of constructs within the AOA

  7. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  8. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  9. Teaching English through Online Games for Junior High School Students

    Directory of Open Access Journals (Sweden)

    Sastika Seli

    2015-04-01

    Full Text Available Teaching language is an attractive activity both for the teacher and for the acceptor. They can interact together in this act. Teaching English is a challenge for the teachers to make the students interest in English because as we know English is not the first language for some countries in this world including Indonesia. There are various ways and ideas to teach English so that it can be fun and interest to be taught and to be learnt. But those ways and ideas also should be an up date method and also use a modern technology to be implemented. Along with the development of modern technology, the teachers should involve with it and make it as a part of English teaching tools. Two of the famous and sophisticated tools are computer and the internet. These things have a close relation to be urgent equipment for people. In this article, the writer wants to purpose the use of online games as a way to teach English for junior high school. Te article aims to give another teaching alternative in attracting the junior high school students to learn English in funny and enjoyable way. Through online games they do not only can play the various games but also indirectly they do the exercises of English skills.

  10. Video Game Addiction among High School Students in Hordaland; Prevalence and Correlates

    OpenAIRE

    Bjordal, Sunniva Alsvik; Skumsnes, Toril; Ørland, Anette

    2011-01-01

    The aim of this study was to estimate the prevalence and correlates of video game addiction among high school students (N = 531) in Hordaland county, Norway. Video game addiction measured by the Game Addiction Scale for Adolescents was estimated both by a monothetic and a polythetic format. The prevalence was found to be 2.5% and 12.5%, respectively. Regression analyses were conducted where video game addiction comprised the dependent variable. Demographic variables, depression, anxiety, lone...

  11. Causes and Effects of Online Video Game Playing Among Junior-Senior High School Students in Malang East Java

    OpenAIRE

    Eskasasnanda, I Dewa Putu

    2017-01-01

    Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...

  12. High user control in game design elements increases compliance and in-game performance in a memory training game

    Directory of Open Access Journals (Sweden)

    Aniket eNagle

    2015-11-01

    Full Text Available Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old playing a game-like version of the n-back task on a tablet at home for three weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (USER-CONTROL and AUTO were compared for frequency of play, duration of play, and performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better performance, with an emphasis on home-based training.

  13. Small Stakes Risk Aversion in the Laboratory

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Lau, Morten I.; Ross, Don

    2017-01-01

    Evidence of risk aversion in laboratory settings over small stakes leads to a priori implausible levels of risk aversion over large stakes under certain assumptions. One core assumption in statements of this calibration puzzle is that small-stakes risk aversion is observed over all levels of wealth...

  14. Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

  15. High-testosterone men reject low ultimatum game offers

    OpenAIRE

    Burnham, Terence C

    2007-01-01

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of ‘free’ money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game...

  16. The Relationship between Utilization of Computer Games and Spatial Abilities among High School Students

    Science.gov (United States)

    Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan

    2015-01-01

    This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…

  17. An Investigation of High School Students' Online Game Addiction with Respect to Gender

    Science.gov (United States)

    Müezzin, Emre

    2015-01-01

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…

  18. The rhythm and tempo of the game of highly qualified teams

    Directory of Open Access Journals (Sweden)

    V’yacheslav Mulik

    2015-06-01

    Full Text Available Purpose: to set indicators of rhythm and tempo of the game teams of high qualification. Material and Methods: analysis of the scientific-methodical literature, registration of technical-tactical actions, methods of mathematical statistics. The study of competitive activities was conducted with participating teams of world championship 2014. Results: the acticle shows indicators of the rhythm and tempo of the game of well-qualified teams. Conclusions: teams-winners have surpassed teams that concede in terms of indicators of passes the ball, shots at goal, the rhythm of the game, tempo of game.

  19. A high-performance visual profiler for games

    NARCIS (Netherlands)

    Roza, M.; Schroders, M.; Wetering, van de H.M.M.

    2009-01-01

    Video games are software products with the purpose to entertain its players. Unfortunately, the performance of video games can suddenly decrease; this phenomenon is called a frame drop, and causes the amount of fun experienced by players to drop. To avoid this behavior, usually the process of

  20. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    Science.gov (United States)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed

  1. Comparing Computer Game and Traditional Lecture Using Experience Ratings from High and Low Achieving Students

    Science.gov (United States)

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David

    2012-01-01

    Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…

  2. The Construction of an Online Competitive Game-Based Learning System for Junior High School Students

    Science.gov (United States)

    Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu

    2012-01-01

    The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…

  3. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    Science.gov (United States)

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  4. Not Driven by High-Stakes Tests: Exploring Science Assessment and College Readiness of Students from an Urban Portfolio Community High School

    Science.gov (United States)

    Fleshman, Robin Earle

    This case study seeks to explore three research questions: (1) What science teaching and learning processes, perspectives, and cultures exist within the science classroom of an urban portfolio community high school? (2) In what ways does the portfolio-based approach prepare high school students of color for college level science coursework, laboratory work, and assessment? (3) Are portfolio community high school students of color college ready? Is there a relationship between students' science and mathematics performance and college readiness? The overarching objectives of the study are to learn, understand, and describe an urban portfolio community high school as it relates to science assessment and college readiness; to understand how the administration, teachers, and alumni perceive the use of portfolios in science learning and assessment; and to understand how alumni view their preparation and readiness for college and college science coursework, laboratory work, and assessments. The theoretical framework of this study encompasses four theories: critical theory, contextual assessment, self-regulated learning, and ethic of care. Because the urban high school studied partnered with a community-based organization (CBO), it identifies as a community school. Therefore, I provide context regarding the concept, culture, and services of community schools. Case study is the research design I used to explore in-depth this urban portfolio community high school, which involved mixed methods for data collection and analysis. In total, six alumni/current college students, five school members (administrators and teachers), and three CBO members (administrators, including myself) participated in the study. In addition to school artefacts and student portfolios collected, classroom and portfolio panel presentation observations and 13 semi-structured interviews were conducted to understand the portfolio-based approach as it pertains to science learning and assessment and college

  5. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2018-04-01

    To encourage high school students to meet physical activity goals using a newly developed game, and to document the feasibility, benefits, and challenges of using an electronic gaming application to promote physical activity in high school students. Working with youth and game designers an electronic game, Camp Conquer, was developed to motivate high school students to meet physical activity goals. One-hundred-five high school students were recruited to participate in a 12-week pilot test of the game and randomly assigned to a Game Condition or Control Condition. Students in both conditions received a FitBit to track their activity, and participants in the Game Condition received access to Camp Conquer. Number of steps and active minutes each day were tracked for all participants. FitBit use, game logins, and qualitative feedback from researchers, school personnel, and participants were used to determine intervention engagement. The majority of study participants did not consistently wear their FitBit or engage with the gaming intervention. Numerous design challenges and barriers to successful implementation such as the randomized design, absence of a true school-based champion, ease of use, and game glitches were identified. Developing games is an exciting technique for motivating the completion of a variety of health behaviors. Although the present intervention was not successful in increasing physical activity in high school students, important lessons were learned regarding how to best structure a gaming intervention for the high school population.

  6. Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

    OpenAIRE

    Jin, Ge; Tu, Manghui; Kim, Tae-Hoon; Heffron, Justin; White, Jonathan

    2018-01-01

    The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW) launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to...

  7. The Relationship Between Utilization of Computer Games and Spatial Abilities Among High School Students

    Directory of Open Access Journals (Sweden)

    Vahid Motamedi

    2015-07-01

    Full Text Available This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage and the Newton and Bristol spatial ability questionnaire with reliability value of .85. Data were analyzed using Pearson’s correlation coefficient. Results showed that there was a meaningful relationship between the use of computer games and spatial ability (r = .59 and p = 00.00, there was a meaningful relationship between the use of computer games and the spatial perceived ability (r = .60 and p = .00, there was a meaningful relationship between the use of computer games and mental rotation ability (r = .48 and p = .00 and there was a meaningful relationship between computer game use and spatial visualization ability (r = .48 and p = .00. In general, the findings showed there was a positive and a significant relationship between the use of computer games and spatial abilities in students.

  8. Risk Aversion in Game Shows

    DEFF Research Database (Denmark)

    Andersen, Steffen; Harrison, Glenn W.; Lau, Morten I.

    2008-01-01

    We review the use of behavior from television game shows to infer risk attitudes. These shows provide evidence when contestants are making decisions over very large stakes, and in a replicated, structured way. Inferences are generally confounded by the subjective assessment of skill in some games......, and the dynamic nature of the task in most games. We consider the game shows Card Sharks, Jeopardy!, Lingo, and finally Deal Or No Deal. We provide a detailed case study of the analyses of Deal Or No Deal, since it is suitable for inference about risk attitudes and has attracted considerable attention....

  9. Small Stakes Risk Aversion in the Laboratory

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Lau, Morten; Ross, Don

    Evidence of risk aversion in laboratory settings over small stakes leads to a priori implausible levels of risk aversion over large stakes under certain assumptions. One core assumption in standard statements of this calibration puzzle is that individuals define utility over terminal wealth......, and that terminal wealth is defined as the sum of extra-lab wealth and any wealth accumulated in the lab. This assumption is often used in Expected Utility Theory, as well as popular alternatives such as RankDependent Utility theory. Another core assumption is that the small-stakes risk aversion is observed over...... all levels of wealth, or over a “sufficiently large” range of wealth. Although this second assumption if often viewed as self-evident from the vast experimental literature showing risk aversion over laboratory stakes, it actually requires that lab wealth be varied for a given subject as one takes...

  10. A stake in the business.

    Science.gov (United States)

    Sullivan, Chris T

    2005-09-01

    When Chris Sullivan and three friends opened the first Outback Steakhouse in March 1988, in Tampa, Florida, they were hoping it would be successful enough to spawn a few more and maybe some other kinds of restaurants as well. Since then, their chain of Australia-themed restaurants has grown to some 900 locations and counting-plus another 300 or so "concept" restaurants that operate from under Outback's corporate umbrella. Growth like that doesn't happen accidentally, Sullivan says, but it certainly wasn't part of the original plan. In this first-person account, Outback's chairman describes the organization's formula for growth and development, which is consciously rooted in the founders' belief in putting people first. They've created an organizational model in which field managers make most of the decisions, garner the rewards, and live with the consequences. Specifically, the founders believe that the most effective way to make customers happy is to first take care of the people who cook for them, serve them, and supervise operations at the restaurants. Outback servers have fewer tables to worry about than those at other restaurant chains; the cooks have bigger, cooler, better-equipped kitchens; and the supervisors work their way up the ranks toward an equity stake in the restaurant or region they run. There are no administrative layers between field managers and the executives at headquarters. Giving employees good working conditions and the chance to become owners has proved to be good business: Turnover among hourly employees is low, and Outback and its subsidiaries opened 120 restaurants last year, increasing sales by 20.1%. The company must grow in order to keep offering career opportunities to its workers; in turn, those opportunities ensure that Outbackers remain committed to making customers happy and the company successful.

  11. Multilevel stake holder consensus building in radioactive waste management

    International Nuclear Information System (INIS)

    Dreimanis, Andrejs

    2008-01-01

    Full text: The increased demand of our society to its quality of life, global security and environmental safety as well as to observing a basic ethical principle of equity have advanced our attitude towards the recent proposals to develop shared multinational projects in the use of nuclear energy technologies, in particular, to: a) Siting of shared deep repositories for high-level radioactive waste (RW) and spent nuclear fuel safe disposal. In turn, arrangement of multinational facilities requires to gain more complex consensus between all involved parties. Method: We propose an interdisciplinary synergetic approach to multilevel consensus building for siting and construction of shared multinational repositories for RW deep disposal, based on self-organization (SO) of various stake holders, chaos and fuzziness concepts as well as Ashby principle of requisite variety. In the siting of a multi-national repository there appears an essential novel component of stake holder consensus building, namely: to reach consent - political, social, economic, ecological - among international partners, in addition to solving the whole set of intra-national consensus building items. An entire partnering country is considered as a national stake holder, represented by the national government, being faced to simultaneous seeking an upward (international) and a downward (intra-national) consensus in a psychologically stressed environment, having possibly diverse political, economic and social interests. Main Results: Following inferences about building of multilevel consensus are developed: 1) The basis of synergetic approach to stake holder interaction - informational SO, by forming a knowledge-creating stake holder community via cooperation and competition among individuals, public bodies/groups, companies, institutions; 2) Building of international stake holder consensus could be promoted by activating and diversifying multilateral interactions between intra- and international stake

  12. Design Optimization and Fatigue Analysis of Laser Stake Welded Connections

    Science.gov (United States)

    2008-06-01

    is ultimately envisioned that laser welding will be as common in the shipyard as other processes such -- as MIG, TIG and SMAW. Laser stake- welding of...input from conventional welding techniques can be detrimental to the polymer matrix composite material. In comparison, the laser welding process allows...more discrete frequencies. In the laser welding process , the photons are targeted on the work piece surface which needs to be welded . Highly

  13. Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

    Directory of Open Access Journals (Sweden)

    Ge Jin

    2018-02-01

    Full Text Available The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to teach social engineering, cyber-attack and defense methods, secure online behavior, and cybersecurity principles. Survey result of 154 camp participants indicated that the cybersecurity education games were very effective in cybersecurity awareness training. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students’ interests in computer science and cybersecurity was more effective in male high school students than in female students.

  14. The Relationship between Internet and Computer Game Addiction Level and Shyness among High School Students

    Science.gov (United States)

    Ayas, Tuncay

    2012-01-01

    This study is conducted to determine the relationship between the internet and computer games addiction level and the shyness among high school students. The participants of the study consist of 365 students attending high schools in Giresun city centre during 2009-2010 academic year. As a result of the study a positive, meaningful, and high…

  15. Mathematics Achievement with Digital Game-Based Learning in High School Algebra 1 Classes

    Science.gov (United States)

    Ferguson, Terri Lynn Kurley

    2014-01-01

    This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…

  16. Just Working with the Cellular Machine: A High School Game for Teaching Molecular Biology

    Science.gov (United States)

    Cardoso, Fernanda Serpa; Dumpel, Renata; Gomes da Silva, Luisa B.; Rodrigues, Carlos R.; Santos, Dilvani O.; Cabral, Lucio Mendes; Castro, Helena C.

    2008-01-01

    Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several…

  17. The Differences among Three-, Four-, and Five-Option-Item Formats in the Context of a High-Stakes English-Language Listening Test

    Science.gov (United States)

    Lee, HyeSun; Winke, Paula

    2013-01-01

    We adapted three practice College Scholastic Ability Tests (CSAT) of English listening, each with five-option items, to create four- and three-option versions by asking 73 Korean speakers or learners of English to eliminate the least plausible options in two rounds. Two hundred and sixty-four Korean high school English-language learners formed…

  18. Students' Viewpoint of Computer Game for Training in Indonesian Universities and High Schools

    Science.gov (United States)

    Wahyudin, Didin; Hasegawa, Shinobu; Kamaludin, Apep

    2017-01-01

    This paper describes the survey--conducted in Indonesian universities (UNIV) and high schools (HS)--whose concern is to examine preferences and influences of computer game for training. Comparing the students' viewpoint between both educational levels could determine which educational level would satisfy the need of MAGNITUDE--mobile serious game…

  19. High-Stakes Testing in the Warm Heart of Africa:The Challenges and Successes of the Malawi National Examinations Board

    Directory of Open Access Journals (Sweden)

    Elias Chakwera

    2004-06-01

    Full Text Available In the United States, tests are held to high standards of quality. In developing countries such as Malawi, psychometricians must deal with these same high standards as well as several additional pressures such as widespread cheating, test administration difficulties due to challenging landscapes and poor resources, difficulties in reliably scoring performance assessments, and extreme scrutiny from political parties and the popular press. The purposes of this paper are to (a familiarize the measurement community in the US about Malawi’s assessment programs, (b discuss some of the unique challenges inherent in such a program, (c compare testing conditions and test administration formats between Malawi and the US, and (d provide suggestions for improving large-scale testing in countries such as the US and Malawi. By learning how a small country instituted and supports its current testing programs, a broader perspective on resolving current measurement problems throughout the world will emerge.

  20. The energy stakes - After Fukushima. 2. ed.

    International Nuclear Information System (INIS)

    Iacona, Estelle; Taine, Jean; Tamain, Bernard

    2012-01-01

    The energy question today is worldwide and depends on major geopolitical stakes (demography, development, water, health, environment, research, risks). The energy must be universally produced and distributed together with minimizing pollutions, nuclear risks and CO 2 emissions. This new edition of 'the energy stakes' is fully updated and approaches some of the main questions that any responsible citizen should ask. It comprises 3 parts dealing with: a comprehensive review of the energy question in most of countries in the world, the constraints and challenges to take up to manage energy in an optimum way, and a prospective study about the control of energy consumption and about the existing technical solutions. (J.S)

  1. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  2. Effect of extrinsic incentives on use of test anxiety as an anticipatory attributional defense: playing it cool when the stakes are high.

    Science.gov (United States)

    Greenberg, J; Pyszczynski, T; Paisley, C

    1984-11-01

    We conducted an experiment to assess the effect of extrinsic incentives on the use of test anxiety as a self-handicapping strategy. We hypothesized that although reports of anxiety may be greater when such symptoms can serve a defensive function, this effect occurs only when extrinsic incentives are low and not under conditions of high extrinsic incentive. Eighty-four male undergraduates anticipated taking a test of intellectual abilities and either were led to believe that test anxiety has no effect on test performance or were given no particular information about the relation between test anxiety and performance. Subjects were offered either +5 or +25 for obtaining the highest score on the test. Consistent with predictions, no-information subjects reported greater test anxiety before the test than did those who believed that test anxiety was unrelated to performance, but only when the extrinsic incentive for performance was low. However, these subjects did not report greater cognitive interference or exhibit lower test scores than did subjects in other conditions. It is tentatively suggested that the defensive strategy used by these subjects consisted of altering perceptions of anxiety, rather than anxiety itself. The implications of the absence of self-handicapping under high incentive conditions are discussed.

  3. Order effects in high stakes undergraduate examinations: an analysis of 5 years of administrative data in one UK medical school.

    Science.gov (United States)

    Burt, Jenni; Abel, Gary; Barclay, Matt; Evans, Robert; Benson, John; Gurnell, Mark

    2016-10-11

    To investigate the association between student performance in undergraduate objective structured clinical examinations (OSCEs) and the examination schedule to which they were assigned to undertake these examinations. Analysis of routinely collected data. One UK medical school. 2331 OSCEs of 3 different types (obstetrics OSCE, paediatrics OSCE and simulated clinical encounter examination OSCE) between 2009 and 2013. Students were not quarantined between examinations. (1) Pass rates by day examination started, (2) pass rates by day station undertaken and (3) mean scores by day examination started. We found no evidence that pass rates differed according to the day on which the examination was started by a candidate in any of the examinations considered (p>0.1 for all). There was evidence (p=0.013) that students were more likely to pass individual stations on the second day of the paediatrics OSCE (OR 1.27, 95% CI 1.05 to 1.54). In the cases of the simulated clinical encounter examination and the obstetrics and gynaecology OSCEs, there was no (p=0.42) or very weak evidence (p=0.099), respectively, of any such variation in the probability of passing individual stations according to the day they were attempted. There was no evidence that mean scores varied by day apart from the paediatric OSCE, where slightly higher scores were achieved on the second day of the examination. There is little evidence that different examination schedules have a consistent effect on pass rates or mean scores: students starting the examinations later were not consistently more or less likely to pass or score more highly than those starting earlier. The practice of quarantining students to prevent communication with (and subsequent unfair advantage for) subsequent examination cohorts is unlikely to be required. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  4. Game Performance Decisions of International Baccalaureate Students in Korea and Students in a Traditional American High School

    Science.gov (United States)

    Everhart, Brett; Everhart, Kim; Everhart, Tyler

    2016-01-01

    The educational experiences of students engaged in different contexts of learning, particularly curriculum delivered and international travel and residence experiences may be related to problem-solving skills and game decisions and efficiency of high school students engaged in modified game play during physical education class. This study explores…

  5. Stress Induces Contextual Blindness in Lotteries and Coordination Games

    Directory of Open Access Journals (Sweden)

    Isabelle Brocas

    2017-12-01

    Full Text Available In this paper, we study how stress affects risk taking in three tasks: individual lotteries, Stag Hunt (coordination games, and Hawk-Dove (anti-coordination games. Both control and stressed subjects take more risks in all three tasks when the value of the safe option is decreased and in lotteries when the expected gain is increased. Also, subjects take longer to take decisions when stakes are high, when the safe option is less attractive and in the conceptually more difficult Hawk-Dove game. Stress (weakly increases reaction times in those cases. Finally, our main result is that the behavior of stressed subjects in lotteries, Stag Hunt and Hawk-Dove are all highly predictive of each other (p-value < 0.001 for all three pairwise correlations. Such strong relationship is not present in our control group. Our results illustrate a “contextual blindness” caused by stress. The mathematical and behavioral tensions of Stag Hunt and Hawk-Dove games are axiomatically different, and we should expect different behavior across these games, and also with respect to the individual task. A possible explanation for the highly significant connection across tasks in the stress condition is that stressed subjects habitually rely on one mechanism to make a decision in all contexts whereas unstressed subjects utilize a more cognitively flexible approach.

  6. Resitting a high-stakes postgraduate medical examination on multiple occasions: nonlinear multilevel modelling of performance in the MRCP(UK examinations

    Directory of Open Access Journals (Sweden)

    McManus IC

    2012-06-01

    Full Text Available Abstract Background Failure rates in postgraduate examinations are often high and many candidates therefore retake examinations on several or even many times. Little, however, is known about how candidates perform across those multiple attempts. A key theoretical question to be resolved is whether candidates pass at a resit because they have got better, having acquired more knowledge or skills, or whether they have got lucky, chance helping them to get over the pass mark. In the UK, the issue of resits has become of particular interest since the General Medical Council issued a consultation and is considering limiting the number of attempts candidates may make at examinations. Methods Since 1999 the examination for Membership of the Royal Colleges of Physicians of the United Kingdom (MRCP(UK has imposed no limit on the number of attempts candidates can make at its Part 1, Part2 or PACES (Clinical examination. The present study examined the performance of candidates on the examinations from 2002/2003 to 2010, during which time the examination structure has been stable. Data were available for 70,856 attempts at Part 1 by 39,335 candidates, 37,654 attempts at Part 2 by 23,637 candidates and 40,303 attempts at PACES by 21,270 candidates, with the maximum number of attempts being 26, 21 and 14, respectively. The results were analyzed using multilevel modelling, fitting negative exponential growth curves to individual candidate performance. Results The number of candidates taking the assessment falls exponentially at each attempt. Performance improves across attempts, with evidence in the Part 1 examination that candidates are still improving up to the tenth attempt, with a similar improvement up to the fourth attempt in Part 2 and the sixth attempt at PACES. Random effects modelling shows that candidates begin at a starting level, with performance increasing by a smaller amount at each attempt, with evidence of a maximum, asymptotic level for

  7. Resitting a high-stakes postgraduate medical examination on multiple occasions: nonlinear multilevel modelling of performance in the MRCP(UK) examinations.

