WorldWideScience

Sample records for pre-test analysis plays

  1. Choreographer Pre-Testing Code Analysis and Operational Testing.

    Energy Technology Data Exchange (ETDEWEB)

    Fritz, David J. [Sandia National Laboratories (SNL-CA), Livermore, CA (United States); Harrison, Christopher B. [Sandia National Laboratories (SNL-CA), Livermore, CA (United States); Perr, C. W. [Sandia National Laboratories (SNL-CA), Livermore, CA (United States); Hurd, Steven A [Sandia National Laboratories (SNL-CA), Livermore, CA (United States)

    2014-07-01

    Choreographer is a "moving target defense system", designed to protect against attacks aimed at IP addresses without corresponding domain name system (DNS) lookups. It coordinates actions between a DNS server and a Network Address Translation (NAT) device to regularly change which publicly available IP addresses' traffic will be routed to the protected device versus routed to a honeypot. More details about how Choreographer operates can be found in Section 2: Introducing Choreographer. Operational considerations for the successful deployment of Choreographer can be found in Section 3. The Testing & Evaluation (T&E) for Choreographer involved 3 phases: Pre-testing, Code Analysis, and Operational Testing. Pre-testing, described in Section 4, involved installing and configuring an instance of Choreographer and verifying it would operate as expected for a simple use case. Our findings were that it was simple and straightforward to prepare a system for a Choreographer installation as well as configure Choreographer to work in a representative environment. Code Analysis, described in Section 5, consisted of running a static code analyzer (HP Fortify) and conducting dynamic analysis tests using the Valgrind instrumentation framework. Choreographer performed well, such that only a few errors that might possibly be problematic in a given operating situation were identified. Operational Testing, described in Section 6, involved operating Choreographer in a representative environment created through EmulyticsTM . Depending upon the amount of server resources dedicated to Choreographer vis-á-vis the amount of client traffic handled, Choreographer had varying degrees of operational success. In an environment with a poorly resourced Choreographer server and as few as 50-100 clients, Choreographer failed to properly route traffic over half the time. Yet, with a well-resourced server, Choreographer handled over 1000 clients without missrouting. Choreographer

  2. Pre-Test Analysis of Major Scenarios for ATLAS

    Energy Technology Data Exchange (ETDEWEB)

    Euh, Dong-Jin; Choi, Ki-Yong; Park, Hyun-Sik; Kwon, Tae-Soon

    2007-02-15

    A thermal-hydraulic integral effect test facility, ATLAS was constructed at the Korea Atomic Energy Research Institute (KAERI). The ATLAS is a 1/2 reduced height and 1/288 volume scaled test facility based on the design features of the APR1400. The simulation capability of the ATLAS for major design basis accidents (DBAs), including a large-break loss-of-coolant (LBLOCA), DVI line break and main steam line break (MSLB) accidents, is evaluated by the best-estimate system code, MARS, with the same control logics, transient scenarios and nodalization scheme. The validity of the applied scaling law and the thermal-hydraulic similarity between the ATLAS and the APR1400 for the major design basis accidents are assessed. It is confirmed that the ATLAS has a capability of maintaining an overall similarity with the reference plant APR1400 for the major design basis accidents considered in the present study. However, depending on the accident scenarios, there are some inconsistencies in certain thermal hydraulic parameters. It is found that the inconsistencies are mainly due to the reduced power effect and the increased stored energy in the structure. The present similarity analysis was successful in obtaining a greater insight into the unique design features of the ATLAS and would be used for developing the optimized experimental procedures and control logics.

  3. Pre-Test Analysis of Major Scenarios for ATLAS

    International Nuclear Information System (INIS)

    Euh, Dong-Jin; Choi, Ki-Yong; Park, Hyun-Sik; Kwon, Tae-Soon

    2007-02-01

    A thermal-hydraulic integral effect test facility, ATLAS was constructed at the Korea Atomic Energy Research Institute (KAERI). The ATLAS is a 1/2 reduced height and 1/288 volume scaled test facility based on the design features of the APR1400. The simulation capability of the ATLAS for major design basis accidents (DBAs), including a large-break loss-of-coolant (LBLOCA), DVI line break and main steam line break (MSLB) accidents, is evaluated by the best-estimate system code, MARS, with the same control logics, transient scenarios and nodalization scheme. The validity of the applied scaling law and the thermal-hydraulic similarity between the ATLAS and the APR1400 for the major design basis accidents are assessed. It is confirmed that the ATLAS has a capability of maintaining an overall similarity with the reference plant APR1400 for the major design basis accidents considered in the present study. However, depending on the accident scenarios, there are some inconsistencies in certain thermal hydraulic parameters. It is found that the inconsistencies are mainly due to the reduced power effect and the increased stored energy in the structure. The present similarity analysis was successful in obtaining a greater insight into the unique design features of the ATLAS and would be used for developing the optimized experimental procedures and control logics

  4. A well test analysis method accounting for pre-test operations

    International Nuclear Information System (INIS)

    Silin, D.B.; Tsang, C.-F.

    2003-01-01

    We propose to use regular monitoring data from a production or injection well for estimating the formation hydraulic properties in the vicinity of the wellbore without interrupting the operations. In our approach, we select a portion of the pumping data over a certain time interval and then derive our conclusions from analysis of these data. A distinctive feature of the proposed approach differing it form conventional methods is in the introduction of an additional parameter, an effective pre-test pumping rate. The additional parameter is derived based on a rigorous asymptotic analysis of the flow model. Thus, we account for the non-uniform pressure distribution at the beginning of testing time interval caused by pre-test operations at the well. By synthetic and field examples, we demonstrate that deviation of the matching curve from the data that is usually attributed to skin and wellbore storage effects, can also be interpreted through this new parameter. Moreover, with our method, the data curve is matched equally well and the results of the analysis remain stable when the analyzed data interval is perturbed, whereas traditional methods are sensitive to the choice of the data interval. A special efficient minimization procedure has been developed for searching the best fitting parameters. We enhanced our analysis above with a procedure of estimating ambient reservoir pressure and dimensionless wellbore radius. The methods reported here have been implemented in code ODA (Operations Data Analysis). A beta version of the code is available for free testing and evaluation to interested parties

  5. Pre-test analysis for identification of natural circulation instabilities in TALL-3D facility

    International Nuclear Information System (INIS)

    Kööp, Kaspar; Jeltsov, Marti; Grishchenko, Dmitry; Kudinov, Pavel

    2017-01-01

    Highlights: • Global optimum search method was used to identify a region of instability. • Parametric study was used for detailed investigation of system behavior modes. • The results include identification of sustained mass flow rate oscillations. • Recommendations are made for selection of optimal experimental conditions. - Abstract: TALL-3D facility is a lead-bismuth eutectic (LBE) thermal-hydraulic loop designed to provide experimental data on thermal-hydraulics phenomena for validation of stand-alone and coupled System Thermal Hydraulics (STH) and Computational Fluid Dynamics (CFD) codes. Pre-test analysis is crucial for proper choice of experimental conditions at which the experimental data would be most useful for code validation and benchmarking. The goal of this work is to identify these conditions at which the experiment is challenging for the STH codes yet minimizes the 3D-effects from the test section on the loop dynamics. The analysis is focused on the identification of limit cycle flow oscillations in the TALL-3D facility main heater leg using a global optimum search tool GA-NPO to find a general region in the parameter space where oscillatory behavior is expected. As a second step a grid study is conducted outlining the boundaries between different stability modes. Phenomena, simulation results and methodology for selection of the test parameters are discussed in detail and recommendations for experiments are provided.

  6. Pre-test analysis for identification of natural circulation instabilities in TALL-3D facility

    Energy Technology Data Exchange (ETDEWEB)

    Kööp, Kaspar, E-mail: kaspar@safety.sci.kth.se; Jeltsov, Marti, E-mail: marti@safety.sci.kth.se; Grishchenko, Dmitry, E-mail: dmitry@safety.sci.kth.se; Kudinov, Pavel, E-mail: pavel@safety.sci.kth.se

    2017-04-01

    Highlights: • Global optimum search method was used to identify a region of instability. • Parametric study was used for detailed investigation of system behavior modes. • The results include identification of sustained mass flow rate oscillations. • Recommendations are made for selection of optimal experimental conditions. - Abstract: TALL-3D facility is a lead-bismuth eutectic (LBE) thermal-hydraulic loop designed to provide experimental data on thermal-hydraulics phenomena for validation of stand-alone and coupled System Thermal Hydraulics (STH) and Computational Fluid Dynamics (CFD) codes. Pre-test analysis is crucial for proper choice of experimental conditions at which the experimental data would be most useful for code validation and benchmarking. The goal of this work is to identify these conditions at which the experiment is challenging for the STH codes yet minimizes the 3D-effects from the test section on the loop dynamics. The analysis is focused on the identification of limit cycle flow oscillations in the TALL-3D facility main heater leg using a global optimum search tool GA-NPO to find a general region in the parameter space where oscillatory behavior is expected. As a second step a grid study is conducted outlining the boundaries between different stability modes. Phenomena, simulation results and methodology for selection of the test parameters are discussed in detail and recommendations for experiments are provided.

  7. Pre-Test Analysis Predictions for the Shell Buckling Knockdown Factor Checkout Tests - TA01 and TA02

    Science.gov (United States)

    Thornburgh, Robert P.; Hilburger, Mark W.

    2011-01-01

    This report summarizes the pre-test analysis predictions for the SBKF-P2-CYL-TA01 and SBKF-P2-CYL-TA02 shell buckling tests conducted at the Marshall Space Flight Center (MSFC) in support of the Shell Buckling Knockdown Factor (SBKF) Project, NASA Engineering and Safety Center (NESC) Assessment. The test article (TA) is an 8-foot-diameter aluminum-lithium (Al-Li) orthogrid cylindrical shell with similar design features as that of the proposed Ares-I and Ares-V barrel structures. In support of the testing effort, detailed structural analyses were conducted and the results were used to monitor the behavior of the TA during the testing. A summary of predicted results for each of the five load sequences is presented herein.

  8. CONSTOR registered V/TC drop tests. Pre-test analysis by finite element method

    International Nuclear Information System (INIS)

    Voelzer, W.; Koenig, S.; Klein, K.; Tso, C.F.; Owen, S.; Monk, C.

    2004-01-01

    The CONSTOR registered family of steel-concrete-steel sandwich cask designs have been developed to fulfil both the internationally valid IAEA criteria for transportation and the requirements for long-term intermediate storage in the US and various European countries. A comprehensive drop testing programme using a full-scale prototype test cask (CONSTOR registered V/TC) has been developed as part of the application for a transport license in both Germany and the US. The drop tests using the full-scale cask will be performed by BAM at test facilities in Horstwalde. The tests will include five different 9m drops onto flat unyielding targets and seven different 1m drops onto a punch. The first drop test, a 9m side drop, will be performed during PATRAM 2004. The other drop tests will take place during the following year. The development of the cask design and the formulation of the drop test programme has been supported by an extensive series of finite element analyses. The objectives of the finite element analyses were; to provide an intermediate step in demonstrating the performance of the CONSTOR registered in fulfilling the requirements of 10 CFR 71 and the IAEA transport regulations. To justify the selection of drop tests. To predict the performance of V/TC during the drop tests. To estimate the strain and acceleration time histories at measuring points on the test cask and to aid in the setting up of the test instrumentation. To develop an analysis model that can be used in future safety analyses for transport and storage license applications and which can confidently be used to demonstrate the performance of the package. This paper presents an overview of the analyses performed, including a summary of all the different drop orientations that were considered. The major assumptions employed during the analyses are also discussed, as are the specifics of the modelling techniques that were employed. At the end of the paper, the key results obtained from the analyses

  9. Comparison of different coupling CFD–STH approaches for pre-test analysis of a TALL-3D experiment

    Energy Technology Data Exchange (ETDEWEB)

    Papukchiev, Angel, E-mail: angel.papukchiev@grs.de [Gesellschaft fuer Anlagen- und Reaktorsicherheit (GRS) mbH, Garching n. Munich (Germany); Jeltsov, Marti; Kööp, Kaspar; Kudinov, Pavel [KTH Royal Institute of Technology, Stockholm (Sweden); Lerchl, Georg [Gesellschaft fuer Anlagen- und Reaktorsicherheit (GRS) mbH, Garching n. Munich (Germany)

    2015-08-15

    Highlights: • Thermal-hydraulic system codes and CFD tools are coupled. • Pre-test calculations for the TALL-3D facility are performed. • Complex flow and heat transfer phenomena are modeled. • Comparative analyses have been performed. - Abstract: The system thermal-hydraulic (STH) code ATHLET was coupled with the commercial 3D computational fluid dynamics (CFD) software package ANSYS CFX to improve ATHLET simulation capabilities for flows with pronounced 3D phenomena such as flow mixing and thermal stratification. Within the FP7 European project THINS (Thermal Hydraulics of Innovative Nuclear Systems), validation activities for coupled thermal-hydraulic codes are being carried out. The TALL-3D experimental facility, operated by KTH Royal Institute of Technology in Stockholm, is designed for thermal-hydraulic experiments with lead-bismuth eutectic (LBE) coolant at natural and forced circulation conditions. GRS carried out pre-test simulations with ATHLET–ANSYS CFX for the TALL-3D experiment T01, while KTH scientists perform these analyses with the coupled code RELAP5/STAR CCM+. In the experiment T01 the main circulation pump is stopped, which leads to interesting thermal-hydraulic transient with local 3D phenomena. In this paper, the TALL-3D behavior during T01 is analyzed and the results of the coupled pre-test calculations, performed by GRS (ATHLET–ANSYS CFX) and KTH (RELAP5/STAR CCM+) are directly compared.

  10. Reservoir characterization and final pre-test analysis in support of the compressed-air-energy-storage Pittsfield aquifer field test in Pike County, Illinois

    Energy Technology Data Exchange (ETDEWEB)

    Wiles, L.E.; McCann, R.A.

    1983-06-01

    The work reported is part of a field experimental program to demonstrate and evaluate compressed air energy storage in a porous media aquifer reservoir near Pittsfield, Illinois. The reservoir is described. Numerical modeling of the reservoir was performed concurrently with site development. The numerical models were applied to predict the thermohydraulic performance of the porous media reservoir. This reservoir characterization and pre-test analysis made use of evaluation of bubble development, water coning, thermal development, and near-wellbore desaturation. The work was undertaken to define the time required to develop an air storage bubble of adequate size, to assess the specification of instrumentation and above-ground equipment, and to develop and evaluate operational strategies for air cycling. A parametric analysis was performed for the field test reservoir. (LEW)

  11. Playing and therapeutic action in child analysis.

    Science.gov (United States)

    Mayes, L C; Cohen, D J

    1993-12-01

    From its inception, child psychoanalysis has used fantasy play as a window to both the content and process of children's inner worlds. Because of the link to action and primary process, young children's imaginary play is rich in symbolic expressions that facilitate analytic interpretive interventions addressing the conflicts impeding development. There are inevitable tensions between allowing play to emerge as a therapeutic process in its own right and the usual psychoanalytic emphasis on clarification, verbalisation and, above all, interpretation within and about the transference. For many children, the very act of playing carries much of the therapeutic work aimed toward facilitating their return to developmentally appropriate and adaptive psychic functioning. The mobilisation of capacities for play in the analysis allows children to do what is needed for their development to continue and makes use of the developmentally restorative functions of play in the service of therapeutic action.

  12. Play.

    Science.gov (United States)

    Rogers, Fred; Sharapan, Hedda

    1993-01-01

    Contends that, in childhood, work and play seem to come together. Says that for young children their play is their work, and the more adults encourage children to play, the more they emphasize important lifelong resource. Examines some uses of children's play, making and building, artwork, dramatic play, monsters and superheroes, gun play, and…

  13. Pre-test analysis of an integral effect test facility for thermal-hydraulic similarities of 6 inches coldleg break and DVI injection line break using MARS-1D

    Energy Technology Data Exchange (ETDEWEB)

    Kwon, Tae Soon; Choi, Ki Yong; Park, Hyun Sik; Euh, Dong Jin; Baek, Won Pil [Korea Atomic Energy Research Institute, Taejeon (Korea)

    2002-03-01

    A pre-test analysis of a small-break loss-of-coolant accident (SBLOCA, DVI Line break) has been performed for the integral effect test loop of Korea Atomic Energy Research Institute (Korea Atomic Energy Research Institute-ITL), the construction of which will be started soon. The Korea Atomic Energy Research Institute-ITL is a full-height and 1/310 volume-scaled test facility based on the design features of the APR1400 (Korean Next Generation Reactor). This paper briefly introduces the basic design features of the Korea Atomic Energy Research Institute-ITL and presents the results of pre-test analysis for a postulated cold leg SBLOCA and DVI line break. Based on the same control logics and accident scenarios, the similarity between the Korea Atomic Energy Research Institute-ITL and the prototype plant, APR1400, is evaluated by using the MARS code, which is a multi-dimensional best-estimate thermal hydraulic code being developed by Korea Atomic Energy Research Institute. It is found that the Korea Atomic Energy Research Institute-ITL and APR 1400 have similar thermal hydraulic responses against the analyzed SBLOCA and DVI Line break scenario. It is also verified that the volume scaling law, applied to the design of the Korea Atomic Energy Research Institute-ITL, gives a reasonable results to keep a similarity with APR1400. 11 refs., 19 figs., 3 tabs. (Author)

  14. Pre-test prediction and post-test analysis of PWR fuel rod ballooning in the MT-3 in-pile LOCA simulation experiment in the NRU reactor

    International Nuclear Information System (INIS)

    Donaldson, A.T.; Horwood, R.A.; Healey, T.

    1983-01-01

    The USNRC and the UKAEA have jointly funded a series of in-pile LOCA simulation experiments in the Canadian NRU reactor in order to secure further information on the thermal hydraulic and clad deformation response of PWR fuel rod bundles. Test MT-3 in the series was performed using reflood rate and rod internal pressure conditions specified by the UK nuclear industry. The parameters were selected to ensure the development of a near-isothermal clad temperature history during which zircaloy was required to balloon and rupture near the alpha-alpha/beta phase transition. Specification of the reflood rate conditions was assisted by the performance of a precursor test on an unpressurised rod bundle and by complementary application of appropriate thermal hydraulic analyses. Identification of the rod internal pressure needed to cause ballooning and rupture was achieved using a creep deformation model, BALLOON, in conjunction with the clad thermal history defined by the prior thermal hydraulic test. This paper presents the basis of the BALLOON analysis and describes its application in calculating the fill gas pressure for rods MT-3, their axial ballooning profile and the clad temperature at peak radial strain elevations. (author)

  15. Outdoor motor play: analysis, speculations, research paths

    OpenAIRE

    Ceciliani, Andrea; Bortolotti, Alessandro

    2013-01-01

    In our rapidly changing contemporary society, it has become apparent that children spend significantly less time playing outdoors than their parents did. Therefore, considerable attention must be paid by professionals to engage this challenge, especially within early educational contexts. The goal of this study was to first explore the continual drive of play in educational growth and, second, the ways in which children play outdoors at school, in order to reap the developmental benefits of o...

  16. Outdoor Motor Play: Analysis, Speculations, Research Paths

    Science.gov (United States)

    Ceciliani, Andrea; Bortolotti, Alessandro

    2013-01-01

    In our rapidly changing contemporary society, it has become apparent that children spend significantly less time playing outdoors than their parents did. Therefore, considerable attention must be paid by professionals to engage this challenge, especially within early educational contexts. The goal of this study was to first explore the continual…

  17. Analysis of inside play in basketball Analysis of inside play in basketball

    Directory of Open Access Journals (Sweden)

    D. Pintor

    2010-09-01

    Full Text Available

    In this research a descriptive analysis about some of the parameters implied in the inside play in basketball has been studied. Data of the 16 teams of the A.C.B. league were collected: each team was studied in an official game chosen randomly. Items of observation related with the frequency of apparition of the inside play in the game, with the time expended to offence as well as the way used to finish the play, were established. Data obtained show that in the 41,61% of global possessions appears inside play while in the 37,45% of these take place a pass toward the positions near the basket. The average time expended since starting the possession of the ball until the moment in which a pass is made is 8,41 seconds. The analysis shows the considerable capacity of resolution of players who receives an inside ball, which is represented by the percentage of times in which these players finish the offence (82,78%. A bigger number of direct actions than indirect actions to finish the offence play and a very low degree of opposition to the shot have been detected, overcoat taking in account that these shots were made in areas with a big amount of players.
    KEY WORDS: Basketball, inside play, inside pass.

     

    En el presente estudio se ha realizado una análisis descriptivo de algunos parámetros que definen el juego interior en baloncesto. Se tomaron datos de cada uno de los 16 equipos que participan en la liga A.C.B.: cada equipo fue estudiado en un encuentro oficial de competición, elegido de forma aleatoria. Se establecieron conductas de observación relacionadas con la frecuencia de aparición del juego interior en los partidos, con el tiempo empleado en el ataque, así como con la forma de resolución de la jugada. Los datos obtenidos reflejan que en el 4l,61% del total de posesiones se produce juego interior, mientras que en el 37

  18. Play and Playing Processes of the Young Child in Early Education Programs: A Piagetian Analysis.

    Science.gov (United States)

    Yawkey, Thomas Daniels; Silvern, Steven B.

    This paper reviews Piaget's stages of play and discusses the implications of play for early childhood education. The three stages of play identified in Piaget's research are: (1) practice play, (2) symbolic or make believe play and (3) games with rules. The characteristics of each type of play are presented and examples of play at each stage are…

  19. 40 CFR 89.406 - Pre-test procedures.

    Science.gov (United States)

    2010-07-01

    ... 40 Protection of Environment 20 2010-07-01 2010-07-01 false Pre-test procedures. 89.406 Section 89.406 Protection of Environment ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR PROGRAMS (CONTINUED... Procedures § 89.406 Pre-test procedures. (a) Allow a minimum of 30 minutes warmup in the standby or operating...

  20. FASP, an analytic resource appraisal program for petroleum play analysis

    Science.gov (United States)

    Crovelli, R.A.; Balay, R.H.

    1986-01-01

    An analytic probabilistic methodology for resource appraisal of undiscovered oil and gas resources in play analysis is presented in a FORTRAN program termed FASP. This play-analysis methodology is a geostochastic system for petroleum resource appraisal in explored as well as frontier areas. An established geologic model considers both the uncertainty of the presence of the assessed hydrocarbon and its amount if present. The program FASP produces resource estimates of crude oil, nonassociated gas, dissolved gas, and gas for a geologic play in terms of probability distributions. The analytic method is based upon conditional probability theory and many laws of expectation and variance. ?? 1986.

  1. Game Play Schemas: From Player Analysis to Adaptive Game Mechanics

    Directory of Open Access Journals (Sweden)

    Craig A. Lindley

    2008-01-01

    Full Text Available Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe play, but might be used actively as cognitive models within a game engine. Predesigned schema models are knowledge representations constituting anticipated or desired learned cognitive outcomes of play. Automated analysis of player schemas and comparison with predesigned target schemas can provide a foundation for a game engine adapting or tuning game mechanics to achieve specific effects of engagement, immersion, and cognitive skill acquisition by players. Hence, schema models may enhance the play experience as well as provide a foundation for achieving explicitly represented pedagogical or therapeutic functions of games.

  2. Android App Store (Google Play) Mining and Analysis

    OpenAIRE

    MOHAMMAD TAFIQUR, RAHMAN

    2013-01-01

    The aim of mining and analysis of Apps in Google Play, the largest Android app store, is to provide in-depth insight on the hidden properties of the repository to app developers or app market contributors. This approach can help them to view the current circumstances of the market and make valuable decisions before releasing products. To perform this analysis, all available features (descriptions of the app, app developer information, app version, updating date, category, number of download, ...

  3. Free Fall Misconceptions: Results of a Graph Based Pre-Test of Sophomore Civil Engineering Students

    Science.gov (United States)

    Montecinos, Alicia M.

    2014-01-01

    A partially unusual behaviour was found among 14 sophomore students of civil engineering who took a pre test for a free fall laboratory session, in the context of a general mechanics course. An analysis contemplating mathematics models and physics models consistency was made. In all cases, the students presented evidence favoring a correct free…

  4. Snake River Plain Play Fairway Analysis – Phase 1 Report

    Energy Technology Data Exchange (ETDEWEB)

    Shervais, John W. [Utah State Univ., Logan, UT (United States). Dept. of Geology; Glen, Jonathan M. [US Geological Survey, Menlo Park, CA (United States); Liberty, Lee M. [Boise State Univ., ID (United States). Center for Geophysical Investigation of the Shallow Subsurface; Dobson, Patrick [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Gasperikova, Erika [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2015-09-01

    The Snake River volcanic province (SRP) overlies a thermal anomaly that extends deep into the mantle; it represents one of the highest heat flow provinces in North America. Our goals for this Phase 1 study are to: (1) adapt the methodology of Play Fairway Analysis for geothermal exploration to create a formal basis for its application to geothermal systems, (2) assemble relevant data for the SRP from publicly available and private sources, and (3) build a geothermal play fairway model for the SRP and identify the most promising plays, using software tools that are standard in the petroleum industry. The success of play fairway analysis in geothermal exploration depends critically on defining a systematic methodology that is grounded in theory (as developed within the petroleum industry over the last two decades) and within the geologic and hydrologic framework of real geothermal systems. Our preliminary assessment of the data suggests that important undiscovered geothermal resources may be located in several areas of the SRP, including the western SRP (associated with buried lineaments defined by gravity or magnetic anomalies, and capped by extensive deposits of lacustrine sediment), at lineament intersections in the central SRP (along the Banbury-Hagerman trend NW of Twin Falls, and along the northern margin of the Mt Bennett Hills-Camas Prairie area), and along the margins of the eastern SRP. Additional high temperature resources are likely associated with rhyolite domes and crypto-domes in the eastern SRP, but are masked by shallow groundwater flow leading to low upper crustal heat flow values. These blind resources may be exploitable with existing deep drilling technology. Groundwater modeling planned for later phases of the PFA project will address whether temperatures at viable producing depths are sufficient to support electricity production.

  5. 40 CFR 90.408 - Pre-test procedures.

    Science.gov (United States)

    2010-07-01

    ....408 Protection of Environment ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR PROGRAMS (CONTINUED... during service accumulation is allowed only in accordance with § 90.118. (b) Engine pre-test preparation... by § 90.324(a). If necessary, allow the heated sample line, filters, and pumps to reach operating...

  6. 40 CFR 91.408 - Pre-test procedures.

    Science.gov (United States)

    2010-07-01

    ....408 Protection of Environment ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) AIR PROGRAMS (CONTINUED... accordance with § 91.117. (b) Engine pre-test preparation. (1) Drain and charge the fuel tank(s) with the..., including the sample probe, using mode 1 from Table 2 in appendix A of this subpart. The emission sampling...

  7. Targeting as the basis for pre-test market of lithium-ion battery

    Science.gov (United States)

    Yuniaristanto, Zakaria, R.; Saputri, V. H. L.; Sutopo, W.; Kadir, E. A.

    2017-11-01

    This article discusses about market segmentation and targeting as a first step in pre-test market of a new technology. The benefits of targeting towards pre-test market are pre-test market can be conducted to focus on selected target markets so there is no bias during the pre-test market. In determining the target market then do some surveys to identify the state of market in the future, so that the marketing process is not misplaced. Lithium ion battery which is commercialized through start-up companies is the case study. This start-up companies must be able to respond the changes and bring in customers as well as maintain them so that companies can survive and evolve to achieve its objectives. The research aims to determine market segments and target market effectively. Marketing strategy (segmentation and targeting) is used to make questionnaire and cluster analysis in data processing. Respondents were selected by purposive sampling and have obtained data as many as 80 samples. As the results study, there are three segments for lithium ion battery with their own distinguished characteristics and there are two segments that can be used as the target market for the company.

  8. Soft Play Detection in Shooter Games Using Hit Matrix Analysis

    Directory of Open Access Journals (Sweden)

    Jussi Laasonen

    2015-08-01

    Full Text Available Soft play is a form of cheating where players deliberately play easy against each other. We evaluate different methods for detecting the players engaging in soft play in shooter games using data generated with synthetic players. These methods are used when analysing the hit matrix of the game.

  9. Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games

    NARCIS (Netherlands)

    Moreno, Alejandro; Poppe, R.W.; Heylen, Dirk K J

    2016-01-01

    Promoting social behavior is one of the key goals in interactive games. In this paper, we present an experimental study in the Interactive Tag Playground (ITP) to investigate whether social behaviors reported in literature can also be observed through automated analysis. We do this by analyzing

  10. Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games

    NARCIS (Netherlands)

    Moreno Celleri, Alejandro Manuel; Poppe, Ronald Walter; Heylen, Dirk K.J.

    Promoting social behavior is one of the key goals in interactive games. In this paper, we present an experimental study in the Interactive Tag Playground (ITP) to investigate whether social behaviors reported in literature can also be observed through automated analysis. We do this by analyzing

  11. Outdoor Motor Play: Analysis, Speculations,Research Paths

    Directory of Open Access Journals (Sweden)

    Andrea Ceciliani

    2013-01-01

    Full Text Available In our rapidly changing contemporary society, it has become apparentthat children spend significantly less time playing outdoors than their parents did. Therefore, considerable attention must be paid by professionals to engage this challenge, especially within early educational contexts. The goal of this study was to first explore the continual drive of play in educational growth and, second, the ways in which children play outdoors at school, in order to reap the developmental benefits of outdoor play in a supportive context, where such fundamental activity is not only allowed, but also supported. The results of this study reinforce existing research in this area, highlighting the findings of children’s physical play behaviour and its frequency, also in connection with the use of tools and toys; further findings highlight teacher’s attitudes and suggest severaloptions for early childhood professionals to foster children’s enjoyment of outdoor play. Finally, the study results have implications for future opportunities in the planning of active spontaneous-play.