    Science.gov (United States)

    McManus, I C; Ludka, Katarzyna

    2012-06-14

    Failure rates in postgraduate examinations are often high and many candidates therefore retake examinations on several or even many times. Little, however, is known about how candidates perform across those multiple attempts. A key theoretical question to be resolved is whether candidates pass at a resit because they have got better, having acquired more knowledge or skills, or whether they have got lucky, chance helping them to get over the pass mark. In the UK, the issue of resits has become of particular interest since the General Medical Council issued a consultation and is considering limiting the number of attempts candidates may make at examinations. Since 1999 the examination for Membership of the Royal Colleges of Physicians of the United Kingdom (MRCP(UK)) has imposed no limit on the number of attempts candidates can make at its Part 1, Part 2 or PACES (Clinical) examination. The present study examined the performance of candidates on the examinations from 2002/2003 to 2010, during which time the examination structure has been stable. Data were available for 70,856 attempts at Part 1 by 39,335 candidates, 37,654 attempts at Part 2 by 23,637 candidates and 40,303 attempts at PACES by 21,270 candidates, with the maximum number of attempts being 26, 21 and 14, respectively. The results were analyzed using multilevel modelling, fitting negative exponential growth curves to individual candidate performance. The number of candidates taking the assessment falls exponentially at each attempt. Performance improves across attempts, with evidence in the Part 1 examination that candidates are still improving up to the tenth attempt, with a similar improvement up to the fourth attempt in Part 2 and the sixth attempt at PACES. Random effects modelling shows that candidates begin at a starting level, with performance increasing by a smaller amount at each attempt, with evidence of a maximum, asymptotic level for candidates, and candidates showing variation in starting

  8. Evaluation of the game Synthesizing Proteins addressed to high school students

    Directory of Open Access Journals (Sweden)

    C.C.P. da Silva

    2006-07-01

    Full Text Available Studies demonstrate that a good strategy in education is the use of games in the school atmosphere, intensifying the teaching and learning process. The game as educational tool motivates the students in an emotional, motor, social and cognitive way, helping them to create mental outlines, to develop the reasoning and in the construction of the knowledge. In this context, the dissemination team of the Centre for Structural Molecular Biotechnology (CBME, in partnership with the Centre for Scientific and Cultural Dissemination (CDCC-USP, developed a board game entitled Synthesizing Proteins, in order to help the learning and the comprehension of the transcription and translation processes, and of the synthesis of proteins, using examples of human proteins. The game was applied and evaluated in a systematic way, in order to validate it as an educational tool of teaching-learning as well as to correctly disseminate it.            The CBME dissemination team planned activities like workshops, where the game was applied for high school students of public and private schools of São Carlos city (SP. As evaluation tool a questionnaire was elaborated containing questions regarding the concepts involved in the proteins synthesis process. This questionnaire was applied before (pre-test and two weeks after the end of the activity (post-test, in order to check the previous and the acquired knowledge of the students after the manipulation of the educational material.            Analyzing the results of these pre- and post-tests, it was observed that, although most of the students has presented difficulties regarding the nomenclature and the details of the biochemical processes, these students were able to understand satisfactorily the following aspects: DNA is located in the nucleus of animal cells; the proteins are constituted of amino acids; the dynamics of the molecules of DNA, RNA and proteins during the interactions

  9. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games

    DEFF Research Database (Denmark)

    Andersson, Helena Å.; Randers, Morten Bredsgaard; Heiner-Møller, Anja

    2010-01-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM...... no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus...

  10. Between-game variation of physical soccer performance measures in highly trained youth soccer players.

    Science.gov (United States)

    Doncaster, Greg; Unnithan, Viswanath

    2017-07-12

    To assess the between-game variation in measures of physical performance during 11 v 11 soccer match-play, over a short period of time, in highly trained youth soccer players. A single cohort observational study design was employed. Physical match performance data were collected from 17 male, highly trained youth soccer players (age: 13.3 ± 0.4 y) over three, 2 x 20min, 11 v 11 matches. Using 10 Hz GPS, the variables selected for analyses were total distance (TD), high-speed running (HSR), very high-speed running (VHSR), number of high-speed running efforts (HSReff) and number of very high-speed running efforts (VHSReff). Match data was also separated into cumulative 5 min epochs, to identify the peak 5 min epoch and the mean of the cumulative 5 min epochs for each match. Variability was quantified using the coefficient of variation (CV), Standard error of measurement (SEM) and intra-class correlation coefficient (ICC). Between- and within-player smallest worthwhile changes (SWC) were also calculated for each variable to aid in the interpretation of the data. Analysis of the variance between games reported a low CV for TD (3.8%) but larger CVs for HSR (33.3%), HSReff (35.4%) and VHSR and VHSReff (59.6 and 57.4 %, respectively). Analysis of 5 min epochs (peak and average) found an increase in the CVs beyond that of the values reported for the whole match. Between-player SWC in high intensity physical performance data ranged from 24.7 - 42.4 %, whereas within-player SWC ranged from 1.2 - 79.9%. The between-game variability of high and very high intensity activities in youth soccer players, across three soccer matches over a short period of time (2 weeks), is relatively 'large' and specific to the individual, thus highlighting the need for caution when interpreting physical performance data between games and players.

  11. High Stakes and Persistent Challenges –

    DEFF Research Database (Denmark)

    Holtermann, Jakob v. H.; Madsen, Mikael Rask

    2015-01-01

    In this separate rejoinder to Jan Klabbers' and Ino Augsberg's comments to the articles in the symposium on New Legal Realism in International Law (Leiden Journal of International Law, Volume 28:2, 2015), we respond from the point of view of the European New Legal Realism (ENLR) as propounded in ...

  12. Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger.

    Science.gov (United States)

    Engelhardt, Christopher R; Bartholow, Bruce D; Saults, J Scott

    2011-01-01

    Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed. © 2011 Wiley Periodicals, Inc.

  13. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  14. High oil prices: A non-OPEC capacity game

    International Nuclear Information System (INIS)

    Osmundsen, Petter; Asche, Frank; Misund, Baard; Mohn, Klaus

    2005-08-01

    The current high oil price is partly due to low investments in the oil industry the last decade. According to economic theory, exploration and development of new oil and gas fields should respond positively to increasing petroleum prices. But since the late 1990s, financial analysts have focused strongly on short-term accounting return measures, like RoACE, for benchmarking and valuation of international oil and gas companies. Consequently, the demand for strict capital discipline among oil and gas companies may have reduced their willingness to invest for future reserves and production growth. Thus, we have experienced an unusual combination of high oil prices and low investment levels in exploration and development. In many ways, the oil companies' focus on RoACE, at the expense of reserve replacement, resembles an implicit co-ordination on low capacity among non-OPEC petroleum producers. This is a partial explanation of the current high oil prices. By examining actual parameters used by the financial markets in pricing of oil companies, we address the issue of whether the low investment outcome could represent a long-term equilibrium. This is hardly likely, as oil companies are made aware that stronger emphasis is put on reserve replacement. (Author)

  15. Post-Game High Protein Intake May Improve Recovery of Football-Specific Performance during a Congested Game Fixture

    DEFF Research Database (Denmark)

    Poulios, Athanasios; Fatouros, Ioannis G; Mohr, Magni

    2018-01-01

    The effects of protein supplementation on performance recovery and inflammatory responses during a simulated one-week in-season microcycle with two games (G1, G2) performed three days apart were examined. Twenty football players participated in two trials, receiving either milk protein concentrat...... short-lived reduction after G2 in PRO compared to PLA. In summary, these results provide evidence that protein feeding may more efficiently restore football-specific performance and strength and provide antioxidant protection during a congested game fixture....

  16. Incidence of Concussion During Practice and Games in Youth, High School, and Collegiate American Football Players.

    Science.gov (United States)

    Dompier, Thomas P; Kerr, Zachary Y; Marshall, Stephen W; Hainline, Brian; Snook, Erin M; Hayden, Ross; Simon, Janet E

    2015-07-01

    A report by the Institute of Medicine called for comprehensive nationwide concussion incidence data across the spectrum of athletes aged 5 to 23 years. To describe the incidence of concussion in athletes participating in youth, high school, and collegiate American football. Data were collected by athletic trainers at youth, high school, and collegiate football practices and games to create multiple prospective observational cohorts during the 2012 and 2013 football seasons. Data were collected from July 1, 2012, through January 31, 2013, for the 2012 season and from July 1, 2013, through January 31, 2014, for the 2013 season. The Youth Football Surveillance System included 118 youth football teams, providing 4092 athlete-seasons. The National Athletic Treatment, Injury and Outcomes Network program included 96 secondary school football programs, providing 11 957 athlete-seasons. The National Collegiate Athletic Association Injury Surveillance Program included 24 member institutions, providing 4305 athlete-seasons. All injuries regardless of severity, including concussions, and athlete exposure information were documented by athletic trainers during practices and games. Injury rates, injury rate ratios, risks, risk ratios, and 95% CIs were calculated. Concussions comprised 9.6%, 4.0%, and 8.0% of all injuries reported in the Youth Football Surveillance System; National Athletic Treatment, Injury and Outcomes Network; and National Collegiate Athletic Association Injury Surveillance Program, respectively. The game concussion rate was higher than the practice concussion rate across all 3 competitive levels. The game concussion rate for college athletes (3.74 per 1000 athlete exposures) was higher than those for high school athletes (injury rate ratio, 1.86; 95% CI, 1.50-2.31) and youth athletes (injury rate ratio, 1.57; 95% CI, 1.17-2.10). The practice concussion rate in college (0.53 per 1000 athlete exposures) was lower than that in high school (injury rate ratio, 0

  17. Impact of Sport-related Games on High School Students’ Communication Skills

    Directory of Open Access Journals (Sweden)

    Ozturk Ozden Tepekoylu

    2015-09-01

    Full Text Available In Recent studies underline the fact that adolescents are, at many times, likely to experience serious communication problems with their families and close environments. So, the aim of this study is to determine positive impact of sport-related games, which are performed as extracurricular activities, on high school students’ communication skills. In the study, pre, & post-tests was utilized with the control group’s experimental patterns. Two participant groups were made up of totally 30 high school students, 15 of whom would be in the experimental group and the rest of whom were in the control group. The former group was given sport- related 20 applications for 10 weeks during which the latter group would not deal with any extracurricular activities. Meanwhile, before and after the applications, data was collected by means of “The Communication Skills Scale” which was developed by Korkut (1996 and then analysed through “two-way ANCOVA” test techniques. Results clarify that the considerable gap in scores of the students’ pre, & post-tests perception concerning their communication skills are clearly attributed to sport-related games and it was also established that scores of the students in the experimental group were meaningfully higher than ones in the control group. However, perception of communication skills in the both groups was not significantly different by sex of the students. Moreover, the common effect of sex and participation on sport- related games was not found statistically meaningful in terms of communication skills. Consequently, it could be said that sport-related games impact positively communication skills.

  18. Predictors of high-intensity running capacity in collegiate women during a soccer game.

    Science.gov (United States)

    McCormack, William P; Stout, Jeffrey R; Wells, Adam J; Gonzalez, Adam M; Mangine, Gerald T; Fragala, Maren S; Hoffman, Jay R

    2014-04-01

    The purpose of this investigation was to determine which physiological assessments best predicted high-intensity running (HIR) performance during a women's collegiate soccer game. A secondary purpose was to examine the relationships among physiological performance measures including muscle architecture on soccer performance (distance covered, HIR, and sprints during the game) during a competitive collegiate women's soccer game. Ten National Collegiate Athletic Association (NCAA) Division I women soccer players performed physiological assessments within a 2-week period before a competitive regulation soccer game performed during the spring season. Testing consisted of height, body mass, ultrasound measurement of dominant (DOMleg), and nondominant leg (NDOMleg) vastus lateralis for muscle thickness (MT) and pennation angle (PA), VO2max, running economy, and Wingate anaerobic test (WAnT) for peak power (PP), mean power (MP), and fatigue rate (FR). During the game, distance run, HIR, and sprints were measured using a 10-Hz global positioning system. Stepwise regression revealed that VO2max, dominant leg thickness, and dominant leg PA were the strongest predictors of HIR distance during the game (R = 0.989, SEE = 115.5 m, p = 0.001). V[Combining Dot Above]O2max was significantly correlated with total distance run (r = 0.831; p = 0.003), HIR (r = 0.755; p = 0.012), WAnTPP (r = -0.737; p = 0.015), WAnTPP·kg (r = -0.706; p = 0.022), and WAnTFR (r = -0.713; p = 0.021). DOMlegMT was significantly correlated with WAnTFR (r = 0.893; p = 0.001). DOMlegPA was significantly correlated with WAnTFR (r = 0.740; p = 0.023). The NDOMlegPA was significantly correlated to peak running velocity (r = 0.781; p = 0.013) and WAnT MP·kg (r = 0.801; p = 0.01). Results of this study indicate that V[Combining Dot Above]O2max and muscle architecture are important characteristics of NCAA Division I women soccer players and may predict HIR distance during a competitive contest.

  19. Wind power: Areva acquires a 51% stake in Multibrid

    International Nuclear Information System (INIS)

    2007-01-01

    AREVA announced the acquisition of a 51% stake in Multibrid, a designer and manufacturer of multi-megawatt off-shore wind turbines based in Germany. With this acquisition, AREVA has entered into a joint venture with Prokon Nord, a German off-shore wind turbine and biomass plant developer and current owner of Multibrid. This transaction values Multibrid at euro 150 million. AREVA plans to rapidly further develop Multibrid's activities by giving the company access to its industrial resources, financial base and international commercial network. In return, Multibrid will provide AREVA with its leading-edge technology which, developed for 5 MW turbines, can achieve a very high output while reducing operating costs thanks to a simplified maintenance system. With this stake in Multibrid, AREVA aims to increase its presence on the offshore wind market that meets land settlement requirements and that should grow significantly in the years to come (from 300 MW in Europe today to an expected 1400 MW by 2011). As an exclusive supplier of Prokon Nord, Multibrid will participate in projects such as Borkum West (30 MW), the first offshore project in Germany, Borkum West 2 (400 MW), and Cote d'Albatre (105 MW), the first offshore wind farm project in France. The stake in Multibrid strengthens AREVA's strategic positioning on the CO 2 -free energy market, thanks to complementary solutions ranging from nuclear technologies to renewables. A number of recent achievements illustrate this strategy: - bio-energy (crucial energy supply in numerous rural areas): delivery of turnkey biomass power plants; ongoing construction of 10 plants in India, Thailand and Brazil; future development plans in fast-growing regions, such as Latin America; - wind power: Multibrid adds to the Group's stake in REpower and to its partnership with Suzlon for which AREVA is the number one supplier of transmission and distribution solutions for wind power; - hydrogen and fuel cells: design and manufacture of

  20. Teaching Games for Understanding in American High-School Soccer: A Quantitative Data Analysis Using the Game Performance Assessment Instrument

    Science.gov (United States)

    Harvey, Stephen; Cushion, Christopher J.; Wegis, Heidi M.; Massa-Gonzalez, Ada N.

    2010-01-01

    Background: Previous research examining the effectiveness of the Teaching Games for Understanding (TGfU) approach has been equivocal. This has been hampered by a dependence on a comparative (i.e., "which method is best?") theoretical framework. An alternative "practice-referenced" framework has the potential to examine the effectiveness of TGfU…

  1. Joint Machine Learning and Game Theory for Rate Control in High Efficiency Video Coding.

    Science.gov (United States)

    Gao, Wei; Kwong, Sam; Jia, Yuheng

    2017-08-25

    In this paper, a joint machine learning and game theory modeling (MLGT) framework is proposed for inter frame coding tree unit (CTU) level bit allocation and rate control (RC) optimization in High Efficiency Video Coding (HEVC). First, a support vector machine (SVM) based multi-classification scheme is proposed to improve the prediction accuracy of CTU-level Rate-Distortion (R-D) model. The legacy "chicken-and-egg" dilemma in video coding is proposed to be overcome by the learning-based R-D model. Second, a mixed R-D model based cooperative bargaining game theory is proposed for bit allocation optimization, where the convexity of the mixed R-D model based utility function is proved, and Nash bargaining solution (NBS) is achieved by the proposed iterative solution search method. The minimum utility is adjusted by the reference coding distortion and frame-level Quantization parameter (QP) change. Lastly, intra frame QP and inter frame adaptive bit ratios are adjusted to make inter frames have more bit resources to maintain smooth quality and bit consumption in the bargaining game optimization. Experimental results demonstrate that the proposed MLGT based RC method can achieve much better R-D performances, quality smoothness, bit rate accuracy, buffer control results and subjective visual quality than the other state-of-the-art one-pass RC methods, and the achieved R-D performances are very close to the performance limits from the FixedQP method.

  2. Game-Theoretic Rate-Distortion-Complexity Optimization of High Efficiency Video Coding

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Milani, Simone; Forchhammer, Søren

    2013-01-01

    profiles in order to tailor the computational load to the different hardware and power-supply resources of devices. In this work, we focus on optimizing the quantization parameter and partition depth in HEVC via a game-theoretic approach. The proposed rate control strategy alone provides 0.2 dB improvement......This paper presents an algorithm for rate-distortioncomplexity optimization for the emerging High Efficiency Video Coding (HEVC) standard, whose high computational requirements urge the need for low-complexity optimization algorithms. Optimization approaches need to specify different complexity...

  3. The validation and assessment of machine learning: a game of prediction from high-dimensional data

    DEFF Research Database (Denmark)

    Pers, Tune Hannes; Albrechtsen, A; Holst, C

    2009-01-01

    In applied statistics, tools from machine learning are popular for analyzing complex and high-dimensional data. However, few theoretical results are available that could guide to the appropriate machine learning tool in a new application. Initial development of an overall strategy thus often...... the ideas, the game is applied to data from the Nugenob Study where the aim is to predict the fat oxidation capacity based on conventional factors and high-dimensional metabolomics data. Three players have chosen to use support vector machines, LASSO, and random forests, respectively....

  4. Post-Game High Protein Intake May Improve Recovery of Football-Specific Performance during a Congested Game Fixture: Results from the PRO-FOOTBALL Study

    Directory of Open Access Journals (Sweden)

    Athanasios Poulios

    2018-04-01

    Full Text Available The effects of protein supplementation on performance recovery and inflammatory responses during a simulated one-week in-season microcycle with two games (G1, G2 performed three days apart were examined. Twenty football players participated in two trials, receiving either milk protein concentrate (1.15 and 0.26 g/kg on game and training days, respectively (PRO or an energy-matched placebo (1.37 and 0.31 g/kg of carbohydrate on game and training days, respectively (PLA according to a randomized, repeated-measures, crossover, double-blind design. Each trial included two games and four daily practices. Speed, jump height, isokinetic peak torque, and muscle soreness of knee flexors (KF and extensors (KE were measured before G1 and daily thereafter for six days. Blood was drawn before G1 and daily thereafter. Football-specific locomotor activity and heart rate were monitored using GPS technology during games and practices. The two games resulted in reduced speed (by 3–17%, strength of knee flexors (by 12–23%, and jumping performance (by 3–10% throughout recovery, in both trials. Average heart rate and total distance covered during games remained unchanged in PRO but not in PLA. Moreover, PRO resulted in a change of smaller magnitude in high-intensity running at the end of G2 (75–90 min vs. 0–15 min compared to PLA (P = 0.012. KE concentric strength demonstrated a more prolonged decline in PLA (days 1 and 2 after G1, P = 0.014–0.018; days 1, 2 and 3 after G2, P = 0.016–0.037 compared to PRO (days 1 after G1, P = 0.013; days 1 and 2 after G2, P = 0.014–0.033 following both games. KF eccentric strength decreased throughout recovery after G1 (PLA: P=0.001–0.047—PRO: P =0.004–0.22 in both trials, whereas after G2 it declined throughout recovery in PLA (P = 0.000–0.013 but only during the first two days (P = 0.000–0.014 in PRO. No treatment effect was observed for delayed onset of muscle soreness, leukocyte counts, and creatine

  5. High intensity intermittent games-based activity and adolescents' cognition: moderating effect of physical fitness.

    Science.gov (United States)

    Cooper, Simon B; Dring, Karah J; Morris, John G; Sunderland, Caroline; Bandelow, Stephan; Nevill, Mary E

    2018-05-08

    An acute bout of exercise elicits a beneficial effect on subsequent cognitive function in adolescents. The effect of games-based activity, an ecologically valid and attractive exercise model for young people, remains unknown; as does the moderating effect of fitness on the acute exercise-cognition relationship. Therefore, the aim of the present study was to examine the effect of games-based activity on subsequent cognition in adolescents, and the moderating effect of fitness on this relationship. Following ethical approval, 39 adolescents (12.3 ± 0.7 year) completed an exercise and resting trial in a counterbalanced, randomised crossover design. During familiarisation, participants completed a multi-stage fitness test to predict VO 2 peak. The exercise trial consisted of 60-min games-based activity (basketball), during which heart rate was 158 ± 11 beats∙min - 1 . A battery of cognitive function tests (Stroop test, Sternberg paradigm, trail making and d2 tests) were completed 30-min before, immediately following and 45-min following the basketball. Response times on the complex level of the Stroop test were enhanced both immediately (p = 0.021) and 45-min (p = 0.035) post-exercise, and response times on the five item level of the Sternberg paradigm were enhanced immediately post-exercise (p = 0.023). There were no effects on the time taken to complete the trail making test or any outcome of the d2 test. In particular, response times were enhanced in the fitter adolescents 45-min post-exercise on both levels of the Stroop test (simple, p = 0.005; complex, p = 0.040) and on the three item level of the Sternberg paradigm immediately (p = 0.017) and 45-min (p = 0.008) post-exercise. Games-based activity enhanced executive function and working memory scanning speed in adolescents, an effect particularly evident in fitter adolescents, whilst the high intensity intermittent nature of games-based activity may be too demanding for

  6. City and energy: which common stakes?

    International Nuclear Information System (INIS)

    Saujot, Mathieu; Peiffer-Smadja, Oceane; Renard, Vincent

    2014-01-01

    This publication proposes a synthesis of several issues addressed during sessions hold during a year. The addressed topics have been: the interactions between forms of urban development and energy transition, energetic vulnerability in relationship with mobility, the role and participation of inhabitants in the making of the city and in energy transition (the challenge of ways of life and usages in eco-districts), stakes and consequences of a more integrated urban production, the local governance of energy. Each of these topics is discussed, and the main lessons learned are highlighted

  7. Marine renewable energies. Stakes and technical solutions

    International Nuclear Information System (INIS)

    Lacroix, Olivier; Macadre, Laura-Mae

    2012-05-01

    Marine renewable energies are able to supply carbon free energy from various ocean resources (tides, waves, currents, winds, salinity and temperature gradients). This sector, currently at an early stage of deployment, has good prospects of development in the coming years. ENEA releases a report on marine renewable energies giving a transversal vision of the associated stakes and prospects of development. Technical and economic characteristics, maturity level and specificities of each marine energy are analyzed. French and European sources of funding, regulatory framework and potential environmental and social impacts are also reported

  8. The evaluation of small-sided games as a talent identification tool in highly trained prepubertal soccer players.

    Science.gov (United States)

    Fenner, Jonathan S J; Iga, John; Unnithan, Viswanath

    2016-10-01

    The aim of this study was to evaluate physiological and technical attributes of prepubertal soccer players during multiple small-sided games (SSGs), and determine if SSGs can act as a talent identification tool. Sixteen highly trained U10 soccer players participated and separated into two groups of eight. Each group played six small-sided (4 vs. 4) matches of 5-min duration. Each player was awarded total points for the match result and goals scored. A game technical scoring chart was used to rate each player's performance during each game. Time-motion characteristics were measured using micromechanical devices. Total points had a very large significant relationship with game technical scoring chart (r = 0.758, P talented prepubertal soccer players.