  12. How Students of Preschool Education Perceive Their Play Competences--An Analysis of Their Involvement in Children's Play

    Science.gov (United States)

    Vorkapic, Sanja Tatalovic; Katic, Vesna

    2015-01-01

    Preschool teachers play a very important but highly sensitive role in preschool children's play. It is therefore very important to build their play competences in a quality way. As this is not easily achieved, the main objective of the present study was to analyse the roles of students of preschool education in children's play. The study included…

  13. Pre-test CFD Calculations for a Bypass Flow Standard Problem

    Energy Technology Data Exchange (ETDEWEB)

    Rich Johnson

    2011-11-01

    The bypass flow in a prismatic high temperature gas-cooled reactor (HTGR) is the flow that occurs between adjacent graphite blocks. Gaps exist between blocks due to variances in their manufacture and installation and because of the expansion and shrinkage of the blocks from heating and irradiation. Although the temperature of fuel compacts and graphite is sensitive to the presence of bypass flow, there is great uncertainty in the level and effects of the bypass flow. The Next Generation Nuclear Plant (NGNP) program at the Idaho National Laboratory has undertaken to produce experimental data of isothermal bypass flow between three adjacent graphite blocks. These data are intended to provide validation for computational fluid dynamic (CFD) analyses of the bypass flow. Such validation data sets are called Standard Problems in the nuclear safety analysis field. Details of the experimental apparatus as well as several pre-test calculations of the bypass flow are provided. Pre-test calculations are useful in examining the nature of the flow and to see if there are any problems associated with the flow and its measurement. The apparatus is designed to be able to provide three different gap widths in the vertical direction (the direction of the normal coolant flow) and two gap widths in the horizontal direction. It is expected that the vertical bypass flow will range from laminar to transitional to turbulent flow for the different gap widths that will be available.

  14. Ouroboros - Playing A Biochemical

    Directory of Open Access Journals (Sweden)

    D. T. Rodrigues

    2014-08-01

    Full Text Available Ouroboros: Playing A Biochemical RODRIGUES,D.T.1,2;GAYER, M.C.1,2; ESCOTO, D.F.1; DENARDIN, E.L.G.2, ROEHRS, R.1,2 1Interdisciplinary Research Group on Teaching Practice, Graduate Program in Biochemistry, Unipampa, RS, Brazil 2Laboratory of Physicochemical Studies and Natural Products, Post Graduate Program in Biochemistry, Unipampa, RS, Brazil Introduction: Currently, teachers seek different alternatives to enhance the teaching-learning process. Innovative teaching methodologies are increasingly common tools in educational routine. The use of games, electronic or conventional, is an effective tool to assist in learning and also to raise the social interaction between students. Objective: In this sense our work aims to evaluate the card game and "Ouroboros" board as a teaching and learning tool in biochemistry for a graduating class in Natural Sciences. Materials and methods: The class gathered 22 students of BSc in Natural Sciences. Each letter contained a question across the board that was drawn to a group to answer within the allotted time. The questions related concepts of metabolism, organic and inorganic chemical reactions, bioenergetics, etc.. Before the game application, students underwent a pre-test with four issues involving the content that was being developed. Soon after, the game was applied. Then again questions were asked. Data analysis was performed from the ratio of the number of correct pre-test and post-test answers. Results and discussion: In the pre-test 18.1% of the students knew all issues, 18.1% got 3 correct answers, 40.9% answered only 2 questions correctly and 22.7% did not hit any. In post-test 45.4% answered all the questions right, 31.8% got 3 questions and 22.7% got 2 correct answers. The results show a significant improvement of the students about the field of content taught through the game. Conclusion: Generally, traditional approaches of chemistry and biochemistry are abstract and complex. Thus, through games

  15. Using cognitive pre-testing methods in the development of a new evidenced-based pressure ulcer risk assessment instrument.

    Science.gov (United States)

    Coleman, S; Nixon, J; Keen, J; Muir, D; Wilson, L; McGinnis, E; Stubbs, N; Dealey, C; Nelson, E A

    2016-11-16

    Variation in development methods of Pressure Ulcer Risk Assessment Instruments has led to inconsistent inclusion of risk factors and concerns about content validity. A new evidenced-based Risk Assessment Instrument, the Pressure Ulcer Risk Primary Or Secondary Evaluation Tool - PURPOSE-T was developed as part of a National Institute for Health Research (NIHR) funded Pressure Ulcer Research Programme (PURPOSE: RP-PG-0407-10056). This paper reports the pre-test phase to assess and improve PURPOSE-T acceptability, usability and confirm content validity. A descriptive study incorporating cognitive pre-testing methods and integration of service user views was undertaken over 3 cycles comprising PURPOSE-T training, a focus group and one-to-one think-aloud interviews. Clinical nurses from 2 acute and 2 community NHS Trusts, were grouped according to job role. Focus group participants used 3 vignettes to complete PURPOSE-T assessments and then participated in the focus group. Think-aloud participants were interviewed during their completion of PURPOSE-T. After each pre-test cycle analysis was undertaken and adjustment/improvements made to PURPOSE-T in an iterative process. This incorporated the use of descriptive statistics for data completeness and decision rule compliance and directed content analysis for interview and focus group data. Data were collected April 2012-June 2012. Thirty-four nurses participated in 3 pre-test cycles. Data from 3 focus groups, 12 think-aloud interviews incorporating 101 PURPOSE-T assessments led to changes to improve instrument content and design, flow and format, decision support and item-specific wording. Acceptability and usability were demonstrated by improved data completion and appropriate risk pathway allocation. The pre-test also confirmed content validity with clinical nurses. The pre-test was an important step in the development of the preliminary PURPOSE-T and the methods used may have wider instrument development application

  16. Using cognitive pre-testing methods in the development of a new evidenced-based pressure ulcer risk assessment instrument

    Directory of Open Access Journals (Sweden)

    S. Coleman

    2016-11-01

    Full Text Available Abstract Background Variation in development methods of Pressure Ulcer Risk Assessment Instruments has led to inconsistent inclusion of risk factors and concerns about content validity. A new evidenced-based Risk Assessment Instrument, the Pressure Ulcer Risk Primary Or Secondary Evaluation Tool - PURPOSE-T was developed as part of a National Institute for Health Research (NIHR funded Pressure Ulcer Research Programme (PURPOSE: RP-PG-0407-10056. This paper reports the pre-test phase to assess and improve PURPOSE-T acceptability, usability and confirm content validity. Methods A descriptive study incorporating cognitive pre-testing methods and integration of service user views was undertaken over 3 cycles comprising PURPOSE-T training, a focus group and one-to-one think-aloud interviews. Clinical nurses from 2 acute and 2 community NHS Trusts, were grouped according to job role. Focus group participants used 3 vignettes to complete PURPOSE-T assessments and then participated in the focus group. Think-aloud participants were interviewed during their completion of PURPOSE-T. After each pre-test cycle analysis was undertaken and adjustment/improvements made to PURPOSE-T in an iterative process. This incorporated the use of descriptive statistics for data completeness and decision rule compliance and directed content analysis for interview and focus group data. Data were collected April 2012-June 2012. Results Thirty-four nurses participated in 3 pre-test cycles. Data from 3 focus groups, 12 think-aloud interviews incorporating 101 PURPOSE-T assessments led to changes to improve instrument content and design, flow and format, decision support and item-specific wording. Acceptability and usability were demonstrated by improved data completion and appropriate risk pathway allocation. The pre-test also confirmed content validity with clinical nurses. Conclusions The pre-test was an important step in the development of the preliminary PURPOSE-T and the

  17. Complot test section outlet CFD optimization (pre - test and dimensioning)

    International Nuclear Information System (INIS)

    Profir, M. M.; Moreau, V.; Kennedy, G.

    2013-01-01

    In the framework of the FP7 MAXSIMA European project, the COMPLOT (COMPonent LOop Testing) LBE experimental facility is employed for thermal-hydraulic experiments aimed to test and qualify, among other components, a buoyancy driven safety/control rods (SR/CR) system, as key components for the safe operation of the MYRRHA reactor. This paper focuses mainly on a simplified CFD representation of the SR test section outlet in order to optimise it for the testing program. Parametric cases, associated with different positions of the SR assembly have been set up and analysed. A quasi-static analysis has been performed for each case, accounting for the LBE volume displaced by the insertion of the SR bundle, by introducing appropriately positioned additional mass sources. Velocity and pressure fields, as well as pressure drop magnitudes and mass flow rates through relevant guide tube hole outlets have been calculated and compared. The CFD analysis proved that the outer boundary of the test section does not impact the expected performance of the SR (rapid transient downward insertion). Preliminary simulations reproducing the timely repositioning of the SR/CR in COMPLOT using procedures of automatic volume mesh regeneration, consistently with the rod imposed displacement, are illustrated. (authors)

  18. Child-Centered Play Therapy in the Schools: Review and Meta-Analysis

    Science.gov (United States)

    Ray, Dee C.; Armstrong, Stephen A.; Balkin, Richard S.; Jayne, Kimberly M.

    2015-01-01

    The authors conducted a meta-analysis and systematic review that examined 23 studies evaluating the effectiveness of child centered play therapy (CCPT) conducted in elementary schools. Meta-analysis results were explored using a random effects model for mean difference and mean gain effect size estimates. Results revealed statistically significant…

  19. The views of parents who experience intergenerational poverty on parenting and play: a qualitative analysis.

    Science.gov (United States)

    Smith, R L; Stagnitti, K; Lewis, A J; Pépin, G

    2015-11-01

    There is minimal literature on how parents experiencing intergenerational poverty view their role as parents and the value they place on children's play. The objective of this study was to examine how these parents view their parenting role and their beliefs about children's play. Thirteen mothers of preschool-aged children who experienced intergenerational poverty were recruited to the study. Semi-structured interviews were conducted and were analysed using interpretive phenomenological analysis. Parents described their role as guiding their children to become 'good' people, to teach them skills and provide a routine within the home. There were two disconnections in the data including the view that whilst parenting was hard and lonely, it was also a private matter and participants preferred not to seek support. A second disconnection was in terms of their beliefs about play. Parents believed that whilst play was valuable to their child's development, it was not their role to play with children. However, if parents did play with their child, they noticed positive changes in their child's behaviour. The views of parents who experienced intergenerational poverty were similar to other reported findings in parenting studies. However, the current sample differed on not seeking help for support as well as not seeing their role as playing with their children, even though occasions of joining their child in play were associated with a positive change in their relationship with their child. This has implications for communicating about parenting issues with parents who have experienced intergenerational poverty. © 2015 John Wiley & Sons Ltd.

  20. The Affect in Play Scale: confirmatory factor analysis in elementary school children.

    Science.gov (United States)

    Chessa, Daphne; Di Riso, Daniela; Delvecchio, Elisa; Salcuni, Silvia; Lis, Adriana

    2011-12-01

    The aim of this paper was to study the construct validity of the Affect in Play Scale, an empirically based measure of pretend play, in a group of 519 Italian children ages 6 to 10 years. In confirmatory factor analysis, a correlated two-factor structure with a cognitive and an affective factor was identified. Possible differences in factor scores by sex and age were investigated but no significant differences were found.

  1. The Analysis Of Deixis Inthe American Play A Streetcar Named Desire

    OpenAIRE

    Hasibuan, Febi DJ

    2016-01-01

    This thesis is entitled The Analysis of Deixis in the American Play A Streetcar Named Desire. This study are aimed find out which types of deixis is the most dominant and describe the use of deixis in the American Play “A Street Car Named Desire” written by Tennessee Williams. This research uses qualitative descriptive and quantitative methods in analyze the data. The analysis only focused on several sentences, which have representative values based on the proposed deixis types and the use of...

  2. Girls' Doll Play in Educational, Virtual, Ideological and Market Contexts: A Case Analysis of Controversy

    Science.gov (United States)

    Reifel, Stuart

    2009-01-01

    The purpose of this study was to explore an example of girls' doll play in contemporary US culture, including its virtual, political, marketing, and other contextual meanings. The narrative that provoked the analysis was a brief news report about a controversial school function--a school fund-raiser fashion show featuring American Girl doll…

  3. Concussion Incidence and Recurrence in Professional Australian Football Match-Play: A 14-Year Analysis

    Directory of Open Access Journals (Sweden)

    Nathan Gibbs

    2017-01-01

    Full Text Available Background. Concussion incidence rates in professional Australian football may be underreported due to the injury classification definition. A myriad of factors contribute to concussion risk; however, there is limited long-term surveillance in Australian football. This study analysed concussion in one Australian football team over an extended period. Method. Match-play concussion injuries in one team (n=116 participants were diagnosed and treated by the team physician over 14 years. Analysis of factors related to concussion including matches played, time of day and season, and return to play provided an insight into occurrence and recurrence rates. Results. 140 concussions were recorded (17.6 per 1000 player match hours. A strong relationship was evident between matches played and concussion incidence (r=0.70 and match conditions did not negatively affect the concussion rate. Whether an athlete returned to play in the same match or suffered a loss-of-consciousness concussion (p=0.84, their ensuing rate of concussion was not affected. Conclusion. Concussion in professional Australian football was related to the number of matches played. Further, neither previous incidence nor loss of consciousness affected future concussion risk. This study provides ecologically valid evidence of the concussion incidence rate in professional Australian football and has implications for the management of athletes sustaining concussion injuries.

  4. Comparative analysis of gameplay and players emotion in the most popular games from play store

    Science.gov (United States)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  5. Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

    Science.gov (United States)

    Peng, Wei; Lin, Jih-Hsuan; Crouse, Julia

    2011-11-01

    This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.

  6. Achievement of course outcome in vector calculus pre-test questions ...

    African Journals Online (AJOL)

    No Abstract. Keywords: pre-test; course outcome; bloom taxanomy; Rasch measurement model; vector calculus. Full Text: EMAIL FREE FULL TEXT EMAIL FREE FULL TEXT · DOWNLOAD FULL TEXT DOWNLOAD FULL TEXT · AJOL African Journals Online. HOW TO USE AJOL... for Researchers · for Librarians ...

  7. Analysis of the Discourse of Power in Etel Adnan's Play Like A Christmas Tree

    Directory of Open Access Journals (Sweden)

    Hossam Mahmoud Alashqar

    2015-10-01

    Full Text Available This paper seeks to investigate the sources of power in the discourse of an Arab-American writer, Etel Adnan's one act play, Like a Christmas Tree. The play represents a heated argument between two figures who stand for two different ideologies and who fall within the frame of 'binary opposition', transcultural misunderstanding, and colonial hegemony versus native resistance. Supposedly, an American Journalist, Jim, is expected to dominate the discourse by force of his cultural and professional background, but sarcastically enough, the Iraqi butcher, Badr is the part who represents power and domination throughout the play. The current paper depends on more than one tool of analysis: Norman Fairclough's (2001 and Foucault's(2004 concepts of power and discourse, Grice's theory of 'cooperative principles'(1989, Brown and Gilman's study of 'address forms' (1972, and Georgia Green's contribution in the process of 'turn-taking' (1989.The study celebrates an analysis of data which uncovers the power of discourse in the exchanges of both characters and sheds light on the identity of both of them in an attempt to affirm that 'power' is not necessarily on the side of the stronger. Keywords: discourse, power, address forms, turn-taking, interruption, topic control

  8. Return to Play Following Shoulder Stabilization: A Systematic Review and Meta-analysis

    Science.gov (United States)

    Ialenti, Marc N.; Mulvihill, Jeffrey D.; Feinstein, Max; Zhang, Alan L.; Feeley, Brian T.

    2017-01-01

    Background: Anterior shoulder instability can be a disabling condition for the young athlete; however, the best surgical treatment remains controversial. Traditionally, anterior shoulder instability was treated with open stabilization. More recently, arthroscopic repair of the Bankart injury with suture anchor fixation has become an accepted technique. Hypothesis: No systematic reviews have compared the rate of return to play following arthroscopic Bankart repair with suture anchor fixation with the Bristow-Latarjet procedure and open stabilization. We hypothesized that the rate of return to play will be similar regardless of surgical technique. Study Design: Systematic review; Level of evidence, 4. Methods: We performed a systematic review and meta-analysis focused on return to play following shoulder stabilization. Inclusion criteria included studies in English that reported on rate of return to play and clinical outcomes following primary arthroscopic Bankart repair with suture anchors, the Latarjet procedure, or open stabilization. Statistical analyses included Student t tests and analyses of variance. Results: Sixteen papers reporting on 1036 patients were included. A total of 545 patients underwent arthroscopic Bankart repair with suture anchors, 353 with the Latarjet procedure, and 138 with open repair. No significant difference was found in patient demographic data among the studies. Patients returned to sport at the same level of play (preinjury level) more consistently following arthroscopic Bankart repair (71%) or the Latarjet procedure (73%) than open stabilization (66%) (P Latarjet procedure (3.5%) than after arthroscopic Bankart repair (6.6%) or open stabilization (6.7%) (P Latarjet procedure than open stabilization. Despite this difference, >65% of all treated athletes returned to sport at their preinjury levels, with other outcome measures being similar among the treatment groups. Therefore, arthroscopic Bankart repair, the Latarjet procedure, and

  9. Modular Online Uninterruptible Power System Plug’n’Play Control and Stability Analysis

    DEFF Research Database (Denmark)

    Zhang, Chi; Coelho, Ernane A. A.; Guerrero, Josep M.

    2016-01-01

    to achieve active and reactive power sharing and central controllers to maintain synchronization capability, which allows the online UPS modular system having faster dynamic performance according to the Standard IEC 62040-3. A detailed small signal mathematical model was developed in order to analyze......In this paper, a plug`n'play control strategy proposed for modular online UPS system is presented, which allows to plug the UPS modules in or out randomly. This provides a less difficulty for the maintenance of the whole system. A two-level control scheme was proposed, including local controllers...... the proposed modular online UPS system. Experimental results and data are presented to validate the stability analysis and support the proposed plug`n'play control feasibility....

  10. Play for the development of body schema and spatial and temporal orientation: analysis of an intervention

    Directory of Open Access Journals (Sweden)

    Sara Domiciano Franco de Campos

    2017-06-01

    Full Text Available Introduction: Childhood is a significant stage in human development in which many skills are developed influencing learning progress. Play is an activity of children’s daily lives that enhances cognitive, social, emotional, and psychomotor abilities. Objective: Evaluate the results of an intervention for a child with delayed development of body schema and spatial and temporal orientation. Method: This study adopted the semi-experimental design type of pre and post-test. The Motor Development Scale (MDS was applied in a four-year-old child. From the MDS results, an intervention plan was prepared concerning games that stimulate the previously mentioned acquisitions. The implementation of the plan lasted two months and the child was evaluated before and at the end of the intervention. The JT method was adopted for data analysis and verification of significant and reliable clinical changes. Results: The child achieved significant change in the three items assessed. In terms of clinical significance, the child changed status on spatial organization, becoming part of the functional population. Body schema remained in the dysfunctional population and the child’s temporal orientation was in the range of uncertainty. Conclusion: The results showed positive and reliable changes in the evaluated items, confirming the positive effect of play as an occupational therapeutic resource present in the developmental intervention program. It emphasizes the importance of conducting further studies with a larger number of participants for new data and findings on the use of play in interventions into psychomotor development.

  11. Pre-testing nutrition education materials for elderly care-givers in Boipatong

    OpenAIRE

    Gaede, Rolf J

    2013-01-01

    Abstract. The paper deals with issues and concerns relating to the process of pre-testing visual illustrations used in educational material in a community communication setting. The first part of the paper discusses how selected aspects of nutrition education materials meant for elderly care givers in Boipatong were pre‐tested using questionnaires (n=55) and focus group discussions in order to establish the target group’s views and opinions about different types of visual illustration appro...

  12. Diagnostic models of the pre-test probability of stable coronary artery disease: A systematic review

    Directory of Open Access Journals (Sweden)

    Ting He

    Full Text Available A comprehensive search of PubMed and Embase was performed in January 2015 to examine the available literature on validated diagnostic models of the pre-test probability of stable coronary artery disease and to describe the characteristics of the models. Studies that were designed to develop and validate diagnostic models of pre-test probability for stable coronary artery disease were included. Data regarding baseline patient characteristics, procedural characteristics, modeling methods, metrics of model performance, risk of bias, and clinical usefulness were extracted. Ten studies involving the development of 12 models and two studies focusing on external validation were identified. Seven models were validated internally, and seven models were validated externally. Discrimination varied between studies that were validated internally (C statistic 0.66-0.81 and externally (0.49-0.87. Only one study presented reclassification indices. The majority of better performing models included sex, age, symptoms, diabetes, smoking, and hyperlipidemia as variables. Only two diagnostic models evaluated the effects on clinical decision making processes or patient outcomes. Most diagnostic models of the pre-test probability of stable coronary artery disease have had modest success, and very few present data regarding the effects of these models on clinical decision making processes or patient outcomes.

  13. Time Series Analysis of Energy Production and Associated Landscape Fragmentation in the Eagle Ford Shale Play.

    Science.gov (United States)

    Pierre, Jon Paul; Young, Michael H; Wolaver, Brad D; Andrews, John R; Breton, Caroline L

    2017-11-01

    Spatio-temporal trends in infrastructure footprints, energy production, and landscape alteration were assessed for the Eagle Ford Shale of Texas. The period of analysis was over four 2-year periods (2006-2014). Analyses used high-resolution imagery, as well as pipeline data to map EF infrastructure. Landscape conditions from 2006 were used as baseline. Results indicate that infrastructure footprints varied from 94.5 km 2 in 2008 to 225.0 km 2 in 2014. By 2014, decreased land-use intensities (ratio of land alteration to energy production) were noted play-wide. Core-area alteration by period was highest (3331.6 km 2 ) in 2008 at the onset of play development, and increased from 582.3 to 3913.9 km 2 by 2014, though substantial revegetation of localized core areas was observed throughout the study (i.e., alteration improved in some areas and worsened in others). Land-use intensity in the eastern portion of the play was consistently lower than that in the western portion, while core alteration remained relatively constant east to west. Land alteration from pipeline construction was ~65 km 2 for all time periods, except in 2010 when alteration was recorded at 47 km 2 . Percent of total alteration from well-pad construction increased from 27.3% in 2008 to 71.5% in 2014. The average number of wells per pad across all 27 counties increased from 1.15 to 1.7. This study presents a framework for mapping landscape alteration from oil and gas infrastructure development. However, the framework could be applied to other energy development programs, such as wind or solar fields, or any other regional infrastructure development program. Landscape alteration caused by hydrocarbon pipeline installation in Val Verde County, Texas.

  14. Time Series Analysis of Energy Production and Associated Landscape Fragmentation in the Eagle Ford Shale Play

    Science.gov (United States)

    Pierre, Jon Paul; Young, Michael H.; Wolaver, Brad D.; Andrews, John R.; Breton, Caroline L.

    2017-11-01

    Spatio-temporal trends in infrastructure footprints, energy production, and landscape alteration were assessed for the Eagle Ford Shale of Texas. The period of analysis was over four 2-year periods (2006-2014). Analyses used high-resolution imagery, as well as pipeline data to map EF infrastructure. Landscape conditions from 2006 were used as baseline. Results indicate that infrastructure footprints varied from 94.5 km2 in 2008 to 225.0 km2 in 2014. By 2014, decreased land-use intensities (ratio of land alteration to energy production) were noted play-wide. Core-area alteration by period was highest (3331.6 km2) in 2008 at the onset of play development, and increased from 582.3 to 3913.9 km2 by 2014, though substantial revegetation of localized core areas was observed throughout the study (i.e., alteration improved in some areas and worsened in others). Land-use intensity in the eastern portion of the play was consistently lower than that in the western portion, while core alteration remained relatively constant east to west. Land alteration from pipeline construction was 65 km2 for all time periods, except in 2010 when alteration was recorded at 47 km2. Percent of total alteration from well-pad construction increased from 27.3% in 2008 to 71.5% in 2014. The average number of wells per pad across all 27 counties increased from 1.15 to 1.7. This study presents a framework for mapping landscape alteration from oil and gas infrastructure development. However, the framework could be applied to other energy development programs, such as wind or solar fields, or any other regional infrastructure development program.

  15. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty......? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design...

  16. Geothermal Play-Fairway Analysis of the Tatun Volcano Group, Taiwan

    Science.gov (United States)

    Chen, Yan-Ru; Song, Sheng-Rong

    2017-04-01

    Geothermal energy is a sustainable and low-emission energy resource. It has the advantage of low-cost and withstanding nature hazards. Taiwan is located on the western Ring of Fire and characteristic of widespread hot spring and high surface heat flows, especially on the north of Taiwan. Many previous studies reveal that the Tatun Volcano Group (TVG) has great potential to develop the geothermal energy. However, investment in geothermal development has inherent risk and how to reduce the exploration risk is the most important. The exploration risk can be lowered by using the play-fairway analysis (PFA) that integrates existing data representing the composite risk segments in the region in order to define the exploration strategy. As a result, this study has adapted this logic for geothermal exploration in TVG. There are two necessary factors in geothermal energy, heat and permeability. They are the composite risk segments for geothermal play-fairway analysis. This study analyzes existing geologic, geophysical and geochemical data to construct the heat and permeability potential models. Heat potential model is based on temperature gradient, temperature of hot spring, proximity to hot spring, hydrothermal alteration zones, helium isotope ratios, and magnetics. Permeability potential model is based on fault zone, minor fault, and micro-earthquake activities. Then, these two potential models are weighted by using the Analytical Hierarchy Process (AHP) and combined to rank geothermal favorability. Uncertainty model is occurred by the quality of data and spatial accuracy of data. The goal is to combine the potential model with the uncertainty model as a risk map to find the best drilling site for geothermal exploration in TVG. Integrated results indicate where geothermal potential is the highest and provide the best information for those who want to develop the geothermal exploration in TVG.

  17. GIS methodology for geothermal play fairway analysis: Example from the Snake River Plain volcanic province

    Science.gov (United States)

    DeAngelo, Jacob; Shervais, John W.; Glen, Jonathan; Nielson, Dennis L.; Garg, Sabodh; Dobson, Patrick; Gasperikova, Erika; Sonnenthal, Eric; Visser, Charles; Liberty, Lee M.; Siler, Drew; Evans, James P.; Santellanes, Sean

    2016-01-01

    Play fairway analysis in geothermal exploration derives from a systematic methodology originally developed within the petroleum industry and is based on a geologic and hydrologic framework of identified geothermal systems. We are tailoring this methodology to study the geothermal resource potential of the Snake River Plain and surrounding region. This project has contributed to the success of this approach by cataloging the critical elements controlling exploitable hydrothermal systems, establishing risk matrices that evaluate these elements in terms of both probability of success and level of knowledge, and building automated tools to process results. ArcGIS was used to compile a range of different data types, which we refer to as ‘elements’ (e.g., faults, vents, heatflow…), with distinct characteristics and confidence values. Raw data for each element were transformed into data layers with a common format. Because different data types have different uncertainties, each evidence layer had an accompanying confidence layer, which reflects spatial variations in these uncertainties. Risk maps represent the product of evidence and confidence layers, and are the basic building blocks used to construct Common Risk Segment (CRS) maps for heat, permeability, and seal. CRS maps quantify the variable risk associated with each of these critical components. In a final step, the three CRS maps were combined into a Composite Common Risk Segment (CCRS) map for analysis that reveals favorable areas for geothermal exploration. Python scripts were developed to automate data processing and to enhance the flexibility of the data analysis. Python scripting provided the structure that makes a custom workflow possible. Nearly every tool available in the ArcGIS ArcToolbox can be executed using commands in the Python programming language. This enabled the construction of a group of tools that could automate most of the processing for the project. Currently, our tools are repeatable

  18. Play Within the Pre-registration Children's Nursing Curriculum Within the United Kingdom: A Content Analysis of Programme Specifications.

    Science.gov (United States)

    Stonehouse, David; Piper, Christine; Briggs, Michelle; Brown, Fraser

    2018-01-29

    To determine the number of programme specifications which cite play within the curriculum and in what context. Play is an essential part of childhood. Therefore we might expect nurses caring for children to be trained in how to facilitate play within their clinical areas. Programme specifications provide information on course aims, the intended learning outcomes and what the learner is expected to achieve. Inductive qualitative content analysis. Only 13% (seven out of 54) programme specifications published by Higher Education Institutions cite play. Where play is mentioned there is a clear link made to use play as a communication tool. Also distraction figured prominently within the same sentence as play, despite these two terms being quite distinct. The availability of the programme specifications was also noted with 49% (28 out of 57) were easily accessible from the university web sites. A further 16% (9 out of 57) provided web links when access was requested. 35% were not publicly accessible without requesting access. Three Universities declined to be involved. It is clear that even if play is embedded within the child field nursing curriculum, it is not clearly stated as a priority within 87% of universities programme specifications which make no mention of it. If play is not part of programme specifications its importance could be lost to educators already delivering a full curriculum. Nurses could be qualifying with little or no knowledge around their role in facilitating play for their patients. Copyright © 2018 Elsevier Inc. All rights reserved.

  19. Optimal Regret Analysis of Thompson Sampling in Stochastic Multi-armed Bandit Problem with Multiple Plays

    OpenAIRE

    Komiyama, Junpei; Honda, Junya; Nakagawa, Hiroshi

    2015-01-01

    We discuss a multiple-play multi-armed bandit (MAB) problem in which several arms are selected at each round. Recently, Thompson sampling (TS), a randomized algorithm with a Bayesian spirit, has attracted much attention for its empirically excellent performance, and it is revealed to have an optimal regret bound in the standard single-play MAB problem. In this paper, we propose the multiple-play Thompson sampling (MP-TS) algorithm, an extension of TS to the multiple-play MAB problem, and disc...