  9. Assessing the Effectiveness of Gravitational Wave Outreach Video Games in High School Students

    Science.gov (United States)

    Wheeler, Jonathan

    Students and faculty at the Gravitational Wave Group in Birmingham, UK developed a remake of the classic 1972 game of Pong. Black Hole Pong was developed to be used in events such as science fairs as a way to engage children and pique interest in black holes. I present the results of a study which assesses the utility of Black Hole Pong and its successors in raising awareness of gravitational wave research, and in fostering conceptual understanding of astrophysics and gravity. Of particular interest in this study is potential use in high school science classrooms during astrophysics units.

  10. Huntsman takes a stake in Chemplex

    International Nuclear Information System (INIS)

    Wood, A.

    1993-01-01

    Huntsman Chemical (Salt Lake City) has bought a 50% stake in Australian styrenics maker Chemplex (Melbourne) from Consolidated Press Holdings (Sydney). Huntsman stepped in after a previous acquisition plan by South Africa's Sentrachem (Johannesburg) broke down because of a failure to agree on price. Chemplex has two production locations near Melbourne: West Footscray, with capacity for 100,000 m.t./year of styrene, plus polystyrene, phenol, and acetone; and Dandenong, with production of acrylonitrile butadiene styrene and latex. The company was originally Monsanto Australia, before being acquired by Consolidated Press in 1988. The deal will give Huntsman its first major production position in the Asia/Pacific region, apart from a 50% stake in a 25,000-m.t./year polystyrene plant in Taiwan, with Grand Pacific Petrochemical (Taipei) as a partner. In 1991, Huntsman abandoned plans to invest in a 25,000-m.t./year polystyrene plant in Thailand with Mitsubishi Corp. and Toa (Bangkok). Huntsman Chemical has annual revenues of $1.3 billion

  11. EVALUASI PROGRAM PEMBELAJARAN IPA SMP MENGGUNAKAN MODEL COUNTENANCE STAKE

    Directory of Open Access Journals (Sweden)

    Astin Lukum

    2015-06-01

    THE EVALUATION OF SCIENCE TEACHING ON JUNIOR HIGH SCHOOL USING STAKE’S COUNTENANCE MODEL Abstract The purpose of the study was to describe the science learning program on junior high school in Bone Bolanga district based on the Regulation of Minister of Education and Culture of the Republic of Indonesia, Number 65 of 2013 about Processing Standard of Primary and Secondary Education. This study used Stake’s Countanance evaluation model. The data were collected using observation, interview and documentation techniques. The conclusion was: (1 the planning of science learning was categorized fair (68%, it was found that lesson plan was not in accordance with the learning processing standard. (2 The implementation of science learning was categorized fair (57%, that unconformitted with learning processing implementation standard. (3 Student learning outcomes have not met the completeness of minimum criteria (KKM that categorized enough (65% and (4 There were the contingency of planing learning proces and outcome. Keywords: Program Evaluation, Stake's Countenance, Science Learning

  12. The validation and assessment of machine learning: a game of prediction from high-dimensional data.

    Directory of Open Access Journals (Sweden)

    Tune H Pers

    Full Text Available In applied statistics, tools from machine learning are popular for analyzing complex and high-dimensional data. However, few theoretical results are available that could guide to the appropriate machine learning tool in a new application. Initial development of an overall strategy thus often implies that multiple methods are tested and compared on the same set of data. This is particularly difficult in situations that are prone to over-fitting where the number of subjects is low compared to the number of potential predictors. The article presents a game which provides some grounds for conducting a fair model comparison. Each player selects a modeling strategy for predicting individual response from potential predictors. A strictly proper scoring rule, bootstrap cross-validation, and a set of rules are used to make the results obtained with different strategies comparable. To illustrate the ideas, the game is applied to data from the Nugenob Study where the aim is to predict the fat oxidation capacity based on conventional factors and high-dimensional metabolomics data. Three players have chosen to use support vector machines, LASSO, and random forests, respectively.

  13. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  14. Repeated high-speed activities during youth soccer games in relation to changes in maximal sprinting and aerobic speeds.

    Science.gov (United States)

    Buchheit, M; Simpson, B M; Mendez-Villanueva, A

    2013-01-01

    The aim of this study was to examine in highly-trained young soccer players whether substantial changes in either maximal sprinting speed (MSS) or maximal aerobic speed (as inferred from peak incremental test speed, V(Vam-Eval)) can affect repeated high-intensity running during games. Data from 33 players (14.5±1.3 years), who presented substantial changes in either MSS or V(Vam-Eval) throughout 2 consecutive testing periods (~3 months) were included in the final analysis. For each player, time-motion analyses were performed using a global positioning system (1-Hz) during 2-10 international club games played within 1-2 months from/to each testing period of interest (n for game analyzed=109, player-games=393, games per player per period=4±2). Sprint activities were defined as at least a 1-s run at intensities higher than 61% of individual MSS. Repeated-sprint sequences (RSS) were defined as a minimum of 2 consecutive sprints interspersed with a maximum of 60 s of recovery. Improvements in both MSS and V(Vam-Eval) were likely associated with a decreased RSS occurrence, but in some positions only (e. g., - 24% vs. - 3% for improvements in MSS in strikers vs. midfielders, respectively). The changes in the number of sprints per RSS were less clear but also position-dependent, e. g., +7 to +12% for full-backs and wingers, - 5 to - 7% for centre-backs and midfielders. In developing soccer players, changes in repeated-sprint activity during games do not necessarily match those in physical fitness. Game tactical and strategic requirements are likely to modulate on-field players' activity patterns independently (at least partially) of players' physical capacities. © Georg Thieme Verlag KG Stuttgart · New York.

  15. The stakes of radiation protection: introduction

    International Nuclear Information System (INIS)

    Cordoliani, Y.S.

    2005-01-01

    The benefit/risk ratio of radiological examinations, particularly with the multi-cut scanner, can be insured only if the justification and optimization principles are respected. the justification stands on the reference to the guide of good practice of imaging examinations and the respect of the public health code that imposes an exchange of written information between the requester and the achiever. The optimization stands on the dosimetry evaluation of his practice and the comparison with the diagnosis reference levels, to realize the examinations at the lowest radiological cost. The stakes are the certainty not to be harmful for the patient, the rehabilitation of the radiologist in his consultant part rather than in this performer one and the protection against eventual legal consequences. (N.C.)

  16. A Case Study of the In-Class Use of a Video Game for Teaching High School History

    Science.gov (United States)

    Watson, William R.; Mong, Christopher J.; Harris, Constance A.

    2011-01-01

    This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…

  17. Effects of Acute Active Video Games on Endothelial Function Following a High-Fat Meal in Overweight Adolescents.

    Science.gov (United States)

    Park, Soo Hyun; Yoon, Eun Sun; Lee, Yong Hee; Kim, Chul-Ho; Bunsawat, Kanokwan; Heffernan, Kevin S; Fernall, Bo; Jae, Sae Young

    2015-06-01

    We tested the hypothesis that an active video game following a high-fat meal would partially prevent the unfavorable effect of a high-fat meal on vascular function in overweight adolescents. Twenty-four overweight adolescents were randomized to either a 60-minute active video game (AVG) group (n = 12) or seated rest (SR) as a control group (n = 12) after a high-fat meal. Blood parameters were measured, and vascular function was measured using brachial artery flow-mediated dilation (FMD) at baseline and 3 hours after a high-fat meal. No significant interaction was found in any blood parameter. A high-fat meal significantly increased blood triglyceride and glucose concentrations in both groups in a similar manner. Brachial artery FMD significantly decreased in the SR group (13.8 ± 3.2% to 11.8 ± 2.5), but increased in the AVG group (11.4 ± 4.0% to 13.3 ± 3.5), with a significant interaction (P = .034). These findings show that an active video game attenuated high-fat meal-induced endothelial dysfunction. This suggests that an active video game may have a cardioprotective effect on endothelial function in overweight adolescents when exposed to a high-fat meal.

  18. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  19. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  20. High calorie, low nutrient food/beverage intake and video gaming in children as potential signals for addictive behavior.

    Science.gov (United States)

    Pentz, Mary Ann; Spruijt-Metz, Donna; Chou, Chih Ping; Riggs, Nathaniel R

    2011-12-01

    Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.

  1. Mobile marketing for mobile games

    OpenAIRE

    Vu, Giang

    2016-01-01

    Highly developed mobile technology and devices enable the rise of mobile game industry and mobile marketing. Hence mobile marketing for mobile game is an essential key for a mobile game success. Even though there are many articles on marketing for mobile games, there is a need of highly understanding mobile marketing strategies, how to launch a mobile campaign for a mobile game. Besides that, it is essential to understand the relationship between mobile advertising and users behaviours. There...

  2. Unaccounted Workload Factor: Game-Day Pitch Counts in High School Baseball Pitchers-An Observational Study.

    Science.gov (United States)

    Zaremski, Jason L; Zeppieri, Giorgio; Jones, Deborah L; Tripp, Brady L; Bruner, Michelle; Vincent, Heather K; Horodyski, MaryBeth

    2018-04-01

    Throwing injuries are common in high school baseball. Known risk factors include excessive pitch counts, year-round pitching, and pitching with arm pain and fatigue. Despite the evidence, the prevalence of pitching injuries among high school players has not decreased. One possibility to explain this pattern is that players accumulate unaccounted pitch volume during warm-up and bullpen activity, but this has not yet been examined. Our primary hypothesis was that approximately 30% to 40% of pitches thrown off a mound by high school pitchers during a game-day outing are unaccounted for in current data but will be revealed when bullpen sessions and warm-up pitches are included. Our secondary hypothesis was that there is wide variability among players in the number of bullpen pitches thrown per outing. Cross-sectional study; Level of evidence, 3. Researchers counted all pitches thrown off a mound during varsity high school baseball games played by 34 high schools in North Central Florida during the 2017 season. We recorded 13,769 total pitches during 115 varsity high school baseball starting pitcher outings. The mean ± SD pitch numbers per game were calculated for bullpen activity (27.2 ± 9.4), warm-up (23.6 ±8.0), live games (68.9 ±19.7), and total pitches per game (119.7 ± 27.8). Thus, 42.4% of the pitches performed were not accounted for in the pitch count monitoring of these players. The number of bullpen pitches thrown varied widely among players, with 25% of participants in our data set throwing fewer than 22 pitches and 25% throwing more than 33 pitches per outing. In high school baseball players, pitch count monitoring does not account for the substantial volume of pitching that occurs during warm-up and bullpen activity during the playing season. These extra pitches should be closely monitored to help mitigate the risk of overuse injury.

  3. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  4. Dwelling thermal renovation: which stakes, which solutions?

    International Nuclear Information System (INIS)

    Delduc, Paul; Demeulenaere, Laurence; Verdure, Mathieu; Ayong Le Kama, Alain; Fuk Chun Wing, Dimitri; Kiefer, Noemie; Mauroux, Amelie; Charlier, Dorothee; Hini, Sihame; Pinto Silva, Kleber; Giraudet, Louis Gaetan; Nauleau, Marie-Laure; Daussin-Benichou, Jeanne-Marie; Teissier, Olivier; Finidori, Esther; Grandjean, Alain; Allibe, Benoit; Gadrat, Pierre; Couriol, Aude; Menard, Francois; Rouquette, Celine; Houriez, Guillaume; Francois, Dominique; Aubert, Celine; Canardon, Daniel

    2015-01-01

    This publication proposes three sets of contributions. The first one addresses context and stakes. The contributions propose: a literature review on household behaviour and investments in energy efficiency, a focus on the key role of dwellings in energy transition through a comparative study of the four pathways of the National Debate for Energy Transition, and a discussion about consensus and uncertainties regarding the determining factors of heating temperature in dwellings. The second set addresses public policies and their assessment: improvement of the technical-economical assessment of the benefit of dwelling energetic renovations, discussion of the organisation and results of a survey on dwelling, equipment, and energy needs and uses, an analysis of several measures aimed at reaching objectives of energy efficiency of dwellings, a discussion of renovation works quality, a discussion of the impact of the sustainable development tax credit on thermal renovation, the optimisation of energy renovation in co-properties by third party financing, some foreign examples of policies in favour of dwelling thermal renovation. The third set of contributions addresses the needed technical, organisational and market evolutions: how the building sector can face the challenges of energy transition, the possibilities to propose innovative solutions adapted to existing housing buildings, and a comparative analysis of material and building equipment costs and market structures in Europe. Other texts are proposed in appendix: the origin of the Phebus survey, a description of incentive arrangements, and a map of climate zones in France

  5. Special COP 21 - Stakes and actors

    International Nuclear Information System (INIS)

    Chauveau, Loic; Dupain, Julien; Descamps, Olivier; Blosseville, Thomas; Connors, Anne; Canto, Albane; Robischon, Christian; Boedec, Morgan; Tubiana, Fabian; Bomstein, Dominique

    2015-01-01

    A first set of article comments and discusses the various stakes and challenges of the 21. Conference of Parties (COP 21): the negotiation process which resulted in a synthesis which is to be signed by 95 States in Paris, the elaboration of an Agenda of solutions with the commitment of enterprises and local authorities, the issue of international financing as some promises remained not kept for the support to adaptation of developing countries. A second set of articles addresses the involved actors and their technological or economic challenges: the needed evolution of energy (electricity, heat, gas, fuel) producers away from fossil energies to reduce greenhouse gas emissions, the strategy of the French company Engie in the field of photovoltaic, wind and more generally renewable energies, innovating trends of decentralisation of energy production (offshore wind energy, hydrogen, plasma torch, flexible photovoltaic arrays, the wind tree, the floating wind turbine, new technologies for solar arrays), the perspectives for industrial sectors concerned by energy transition (with the example of Schneider Electric), emerging technologies (oil lamp, new boilers, desalination equipment, storage of wind energy, co-generation), developments and perspectives in the transport sector (example of Renault, new technologies for hybrid propulsion, bio-refineries, reduction of fuel consumption, hybrid aircraft, and heat management in railways) and in the building sector (new standards and applications, new building materials). A last article outlines the threat that climate can be for profitability and the taking of the carbon risk into account by the insurance and financial sectors

  6. Electric power from renewable energy: resources and stakes for France

    International Nuclear Information System (INIS)

    2001-01-01

    This paper presents the essential of the last thematic letter published by the IFEN (French institute of the environment), devoted to the resources and stakes of the electric power produced by the renewable energies in France. (A.L.B.)

  7. Design Optimization and Fatigue Analysis of Laser Stake Welded Connections

    National Research Council Canada - National Science Library

    Singh, Anshuman; Vel, Senthil S; Caccese, Vincent

    2008-01-01

    This report summanzes research on the design and fatigue analysis of laser-stake welded connections performed at the University of Maine from January 2006 to December 2007 for the Structural Response...

  8. French government to trim direct stake in Total

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This paper reports that the French government has decided to slash its direct stake in partly state owned oil company Total to 5% from 31.7%, a surprise move expected to raise 10 billion francs ($1.8 billion). At the same time, other state owned entities will be asked to boost their combined 2.2% stake in Total to 10%, leaving the government with a net 15% interest in Total vs. the current 34%. Initially, state owned insurance companies Groupe des Assurances Nationales and Assurances Generale de France will be asked to hike their stakes in Total, but others could be asked to join if needed to meet the 10% target. The government the its phase-down of participation in Total, established in 1924 to manage French interests in Iraq Petroleum Co., was prompted by the evolution of the oil context, which differs greatly from what had prompted a significant stake of the state in Total's capital

  9. A Research Study Using the Delphi Method to Define Essential Competencies for a High School Game Art and Design Course Framework at the National Level

    Science.gov (United States)

    Mack, Nayo Corenus-Geneva

    2011-01-01

    This research study reports the findings of a Delphi study conducted to determine the essential competencies and objectives for a high school Game Art and Design course framework at the national level. The Delphi panel consisted of gaming, industry and educational experts from all over the world who were members of the International Game…

  10. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    Science.gov (United States)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  11. The Effect of Teams Games Tournament on Mathematics Self-Efficacy in Junior High Schools

    Directory of Open Access Journals (Sweden)

    Annurwanda Pradipta

    2018-01-01

    Full Text Available Teams Games Tournament is one cooperative learning method which actively involves students to solve their problems through an interesting game. The game consists of questions that have content relevant to the main topic and to boost up students’ self-confidence in their ability to exert their self-control over motivation, behavior and social environment. This research aims at investigating the effect of Teams Games Tournament toward students’ self-efficacy on mathematics. The study was conducted toward 64 seventh graders in Landak Regency on social arithmetic material, selected using cluster random sampling. The experimental design used the one group pretest posttest experimental design that was analyzed by quantitative method. Data collection employed "Mathematics Self Efficacy Questionnaire" and was analyzed by statistical method using SPSS-20. The results show that Teams Games Tournament has a significant effect toward students’ self-efficacy on mathematics. The result is drawn from t-value = -12.369 and sig.(2-tailed = 0.00. Therefore, it can be concluded that Teams Games Tournament has positive effect toward students’ self-efficacy on mathematics. The study implies that teachers should consider the implementation of Teams Games Tournament in classroom teaching.

  12. Improving fitness of elite handball players: small-sided games vs. high-intensity intermittent training.

    Science.gov (United States)

    Iacono, Antonio Dello; Eliakim, Alon; Meckel, Yoav

    2015-03-01

    The present study was designed to compare the effects of high-intensity intermittent training (HIIT) and small-sided games (SSGs) training on fitness variables of elite handball players. Eighteen highly trained players (mean age ± SD: 25.6 ± 0.5 years) were assigned to either HIIT or SSGs group training protocols twice per week for 8 weeks. The HIIT consisted of 12-24 × 15 seconds of high-intensity runs interspersed by 15 seconds of recovery. The SSGs training consisted of 3 against 3 small-sided handball games. Both training methods were matched for exercise duration and recovery at each training session. Before and after 8-week training, the following fitness variables were assessed-speed: 10- and 20-m sprint time, agility: handball agility specific test (HAST), upper arm strength: 1 repetition maximum (1RM) bench press test, lower limb power: counter-movement jump tests with (CMJarm) and without (CMJ) arm movement, and aerobic fitness (yo-yo intermittent recovery test level 1 [YYIRTL1]). Significant improvement was found in the YYIRTL1 (23.3 and 26.3%, respectively), 10-m sprint (2.3 and 4.1%, respectively) and 20-m sprint (2.1 and 4%, respectively), HAST (1.1 and 2.2%, respectively), 1RM bench press (6.8 and 12.3%, respectively), CMJ (7.4 and 10.8%, respectively), and CMJarm (6.4 and 8.9%, respectively) following training in both groups (p ≤ 0.05 for all). There was a significantly greater improvement in 10- and 20-m sprint, HAST, 1RM, CMJ, and CMJarm following the SSGs training compared with the HIIT (p ≤ 0.05 for all). These results indicated that both HIIT and SSGs are effective training methods for fitness development among elite adult handball players. However, SSGs training may be considered as the preferred training regimen for improving handball-specific fitness variables during the in-season period.

  13. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  14. Agro-fuels, a cartography of stakes

    International Nuclear Information System (INIS)

    2008-09-01

    This document proposes a dashboard of the main issues regarding agro-fuels. Nine sheets propose basic information and data on these issues: 1- agro-fuel production and consumption in the world (ethanol, vegetable oils, perspective for demand in the transport sector), 2- energy efficiency and greenhouse gas emissions (energy assessments and greenhouse effect of agro-fuels, discrepancies of results between first-generation European agro-fuels, case of agro-fuels produced in Southern countries), 3- needed surfaces in Europe (land use and cultivable areas for agro-fuel production in Europe and in France, competition between food and energy crops), 4- deforestation in the South (relationship between agriculture, deforestation and agro-fuels, between deforestation and greenhouse gas emissions), 5- impacts on biodiversity (use of pesticides and fertilizers, large scale cultivations and single-crop farming, cultivation of fallow land and permanent meadows, deforestation in the South, relationship between agro-fuels and GMOs), 6- impacts on water, soil and air (water quality and availability, soil erosion, compaction and fertility loss, air quality), 7- food-related and social stakes (issue of food security, social impacts of agro-fuel production with pressure on family agriculture and issues of land property), 8- public supports and economic efficiency (public promotion of agro-fuels, agro-fuel and oil prices, assessment of the 'avoided' CO 2 ton), and 9- perspectives for second-generation agro-fuels (definitions and processes, benefits with respect to first-generation fuels, possible impacts on the environment, barriers to their development)

  15. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.

  16. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  17. An Experimental High-Resolution Forecast System During the Vancouver 2010 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Mailhot, J.; Milbrandt, J. A.; Giguère, A.; McTaggart-Cowan, R.; Erfani, A.; Denis, B.; Glazer, A.; Vallée, M.