  20. The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play

    Science.gov (United States)

    Marsh, Jackie

    2017-01-01

    Background: The study reported in this article focuses on an exploration of the role and nature of play in young children's use of toys that connect physical and digital domains. Purpose: The purpose of the article is to explore the nature of the connections that are made in play that transverses physical and virtual domains. The article draws on…

  1. Play-fairway analysis for geothermal resources and exploration risk in the Modoc Plateau region

    Science.gov (United States)

    Siler, Drew; Zhang, Yingqi; Spycher, Nicolas F.; Dobson, Patrick; McClain, James S.; Gasperikova, Erika; Zierenberg, Robert A.; Schiffman, Peter; Ferguson, Colin; Fowler, Andrew; Cantwell, Carolyn

    2017-01-01

    The region surrounding the Modoc Plateau, encompassing parts of northeastern California, southern Oregon, and northwestern Nevada, lies at an intersection between two tectonic provinces; the Basin and Range province and the Cascade volcanic arc. Both of these provinces have substantial geothermal resource base and resource potential. Geothermal systems with evidence of magmatic heat, associated with Cascade arc magmatism, typify the western side of the region. Systems on the eastern side of the region appear to be fault controlled with heat derived from high crustal heat flow, both of which are typical of the Basin and Range. As it has the potential to host Cascade arc-type geothermal resources, Basin and Range-type geothermal resources, and/or resources with characteristics of both provinces, and because there is relatively little current development, the Modoc Plateau region represents an intriguing potential for undiscovered geothermal resources. It remains unclear however, what specific set(s) of characteristics are diagnostic of Modoc-type geothermal systems and how or if those characteristics are distinct from Basin and Range-type or Cascade arc-type geothermal systems. In order to evaluate the potential for undiscovered geothermal resources in the Modoc area, we integrate a wide variety of existing data in order to evaluate geothermal resource potential and exploration risk utilizing ‘play-fairway’ analysis. We consider that the requisite parameters for hydrothermal circulation are: 1) heat that is sufficient to drive circulation, and 2) permeability that is sufficient to allow for fluid circulation in the subsurface. We synthesize data that indicate the extent and distribution of these parameters throughout the Modoc region. ‘Fuzzy logic’ is used to incorporate expert opinion into the utility of each dataset as an indicator of either heat or permeability, and thus geothermal favorability. The results identify several geothermal prospects, areas that

  2. TOPFLOW-PTS experiments. pre-test calculations with NEPTUNE{sub C}FD code

    Energy Technology Data Exchange (ETDEWEB)

    Martin, A., E-mail: alain-cc.martin@edf.fr [Electricite de France, Chatou (France); Heib, C.; Dubois, F., E-mail: caroline.heib@irsn.fr, E-mail: franck.dubois@irsn.fr [Inst. de Radioprotection et de Surete Nucleaire (IRSN), Fontenay-aux-Roses (France); Raynaud, C.; Peturaud, P., E-mail: christelle.raynaud@edf.fr, E-mail: pierre.peturaud@edf.fr [Electricite de France, Chatou (France); Huvelin, F.; Barbier, A., E-mail: fabien.huvelin@areva.com, E-mail: anthony.barbier@areva.com [AREVA-NP, Paris la Defense (France)

    2011-07-01

    Hypothetical Small Break Loss Of Coolant Accident is identified as one of the most severe transients leading to a potential huge Pressurized Thermal Shock on the Reactor Pressure Vessel (RPV). This may result in two-phase flow configurations in the cold legs, according to the operating conditions, and to reliably assess the RPV wall integrity, advanced two-phase flow simulations are required. Related needs in development and/or validation of these advanced models are important, and the on-going TOPFLOW-PTS experimental program was designed to provide a well documented data base to meet these needs. This paper focuses on pre-test NEPTUNE{sub C}FD simulations of TOPFLOW-PTS experiments; these simulations were performed to (i) help in the definition of the test matrix and test procedure, and (ii) check the presence of the different key physical phenomena at the mock-up scale. (author)

  3. Pre-test analysis of protected loss of primary pump transients in CIRCE-HERO facility

    Science.gov (United States)

    Narcisi, V.; Giannetti, F.; Del Nevo, A.; Tarantino, M.; Caruso, G.

    2017-11-01

    In the frame of LEADER project (Lead-cooled European Advanced Demonstration Reactor), a new configuration of the steam generator for ALFRED (Advanced Lead Fast Reactor European Demonstrator) was proposed. The new concept is a super-heated steam generator, double wall bayonet tube type with leakage monitoring [1]. In order to support the new steam generator concept, in the framework of Horizon 2020 SESAME project (thermal hydraulics Simulations and Experiments for the Safety Assessment of MEtal cooled reactors), the ENEA CIRCE pool facility will be refurbished to host the HERO (Heavy liquid mEtal pRessurized water cOoled tubes) test section to investigate a bundle of seven full scale bayonet tubes in ALFRED-like thermal hydraulics conditions. The aim of this work is to verify thermo-fluid dynamic performance of HERO during the transition from nominal to natural circulation condition. The simulations have been performed with RELAP5-3D© by using the validated geometrical model of the previous CIRCE-ICE test section [2], in which the preceding heat exchanger has been replaced by the new bayonet bundle model. Several calculations have been carried out to identify thermal hydraulics performance in different steady state conditions. The previous calculations represent the starting points of transient tests aimed at investigating the operation in natural circulation. The transient tests consist of the protected loss of primary pump, obtained by reducing feed-water mass flow to simulate the activation of DHR (Decay Heat Removal) system, and of the loss of DHR function in hot conditions, where feed-water mass flow rate is absent. According to simulations, in nominal conditions, HERO bayonet bundle offers excellent thermal hydraulic behavior and, moreover, it allows the operation in natural circulation.

  4. Pre-Test CFD for the Design and Execution of the Enhanced Injection and Mixing Project at NASA Langley Research Center

    Science.gov (United States)

    Drozda, Tomasz G.; Axdahl, Erik L.; Cabell, Karen F.

    2014-01-01

    With the increasing costs of physics experiments and simultaneous increase in availability and maturity of computational tools it is not surprising that computational fluid dynamics (CFD) is playing an increasingly important role, not only in post-test investigations, but also in the early stages of experimental planning. This paper describes a CFD-based effort executed in close collaboration between computational fluid dynamicists and experimentalists to develop a virtual experiment during the early planning stages of the Enhanced Injection and Mixing project at NASA Langley Research Center. This projects aims to investigate supersonic combustion ramjet (scramjet) fuel injection and mixing physics, improve the understanding of underlying physical processes, and develop enhancement strategies and functional relationships relevant to flight Mach numbers greater than 8. The purpose of the virtual experiment was to provide flow field data to aid in the design of the experimental apparatus and the in-stream rake probes, to verify the nonintrusive measurements based on NO-PLIF, and to perform pre-test analysis of quantities obtainable from the experiment and CFD. The approach also allowed for the joint team to develop common data processing and analysis tools, and to test research ideas. The virtual experiment consisted of a series of Reynolds-averaged simulations (RAS). These simulations included the facility nozzle, the experimental apparatus with a baseline strut injector, and the test cabin. Pure helium and helium-air mixtures were used to determine the efficacy of different inert gases to model hydrogen injection. The results of the simulations were analyzed by computing mixing efficiency, total pressure recovery, and stream thrust potential. As the experimental effort progresses, the simulation results will be compared with the experimental data to calibrate the modeling constants present in the CFD and validate simulation fidelity. CFD will also be used to

  5. Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

    Science.gov (United States)

    Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie

    2015-01-01

    The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…

  6. Children's Violently Themed Play and Adult Imaginaries of Childhood: A Bakhtinian Analysis

    Science.gov (United States)

    Rosen, Rachel

    2015-01-01

    Children's violently themed play has long been contentious within educational policy, parenting literature, and the academe, with conflicting views as to its immediate and long-term consequences. Yet, little attention has been given to the way in which the meanings and values attributed to childhood influence these debates. Drawing on an…

  7. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  8. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  9. Individualized music played for agitated patients with dementia: analysis of video-recorded sessions.

    Science.gov (United States)

    Ragneskog, H; Asplund, K; Kihlgren, M; Norberg, A

    2001-06-01

    Many nursing home patients with dementia suffer from symptoms of agitation (e.g. anxiety, shouting, irritability). This study investigated whether individualized music could be used as a nursing intervention to reduce such symptoms in four patients with severe dementia. The patients were video-recorded during four sessions in four periods, including a control period without music, two periods where individualized music was played, and one period where classical music was played. The recordings were analysed by systematic observations and the Facial Action Coding System. Two patients became calmer during some of the individualized music sessions; one patient remained sitting in her armchair longer, and the other patient stopped shouting. For the two patients who were most affected by dementia, the noticeable effect of music was minimal. If the nursing staff succeed in discovering the music preferences of an individual, individualized music may be an effective nursing intervention to mitigate anxiety and agitation for some patients.

  10. An Analysis of the Play Called Importance of Being Earnest with Feminist Perspective

    OpenAIRE

    DEMİR, Çağlar

    2015-01-01

    Victorian Era is characterized with the power men held in the society. Patriarchal social structure always tended not to let women take positions in the workplace, and social organizations. Victorian England didn’t take the women, their education, attitudes and feelings into consideration. The women were only the docile servers at home for Victorian men. However,  some intellectual women and male writers wrote striking novels and plays to attract the public and authorities’ attention to this ...

  11. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...

  12. Baseflow recession analysis across the Eagle Ford shale play (Texas, USA)

    Science.gov (United States)

    Arciniega, Saul; Brena-Naranjo, Agustin; Hernandez-Espriu, Jose Antonio; Pedrozo-Acuña, Adrian

    2016-04-01

    Baseflow is an important process of the hydrological cycle as it can be related to aquatic ecosystem health and groundwater recharge. The temporal and spatial dynamics of baseflow are typically governed by fluctuations in the water table of shallow aquifers hence groundwater pumping and return flow can greatly modify baseflow patterns. More recently, in some regions of the world the exploitation of gas trapped in shale formations by means of hydraulic fracturing (fracking) has raised major concerns on the quantitative and qualitative groundwater impacts. Although fracking implies massive amounts of groundwater withdrawals, its contribution on baseflow decline has not yet been fully investigated. Furthermore, its impact with respect to other human activities or climate extremes such as irrigation or extreme droughts, respectively, remain largely unknown. This work analyzes baseflow recession time-space patterns for a set of watersheds located across the largest shale producer in the world, the Eagle Ford shale play in Texas (USA). The period of study (1985-2014) includes a pre-development and post-development period. The dataset includes 56 hydrometric time series located inside and outside the shale play. Results show that during the development and expansion of the Eagle Ford play, around 70 % of the time series displayed a significant decline wheras no decline was observed during the pre-development)

  13. "Lego My Keego!": An Analysis of Language Play in a Beginning Japanese as a Foreign Language Classroom

    Science.gov (United States)

    Bushnell, Cade

    2009-01-01

    In this article, I present an analysis of talk-in-interaction from an introductory Japanese as a foreign language classroom at an American university. An examination of the data revealed language play (LP) to be a highly salient feature of the participants' interactions. LP has come into increasing focus in the second language acquisition research…

  14. Math Academy: Play Ball! Explorations in Data Analysis & Statistics. Book 3: Supplemental Math Materials for Grades 3-8

    Science.gov (United States)

    Rimbey, Kimberly

    2008-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Play Ball! Explorations in Data Analysis & Statistics," which teachers can use to…

  15. Analysis of combat sports players’ injuries according to playing style for sports physiotherapy research

    Science.gov (United States)

    Noh, Ji-Woong; Park, Byoung-Sun; Kim, Mee-Young; Lee, Lim-Kyu; Yang, Seung-Min; Lee, Won-Deok; Shin, Yong-Sub; Kim, Ju-Hyun; Lee, Jeong-Uk; Kwak, Taek-Yong; Lee, Tae-Hyun; Kim, Ju-Young; Park, Jaehong; Kim, Junghwan

    2015-01-01

    [Purpose] This study describes the characteristics of injuries in strike and non-strike combat sports, and the results are intended for use in the area of sports physiotherapy research. [Subjects and Methods] The study was conducted on 159 athletes involved in a variety of combat sports. The participants included elite college players of the following sports: judo (47), ssireum (19), wrestling (13), kendo (30), boxing (16), and taekwondo (34). Of the participants, 133 were male and 26 were female. In the case of ssireum and boxing, all of the athletes were male. [Results] In the case of the combat sports, the types of injury and injured regions differed according to playing style. Dislocation and injuries to the neck, shoulders, and elbows were more frequent in the non-strike sports, while injuries to the wrists and hands were more frequent in the strike sports. There was a high incidence of sprains, strains, bruises, and injuries to the lower limbs in both groups. [Conclusion] We suggest that the characteristics of injuries in combat sports differ according to playing style, and our study will therefore provide physical therapists and researchers with information that can be used to prevent injury. PMID:26357420

  16. Understanding the videograme genre: a qualitative analysis of the “playing contract”

    Directory of Open Access Journals (Sweden)

    Tulia Maria Cășvean

    2015-12-01

    Full Text Available Available in the widest variety of forms, with or without the ”story” or the scoring, played alone (single player, with a few partners (multiplayer or with many others (massive multiplayer online games, the videogames categories are built on multiple perspectives that depend on the observer and his or her agenda. Embedded in the popular culture, videogames exploit models and formal containers, pre-worked materials, well-known heroes, stereotypes and myths. Paraphrasing Umberto Eco, (1989 different videogame categories become a “playing contract” between producers and players, who should instantly recognize on its basis the videogame’s genre -characterized by multiple meanings, functions, production models and audience expectations, and evolving through time. The overall understanding of videogames depends on defining their genre framework as opposed to labels or marketing tools used by the game producers – a blueprint that requires an arrangement of specific elements. While not proposing an exhaustive genre categorization, this paper aims to assess the plot as a suitable criterion for videogame genre framework by correlating the specialists’ opinions on plot usage with the manner in which the plot is reflected into the game features. The findings and the conclusion of this paper are supported by in-depth interviews with industry professionals and by a videogames plot evaluation grid built in line with the methodology proposed by Aarseth, Smedetad and Sunnanå (2003 and Tobias’ plot evaluation (1993.

  17. Initial experience of evaluation of coronary artery with 320-slice row CT system in high pre-test probability population without heart rate (rhythm) control

    International Nuclear Information System (INIS)

    Sun Gang; Li Guoying; Li Min; Ding Juan; Li Shenghui; Li Li; Zhu Shifang; Lin Changling; Zou Xiaofeng

    2009-01-01

    Objective: To investigate the accuracy of 320-slice row CT system for the detection of coronary artery disease (CAD) in high pre-test probability population without heart rate/rhythm control. Methods: Thirty patients with a high pre-test probability of CAD underwent 320-slice row CT without preceding heart rate/rhythm control. Invasive coronary angiography (ICA) served as the standard reference. Data sets were evaluated by 2 observers in consensus with respect to stenoses ≥50% decreased diameter. The sensitivity, specificity, positive predictive value (PPV), negative predictive value (NPV) and Youden index were analyzed; the impact of heart rate and calcification on image quality as well as diagnostic accuracy were also analyzed by Chi-square test. Results: Mean heart rate during scanning was 73.7±15.4 beats per min(bpm), and median(QR) of Agatston score of segment was 45.6 (181). On a per-segment analysis, overall sensitivity was 96.1% (74/77, 95% CI:89.03%-99.19%), specificity was 98.3% (337/343, 95% CI:96.23%-99.36%), PPV was 92.5% (74/80, 95% CI:84.39%-97.20%), NPV of 99.1% (337/340, 95% CI: 97.44%-99.82%) and the Youden index was 0.94. In both heart-rate subgroups (242 in heart rate < 70 bpm group, 169 in heart rate ≥70 bpm group), diagnostic accuracy for the assessment of coronary artery stenosis was similar (P<0.05). The accuracy and the quality score of the subgroup Agatston score ≥100 were lower than that of the subgroup Agatston score <100; however, the difference of results between 320-slice row CT and ICA was not significant (P<0.05). Conclusion: 320-detector row CT can reliably detect coronary artery stenoses in a high pre-test probability population without heart rate/rhythm control. (authors)

  18. Accuracy of multidetector spiral computed tomography in detecting significant coronary stenosis in patient populations with differing pre-test probabilities of disease

    International Nuclear Information System (INIS)

    Pontone, G.; Andreini, D.; Quaglia, C.; Ballerini, G.; Nobili, E.; Pepi, M.

    2007-01-01

    Aim: To investigate the clinical impact of multidetector computed tomography (MDCT) in patients with a low versus a high pre-test likelihood of coronary artery disease (CAD). Materials and methods: A cohort of 120 patients with suspected CAD, scheduled for conventional coronary angiography, underwent MDCT. Using the American Heart Association (AHA)/American College of Cardiology (ACC) guidelines, the population was divided into two groups: patients with a low (group 1) and a high (group 2) likelihood of CAD. Results: Analysis of all segments showed a high feasibility (92%), and a patient based-model showed excellent sensitivity and negative predictive values (NPV; both 100%) and acceptable specificity and positive predictive values (PPV; 86 and 90%, respectively), with an accuracy of 94%. Using MDCT in patients with lower pre-test likelihoods of CAD, according to the ACC/AHA guidelines, the accuracy remained high (93%); conversely, in patient groups with a high prevalence of CAD, a non-significant reduction in accuracy (85%) occurred using MDCT. Particularly, MDCT can be used effectively to exclude a diagnosis of CAD because of its high sensitivity and NPV (100%), but shows a significant reduction in specificity (58%). This reduction was due to an increase in the false-positive:true-negative ratio because of the higher percentage of calcified plaque (a relative but non-significant increase in false positives), and the high prevalence of CAD (significant reduction in true negatives). No differences were found between MDCT and quantitative coronary angiography (QCA) concerning the number of vessels narrowed. Conclusion: Because of its excellent sensitivity and specificity in patients with a low pre-test likelihood of CAD, MDCT could be helpful in clinical decision-making in this population

  19. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  20. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  1. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts....... In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  2. Play Practices and Play Moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  3. Cross-format analysis of the gaming experience in multi-player role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, Ken; Brolund, Thea

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...... presents results of an empirical study of multi-player RPGs, evaluating how the transference between formats affects the player experience; including the effect of including a human game master in computer-based RPGs. The tabletop format emerges as the consistently most enjoyable experience across a range...... of formats, even compared to a computer-based RPG directed by a human game master....

  4. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    This article explores how organisational play becomes a managerial tool to increase and benefit from undecidability. The article draws on Niklas Luhmann's concept of decision and on Gregory Bateson's theory of play to create a conceptual framework for analysing the relation between decision and u...

  5. Development of new risk score for pre-test probability of obstructive coronary artery disease based on coronary CT angiography.

    Science.gov (United States)

    Fujimoto, Shinichiro; Kondo, Takeshi; Yamamoto, Hideya; Yokoyama, Naoyuki; Tarutani, Yasuhiro; Takamura, Kazuhisa; Urabe, Yoji; Konno, Kumiko; Nishizaki, Yuji; Shinozaki, Tomohiro; Kihara, Yasuki; Daida, Hiroyuki; Isshiki, Takaaki; Takase, Shinichi

    2015-09-01

    Existing methods to calculate pre-test probability of obstructive coronary artery disease (CAD) have been established using selected high-risk patients who were referred to conventional coronary angiography. The purpose of this study is to develop and validate our new method for pre-test probability of obstructive CAD using patients who underwent coronary CT angiography (CTA), which could be applicable to a wider range of patient population. Using consecutive 4137 patients with suspected CAD who underwent coronary CTA at our institution, a multivariate logistic regression model including clinical factors as covariates calculated the pre-test probability (K-score) of obstructive CAD determined by coronary CTA. The K-score was compared with the Duke clinical score using the area under the curve (AUC) for the receiver-operating characteristic curve. External validation was performed by an independent sample of 319 patients. The final model included eight significant predictors: age, gender, coronary risk factor (hypertension, diabetes mellitus, dyslipidemia, smoking), history of cerebral infarction, and chest symptom. The AUC of the K-score was significantly greater than that of the Duke clinical score for both derivation (0.736 vs. 0.699) and validation (0.714 vs. 0.688) data sets. Among patients who underwent coronary CTA, newly developed K-score had better pre-test prediction ability of obstructive CAD compared to Duke clinical score in Japanese population.

  6. Comparison of patient comprehension of rapid HIV pre-test fundamentals by information delivery format in an emergency department setting

    Directory of Open Access Journals (Sweden)

    Clark Melissa A

    2007-09-01

    Full Text Available Abstract Background Two trials were conducted to compare emergency department patient comprehension of rapid HIV pre-test information using different methods to deliver this information. Methods Patients were enrolled for these two trials at a US emergency department between February 2005 and January 2006. In Trial One, patients were randomized to a no pre-test information or an in-person discussion arm. In Trial Two, a separate group of patients were randomized to an in-person discussion arm or a Tablet PC-based video arm. The video, "Do you know about rapid HIV testing?", and the in-person discussion contained identical Centers for Disease Control and Prevention-suggested pre-test information components as well as information on rapid HIV testing with OraQuick®. Participants were compared by information arm on their comprehension of the pre-test information by their score on a 26-item questionnaire using the Wilcoxon rank-sum test. Results In Trial One, 38 patients completed the no-information arm and 31 completed the in-person discussion arm. Of these 69 patients, 63.8% had twelve years or fewer of formal education and 66.7% had previously been tested for HIV. The mean score on the questionnaire for the in-person discussion arm was higher than for the no information arm (18.7 vs. 13.3, p ≤ 0.0001. In Trial Two, 59 patients completed the in-person discussion and 55 completed the video arms. Of these 114 patients, 50.9% had twelve years or fewer of formal education and 68.4% had previously been tested for HIV. The mean score on the questionnaire for the video arm was similar to the in-person discussion arm (20.0 vs. 19.2; p ≤ 0.33. Conclusion The video "Do you know about rapid HIV testing?" appears to be an acceptable substitute for an in-person pre-test discussion on rapid HIV testing with OraQuick®. In terms of adequately informing ED patients about rapid HIV testing, either form of pre-test information is preferable than for patients

  7. Comparison of patient comprehension of rapid HIV pre-test fundamentals by information delivery format in an emergency department setting

    Science.gov (United States)

    Merchant, Roland C; Gee, Erin M; Clark, Melissa A; Mayer, Kenneth H; Seage, George R; DeGruttola, Victor G

    2007-01-01

    Background Two trials were conducted to compare emergency department patient comprehension of rapid HIV pre-test information using different methods to deliver this information. Methods Patients were enrolled for these two trials at a US emergency department between February 2005 and January 2006. In Trial One, patients were randomized to a no pre-test information or an in-person discussion arm. In Trial Two, a separate group of patients were randomized to an in-person discussion arm or a Tablet PC-based video arm. The video, "Do you know about rapid HIV testing?", and the in-person discussion contained identical Centers for Disease Control and Prevention-suggested pre-test information components as well as information on rapid HIV testing with OraQuick®. Participants were compared by information arm on their comprehension of the pre-test information by their score on a 26-item questionnaire using the Wilcoxon rank-sum test. Results In Trial One, 38 patients completed the no-information arm and 31 completed the in-person discussion arm. Of these 69 patients, 63.8% had twelve years or fewer of formal education and 66.7% had previously been tested for HIV. The mean score on the questionnaire for the in-person discussion arm was higher than for the no information arm (18.7 vs. 13.3, p ≤ 0.0001). In Trial Two, 59 patients completed the in-person discussion and 55 completed the video arms. Of these 114 patients, 50.9% had twelve years or fewer of formal education and 68.4% had previously been tested for HIV. The mean score on the questionnaire for the video arm was similar to the in-person discussion arm (20.0 vs. 19.2; p ≤ 0.33). Conclusion The video "Do you know about rapid HIV testing?" appears to be an acceptable substitute for an in-person pre-test discussion on rapid HIV testing with OraQuick®. In terms of adequately informing ED patients about rapid HIV testing, either form of pre-test information is preferable than for patients to receive no pre-test

  8. Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty

    Directory of Open Access Journals (Sweden)

    Yu Tian

    2017-07-01

    Full Text Available Flow is the experience of effortless attention, reduced self-consciousness, and a deep sense of control that typically occurs during the optimal performance of challenging tasks. On the basis of the person–artifact–task model, we selected computer games (tasks with varying levels of difficulty (difficult, medium, and easy and shyness (personality as flow precursors to study the physiological activity of users in a flow state. Cardiac and respiratory activity and mean changes in skin conductance (SC were measured continuously while the participants (n = 40 played the games. Moreover, the associations between self-reported psychological flow and physiological measures were investigated through a series of repeated-measures analyses. The results showed that the flow experience is related to a faster respiratory rate, deeper respiration, moderate heart rate (HR, moderate HR variability, and moderate SC. The main effect of shyness was non-significant, whereas the interaction of shyness and difficulty influenced the flow experience. These findings are discussed in relation to current models of arousal and valence. The results indicate that the flow state is a state of moderate mental effort that arises through the increased parasympathetic modulation of sympathetic activity.

  9. Baseflow recession analysis in a large shale play: Climate variability and anthropogenic alterations mask effects of hydraulic fracturing

    Science.gov (United States)

    Arciniega-Esparza, Saúl; Breña-Naranjo, Jose Agustín; Hernández-Espriú, Antonio; Pedrozo-Acuña, Adrián; Scanlon, Bridget R.; Nicot, Jean Philippe; Young, Michael H.; Wolaver, Brad D.; Alcocer-Yamanaka, Victor Hugo

    2017-10-01

    Water resources development and landscape alteration exert marked impacts on water-cycle dynamics, including areas subjected to hydraulic fracturing (HF) for exploitation of unconventional oil and gas resources found in shale or tight sandstones. Here we apply a conceptual framework for linking baseflow analysis to changes in water demands from different sectors (e.g. oil/gas extraction, irrigation, and municipal consumption) and climatic variability in the semiarid Eagle Ford play in Texas, USA. We hypothesize that, in water-limited regions, baseflow (Qb) changes are partly due (along with climate variability) to groundwater abstraction. For a more realistic assessment, the analysis was conducted in two different sets of unregulated catchments, located outside and inside the Eagle Ford play. Three periods were considered in the analysis related to HF activities: pre-development (1980-2000), moderate (2001-2008) and intensive (2009-2015) periods. Results indicate that in the Eagle Ford play region, temporal changes in baseflow cannot be directly related to the increase in hydraulic fracturing. Instead, substantial baseflow declines during the intensive period of hydraulic fracturing represent the aggregated effects from the combination of: (1) a historical exceptional drought during 2011-2012; (2) increased groundwater-based irrigation; and (3) an intensive hydraulic fracturing activity.

  10. TREsPASS: Plug-and-Play Attacker Profiles for Security Risk Analysis (Poster)

    NARCIS (Netherlands)

    Pieters, Wolter; Hadziosmanovic, D.; Lenin, Aleksandr; Montoya, L.; Willemson, Jan

    Existing methods for security risk analysis typically estimate time, cost, or likelihood of success of attack steps. When the threat environment changes, such values have to be updated as well. However, the estimated values reflect both system properties and attacker properties: the time required

  11. A systematic review of the effect of pre-test rest duration on toe and ankle systolic blood pressure measurements

    Science.gov (United States)

    2014-01-01

    Background Measurement of toe and ankle blood pressure is commonly used to evaluate peripheral vascular status, yet the pre-test rest period is inconsistent in published studies and among practitioners, and could affect results. The aim of this systematic review is to evaluate all research that has investigated the effect of different periods of pre-test rest on toe and ankle systolic blood pressure. Methods The following databases were searched up to April 2012: Medline (from 1946), EMBASE (from 1947), CINAHL (from 1937), and Cochrane Central Register of Controlled Trials (CENTRAL) (from 1800). No language or publication restrictions were applied. Eighty-eight content experts and researchers in the field were contacted by email to assist in the identification of published, unpublished, and ongoing studies. Studies evaluating the effect of two or more pre-test rest durations on toe or ankle systolic blood pressure were eligible for inclusion. No restrictions were placed on participant characteristics or the method of blood pressure measurement. Outcomes included toe or ankle systolic blood pressure and adverse effects. Abstracts identified from the search terms were independently assessed by two reviewers for potential inclusion. Results 1658 abstracts were identified by electronic searching. Of the 88 content experts and researchers in the field contacted by email a total of 33 replied and identified five potentially relevant studies. No studies were eligible for inclusion. Conclusions There is no evidence of the effect of different periods of pre-test rest duration on toe and ankle systolic blood pressure measurements. Rigorous trials evaluating the effect of different durations of pre-test rest are required to direct clinical practice and research. PMID:24708870

  12. Symbols and rituals football spectacle: an analysis of the emotions in the playing field

    Directory of Open Access Journals (Sweden)

    Ana Raquel Mendes dos Santos

    2017-12-01

    Full Text Available The objective was to identify and analyze the symbols and rituals of football fans from Pernambuco, with the purpose of elucidating the emotions present in the experience of this phenomenon. This is a descriptive field research with a quantitative approach involving 142 Sport, Santa Cruz and Náutico fans. A semi-structured interview script and an observation script were used. The interviews were analyzed through content analysis. The results showed mascot (Sport and colors (Santa Cruz and Náutico as the most representative symbols. The rituals present before, during and after the soccer spectacle were: prayer, behavior of superstitious practices/practices, alcohol consumption and cheer/cheer. The analysis of this scenario allowed to discuss feelings and emotions that are present to experience the phenomenon, as well as to raise new discussions in the socio-cultural field of Physical Education.