    2014-01-01

    Environment Canada ran an experimental numerical weather prediction (NWP) system during the Vancouver 2010 Winter Olympic and Paralympic Games, consisting of nested high-resolution (down to 1-km horizontal grid-spacing) configurations of the GEM-LAM model, with improved geophysical fields, cloud microphysics and radiative transfer schemes, and several new diagnostic products such as density of falling snow, visibility, and peak wind gust strength. The performance of this experimental NWP system has been evaluated in these winter conditions over complex terrain using the enhanced mesoscale observing network in place during the Olympics. As compared to the forecasts from the operational regional 15-km GEM model, objective verification generally indicated significant added value of the higher-resolution models for near-surface meteorological variables (wind speed, air temperature, and dewpoint temperature) with the 1-km model providing the best forecast accuracy. Appreciable errors were noted in all models for the forecasts of wind direction and humidity near the surface. Subjective assessment of several cases also indicated that the experimental Olympic system was skillful at forecasting meteorological phenomena at high-resolution, both spatially and temporally, and provided enhanced guidance to the Olympic forecasters in terms of better timing of precipitation phase change, squall line passage, wind flow channeling, and visibility reduction due to fog and snow.

  18. Using cross-game behavioral markers for early identification of high-risk internet gamblers.

    Science.gov (United States)

    Braverman, Julia; LaPlante, Debi A; Nelson, Sarah E; Shaffer, Howard J

    2013-09-01

    Using actual gambling behavior provides the opportunity to develop behavioral markers that operators can use to predict the development of gambling-related problems among their subscribers. Participants were 4,056 Internet gamblers who subscribed to the Internet betting service provider bwin.party. Half of this sample included multiple platform gamblers who were identified by bwin.party's Responsible Gambling (RG) program; the other half were controls randomly selected from those who had the same first deposit date. Using the daily aggregated Internet betting transactions for gamblers' first 31 calendar days of online betting activities at bwin.party, we employed a 2-step analytic strategy: (a) applying an exploratory chi-squared automatic interaction detection (CHAID) decision tree method to identify characteristics that distinguished a subgroup of high-risk Internet gamblers from the rest of the sample, and (b) conducting a confirmatory analysis of those characteristics among an independent validation sample. This analysis identified two high-risk groups (i.e., groups in which 90% of the members were identified by bwin.party's RG program): Group 1 engaged in three or more gambling activities and evidenced high wager variability on casino-type games; Group 2 engaged in two different gambling activities and evidenced high variability for live action wagers. This analysis advances an ongoing research program to identify potentially problematic Internet gamblers during the earliest stages of their Internet gambling. Gambling providers and public policymakers can use these results to inform early intervention programs that target high-risk Internet gamblers. PsycINFO Database Record (c) 2013 APA, all rights reserved.

  19. Stereotype Threat, Inquiring about Test Takers' Race and Gender, and Performance on Low-Stakes Tests in a Large-Scale Assessment. Research Report. ETS RR-15-02

    Science.gov (United States)

    Stricker, Lawrence J.; Rock, Donald A.; Bridgeman, Brent

    2015-01-01

    This study explores stereotype threat on low-stakes tests used in a large-scale assessment, math and reading tests in the Education Longitudinal Study of 2002 (ELS). Issues identified in laboratory research (though not observed in studies of high-stakes tests) were assessed: whether inquiring about their race and gender is related to the…

  20. Management of radioactive materials and wastes: status, stakes and perspectives

    International Nuclear Information System (INIS)

    Champion, Didier; Devin, Patrick; Tanguy, Loic; Bernard, Herve; Minon, Jean-Paul; Leclaire, Arnaud; Gilli, Ludivine; Lheureux, Yves; Pescatore, Claudio; Barbey, Pierre; Schneider, Thierry; Gay, Didier; Forest, Isabelle; Hemidy, Pierre-Yves; Baglan, Nicolas; Desnoyers, Bruno; Pieraccini, Michel; Poncet, Philippe; Seguin, Bertille; Calvez, Marianne; Leclerc, Elisabeth; Bancelin, Estelle; Fillion, Eric; Segura, Yannick; Vernaz, Etienne; Granier, Guy; De Preter, Peter; Petitfrere, Michael; Laye, Frederic; Nakamura, Takashi; Gin, Stephane; Lebaron-Jacobs, Laurence; Dinant, Sophie; Vacquier, Blandine; Crochon, Philippe; Griffault, Lise; Smith, Graham

    2013-10-01

    These technical days were organized by the Environment section of the French Society of Radiation Protection (SFRP). Time was given to some exchange about the societal aspects of radioactive waste management as well as about the legal context but the most part of the debates delt with the actual management modalities of the different types of wastes, both in France and in foreign countries, and with the related stakes, in particular in terms of impact. This document brings together the presentations (slides) of the following talks: - Contributions of radiation protection to the long-term safety management of radioactive wastes (Jean-Paul MINON - ONDRAF); - The national inventory of radioactive materials and wastes (Arnaud LECLAIRE - ANDRA); - The high activity, medium activity-long living wastes in debate - a co-building approach (ANCCLI/Clis of Bure/IRSN) to share stakes, enlighten, and develop thought (Ludivine GILLI - IRSN, Yves LHEUREUX - ANCCLI); - Social aspects of Radioactive Waste Management - The International Learning (Claudio PESCATORE - AEN/OCDE); - Citizens involvement and ACRO's point of view on radioactive wastes management (Pierre BARBEY - ACRO); - New CIPR recommendations about the geologic disposal of long-living radioactive wastes (Thierry SCHNEIDER - CEPN); - Overview of processes under the views of radiation protection principles (Didier GAY - IRSN); - The national plan of radioactive materials and wastes management (Loic TANGUY - ASN); - Joint convention on spent fuel management safety and on radioactive waste management safety - status and main stakes (Isabelle FOREST - ASN); - Transport of radioactive wastes (Bruno DESNOYERS - AREVA); - Optimisation and limitation of the environmental impacts of very-low level wastes - valorisation and processes selection (Michel PIERACCINI - EDF), Philippe PONCET - AREVA); - Management of hospital wastes - Example of Montpellier's University Regional Hospital (Bertille SEGUIN - CHRU de Montpellier); - Waste

  1. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  2. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  3. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  4. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  5. Video gaming enhances psychomotor skills but not visuospatial and perceptual abilities in surgical trainees.

    Science.gov (United States)

    Kennedy, A M; Boyle, E M; Traynor, O; Walsh, T; Hill, A D K

    2011-01-01

    There is considerable interest in the identification and assessment of underlying aptitudes or innate abilities that could potentially predict excellence in the technical aspects of operating. However, before the assessment of innate abilities is introduced for high-stakes assessment (such as competitive selection into surgical training programs), it is essential to determine that these abilities are stable and unchanging and are not influenced by other factors, such as the use of video games. The aim of this study was to investigate whether experience playing video games will predict psychomotor performance on a laparoscopic simulator or scores on tests of visuospatial and perceptual abilities, and to examine the correlation, if any, between these innate abilities. Institutional ethical approval was obtained. Thirty-eight undergraduate medical students with no previous surgical experience were recruited. All participants completed a self-reported questionnaire that asked them to detail their video game experience. They then underwent assessment of their psychomotor, visuospatial, and perceptual abilities using previously validated tests. The results were analyzed using independent samples t tests to compare means and linear regression curves for subsequent analysis. Students who played video games for at least 7 hours per week demonstrated significantly better psychomotor skills than students who did not play video games regularly. However, there was no difference on measures of visuospatial and perceptual abilities. There was no correlation between psychomotor tests and visuospatial or perceptual tests. Regular video gaming correlates positively with psychomotor ability, but it does not seem to influence visuospatial or perceptual ability. This study suggests that video game experience might be beneficial to a future career in surgery. It also suggests that relevant surgical skills may be gained usefully outside the operating room in activities that are not

  6. Assessing twenty-first century skills through a teacher created video game for high school biology students

    Science.gov (United States)

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-07-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.

  7. Stake holders involvement in emergency preparedness

    International Nuclear Information System (INIS)

    Oudiz, A.

    2002-01-01

    The management of a nuclear crisis involves many actors apart from the radiation protection and nuclear safety experts. More than stakeholders involvement, what is at stake is a better co-operation and mutual understanding amongst the various actors. This mutual understanding requires that a minimal common nuclear risk culture exists. Presently, in France, the representation of the nuclear risk is split into two clear-cut misconceptions: risk denial or catastrophe, with almost nothing in between. In order to contribute to building progressively a common nuclear risk culture, the information about the risk and its management needs to be discussed and criticized by various actors, including non institutional actors who play an important role for the diffusion of the risk culture. Hence, IPSN decided in year 2000 to elaborate a specific feature allowing information and debate on the nuclear risk and its short and long terms management. It will take the form of a CD-ROM, which is currently elaborated by a task group taking into account: - the 'social expectancies', as they have been identified by a sociologist, - the available documents about the nuclear risk, the crisis and its management, which were analysed. The analysis shows that there is a need for a new type of feature. The feature contains first a common bulk which addresses all types of nuclear accidents and then, specific developments for each type of accidents occurring in different nuclear installations. Specialists in CD-ROM design are involved in the project. It is very important to design the structure of the CD-ROM in such a way as it presents the technical information in an understandable manner for non-specialists. This CD-ROM, which should be widely distributed and will serve as a support for debates, may contribute to building up progressively a common risk culture. It should help to aim at a better mutual understanding between experts and lay people whose points of view about the nuclear risk

  8. Climate change: which stakes? Stakes of climate change. Man and the trajectory of the Earth ship

    International Nuclear Information System (INIS)

    Bramy, Herve; Rogalski, Michel; Sachs, Ignacy

    2011-12-01

    A first article recalls what the greenhouse effect is, outlines that the increase of CO 2 concentration due to human activity is indisputable, that the future of the Kyoto Protocol remains hypothetical, that evolving towards a new development mode is a crucial necessity. It also addresses the issue of financing this struggle against climate change, and outlines the importance of international negotiations. A second article outlines the stakes of climate change, notably by referring to the different international summits and to the associated issues (commitments of most countries, technology transfers, and so on). The third article comments the entry into the Anthropocene as a disruption for the joint evolution of mankind and biosphere. The author outlines the need of a new planning for development, and briefly discusses the question of energies

  9. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  10. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

    Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.

  11. Unaccounted Workload Factor: Game-Day Pitch Counts in High School Baseball Pitchers—An Observational Study

    Science.gov (United States)

    Zaremski, Jason L.; Zeppieri, Giorgio; Jones, Deborah L.; Tripp, Brady L.; Bruner, Michelle; Vincent, Heather K.; Horodyski, MaryBeth

    2018-01-01

    Background: Throwing injuries are common in high school baseball. Known risk factors include excessive pitch counts, year-round pitching, and pitching with arm pain and fatigue. Despite the evidence, the prevalence of pitching injuries among high school players has not decreased. One possibility to explain this pattern is that players accumulate unaccounted pitch volume during warm-up and bullpen activity, but this has not yet been examined. Hypotheses: Our primary hypothesis was that approximately 30% to 40% of pitches thrown off a mound by high school pitchers during a game-day outing are unaccounted for in current data but will be revealed when bullpen sessions and warm-up pitches are included. Our secondary hypothesis was that there is wide variability among players in the number of bullpen pitches thrown per outing. Study Design: Cross-sectional study; Level of evidence, 3. Methods: Researchers counted all pitches thrown off a mound during varsity high school baseball games played by 34 high schools in North Central Florida during the 2017 season. Results: We recorded 13,769 total pitches during 115 varsity high school baseball starting pitcher outings. The mean ± SD pitch numbers per game were calculated for bullpen activity (27.2 ± 9.4), warm-up (23.6 ±8.0), live games (68.9 ±19.7), and total pitches per game (119.7 ± 27.8). Thus, 42.4% of the pitches performed were not accounted for in the pitch count monitoring of these players. The number of bullpen pitches thrown varied widely among players, with 25% of participants in our data set throwing fewer than 22 pitches and 25% throwing more than 33 pitches per outing. Conclusion: In high school baseball players, pitch count monitoring does not account for the substantial volume of pitching that occurs during warm-up and bullpen activity during the playing season. These extra pitches should be closely monitored to help mitigate the risk of overuse injury. PMID:29662911

  12. Experimental High-Resolution Land Surface Prediction System for the Vancouver 2010 Winter Olympic Games

    Science.gov (United States)

    Belair, S.; Bernier, N.; Tong, L.; Mailhot, J.

    2008-05-01

    The 2010 Winter Olympic and Paralympic Games will take place in Vancouver, Canada, from 12 to 28 February 2010 and from 12 to 21 March 2010, respectively. In order to provide the best possible guidance achievable with current state-of-the-art science and technology, Environment Canada is currently setting up an experimental numerical prediction system for these special events. This system consists of a 1-km limited-area atmospheric model that will be integrated for 16h, twice a day, with improved microphysics compared with the system currently operational at the Canadian Meteorological Centre. In addition, several new and original tools will be used to adapt and refine predictions near and at the surface. Very high-resolution two-dimensional surface systems, with 100-m and 20-m grid size, will cover the Vancouver Olympic area. Using adaptation methods to improve the forcing from the lower-resolution atmospheric models, these 2D surface models better represent surface processes, and thus lead to better predictions of snow conditions and near-surface air temperature. Based on a similar strategy, a single-point model will be implemented to better predict surface characteristics at each station of an observing network especially installed for the 2010 events. The main advantage of this single-point system is that surface observations are used as forcing for the land surface models, and can even be assimilated (although this is not expected in the first version of this new tool) to improve initial conditions of surface variables such as snow depth and surface temperatures. Another adaptation tool, based on 2D stationnary solutions of a simple dynamical system, will be used to produce near-surface winds on the 100-m grid, coherent with the high- resolution orography. The configuration of the experimental numerical prediction system will be presented at the conference, together with preliminary results for winter 2007-2008.

  13. Nuclear Power Plant Simulation Game.

    Science.gov (United States)

    Weiss, Fran

    1979-01-01

    Presents a nuclear power plant simulation game which is designed to involve a class of 30 junior or senior high school students. Scientific, ecological, and social issues covered in the game are also presented. (HM)

  14. Digital games and Blended Learning in language learning: a case study with high school students

    Directory of Open Access Journals (Sweden)

    Elaine Teixeira da Silva

    2017-07-01

    Full Text Available Contemporary language teaching can turn to a tool provided by the development of digital technologies - digital games. This resource is used by the vast majority of students, and its attractive features allow for meaningful learning. This method can be classified as Blended Learning since students use games to learn without the physical presence of the teacher, but still favor face-to-face learning. To verify digital games as a tool for teaching languages and for Blended Learning, a questionnaire created in Google Forms was shared with 67 interviewees with four questions related to the theme. It is a quantitative research supported by the contributions of Kenski (2007, Mattar (2011, Mendes (2011, Prensky (2012, and Tori (2010. among others.

  15. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  16. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  17. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  18. Storage, a stake for renewable energies integration

    International Nuclear Information System (INIS)

    Grabette, Olivier

    2013-01-01

    Development of renewable energy sources is challenging the power system operation. Balancing consumption and generation at different times, from real time up to 10 years, with an increasing part of intermittent and fatal sources should indicate a clear route to storage development Up to now on opposite situation occurs. New storage project in Europe has been stopped because of missing business model, and there is no long term economical signal showing it could change in the near future. The capability to predict with a good accuracy, and share through the European transmission system the renewable production places storage in direct competition with other sources of flexibility. However, use case of storage is not limited to energy balancing. Ancillary services, connexion cost optimization, quality of supply are among other possible services offered by storage installation. For all of those, understanding technical requirements and economical issues is an initial condition to open a favourable game area for storage. Exploring new multi-service models through demonstrators, redesigning the electricity market in Europe are key initiatives to approach a new era for storage development. It doesn't prevent innovation to improve performance and reduce cost, an essential condition to give a chance for storage solution compared to other flexibility sources. (author)

  19. Playing educational micro-games at high schools: Individually or collectively?

    Czech Academy of Sciences Publication Activity Database

    Brom, C.; Levčík, David; Buchtová, M.; Klement, Daniel

    2015-01-01

    Roč. 48, Jul (2015), s. 682-694 ISSN 0747-5632 R&D Projects: GA MZd(CZ) NT13386 Institutional support: RVO:67985823 Keywords : educational games * collective play * learning effects * secondary education * classrooms Subject RIV: FH - Neurology Impact factor: 2.880, year: 2015

  20. Fundamental Computer Science Conceptual Understandings for High School Students Using Original Computer Game Design

    Science.gov (United States)

    Ernst, Jeremy V.; Clark, Aaron C.

    2012-01-01

    In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…

  1. Altered economic decision-making in abstinent heroin addicts: Evidence from the ultimatum game.

    Science.gov (United States)

    Hou, Yu; Zhao, Liyan; Yao, Qi; Ding, Lixiang

    2016-08-03

    The development and persistence of drug addiction has been suggested to involve decision-making deficits. The Ultimatum Game is a widely used economic decision-making paradigm that illustrates the tension between financial self-interest and fairness motives. The behavior of responders in the Ultimatum Game has been associated with emotional reactions and cognitive control abilities, both of which are dysregulated in drug addicts. In this study, we investigated whether this economic decision-making process that involves considerations of social norms is affected by heroin addiction. Heroin addicts (n=17) and demographically matched healthy control subjects (n=18) were recruited to play the part of responders in the Ultimatum Game, during which they decided to accept or reject the monetary offers proposed by strangers. The offers were manipulated by varying the stake sizes and fairness scales. The rejection rates of all of the offer categories, response times, fairness judgments, and impulsivity were compared between heroin addicts and healthy controls. Compared with healthy subjects, the rejection rates of most unfair offers in the Ultimatum Game were significantly higher under low-offer-size conditions among heroin addicts. In contrast, the most unfair offers were more likely to be accepted by heroin addicts in the high-offer-size condition than by healthy subjects. The ratings of unfairness were equal in both conditions although the rejection rates were different. Heroin addicts had higher scores on BIS attentional/cognitive impulsivity and non-planning impulsivity, but not in motor impulsivity. Rejection rates to most unfair offers under low-offer-size conditions significantly correlated with score on BIS non-planning impulsivity and total score of impulsivity. Heroin addicts differentially responded under different stake-level conditions in the Ultimatum Game, with emotional impulses in low-offer-size conditions and selfish motives in the face of high monetary

  2. High Calorie, Low Nutrient Food/Beverage Intake and Video Gaming in Children as Potential Signals for Addictive Behavior

    Directory of Open Access Journals (Sweden)

    Nathaniel R. Riggs

    2011-11-01

    Full Text Available Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.

  3. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption.

    Science.gov (United States)

    Mario, Siervo; Hannah, Cameron; Jonathan, Wells C K; Jose, Lara

    2014-12-01

    Video-game playing is associated with an increased obesity risk. The association of video-game playing with body composition, physical activity and eating behaviour was investigated. A total of 45 young males (age range 18-27 years, BMI range 18.5-35.1 kg/m(2)) were recruited. Measurements of body composition and blood pressure were performed. The EPIC-FFQ questionnaire was used to assess dietary intake. A questionnaire battery was administered to assess physical activity, eating behaviour, sleep quality and frequency of video-game playing (hours/week). Subjects were categorised into frequent (>7 h/week) and non-frequent (≤7 h/week) players. Frequent video-game players had greater waist circumference and fat mass. Video-game playing was significantly associated with high added sugar and low fibre consumption. A higher level of dietary restraint was observed in non-frequent video-game users. These preliminary results identify frequent video-game playing as an important lifestyle behaviour which may have important implications for understanding obesity risk in young male adults.

  4. Energy storage. Stakes, technical solutions and valorization opportunities

    International Nuclear Information System (INIS)

    2012-03-01

    As a key factor to allow the continuous growth of renewable energies, energy storage technologies are now more than ever in the spotlight. In order to grasp the stakes, understand the technology diversity, learn relevant orders of magnitudes and comprehend the close intricacy of energy storage with energy and environmental issues, ENEA has published a detailed and well-documented publication on the subject

  5. Economic Rationality in the Ultimatum Game

    Directory of Open Access Journals (Sweden)

    Jan Fiala

    2017-03-01

    Full Text Available Rigorous application of experimental methodology to the interdisciplinary research of economic decision making is the main purpose of our work. In this paper, we introduce the main decisionmaking theories and outline economic rationality. We explain why we find it useful to discriminate between the “irrational” and “non-rational” components of decision making. We offer an oriented interdisciplinary point of view on economic rationality. In the applied section, we describe the main features of the Ultimatum game and summarize the up-to-date theories explaining the non-rational course of the game. We discuss in detail the reported relations between the nominal value of the stakes and the distribution of the offers and responses. We introduce the blinded, randomized Ultimatum game experiment that we conducted in our laboratory. We stress the importance of anonymity of the study subjects and the difference in salience of a factual reward against a  hypothetical reward. We present the results of our study, showing that a  duly chosen non-monetary reward, directly inconvertible into money, leads to a different offer distribution in the Ultimatum game without the necessity to invest excessive sums of money in the rewards. We compare our results to research published by other authors. According to our theory, the rational, non-rational and irrational components contribute to the decision making in Ultimatum differently depending on the different reward stakes.

  6. Engaging Students in Quality Games

    Science.gov (United States)

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

    Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…

  7. Measuring Motivation in Low-Stakes Assessments. Research Report. ETS RR-15-19

    Science.gov (United States)

    Finn, Bridgid

    2015-01-01

    There is a growing concern that when scores from low-stakes assessments are reported without considering student motivation as a construct of interest, biased conclusions about how much students know will result. Low motivation is a problem particularly relevant to low-stakes testing scenarios, which may be low stakes for the test taker but have…

  8. Towards a better understanding of the overall health impact of the game of squash: automatic and high-resolution motion analysis from a single camera view

    Directory of Open Access Journals (Sweden)

    Brumann Christopher

    2017-09-01

    Full Text Available In this paper, we present a method for locating and tracking players in the game of squash using Gaussian mixture model background subtraction and agglomerative contour clustering from a calibrated single camera view. Furthermore, we describe a method for player re-identification after near total occlusion, based on stored color- and region-descriptors. For camera calibration, no additional pattern is needed, as the squash court itself can serve as a 3D calibration object. In order to exclude non-rally situations from motion analysis, we further classify each video frame into game phases using a multilayer perceptron. By considering a player’s position as well as the current game phase we are able to visualize player-individual motion patterns expressed as court coverage using pseudo colored heat-maps. In total, we analyzed two matches (six games, 1:28h of high quality commercial videos used in sports broadcasting and compute high resolution (1cm per pixel heat-maps. 130184 manually labeled frames (game phases and player identification show an identification correctness of 79.28±8.99% (mean±std. Game phase classification is correct in 60.87±7.62% and the heat-map visualization correctness is 72.47±7.27%.

  9. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  10. Continuous measurement of digital game experiences

    NARCIS (Netherlands)

    Poels, K.; Hoogen, van den W.M.; IJsselsteijn, W.A.; Kort, de Y.A.W.