  13. Marmosets, Raree shows and Pulcinelle: an Analysis and Edition of a Hitherto-Unpublished Carnival Play by Antonio de Zamora

    Directory of Open Access Journals (Sweden)

    Fernando Plata

    2013-05-01

    Full Text Available This paper is an analyisis, annotation and edition of the Mojiganga del mundinovo (‘The raree show, a carnival play’ by Antonio de Zamora. The play was performed in 1698 Madrid by the troupe of Carlos Vallejo, along with the sacramental one-act play El templo vivo de Dios (‘The living temple of God’. The hitherto unpublished text is based on the only two extant manuscripts, located in archives in Madrid. Despite the play’s title, my analysis argues that the novelty in this play is not so much the raree show, a contraption popularized four decades earlier in Golden Age theater, as the marmosets. The death of two marmosets and the ensuing desolation of their owner, Ms. Estupenda, both trigger the play and provide it with a plot. The marmosets, too, point to a changing mentality in late 17th-century society, regarding the possession among ladies of marmosets and other monkeys as pets.

  14. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... the future of public libraries, especially in relation to children as a particular user group. This paper explores play culture, and takes a stance especially in the project ‘Families at play in the library’, but also in experiences from related projects. The focus is on families playing together...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  15. Reservoir analysis of the Wabamun Play using seismic data : Parkland Field

    Energy Technology Data Exchange (ETDEWEB)

    Walia, R.; Mojesky, T.; Melnychyn, J.; Xu, R. [CGG Canda Services Ltd., Calgary, AB (Canada)

    2001-06-01

    CGG Canda Services acquired 3D seismic data from the Parkland Wabamun A gas pool in North East British Columbia in the Peace River Block which was discovered in 1956. The pool has an in-place-volume of more than 225 Bcf of which more than 100 Bcf have already been produced. Production is from porous Devonian Wabamun carbonates at a depth of about 3300 m. The 3D seismic data was originally processed in 1991. The objective was to try to explain the anomalous production behaviour exhibited by the pool. A stratigraphic inversion was also conducted to template the area in early 1999. The inversion scheme was constrained by the stratigraphy and did not require explicit log data. Four low impedance thin layers were mapped around a well, but only 2 thin layers of lower porosity were found which explains the significant difference in production. In addition, a clear definition of a collapse feature was seen. These thin layers and variation of absolute impedance within them may be used to develop a detailed porosity model for reservoir analysis. 4 refs., 13 figs.

  16. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our......t: This paper presents reflections on the role of teachers as facilitators, in a context of role-play targeting learning of design thinking skills. Our study was conducted according to the method of visual ethnography. We acted as facilitators for 50 students through the yearly six-day competitive...... event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...

  17. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  18. Sweet Play

    Science.gov (United States)

    Leung, Shuk-kwan S.; Lo, Jane-Jane

    2010-01-01

    This article features Sweet play math, a "math by the month" activity that involves decorating and making sugar cubes. Teachers may want to substitute straws, paper squares, alphabet blocks, or such commercially made manipulatives as Unifix[R] cubes for the real sweets. Given no allergy concerns, teachers and students alike would enjoy some sweet…

  19. Water Play

    Science.gov (United States)

    Cline, Jane E.; Smith, Brandy A.

    2016-01-01

    The inclusion of activities to develop sensory awareness, spatial thinking, and physical dexterity, operationalized through hands-on science lessons such as water play, have long been part of early childhood education. This practical article addresses Next Generation Science Standards K-2 ETS1-3 and K-2 ETS1-2 by having four-year-old…

  20. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  1. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer...

  2. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activities....... Those artefacts are recent examples of the history of mass-production, mass-distribution, and mass-consumption of music. Since children do get into touch with the mass-phenomenon of popular music and artists, concerns may be articulated that this can have problematic effects on children’s lives. By help...... of, among others, Marx Wartofsky’s artefact theory, the article tries to get beyond “black-or-white” prejudices concerning technologies and their limited insight; this is done by suggesting to focus on the children’s own perspectives and how music-play activities may be meaningful in relation...

  3. Performance and economic analysis of a plug and play regenerative brake for improving energy efficiency for traction elevators

    Science.gov (United States)

    Jeraputra, Chuttchaval; Tiptipakorn, Supun

    2017-05-01

    This paper presents performance and economic analysis of a plug and play regenerative brake for improving energy efficiency for traction elevators. The proposed regenerative brake recycles the energy loss of a dynamic brake and feeds into the grid while an elevator inverter is operating in the braking mode. According to field measurement of energy consumption, it reveals that the efficiency can be improved as much as 18%. The prototype of a regenerative brake 12 kW, 400V, 3ϕ is developed and tested on an elevator simulator. It is shown that it can transfer energy out of a DC capacitor before the dynamic brake kicks in. Further, an economic analysis is provided to carry out the payback period and the present worth equivalent to confirm economic feasibility.

  4. Scaffolding, Analysis and Materials: Contributing Factors in an Unexpected Finding of Advanced Infant/Toddler Pretend Play?

    Science.gov (United States)

    Morrissey, Anne-Marie

    2014-01-01

    As part of a longitudinal study, infant/toddler pretend play development and maternal play modelling were investigated in dyadic context. A total of 21 children were videotaped in monthly play sessions with their mothers, from age 8 to 17 months. Child and mother pretend play frequencies and levels were measured using Brown's Pretend Play…

  5. Insights From Google Play Store User Reviews for the Development of Weight Loss Apps: Mixed-Method Analysis.

    Science.gov (United States)

    Frie, Kerstin; Hartmann-Boyce, Jamie; Jebb, Susan; Albury, Charlotte; Nourse, Rebecca; Aveyard, Paul

    2017-12-22

    Significant weight loss takes several months to achieve, and behavioral support can enhance weight loss success. Weight loss apps could provide ongoing support and deliver innovative interventions, but to do so, developers must ensure user satisfaction. The aim of this study was to conduct a review of Google Play Store apps to explore what users like and dislike about weight loss and weight-tracking apps and to examine qualitative feedback through analysis of user reviews. The Google Play Store was searched and screened for weight loss apps using the search terms weight loss and weight track*, resulting in 179 mobile apps. A content analysis was conducted based on the Oxford Food and Activity Behaviors taxonomy. Correlational analyses were used to assess the association between complexity of mobile health (mHealth) apps and popularity indicators. The sample was then screened for popular apps that primarily focus on weight-tracking. For the resulting subset of 15 weight-tracking apps, 569 user reviews were sampled from the Google Play Store. Framework and thematic analysis of user reviews was conducted to assess which features users valued and how design influenced users' responses. The complexity (number of components) of weight loss apps was significantly positively correlated with the rating (r=.25; P=.001), number of reviews (r=.28; P<.001), and number of downloads (r=.48; P<.001) of the app. In contrast, in the qualitative analysis of weight-tracking apps, users expressed preference for simplicity and ease of use. In addition, we found that positive reinforcement through detailed feedback fostered users' motivation for further weight loss. Smooth functioning and reliable data storage emerged as critical prerequisites for long-term app usage. Users of weight-tracking apps valued simplicity, whereas users of comprehensive weight loss apps appreciated availability of more features, indicating that complexity demands are specific to different target populations

  6. SNiPlay: a web-based tool for detection, management and analysis of SNPs. Application to grapevine diversity projects.

    Science.gov (United States)

    Dereeper, Alexis; Nicolas, Stéphane; Le Cunff, Loïc; Bacilieri, Roberto; Doligez, Agnès; Peros, Jean-Pierre; Ruiz, Manuel; This, Patrice

    2011-05-05

    High-throughput re-sequencing, new genotyping technologies and the availability of reference genomes allow the extensive characterization of Single Nucleotide Polymorphisms (SNPs) and insertion/deletion events (indels) in many plant species. The rapidly increasing amount of re-sequencing and genotyping data generated by large-scale genetic diversity projects requires the development of integrated bioinformatics tools able to efficiently manage, analyze, and combine these genetic data with genome structure and external data. In this context, we developed SNiPlay, a flexible, user-friendly and integrative web-based tool dedicated to polymorphism discovery and analysis. It integrates:1) a pipeline, freely accessible through the internet, combining existing softwares with new tools to detect SNPs and to compute different types of statistical indices and graphical layouts for SNP data. From standard sequence alignments, genotyping data or Sanger sequencing traces given as input, SNiPlay detects SNPs and indels events and outputs submission files for the design of Illumina's SNP chips. Subsequently, it sends sequences and genotyping data into a series of modules in charge of various processes: physical mapping to a reference genome, annotation (genomic position, intron/exon location, synonymous/non-synonymous substitutions), SNP frequency determination in user-defined groups, haplotype reconstruction and network, linkage disequilibrium evaluation, and diversity analysis (Pi, Watterson's Theta, Tajima's D).Furthermore, the pipeline allows the use of external data (such as phenotype, geographic origin, taxa, stratification) to define groups and compare statistical indices.2) a database storing polymorphisms, genotyping data and grapevine sequences released by public and private projects. It allows the user to retrieve SNPs using various filters (such as genomic position, missing data, polymorphism type, allele frequency), to compare SNP patterns between populations, and to

  7. Structural Analysis of Technical-Tactical Elements in Table Tennis and their Role in Different Playing Zones

    Science.gov (United States)

    Munivrana, Goran; Petrinović, Lidija Zekan; Kondrič, Miran

    2015-01-01

    For the purpose of determining the overall structure of technical-tactical elements in table tennis and evaluating their role in different playing zones around the table, a new measuring instrument (a questionnaire) was formulated that took advantage of the expert knowledge of top, world class table tennis coaches. The results of the hierarchical taxonomic (cluster) analysis showed that the overall structure of the technical-tactical elements forming the table tennis technique could be divided into three basic groups; a group of technical-tactical elements (A) used in the phase of preparing one’s own and disabling the opponent’s attack; a group of technical-tactical elements (B) used in the phase of attack and counterattack; and a group of technical-tactical elements (C) used in the phase of defense. The differences among the obtained groups of table tennis elements were determined by applying the Kruskal-Wallis test, while relations between the groups and their role in different playing zones around the table were analyzed by comparing the average values of the experts’ scores. PMID:26557204

  8. Structural Analysis of Technical-Tactical Elements in Table Tennis and their Role in Different Playing Zones

    Directory of Open Access Journals (Sweden)

    Munivrana Goran

    2015-09-01

    Full Text Available For the purpose of determining the overall structure of technical-tactical elements in table tennis and evaluating their role in different playing zones around the table, a new measuring instrument (a questionnaire was formulated that took advantage of the expert knowledge of top, world class table tennis coaches. The results of the hierarchical taxonomic (cluster analysis showed that the overall structure of the technical-tactical elements forming the table tennis technique could be divided into three basic groups; a group of technical-tactical elements (A used in the phase of preparing one’s own and disabling the opponent’s attack; a group of technical-tactical elements (B used in the phase of attack and counterattack; and a group of technical-tactical elements (C used in the phase of defense. The differences among the obtained groups of table tennis elements were determined by applying the Kruskal-Wallis test, while relations between the groups and their role in different playing zones around the table were analyzed by comparing the average values of the experts’ scores.

  9. Structural Analysis of Technical-Tactical Elements in Table Tennis and their Role in Different Playing Zones.

    Science.gov (United States)

    Munivrana, Goran; Petrinović, Lidija Zekan; Kondrič, Miran

    2015-09-29

    For the purpose of determining the overall structure of technical-tactical elements in table tennis and evaluating their role in different playing zones around the table, a new measuring instrument (a questionnaire) was formulated that took advantage of the expert knowledge of top, world class table tennis coaches. The results of the hierarchical taxonomic (cluster) analysis showed that the overall structure of the technical-tactical elements forming the table tennis technique could be divided into three basic groups; a group of technical-tactical elements (A) used in the phase of preparing one's own and disabling the opponent's attack; a group of technical-tactical elements (B) used in the phase of attack and counterattack; and a group of technical-tactical elements (C) used in the phase of defense. The differences among the obtained groups of table tennis elements were determined by applying the Kruskal-Wallis test, while relations between the groups and their role in different playing zones around the table were analyzed by comparing the average values of the experts' scores.

  10. Probabilistic analysis of three-player symmetric quantum games played using the Einstein-Podolsky-Rosen-Bohm setting

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Cheon, Taksu; Abbott, Derek

    2008-01-01

    This Letter extends our probabilistic framework for two-player quantum games to the multiplayer case, while giving a unified perspective for both classical and quantum games. Considering joint probabilities in the Einstein-Podolsky-Rosen-Bohm (EPR-Bohm) setting for three observers, we use this setting in order to play general three-player noncooperative symmetric games. We analyze how the peculiar non-factorizable joint probabilities provided by the EPR-Bohm setting can change the outcome of a game, while requiring that the quantum game attains a classical interpretation for factorizable joint probabilities. In this framework, our analysis of the three-player generalized Prisoner's Dilemma (PD) shows that the players can indeed escape from the classical outcome of the game, because of non-factorizable joint probabilities that the EPR setting can provide. This surprising result for three-player PD contrasts strikingly with our earlier result for two-player PD, played in the same framework, in which even non-factorizable joint probabilities do not result in escaping from the classical consequence of the game

  11. Low Temperature Geothermal Play Fairway Analysis For The Appalachian Basin: Phase 1 Revised Report November 18, 2016

    Energy Technology Data Exchange (ETDEWEB)

    Jordan, Teresa E. [Cornell Univ., Ithaca, NY (United States); Richards, Maria C. [Southern Methodist Univ., Dallas, TX (United States); Horowitz, Franklin G. [Cornell Univ., Ithaca, NY (United States); Camp, Erin [Cornell Univ., Ithaca, NY (United States); Smith, Jared D. [Cornell Univ., Ithaca, NY (United States); Whealton, Calvin A. [Cornell Univ., Ithaca, NY (United States); Stedinger, Jery R. [Cornell Univ., Ithaca, NY (United States); Hornbach, Matthew J. [Southern Methodist Univ., Dallas, TX (United States); Frone, Zachary S. [Southern Methodist Univ., Dallas, TX (United States); Tester, Jefferson W. [Cornell Univ., Ithaca, NY (United States); Anderson, Brian [West Virginia Univ., Morgantown, WV (United States); Welcker, Kelydra [West Virginia Univ., Morgantown, WV (United States); Chickering Pace, Catherine [Southern Methodist Univ., Dallas, TX (United States); He, Xiaoning [West Virginia Univ., Morgantown, WV (United States); Magnani, Maria Beatrice [Southern Methodist Univ., Dallas, TX (United States); Bolat, Rahmi [Southern Methodist Univ., Dallas, TX (United States)

    2016-11-18

    Geothermal energy is an attractive sustainable energy source. Yet project developers need confirmation of the resource base to warrant their time and financial resources. The Geothermal Play Fairway Analysis of the Appalachian Basin evaluated risk metrics that communicate the favorability of potential low-temperature geothermal energy resources in reservoirs more than 1000 m below the surface. This analysis is focused on the direct use of the heat, rather than on electricity production. Four risk factors of concern for direct-use geothermal plays in the Appalachian Basin portions of New York, Pennsylvania, and West Virginia are examined individually, and then in combination: 1) thermal resource quality, 2) natural reservoir quality, 3) induced seismicity, and 4) utilization opportunities. Uncertainty in the risk estimation is quantified. Based on these metrics, geothermal plays in the Appalachian Basin were identified as potentially viable for a variety of direct-use-heat applications. The methodologies developed in this project may be applied in other sedimentary basins as a foundation for low temperature (50-150 °C), direct use geothermal resource, risk, and uncertainty assessment. Three methods with which to combine the four risk factors were used. Among these, the averaging of the individual risk factors indicates the most favorable counties within the study area are the West Virginia counties of Monongalia, Harrison, Lewis (dubbed the Morgantown–Clarksburg play fairway), Putnam, and Kanawha (Charleston play fairway), the New York counties of Chemung and Steuben plus adjacent Bradford county in Pennsylvania (Corning–Ithaca play fairway), and the Pennsylvania counties of Mercer, Crawford, Erie, and Warren, and adjacent Chautauqua county in New York (together, the Meadville–Jamestown play fairway). These higher priority regions are surrounded by broader medium priority zones. Also worthy of additional exploration is a broad region near Pittsburgh

  12. The case for multimodal analysis of atypical interaction: questions, answers and gaze in play involving a child with autism.

    Science.gov (United States)

    Muskett, Tom; Body, Richard

    2013-01-01

    Conversation analysis (CA) continues to accrue interest within clinical linguistics as a methodology that can enable elucidation of structural and sequential orderliness in interactions involving participants who produce ostensibly disordered communication behaviours. However, it can be challenging to apply CA to re-examine clinical phenomena that have initially been defined in terms of linguistics, as a logical starting point for analysis may be to focus primarily on the organisation of language ("talk") in such interactions. In this article, we argue that CA's methodological power can only be fully exploited in this research context when a multimodal analytic orientation is adopted, where due consideration is given to participants' co-ordinated use of multiple semiotic resources including, but not limited to, talk (e.g., gaze, embodied action, object use and so forth). To evidence this argument, a two-layered analysis of unusual question-answer sequences in a play episode involving a child with autism is presented. It is thereby demonstrated that only when the scope of enquiry is broadened to include gaze and other embodied action can an account be generated of orderliness within these sequences. This finding has important implications for CA's application as a research methodology within clinical linguistics.

  13. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  14. ORNL Pre-test Analyses of A Large-scale Experiment in STYLE

    International Nuclear Information System (INIS)

    Williams, Paul T.; Yin, Shengjun; Klasky, Hilda B.; Bass, Bennett Richard

    2011-01-01

    Oak Ridge National Laboratory (ORNL) is conducting a series of numerical analyses to simulate a large scale mock-up experiment planned within the European Network for Structural Integrity for Lifetime Management non-RPV Components (STYLE). STYLE is a European cooperative effort to assess the structural integrity of (non-reactor pressure vessel) reactor coolant pressure boundary components relevant to ageing and life-time management and to integrate the knowledge created in the project into mainstream nuclear industry assessment codes. ORNL contributes work-in-kind support to STYLE Work Package 2 (Numerical Analysis/Advanced Tools) and Work Package 3 (Engineering Assessment Methods/LBB Analyses). This paper summarizes the current status of ORNL analyses of the STYLE Mock-Up3 large-scale experiment to simulate and evaluate crack growth in a cladded ferritic pipe. The analyses are being performed in two parts. In the first part, advanced fracture mechanics models are being developed and performed to evaluate several experiment designs taking into account the capabilities of the test facility while satisfying the test objectives. Then these advanced fracture mechanics models will be utilized to simulate the crack growth in the large scale mock-up test. For the second part, the recently developed ORNL SIAM-PFM open-source, cross-platform, probabilistic computational tool will be used to generate an alternative assessment for comparison with the advanced fracture mechanics model results. The SIAM-PFM probabilistic analysis of the Mock-Up3 experiment will utilize fracture modules that are installed into a general probabilistic framework. The probabilistic results of the Mock-Up3 experiment obtained from SIAM-PFM will be compared to those results generated using the deterministic 3D nonlinear finite-element modeling approach. The objective of the probabilistic analysis is to provide uncertainty bounds that will assist in assessing the more detailed 3D finite

  15. Stakeholder Views of Nanosilver Linings: Macroethics Education and Automated Text Analysis Through Participatory Governance Role Play in a Workshop Format.

    Science.gov (United States)

    Dempsey, Joshua; Stamets, Justin; Eggleson, Kathleen

    2017-06-01

    The Nanosilver Linings role play case offers participants first-person experience with interpersonal interaction in the context of the wicked problems of emerging technology macroethics. In the fictional scenario, diverse societal stakeholders convene at a town hall meeting to consider whether a nanotechnology-enabled food packaging industry should be offered incentives to establish an operation in their economically struggling Midwestern city. This original creative work was built with a combination of elements, selected for their established pedagogical efficacy (e.g. active learning, case-based learning) and as topical dimensions of the realistic scenario (e.g. nanosilver in food packaging, occupational safety and health). The product life cycle is used as a framework for integrated consideration of scientific, societal, and ethical issues. The Nanosilver Linings hypothetical case was delivered through the format of the 3-hour workshop Ethics when Biocomplexity meets Human Complexity, providing an immersive, holistic ethics learning experience for STEM graduate students. Through their participation in the Nanosilver Linings case and Ethics when Biocomplexity meets Human Complexity workshop, four cohorts of science and engineering doctoral students reported the achievement of specific learning objectives pertaining to a range of macroethics concepts and professional practices, including stakeholder perspectives, communication, human values, and ethical frameworks. Automated text analysis of workshop transcripts revealed differences in sentiment and in ethical framework (consequentialism/deontology) preference between societal stakeholder roles. These resources have been recognized as ethics education exemplars by the U.S. National Academy of Engineering .

  16. Three-dimensional motion analysis of upper limb movement in the bowing arm of string-playing musicians.

    Science.gov (United States)

    Turner-Stokes, L; Reid, K

    1999-07-01

    To explore the role of three-dimensional movement analysis in defining patterns of joint movement while bowing on different stringed instruments, and its potential for future use by the clinician in the study of musculoskeletal problems in musicians. A protocol was developed for analysis of bowing arm movements using the MacReflex 3-D analysis system- including definition of marker sites, positioning of the musician within the calibrated area and standardised bowing sequences. This protocol was then used to determine whether the system was sensitive to differences between instrument types and to variation in bowing style and technique between individual players. The ranges of movement in the shoulder, elbow and wrist were compared between instrument groups in a cohort of 39 asymptomatic string players. The system gave reproducible results on repeated testing, and demonstrated clear differences between instruments, as well as stylistic differences between players. Range of shoulder movement increased progressively towards the upper register of the cello, while decreasing on the violin. Maximum elevation of the shoulder was significantly greater on the cello (Pviolin. Clear and reproducible differences in style and technique were demonstrated between individuals. The increased range of shoulder movement in the upper register of the 'cello may contribute to the greater prevalence of neck and shoulder symptoms among 'cellists. Further study is required to establish whether different musculoskeletal symptoms produce characteristic patterns which could help in diagnosis and development is required to make the system feasible for routine use. Musculoskeletal problems are common among musicians. Different instruments and playing positions make different demands on joints and may contribute to the variance in reported incidence of musculoskeletal symptoms among violinists and cellists. Three-dimensional analysis may prove helpful in the future for the diagnosis of different

  17. Pre-test CFD simulations of a GIDROPRESS mixing facility experiment using ANSYS CFX

    International Nuclear Information System (INIS)

    Hoehne, T.; Rohde, U.; Melideo, D.; Moretti, F.; D'Auria, F.; Shishov, A.; Lisenkov, E.

    2007-01-01

    The main objective for the quantification of the fluid mixing in the downcomer and the lower plenum is the demonstration of the safety of the nuclear plant during non-symmetrical transients. This concerns two main topics: The risk of brittle fracture of the Reactor Pressure Vessel (RPV) due to Pressurized Thermal Shock and the risk of core reactivity excursion during non-symmetrical transient such as Main Steam Line Breaks or Boron Dilution Transients. These scenarios are studied in the 1:5 scaled WWER-1000 reactor model at OKB 'Gidropress' in the framework of a TACIS project: 'Development of safety analysis capabilities for WWER-1000 transients involving spatial variations of coolant properties (temperature or boron concentration) at core inlet'. The 3-D computational fluid dynamics (CFD) codes provide an effective tool for mixing calculations. In recent years, the rapid development of both the software and the computers has made it feasible to study the coolant mixing in sufficient detail and to perform the calculations for transient conditions. The CFD-Code used was ANSYS CFX. The geometric details of the construction internals inside the RPV have a strong influence on the flow field and on the mixing. Therefore, a detailed representation of the inlet region, the spacer in the downcomer, the elliptical perforated plate and the complicated structures in the lower plenum was necessary. All parts of the lower plenum structures were modeled in detail. The computational grid contained 4.3 Million nodes. In the WWER-1000 reactor, similar characteristic flow and mixing pattern are observed in the case of nominal flow conditions like for Western type PWR. Sensitivity analyses were performed following recommendations included in the ECORA Best Practice Guidelines. Regarding the flow field and mixing in the downcomer during four loop operation at nominal flow rates, it has been shown that a sharp sector formation like in western 4-loop reactors appears. The flow field is

  18. Facilitating children's views of therapy: an analysis of the use of play-based techniques to evaluate clinical practice.

    Science.gov (United States)

    Jäger, Jessica

    2013-07-01

    This article reports on a follow-up study exploring the use of play-based evaluation methods to facilitate children's views of therapy. The development and piloting of these techniques, with 12 children in the author's own practice, was previously reported in this journal. It was argued that play-based evaluation methods reduce the power imbalance inherent in adult researcher/interviewer-child relationships and provide children with meaningful ways to share their views. In this article, follow-up research into play-based evaluations with 20 children and 7 different play therapists is drawn upon to explore in greater depth the strengths and weaknesses of these techniques. The study shows that play-based evaluation techniques are important and flexible methods for facilitating children's views of child therapy. It is argued that those play therapists who incorporate their therapeutic skills effectively, maintain flexibility and sensitively attune to the child during the evaluation session, enable the child to explore their views most fully.

  19. Analysis of speed performance in soccer by a playing position and a sports level using a laser system.

    Science.gov (United States)

    Ferro, Amelia; Villacieros, Jorge; Floría, Pablo; Graupera, Jose L

    2014-12-09

    The purpose of this study was to determine the kinematic variables that identify the quality of velocity in soccer players at different competitive levels and playing positions. This study had two independent variables: 1) a competitive level (competitive and non-competitive players); and 2) a playing position, with four levels (central defenders, wide defenders/midfielders, central midfielders and forwards). Forty-two soccer players took part in a 30 m sprint-test, which was measured using a laser sensor-type 1 (LDM301-Jenoptik) at 2000 Hz. Absolute and relative times, average velocities and absolute and relative maximum velocities over 10 m sections were analyzed at 200 Hz with BioLaserSport(®). There were no significant differences in average velocity between competitive and non-competitive players; however, the former reached a greater maximum velocity in the 10-20 m section. Average velocity in the 0-10 m section identified specificity among playing positions in competitive players. The forwards were the fastest followed by the central midfielders, the wide defenders/midfielders and the central defenders. No differences were found among the non-competitive players. Average velocity over the 0-10 meter section may be an important indicator when assigning a playing position for competitive players. These results support the use of more accurate systems, such as a laser system, to identify soccer players' speed qualities (including maximum velocity) during short sprints.

  20. Analysis of EEG signals regularity in adults during video game play in 2D and 3D.

    Science.gov (United States)

    Khairuddin, Hamizah R; Malik, Aamir S; Mumtaz, Wajid; Kamel, Nidal; Xia, Likun

    2013-01-01

    Video games have long been part of the entertainment industry. Nonetheless, it is not well known how video games can affect us with the advancement of 3D technology. The purpose of this study is to investigate the EEG signals regularity when playing video games in 2D and 3D modes. A total of 29 healthy subjects (24 male, 5 female) with mean age of 21.79 (1.63) years participated. Subjects were asked to play a car racing video game in three different modes (2D, 3D passive and 3D active). In 3D passive mode, subjects needed to wear a passive polarized glasses (cinema type) while for 3D active, an active shutter glasses was used. Scalp EEG data was recorded during game play using 19-channel EEG machine and linked ear was used as reference. After data were pre-processed, the signal irregularity for all conditions was computed. Two parameters were used to measure signal complexity for time series data: i) Hjorth-Complexity and ii) Composite Permutation Entropy Index (CPEI). Based on these two parameters, our results showed that the complexity level increased from eyes closed to eyes open condition; and further increased in the case of 3D as compared to 2D game play.

  1. Structural analysis of closure cap barriers: A pre-test study for the Bentonite Mat Demonstration Project

    International Nuclear Information System (INIS)

    Gong, Chung; Pelfrey, J.R.

    1993-01-01

    The Bentonite Mat Demonstration Project (BMDP) is a field demonstration study to determine the construction/installation requirements, permeability, and subsidence performance characteristics of a composite barrier. The composite barrier will consist of on-site sandy-clay blanketed by a bentonite mat and a flexible High Density Polyethylene (HDPE) liner (also called flexible membrane liner). Construction of one control test pad and three bentonite test pads are planned. The control test pad will be used to establish baseline data. Underneath the composite clay cap is a four feet thick loose sand layer in which cavities will be created by evacuation of sand. The present work provides a mathematical model for the BMDP. The mathematical model will be used to simulate the mechanical and structural responses of the composite clay cap during the testing processes. Based upon engineering experience and technical references, a set of nominal soil parameters have been selected

  2. Bentonite buffer pre-test. Core drilling of drillholes ONK-PP264...267 in ONKALO at Olkiluoto 2010

    International Nuclear Information System (INIS)

    Toropainen, V.

    2010-12-01

    Suomen Malmi Oy (Smoy) core drilled four drillholes for bentonite buffer pre-test in ONKALO at Eurajoki, Olkiluoto in July 2010. The identification numbers of the holes are ONK-PP264..267, and the lengths of the drillholes are approximately 4.30 metres each. The drillholes are 75.7 mm by diameter. The drillholes were drilled in a niche at access tunnel chainage 1475. The hydraulic DE 130 drilling rig was used for the work. The drilling water was taken from the ONKALO drilling water pipeline and premixed sodium fluorescein was used as a label agent in the drilling water. In addition to drilling, the drillcores were logged and reported by geologist. Geological logging included the following parameters: lithology, foliation, fracture parameters, fractured zones, core loss, weathering, fracture frequency, RQD and rock quality. The main rock type in the drillholes is pegmatitic granite. The average fracture frequency in the drill cores is 4.0 pcs / m and the average RQD value 94.2 %. (orig.)

  3. Masters in nursing degrees: an evaluation of management and leadership outcomes using a retrospective pre-test design.

    Science.gov (United States)

    Drennan, Jonathan

    2012-01-01

    The aim of the present study was to measure the leadership and management abilities of graduates who had completed a master's degree in nursing. A number of reports have recommended that leadership competencies be integrated into education programmes for nurses at a master's level. In spite of the growth in the number of graduates from higher degrees in nursing, there is a paucity of evidence on the management and leadership outcomes that develop as a result of undertaking a master's degree. A cross-sectional survey using a retrospective pre-test design was used to measure self-reported leadership and management outcomes from the graduates' educational programmes. Results found that graduates had gained significantly on their ability to change practice, communicate and work as part of a team and to problem solve as an outcome of completing a master's degree in nursing. Graduates make substantial gains in leadership and management capabilities as a consequence of their higher degree. These capabilities are necessary as nurses take the lead in many areas of healthcare. The masters in nursing degree now has a pivotal role in providing effective continuing education to the nursing profession; especially for those who occupy or intend to occupy senior positions within clinical, management or education branches of the profession. © 2011 Blackwell Publishing Ltd.

  4. A cost-benefit analysis of produced water management opportunities in selected unconventional oil and gas plays

    Science.gov (United States)

    Marsters, P.; Macknick, J.; Bazilian, M.; Newmark, R. L.

    2013-12-01

    Unconventional oil and gas production in North America has grown enormously over the past decade. The combination of horizontal drilling and hydraulic fracturing has made production from shale and other unconventional resources economically attractive for oil and gas operators, but has also resulted in concerns over potential water use and pollution issues. Hydraulic fracturing operations must manage large volumes of water on both the front end as well as the back end of operations, as significant amounts of water are coproduced with hydrocarbons. This water--often called flowback or produced water--can contain chemicals from the hydraulic fracturing fluid, salts dissolved from the source rock, various minerals, volatile organic chemicals, and radioactive constituents, all of which pose potential management, safety, and public health issues. While the long-term effects of hydraulic fracturing on aquifers, drinking water supplies, and surface water resources are still being assessed, the immediate impacts of produced water on local infrastructure and water supplies are readily evident. Produced water management options are often limited to underground injection, disposal at centralized treatment facilities, or recycling for future hydraulic fracturing operations. The costs of treatment, transport, and recycling are heavily dependent on local regulations, existing infrastructure, and technologies utilized. Produced water treatment costs also change over time during energy production as the quality of the produced water often changes. To date there is no publicly available model that evaluates the cost tradeoffs associated with different produced water management techniques in different regions. This study addresses that gap by characterizing the volume, qualities, and temporal dynamics of produced water in several unconventional oil and gas plays; evaluating potential produced water management options, including reuse and recycling; and assessing how hydraulic

  5. Analysis of the Implementation of UEFA Financial Fair Play: a Case Study on Arsenal and Machester United Football Club

    OpenAIRE

    Sendy, Sendy; Soepriyanto, Gatot; Sari, Nuraini

    2014-01-01

    This study aims to analyze the implementation of UEFA Financial Fair Play (FFP) to European football clubs. Research is conducted based on Arsenal and Manchester United football clubs financial statements for 2010-2012. The study uses financial simulation to test whether the two England-based club are able to meet the UEFA FFP rules. Analyses were also conducted on the financial performance ratios of both clubs and their effects on the implementation of the UEFA FFP. The result is the two clu...

  6. Pre-Test pan Work Plan sebagai Strategi Pembelajaran Efektif pada Praktikum Bahan Teknik Lanjut Jurusan Pendidikan Teknik Mesin FT UNY

    Directory of Open Access Journals (Sweden)

    Nurdjito Nurdjito

    2013-09-01

    Full Text Available To find the most effective learning strategy for the practicum in the laboratory of materials of the department of Mechanical Engineering Education, Faculty of Engineering, Yogyakarta State University (YSU, a study that aims to determine the effect of applying pre-test and work plan on the learning activities and the achievement of students in the laboratory was conducted. This action research used the purposive random sampling technique. Pre-test and work plan were conducted as the treatment. The data of study was collected through a test to analyse the students’ achievement scores, then they were analyzed using t-test with SPSS. The results of this study indicated that the application of pre-test and work plan in addition to the standard module was proven to be more effective than the  normative learning using the module with t = 3.055 p = 0.003 <0.05. The implementation of the pre-test and work plan in addition to the use of standard modules is able to  improve the students’ motivation, independence and readiness to learn as well as the cooperation among the students, therefore the achievement is also improved. The mastery of competencies increased significantly proved by the increasing values of mode 66 to 85 (the experiment, and mean 73.12 into 79.32 (experiment.

  7. Analysis of The Implementation of UEFA Financial Fair Play: A Case Study on Arsenal and Machester United Football Club

    Directory of Open Access Journals (Sweden)

    Sendy Sendy

    2014-05-01

    Full Text Available This study aims to analyze the implementation of UEFA Financial Fair Play (FFP to European football clubs. Research is conducted based on Arsenal and Manchester United football clubs financial statements for 2010-2012. The study uses financial simulation to test whether the two England-based club are able to meet the UEFA FFP rules. Analyses were also conducted on the financial performance ratios of both clubs and their effects on the implementation of the UEFA FFP. The result is the two clubs can meet the standard provisions for the implementation of UEFA FFP. In the assessment of financial performance, Arsenal have a slightly better financial ratios than Manchester United. Performance aspects of profitability and solvency became an issue in the implementation of UEFA's FFP, related with debt holdings and high salaries that owned by both clubs.

  8. Smokers' responses to television advertisements about the serious harms of tobacco use: pre-testing results from 10 low- to middle-income countries.

    Science.gov (United States)

    Wakefield, Melanie; Bayly, Megan; Durkin, Sarah; Cotter, Trish; Mullin, Sandra; Warne, Charles

    2013-01-01

    While television advertisements (ads) that communicate the serious harms of smoking are effective in prompting quitting-related thoughts and actions, little research has been conducted among smokers in low- to middle-income countries to guide public education efforts. 2399 smokers aged 18-34 years in 10 low- to middle-income countries (Bangladesh, China, Egypt, India, Indonesia, Mexico, Philippines, Russia, Turkey and Vietnam) viewed and individually rated the same five anti-smoking ads on a standard questionnaire and then engaged in a structured group discussion about each ad. Multivariate logistic regression analysis, with robust SEs to account for the same individual rating multiple ads, was performed to compare outcomes (message acceptance, perceived personalised effectiveness, feel uncomfortable, likelihood of discussing the ad) across ads and countries, adjusting for covariates. Ads by country interactions were examined to assess consistency of ratings across countries. Three ads with graphic imagery performed consistently highly across all countries. Two of these ads showed diseased human tissue or body parts, and a third used a disgust-provoking metaphor to demonstrate tar accumulation in smokers' lungs. A personal testimonial ad performed more variably, as many smokers did not appreciate that the featured woman's lung cancer was due to smoking or that her altered physical appearance was due to chemotherapy. An ad using a visual metaphor for lung disease was also more variable, mostly due to lack of understanding of the term 'emphysema'. Television ads that graphically communicate the serious harms of tobacco use are likely to be effective with smokers in low- to middle-income countries and can be readily translated and adapted for local use. Ads with complex medical terms or metaphors, or those that feature personal testimonials, are more variable and at least require more careful pre-testing and adaptation to maximise their potential.

  9. Playing To Learn.

    Science.gov (United States)

    Morrison, George S.; Rusher, Anne S.

    1999-01-01

    Identifies the concepts and skills young children learn through play and describes ways to implement a successful play program in early-childhood settings. Includes discussions of planning for play activities, providing props and other materials, contextualizing play, assessing learning during play, and explaining the play curriculum to families…

  10. Navigating digital publics for playful production: A cross-case analysis of two interest-driven online communities

    Directory of Open Access Journals (Sweden)

    Ksenia A. Korobkova

    2016-05-01

    Full Text Available This article argues that the set of skills and strategies associated with managing digital publics online represent an emergent literacy practice of importance to literacy researchers and educators. Drawing on two case studies of online communities popular with contemporary youth to learn, play, and socialize, we articulate how youth participants strategically negotiate multiple audiences online with varying levels of publicity in order to achieve learning outcomes. In one case, players of a popular production-centered video game share their content in ways that garner the specific kind of audience and feedback they need for their projects. In another, members of an online fan fiction community analyze and negotiate expectations of their audience in order to craft media that garners attention and sustains readership. Both examples identify how skills centered on navigating and managing publics – that is, multiple audiences that are permeable across a wider public online – constitute a recognizable and important “new literacy” in digitally mediated learning environments. We situate our empirical studies in sociocultural theories of learning and historicize the work in contemporary digital cultures and the general move from the writer-reader relationship to writer-audience relationships to more complex relationships within digital publics. The article ends with considerations for literacy researchers, policymakers, and practitioners interested in technology-mediated practices of today’s youth.

  11. Analysis of playing activity of footballers 19-21-years-old age in the leading commands of Europe.

    Directory of Open Access Journals (Sweden)

    Nikolaenko V.V.

    2012-10-01

    Full Text Available Competition activity of footballers is considered 19-21-years-old age in the professional commands of Europe. For research it was served as information normatively-legal documents of Federations of football of leading European championships (request letters and protocols of matches. In research it was necessary to be attached to the construction of the statistical groupings, that allowed to analyse in a dynamics playing activity of footballers on the stage of training to higher achievements. Influence of the competition loadings is appraised on the organism of sportsmen. Participating of sportsmen of this age is set in compositions of professional commands - leaders of rating of UEFA. It is set that the basic failing in preparation of the Ukrainian young footballers is surplus pursuit after a result and accent on physical preparation. It gives advantage above other commands which work above the technique of game (Holland, Germany, Spain in youth football. However, when players from youth football pass to the grown man, results sharply fall and felt substantial blanks in individual technical preparedness.

  12. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults....... The inspiration for this book was the 3-section EFPP conference in Copenhagen in May 2007 with the main theme "Play and Power". At the conference and in the book, this theme is presented both inside and outside the therapeutic space. It is amply illustrated in clinical cases from individual psychotherapies...... with children and adults and from group analysis. Most of the examples are with hateful or resigned children and adults who have been exposed to extremely damaging or unhelpful environments, and who demonstrate convincingly some of the devastating consequences that abuse of power in the real world may have...

  13. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  14. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... the range of play, the value of playful experiences, and explore the potential of design for play with the goal of generating a more playful world. With its participatory approach, Design for Play includes strong elements of making, engaging and co-creating with users, and thereby ways to learn from...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  15. How Does Neighborhood Quality Moderate the Association Between Online Video Game Play and Depression? A Population-Level Analysis of Korean Students.

    Science.gov (United States)

    Kim, Harris Hyun-Soo; Ahn, Sun Joo Grace

    2016-10-01

    The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R). For proper temporal ordering, the outcome variable is drawn from the latter wave (W3), whereas all time-lagged covariates are taken from the earlier wave (W2). Multilevel regression models show that more game playing is associated with greater depression. Findings also indicate that, net of individual-level variables (e.g., gender, health, family background), living in a community with more divorced families adds to adolescent depression. Finally, a cross-level interaction is observed: the positive association between game playing and depression is more pronounced in an area characterized by a lower aggregate divorce rate.

  16. The Uses of Play

    Science.gov (United States)

    Cabaniss, Thomas

    2005-01-01

    Teaching artists have techniques for keeping play alive and vital in their work. But how do they think of play as TAs? In this article, the author examines the role of play in the work and life of teaching artists.

  17. Patient perspectives with abbreviated versus standard pre-test HIV counseling in the prenatal setting: a randomized-controlled, non-inferiority trial.

    Science.gov (United States)

    Cohan, Deborah; Gomez, Elvira; Greenberg, Mara; Washington, Sierra; Charlebois, Edwin D

    2009-01-01

    In the US, an unacceptably high percentage of pregnant women do not undergo prenatal HIV testing. Previous studies have found increased uptake of prenatal HIV testing with abbreviated pre-test counseling, however little is known about patient decision making, testing satisfaction and knowledge in this setting. A randomized-controlled, non-inferiority trial was conducted from October 2006 through February 2008 at San Francisco General Hospital (SFGH), the public teaching hospital of the City and County of San Francisco. A total of 278 English- and Spanish-speaking pregnant women were randomized to receive either abbreviated or standard nurse-performed HIV test counseling at the initial prenatal visit. Patient decision making experience was compared between abbreviated versus standard HIV counseling strategies among a sample of low-income, urban, ethnically diverse prenatal patients. The primary outcome was the decisional conflict score (DCS) using O'Connor low-literacy scale and secondary outcomes included satisfaction with test decision, basic HIV knowledge and HIV testing uptake. We conducted an intention-to-treat analysis of 278 women--134 (48.2%) in the abbreviated arm (AA) and 144 (51.8%) in the standard arm (SA). There was no significant difference in the proportion of women with low decisional conflict (71.6% in AA vs. 76.4% in SA, p = .37), and the observed mean difference between the groups of 3.88 (95% CI: -0.65, 8.41) did not exceed the non-inferiority margin. HIV testing uptake was very high (97. 8%) and did not differ significantly between the 2 groups (99.3% in AA vs. 96.5% in SA, p = .12). Likewise, there was no difference in satisfaction with testing decision (97.8% in AA vs. 99.3% in SA, p = .36). However, women in AA had significantly lower mean HIV knowledge scores (78.4%) compared to women in SA (83.7%, pprocess, while associated with slightly lower knowledge, does not compromise patient decision making or satisfaction regarding HIV testing

  18. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (pvideo games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  19. Hollywood and the representation of the Otherness. A historical analysis of the role played by movies in spotting enemies to vilify

    Directory of Open Access Journals (Sweden)

    Roberto Gelado Marcos

    2016-02-01

    Full Text Available Hollywood has played a decisive role in shaping the recent and short history of its founding country, the United States. This paper aims at exploring the representation of peoples outside the Western standard in Hollywood movies to spot recurrences in portraying Others, especially in vilifying terms. The analysis of plots and characters in American movies in different historical stages reveal not only consistent patterns in the depiction of Otherness, but also an even more interesting need to define and reaffirm the Self through the opposition to changing Others that mainly depend on the historical and political period occurring.

  20. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...

  1. Designing for Immediate Play

    OpenAIRE

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play situations. After a detailed explanation of immediate play, we analyze the context of the immediate play situation, which is mostly characterized by an overlap between different realities of the exper...

  2. Child's Play: Therapist's Narrative

    OpenAIRE

    Reddy, Rajakumari P.; Hirisave, Uma

    2014-01-01

    Play has been recognized as an essential component to children′s healthy development. Schools of play therapy differ philosophically and technically, but they all embrace the therapeutic and developmental properties of play. This case report is an illustration of how a 6-year-old child with emotional disorder was facilitated to express concerns in child-centered play therapy. The paper discusses the therapist′s narration of the child′s play.

  3. Analysis of High-Intensity Skating in Top-Class Ice Hockey Match-Play in Relation to Training Status and Muscle Damage

    DEFF Research Database (Denmark)

    Lignell, Erik; Fransson, Dan; Krustrup, Peter

    2018-01-01

    -sprint sport that provokes fatigue in the latter half of a game. Forwards perform more intense skating than defensemen. Moreover, high-intensity game activities during top-class ice hockey are correlated with cardiovascular loading during a submaximal skating test. Taken together, training of elite ice......Lignell, E, Fransson, D, Krustrup, P, and Mohr, M. Analysis of high-intensity skating in top-class ice hockey match-play in relation to training status and muscle damage. J Strength Cond Res 32(5): 1303-1310, 2018-We examined high-intensity activities in a top-class ice-hockey game and the effect...... of training status. Male ice-hockey players (n = 36) from the National Hockey League participated. Match analysis was performed during a game and physical capacity was assessed by a submaximal Yo-Yo Intermittent Recovery Ice-hockey test, level 1 (YYIR1-IHSUB). Venous blood samples were collected 24-hour post...

  4. Negative psychological responses of injury and rehabilitation adherence effects on return to play in competitive athletes: a systematic review and meta-analysis

    Directory of Open Access Journals (Sweden)

    Ivarsson A

    2017-03-01

    Full Text Available Andreas Ivarsson,1 Ulrika Tranaeus,2,3 Urban Johnson,1 Andreas Stenling 4 1Center of Research on Welfare, Health and Sport, School of Health and Welfare, Halmstad University, Halmstad, 2Performance and Training Unit, The Swedish School of Sport and Health Sciences (GIH, 3Musculoskeletal & Sports Injury Epidemiology Center, IMM, Karolinska Institutet, Stockholm, 4Department of Psychology, Umeå University, Umeå, Sweden Abstract: Previous research offers evidence that psychological factors influence an injured athlete during the rehabilitation process. Our first objective was to conduct a systematic review and meta-analysis of the results from all published studies that examined the relationships among negative affective responses after sport injuries, rehabilitation adherence, and return to play (RTP. The second objective was to use a meta-analytic path analysis to investigate whether an indirect effect existed between negative affective responses and RTP through rehabilitation adherence. This literature review resulted in seven studies providing 14 effect sizes. The results from the meta-analysis showed that negative affective responses had a negative effect on successful RTP, whereas rehabilitation adherence had a positive effect on RTP. The results from the meta-analytic path analysis showed a weak and nonsignificant indirect effect of negative affective responses on RTP via rehabilitation adherence. These results underline the importance of providing supportive environments for injured athletes to increase the chances of successful RTP via a decrease in negative affective responses and increase in rehabilitation adherence. Keywords: affective responses, rehabilitation behaviors, return to play, sport injuries

  5. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped....... In this chapter we explore play as a structure to support visitor learning, drawing from international research in museums and interaction design. Specifically, we explore four aspects of play first proposed by Huizinga (2002) — the ‘free-choice’ aspect of play, play as distinct from ‘real life,’ play...... as an ordering structure, and the role of play in bridging communities. We argue that play provides museums with ready-made structures and concepts which help them plan for visitor learning....

  6. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs...... at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children....

  7. Combined Transcriptomic Analysis Revealed AKR1B10 Played an Important Role in Psoriasis through the Dysregulated Lipid Pathway and Overproliferation of Keratinocyte

    Directory of Open Access Journals (Sweden)

    Yunlu Gao

    2017-01-01

    Full Text Available RNA-seq has enabled in-depth analysis of the pathogenesis of psoriasis on the transcriptomic level, and many biomarkers have been discovered to be related to the immune response, lipid metabolism, and keratinocyte proliferation. However, few studies have combined analysis from various datasets. In this study, we integrated different psoriasis RNA-seq datasets to reveal the pathogenesis of psoriasis through the analysis of differentially expressed genes (DEGs, pathway analysis, and functional annotation. The revealed biomarkers were further validated through proliferation phenotypes. The results showed that DEGs were functionally related to lipid metabolism and keratinocyte differentiation dysregulation. The results also showed new biomarkers, such as AKR1B10 and PLA2G gene families, as well as pathways that include the PPAR signaling pathway, cytokine-cytokine receptor interaction, alpha-linoleic acid metabolism, and glycosphingolipid biosynthesis. Using siRNA knockdown assays, we further validated the role that the AKR1B10 gene plays in proliferation. Our study demonstrated not only the dysfunction of the AKR1B10 gene in lipid metabolizing but also its important role in the overproliferation and migration of keratinocyte, which provided evidence for further therapeutic uses for psoriasis.

  8. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  9. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  10. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine...... for business and the other insists that work and play are largely indistinguishable in the postindustrial organization. Our field study of a design and communications company in Denmark shows that organizational play can be much more than just functional to the organization. We identify three ways in which...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  11. Why do Dolphins Play?

    OpenAIRE

    Stan A. Kuczaj; Holli C. Eskelinen

    2014-01-01

    Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play...

  12. The role of the referee and his involvement in the promotion of fair play. Analysis and proposals of intervention in the context of University sport

    Directory of Open Access Journals (Sweden)

    María Prat Grau

    2013-07-01

    Full Text Available The figure of referees and their role in sports competitions have been the object of numerous studies, but few have analysed the role of referees from a more training based perspective. This article analyses the function of the referee in the area of university sports, based on the idea that the intervention of referees can help with the development of sportsmanship and fair play. The study examines the internal 7-a-side football league played by the Physical Activity Service (SAF at the Universidad Autónoma de Barcelona (UAB, and the research objectives are focused on analyzing the current reality of this group, detecting possible problems, and generating proposals for improvement aimed at seeking more educational refereeing. The instruments used are interviews, observation and document analysis. The results obtained reveal the need for referees to be trained pedagogically in the university environment; the establishment of ethical commitments that enable compliance with possible decalogues and codes of conduct; and the introduction of women to the refereeing collective.

  13. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...

  14. (Steering) interactive play behavior

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  15. Comparative analysis of motive activity with a ball and without in training of different playing lines of young footballers aged 11-15 years

    Directory of Open Access Journals (Sweden)

    Y.O. Usakovsky

    2013-02-01

    Full Text Available Motive activity of young footballers of different playing lines of business is considered. For research is served the actions of players aged 11-15 years (n=93. The analysis of motive activity of footballers is presented with ball and without on the stage of base pre-treatment. The value of motive activity is appraised for competition activity of footballers. The necessity of development of specific capacity of footballers is certain. It is set that dimension of motive activity of 11 years footballers (20 persons includes slow runs - from 23,9 to 25 minutes; accelerations on different distances - from 3 to 3,4 minute; jerks - from 2 to 3,4 minute; jumps and fight for a ball - from 0,9 to 1,1 minute. On the average for training (90 minutes footballers running during 45 minutes (from them 4 minutes of contiguities with ball.

  16. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related......In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...

  17. The relation between early constructive play and mathematical word problem solving is mediated by spatial ability. A path analysis in sixth grade students.

    NARCIS (Netherlands)

    Oostermeijer, M.; Boonen, A.J.H.; Jolles, J.

    2014-01-01

    The scientific literature shows that constructive play activities are positively related to children's spatial ability. Likewise, a close positive relation is found between spatial ability and mathematical word problem-solving performances. The relation between children's constructive play and their

  18. The Influences of Pre-testing Reviews and Delays on Differentialassociative Processing versus A Condition in which Students chose their Learning Strategy.

    Science.gov (United States)

    Hannon, Brenda

    2013-10-01

    Recent studies show that a new strategy called differential-associative processing is effective for learning related concepts. However our knowledge about differential-associative processing is still limited. Therefore the goals of the present study are to assess the duration of knowledge that is acquired from using differential-associative processing, to determine whether the efficacy of differential-associative processing changes with the addition of a 10-minute pre-testing review, and to compare differential-associate processing to two conditions in which students select their own learning strategy. The results revealed that differential-associative processing was a better strategy for learning related concepts than were either of the two comparison conditions. They also revealed that a 10-minute pre-testing review had a positive additive influence on differential-associative processing. Finally, although the knowledge acquired from using differential-associative processing declined with an increase in delay between learning and testing, this decline was equivalent to the decline observed in both comparison conditions.

  19. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  20. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  1. Intervention program in college instrumental musicians, with kinematics analysis of cello and flute playing: a combined program of yogic breathing and muscle strengthening-flexibility exercises.

    Science.gov (United States)

    Lee, Sang-Hie; Carey, Stephanie; Dubey, Rajiv; Matz, Rachel

    2012-06-01

    College musicians encounter health risks not dissimilar to those of professional musicians. Fifteen collegiate instrumental musicians participated in the intervention program of yogic-breathing and muscle-strengthening and flexibility exercises for 8 weeks. Pre- and post-intervention data from the Health-Pain-Injury Inventory (HPI) and the Physical & Musical-Performance Efficacy Assessment Survey (PME) were analyzed for the effects of the program on the musicians' physical and musical-performance efficacy. HPI results showed that the majority of our sample had healthy lifestyles and minimal pain and injuries but irregular eating and exercise habits. The pre-intervention PME data showed a high level of musical efficacy (i.e., awareness of music technique, tone, and flow) but a low-level of physical efficacy (i.e., awareness of posture, tension, and movement flexibility). Post-intervention data showed that the program improved physical efficacy by increased awareness of posture and tension. In 2 volunteer musicians, kinematics motion analysis was conducted for exploratory purposes. Our cellist played the scale using a larger range of motion (ROM) in right shoulder flexion and abduction and slightly increased rotation while keeping decreased right elbow ROM after the intervention program. The flutist shifted the body weight from one foot to the other more in the second playing post-intervention. These changes can be attributed to the increased physical efficacy that allowed freedom to express musicality. Findings from these case scenarios provide empirically based hypotheses for further study. We share our experience so that others may use our model and instruments to develop studies with larger samples.

  2. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  3. Project Title: Geothermal Play Fairway Analysis of Potential Geothermal Resources in NE California, NW Nevada, and Southern Oregon: A Transition between Extension$-$Hosted and Volcanically$-$Hosted Geothermal Fields

    Energy Technology Data Exchange (ETDEWEB)

    McClain, James S. [Univ. of California, Davis, CA (United States). Dept. of; Dobson, Patrick [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Glassley, William [Univ. of California, Davis, CA (United States). Dept. of Earth and Planetary Sciences; Schiffman, Peter [Univ. of California, Davis, CA (United States). Dept. of Earth and Planetary Sciences; Zierenberg, Robert [Univ. of California, Davis, CA (United States). Dept. of Earth and Planetary Sciences; Zhang, Yingqi [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Conrad, Mark [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Siler, Drew [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Gasperikova, Erika [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States); Spycher, Nicolas F. [Lawrence Berkeley National Lab. (LBNL), Berkeley, CA (United States)

    2016-09-30

    Final report for the UCD-LBNL effort to apply Geothermal Play Fairway Analysis to a transition zone between a volcanically-hosted and extensionally-hosted geothermal. The project focusses on the geothermal resources in northeastern California.

  4. Play, Toys and Television.

    Science.gov (United States)

    Brougere, Gilles

    In Western societies, television has transformed the life, culture, and points of reference of the child. Its particular sphere of influence is the child's play culture. This play culture is not hermetic: it is very oriented toward manipulation; has a symbolic role as a representational medium; evolves along with the child; has a certain amount of…

  5. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  6. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  7. Let's Just Play

    Science.gov (United States)

    Schmidt, Janet

    2003-01-01

    Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…

  8. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children. ...

  9. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...

  10. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  11. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...

  12. Flippin' Fluid Mechanics - Quasi-experimental Pre-test and Post-test Comparison Using Two Groups

    Science.gov (United States)

    Webster, D. R.; Majerich, D. M.; Luo, J.

    2014-11-01

    A flipped classroom approach has been implemented in an undergraduate fluid mechanics course. Students watch short on-line videos before class, participate in active in-class problem solving (in dyads), and complete individualized on-line quizzes weekly. In-class activities are designed to achieve a trifecta of: 1. developing problem solving skills, 2. learning subject content, and 3. developing inquiry skills. The instructor and assistants provide critical ``just-in-time tutoring'' during the in-class problem solving sessions. Comparisons are made with a simultaneous section offered in a traditional mode by a different instructor. Regression analysis was used to control for differences among students and to quantify the effect of the flipped fluid mechanics course. The dependent variable was the students' combined final examination and post-concept inventory scores and the independent variables were pre-concept inventory score, gender, major, course section, and (incoming) GPA. The R-square equaled 0.45 indicating that the included variables explain 45% of the variation in the dependent variable. The regression results indicated that if the student took the flipped fluid mechanics course, the dependent variable (i.e., combined final exam and post-concept inventory scores) was raised by 7.25 points. Interestingly, the comparison group reported significantly more often that their course emphasized memorization than did the flipped classroom group.

  13. Use of a National Continuing Medical Education Meeting to Provide Simulation-Based Training in Temporary Hemodialysis Catheter Insertion Skills: A Pre-Test Post-Test Study

    Directory of Open Access Journals (Sweden)

    Edward G Clark

    2014-10-01

    Full Text Available Background: Simulation-based-mastery-learning (SBML is an effective method to train nephrology fellows to competently insert temporary, non-tunneled hemodialysis catheters (NTHCs. Previous studies of SBML for NTHC-insertion have been conducted at a local level. Objectives: Determine if SBML for NTHC-insertion can be effective when provided at a national continuing medical education (CME meeting. Describe the correlation of demographic factors, prior experience with NTHC-insertion and procedural self-confidence with simulated performance of the procedure. Design: Pre-test – post-test study. Setting: 2014 Canadian Society of Nephrology annual meeting. Participants: Nephrology fellows, internal medicine residents and medical students. Measurements: Participants were surveyed regarding demographics, prior NTHC-insertion experience, procedural self-confidence and attitudes regarding the training they received. NTHC-insertion skills were assessed using a 28-item checklist. Methods: Participants underwent a pre-test of their NTHC-insertion skills at the internal jugular site using a realistic patient simulator and ultrasound machine. Participants then had a training session that included a didactic presentation and 2 hours of deliberate practice using the simulator. On the following day, trainees completed a post-test of their NTHC-insertion skills. All participants were required to meet or exceed a minimum passing score (MPS previously set at 79%. Trainees who did not reach the MPS were required to perform more deliberate practice until the MPS was achieved. Results: Twenty-two individuals participated in SBML training. None met or exceeded the MPS at baseline with a median checklist score of 20 (IQR, 7.25 to 21. Seventeen of 22 participants (77% completed post-testing and improved their scores to a median of 27 (IQR, 26 to 28; p < 0.001. All met or exceeded the MPS on their first attempt. There were no significant correlations between demographics

  14. Use of a national continuing medical education meeting to provide simulation-based training in temporary hemodialysis catheter insertion skills: a pre-test post-test study.