    2008-01-01

    In recent years, the game industry has developed a wide array of games and gaming devices, targeted to different age and gender groups and to gamers with various play styles. As such, playing digital games has become a highly popular leisure activity. Over recent years, academic research on digital

  11. Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study.

    Science.gov (United States)

    Forrest, Cameron J; King, Daniel L; Delfabbro, Paul H

    2017-02-01

    Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioural interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future changes in problematic gaming behaviour. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, M age =26.2years). It was found that individuals who became problematic gamers over 12months had higher baseline scores on perfectionism (d=1.20), cognitive salience (d=0.74) and regret (d=0.69) than those who remained non-problematic gamers. Problematic gamers who became non-problematic gamers had lower baseline perfectionism scores (d=0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming. These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes. Copyright © 2016 Elsevier Ltd. All rights reserved.

  12. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    Science.gov (United States)

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  13. High-risk versus low-risk football game weekends: differences in problem drinking and alcohol-related consequences on college campuses in the United States.

    Science.gov (United States)

    Champion, Heather; Blocker, Jill N; Buettner, Cynthia K; Martin, Barbara A; Parries, Maria; Mccoy, Thomas P; Mitra, Ananda; Andrews, David W; Rhodes, Scott D

    2009-01-01

    Collegiate football games provide multiple social opportunities for alcohol use by students over the course of the weekend. The goal of this study was to examine alcohol use and alcohol-related consequences on football game weekends to determine differences based on characteristics of the game. A random sample of students from two large, public universities in the United States completed a survey on the Sunday-Friday following a high-risk weekend (HRW, important, home game) and low-risk weekend (LRW, no home game or game of importance) (N = 3,238 total). The survey measured the number of days students drank (0-3) and got drunk (0-3) over the weekend and whether 1+ consequences were experienced due to one's own drinking (yes/no) and due to others' drinking (yes/no). Ordinal logistic regression analyses revealed greater odds of drinking alcohol (OR = 1.70, CI = 1.46-1.97) and getting drunk (OR = 1.49, CI = 1.27-1.76) on HRW versus LRW. Logistic regression analyses revealed greater odds of experiencing 1+ consequences as a result of one's own drinking (OR = 1.38, CI = 1.16-1.63) and experiencing 1+ consequences as a result of others' drinking (OR = 1.52, CI = 1.30-1.78) on HRW versus LRW. These findings suggest that additional prevention efforts aimed at reducing risky drinking are needed over HRW and have implications for campus administrators, law enforcement, and substance abuse program coordinators.

  14. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...

  15. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  16. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  17. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

    Bauckhage, C.; Drachen, Anders; Sifa, Rafet

    2015-01-01

    of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...... scientists and present a review and tutorial focusing on the application of clustering techniques to mine behavioral game data. Several algorithms are reviewed and examples of their application shown. Key topics such as feature normalization are discussed and open problems in the context of game analytics...

  18. ROLE AS A STRATEGY GAMES EDUCATIONAL PERCEPTIONS OF TEACHERS IN TRAINING AND HIGH SCHOOL STUDENTS

    Directory of Open Access Journals (Sweden)

    Víctor Abella García

    2010-11-01

    Full Text Available p { margin-bottom: 0.21cm; } Mass media have showed a negative image of role playing games in the United States and also in Spain. Murders, suicides and a certain grade of psychosis seems associated with the RPGs, at least on the newspapers. Curiously, these opinions, do not seem to correspond to the scientific investigations realized until now, neither with the legal choices dictated on related cases. This investigation analyzes quantitatively the opinions in a questionnaire of 133 young people.

  19. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  20. Flash Learning Games Wow Students and Instructors: Moving Toward An Academic Gaming Portal

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

    Full Text Available This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.

  1. Risk preferences over small stakes: Evidence from deductible choice

    OpenAIRE

    Janko Gorter; Paul Schilp

    2012-01-01

    This paper provides new field evidence on risk preferences over small stakes. Using unique population and survey data on deductible choice in Dutch universal health insurance, we find that risk preferences are a dominant factor in decision aking. In fact, our results indicate that risk preferences are both statistically and quantitatively more significant in explaining deductible choice behavior than risk type. This finding contrasts with classical expected utility theory, as it implies risk ...

  2. An oral health education video game for high caries risk children: study protocol for a randomized controlled trial.

    Science.gov (United States)

    Aljafari, Ahmad; Rice, Colm; Gallagher, Jennifer Elizabeth; Hosey, Marie Therese

    2015-05-28

    of an oral health education video game for high caries risk children and their families. Few protocols such as this are available in this much-needed research area. ISRCTN94617251.

  3. Colloquium on the stakes and new realities of renewable energies

    International Nuclear Information System (INIS)

    2001-01-01

    Today, renewable energies represent 23% of the French energy production and should become a real advantage to overcome the greenhouse effect stakes and to optimize the durable development policy. This book brings together the interventions of the different participants to this colloquium on renewable energies. The following aspects were covered: how to make renewable energies profitable in the framework of an industrial facility; which specific renewable energy models would allow to overcome the greenhouse effect stake; how emission permits can incite to the use of renewable energies and reduce the pollution tax amount; how to take advantage of the new wastes valorization techniques in the rationalization of energy expenses; advantages and limitations of renewable energies in the on-site energy optimization; opportunities and stakes of the climate risk for renewable energies; last developments of the national regulatory framework applicable to renewable energies; status and perspectives of the European directive project on renewable energies; the suitability of renewable energies with respect to the energy needs of the industry and tertiary sectors; how to insert renewable energies in a durable development policy; how to exploit the diversity of renewable energies in order to maximize their economical and environmental potentialities; how to integrate the solar thermal and photovoltaic energies in the framework of a global environmental policy. (J.S.)

  4. Long-lived high and intermediate level radioactive wastes: defining the context, stakes and perspectives; Dechets radioactifs de haute activite et de moyenne activite a vie longue: situer le contexte, les enjeux et les perspectives

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2006-07-01

    The French law from December 30, 1991 has defined an ambitious 15 years program of researches in order to explore the different possible paths for the long-term management of long-lived high and intermediate level radioactive wastes. The law foresees also that at the end of the 15 years research program, a project of law will be prepared by the French government and transmitted to the European parliament in 2006. A public debate has been organized and emceed in 2005 in order dialogue with the general public and to gather its questions, remarks and fears. In the framework of their contribution to this debate, the ministries of industry and environment have prepared this document which answers some key questions about radioactive waste management: where do wastes come from, what are the risks, how are they managed today in France and in foreign countries, what are the results of the researches carried out during 15 years, what are the advantages and drawbacks of each waste management solution considered, what is the perspective of application of each solution, what is the position of experts, what will be the decision process. This synthetic document supplies some reference marks to better understand these different points. Some pedagogical files about radioactivity, fuel cycle, and nuclear industry activities are attached to the document. (J.S.)

  5. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  6. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  7. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  8. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  9. Targeted Killings in Bangladesh: Diversity at Stake

    OpenAIRE

    Syed, Jawad

    2016-01-01

    Since 2013, Bangladesh has repeatedly been in headline news across the world due to systematic and incessant targeted killings. In the mainstream media, both in South Asia and the West, the focus has been generally on high profile murders of secular and progressive bloggers. This includes the recent worldwide broad coverage on the tragic murder of Xulhaz Mannan, editor of Bangladesh's first LGBT rights magazine. However, not many know that these killings are only one part of the story. Secula...

  10. Maximal voluntary contraction force, SR function and glycogen resynthesis during the first 72 h after a high-level competitive soccer game

    DEFF Research Database (Denmark)

    Krustrup, Peter; Ørtenblad, Niels; Nielsen, Joachim

    2011-01-01

    The aim of this study was to examine maximal voluntary knee-extensor contraction force (MVC force), sarcoplasmic reticulum (SR) function and muscle glycogen levels in the days after a high-level soccer game when players ingested an optimised diet. Seven high-level male soccer players had a vastus...... lateralis muscle biopsy and a blood sample collected in a control situation and at 0, 24, 48 and 72 h after a competitive soccer game. MVC force, SR function, muscle glycogen, muscle soreness and plasma myoglobin were measured. MVC force sustained over 1 s was 11 and 10% lower (P ...

  11. Fair Play? Violence, Gender and Race in Video Games.

    Science.gov (United States)

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  12. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  13. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  14. Hydrogen: the great debate. 'Power to Gas - how to cope with the challenge of electricity storage?; Hydrogen in energy transition: which challenges to be faced?; Hydrogen, essential today, indispensable tomorrow; Electrolytic hydrogen, a solution for energy transition?; Development of high power electrolysis systems: need and approach; Hydrogen as energy vector, Potential and stakes: a perspective; The Toyota Fuel Cell System: a new era for the automotive industry; Three key factors: production, applications to mobility, and public acceptance; Hydrogen, benevolent fairy or tempting demon

    International Nuclear Information System (INIS)

    Hauet, Jean-Pierre; Boucly, Philippe; Beeker, Etienne; Mauberger, Pascal; Quint, Aliette; Pierre, Helene; Lucchese, Paul; Bouillon-Delporte, Valerie; Chauvet, Bertrand; Brisse, Annabelle; Gautier, Ludmila; Hercberg, Sylvain; De Volder, Marc; Gruson, Jean-Francois; Marion, Pierre; Grellier, Sebastien; Devezeaux, Jean-Guy; Mansilla, Christine; Le Net, Elisabeth; Le Duigou, Alain; Maire, Jacques

    2015-01-01

    This publication proposes a set of contributions which address various issues related to the development of the use of hydrogen as an energy source. More precisely, these contributions discuss how to face the challenge of electricity storage by using the Power-to-Gas technology, the challenges to be faced regarding the role of hydrogen in energy transition, the essential current role of hydrogen and its indispensable role for tomorrow, the possible role of electrolytic hydrogen as a solution for energy transition, the need of and the approach to a development of high power electrolysis systems, the potential and stakes of hydrogen as an energy vector, the Toyota fuel cell system as a sign for new era for automotive industry, the three main factors (production, applications to mobility, and public acceptance) for the use of hydrogen in energy transition, and the role of hydrogen perceived either as a benevolent fairy or a tempting demon

  15. Just a few metres… but the stakes are high

    CERN Multimedia

    Caroline Duc

    2013-01-01

    A beam of negative hydrogen ions has been injected into the first accelerator module of Linac4, the linear accelerator which will replace Linac2.   The Linac4 team celebrate the acceleration of the first beam by the RFQ module. Wednesday, 13 March was a big day for the Linac4 teams. At its temporary location in an old PS hall, the first element in the Linac4 accelerator chain, the Radio Frequency Quadrupole (RFQ) module, accelerated its first beam produced by the new source built for Linac4. This crucial step was a complete success! “Only three metres in length, the RFQ is at the start of the beam's path, immediately after the ion source and the low-energy transport line,” explains Maurizio Vretenar, the Linac4 project leader. “Its job is to increase the beam’s energy from 45 keV to 3 MeV. The section commissioned on Wednesday, which includes the source, the low-energy transport line and the RFQ, is only five metres long but still manages to po...

  16. Principal Holistic Judgments and High-Stakes Evaluations of Teachers

    Science.gov (United States)

    Briggs, Derek C.; Dadey, Nathan

    2017-01-01

    Results from a sample of 1,013 Georgia principals who rated 12,617 teachers are used to compare holistic and analytic principal judgments with indicators of student growth central to the state's teacher evaluation system. Holistic principal judgments were compared to mean student growth percentiles (MGPs) and analytic judgments from a formal…

  17. Is High-Stakes Testing Harming Lower Socioeconomic Status Schools?

    Science.gov (United States)

    Cunningham, William G.; Sanzo, Tiffany D.

    2002-01-01

    A strong relationship is shown between students' state assessment test pass rates and students' socioeconomic status (SES). State sanctions based on assessment scores can affect graduation, student diplomas, school accreditation, school funding, teacher rewards and promotion, paperwork requirements, regulations, work expectations, improvement…

  18. The High Stakes of Artificial Dialogue in Teacher Education

    Science.gov (United States)

    Simpson, Douglas J.

    2009-01-01

    Talking about important events, experiences, and ideas is a crucial societal concern for many reasons. In the field of teacher education, dialogue may be even more difficult because it is sometimes seen as being both essential and troubling. Dialogue is complicated because some people are fearful of open inquiry; others are inclined to rant; and…

  19. Ensuring future national gas supplies. High stakes for research

    International Nuclear Information System (INIS)

    Rojey, A.

    1996-01-01

    A considerable increase in natural gas demand has been forecast for the coming years. Present-day supply sources will be unable to cover the growing demand in Europe and new suppliers will need to be called on more and more. Diversifying to new supply sources will entail heavy investments and is bound to mean rising costs. Technical progress is necessary to reduce costs, while protecting the environment and providing improved safety conditions. Innovative solutions in the areas of production, processing, transportation and chemical conversion should in the future widen the options and outlets available to operators. (author)

  20. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  1. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  2. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    Science.gov (United States)

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  3. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    Science.gov (United States)

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  4. The stakes in managing radioactive wastes

    International Nuclear Information System (INIS)

    Boissier, F.

    2012-01-01

    Like any human activity, the nuclear industry produces wastes. The wastes containing radioactive substances have to be managed as a function of the related risks. Nowadays, 1.300.000 tons of radioactive wastes have accumulated in France. More than 90% of them have short half-lives and are stored on the ground by ANDRA (national agency for the management of radioactive wastes) on 2 sites in the Aube district. ANDRA also designs solutions for stocking the other wastes. Those with long half-lives and very high activity will be stored deep underground (500 meter deep) at Cigeo in the Meuse and Haute-Marne districts. The wastes with long half-lives but low activity (less than 10 5 decays/s for graphite and less than a few thousands decays/s for radium contaminated wastes) will be disposed in a specific way. Implementing a storage solution for each type of waste is necessary for the nuclear industry's sustainability, but it does not dispense the latter from pursuing its efforts to reduce the quantity and danger of the wastes produced. This holds in particular for the so-called 'fourth generation' of future installations. It is important to take stock of all the issues related to managing nuclear wastes

  5. A game-based crowdsourcing platform for rapidly training middle and high school students to perform biomedical image analysis

    Science.gov (United States)

    Feng, Steve; Woo, Min-jae; Kim, Hannah; Kim, Eunso; Ki, Sojung; Shao, Lei; Ozcan, Aydogan

    2016-03-01

    We developed an easy-to-use and widely accessible crowd-sourcing tool for rapidly training humans to perform biomedical image diagnostic tasks and demonstrated this platform's ability on middle and high school students in South Korea to diagnose malaria infected red-blood-cells (RBCs) using Giemsa-stained thin blood smears imaged under light microscopes. We previously used the same platform (i.e., BioGames) to crowd-source diagnostics of individual RBC images, marking them as malaria positive (infected), negative (uninfected), or questionable (insufficient information for a reliable diagnosis). Using a custom-developed statistical framework, we combined the diagnoses from both expert diagnosticians and the minimally trained human crowd to generate a gold standard library of malaria-infection labels for RBCs. Using this library of labels, we developed a web-based training and educational toolset that provides a quantified score for diagnosticians/users to compare their performance against their peers and view misdiagnosed cells. We have since demonstrated the ability of this platform to quickly train humans without prior training to reach high diagnostic accuracy as compared to expert diagnosticians. Our initial trial group of 55 middle and high school students has collectively played more than 170 hours, each demonstrating significant improvements after only 3 hours of training games, with diagnostic scores that match expert diagnosticians'. Next, through a national-scale educational outreach program in South Korea we recruited >1660 students who demonstrated a similar performance level after 5 hours of training. We plan to further demonstrate this tool's effectiveness for other diagnostic tasks involving image labeling and aim to provide an easily-accessible and quickly adaptable framework for online training of new diagnosticians.

  6. The Importance of Loosely Systematized Game Phases in Sports: The Case of Attack Coverage Systems in High-Level Women’s Volleyball

    Directory of Open Access Journals (Sweden)

    Lorenzo Laporta

    2015-03-01

    Full Text Available Change is ubiquitous, but its degree and rate often affords detection of emerging patterns and establishing behavioral dynamics based on expected regularities. Match analysis capitalizes on such regularities, capturing information relevant for enhancing structure and reducing improvisation to a minimum. However, what if a game phase is only loosely regular, defying pattern systematization? Is it still possible to unfold principles of behavior capable of abstracting over-arching patterns? Our research focused on analysis of complex IV (KIV or attack coverage in volleyball. Fourteen matches from the 2013 Volleyball Women’s World Grand Champions Cup were analyzed. Results showed the occurrence of KIV corresponded to fewer than 5% of the total number of actions, and plays where a team successfully conquered a point after attack coverage was circa 1%, meaning this game complex will only make a difference in balanced matches. Overall, twenty-nine attack coverage structures emerged, denoting very high organizational variability. Attack coverage therefore provides an example of principle-based and not structured-based game phase. Associative analysis showed that quick attack tempos constrain the emergence of more complex attack coverage structures. The search for principle-based instead of structure-based game phases may provide useful insights for comprehension of game dynamics and for informing training processes.

  7. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  8. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  9. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  10. Social Perception of Hydrogen Technologies: The View of Spanish Stake holders

    International Nuclear Information System (INIS)

    Ferri Anglada, S.

    2013-01-01

    This technical report presents an overview of the social perception and vision of a sample of Spanish stake holders on hydrogen technologies. The study is based on the implementation of a survey, combining both quantitative and qualitative data. An ad hoc electronic survey was design to collect views and perceptions on several key factors regarding this innovative energy alternative. The group of experts participating (N=130) in the study, comes mainly from research centers, universities and private companies. The survey addresses three major themes: expert views, social acceptability, and contextual factors of hydrogen technologies. The aim is to capture both the current and the future scene as viewed by the experts on hydrogen technologies, identifying key factors in terms of changes, uncertainties, obstacles and opportunities. The objective is to identify potential key features for the introduction, development, promotion, implementation, and large-scale deployment of a highly successful energy proposal in countries such as Iceland, one of the pioneers in base its economy on hydrogen technologies. To conclude, this report illustrates the positive engagement of a sample of Spanish stake holders towards hydrogen technologies that may prove vital in the transition towards the Hydrogen Economy in Spain. (Author)

  11. Students' Perceptions about the Use of Educational Games as a Tool for Teaching the Periodic Table of Elements at the High School Level

    Science.gov (United States)

    Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, Jose´ María; Gil, M. L. Almoraima

    2015-01-01

    The study reported here was conducted to investigate the perceptions of high school students on the use of educational games as a tool for teaching the periodic table of elements in a chemistry class in Spain. The 127 students who participated in this study came from six different classes in grade 10 (15-16 years old). The students' perceptions of…

  12. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  13. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  14. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  15. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  16. Caucasus and the petroleum stakes of Caspian Sea

    International Nuclear Information System (INIS)

    Jalillosoltan, N.

    2001-01-01

    The splitting of the former USSR block in 1991 has generated a shock wave in the Caucasus area with the will of all ex-soviet republics to reach their complete independence. Because of the historical and geographical complexity of Caucasus, both geopolitical and human, this disorder has generated even more hazardous results, enhanced by the coveted oil and gas reserves of the Caspian Sea. This article analyses the petroleum stakes as factors of rivalry and instability (sovereignty of oil and gas fields, rivalries about the exploitation and transport of hydrocarbons), but also as factors of cooperation and re-composition. (J.S.)

  17. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...

  18. High-performance parallel computing in the classroom using the public goods game as an example

    Science.gov (United States)

    Perc, Matjaž

    2017-07-01

    The use of computers in statistical physics is common because the sheer number of equations that describe the behaviour of an entire system particle by particle often makes it impossible to solve them exactly. Monte Carlo methods form a particularly important class of numerical methods for solving problems in statistical physics. Although these methods are simple in principle, their proper use requires a good command of statistical mechanics, as well as considerable computational resources. The aim of this paper is to demonstrate how the usage of widely accessible graphics cards on personal computers can elevate the computing power in Monte Carlo simulations by orders of magnitude, thus allowing live classroom demonstration of phenomena that would otherwise be out of reach. As an example, we use the public goods game on a square lattice where two strategies compete for common resources in a social dilemma situation. We show that the second-order phase transition to an absorbing phase in the system belongs to the directed percolation universality class, and we compare the time needed to arrive at this result by means of the main processor and by means of a suitable graphics card. Parallel computing on graphics processing units has been developed actively during the last decade, to the point where today the learning curve for entry is anything but steep for those familiar with programming. The subject is thus ripe for inclusion in graduate and advanced undergraduate curricula, and we hope that this paper will facilitate this process in the realm of physics education. To that end, we provide a documented source code for an easy reproduction of presented results and for further development of Monte Carlo simulations of similar systems.

  19. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  20. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  1. What's at Stake in the Lives of People with Intellectual Disability? Part I: The Power of Naming, Defining, Diagnosing, Classifying, and Planning Supports

    Science.gov (United States)

    Schalock, Robert L.; Luckasson, Ruth

    2013-01-01

    This article focuses on the power of naming, defining, diagnosing, classifying, and planning supports for people with intellectual disability. The article summarizes current thinking regarding these five functions, states the essential question addressed by the respective function, and provides an overview of the high stakes involved for people…

  2. Promoting sales of online games through customer engagement.

    OpenAIRE

    Cheung, C. M. K.; Shen, A. X. L.; Lee, Z. W. Y.; Chan, T. K. H.

    2015-01-01

    With keen competition in the online game industry, game developers and publishers are finding new ways to induce players’ to spend money on subscriptions and virtual items. As the online game itself provides a highly engaging environment, this study examines online sales from the perspective of customer engagement. We propose a research model that examines why game players actively engage in playing online games, and how such engagement can contribute to sales of online games, empirically tes...

  3. MEnDiGa: A Minimal Engine for Digital Games

    OpenAIRE

    Boaventura, Filipe M. B.; Sarinho, Victor T.

    2017-01-01

    Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presen...

  4. Study on the Role of Video Educational Games with a Linguistic Approach in English Language Education of the 2nd Grade High School Students

    Directory of Open Access Journals (Sweden)

    Farzad Jalalian

    2018-04-01

    Full Text Available The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016. For the purpose of this study, we divided the participants into test and control groups and omitted the impacts of covariate (pretest scores measured before execution of any test on the learners. The statistical population consists of 90 students, divided into three groups each consisting of 30 students. Due to the long process of the research, we used availability sampling method in order to minimize the drop in the number of participants. The data was analyzed by SPSS and ANCOVA. The results of this study confirmed that a significant difference exists between English language recalling ability of 2nd grade high school students in test and control groups who are provided with video educational games with and without English language concepts respectively. We concluded that video educational games play an effective role in English language recalling ability of the students. Therefore, it is recommended that video educational games be used for enriching the leisure times of English learners.

  5. Game farms as sustainable ecotourist attractions

    Directory of Open Access Journals (Sweden)

    P. van der Merwe

    2005-12-01

    Full Text Available The main goal of this research was to determine aspects that will contribute to the development of sustainable ecotourism on game farms. In order to achieve this, empirical research was done by means of a survey sample consisting of all the active members of the South African Game Farmers Organisation. There are a total of 1244 members, of whom 50 % (n = 622 were randomly sampled for the research. In the main findings of the research, aspects were identified that are developed according to the criterion for sustainable ecotourism. These aspects include natural/conservation/environmental considerations as well as cultural aspects, such as learning local languages. Aspects that are neglected include working closely with the local community to develop new products; developing partnerships and joint ventures in which the community has a significant stake; fostering the development of community-based tourism products by providing marketing and mentoring support; and considering using local entrepreneurs in the development of community initiatives.

  6. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    . & Squire K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of Learning Sciences Vol. 13-1. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge Univ. Majgaard, G. (2014). Teaching Design of Emerging Embodied Technologies......Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... production makes video tutorials a promising alternative to paper tutorials. Software and game engine companies such as Unity has already switched to video and other online materials as the primary medium for their tutorials. It is often hard to find up to date thoroughly worked through textbooks on new...

  7. A 3d game in python

    OpenAIRE

    Xu, Minghui

    2014-01-01

    3D game has widely been accepted and loved by many game players. More and more different kinds of 3D games were developed to feed people’s needs. The most common programming language for development of 3D game is C++ nowadays. Python is a high-level scripting language. It is simple and clear. The concise syntax could speed up the development cycle. This project was to develop a 3D game using only Python. The game is about how a cat lives in the street. In order to live, the player need...

  8. Models in cooperative game theory

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2008-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The properties of these solution concepts and their interrelations on several classes of crisp, fuzzy, and multi-choice games are studied. Applications of the investigated models to many economic situations are indicated as well. The second edition is highly enlarged and contains new results and additional sections in the different chapters as well as one new chapter.

  9. Serious games for Geophysics

    Science.gov (United States)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  10. Prevalence of Addiction to the Internet, Computer Games, DVD, and Video and Its Relationship to Anxiety and Depression in a Sample of Iranian High School Students

    OpenAIRE

    Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam

    2014-01-01

    Objective: The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. Methods: In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4th ed (DSM-IV) crit...

  11. Highly time-resolved chemical characterization of atmospheric submicron particles during 2008 Beijing Olympic Games using an Aerodyne High-Resolution Aerosol Mass Spectrometer

    Directory of Open Access Journals (Sweden)

    X.-F. Huang

    2010-09-01

    Full Text Available As part of Campaigns of Air Quality Research in Beijing and Surrounding Region-2008 (CAREBeijing-2008, an Aerodyne High-Resolution Time-of-Flight Aerosol Mass Spectrometer (HR-ToF-AMS was deployed in urban Beijing to characterize submicron aerosol particles during the time of 2008 Beijing Olympic Games and Paralympic Games (24 July to 20 September 2008. The campaign mean PM1 mass concentration was 63.1 ± 39.8 μg m−3; the mean composition consisted of organics (37.9%, sulfate (26.7%, ammonium (15.9%, nitrate (15.8%, black carbon (3.1%, and chloride (0.87%. The average size distributions of the species (except BC were all dominated by an accumulation mode peaking at about 600 nm in vacuum aerodynamic diameter, and organics was characterized by an additional smaller mode extending below 100 nm. Positive Matrix Factorization (PMF analysis of the high resolution organic mass spectral dataset differentiated the organic aerosol into four components, i.e., hydrocarbon-like (HOA, cooking-related (COA, and two oxygenated organic aerosols (OOA-1 and OOA-2, which on average accounted for 18.1, 24.4, 33.7 and 23.7% of the total organic mass, respectively. The HOA was identified to be closely associated with primary combustion sources, while the COA mass spectrum and diurnal pattern showed similar characteristics to that measured for cooking emissions. The OOA components correspond to aged secondary organic aerosol. Although the two OOA components have similar elemental (O/C, H/C compositions, they display differences in mass spectra and time series which appear to correlate with the different source regions sampled during the campaign. Back trajectory clustering analysis indicated that the southerly air flows were associated with the highest PM1 pollution during the campaign. Aerosol particles in southern airmasses were especially rich in inorganic and oxidized organic species. Aerosol particles in northern airmasses

  12. Highly time-resolved chemical characterization of atmospheric submicron particles during 2008 Beijing Olympic Games using an Aerodyne High-Resolution Aerosol Mass Spectrometer

    Science.gov (United States)

    Huang, X.-F.; He, L.-Y.; Hu, M.; Canagaratna, M. R.; Sun, Y.; Zhang, Q.; Zhu, T.; Xue, L.; Zeng, L.-W.; Liu, X.-G.; Zhang, Y.-H.; Jayne, J. T.; Ng, N. L.; Worsnop, D. R.

    2010-09-01

    As part of Campaigns of Air Quality Research in Beijing and Surrounding Region-2008 (CAREBeijing-2008), an Aerodyne High-Resolution Time-of-Flight Aerosol Mass Spectrometer (HR-ToF-AMS) was deployed in urban Beijing to characterize submicron aerosol particles during the time of 2008 Beijing Olympic Games and Paralympic Games (24 July to 20 September 2008). The campaign mean PM1 mass concentration was 63.1 ± 39.8 μg m-3; the mean composition consisted of organics (37.9%), sulfate (26.7%), ammonium (15.9%), nitrate (15.8%), black carbon (3.1%), and chloride (0.87%). The average size distributions of the species (except BC) were all dominated by an accumulation mode peaking at about 600 nm in vacuum aerodynamic diameter, and organics was characterized by an additional smaller mode extending below 100 nm. Positive Matrix Factorization (PMF) analysis of the high resolution organic mass spectral dataset differentiated the organic aerosol into four components, i.e., hydrocarbon-like (HOA), cooking-related (COA), and two oxygenated organic aerosols (OOA-1 and OOA-2), which on average accounted for 18.1, 24.4, 33.7 and 23.7% of the total organic mass, respectively. The HOA was identified to be closely associated with primary combustion sources, while the COA mass spectrum and diurnal pattern showed similar characteristics to that measured for cooking emissions. The OOA components correspond to aged secondary organic aerosol. Although the two OOA components have similar elemental (O/C, H/C) compositions, they display differences in mass spectra and time series which appear to correlate with the different source regions sampled during the campaign. Back trajectory clustering analysis indicated that the southerly air flows were associated with the highest PM1 pollution during the campaign. Aerosol particles in southern airmasses were especially rich in inorganic and oxidized organic species. Aerosol particles in northern airmasses contained a large fraction of primary HOA

  13. Student Motivation in Low-Stakes Assessment Contexts: An Exploratory Analysis in Engineering Mechanics

    Science.gov (United States)

    Musekamp, Frank; Pearce, Jacob

    2016-01-01

    The goal of this paper is to examine the relationship of student motivation and achievement in low-stakes assessment contexts. Using Pearson product-moment correlations and hierarchical linear regression modelling to analyse data on 794 tertiary students who undertook a low-stakes engineering mechanics assessment (along with the questionnaire of…

  14. Small- and large-stakes risk aversion: implications of concavity calabration for decision theory

    NARCIS (Netherlands)

    Cox, J.C.; Sadiraj, V.

    2006-01-01

    A growing literature reports the conclusions that: (a) expected utility theory does not provide a plausible theory of risk aversion for both small-stakes and large-stakes gambles; and (b) this decision theory should be replaced with an alternative theory characterized by loss aversion. This paper

  15. On the correlation between motion data captured from low-cost gaming controllers and high precision encoders.

    Science.gov (United States)

    Purkayastha, Sagar N; Byrne, Michael D; O'Malley, Marcia K

    2012-01-01

    Gaming controllers are attractive devices for research due to their onboard sensing capabilities and low-cost. However, a proper quantitative analysis regarding their suitability for use in motion capture, rehabilitation and as input devices for teleoperation and gesture recognition has yet to be conducted. In this paper, a detailed analysis of the sensors of two of these controllers, the Nintendo Wiimote and the Sony Playstation 3 Sixaxis, is presented. The acceleration and angular velocity data from the sensors of these controllers were compared and correlated with computed acceleration and angular velocity data derived from a high resolution encoder. The results show high correlation between the sensor data from the controllers and the computed data derived from the position data of the encoder. From these results, it can be inferred that the Wiimote is more consistent and better suited for motion capture applications and as an input device than the Sixaxis. The applications of the findings are discussed with respect to potential research ventures.

  16. Game of the Cursed Prince based on Android

    OpenAIRE

    Armansyah, Risky; Pratiwi, Dian

    2018-01-01

    Nowadays Games become an entertainment alternative for various circles, industry and game development business is also a profitable industry. In Indonesia the amount of game consumption is very high, especially the console game type RPG (Role Playing Game). The task of this research is developing game software using Unity 3D to create an Android-based RPG game app. The story is packed with RPG genres so the player can feel the main role of the storys imagination. The game to be built is a gam...

  17. Effects of Video Games and Online Chat on Mathematics Performance in High School: An Approach of Multivariate Data Analysis

    OpenAIRE

    Lina Wu; Wenyi Lu; Ye Li

    2016-01-01

    Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We fin...

  18. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  19. Small-sided games in football as a method to improve high school students’ instep passing skills

    Science.gov (United States)

    Ridwan, M.; Darmawan, G.; Fuadi, Z.

    2018-01-01

    This study analyzed the influence of small sided games application toward increasing the learning result of instep passing in football. The research used one group pretest-posttest design. The data were obtained once a week for 135 minutes of small sided games and this activity had been held for four weeks with a final test in the final meeting. According to descriptive data result, there were increases of the mean. The data showed the increase of the application of small sided games resulted in not only the mean of the descriptive data but also the result of T-test. The significant of T-test is 0,000. It means less than 0,05 then the hypothesis Ha received and Ho rejected automatically. The presentation showed that 48,15% data is increasing by small-sided games application. The small-sided games were proven to be the right tool to increase instep passing football technique. We suggested to the apply that kind of games of football learning on physical education subject, especially for pre-university students.

  20. THE ARTWORK IN THE FIELD OF ART: THE STAKE, THE CAPITAL, THE HABITUÉS

    Directory of Open Access Journals (Sweden)

    A. A. Kalashnikova

    2017-01-01

    the position in the field. Looking at the social and individual significance of time and space, we prove the ability to treat a single work as the agent’s stake, which is a replica of his habitués at any given time. Agent’s success from this perspective is analyzed as determined by the winning of one or more of these stakes at the moment when they are relevant to the objective conditions, the definition of the field core value. In turn, for mediating agents the purchasing and possession of artworks is an attempt to both guess and provide to works a certain measure of symbolic power sufficient to win. Having considered the mentioned connections, we come to the conclusion that artworks are really involved in the structuring of art the field by obtaining capital and positions for agents with which they are associated. Since the examination of the objects through the research optics of fields theory helps to clarify the mechanism of symbolic game (struggle, we conclude that this approach may be useful in studying other fields of symbolic production, as well as to provide the basis for art field empirical studies.

  1. 2009 public meetings: To inform and exchange ideas on the issues at stake

    CERN Multimedia

    Association du personnel

    2009-01-01

    The summer holidays are over. And like every year around this time the Staff Association comes to meet you in your Departments to inform you about the topics currently being discussed at CERN. We count very much on the exchange of views and opinions between you and us that takes place during these meetings. Once again in 2009 there are a wide range of topics to be discussed. If the stakes are generally high, this year and the next ones they are huge. This is an additional reason for the need to see a maximum number of motivated candidates stand at the forthcoming elections for the Staff Council in November 2009. For all these reasons and to help us prepare optimally for these critical deadlines, we invite all of you to attend our public meetings.

  2. Game Addiction and Academic Achievement

    Science.gov (United States)

    Sahin, Mehmet; Gumus, Yusuf Yasin; Dincel, Sezen

    2016-01-01

    The primary aim of this study was to investigate the correlation between game addiction and academic achievement. The secondary aim was to adapt a self-report instrument to measure game addiction. Three hundred and seventy high school students participated in this study. Data were collected via an online questionnaire that included a brief…

  3. A Serious Game of Success

    Science.gov (United States)

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  4. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  5. Assessing Higher Order Thinking in Video Games

    Science.gov (United States)

    Rice, John

    2007-01-01

    Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…

  6. Oil dependence. Myths and realities of a strategic stake

    International Nuclear Information System (INIS)

    Chaliand, G.; Jafalian, A.

    2005-04-01

    Using a series of regional studies, this collective book proposes to evaluate the strategic dimensions of the oil dependence and to determine its geopolitical impacts in the Middle East, Russia, China, USA and Europe. Content: the oil stakes at the beginning of the 21. century; in the center of the oil scene: the Middle East; oil dependence and US foreign policy: beyond myths; the Russian oil, instrument of influence and of alliances re-knitting; China and oil: security feelings and strategic approach; towards a European supply strategy; beyond petroleum: what alternatives; 150 years of petroleum history; the energy dependence; energy economy; automotive fuels and pollution abatement; limitation of greenhouse gas emissions; glossary; bibliography; index; Web links. (J.S.)

  7. Billions at stake in climate finance: four key lessons

    Energy Technology Data Exchange (ETDEWEB)

    Newell, Peter [University of East Anglia (United Kingdom); Roberts, J. Timmons [Brown University (United States); Boyd, Emily [University of Leeds (United Kingdom); Huq, Saleemul

    2009-11-15

    How can we break through the impasse on the road to Copenhagen? As the climate talks stall over the size of emissions cuts and who pays for them, it is increasingly clear that funding will be key to breaking the deadlock. Guaranteeing adequate levels of climate finance will be a deal maker or breaker for the poorest nations as the December summit approaches. But on the brink of a new chapter in climate funding, with unprecedented flows at stake, donor countries need to learn from decades of aid experience – mistakes as well as successes. Failure to do this risks wasting a great opportunity to kickstart low-carbon, climate-resilient development for the world's poor.

  8. Stakes and modalities of the climatic risk covering

    International Nuclear Information System (INIS)

    Marteau, D.

    2006-01-01

    Several econometric works show that climatic volatility is at the first rank of the risk factors in several economic sectors like energy, textile, agriculture and food, tourism, leisure, building industries etc. However, climate remains an underestimated economic factor for several reasons: lack of awareness about the comparative stakes of climate risks management and market risks management, difficulties in the measurement of climate risk exposure, weak knowledge of covering techniques for private contract and organized markets, and unsolved question of risk sharing between shareholders and managers. This document analyzes the sensitivity of companies with respect to climate risk and describes the 5 steps of implementation of a climate covering policy: risk exposure measurement, risk bearing or transfer decision, definition of the optimum covering profile, choice of markets and covering instruments, efficiency measurement. A practical example is shown with its related questions. (J.S.)

  9. Biofuels: stakes, perspectives and researches; Biocarburants: enjeux, perspectives et recherches

    Energy Technology Data Exchange (ETDEWEB)

    Appert, O.; Ballerin, D.; Montagne, X.

    2004-07-01

    The French institute of petroleum (IFP) is a major intervener of the biofuels sector, from the production to the end-use in engines. In this press conference, the IFP takes stock of the technological, environmental and economical stakes of today and future biofuel production processes and of their impact on transports. This document gathers 2 presentations dealing with: IFP's research strategy on biofuels (transparencies: context; today's processes: ethanol, ETBE, bio-diesel; tomorrows processes: biomass to liquid; perspectives), bio-diesel fuel: the Axens process selected by Diester Industrie company for its Sete site project of bio-diesel production unit. The researches carried out at the IFP on biofuels and biomass are summarized in an appendix: advantage and drawbacks of biofuels, the ethanol fuel industry, the bio-diesel industry, biomass to liquid fuels, French coordinated research program, statistical data of biofuel consumption in France, Spain and Germany. (J.S.)

  10. Gaming industry, social responsibility and academia

    OpenAIRE

    Griffiths, MD; Wood, RTA; Parke, J; Parke, A

    2007-01-01

    This article briefly looks at some of the ways that academics – and more specifically the International Gaming Research Unit (IGRU) – have been helping the gaming industry and related stakeholders in terms of social responsibility. The IGRU is a team of experienced gaming researchers from across the UK, that work together to undertake high quality research and consultancy aimed at developing effective responsible gaming strategies. Rather than outline every single initiative that we have been...

  11. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  12. Soccer training: high-intensity interval training is mood disturbing while small sided games ensure mood balance.

    Science.gov (United States)

    Selmi, Okba; Haddad, Monoem; Majed, Lina; Ben Khalifa, Wissam; Hamza, Marzougui; Chamari, Karim

    2017-05-09

    BACKGROUNDː The aim of the study was to compare the effects of high-intensity intermittent training (HIIT) versus small-sided games (SSG) in soccer on both the physiological responses and the mood state of players. Sixteen professional soccer players took part in the study (age: 24.1±0.9 years). Testing of players was conducted on separate days in a randomized and counter-balanced order (each training session: 28-min: 4x4 minutes work with 3-min of passive recovery in-between). Effort: HIIT: intermittent 15-s runs at 110% maximal aerobic speed with 15-s of passive recovery in-between. SSG: 4 versus 4 players on a 25x35m pitch size with full-involvement play. Psychological responses before- and after- each training-session were assessed using the profile of mood-state (POMS: Tension, Depression, Anger, Vigor, Fatigue, and Confusion). The players' heart rate (HR) was continuously measured, whereas ratings of perceived exertion (RPE) and blood lactate concentration ([La]) were collected ~3-min after each training-session. HIIT and SSG showed no significant difference in HR, RPE and [La] responses. The HIIT compared with SSG resulted in: an increased total mood disturbance (pmind the mood-related advantages of the SSG shown in the present study.

  13. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  14. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  15. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  16. A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study.

    Science.gov (United States)

    Chung, Un-Sun; Han, Doug Hyun; Shin, Yee Jin; Renshaw, Perry F

    2016-01-01

    To help patients with autism spectrum disorder (ASD) improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT) using a prosocial online game (game-CBT), and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also helped participants more accurately consider associated environments in response to facial emotional stimulation. However, the online CBT was less effective than the offline-CBT at evoking emotions in response to emotional words.

  17. A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study

    Science.gov (United States)

    Chung, Un-sun; Han, Doug Hyun; Shin, Yee Jin; Renshaw, Perry F

    2016-01-01

    To help patients with autism spectrum disorder (ASD) improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT) using a prosocial online game (game-CBT), and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also helped participants more accurately consider associated environments in response to facial emotional stimulation. However, the online CBT was less effective than the offline-CBT at evoking emotions in response to emotional words. PMID:27051288

  18. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  19. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  20. Pilot project: Physiologic responses to a high-intensity active video game with COPD patients-Tools for home rehabilitation.

    Science.gov (United States)

    Parent, Andrée-Anne; Gosselin-Boucher, Vincent; Houle-Peloquin, Marilyn; Poirier, Claude; Comtois, Alain-Steve

    2018-05-01

    Chronic obstructive pulmonary disease (COPD) is a respiratory condition that causes a significant deterioration of the quality of life. However, exercise can improve the quality of life for COPD patients and it is for this reason previous study observed the effects of active video games to increase exercise. Using motion capture devices with short bursts of exercise never been tried with COPD patients. The objective was to observe the feasibility of using this device safely and easily with COPD patients. A total of 14 participants (8 men, 69 ± 6 years, 6 women, 74 ± 6 years), with a moderate to severe COPD diagnosis performed exercise games (Shape-Up, Ubisoft, Mtl) adapted under supervision. Gaming sessions of 10-15 min duration were composed of four games of about 1.5 min separated by rest. Average and peak minute ventilation, and METs peak were, respectively: Stunt Run game (lifting knees on spot) 25.3 ± 6.8, 33.5 ± 8.2 L/min and 4.2 ± 1.5 METs; Arctic Punch game (punching targets): 23.1 ± 5.6, 31.8 ± 9.8 L/min and 3.7 ± 1.2 METs; To the Core game (core twist), 22.2 ± 7.3, 29.2 ± 9.9 L/min and 3.3 ± 1.1 METs; and Squat me to the Moon game (sitting to standing), 27.8 ± 6.7, 36.8 ± 11.1 L/min and 4.4 ± 1.1 METs. Knowing the pleasure reported by the participants, the safety, and the ability to use it with assistance, it seems that the games could be a good tool in order for COPD patients to exercise at home. However, further investigation needs to be completed in order to observe the benefits in comparison to a traditional training program. © 2018 John Wiley & Sons Ltd.

  1. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  2. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  3. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  4. A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study

    Directory of Open Access Journals (Sweden)

    Chung US

    2016-03-01

    Full Text Available Un-sun Chung,1 Doug Hyun Han,2 Yee Jin Shin,3 Perry F Renshaw4 1Department of Psychiatry, Kyungpook National University Hospital, Daegu, Republic of Korea; 2Department of Psychiatry, Chung Ang University Hospital, Seoul, Republic of Korea; 3Department of Psychiatry, Yonsei University Hospital, Seoul, Republic of Korea; 4Brain Institute, Utah University, Salt Lake City, UT, USA Abstract: To help patients with autism spectrum disorder (ASD improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT using a prosocial online game (game-CBT, and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also

  5. Ongoing Projects on Serious Games

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-08-01

    Full Text Available This number of the EAI Transactions on Serious Games is dedicated to a set of ongoing research and development projects in this area. The selected articles represent very well the diversity of approaches, contexts and objectives that foster and render highly dynamic this area of study. In Europe, several funding programmes like the 7th Framework Programme, the Lifelong Learning Programme and the most recent Horizon 2020 made specific provisions to support Serious Games projects. At the same time, enterprises are recognizing more and more the potential of SG to train and to motivate their workforce and are therefore joining forces with the academy and SG producers to design specific SG. Serious Games became one of the most interesting “places to be” due to its growing scientific and practitioner community. We can say that the motivating and addictive character of games has been successfully transmitted to the research and development of Serious Games.

  6. Response Distortion on Personality Tests in Applicants: Comparing High-Stakes to Low-Stakes Medical Settings

    Science.gov (United States)

    Anglim, Jeromy; Bozic, Stefan; Little, Jonathon; Lievens, Filip

    2018-01-01

    The current study examined the degree to which applicants applying for medical internships distort their responses to personality tests and assessed whether this response distortion led to reduced predictive validity. The applicant sample (n = 530) completed the NEO Personality Inventory whilst applying for one of 60 positions as first-year…

  7. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  8. The Electronic Game Gambit.