    Science.gov (United States)

    Clark, Edward G; Paparello, James J; Wayne, Diane B; Edwards, Cedric; Hoar, Stephanie; McQuillan, Rory; Schachter, Michael E; Barsuk, Jeffrey H

    2014-01-01

    Simulation-based-mastery-learning (SBML) is an effective method to train nephrology fellows to competently insert temporary, non-tunneled hemodialysis catheters (NTHCs). Previous studies of SBML for NTHC-insertion have been conducted at a local level. Determine if SBML for NTHC-insertion can be effective when provided at a national continuing medical education (CME) meeting. Describe the correlation of demographic factors, prior experience with NTHC-insertion and procedural self-confidence with simulated performance of the procedure. Pre-test - post-test study. 2014 Canadian Society of Nephrology annual meeting. Nephrology fellows, internal medicine residents and medical students. Participants were surveyed regarding demographics, prior NTHC-insertion experience, procedural self-confidence and attitudes regarding the training they received. NTHC-insertion skills were assessed using a 28-item checklist. Participants underwent a pre-test of their NTHC-insertion skills at the internal jugular site using a realistic patient simulator and ultrasound machine. Participants then had a training session that included a didactic presentation and 2 hours of deliberate practice using the simulator. On the following day, trainees completed a post-test of their NTHC-insertion skills. All participants were required to meet or exceed a minimum passing score (MPS) previously set at 79%. Trainees who did not reach the MPS were required to perform more deliberate practice until the MPS was achieved. Twenty-two individuals participated in SBML training. None met or exceeded the MPS at baseline with a median checklist score of 20 (IQR, 7.25 to 21). Seventeen of 22 participants (77%) completed post-testing and improved their scores to a median of 27 (IQR, 26 to 28; p < 0.001). All met or exceeded the MPS on their first attempt. There were no significant correlations between demographics, prior experience or procedural self-confidence with pre-test performance. Small sample-size and

  15. Play Analysis and Digital Portfolio of Major Oil Reservoirs in the Permian Basin: Application and Transfer of Advanced Geological and Engineering Technologies for Incremental Production Opportunities

    Energy Technology Data Exchange (ETDEWEB)

    Shirley P. Dutton; Eugene M. Kim; Ronald F. Broadhead; Caroline L. Breton; William D. Raatz; Stephen C. Ruppel; Charles Kerans

    2004-01-13

    A play portfolio is being constructed for the Permian Basin in west Texas and southeast New Mexico, the largest onshore petroleum-producing basin in the United States. Approximately 1,300 reservoirs in the Permian Basin have been identified as having cumulative production greater than 1 MMbbl (1.59 x 10{sup 5} m{sup 3}) of oil through 2000. Of these significant-sized reservoirs, approximately 1,000 are in Texas and 300 in New Mexico. There are 32 geologic plays that have been defined for Permian Basin oil reservoirs, and each of the 1,300 major reservoirs was assigned to a play. The reservoirs were mapped and compiled in a Geographic Information System (GIS) by play. The final reservoir shapefile for each play contains the geographic location of each reservoir. Associated reservoir information within the linked data tables includes RRC reservoir number and district (Texas only), official field and reservoir name, year reservoir was discovered, depth to top of the reservoir, production in 2000, and cumulative production through 2000. Some tables also list subplays. Play boundaries were drawn for each play; the boundaries include areas where fields in that play occur but are smaller than 1 MMbbl (1.59 x 10{sup 5} m{sup 3}) of cumulative production. Oil production from the reservoirs in the Permian Basin having cumulative production of >1 MMbbl (1.59 x 10{sup 5} m{sup 3}) was 301.4 MMbbl (4.79 x 10{sup 7} m{sup 3}) in 2000. Cumulative Permian Basin production through 2000 was 28.9 Bbbl (4.59 x 10{sup 9} m{sup 3}). The top four plays in cumulative production are the Northwest Shelf San Andres Platform Carbonate play (3.97 Bbbl [6.31 x 10{sup 8} m{sup 3}]), the Leonard Restricted Platform Carbonate play (3.30 Bbbl [5.25 x 10{sup 8} m{sup 3}]), the Pennsylvanian and Lower Permian Horseshoe Atoll Carbonate play (2.70 Bbbl [4.29 x 10{sup 8} m{sup 3}]), and the San Andres Platform Carbonate play (2.15 Bbbl [3.42 x 10{sup 8} m{sup 3}]). Detailed studies of three reservoirs

  16. Competitive activity analysis in play-off stage of 'Wiener Stadtische' Serbian volleyball league for men in 2012/2013 season

    Directory of Open Access Journals (Sweden)

    Majstorović Nikola

    2015-01-01

    Full Text Available Sport is defined as an activity that involves competition, specific preparation for the competition, specific relationships and connections in that area of activity taken as a whole. Analysis of competitive activity is the basis for a rational approach to the planning, programming, implementation and evaluation of the effects of systematic training process. Subject to this study was to analyze competitive activities of volleyball players in the play-off stage of 'Wiener Statische' Serbian league in season 2012/2013. The aim of the research is to determine characteristics of the volleyball game structure in competitive activity, to determine the technical-tactical elements with a statistically significant contribution to the achievement of positive results in the competition and to perform certain conclusions, with the help of research results, regarding the design of the training process. Description of elements was performed in the research, the contents that describe competitive activity in men's volleyball were explored, and then comparative analysis of these elements was performed for different levels of team performance. We can conclude that, based on these results, there is a statistically significant difference between successful and less successful men volleyball teams in only three variables, namely: the efficiency coefficient of serve, efficiency coefficient of block, efficiency coefficient of attack. This data is absolutely correspond to considerations in practice, which is that these three elements directly bring a point in the field, and therefore by observing them we can determine the winner of the match, with the highest certainty. Other elements, though necessary may influence the final outcome in men's volleyball to a lesser extent. Data from this study should be used primarily for modeling volleyball players training, with the ultimate projection on training improvement and game efficiency increase.

  17. Combined use of clinical pre-test probability and D-dimer test in the diagnosis of preoperative deep venous thrombosis in colorectal cancer patients

    DEFF Research Database (Denmark)

    Stender, Mogens Tornby; Frøkjaer, Jens Brøndum; Hagedorn Nielsen, Tina Sandie

    2008-01-01

    preoperative DVT in colorectal cancer patients admitted for surgery. Preoperative D-dimer test and compression ultrasonography for DVT were performed in 193 consecutive patients with newly diagnosed colorectal cancer. Diagnostic accuracy indices of the D-dimer test were assessed according to the PTP score......The preoperative prevalence of deep venous thrombosis (DVT) in patients with colorectal cancer may be as high as 8%. In order to minimize the risk of pulmonary embolism, it is important to rule out preoperative DVT. A large study has confirmed that a negative D-dimer test in combination with a low...... clinical pre-test probability (PTP) can be safely used to rule out the tentative diagnosis of DVT in cancer patients. However, the accuracy in colorectal cancer patients is uncertain. This study assessed the diagnostic accuracy of a quantitative D-dimer assay in combination with the PTP score in ruling out...

  18. A model for developing and pre-testing a multi-media teaching program to enhance the self-care behavior of diabetes insipidus patients.

    Science.gov (United States)

    Graham, O; Schubert, W

    1985-03-01

    A patient-education program was designed by members of the Neurology Nursing Service. The program was designed to provide patients with diabetes insipidus with the information needed to help them manage their condition in the hospital and at home upon discharge. The program was approved by the Nursing Department's Patient Education Committee. The nurses worked closely with the hospital's patient-education coordinator and television-production staff to produce a videotape for educating patients about managing diabetes insipidus. A literature review of patient-education resources on diabetes insipidus revealed that no materials were available in either audiovisual or print media. The program utilized the multi-media approach of a videotape that was shown over closed-circuit television and a booklet outlining the salient points of the television program. All patients utilizing the program have been pre-tested and post-tested to assess their achievement of behavioral objectives.

  19. Attending to "Culture in the Small": A Narrative Analysis of the Role of Play, Thought and Music in Young Children's World-Making

    Science.gov (United States)

    Barrett, Margaret S.

    2016-01-01

    Whilst the role of interactive play, thought and language in children's development has been acknowledged, less is known of the role of interactive play, thought and "music." Children's early music-making is both generative and performative in nature and provides a means by which they engage with self and others. Their independent…

  20. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Karlsen, Faltin

    2011-01-01

    While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…

  1. PLAY ANALYSIS AND DIGITAL PORTFOLIO OF MAJOR OIL RESERVOIRS IN THE PERMIAN BASIN: APPLICATION AND TRANSFER OF ADVANCED GEOLOGICAL AND ENGINEERING TECHNOLOGIES FOR INCREMENTAL PRODUCTION OPPORTUNITIES

    Energy Technology Data Exchange (ETDEWEB)

    Shirley P. Dutton; Eugene M. Kim; Ronald F. Broadhead; Caroline L. Breton; William D. Raatz; Stephen C. Ruppel; Charles Kerans

    2004-05-01

    The Permian Basin of west Texas and southeast New Mexico has produced >30 Bbbl (4.77 x 10{sup 9} m{sup 3}) of oil through 2000, most of it from 1,339 reservoirs having individual cumulative production >1 MMbbl (1.59 x 10{sup 5} m{sup 3}). These significant-sized reservoirs are the focus of this report. Thirty-two Permian Basin oil plays were defined, and each of the 1,339 significant-sized reservoirs was assigned to a play. The reservoirs were mapped and compiled in a Geographic Information System (GIS) by play. Associated reservoir information within linked data tables includes Railroad Commission of Texas reservoir number and district (Texas only), official field and reservoir name, year reservoir was discovered, depth to top of the reservoir, production in 2000, and cumulative production through 2000. Some tables also list subplays. Play boundaries were drawn for each play; the boundaries include areas where fields in that play occur but are <1 MMbbl (1.59 x 10{sup 5} m{sup 3}) of cumulative production. This report contains a summary description of each play, including key reservoir characteristics and successful reservoir-management practices that have been used in the play. The CD accompanying the report contains a pdf version of the report, the GIS project, pdf maps of all plays, and digital data files. Oil production from the reservoirs in the Permian Basin having cumulative production >1 MMbbl (1.59 x 10{sup 5} m{sup 3}) was 301.4 MMbbl (4.79 x 10{sup 7} m{sup 3}) in 2000. Cumulative Permian Basin production through 2000 from these significant-sized reservoirs was 28.9 Bbbl (4.59 x 10{sup 9} m{sup 3}). The top four plays in cumulative production are the Northwest Shelf San Andres Platform Carbonate play (3.97 Bbbl [6.31 x 10{sup 8} m{sup 3}]), the Leonard Restricted Platform Carbonate play (3.30 Bbbl 5.25 x 10{sup 8} m{sup 3}), the Pennsylvanian and Lower Permian Horseshoe Atoll Carbonate play (2.70 Bbbl [4.29 x 10{sup 8} m{sup 3}]), and the San Andres

  2. The relation between children's constructive play activities, spatial ability, and mathematical word problem-solving performance: a mediation analysis in sixth-grade students.

    Science.gov (United States)

    Oostermeijer, Meike; Boonen, Anton J H; Jolles, Jelle

    2014-01-01

    The scientific literature shows that constructive play activities are positively related to children's spatial ability. Likewise, a close positive relation is found between spatial ability and mathematical word problem-solving performances. The relation between children's constructive play and their performance on mathematical word problems is, however, not reported yet. The aim of the present study was to investigate whether spatial ability acted as a mediator in the relation between constructive play and mathematical word problem-solving performance in 128 sixth-grade elementary school children. This mediating role of spatial ability was tested by utilizing the current mediation approaches suggested by Preacher and Hayes (2008). Results showed that 38.16% of the variance in mathematical word problem-solving performance is explained by children's constructive play activities and spatial ability. More specifically, spatial ability acted as a partial mediator, explaining 31.58% of the relation between constructive play and mathematical word problem-solving performance.

  3. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...... and alters the former, and vice versa. Consequently, if the appointed procedures of a game are no longer fixed and rigid in their conveyance of meaning, qua the appropriative and dissolving nature of play, then understandings of games as conveying a fixed meaning through their procedures are inadequate...

  4. Drinking game play among first-year college student drinkers: an event-specific analysis of the risk for alcohol use and problems.

    Science.gov (United States)

    Ray, Anne E; Stapleton, Jerod L; Turrisi, Rob; Mun, Eun-Young

    2014-09-01

    College students who play drinking games (DGs) more frequently report higher levels of alcohol use and experience more alcohol-related harm. However, the extent to which they are at risk for increased consumption and harm as a result of DG play on a given event after accounting for their typical DG participation, and typical and event drinking, is unclear. We examined whether first-year students consumed more alcohol and were more likely to experience consequences on drinking occasions when they played DGs. Participants (n = 336) completed up to six web-based surveys following weekend drinking events in their first semester. Alcohol use, DG play, and consequences were reported for the Friday and Saturday prior to each survey. Typical DG tendencies were controlled in all models. Typical and event alcohol use were controlled in models predicting risk for consequences. Participants consumed more alcohol on DG versus non-DG events. All students were more likely to experience blackout drinking consequences when they played DGs. Women were more likely to experience social-interpersonal consequences when they played DGs. DG play is an event-specific risk factor for increased alcohol use among first-year students, regardless of individual DG play tendencies. Further, event DG play signals increased risk for blackout drinking consequences for all students, and social-interpersonal consequences for women, aside from the amount of alcohol consumed on those occasions as well as typical drinking behaviors. Prevention efforts to reduce high-risk drinking may be strengthened by highlighting both event- and person-specific risks of DG play.

  5. PLAY ANALYSIS AND DIGITAL PORTFOLIO OF MAJOR OIL RESERVOIRS IN THE PERMIAN BASIN: APPLICATION AND TRANSFER OF ADVANCED GEOLOGICAL AND ENGINEERING TECHNOLOGIES FOR INCREMENTAL PRODUCTION OPPORTUNITIES

    Energy Technology Data Exchange (ETDEWEB)

    Shirley P. Dutton; Eugene M. Kim; Ronald F. Broadhead; William Raatz; Cari Breton; Stephen C. Ruppel; Charles Kerans; Mark H. Holtz

    2003-04-01

    A play portfolio is being constructed for the Permian Basin in west Texas and southeast New Mexico, the largest petroleum-producing basin in the US. Approximately 1300 reservoirs in the Permian Basin have been identified as having cumulative production greater than 1 MMbbl of oil through 2000. Of these major reservoirs, approximately 1,000 are in Texas and 300 in New Mexico. On a preliminary basis, 32 geologic plays have been defined for Permian Basin oil reservoirs and assignment of each of the 1300 major reservoirs to a play has begun. The reservoirs are being mapped and compiled in a Geographic Information System (GIS) by play. Detailed studies of three reservoirs are in progress: Kelly-Snyder (SACROC unit) in the Pennsylvanian and Lower Permian Horseshoe Atoll Carbonate play, Fullerton in the Leonardian Restricted Platform Carbonate play, and Barnhart (Ellenburger) in the Ellenburger Selectively Dolomitized Ramp Carbonate play. For each of these detailed reservoir studies, technologies for further, economically viable exploitation are being investigated.

  6. Using non-scripted role-play to teach speaking skills: A study of English conversation of Thai college students at Yala Rajbhat University

    Directory of Open Access Journals (Sweden)

    Nuchanan Naksevee

    2015-01-01

    Full Text Available This study investigated the use of the non-scripted role-play activities to improve the oral performance of Thai college students with high and low English proficiency. It attempted to address the following questions: a Do high and low proficiency students perform differently in non-scripted role-play based on scores obtained from pre- and post-tests? If so, how? ; and b Can non-scripted role-play enhance the students’ speaking skills? Which group of students performs better in the non-scripted role-play? The data examined were obtained from tape recorded role-play of 16 non-English-major students (8 each proficiency level during their pre- and post-tests at Yala Rajabhat University in Southern Thailand. The role- play conversations were transcribed and analyzed following the Conversation Analysis (CA framework. The study found that the post test scores of both groups were significantly higher than their pre-test scores at the level of 0.00. The t-test result also revealed that the low proficiency students showed a significant degree of speaking improvement in terms of manner of expression and ability to interact at the level of 0.04 and 0.02 respectively. On the other hand, while improving on the same aspects, the high proficiency students also showed significant improvement in terms of fluency (sig = 0.02. The findings indicated that non- scripted role-play activities helped improve the students’ speaking skills and develop their ability to use the language naturally. Close single-case analyses additionally revealed that despite being traditionally taught conversation lessons with more focus on form and meaning, the participants trained with role-play noticeably improved on the language functions of genuine conversation. It was recommended that role-play activities be used in company with function-focused conversation lessons for the learners’ greater benefits.

  7. To play is necessary

    Directory of Open Access Journals (Sweden)

    Angela Vargas

    2008-05-01

    Full Text Available This work tries to contemplate on playing, leaving of the observations on the children's games accomplished during the apprenticeship and the articulation of those with some theoretical ones that have been dedicating if to the study of the game, of the childhood and of the Infantile Education. It was possible, through the apprenticeship registrations and of the observations to live many moments in that the two groups, 3A and 3B, they played incorporating objects and creating characters in your games. He/she gave way, we sought focar the game of the do-of-bill, contemplating on your importance for the children in the first childhood, and that possibilities she brings us in the amplification of the infantile experiences. Another important aspect in this article is to contemplate on the teacher's practice in the Infantile Education, and, through our observations on playing of the children noticed the teachers' involvement in the children's games.

  8. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops...... the critical argument against this academic technique by going back to the history of cultural anthropology of play. This history did not develop in a linear way, but by shifts between different periods of colonial and anticolonial positions, as well as between more positivistic and more relativist approaches....... The academic imperative of definition seems to be linked to the positivistic attempts – and produces sometimes monstrous definitions. Have they any philosophical value for our knowledge of what play is? Definition is not a universal instrument of knowledge-building, but a culturally specific construction...

  9. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  10. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2011-01-01

    This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...... related to open and distributed innovation models. From this experience, we induce that a game can be useful to teach certain open innovation concepts and practices. We also highlight some possible caveats of using the game and of actual open innovation practices alike, such as a tendency towards too much...

  11. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...

  12. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20th...... century, has a long history and was only recently applied to HCI (Nardi 1996) and games (P. Barr et al. 2007), where Barr succeeded in situating play in the Activity Theory framework. Based on his work to establish a framework for analysing systems of values in games, this paper maps different levels...

  13. 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

  14. Active play and screen time in US children aged 4 to 11 years in relation to sociodemographic and weight status characteristics: a nationally representative cross-sectional analysis

    Directory of Open Access Journals (Sweden)

    Must Aviva

    2008-10-01

    Full Text Available Abstract Background The high prevalence of childhood obesity underscores the importance of monitoring population trends in children's activity and screen time, and describing associations with child age, gender, race/ethnicity, and weight status. Our objective was to estimate the proportion of young children in the US who have low levels of active play or high levels of screen time, or who have both these behaviors, and to describe associations with age, gender, race/ethnicity, and weight status. Methods We analyzed data collected during the National Health and Nutrition Examination Surveys 2001–2004, a US nationally representative cross-sectional study. We studied 2964 children aged 4.00 to 11.99 years. Our main outcomes were reported weekly times that the child played or exercised hard enough to sweat or breathe hard (active play, daily hours the child watched television/videos, used computers, or played computer games (screen time, and the combination of low active play and high screen time. Low active play was defined as active play 6 times or less per week. High screen time was defined as more than 2 hours per day. We accounted for the complex survey design in analyses and report proportions and 95% confidence intervals. We used Wald Chi-square to test for differences between proportions. To identify factors associated with low active play and high screen time, we used multivariate logistic regression. Results Of US children aged 4 to 11 years, 37.3% (95% confidence interval, 34.1% to 40.4% had low levels of active play, 65.0% (95% CI, 61.4% to 68.5% had high screen time, and 26.3% (95% CI, 23.8% to 28.9% had both these behaviors. Characteristics associated with a higher probability of simultaneously having low active play and high screen time were older age, female gender, non-Hispanic black race/ethnicity, and having a BMI-for-age ≥95th percentile of the CDC growth reference. Conclusion Many young children in the US are reported to

  15. Want to Play Geometry?

    Science.gov (United States)

    Kaufmann, Matthew L.; Bomer, Megan A.; Powell, Nancy Norem

    2009-01-01

    Students enter the geometry classroom with a strong concept of fairness and a sense of what it means to "play by the rules," yet many students have difficulty understanding the postulates, or rules, of geometry and their implications. Although they may never have articulated the properties of an axiomatic system, they have gained a practical…

  16. Playful Hyper Responsibility

    DEFF Research Database (Denmark)

    Knudsen, Hanne; Åkerstrøm Andersen, Niels

    2014-01-01

    . We point to a dislocation in the way parents are assigned responsibility, because the definition of responsibility is not only a question of formulating rules or providing advice. We argue that what emerges is a kind of playful hyper responsibility that identifies responsibility as the participation...

  17. Toddlers: Learning by Playing

    Science.gov (United States)

    ... of activity that carry through the rest of childhood. So an active toddler is likely to remain active later. Developing Skills Playing and learning are completely natural for toddlers, so mastering physical skills should be fun and games for them. Parents should give toddlers many opportunities ...

  18. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  19. Playing with Science

    Science.gov (United States)

    Vieyra, Rebecca; Edwards, Teon; Rowe, Elizabeth; Asbell-Clarke, Jodi

    2015-01-01

    Gaming is becoming an effective form of learning and assessment and shouldn't be overlooked in an increasingly technological world. The games described in this article ("Impulse," "Quantum Spectre," and "Ravenous"), entertaining enough to be played by the general public, are also appropriate and useful in a classroom…

  20. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Abstract. The objectives of the study are to know whether play therapy can facilitate the self- healing process, to improve the academic performance, increase the attentive level, and to ensure self-confidence and esteem of children under difficult circumstances. Data for this study were the case works of the researcher (for ...

  1. Turning training into play

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Grönvall, Erik; Larsen, Simon Bo

    2011-01-01

    participants generally found physical training both fun and socially engaging, and experienced improved fitness. We also argue that embodied gaming motivates seniors to do more than they think themselves capable of, and allows seniors with different mental and physical capabilities to play together. However...

  2. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    -level perspective there is still an analytical gap between the ambitions and experiences of migrating players and economic power relations at play on the one hand and the socio-cultural embedding of the transnational connections in football migration on the other. In order to understand why and how football...

  3. stage/page/play

    DEFF Research Database (Denmark)

    context. Contributors: Per Brask, Dario Fo, Jette Barnholdt Hansen, Pil Hansen, Sven Åke Heed, Ulla Kallenbach, Sofie Kluge, Annelis Kuhlmann, Kela Kvam, Anna Lawaetz, Bent Flemming Nielsen, Franco Perrelli, Magnus Tessing Schneider, Antonio Scuderi. stage/page/play is published as a festschrift...

  4. Playing The Lobby

    DEFF Research Database (Denmark)

    2014-01-01

    Playing a game can be defined as, in a fun way, to reach a goal by means of helpers and challenged by obstacles and opponents. In this workshop we will gain a new understanding of the lobby by making it into a game. The lobby of the museum can be understood as a game in which the players (the...... visitors), challenged by ticketing and refreshed by coffee, are struggling towards the goal: the exhibition. By applying the game metaphor we hope to unearth a new understanding of the lobby. In the workshop we are going to make small simple boardgames of cardboard that resemble the game of the lobby....... The object is surprisingly not to play the games, but to design them. Through the design process we are forced to discuss: What are the challenges of a particular lobby (e.g. ticketing, queueing, other visitors, guards, getting lost)? Which properties do the players have (e.g. patience, expectations, need...

  5. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  6. Ravens at Play

    Directory of Open Access Journals (Sweden)

    Deborah Bird Rose

    2011-09-01

    Full Text Available  ‘We were driving through Death Valley, an American-Australian and two Aussies, taking the scenic route from Las Vegas to Santa Cruz.’ This multi-voiced account of multispecies encounters along a highway takes up the challenge of playful and humorous writing that is as well deeply serious and theoretically provocative. Our travels brought us into what Donna Haraway calls the contact zone: a region of recognition and response. The contact zone is a place of significant questions: ‘Who are you, and so who are we? Here we are, and so what are we to become?’ Events were everything in this ecology of play, in which the movements of all the actors involved the material field in its entirety. We were brought into dances of approach and withdrawal, dances emerging directly, to paraphrase Brian Massumi, from the dynamic relation between a myriad of charged particles.

  7. Kid-Short Marfan Score (Kid-SMS) Is a Useful Diagnostic Tool for Stratifying the Pre-Test Probability of Marfan Syndrome in Childhood.

    Science.gov (United States)

    Stark, Veronika C; Arndt, Florian; Harring, Gesa; von Kodolitsch, Yskert; Kozlik-Feldmann, Rainer; Mueller, Goetz C; Steiner, Kristoffer J; Mir, Thomas S

    2015-03-12

    Due to age dependent organ manifestation, diagnosis of Marfan syndrome (MFS) is a challenge, especially in childhood. It is important to identify children at risk of MFS as soon as possible to direct those to appropriate treatment but also to avoid stigmatization due to false diagnosis. We published the Kid-Short Marfan Score (Kid-SMS) in 2012 to stratify the pre-test probability of MFS in childhood. Hence we now evaluate the predictive performance of Kid-SMS in a new cohort of children. We prospectively investigated 106 patients who were suspected of having MFS. At baseline, children were examined according to Kid-SMS. At baseline and follow-up visit, diagnosis of MFS was established or rejected using standard current diagnostic criteria according to the revised Ghent Criteria (Ghent-2). At baseline 43 patients were identified with a risk of MFS according to Kid-SMS whereas 21 patients had Ghent-2 diagnosis of MFS. Sensitivity was 100%, specificity 77%, negative predictive value 100% and Likelihood ratio of Kid-SMS 4.3. During follow-up period, three other patients with a stratified risk for MFS were diagnosed according to Ghent-2. We confirm very good predictive performance of Kid-SMS with excellent sensitivity and negative predictive value but restricted specificity. Kid-SMS avoids stigmatization due to diagnosis of MFS and thus restriction to quality of life. Especially outpatient pediatricians and pediatric cardiologists can use it for primary assessment.

  8. Pre-test probability risk scores and their use in contemporary management of patients with chest pain: One year stress echo cohort study

    Science.gov (United States)

    Demarco, Daniela Cassar; Papachristidis, Alexandros; Roper, Damian; Tsironis, Ioannis; Byrne, Jonathan; Monaghan, Mark

    2015-01-01

    Objectives To compare how patients with chest pain would be investigated, based on the two guidelines available for UK cardiologists, on the management of patients with stable chest pain. The UK National Institute of Clinical Excellence (NICE) guideline which was published in 2010 and the European society of cardiology (ESC) guideline published in 2013. Both guidelines utilise pre-test probability risk scores, to guide the choice of investigation. Design We undertook a large retrospective study to investigate the outcomes of stress echocardiography. Setting A large tertiary centre in the UK in a contemporary clinical practice. Participants Two thirds of the patients in the cohort were referred from our rapid access chest pain clinics. Results We found that the NICE risk score overestimates risk by 20% compared to the ESC Risk score. We also found that based on the NICE guidelines, 44% of the patients presenting with chest pain, in this cohort, would have been investigated invasively, with diagnostic coronary angiography. Using the ESC guidelines, only 0.3% of the patients would be investigated invasively. Conclusion The large discrepancy between the two guidelines can be easily reduced if NICE adopted the ESC risk score. PMID:26673458

  9. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  10. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... are intrinsically concerned with processes of social identities, both those that are anchored in the social reality as well as those anticipated and imagined...

  11. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  12. Effect of Family Oriented Early Intervention Based on Localized Play Therapy on the Clinical Symptoms of Preschool Children with ADHD

    Directory of Open Access Journals (Sweden)

    سعید رحیمی پردنجانی

    2016-06-01

    Full Text Available Current study was aimed to investigate the effect of localized play therapy on reducing symptoms of attention deficiency and hyper activity/impulsivity in preschool children with ADHD. The method of this study was an applied semi-experimental study designed as pretest-posttest with control group. Twenty four mothers with ADHD children were selected through multi-stage sampling and randomly arranged in experimental or control groups. The experimental group participated in a 10 sessions Localized Play Therapy (LPT intervention program, while the control group was on the waiting list. Assessment tools were the Vanderbilt ADHD Teacher Rating Scale (Wolraich, et al., 1997 and a semiorganized clinical interview. Data were analyzed by using a repeated measure analysis of variance. The results showed that there were  significant differences between the control and experimental groups in attention deficiency and hyper activity/impulsivity scores of pre-test and post-test. In conclusion, it can be indicated that family oriented early intervention based on LPT is effective in reducing clinical symptoms of preschool children with ADHD. Therefore, this method can be considered as an effective therapeutic method for ADHD children by experts and parents

  13. Pathways to Play: Developing Play Skills in Young Children.

    Science.gov (United States)

    Heidemann, Sandra; Hewitt, Deborah

    Play skills are vital to a child's overall healthy development. However, the training many caregivers receive may not include extensive information on play skills. This book presents a play checklist to help caregivers observe children's play skills, pinpoint play skills on which children need to work, and plan goals for improving those play…

  14. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  15. Analysis of Baseline Computerized Neurocognitive Testing Results among 5–11-Year-Old Male and Female Children Playing Sports in Recreational Leagues in Florida

    Directory of Open Access Journals (Sweden)

    Karen D. Liller

    2017-09-01

    Full Text Available There is a paucity of data related to sports injuries, concussions, and computerized neurocognitive testing (CNT among very young athletes playing sports in recreational settings. The purpose of this study was to report baseline CNT results among male and female children, ages 5–11, playing sports in Hillsborough County, Florida using ImPACT Pediatric, which is specifically designed for this population. Data were collected from 2016 to 2017. The results show that 657 baseline tests were conducted and t-tests and linear regression were used to assess mean significant differences in composite scores with sex and age. Results showed that females scored better on visual memory and in general as age increased, baseline scores improved. The results can be used to build further studies on the use of CNT in recreational settings and their role in concussion treatment, management, and interventions.

  16. Analysis of Baseline Computerized Neurocognitive Testing Results among 5-11-Year-Old Male and Female Children Playing Sports in Recreational Leagues in Florida.

    Science.gov (United States)

    Liller, Karen D; Morris, Barbara; Fillion, Jessica; Yang, Yingwei; Bubu, Omonigho M

    2017-09-07

    There is a paucity of data related to sports injuries, concussions, and computerized neurocognitive testing (CNT) among very young athletes playing sports in recreational settings. The purpose of this study was to report baseline CNT results among male and female children, ages 5-11, playing sports in Hillsborough County, Florida using ImPACT Pediatric, which is specifically designed for this population. Data were collected from 2016 to 2017. The results show that 657 baseline tests were conducted and t-tests and linear regression were used to assess mean significant differences in composite scores with sex and age. Results showed that females scored better on visual memory and in general as age increased, baseline scores improved. The results can be used to build further studies on the use of CNT in recreational settings and their role in concussion treatment, management, and interventions.

  17. Effects of video-feedback on the communication, clinical competence and motivational interviewing skills of practice nurses: a pre-test posttest control group study.

    Science.gov (United States)

    Noordman, Janneke; van der Weijden, Trudy; van Dulmen, Sandra

    2014-10-01

    To examine the effects of individual video-feedback on the generic communication skills, clinical competence (i.e. adherence to practice guidelines) and motivational interviewing skills of experienced practice nurses working in primary care. Continuing professional education may be necessary to refresh and reflect on the communication and motivational interviewing skills of experienced primary care practice nurses. A video-feedback method was designed to improve these skills. Pre-test/posttest control group design. Seventeen Dutch practice nurses and 325 patients participated between June 2010-June 2011. Nurse-patient consultations were videotaped at two moments (T0 and T1), with an interval of 3-6 months. The videotaped consultations were rated using two protocols: the Maastrichtse Anamnese en Advies Scorelijst met globale items (MAAS-global) and the Behaviour Change Counselling Index. Before the recordings, nurses were allocated to a control or video-feedback group. Nurses allocated to the video-feedback group received video-feedback between T0 and T1. Data were analysed using multilevel linear or logistic regression. Nurses who received video-feedback appeared to pay significantly more attention to patients' request for help, their physical examination and gave significantly more understandable information. With respect to motivational interviewing, nurses who received video-feedback appeared to pay more attention to 'agenda setting and permission seeking' during their consultations. Video-feedback is a potentially effective method to improve practice nurses' generic communication skills. Although a single video-feedback session does not seem sufficient to increase all motivational interviewing skills, significant improvement in some specific skills was found. Nurses' clinical competences were not altered after feedback due to already high standards. © 2014 John Wiley & Sons Ltd.

  18. Does God play dice?

    Energy Technology Data Exchange (ETDEWEB)

    Hooft, G. ' t [Institute for Theoretical Physics, University of Utrech (Netherlands)]. E-mail: g.thooft@phys.uu.nl; Witten, E. [Institute for Advanced Study, Princeton (United States)]. E-mail: witten@ias.edu; Dowker, F. [Imperial College, London (United Kingdom)]. E-mail: f.dowker@imperial.ac.uk; Davies, P. [Australian Centre for Astrobiology, Macquarie University, Sydney (Australia)]. E-mail: pdavies@els.mq.edu.au

    2005-12-01

    Einstein was one of the founders of quantum mechanics, yet he disliked the randomness that lies at the heart of the theory. God does not, he famously said, play dice. However, quantum theory has survived a century of experimental tests, although it has yet to be reconciled with another of Einstein's great discoveries - the general theory of relativity. Below four theorists - Gerard t'Hooft, Edward Witten, Fay Dowker and Paul Davies - outline their views on the current status of quantum theory and the way forward. Gerard 't Hooft argues that the problems we face in reconciling quantum mechanics with general relativity could force us to reconsider the basic principles of both theories. (U.K.)

  19. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    as a communication designer, a manager in retail, and a consultant I have been involved in several innovation projects from different perspectives. After experiencing that a major factor for success or failure of innovation processes – which always entail change – were people and how they relate to each other, I......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years......, organizations, complexity, and knowledge – but also drawing on psychology, sociology, and philosophy – I did not find any satisfying approach that resonated with my complex experiences in innovation practice where in the messy everyday of projects the only thing I knew for sure was that my role and function...

  20. Playing Second Fiddle?

    DEFF Research Database (Denmark)

    -political crisis in the Eurozone, imply that the EU can challenge the United States, China, or for that matter Russia, and take a position as a true global powerhouse? Has the train already left the station for what is still a very unique experiment, the European Union? Four different visions of Europes’s future......This book poses the inconvenient question whether he European Union has become a secondary actor on the global arena, or whether it has perhaps for a long time already been playing second fiddle without wishing to admit it. What indicators would today, after a prolonged economic and socio...... are discussed in the book, namely, Europe as a promise, a bogeyman, a contested ideal and an anachronism. The book features contributions by ten scholars representing six European countries and displays a careful blend of well established and junior academic writers in the field....

  1. Farm Hall: The Play

    Science.gov (United States)

    Cassidy, David C.

    2013-03-01

    It's July 1945. Germany is in defeat and the atomic bombs are on their way to Japan. Under the direction of Samuel Goudsmit, the Allies are holding some of the top German nuclear scientists-among them Heisenberg, Hahn, and Gerlach-captive in Farm Hall, an English country manor near Cambridge, England. As secret microphones record their conversations, the scientists are unaware of why they are being held or for how long. Thinking themselves far ahead of the Allies, how will they react to the news of the atomic bombs? How will these famous scientists explain to themselves and to the world their failure to achieve even a chain reaction? How will they come to terms with the horror of the Third Reich, their work for such a regime, and their behavior during that period? This one-act play is based upon the transcripts of their conversations as well as the author's historical work on the subject.

  2. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    Technological advances open up creative avenues with which to explore, analyse, and challenge apparent human performance limitations. Possibilities are thus offered to optimise the involved learning potentials, and thereby improve children’s quality of life in different ways depending on their ne......Technological advances open up creative avenues with which to explore, analyse, and challenge apparent human performance limitations. Possibilities are thus offered to optimise the involved learning potentials, and thereby improve children’s quality of life in different ways depending...... implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...

  3. Word Play: Scaffolding Language Development through Child-Directed Play

    Science.gov (United States)

    Wasik, Barbara A.; Jacobi-Vessels, Jill L.

    2017-01-01

    Play is an important activity in young children's lives. It is how children explore their world and build knowledge. Although free play, which is play that is totally child directed, contributes to children's learning, self-regulation and motivation, adults' participation in children's play is critical in their development, especially their…

  4. Playing with molecules.

    Science.gov (United States)

    Toon, Adam

    2011-12-01

    Recent philosophy of science has seen a number of attempts to understand scientific models by looking to theories of fiction. In previous work, I have offered an account of models that draws on Kendall Walton's 'make-believe' theory of art. According to this account, models function as 'props' in games of make-believe, like children's dolls or toy trucks. In this paper, I assess the make-believe view through an empirical study of molecular models. I suggest that the view gains support when we look at the way that these models are used and the attitude that users take towards them. Users' interaction with molecular models suggests that they do imagine the models to be molecules, in much the same way that children imagine a doll to be a baby. Furthermore, I argue, users of molecular models imagine themselves viewing and manipulating molecules, just as children playing with a doll might imagine themselves looking at a baby or feeding it. Recognising this 'participation' in modelling, I suggest, points towards a new account of how models are used to learn about the world, and helps us to understand the value that scientists sometimes place on three-dimensional, physical models over other forms of representation.

  5. The Effectiveness of Parent-Child Play Therapy on Decreasing Depression Symptoms in Children with Cancer, Decreasing Perceived Stress on Their Mothers and Improving Parent-Child Relationship

    Directory of Open Access Journals (Sweden)

    رویا سادات علویان

    2017-01-01

    Full Text Available Present study, aimed to assess the effect of parent-child play therapy on decreasing depression symptoms in children with cancer, decreasing perceived stress of their mothers and improving the parent-child relationship. A total of 14 children diagnosed with cancer were selected, among the patients of Dr. Sheikh Hospital in the city of Mashhad, and randomly assigned into two groups of intervention and control. Mothers completed the Perceived Stress Scale (PSS and the Parent-Child Relationship Scale (PCRS, the children completed the Child Depression Inventory (CDI, both in pre-test and post-test. Eight sessions of parent-child play therapy were adminstered separately for every pair of mother-child from intervention group. Data were analyzed by using analysis of covariance. Compared to the control group, CDI scores of intervention group reduced significantly from pre to post test. Also scores of PCRS increased significantly for the intervention group. PSS Scores of intervention groups was not significantly different from control group. As a result, parent-child play therapy can be effective in reducing depression symptoms of children with cancer, and improving the parent-child relationship; while, it was not effective for reducing mothers' level of perceived stress.

  6. Anterior Cruciate Ligament Injury, Return to Play, and Reinjury in the Elite Collegiate Athlete: Analysis of an NCAA Division I Cohort.

    Science.gov (United States)

    Kamath, Ganesh V; Murphy, Timothy; Creighton, R Alexander; Viradia, Neal; Taft, Timothy N; Spang, Jeffrey T

    2014-07-01

    Graft survivorship, reinjury rates, and career length are poorly understood after anterior cruciate ligament (ACL) reconstruction in the elite collegiate athlete. The purpose of this study was to examine the outcomes of ACL reconstruction in a National Collegiate Athletic Association (NCAA) Division I athlete cohort. Case series; Level of evidence, 4. A retrospective chart review was performed of all Division I athletes at a single public university from 2000 to 2009 until completion of eligibility. Athletes were separated into 2 cohorts: those who underwent precollegiate ACL reconstruction (PC group) and those who underwent intracollegiate reconstruction (IC group). Graft survivorship, reoperation rates, and career length information were collected. Thirty-five athletes were identified with precollegiate reconstruction and 54 with intracollegiate reconstruction. The PC group had a 17.1% injury rate with the original graft, with a 20.0% rate of a contralateral ACL injury. For the IC group, the reinjury rates were 1.9% with an ACL graft, with an 11.1% rate of a contralateral ACL injury after intracollegiate ACL reconstruction. The athletes in the PC group used 78% of their total eligibility (average, 3.11 years). The athletes in the IC group used an average of 77% of their remaining NCAA eligibility; 88.3% of those in the IC group played an additional non-redshirt year after their injury. The reoperation rate for the PC group was 51.4% and was 20.4% for the IC group. Reoperation and reinjury rates are high after ACL reconstruction in the Division I athlete. Precollegiate ACL reconstruction is associated with a very high (37.1%) rate of repeat ACL reinjuries to the graft or opposite knee. The majority of athletes are able to return to play after successful reconstruction. © 2014 The Author(s).

  7. Playful Learning and Montessori Education

    Science.gov (United States)

    Lillard, Angeline S.

    2013-01-01

    Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning--pretend play, or fantasy--for young children. In this essay, the author discusses this apparent contradiction: how and why Montessori education includes elements of playful learning…

  8. Play and playfulness in early childhood education and care.

    Directory of Open Access Journals (Sweden)

    Singer E.

    2015-06-01

    Full Text Available Play and playfulness are basic features in early childhood education. The elements of play are pleasure, a sense of freedom, and the co-construction of shared meaning through the use of rules or rhythms. Play and learning are closely related in early childhood. But when the focus on the educational benefits of play becomes too strong, the most essential feature of play is lost: children’s pleasure. Young children in group settings often have to adapt to the teachers’ demands related to security, hygiene, and social norms and values. But the playfulness of the teachers helps to overcome differences in power in the caregiver-child relationship and prevents young children from becoming overburdened with strict rules and group discipline. Play and playfulness are a resource of shared pleasure and creativity in learning processes.

  9. Supervising the uncanny: the play within the play.

    Science.gov (United States)

    Leader, Carol

    2015-11-01

    The writer offers a combined experience in analysis and the performing arts to explore uncanny aspects of the unconscious subtext of the patient's inner drama; subtext which can remain hidden from view in supervision. Freud and Jung's understanding of uncanny experience is considered together with a painting from medieval alchemy and Matte Blanco's conceptions concerning the symmetrical nature of unconscious process. Theatre and the work of the theatre director and actor in approaching the multidimensional aspects of a play are then introduced. Finally clinical case material from group supervision demonstrates how the 'theatre of therapy' and the work of the supervisory couple and group promote the emergence of a more authentic conscious asymmetrical response to the patient's 'script' that can break the 'spell' of the transference/countertransference relationship. This in turn brings meaning to the underlying and implicit 'stage directions' that the patient has been unconsciously communicating. © 2015, The Society of Analytical Psychology.

  10. Effect of Play-based Therapy on Meta-cognitive and Behavioral Aspects of Executive Function: A Randomized, Controlled, Clinical Trial on the Students With Learning Disabilities.

    Science.gov (United States)

    Karamali Esmaili, Samaneh; Shafaroodi, Narges; Hassani Mehraban, Afsoon; Parand, Akram; Zarei, Masoume; Akbari-Zardkhaneh, Saeed

    2017-01-01

    Although the effect of educational methods on executive function (EF) is well known, training this function by a playful method is debatable. The current study aimed at investigating if a play-based intervention is effective on metacognitive and behavioral skills of EF in students with specific learning disabilities. In the current randomized, clinical trial, 49 subjects within the age range of 7 to 11 years with specific learning disabilities were randomly assigned into the intervention (25 subjects; mean age 8.5±1.33 years) and control (24 subjects; mean age 8.7±1.03 years) groups. Subjects in the intervention group received EF group training based on playing activities; subjects in the control group received no intervention. The behavior rating inventory of executive function (BRIEF) was administered to evaluate the behavioral and cognitive aspects of EF. The duration of the intervention was 6 hours per week for 9 weeks. Multivariate analysis of covariance was used to compare mean changes (before and after) in the BRIEF scores between the groups. The assumptions of multivariate analysis of covariance were examined. After controlling pre-test conditions, the intervention and control groups scored significantly differently on both the metacognition (P=0.002; effect size=0.20) and behavior regulation indices (P=0.01; effect size=0.12) of BRIEF. Play-based therapy is effective on the metacognitive and behavioral aspects of EF in students with specific learning disabilities. Professionals can use play-based therapy rather than educational approaches in clinical practice to enhance EF skills.

  11. Play in the Field

    DEFF Research Database (Denmark)

    Markham, Annette

    Converging technologies and social media platforms facilitate complex networks of connection among people and across any media form imaginable, disrupting traditional understandings of identity, embodiment, community, and culture. Materiality in this mobile epoch is better understood as connection......, process, and relationship. Despite the rise of a range of epistemological frameworks for moving beyond material or discursive performance of identity or negotiation of complex sensory contexts, it remains an elusive challenge to grapple with elements of experience associated with the concept of affect...... of possibilities for remixing and experimenting with different forms of 'data' and innovative tools of analysis to find better resonance with the experience of affect....

  12. The Association between Overweight and School Policies on Physical Activity: A Multilevel Analysis among Elementary School Youth in the PLAY-On Study

    Science.gov (United States)

    Leatherdale, Scott T.

    2010-01-01

    The objective is to examine school-level program and policy characteristics and student-level behavioural characteristics associated with being overweight. Multilevel logistic regression analysis were used to examine the school- and student-level characteristics associated with the odds of a student being overweight among 1264 Grade 5-8 students…

  13. Epidemiology of Injuries in Women Playing Competitive Team Bat-or-Stick Sports: A Systematic Review and a Meta-Analysis.

    Science.gov (United States)

    Panagodage Perera, Nirmala Kanthi; Joseph, Corey; Kemp, Joanne Lyn; Finch, Caroline Frances

    2018-03-01

    Team bat-or-stick sports, including cricket, softball and hockey, are popular among women. However, little is known about the injury profile in this population. The aim was to describe the incidence, nature and anatomical location of injuries in bat-or-stick sports played by women in a competitive league. This review was prospectively registered (PROSPERO CRD42015026715). CINAHL, MEDLINE, PsycINFO, PubMed, SPORTDiscus were systematically searched from January 2000 to September 2016, inclusive. Peer-reviewed original research articles reporting the incidence, nature and anatomical location of injuries sustained by women aged 18 + years in competitive bat-or-stick sports were included. Two meta-analyses based on injury incidence proportions (injury IP) and injury rates per 1000 person-days of athletic exposure (AE) were performed. A total of 37 studies satisfied the inclusion criteria, and five had low risk of bias. The weighted injury IP was 0.42 [95% confidence interval (CI) 0.39-0.45]. The weighted injury rate was 6.12 (95% CI 6.05-6.18) overall, and greater in games [15.79 (95% CI 15.65-15.93)] than in practice [3.07 (95% CI 2.99-3.15)]. The ankle was the most commonly injured anatomical location, followed by the hand (including wrist and fingers), knee and head. Soft tissue and ligament injuries were most common types of injuries. Injury prevention in women's sports is a novel and emerging field of research interest. This review highlights that injury incidence is high among female bat-or-stick players, but little information is known about direct causal mechanisms. This review clearly establishes the need for enhancements to injury data collection. Without this information, it will not be possible to develop evidence-based injury prevention interventions.

  14. World at play.

    Science.gov (United States)

    1977-03-01

    In the fields of sports and sportsmedicine today a prime topic of conversation is the approach to training and competition taken by the Communist nations, notably the Soviet Union and East Germany. Their achievements in the Olympics and elsewhere, plus reports of their intense medical analysis and monitoring of athletes, have built something of a mystical aura about these nations. What are they doing in sports? The Physician and Sportsmedicine has obtained accounts of activity in both countries. Alois Marder, MD, currently an assistant professor at the Sports School for Elite Athletes in Cologne, West Germany, served from 1964 to 1974 as a physician attached to the Leipzig Sports Institute for Elite Athletes in East Germany. Editor-in-Chief Allan J. Ryan, MD, recently spoke at length with him about sports and sportsmedicine in East Germany. Jess Jarver, sports development officer for the Department of Tourism, Recreation and Sport for South Australia, toured the Soviet Union. Their reports follow.

  15. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple construct...

  16. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  17. MRI findings and return to play in football: a prospective analysis of 255 hamstring injuries in the UEFA Elite Club Injury Study.

    Science.gov (United States)

    Ekstrand, Jan; Lee, Justin C; Healy, Jeremiah C

    2016-06-01

    The present study evaluated whether the MRI parameters of hamstring injuries in male professional football players correlate with time to return to play (RTP). 46 elite European football teams were followed prospectively for hamstring injuries between 2007 and 2014. Club medical staff recorded individual player exposure and time-loss after hamstring injury. MRI parameters were evaluated by two independent radiologists and correlated with the RTP data. A total of 255 grade 1 and 2 injuries were evaluated in this study. RTP was longer for grade 2 than grade 1 injuries (24±13, 95% CI 21 to 26 days vs 18±15, 95% CI 16 to 20 days; mean difference: 6, 95% CI 2 to 9 days, p=0.004, d=0.39). 84% of injuries affected the biceps femoris (BF) muscle, whereas 12% and 4% affected the semimembranosus (SM) and semitendinosus (ST), respectively. No difference in lay-off time was found for injuries to the three different muscles (BF 20±15 days, SM 18±11 days, ST 23±14 days; p=0.83). The recurrence rate was higher for BF injuries than for SM and ST injuries combined (18% vs 2%, p=0.009). The size of the oedema weakly correlated with time to RTP (r(2)=6-12%). No correlation was found between location of injury and time to RTP. The majority of the intramuscular injuries affected the MT junction (56% in grade 1 and 2 injuries), but no difference in lay-off time was found between the different types of injuries. The radiological grade and size of the oedema correlate with time to RTP for both, grade 1 and 2 injuries. No correlations were found between time to RTP and the location and type of injury. 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/

  18. The Play's the Thing

    Directory of Open Access Journals (Sweden)

    Annlinn Kruger

    2010-04-01

    Full Text Available La question "Quels sont les effets de l'exposition de la restauration?" implique de se préoccuper d'éthique rapport à la "spectacularisation" de notre profession. C'est une question de pragmatique et/ou d'analyse. Cet essai examinera la langue, utilise par notre profession, pour élucider la question. La préservation de l'art-performance et de l’art-processus sera utilisée comme exemple pour illustrer les contradictions de nos termes et suggérer des approches en réponse à notre question.The question, "What are the effects of the exhibition of restoration?" implies ethical concerns about the "specularisation" of our profession.  This is a question of pragmatics and/or analysis.  This essay will examine language, used in our profession, to elucidate the question.  Preservation of performance and process art will be used as an example to illustrate contradictions in our terms and suggest approaches to our question.

  19. Ludic Toons: The Dynamics of Creative Play in Studio Animation

    Science.gov (United States)

    Power, Pat

    2012-01-01

    Though generally accepted as the most playfully entertaining form of popular media or art, animation as play has received little scholarly analysis. The author examines the nature of playfulness in animation and describes play as a critical tool in animation studies. Examining studio character animation from such perspectives as creative…

  20. Identification by genomic and genetic analysis of two new genes playing a key role in intermediate glycopeptide resistance in Staphylococcus aureus.

    Science.gov (United States)

    Renzoni, Adriana; Kelley, William L; Barras, Christine; Monod, Antoinette; Huggler, Elzbieta; François, Patrice; Schrenzel, Jacques; Studer, René; Vaudaux, Pierre; Lew, Daniel P

    2009-03-01

    Endogenous, low-level glycopeptide resistance in Staphylococcus aureus results from multifactorial genetic changes. Comparative genomic hybridization analysis revealed the specific deletion of a 1.8-kb segment encompassing two adjacent open reading frames (ORFs) of unknown function in a teicoplanin-susceptible revertant (strain 14-4rev) compared to the sequence of its isogenic, teicoplanin-resistant parental strain, strain 14-4. This provocative finding prompted us to perform a detailed genetic analysis of the contribution of this genomic segment to glycopeptide resistance. Despite repeated efforts in our laboratory, 14-4 and 14-4rev have proven refractory to most genetic manipulations. To circumvent this difficulty, we evaluated the contribution of both putative ORFs (designated teicoplanin resistance factors trfA and trfB) on teicoplanin resistance in a different, genetically tractable background. Genetic analysis showed that single or double trfA and/or trfB mutations abolished teicoplanin resistance in two independent teicoplanin-resistant derivatives of NCTC8325 strain ISP794 generated by two-step passages with the drug. The frequency of teicoplanin-resistant mutants was markedly decreased by the absence of trfAB in the teicoplanin-susceptible ISP794 background. Nevertheless, a low rate of teicoplanin-resistant mutants was selected from ISP794 trfAB, thus indicating an additional contribution of trfAB-independent pathways in the emergence of low-level glycopeptide resistance. Further experiments performed with clinical glycopeptide-intermediate S. aureus isolate NRS3 indicated that the trfAB mutation could affect not only teicoplanin resistance but also vancomycin and oxacillin resistance. In conclusion, our study demonstrates the key role of two novel loci in endogenous, low-level glycopeptide resistance in S. aureus whose precise molecular functions warrant further investigation.

  1. A microarray analysis of gnotobiotic mice indicating that microbial exposure during the neonatal period plays an essential role in immune system development

    Directory of Open Access Journals (Sweden)

    Yamamoto Masahiro

    2012-07-01

    Full Text Available Abstract Background Epidemiological studies have suggested that the encounter with commensal microorganisms during the neonatal period is essential for normal development of the host immune system. Basic research involving gnotobiotic mice has demonstrated that colonization at the age of 5 weeks is too late to reconstitute normal immune function. In this study, we examined the transcriptome profiles of the large intestine (LI, small intestine (SI, liver (LIV, and spleen (SPL of 3 bacterial colonization models—specific pathogen-free mice (SPF, ex-germ-free mice with bacterial reconstitution at the time of delivery (0WexGF, and ex-germ-free mice with bacterial reconstitution at 5 weeks of age (5WexGF—and compared them with those of germ-free (GF mice. Results Hundreds of genes were affected in all tissues in each of the colonized models; however, a gene set enrichment analysis method, MetaGene Profiler (MGP, demonstrated that the specific changes of Gene Ontology (GO categories occurred predominantly in 0WexGF LI, SPF SI, and 5WexGF SPL, respectively. MGP analysis on signal pathways revealed prominent changes in toll-like receptor (TLR- and type 1 interferon (IFN-signaling in LI of 0WexGF and SPF mice, but not 5WexGF mice, while 5WexGF mice showed specific changes in chemokine signaling. RT-PCR analysis of TLR-related genes showed that the expression of interferon regulatory factor 3 (Irf3, a crucial rate-limiting transcription factor in the induction of type 1 IFN, prominently decreased in 0WexGF and SPF mice but not in 5WexGF and GF mice. Conclusion The present study provides important new information regarding the molecular mechanisms of the so-called "hygiene hypothesis".

  2. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your Newborn KidsHealth / For Parents / Learning, ... Some Other Ideas Print What Is My Newborn Learning? Play is the chief way that infants learn ...

  3. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  4. Play, Creativity, and Schools Today.

    Science.gov (United States)

    Iverson, Barbara K.

    1982-01-01

    The ability to take a playful outlook is important to creative thought, but too often schools recognize the legitimacy of structured games only, squelching creative play. Schools should cultivate natural playfulness so that children can adapt to our fast-changing world and learn to create new rules. (Author/WD)

  5. Pretend Play and Creative Processes

    Science.gov (United States)

    Russ, Sandra W.; Wallace, Claire E.

    2013-01-01

    The authors contend that many cognitive abilities and affective processes important in creativity also occur in pretend play and that pretend play in childhood affects the development of creativity in adulthood. They discuss a variety of theories and observations that attempt to explain the importance of pretend play to creativity. They argue that…

  6. Giving Voice to Emotion: Voice Analysis Technology Uncovering Mental States is Playing a Growing Role in Medicine, Business, and Law Enforcement.

    Science.gov (United States)

    Allen, Summer

    2016-01-01

    It's tough to imagine anything more frustrating than interacting with a call center. Generally, people don't reach out to call centers when they?re happy-they're usually trying to get help with a problem or gearing up to do battle over a billing error. Add in an automatic phone tree, and you have a recipe for annoyance. But what if that robotic voice offering you a smorgasbord of numbered choices could tell that you were frustrated and then funnel you to an actual human being? This type of voice analysis technology exists, and it's just one example of the many ways that computers can use your voice to extract information about your mental and emotional state-including information you may not think of as being accessible through your voice alone.

  7. Guiding Future Early Childhood Educators to Reclaim Their Own Play as a Foundation for Becoming Effective Advocates for Children's Play

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana

    2015-01-01

    Two case studies describe how two women, enrolled in an undergraduate course on play, were guided to examine play across their lifespan, critique the barriers that led to a decline in their play from childhood to young adulthood, and engage in cycles of documentation, dialogue, and analysis of their adult play experiences in order to discover…

  8. Children's Engagement in Play at Home: A Parent's Role in Supporting Play Opportunities during Early Childhood

    Science.gov (United States)

    LaForett, Doré R.; Mendez, Julia L.

    2017-01-01

    This study examined parents' developmentally appropriate beliefs about young children's play and parents' views on their child's play skills. This exploratory secondary data analysis was drawn from data on low-income African-American and Latino parents and their children (n = 109) participating in Head Start programmes in the USA. Compared with…

  9. Why do adult dogs 'play'?

    Science.gov (United States)

    Bradshaw, John W S; Pullen, Anne J; Rooney, Nicola J

    2015-01-01

    Among the Carnivora, play behaviour is usually made up of motor patterns characteristic of predatory, agonistic and courtship behaviour. Domestic dogs are unusual in that play is routinely performed by adults, both socially, with conspecifics and with humans, and also asocially, with objects. This enhanced playfulness is commonly thought to be a side effect of paedomorphosis, the perpetuation of juvenile traits into adulthood, but here we suggest that the functions of the different types of play are sufficiently distinct that they are unlikely to have arisen through a single evolutionary mechanism. Solitary play with objects appears to be derived from predatory behaviour: preferred toys are those that can be dismembered, and a complex habituation-like feedback system inhibits play with objects that are resistant to alteration. Intraspecific social play is structurally different from interspecific play and may therefore be motivationally distinct and serve different goals; for example, dogs often compete over objects when playing with other dogs, but are usually more cooperative when the play partner is human. The majority of dogs do not seem to regard competitive games played with a human partner as "dominance" contests: rather, winning possession of objects during games appears to be simply rewarding. Play may be an important factor in sociality, since dogs are capable of extracting social information not only from games in which they participate, but also from games that they observe between third parties. We suggest that the domestic dog's characteristic playfulness in social contexts is an adaptive trait, selected during domestication to facilitate both training for specific purposes, and the formation of emotionally-based bonds between dog and owner. Play frequency and form may therefore be an indicator of the quality of dog-owner relationships. Copyright © 2014 Elsevier B.V. All rights reserved.

  10. FATHER PLAY: IS IT SPECIAL?

    Science.gov (United States)

    Cabrera, Natasha J; Roggman, Lori

    2017-11-01

    Both mothers and fathers play with their children, but research on parent-child play interactions is conducted with mothers three times more often than it is with fathers. The articles in this special issue address this gap by focusing on the nature and quality of father-child play, across cultural contexts, and considering whether father play offers something unique and special for early human development, in infancy or early childhood. The studies show that fathers can be just as developmentally supportive as are mothers in terms of being playful and engaged with their children in ways that are related to greater child socioemotional competence, emotion regulation, and vocabulary, and to less aggression, anxiety, and negativity. We encourage future research to examine the cultural influences, family system dynamics, and specificity of timing and types of father-child play in relation to children's developmental competence. © 2017 Michigan Association for Infant Mental Health.