    Science.gov (United States)

    Bing, Jon

    1982-01-01

    The rapid evolution of today's video games now fills arcades, snack bars, and homes with an array of highly interactive, graphically vivid technical devices. This electronic environment is creating a worldwide communication network. Developments in this area will be beneficial provided that appropriate media policies can be framed. (Author/JN)

  9. Video Game Packaging Design

    Science.gov (United States)

    Osterer, Irv

    2012-01-01

    High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…

  10. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  11. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  12. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    International Nuclear Information System (INIS)

    Purnomo, H.; Guizol, Ph.; Mendoza, G.A.

    2009-01-01

    Cooperation among stake holders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multi agent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stake holders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stake holders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called Forum Sebahu Sejalan. This formal forum was constituted after a facilitated ex-post interaction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stake holders.

  13. The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability

    Science.gov (United States)

    Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai

    2014-01-01

    Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…

  14. The Power of Sponges : High-tech versus Low-tech Gaming Simulation for the Dutch railways

    NARCIS (Netherlands)

    Meijer, S.A.

    2012-01-01

    To facilitate innovation in transport systems there is a need for simulated environments to experiment with new configurations, ideas and solutions. Gaming simulation is such an environment, and this paper presents the approach applied in capacity allocation and traffic control innovation for the

  15. The stakes of the park management in the lasting quality

    International Nuclear Information System (INIS)

    Caseau, P.

    1996-01-01

    The goal of this paper is to surround the stakes of the management in the lasting quality and not to give a table of problems. The actual situation shows two characteristics; the profit margins in the nuclear industry are very small, the economic growth is small too. The advantage of the operating park on any other kind electric source is extremely strong. So it is important to keep the actual park even if operating and maintenance costs increase. If a forty years life time allows to go until 2020 and fifty years until 2030 it is possible to consider that the comparison 'installed park cost/any other production mean cost' leads to keep the actual park until 2015-2025. The first reason is an economic reason. The second reason is connected to what will happen after, that is to say the replacement conditions.To be able to define in the best conditions a new park, devoted to last 60 years or more, that is the second reason to manage the actual park in the lasting quality. (N.C)

  16. Rich, poor share stake in poverty, pollution link

    International Nuclear Information System (INIS)

    DeCanio, S.J.

    1993-01-01

    A dirty environment and poverty go together, and this link between environmental protection and economic development is creating a new basis for international cooperation, says Stephen J. DeCanio of the University of California at Santa Barbara. open-quotes Both developed and developing countries have a stake in solving the development/environment impasse,close quotes DeCanio adds. open-quotes Furthermore, the link between these problems offers a fresh opportunity to make progress on both fronts.close quotes He says environmental protection expenditures by developed countries can be used to promote the sustainable economic growth of those countries struggling to escape from poverty. The money could be collected in several ways, he notes: from various types of environmental taxes, such as a carbon tax; from environmental user fees; from open-quotes debt-for natureclose quotes swaps; and from tradable emissions permits. Such mechanisms transfer resources to developing countries, where they can be applied to economic development-a desired objective, according to DeCanio. open-quotes The benefits of equitable worldwide growth and development outweigh any temporary loss of wealth developed countries may experience as a result of environmental transfers,close quotes he asserts

  17. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    Science.gov (United States)

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  18. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  19. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Basset, G.; Rosen, A.; Meenan, C.; Carlson, J.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, and identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  20. A forecasting model of gaming revenues in Clark County, Nevada

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A. [Argonne National Lab., IL (United States); Carlson, J.; Meenan, C. [Science Applications International Corp., Las Vegas, NV (United States)

    1992-04-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain.

  1. The things we learned on Liberty Island: designing games to help people become competent game players

    OpenAIRE

    Pelletier, Caroline

    2005-01-01

    Although interest in the use of games to support education is growing (e.g. Dawes & Dumbleton, 2001; McFarlane et al, 2002; Mitchell & Savill-Smith, 2004), there is relatively little research into how people learn to play games. This is surprising, since VanDeventer and White (2002) have demonstrated that game players demonstrate characteristics of expert behaviour and Gee (2003) argues that highly successful implicit theories of learning are embedded in well-designed games. In spite ...

  2. Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents

    OpenAIRE

    Brunborg, Geir Scott; Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, St?le

    2015-01-01

    Abstract Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16?74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted...

  3. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  4. Game Theory in Wireless Ad-Hoc Opportunistic Radios

    OpenAIRE

    Mumtaz, Shahid; Gameiro, Atilio

    2010-01-01

    Emerging research in game theory based power control applied to ad hoc opportunist networks shows much promise to help understand the complex interactions between OR nodes in this highly dynamic and distributed environment. Also, the employment of game theory in modeling dynamic situations for opportunist ad hoc networks where OR nodes have incomplete information has led to the application of largely unexplored games such as games of imperfect monitoring. Ad hoc security using game theory is ...

  5. Are Serious Games a Good Strategy for Pharmacy Education?

    OpenAIRE

    Cain, Jeff; Piascik, Peggy

    2015-01-01

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation wit...

  6. China’s Air Defense Identification Zone: Concept, Issues at Stake and Regional Impact

    Science.gov (United States)

    2013-12-23

    early Chinese legal culture ” Karen Turner “War, Punishment, and The Law of Nature in Early Chinese Concepts of The State”, Harvard Journal of Asiatic...lack of strategic direction, moral relativism , a failure to gauge the significance of what is at stake, and distraction with events in other regions of...WORKING PAPER 1 posted 23 December 2013 CHINA’S AIR DEFENSE IDENTIFICATION ZONE: CONCEPT , ISSUES AT STAKE AND REGIONAL IMPACT

  7. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  8. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  9. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  10. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

    Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for theg...

  11. THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES AND VIRTUAL ITEMS PROVIDED BY ONLINE GAME PROVIDER

    OpenAIRE

    Sisca Stefany

    2014-01-01

    The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This res...

  12. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  13. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  14. Cheating in the first, second, and third degree: Educators' responses to high-stakes testing Haciendo trampa en el primer, segundo y tercer grado: Las respuestas de los docentes a las evaluaciones con consecuencias severas Engano no primeiro, segundo e terceiro grau: as respostas dos professores às avaliações com conseqüências graves

    Directory of Open Access Journals (Sweden)

    Audrey Amrein-Beardsley

    2010-06-01

    Full Text Available

    Educators are under tremendous pressure to ensure that their students perform well on tests.  Unfortunately, this pressure has caused some educators to cheat.  The purpose of this study was to investigate the types of, and degrees to which, a sample of teachers in Arizona were aware of, or had themselves engaged in test-related cheating practices as a function of the high-stakes testing policies of No Child Left Behind. A near census sample of teachers was surveyed, with valid responses obtained from about 5 percent, totaling just over 3,000 teachers. In addition, one small convenience sample of teachers was interviewed, and another participated in a focus group. Data revealed that cheating occurs and that educators can be quite clever when doing so. But how one defines cheating makes it difficult to quantify the frequency with which educators engage in such practices. Our analysis thus required us to think about a taxonomy of cheating based on the definitions of 1st, 2nd, and 3rd degree offenses in the field of law. These categories were analyzed to help educators better define, and be more aware of others' and their own cheating practices, in an attempt to inform local testing policies and procedures.

    Los educadores están siendo fuertemente presionados para asegurar que sus estudiantes  obtengan buenos resultados en las pruebas de rendimiento. Desafortunadamente, esas presiones hacen que algunos  educadores hagan trampas. El objetivo de este estudio fue investigar los tipos y grados de conocimiento que educadores en el estado de Arizona tenían sobre o que habían participado directamente en prácticas fraudulentas en relación a las políticas de evaluación de desempeño relacionadas con la ley No Child Left Behind. Una muestra cuasi-censal de profesores con un total de 5% de respuestas válidas y poco más de 3.000 profesores fue investigada. Además, un grupo pequeño (muestra de conveniencia

  15. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  16. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  17. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  18. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

    Alena talks about traditional games, including khorma khotn, tsagan monda, mongn bus, nyarn shinj, and games played with ankle bones. Tsagan monda was a game played at night by several people. The rule is simple: A ball made of white cow skin is pushed into a hole. Games with ankle bones were reserved only for boys. Girls did not play such games. Arcadia

  19. Potential Applications of Manual Games,

    Science.gov (United States)

    1984-02-01

    34 just because some electronic equipment is used to keep track of logistics, combat results, and force status. Even a highly computerized game like...D-A152 541 POTENTIAL APPLICATIONS OF MANUAL GAMES (U) RAND CORP ii SANTA MONICA CA T A BROW~N FEB 84 RAND/P-6957 UNCLASI7FIED F/G 12/2 N El..I 111 1...128 112.5 111 m; * _ 1.8 I1111 ’I’ll MICROCOPY RESOLUTION TEST CHART NATI NAl fii~ t1 RI 1A L4k, I POTENTIAL APPLICATIONS OF MANUJAL GAMES Lfl N Lfl

  20. Associations between children's video game playing and psychosocial health: Information from both parent and child reports

    NARCIS (Netherlands)

    Lobel, A.M.; Granic, I.; Stone, L.L.; Engels, R.C.M.E.

    2014-01-01

    Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health

  1. A game with rules in the making - how the high probability of waiting games in nanomedicine is being mitigated through distributed regulation and responsible innovation

    NARCIS (Netherlands)

    D'Silva, J.J.F.; Robinson, D.K.R.; Shelley Egan, Clare

    2012-01-01

    The potential benefits of nanotechnologies in healthcare are widely expected to be enormous and a considerable amount of investment is already pouring into public research in this area. These high expectations of benefits are coupled with uncertainty surrounding the potential risks of the

  2. High incidence of injury at the Sochi 2014 Winter Paralympic Games: a prospective cohort study of 6564 athlete days.

    Science.gov (United States)

    Derman, W; Schwellnus, M P; Jordaan, E; Runciman, P; Van de Vliet, P; Blauwet, C; Webborn, N; Willick, S; Stomphorst, J

    2016-09-01

    To describe the epidemiology of injuries at the Sochi 2014 Winter Paralympic Games. A total of 547 athletes from 45 countries were monitored daily for 12 days during the Sochi 2014 Winter Paralympic Games (6564 athlete days). Daily injury data were obtained from teams with their own medical support (32 teams, 510 athletes) and teams without their own medical support (13 teams, 37 athletes) through electronic data capturing systems. There were 174 total injuries reported, with an injury incidence rate (IR) of 26.5 per 1000 athlete days (95% CI 22.7% to 30.8%). There was a significantly higher IR recorded in alpine skiing/snowboarding (IR of 41.1 (95% CI 33.7% to 49.6%) p=0.0001) compared to cross-country skiing/biathlon, ice sledge hockey or wheelchair curling. Injuries in the shoulder region were the highest single-joint IR (IR of 6.4 (95% CI 4.6% to 8.6%)), although total upper and lower body IR were similar (IR 8.5 vs 8.4 (95% CI 6.4% to 11.1%)). Furthermore, the IR of acute injuries was significantly higher than other types of injury onset (IR of 17.8 (95% CI 14.7% to 21.4%)). In a Winter Paralympic Games setting, athletes report higher injury incidence than do Olympic athletes or athletes in a Summer Paralympic Games setting. The highest incidence of injury was reported in the alpine skiing/snowboarding sporting category. There was a similar incidence of injury in the upper and lower limbs. The joint with the greatest rate of injury reported was the shoulder joint. Our data can inform injury prevention programmes and policy considerations regarding athlete safety in future Winter Paralympic Games. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  3. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  4. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  5. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  6. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  7. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  8. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  9. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  10. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  11. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  12. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  13. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  14. "It's like you're actually playing as yourself": Development and preliminary evaluation of 'Green Acres High', a serious game-based primary intervention to combat adolescent dating violence

    Directory of Open Access Journals (Sweden)

    Erica Bowen

    2014-03-01

    Full Text Available This paper provides an overview of the development of 'Green Acres High', a serious game-based primary intervention to raise awareness of and change attitudes towards dating violence in adolescents, and ananalysis of how adolescents described their experience of playing this game. Transcripts from focus group data were analysed using thematic analysis. The global theme that was developed, Assessment of the game, was represented by two organising themes, Positive assessment: Pedagogical Underpinnings and Negative Assessment: Functionality Limitations and Frustrations. These represented the fact that overall the learning experience was positive based on the pedagogical principles and content that could be embedded in this digital game but that technical issues with the game needed to be addressed as these could impinge on the learning experience of the adolescents. It was seen that using a serious game was a valid and meaningful way for adolescents to learn about dating violence and that this is a viable alternative or adjunct to traditional teaching methods.

  15. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  16. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  17. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  18. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  19. The effectiveness of game and recreational activity to motivate high achievers and low achievers: Evaluation using fuzzy conjoint analysis

    Science.gov (United States)

    Sofian, Siti Siryani; Rambely, Azmin Sham

    2018-04-01

    Students' evaluation is important in order to determine the effectiveness of a learning program. A game and recreational activity (GaRA) is a problem-based learning (PBL) method that engages students in a learning process through games and activity. The effectiveness of GaRA can be determined from an application of fuzzy conjoint analysis (FCA) to diminish fuzziness in determining individual perceptions. This study involves a survey collected from 68 students participating in a Mathematics Discovery Camp organized by a UKM research group, named PRISMatik, from two different schools. The aim of this research was to determine the effectiveness of modules delivered to motivate students towards mathematics subject in the form of GaRA through different factors. There were six games conducted for the participants and their perceptions based on the evaluation of six criterias were measured. A seven-point Likert scale, which indicates seven linguistic terms, was used to collect students' preferences and perceptions on each module of GaRAs. Scores of perceptions were transformed into degrees of similarity using fuzzy set conjoint analysis. Results found that interest, effort and team work was the strongest values obtained from GaRA modules in this camp as participants indicated their strong agreement that these criteria fulfilled their preferences in most module. Participants also stated that almost all attributes fulfilled their preference in each module regardless their individual academic achievement. Thus the method demonstrated that modules delivered through PBL approach has effectively motivated students through six attributes introduced. The evaluation using FCA implicated the successfulness of a fuzzy approach to evaluate fuzziness obtained in the Likert-scale and has shown its ability in ranking the attributes from most preferred to least preferred.

  20. [The Big Data Game : On the Ludic Constitution of the Collaborative Production of Knowledge in High-Energy Physics at CERN].

    Science.gov (United States)

    Dippel, Anne

    2017-12-01

    This article looks at how games and play contribute to the big data-driven production of knowledge in High-Energy Physics, with a particular focus on the Large Hadron Collider (LHC) at the European Organization for Nuclear Research (CERN), where the author has been conducting anthropological fieldwork since 2014. The ludic (playful) aspect of knowledge production is analyzed here in three different dimensions: the Symbolic, the Ontological, and the Epistemic. The first one points towards CERN as place where a cosmological game of probability is played with the help of Monte-Carlo simulations. The second one can be seen in the agonistic infrastructures of competing experimental collaborations. The third dimension unfolds in ludic platforms, such as online Challenges and citizen science games, which contribute to the development of machine learning algorithms, whose function is necessary in order to process the huge amount of data gathered from experimental events. Following Clifford Geertz, CERN itself is characterized as a site of deep play, a concept that contributes to understanding wider social and cultural orders through the analysis of ludic collective phenomena. The article also engages with Peter Galison's idea of the trading zone, proposing to comprehend it in the age of big data as a Playground. Thus the author hopes to contribute to a wider discussion in the historiographical and social study of science and technology, as well as in cultural anthropology, by recognizing the ludic in science as a central element of understanding collaborative knowledge production.

  1. Staking solutions to tube vibration problems (developed by Technos et Compagnie - FRANCE)

    International Nuclear Information System (INIS)

    Hewitt, E.W.; Bizard, A.; Horn, M.J.

    1989-01-01

    Electric generating plant steam surface condensers have been prone to vibration induced tube failures. One common and effective method for stopping this vibration has been to insert stakes into the bundle to provide additional support. Stakes have been fabricated of a variety of rigid and semi-rigid materials of fixed dimensions. Installation difficulties and problems of incomplete tube support have been associated with this approach. New developments in the application of plastic technology has offered another approach. Stakes made of plastic tubes which are flattened, by evacuation, at the time of manufacture may now be easily inserted into the tube bundle. After insertion, the vacuum is released and the memory of the plastic causes the stakes to expand and assume their original form. The spring force of the plastic cradles the adjacent condenser tubes and stops the vibration. Developed for Electricite de France (EDF), the stakes are currently installed in 19 units of the French utility system, and two units in the United States

  2. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  3. Video gaming and gaming addiction in transgender people: An exploratory study.

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  4. Search in Real-Time Video Games

    OpenAIRE

    Cowling, Peter I.; Buro, Michael; Bida, Michal; Botea, Adi; Bouzy, Bruno; Butz, Martin V.; Hingston, Philip; Muñoz-Avila, Hector; Nau, Dana; Sipper, Moshe

    2013-01-01

    This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (p...

  5. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  6. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    Science.gov (United States)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  7. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  8. A Game Map Complexity Measure Based on Hamming Distance

    Science.gov (United States)

    Li, Yan; Su, Pan; Li, Wenliang

    With the booming of PC game market, Game AI has attracted more and more researches. The interesting and difficulty of a game are relative with the map used in game scenarios. Besides, the path-finding efficiency in a game is also impacted by the complexity of the used map. In this paper, a novel complexity measure based on Hamming distance, called the Hamming complexity, is introduced. This measure is able to estimate the complexity of binary tileworld. We experimentally demonstrated that Hamming complexity is highly relative with the efficiency of A* algorithm, and therefore it is a useful reference to the designer when developing a game map.

  9. Instructional games and activities for criticality safety training

    International Nuclear Information System (INIS)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  10. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A.; Carlson, J.; Meenan, C.

    1992-01-01

    This paper describes the Western Area Gaining and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  11. Proportion offered in the Dictator and Ultimatum Games decreases with amount and social distance.

    Science.gov (United States)

    Bechler, Christopher; Green, Leonard; Myerson, Joel

    2015-06-01

    Behavior in both the Dictator Game and the Ultimatum Game is of special interest because proposers often violate the predictions of normative economic theory: On average, offers in both games are higher than what would be considered income-maximizing. In the present study, the initial amount provided to the proposer and the social distance between the proposer and the respondent were both varied across a wide range, and the effects of these manipulations on offers in the Dictator Game and the Ultimatum Game were examined in a broad sample of participants recruited via MTurk. Although the amount offered was consistently higher in the Ultimatum Game, the proportion of the amount offered decreased as the size of the initial amount increased in both games. Moreover, the proportion offered also decreased as a function of the social distance between the proposer and the responder. The present results extend our knowledge of the determinants of proposers' behavior in two-person economic games and emphasize the importance of social distance and the amount of money at stake as factors that affect people's economic decisions. Copyright © 2015 Elsevier B.V. All rights reserved.

  12. Improving physics instruction by analyzing video games

    Science.gov (United States)

    Beatty, Ian D.

    2013-01-01

    Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.

  13. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  14. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  15. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  16. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  17. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  18. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  19. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  20. Educational games for health professionals.

    Science.gov (United States)

    Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J

    2008-01-23

    strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.

  1. Electronic gaming and psychosocial adjustment.

    Science.gov (United States)

    Przybylski, Andrew K

    2014-09-01

    The rise of electronic games has driven both concerns and hopes regarding their potential to influence young people. Existing research identifies a series of isolated positive and negative effects, yet no research to date has examined the balance of these potential effects in a representative sample of children and adolescents. The objective of this study was to explore how time spent playing electronic games accounts for significant variation in positive and negative psychosocial adjustment using a representative cohort of children aged 10 to 15 years. A large sample of children and adolescents aged 10 to 15 years completed assessments of psychosocial adjustment and reported typical daily hours spent playing electronic games. Relations between different levels of engagement and indicators of positive and negative psychosocial adjustment were examined, controlling for participant age and gender and weighted for population representativeness. Low levels (3 hours daily) of game engagement was linked to key indicators of psychosocial adjustment. Low engagement was associated with higher life satisfaction and prosocial behavior and lower externalizing and internalizing problems, whereas the opposite was found for high levels of play. No effects were observed for moderate play levels when compared with non-players. The links between different levels of electronic game engagement and psychosocial adjustment were small (Games consistently but not robustly associated with children's adjustment in both positive and negative ways, findings that inform policy-making as well as future avenues for research in the area. Copyright © 2014 by the American Academy of Pediatrics.

  2. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  3. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  4. Educational games for health professionals.

    Science.gov (United States)

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The second study compared game-based learning ("Snakes and Ladders" board game) with traditional case-based learning of stroke prevention and management. The effect on knowledge was not statistically different between the two groups immediately and 3 months after the intervention. The level of reported enjoyment was higher in the game-based group. The findings of this systematic review neither confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.

  5. [New Developments in Video Games for Psychotherapy].

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  6. Effects of the Good Behavior Game on classwide off-task behavior in a high school basic algebra resource classroom.

    Science.gov (United States)

    Flower, Andrea; McKenna, John; Muething, Colin S; Bryant, Diane Pedrotty; Bryant, Brian R

    2014-01-01

    This study investigated the effects of the Good Behavior Game (GBG) on classwide off-task behavior in two ninth-grade basic algebra resource classes. Ten students with a variety of disabilities, in two classrooms, and their special education resource teacher participated in this study. A reversal design was employed, in which the special education teacher implemented GBG compared to typical practice-algebra readiness instruction. Results showed that classwide off-task behavior decreased in the GBG conditions compared to the baseline and reversal conditions. Fidelity measures indicated that the teacher implemented GBG with fidelity. Students and the teacher rated GBG favorably. Overall findings support the use of GBG for reducing classwide off-task behavior. Implications for practice and future research directions are presented.

  7. Rising Star: a Game-Changing Format in a Dying Genre. The Highs and Lows of a Format's Birth

    Directory of Open Access Journals (Sweden)

    Merav Schiffmann

    2016-08-01

    Full Text Available In the TV industry everyone is constantly searching for ‘the next big hit.’ For a brief moment in time, Rising Star perfectly fit this description. Within days of the Israeli launch of the first season, the format had already sold internationally to major territories. Rising Star boasted a first of its kind audience participation and a real-time live experience. This caught the attention of producers, executives and creators everywhere. This was a game-changing concept, set to shake the genre of reality singing competition shows to the core.The case study discussed in this paper examines the creation stages of a transmedia television format, the strains effecting its development, its rapid global roll-out and the international adaptations, primarily the failure on the US market and its negative ripple effect.

  8. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  9. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  10. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  11. Strategic Motives Drive Proposers to Offer Fairly in Ultimatum Games: An fMRI Study.

    Science.gov (United States)

    Chen, Yin-Hua; Chen, Ying-Chun; Kuo, Wen-Jui; Kan, Kamhon; Yang, C C; Yen, Nai-Shing

    2017-04-03

    The hypothesis of strategic motives postulates that offering fairly in the Ultimatum Game (UG) is to avoid rejection and receive money. In this fMRI study, we used a modified UG to elucidate how proposers reached decisions of offering fairly and to what extent they considered offering selfishly with different stakes. We had proposers choose between a fair and a selfish offer with different degrees of selfishness and stake sizes. Proposers were less likely and spent more time choosing the fair offer over a slightly-selfish offer than a very selfish offer independent of stakes. Such choices evoked greater activation in the dorsal anterior cingulate cortices that typically involve in allocation of cognitive control for cost/benefit decision making. Choosing a fair offer in higher stakes evoked greater activation in the anterior cingulate gyrus (ACCg) and the areas that previously have been implicated in reward and theory of mind. Furthermore, choosing a slightly selfish offer over a fair offer evoked greater activation in the anterior cingulate sulcus, ACCg, ventral tegmental area (or substantia nigra) and anterior insular cortex signalling the higher gain and implying higher rejection risk. In conclusion, our findings favoured the hypothesis that proposers offer fairly based on the strategic motives.

  12. Ukrainian gas transit game

    Energy Technology Data Exchange (ETDEWEB)

    Yegorov, Yuri; Wirl, Franz [Univ. of Vienna (Austria)

    2009-06-15

    This paper investigates the origins and reasons for the termination of the Russian natural gas flow from Russia to Europe through Ukraine in January 2009. It discusses the strategic interaction of the three players (Russia, Ukraine and the European Union) based on the dynamics of losses from confrontation. The objective is to interpret the situation in a stylized way and to derive outcomes using calibrated parameters for costs and benefits of the players. We show that the stakes are high for both Russia and Ukraine in choosing to follow their preferred strategies, as both countries would sustain moderate losses during the initial period of conflict. Meanwhile, Europe's lack of reserves makes it less prepared for the energy deficit than Ukraine and Russia, causing wider and earlier suffering for European countries dependent on Russian gas. Therefore, the European Union has a strong incentive to intervene in the conflict. Its actions during the January confrontation between Ukraine and Russia included extortion and bribery, all of which affected the outcome of the conflict. (orig.)

  13. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  14. Strengthening the abilities of French-speaking NGOs. Post-2012 climate stakes. Adaptation - Energy - Deforestation, France - Africa - Canada

    International Nuclear Information System (INIS)

    Creach, Morgane; Margot, Stephanie; Connor, Richard; Angerand, Sylvain

    2007-10-01

    The first part of this report discusses the possibilities of an international response to face the challenge of adaptation to climate change (presentation of the main notions, discussion of the United Nations Framework Convention on Climate Change and international stakes about adaptation). The second part discusses the perspectives of access to energy in African countries: description of the African energy context, applications of existing mechanisms of struggle against climate change to the field of energy, stakes for post-2012 negotiations. The next part addresses the stakes of the avoided deforestation: definitions and key figures, direct and underlying causes of deforestation and assessment of the cost for slowing down or stopping it, stakes and struggle of interests about the 'avoided deforestation'. The last part reports the 'post-2012 climate stakes' workshop which addressed these same topics (access to energy in African countries, adaptation to climate change, avoided deforestation)

  15. Evaluation of Serious Games: A Holistic Approach

    NARCIS (Netherlands)

    Steiner, Christina; Hollins, Paul; Kluijfhout, Eric; Dascalu, Mihai; Nussbaumer, Alexander; Albert, Dietrich; Westera, Wim

    2015-01-01

    Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this

  16. Evoking and Measuring Arousal in Game Settings

    NARCIS (Netherlands)

    Cusveller, J.; Gerritsen, C.; de Man, J.; Gobel, S.; Wiemeyer, J.

    2014-01-01

    Serious games seem to be more effective if the participant feels more involved in the game. The participant should experience a high sense of presence which can be obtained by matching the level of excitement to the level of arousal a participant experiences. The level of arousal should be measured

  17. Using games as a teaching strategy.

    Science.gov (United States)

    Glendon, Kellie; Ulrich, Debbie

    2005-07-01

    Both of these games are relatively easy to develop and are fun ways for faculty to challenge students and provide immediate feedback so students can assess their own comprehension and, consequently, their need for further study (Ulrich & Glendon, 2005). Teacher-delivered factual material is often tedious and boring, while games are highly motivating and accomplish the same objectives.

  18. Birka: A Trading Game for Economics Students

    Science.gov (United States)

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  19. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  20. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  1. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  2. An Application of Games-Based Learning within Software Engineering

    Science.gov (United States)

    Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas

    2007-01-01

    For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…

  3. Martian Boneyards: Scientific Inquiry in an MMO Game

    Science.gov (United States)

    Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim

    2012-01-01

    This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…

  4. The Effectiveness of Three Serious Games Measuring Generic Learning Features

    Science.gov (United States)

    Bakhuys Roozeboom, Maartje; Visschedijk, Gillian; Oprins, Esther

    2017-01-01

    Although serious games are more and more used for learning goals, high-quality empirical studies to prove the effectiveness of serious games are relatively scarce. In this paper, three empirical studies are presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as…

  5. A Rating Tool for Sharing Experiences with Serious Games

    Science.gov (United States)

    Hendrix, Maurice; Backlund, Per; Vampula, Boris

    2014-01-01

    The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…

  6. Experimental evidence for suspence as determinant of video game enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Rizzo, A.; Vorderer, P.A.; Koch, J.; Fischer, T.

    2009-01-01

    Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense.

  7. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  8. Decreasing Inappropriate Use of Mobile Devices in Urban High School Classrooms: Comparing an Antecedent Intervention With and Without the Good Behavior Game.

    Science.gov (United States)

    Hernan, Colleen J; Collins, Tai A; Morrison, Julie Q; Kroeger, Stephen D

    2018-03-01

    As the capabilities of portable technology continue to advance and become more accessible, educators express concern about the impact of the inappropriate use of mobile devices on academic engagement and learning. An alternating treatments design was used to compare the effectiveness of an antecedent (Clear Box) intervention and an interdependent group contingency (Clear Box + Good Behavior Game [GBG]) intervention to typical classroom management techniques (Control) in increasing the academic engagement and decreasing mobile device use of high school students during instruction. The results indicate an increase in academic engagement and a decrease in the inappropriate presence of mobile devices in both classrooms with the implementation of the Clear Box + GBG, as compared with the Clear Box and Control conditions. In addition, teacher and student social validity data suggested that teachers and students viewed the Clear Box + GBG intervention favorably. Discussion focuses on contributions to the current literature, implications for practice, and suggestions for future areas of research.

  9. Video game playing as a risk factor in adolescence?

    OpenAIRE

    Lysý, Jan

    2013-01-01

    Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...

  10. Online Evolution for Multi-Action Adversarial Games

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Togelius, Julian

    2016-01-01

    We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare i...

  11. Empirical Investigation of Key Business Factors for Digital Game Performance

    OpenAIRE

    Aleem, Saiqa; Capretz, Luiz Fernando; Ahmed, Faheem

    2015-01-01

    Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main objective of this research is to investigate empirically the effect of business factors on the performance of digital games in the market and to answer the research questions asked in this study. Game development organizations are facing high pressure and compet...

  12. Nuclear systems of the future. Stakes, R and D strategy, and international cooperation

    International Nuclear Information System (INIS)

    2005-01-01

    As demonstrated by prospective studies, nuclear energy will represent a decisive contribution in the future energy mix. The long-term strategy of development of nuclear energy requires to foresee a new generation of nuclear systems, named generation 4. The goal of these new systems is to optimize the use of nuclear fuels, to minimize the generation of wastes and to enlarge the field of applications of nuclear energy to other applications like: hydrogen and synthetic fuels generation, heat generation for the industry etc. This document presents the French R and D strategy on nuclear systems of 4. generation that has been approved by the public authorities. This strategy follows three axes: a priority research on fast neutron systems with fuel recycle (sodium fast reactors (SFR) and gas fast reactors (GFR)), a research on key-technologies for the supply of very high temperature heat (very high temperature reactor (VHTR), fast and thermal neutron reactors, and water decomposition processes), and a continuation of researches on PWR reactors improvement. An integral recycling of all actinides in fast neutron reactors requires the development of new fuel reprocessing and fuel re-fabrication processes. A reference scenario for the progressive renewal of French nuclear facilities foresees the simultaneous development of fast neutron systems and the start-up of a new spent fuel reprocessing plant. France in involved in the development of the SFR, GFR and VHTR systems thanks to its participation to the Generation 4 international forum and to bilateral cooperation with other big nuclear partners like Russia and China. One of the main stakes of the French nuclear industry is to be able to invest in the R and D of future nuclear systems in order to valorize the experience gained so far in sodium FBR systems and in fuel cycle processes. (J.S.)

  13. What are the stakes of the hydroelectric power? Supplement: report on the renewable energies

    International Nuclear Information System (INIS)

    2003-01-01

    The document presents the regulation and the stakes concerning the hydroelectricity development in France: contribution to the greenhouse effect fight, the environment preservation, possible uses. It proposes then, a grid of a socio-economical evaluation of the projects. In this framework, the impacts of the little hydroelectric power and the possible corrective measures are described. (A.L.B.)

  14. Laser welded steel sandwich panel bridge deck development : finite element analysis and stake weld strength tests.

    Science.gov (United States)

    2009-09-01

    This report summarizes the analysis of laser welded steel sandwich panels for use in bridge structures and : static testing of laser stake welded lap shear coupons. Steel sandwich panels consist of two face sheets : connected by a relatively low-dens...

  15. Of Mother Tongues and Other Tongues: The Stakes of Linguistically Inclusive Pedagogy in Minority Contexts

    Science.gov (United States)

    Taylor, Lisa K.

    2008-01-01

    This article addresses two key challenges that globalization poses to literacy research: the need for new models of literacy and literacy education, and the stakes of adopting multiliteracies pedagogies in different contexts--that is, the tensions between competing hegemonic discourses of collective identity in the public sphere of ethnolinguistic…

  16. We Save, We Go to College. Creating a Financial Stake in College: Report III of IV

    Science.gov (United States)

    Elliott, William, III

    2012-01-01

    "Creating a Financial Stake in College" is a four-part series of reports that focuses on the relationship between children's savings and improving college success. This series examines: (1) why policymakers should care about savings, (2) the relationship between inequality and bank account ownership, (3) the connections between savings and college…

  17. Effect of Staking and Pruning on the Growth and Yield of Cucumber ...

    African Journals Online (AJOL)

    A field trial was conducted to evaluate the effect of pruning and staking on the vegetative growth and yield of cucumber ( Cucumis sativus L.). The experiment was a 3 x 2 factorial laid out in Randomized Complete Block Design (RCBD) with five replications. The results showed that vine length, number of flowers, total ...

  18. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  19. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  20. StakeMeter: value-based stakeholder identification and quantification framework for value-based software systems.

    Science.gov (United States)

    Babar, Muhammad Imran; Ghazali, Masitah; Jawawi, Dayang N A; Bin Zaheer, Kashif

    2015-01-01

    Value-based requirements engineering plays a vital role in the development of value-based software (VBS). Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ) approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called 'StakeMeter'. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error.

  1. StakeMeter: value-based stakeholder identification and quantification framework for value-based software systems.

    Directory of Open Access Journals (Sweden)

    Muhammad Imran Babar

    Full Text Available Value-based requirements engineering plays a vital role in the development of value-based software (VBS. Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called 'StakeMeter'. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error.

  2. StakeMeter: Value-Based Stakeholder Identification and Quantification Framework for Value-Based Software Systems

    Science.gov (United States)

    Babar, Muhammad Imran; Ghazali, Masitah; Jawawi, Dayang N. A.; Zaheer, Kashif Bin

    2015-01-01

    Value-based requirements engineering plays a vital role in the development of value-based software (VBS). Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ) approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called ‘StakeMeter’. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error. PMID:25799490

  3. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

    Science.gov (United States)

    Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela

    2017-04-01

    The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.

  4. Facing the challenge of teaching emotions to individuals with low- and high-functioning autism using a new Serious game: a pilot study

    Science.gov (United States)

    2014-01-01

    Background It is widely accepted that emotion processing difficulties are involved in Autism Spectrum Conditions (ASC). An increasing number of studies have focused on the development of training programs and have shown promising results. However, most of these programs are appropriate for individuals with high-functioning ASC (HFA) but exclude individuals with low-functioning ASC (LFA). We have developed a computer-based game called JeStiMulE based on logical skills to teach emotions to individuals with ASC, independently of their age, intellectual, verbal and academic level. The aim of the present study was to verify the usability of JeStiMulE (which is its adaptability, effectiveness and efficiency) on a heterogeneous ASC group. We hypothesized that after JeStiMulE training, a performance improvement would be found in emotion recognition tasks. Methods A heterogeneous group of thirty-three children and adolescents with ASC received two one-hour JeStiMulE sessions per week over four weeks. In order to verify the usability of JeStiMulE, game data were collected for each participant. Furthermore, all participants were presented before and after training with five emotion recognition tasks, two including pictures of game avatars (faces and gestures) and three including pictures of real-life characters (faces, gestures and social scenes). Results Descriptive data showed suitable adaptability, effectiveness and efficiency of JeStiMulE. Results revealed a significant main effect of Session on avatars (ANOVA: F (1,32) = 98.48, P Emotion interaction was also found for avatars (ANOVA: F (6,192) = 2.84, P = .01). This triple interaction was close to significance for pictures of real-life characters (ANOVA: F (12,384) = 1.73, P = .057). Post-hoc analyses revealed that 30 out of 35 conditions found a significant increase after training. Conclusions JeStiMulE appears to be a promising tool to teach emotion recognition not only to individuals with HFA but

  5. CO2 capture and sequestration. Technological and social stakes in France

    International Nuclear Information System (INIS)

    Minh, Ha-Duong; Naceur, Chaabane

    2010-01-01

    Industrial technology already tested in Norway, North America and Algeria, the CO 2 capture and sequestration (CCS) consists in collecting carbon dioxide and to inject it into deep geological traps. This solution, which contributes to the fight against climatic change, arouses a growing up interest in France as a consequence of the Grenelle Environnement meetings. At a time when big research and demonstration programs are launched everywhere in Europe, this book proposes for the first time a status of the knowledge gathered so far by the specialists of the IPG (World Physics Institute), of the BRGM (Bureau of Geologic and Mining Researches), of the IFP (French Petroleum Institute), and of the CNRS (National Center of Scientific Research). It takes stock of the stakes of this new technology in France. Beyond the technical discussions between experts, the book deals with the external communication stakes and the open public debates. The point of views of the different intervening parties (research organizations, environmental non-governmental organizations, European lobby (Zero Emission Platform), citizens, journalists and companies are compared. A large part of the book aims at shading light on the social acceptability question of this technology. In addition to a synthesis of the available literature, it presents and analyses two participation instruments: a dialogue workshop and a geographical information web site. Content: 1 - scientific stakes of CO 2 geologic sequestration; 2 - technical stakes; 3 - economical stakes; 4 - risks and public opinion; 5 - social acceptability and territorial planning, the wind energy experience; 6 - the point of view of Action-Climat-France network (RAC-F); 7 - citizens' recommendations; 8 - the comeback of coal on the international energy scene; 9 - some consensus from a 'dialogue workshop': the social acceptability of CCS; 10 - bibliographic synthesis about the social acceptability of CCS; 11 - METSTOR, the interactive maping at

  6. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  7. Are Serious Games a Good Strategy for Pharmacy Education?

    Science.gov (United States)

    Cain, Jeff; Piascik, Peggy

    2015-05-25

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

  8. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  9. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  10. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  11. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  12. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  13. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  14. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  15. Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High-Schools? A Quasi-Experimental Study

    Science.gov (United States)

    Brom, Cyril; Preuss, Michal; Klement, Daniel

    2011-01-01

    Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…

  16. Higher Stakes: Generational Differences in Mother and Daughters’ Feelings about Combining Motherhood with a Career

    Directory of Open Access Journals (Sweden)

    Jill Armstrong

    2017-08-01

    Full Text Available The purpose of this article is to illuminate differences in feelings and attitudes about managing motherhood and work between career women and their adult daughters. Intergenerational narrative interviews with 30 mother and daughter pairs are used to explore the relative influences of contemporary motherhood culture and the experience of being mothered by a woman who also worked full-time or close to full-time in a professional or managerial career. Almost all the daughters felt well-mothered and planned or had embarked upon a high-status career path. Despite this, a clear majority did not want to emulate their mothers and instead embraced a dominant idea that part-time work offers ‘the best of both worlds’. The daughters are strongly influenced by the contemporary culture of motherhood with its growing emphasis on ‘balance’ (measured by time, individualisation and parental determinism. It appears that the stakes have been raised to make it feel too risky to one’s child’s well-being and progress to emulate the more pragmatic attitude to combining work and motherhood demonstrated by many of their own mothers. Much research demonstrates that part-time work presents strong barriers both to career satisfaction and progress. This reinforces the need for organisations to offer more genuinely flexible ways of working in senior roles and for policy initiatives to facilitate the greater involvement of fathers in caring for their children. For individuals, I advocate challenging the idea of measuring good mothering by ‘balanced’ hours spent at work and at home.

  17. Platform for Distributed 3D Gaming

    Directory of Open Access Journals (Sweden)

    A. Jurgelionis

    2009-01-01

    Full Text Available Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.

  18. "Grand Theft South Africa": Games, Literacy and Inequality in Consumer Childhoods

    Science.gov (United States)

    Walton, Marion; Pallitt, Nicola

    2012-01-01

    Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…

  19. 网络游戏:未来有多远?%Online Games: The Future Is When?

    Institute of Scientific and Technical Information of China (English)

    Brad King; 雪梅

    2003-01-01

    @@ Online games, the latest craze for the rapidly expanding video-game industry, still face a series of growing pains. Despite a growing base of players, a host of questions have given companies pause when it comes to online games, ranging from bandwidth (带宽) issues to the high cost of developing games to determining how much gamers are willing to pay.

  20. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  1. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  2. Prevalence of Addiction to the Internet, Computer Games, DVD, and Video and Its Relationship to Anxiety and Depression in a Sample of Iranian High School Students.

    Science.gov (United States)

    Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam

    2014-01-01

    The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4(th) ed (DSM-IV) criteria. About 50% of the students were females, 277 students (27.2%) were studying in the first year of high school, 242 (23.7%) were in the second year, and others in the third year. The prevalence of anxiety was significantly higher in females than in males (p video CD dependents (p addiction may cause depression and anxiety in high school students. It seems necessary to develop an Internet addiction prevention program for adolescents taking into account the psychological factors such as depression and Internet use habits.

  3. Association of sleep disturbances with TV and satellite watching and video games playing in 14-17 years old high school students of Qazvin

    Directory of Open Access Journals (Sweden)

    Sh. Jalilolghadr

    2017-06-01

    Full Text Available Background: Sleep plays an important role in health. Reduced levels of attention, learning and memory are of adverse outcomes of sleep disorders in students. Objective: The aim of this study was to determine the association of sleep disturbances with watching TV and satellite and playing video games in 14-17 years old high school students of Qazvin. Methods: This cross sectional study was conducted in 653 high school students (14-17 years old in Qazvin that were selected by multistage cluster random sampling method (2013-2014. Data were collected through Pediatric Sleep Questionnaire (PSQ and BEARS questionnaires. Data were analyzed using Chi-square test, T-test, ANOVA and logistic regression analysis. Findings: From 653 students, 392 (60% were female. The mean age was 15.73±0.99 years. The most prevalent sleep disturbances were waking up at night (74.4%, daytime sleepiness (69.8%, napping after school (66.6%, and nightmare (51.1%, respectively. Daytime sleepiness, nightmares, sleep after waking up, falling asleep in school, and nap after school time had significant association with watching satellite. Conclusion: With regards to the results, prevalence of sleep disorders was high in high school students of Qazvin and sleep disturbances were associated with duration of watching satellite.

  4. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

    Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.

  5. Association Among Television and Computer/Video Game Use, Victimization, and Suicide Risk Among U.S. High School Students.

    Science.gov (United States)

    Rostad, Whitney L; Basile, Kathleen C; Clayton, Heather B

    2018-03-01

    With the increasing popularity of mobile Internet devices, the exposure of adolescents to media has significantly increased. There is limited information about associations between the types and frequency of media use and experiences of violence victimization and suicide risk. The current study sought to examine the association of bullying and teen dating violence (TDV) victimization, suicide risk with different types of media use (i.e., television and computer/video game use), and number of total media use hours per school day. Data from the nationally representative 2015 Youth Risk Behavior Survey ( n = 15,624) were used to examine the association between media use and violence victimization and suicide risk. Logistic regression models generated prevalence ratios adjusted for demographic characteristics and substance use behaviors to identify significant associations between media use and victimization and suicide risk, stratified by gender. Media use was associated with TDV victimization for male students only, while media use was related to experiences of bullying and suicide risk for both male and female students. In addition, limited (2 or fewer hours) and excessive (5 or more hours) media use emerged as significant correlates of suicide risk and bullying victimization, with limited media use associated with decreased risk and excessive media use with increased risk. Comprehensive, cross-cutting efforts to prevent different forms of victimization should take into account media use and its potential association with adolescent victimization and suicide risk. The current study results suggest limiting adolescent media use, as part of comprehensive prevention programming, might relate to reductions in risk for victimization and suicide.

  6. The Influence of Financial 'Skin in the Game' on New Venture Creation

    DEFF Research Database (Denmark)

    Frid, Casey J.; Wyman, David M.; Gartner, William B.

    2015-01-01

    A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake in their nas......A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake...... in their nascent ventures. This personal financial commitment is known as “skinin the game.” Founders that invest more of their own money into their ventures signal greater commitment to potential business partners, suppliers, and resource providers.This studyexamines the amount of personal funds invested by 1...

  7. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  8. Platform development supportedby gaming

    DEFF Research Database (Denmark)

    Mikkola, Juliana Hsuan; Hansen, Poul H. Kyvsgård

    2007-01-01

    The challenge of implementing industrial platforms in practice can be described as a configuration problem caused by high number of variables, which often have contradictory influences on the total performance of the firm. Consequently, the specific platform decisions become extremely complex......, possibly increasing the strategic risks for the firm. This paper reports preliminary findings on platform management process at LEGO, a Danish toy company.  Specifically, we report the process of applying games combined with simulations and workshops in the platform development. We also propose a framework...

  9. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  10. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  11. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  12. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  13. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  14. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  15. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  16. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  17. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  18. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  19. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  20. Quantum game theory

    Science.gov (United States)

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.