  11. Playing the game or played by the game

    DEFF Research Database (Denmark)

    Järvinen, Margaretha; Ravn, Signe

    2018-01-01

    This article analyses the relationship between cannabis use and educational trajectories among 42 young drug users, recruited at addiction treatment centres in Denmark. Quantitative research shows regular cannabis use to be associated with poor school performance and drop-out. However, these stud......, we show how regular cannabis plays into the ‘illusio’ of different fields, challenging the interviewees’ playing of educational games....

  12. Playing with the Multiple Intelligences: How Play Helps Them Grow

    Science.gov (United States)

    Eberle, Scott G.

    2011-01-01

    Howard Gardner first posited a list of "multiple intelligences" as a liberating alternative to the assumptions underlying traditional IQ testing in his widely read study "Frames of Mind" (1983). Play has appeared only in passing in Gardner's thinking about intelligence, however, even though play instructs and trains the verbal, interpersonal,…

  13. Well Played: The Origins and Future of Playfulness

    Science.gov (United States)

    Gordon, Gwen

    2014-01-01

    In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary…

  14. The Internet of Playful Things

    DEFF Research Database (Denmark)

    Wyeth, Peta; Brereton, Margot; Roe, Paul

    2015-01-01

    This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully...... will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so....

  15. Nosing Around: Play in Pigs

    Directory of Open Access Journals (Sweden)

    Kristina Horback

    2014-05-01

    Full Text Available The predominant method of measuring welfare in swine focuses on overt physical ailments, such as skin lesions, lameness, and body condition. An alternative metric for assessing welfare in swine can be to measure the frequency and duration of positive behavioral states, such as play. Given that play occurs only when an animal's primary needs (food, comfort, safety, etc. have been satisfied, it has been suggested that play may be a sensitive indicator for assessing the welfare of non-human animals. Play has primarily been described in young piglets and is assessed via the occurrence of specific play markers. These play markers include overt bursts of energy like scamper, or more subtle social behaviors like nose-to-body contact. This review describes four areas of play for swine: locomotor, object, sow-piglet, and, peer play. From sporadic leaping to combative wrestling, play behavior allows for the fine-tuning of reflexive behavior which can enhance physical development, enrich cognitive abilities, and facilitate the maintenance of social bonds.

  16. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  17. The Fractal Self at Play

    Science.gov (United States)

    Marks-Tarlow, Terry

    2010-01-01

    In this article, the author draws on contemporary science to illuminate the relationship between early play experiences, processes of self-development, and the later emergence of the fractal self. She argues that orientation within social space is a primary function of early play and developmentally a two-step process. With other people and with…

  18. Playful Interfaces: Introduction and History

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, Antinus; Nijholt, A.

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  19. Outdoor Play: Combating Sedentary Lifestyles

    Science.gov (United States)

    Thigpen, Betsy

    2007-01-01

    Increasingly sedentary lifestyles are contributing to overweight and other health concerns as children spend less and less time outside engaged in active play. Outdoor play provides important opportunities to explore the natural world, interact with peers, engage in vigorous physical activity, and learn about our environment. However, outdoor…

  20. The Play of Socratic Dialogue

    Science.gov (United States)

    Smith, Richard

    2011-01-01

    Proponents of philosophy for children generally see themselves as heirs to the "Socratic" tradition. They often claim too that children's aptitude for play leads them naturally to play with abstract, philosophical ideas. However in Plato's dialogues we find in the mouth of "Socrates" many warnings against philosophising with the young. Those…

  1. Transmedia Play: Literacy across Media

    Science.gov (United States)

    Alper, Meryl; Herr-Stephenson, Rebecca

    2013-01-01

    Transmedia play is a new way to understand how children develop critical media literacy and new media literacies through their interactions with contemporary media that links stories and structures across platforms. This essay highlights five characteristics of transmedia play that make it particularly useful for learning:…

  2. Children's expression through play therapy

    Directory of Open Access Journals (Sweden)

    Ljubomirović Nataša

    2015-01-01

    Full Text Available Play as a child's expression, is a skill through which children speaks to adults. Play therapy is a broad field of therapeutic intervention based on the play in order to help the child to cope with problems. Through play, children learn to communicate with others, to express their feelings. Through play they learn and can improve their cognitive, emotional and social capabilities. Play therapy is a nondirective technique focused on the child. It is not focused on the problem, at present even the past, but focused on the expression of the child feelings, accepting the child, rather than correction. The focus has been on the wisdom of a child, not on expertise therapists, guiding the child through play rather than instructing. The aim of play therapy is to encourage healthy growth and development, developing skills in problem solving, reduction of undesirable behavior, confidence building and the development of self-control. This method is effective for a wide range of children's problems, such as the state of stress, anxiety, problem behavior, hyperkinetic syndrome, depression, loss, trauma, the problem of bonding situations parents divorced, somatic disorders, autism spectrum disorders, social problems.

  3. Engaging Families through Artful Play

    Science.gov (United States)

    Brown, Robert

    2015-01-01

    This paper explores how aligned arts and play experiences can extend child and family engagement in a public outdoor space. The importance of outdoor play for children is strongly advocated and in response local governments provide playgrounds and recreational open spaces. To extend further the experiences afforded in such spaces some local…

  4. Play in Practice - innovation through play in the postgraduate curriculum

    OpenAIRE

    Smith, Sophy

    2017-01-01

    Play is well-established as central to the learning processes of young children (including Anning (2015) Moyles (2015) and Wood and Attfield (2005)) and is included in UK state legislation, central to the Statutory Framework for Early Years Foundation Stage (2017). This chapter will counter the assumption that play-based learning is of value only to Early Years teaching and learning by outlining how it has been used to develop and carry-out research within a Higher Education postgraduate prog...

  5. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

    Full Text Available As a space of sociability, virtual games, especially online role playing games, allow us to capture the interest of the playfulness in social life, but they are means by which users are able to experiment their relationship to others. The virtual games as a mediation device, constitute a "pretext" to forge friendships, develop love relationships, improve language skills, discover other cultures, etc. Based on a sociological survey of Tunisian Internet users (both sexes fans of virtual games we try to show how playful mediation is producing a multifaceted virtual sociality inherent in our contemporary societies.

  6. Play the Blood Typing Game

    Science.gov (United States)

    ... a desire to learn how one determines blood types, their differences and which ones are compatible for blood transfusions. ” See a Video about the Blood Typing Game 3 min. Play 1. ploster 3480 2. Yokota ...

  7. The Origins of Exploratory Play.

    Science.gov (United States)

    Fenson, Larry; Schell, Robert E.

    1985-01-01

    Discusses developmental changes in visual exploration and manipulative investigation among children from birth to six months, six to 12 months, and 12 to 36 months of age. Also discusses pretend play in terms of decentration, decontextualization, and integration. (RH)

  8. Play and Space - Towards a Formal Definition of Play

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2015-01-01

    The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being- in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can...... be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this definition after a survey of central and influential aspects of the history of the theory of play to demonstrate its relevance for a formal definition of play....

  9. Why Play Outside? Problematising Outdoor Play as a Biopedagogical Task

    Science.gov (United States)

    Robinson, Daniel B.; Barrett, Joe

    2017-01-01

    Although outdoor play has been widely recognised for the many benefits it affords children, some have rationalised the need for it based on goals related to physical health. More specifically, these instrumental goals have been closely related to obesity, overweight, and/or physical (in)activity. Adhering to obesity discourses and the notion of a…

  10. Parent-Child Play across Cultures: Advancing Play Research

    Science.gov (United States)

    Roopnarine, Jaipaul L.; Davidson, Kimberly L.

    2015-01-01

    In this article, the authors argue for a greater understanding of children's play across cultures through better integration of scientific thinking about the developed and developing societies, through consideration of socialization beliefs and goals, and, finally, through the use of more complex models in research investigations. They draw on…

  11. Playful learning in higher education

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2017-01-01

    Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterised by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning...... in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces for academic experimentation and exploration, and promotes reflective risk-taking, ideation, and participation in education. We present a model of playful...

  12. Rapport. Play and Learn Innovation

    DEFF Research Database (Denmark)

    Larsen, Maria Neumann; Søgaard, Karoline

    Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet.......Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet....

  13. Modular robotics for playful physiotherapy

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2009-01-01

    We developed modular robotic tiles to be used for playful physiotherapy, which is supposed to motivate patients to engage in and perform physical rehabilitation exercises. We tested the modular robotic tiles for an extensive period of time (3 years) in daily use in a hospital rehabilitation unit e.......g. for cardiac patients. Also, the tiles were tested for performing physical rehabilitation of stroke patients in their private home. In all pilot test cases qualitative feedback indicate that the patients find the playful use of modular robotic tiles engaging and motivating for them to perform...

  14. Proteomics analysis of normal and senescent NG108-15 cells: GRP78 plays a negative role in cisplatin-induced senescence in the NG108-15 cell line.

    Science.gov (United States)

    Li, Wei; Wang, Wei; Li, Yan; Wang, Wenwen; Wang, Tian; Li, Li; Han, Zhiqiang; Wang, Shixuan; Ma, Ding; Wang, Hui

    2014-01-01

    Accelerated senescence (ACS) leading to proliferative arrest is a physiological mechanism of the DNA damage response that occurs during tumor therapy. Our experiment was designed to detect unknown genes that may play important roles in cisplatin-induced senescence and to illustrate the related senescence mechanism. Using 2-dimension electrophoresis (2-DE), we identified 5 protein spots with different expression levels in the normal and senescent NG108-15 cells. According to MALDI-TOF MS analysis, the 5 proteins were determined to be peptidylprolyl isomerase A (PPIA), peroxiredoxin 1 (PRX1), glutathione S-transferase mu 1 (GSTM1), vimentin (VIM) and glucose-regulated protein 78 (GRP78). Then, we investigated how cisplatin-induced senescence was mediated by GRP78 in the NG108-15 cells. Knockdown of GRP78 significantly increased P53 expression in NG108-15 cells. Additionally, 2-deoxy-D-glucose (2DG)-induced GRP78 overexpression protected the NG108-15 cells from cisplatin-induced senescence, which was accompanied by the obvious suppression of P53 and p-CDC2 expression. Inhibition of Ca2+ release from endoplasmic reticulum (ER) stores was also found to be associated with the anti-senescence effect of 2DG-induced GRP78 overexpression. In conclusion, we found 5 proteins that were differentially expressed in normal NG108-15 cells and senescent NG108-15 cells. GRP78 plays an important role in cisplatin-induced senescence in NG108-15 cells, mainly through its regulation of P53 expression and ER calcium efflux.

  15. Proteomics analysis of normal and senescent NG108-15 cells: GRP78 plays a negative role in cisplatin-induced senescence in the NG108-15 cell line.

    Directory of Open Access Journals (Sweden)

    Wei Li

    Full Text Available Accelerated senescence (ACS leading to proliferative arrest is a physiological mechanism of the DNA damage response that occurs during tumor therapy. Our experiment was designed to detect unknown genes that may play important roles in cisplatin-induced senescence and to illustrate the related senescence mechanism. Using 2-dimension electrophoresis (2-DE, we identified 5 protein spots with different expression levels in the normal and senescent NG108-15 cells. According to MALDI-TOF MS analysis, the 5 proteins were determined to be peptidylprolyl isomerase A (PPIA, peroxiredoxin 1 (PRX1, glutathione S-transferase mu 1 (GSTM1, vimentin (VIM and glucose-regulated protein 78 (GRP78. Then, we investigated how cisplatin-induced senescence was mediated by GRP78 in the NG108-15 cells. Knockdown of GRP78 significantly increased P53 expression in NG108-15 cells. Additionally, 2-deoxy-D-glucose (2DG-induced GRP78 overexpression protected the NG108-15 cells from cisplatin-induced senescence, which was accompanied by the obvious suppression of P53 and p-CDC2 expression. Inhibition of Ca2+ release from endoplasmic reticulum (ER stores was also found to be associated with the anti-senescence effect of 2DG-induced GRP78 overexpression. In conclusion, we found 5 proteins that were differentially expressed in normal NG108-15 cells and senescent NG108-15 cells. GRP78 plays an important role in cisplatin-induced senescence in NG108-15 cells, mainly through its regulation of P53 expression and ER calcium efflux.

  16. Evaluation of World Health Organization Multi-Professional Patient Safety Curriculum Topics in Nursing Education: Pre-test, post-test, none-experimental study.

    Science.gov (United States)

    Mansour, Mansour; Skull, Alice; Parker, Michael

    2015-01-01

    The Multi-professional Patient Safety Curriculum Guide was launched by the World Health Organization to develop a patient safety-friendly curriculum in health education. The aim of this study was to evaluate the impact of teaching related to two topics from the Patient Safety Curriculum Guide on student nurses' knowledge and attitudes toward patient safety. A pretest, posttest, nonexperimental design was used. Patient safety education questionnaires were distributed to a convenience sample of 181 nursing students before the intervention, and 141 questionnaires after the intervention in one university in the East of England. The intervention consisted of two face-to-face lectures and one facilitated group work discussion. Seventy-one responses from pre- and posttest stages were matched. Paired t test, McNemar's test, and frequency measures were used for data analysis. The findings suggest that there are statistically significant differences in the subscales of the error and patient safety and personal influence over safety. The differences in the students' answers on patient safety knowledge before and after the interventions were not statistically significant. Although the student nurses highly commended the teaching delivered in this study, the use of experimental design in future curriculum evaluation may provide a more complementary insight to the findings of this study. Copyright © 2015 Elsevier Inc. All rights reserved.

  17. Play and Self-Regulation: Lessons from Vygotsky

    Science.gov (United States)

    Bodrova, Elena; Germeroth, Carrie; Leong, Deborah J.

    2013-01-01

    The authors consider the analysis of the literature on play research by Lillard and others in the January 2013 "Psychological Bulletin," an analysis that questioned the prevailing assumption of a causal relationship between play and child development, especially in the areas of creativity, reasoning, executive function, and regulation of…

  18. Interpretive Reproduction in Children's Play

    Science.gov (United States)

    Corsaro, William A.

    2012-01-01

    The author looks at children's play from the perspective of interpretive reproduction, emphasizing the way children create their own unique peer cultures, which he defines as a set of routines, artifacts, values, and concerns that children engage in with their playmates. The article focuses on two types of routines in the peer culture of preschool…

  19. Developmental Studies of Pretend Play.

    Science.gov (United States)

    Golomb, Claire

    This paper briefly reports on a series of studies that explore the relationship between symbolic or pretend modes of reasoning and cognitive processes which underlie conservation of quantity. It is hypothesized that the mental transformations which the child makes while playing a game of make-believe, namely, the transformation from his original…

  20. Playing with Protons CREATIONS Demonstrator

    CERN Multimedia

    Alexopoulos, Angelos

    2017-01-01

    This document describes Playing with Protons, a CMS education initiative that seeks to enhance teachers’ pedagogical practice with creative, hands-on methodologies through which 10-12 year old students can, in turn, get engaged effectively with science, technology and innovation.

  1. Using Play to Teach Writing

    Science.gov (United States)

    Batt, Tom

    2010-01-01

    This article explores the potential of play in the teaching of college composition. Drawing primarily on the theoretical framework of D. W. Winnicott, the author describes how he used ludic pedagogies to provide first-year writing students a "potential space" in which to explore a range of course elements including composing conventions,…

  2. Designing Play for Dark Times

    Science.gov (United States)

    Yamada-Rice, Dylan

    2017-01-01

    This article reports on a knowledge-exchange network project that had the core aim of informing the development of a video game for hospitalized children. In order to do this, it brought together hospital play specialists, academics and representatives from the digital games industry to co-produce knowledge that could be used in the future…

  3. Playing with a digital swing

    DEFF Research Database (Denmark)

    Skovbjerg, Helle Marie

    2017-01-01

    Based on a field study in a kindergarten among children in Denmark, this paper explores playing activities on a digital swing, the SON-X Octavia (SON-X) and its Applause application. SON-X is an interactive sound unit that can be attached to any swing chain. Here, I explore the relationship betwe...

  4. Love Games that Insects Play

    Indian Academy of Sciences (India)

    ... Journals; Resonance – Journal of Science Education; Volume 3; Issue 1. Love Games that Insects Play - The Evolution of Sexual Behaviours in Insects. K N Ganeshaiah ... Author Affiliations. K N Ganeshaiah1. Department of Genetics & Plant Breeding University of Agricultural Sciences, GKVK Bangalore 560 065, India ...

  5. Love Games that Insects Play

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 3; Issue 1. Love Games that Insects Play - The Evolution of Sexual Behaviours in Insects. K N Ganeshaiah. General Article Volume 3 Issue 1 January 1998 pp 36-46. Fulltext. Click here to view fulltext PDF. Permanent link:

  6. Playing to (self-)rehabilitate

    DEFF Research Database (Denmark)

    Knoche, Hendrik; Hald, Kasper; Richter, Dorte

    2016-01-01

    We designed and evaluated a whack-a-mole (WAM) style game (see Figure 1) in a clinical randomized controlled trial (RCT) with reminder-assisted but self-initiated use over the period of a month with 43 participants from a post-lesion pool. While game play did not moderate rehabilitative progress...

  7. Moral Education through Play Therapy

    Science.gov (United States)

    Mahalle, Salwa; Zakaria, Gamal Abdul Nasir; Nawi, Aliff

    2014-01-01

    This paper will discuss on how sand therapy (as one type of play therapies) can be applied as an additional technique or approach in counseling. The research questions for this study are to see what are the development, challenges faced by the therapist during the sessions given and how sand therapy can aid to the progress of the client. It is a…

  8. Obama Plays Cheerleader for STEM

    Science.gov (United States)

    Robelen, Erik W.

    2010-01-01

    Amid a struggling economy, a raft of foreign-policy headaches, and the tail end of a heated campaign season, President Barack Obama carved out time in his schedule last month to watch students in the State Dining Room demonstrate a solar-powered model car, a water-purification system, and a soccer-playing robot. The science fair was the fifth…

  9. Creating Outdoor Play & Learning Environments.

    Science.gov (United States)

    White, Randy; Stoecklin, Vicki L.

    Why typical playgrounds are designed the way they are by adults is discussed, including what the ideal outdoor play/learning environment for children is and how the outdoor space should be considered as an extension of the classroom. The paper emphasizes the importance of nature to children, discusses the criteria playground designers should…

  10. Winnicott and Derrida: development of logic-of-play.

    Science.gov (United States)

    Bitan, Shachaf

    2012-02-01

    In this essay I develop the logic of play from the writings of the British psychoanalyst Donald W. Winnicott and the French philosopher Jacques Derrida. The logic of play serves as both a conceptual framework for theoretical clinical thinking and a space of experiencing in which the therapeutic situation is located and to which it aspires. I argue that both Winnicott and Derrida proposed a playful turn in Western thinking by their attitude towards oppositions, viewing them not as complementary or contradictory, but as 'peacefully-coexisting'. Derrida criticizes the dichotomous structure of Western thought, proposing playful movement as an alternative that does not constitute itself as a mastering construction. I will show that Winnicott, too, proposes playful logic through which he thinks and acts in the therapeutic situation. The therapeutic encounter is understood as a playful space in which analyst and analysand continuously coexist, instead of facing each other as exclusionary oppositions. I therefore propose the logic of play as the basis for the therapeutic encounter. The playful turn, then, is crucial for the thought and praxis expressed by the concept of two-person psychology. I suggest the term playful psychoanalysis to characterize the present perspective of psychoanalysis in the light of the playful turn. I will first present Derrida's playful thought, go on to Winnicott's playful revolutionism, and conclude with an analysis of Winicott's clinical material in the light of the logic of play. Copyright © 2012 Institute of Psychoanalysis.

  11. The impact of children's perception of an activity as play rather than not play on emotional well-being.

    Science.gov (United States)

    Howard, J; McInnes, K

    2013-09-01

    As an important aspect of health and development, a number of policy and practice initiatives across education, health and social care are aimed at increasing children's emotional well-being. Links have been made between young children's emotional well-being and play although empirical evidence is limited. This paper demonstrates that when children perceive an activity as play, they show more signs of emotional well-being than when they perceive the same activity as not play. One hundred and twenty-nine children aged between 3 and 5 years participated in the study. The cues children use to differentiate play and not play were used to create an activity session that was 'like play' and an activity session that was 'not like play'. The activity itself remained constant. Children were allocated to either of the activity session types alternately and emotional well-being was measured using the Leuvens Involvement Scale. There was a significant difference in the level of emotional well-being displayed by children in the two activity session types. Children who undertook the 'like play' activity scored significantly higher than children who undertook the same activity but 'not like play'. Detailed observational analysis also showed increased behavioural indicators relating to emotional well-being among children participating in the 'like play' rather than 'not like play' activity session. Children demonstrate increased emotional well-being when they perceive an activity as play rather than not play. Findings support the proposition that play can be seen as an observable behaviour but also as a mental state. As well as providing important evidence as to the value of play for enhancing children's emotional well-being, findings are discussed in relation to professional practice in children's services. The paper highlights the training needs of practitioners to enable them to understand children's views about play and use this information to create playful situations which

  12. Disrupting the Industry with Play

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2016-01-01

    or two ago. This is significantly disrupting the industry in several market sectors. This paper describes the components of the playware and embodied artificial intelligence research that has led to disruption in the industrial robotics sector, and which points to the next disruption of the health care......Decades of research into intelligent, playful technology and user-friendly man-machine interfaces has provided important insight into the creation of robotic systems and intelligent interactive systems which are much more user-friendly, safer and cheaper than what appeared possible merely a decade...... sector. This includes playful robotics, LEGO robots for kids, minimal robot systems, user-friendly, behavior-based, biomimetic, modular robotics and intelligent systems. The insight into these components and the use in synthesis for designing robots and intelligent systems allows anybody, anywhere...

  13. Playing Moderately Hard to Get

    Directory of Open Access Journals (Sweden)

    Stephen Reysen

    2013-12-01

    Full Text Available In two studies, we examined the effect of different degrees of attraction reciprocation on ratings of attraction toward a potential romantic partner. Undergraduate college student participants imagined a potential romantic partner who reciprocated a low (reciprocating attraction one day a week, moderate (reciprocating attraction three days a week, high (reciprocating attraction five days a week, or unspecified degree of attraction (no mention of reciprocation. Participants then rated their degree of attraction toward the potential partner. The results of Study 1 provided only partial support for Brehm’s emotion intensity theory. However, after revising the high reciprocation condition vignette in Study 2, supporting Brehm’s emotion intensity theory, results show that a potential partners’ display of reciprocation of attraction acted as a deterrent to participants’ intensity of experienced attraction to the potential partner. The results support the notion that playing moderately hard to get elicits more intense feelings of attraction from potential suitors than playing too easy or too hard to get. Discussion of previous research examining playing hard to get is also re-examined through an emotion intensity theory theoretical lens.

  14. Jakob Kelemina on Shakespeare's plays

    Directory of Open Access Journals (Sweden)

    Mirko Jurak

    2007-12-01

    Full Text Available Among Slovene scholars in English and German studies Jakob Kelemina (19 July 1882- 14 May 1957 has a very important  place. Janez Stanonik justly places him among the founding fathers of the University of Ljubljana (Stanonik 1966: 332. From 1920 Kelemina was professor of Germanic philology and between 1920 and 1957 he was also the Chair of the Deparment ofGermanic Languages and Literatures at the Faculty of Arts of this university. The major part of Kelemina's research was devoted to German and Austrian literatures,  German  philology, German-Slovene cultural relations, and literary theory; his work in these fields has already been discussed  by severa! Slovene scholars. However, in the first two decades of the twentieth century Kelemina also wrote severa! book reviews of Slovene and Croatian translations of Shakespeare's plays as well as three introductory essays to Slovene translations  of Shakespeare's plays. They are considered  as the first serious studies on Shakespeare in Slovenia (Moravec 1974: 437, and have not been analysed yet. Therefore this topic presents the core of my study, together with an evaluation  of Kelemina's contribution  to Slovene translations  of Shakespeare's plays done by Oton Župančič (1878-1949 during the first half of the twentieth century. Župančič's translations  became the criterion  for all further translations  of Shakespeare's dramatic works in Slovene. Župančič is stili one of our most important  poets and translators of this time and Kelemina's advice and criticism undoubtedly  also helped him to achieve such a high standard in his translations. In the central part of my study I also include some new material (e.g. Kelernina's letters, which is relevant for our understanding  of his co-operation with Oton Župančič  and other Slovene authors and critics. In order to put Kelemina's work into a historical perspective I present at the beginning of my study a brief survey of the

  15. A Topic Model Approach to Representing and Classifying Football Plays

    KAUST Repository

    Varadarajan, Jagannadan

    2013-09-09

    We address the problem of modeling and classifying American Football offense teams’ plays in video, a challenging example of group activity analysis. Automatic play classification will allow coaches to infer patterns and tendencies of opponents more ef- ficiently, resulting in better strategy planning in a game. We define a football play as a unique combination of player trajectories. To this end, we develop a framework that uses player trajectories as inputs to MedLDA, a supervised topic model. The joint maximiza- tion of both likelihood and inter-class margins of MedLDA in learning the topics allows us to learn semantically meaningful play type templates, as well as, classify different play types with 70% average accuracy. Furthermore, this method is extended to analyze individual player roles in classifying each play type. We validate our method on a large dataset comprising 271 play clips from real-world football games, which will be made publicly available for future comparisons.

  16. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    Illusion (A Game Against)”. Games and Culture 2007; 2 Juul. J. (2005). Half-real. Video Games between Real Rules and Fictional Worlds. Cambridge, MA: The MIT Press Leino. O. (2009). “Understanding Games as Played: Sketch for a first-person perspective for computer game analysis” The Philosophy of Computer......A prevailing understanding of how games convey meaning relates to the idea of games as rule-based systems as expressed by Juul (2005) “A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values(…)". This understanding of games...... highlights formal aspects of a game, such as the rules or the mechanics, as the game elements that describe what the player can do in the game and how. These formal aspects thus become the meaning-carriers that shapes the game-play by giving the player information about how she can interact with the game...

  17. Play for All. [CD-ROM].

    Science.gov (United States)

    Moore, Robin C.; Goltsman, Susan M.

    A CD-ROM provides a tour of some of the world's greatest play environments, presenting 94 photographic images that illustrate the key concepts and recommendations from Play For All guidelines. It is organized into 10 categories covering a range of play area settings, including play equipment, sand settings, water settings, play props, and animal…

  18. Could the domestic cat play a significant role in the transmission of Echinococcus multilocularis? A study based on qPCR analysis of cat feces in a rural area in France

    Directory of Open Access Journals (Sweden)

    Knapp Jenny

    2016-01-01

    Full Text Available Echinococcus multilocularis, a cestode parasite responsible for alveolar echinococcosis in humans, is often reported in Europe. It involves red foxes, domestic dogs, and domestic and wild cats as definitive hosts. The parasite infects small mammals and accidentally humans as intermediate hosts and develops in a similar way to a tumor, usually in the liver. Domestic animals are suspected of playing a role in parasite transmission, but this is rarely proven. Moreover, the role of domestic cats is thought to be small, because of experimental studies showing incomplete development of the parasite observed in their intestines. In the present study, we investigated copro-sampling performed in a rural and highly endemic area in Eastern France, on carnivore feces (n = 150. From these samples, the parasite was detected and identified by DNA analysis using quantitative PCR targeting part of a mitochondrial gene (Em-qPCR. Taeniid eggs were isolated from positive-Em-qPCR samples by flotation, and species identification was confirmed by sequencing on DNA extracts. From a total of 43 copro-samples from cats, four tested positive for E. multilocularis by the Em-qPCR. In two of these, we found parasite eggs that were identified as E. multilocularis. This finding was confirmed by sequencing, while one dog stool out of 61 collected was found to be positive, no egg was detectable. At the same time, 34% of fox stools tested positive for the parasite. The present study challenges the current idea that cats are only of minor significance in the E. multilocularis life cycle.

  19. Could the domestic cat play a significant role in the transmission of Echinococcus multilocularis? A study based on qPCR analysis of cat feces in a rural area in France

    Science.gov (United States)

    Knapp, Jenny; Combes, Benoît; Umhang, Gérald; Aknouche, Soufiane; Millon, Laurence

    2016-01-01

    Echinococcus multilocularis, a cestode parasite responsible for alveolar echinococcosis in humans, is often reported in Europe. It involves red foxes, domestic dogs, and domestic and wild cats as definitive hosts. The parasite infects small mammals and accidentally humans as intermediate hosts and develops in a similar way to a tumor, usually in the liver. Domestic animals are suspected of playing a role in parasite transmission, but this is rarely proven. Moreover, the role of domestic cats is thought to be small, because of experimental studies showing incomplete development of the parasite observed in their intestines. In the present study, we investigated copro-sampling performed in a rural and highly endemic area in Eastern France, on carnivore feces (n = 150). From these samples, the parasite was detected and identified by DNA analysis using quantitative PCR targeting part of a mitochondrial gene (Em-qPCR). Taeniid eggs were isolated from positive-Em-qPCR samples by flotation, and species identification was confirmed by sequencing on DNA extracts. From a total of 43 copro-samples from cats, four tested positive for E. multilocularis by the Em-qPCR. In two of these, we found parasite eggs that were identified as E. multilocularis. This finding was confirmed by sequencing, while one dog stool out of 61 collected was found to be positive, no egg was detectable. At the same time, 34% of fox stools tested positive for the parasite. The present study challenges the current idea that cats are only of minor significance in the E. multilocularis life cycle. PMID:27739398

  20. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.

  1. Motivations for play in online games.

    Science.gov (United States)

    Yee, Nick

    2006-12-01

    An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.

  2. Biomechanical aspects of playing surfaces.

    Science.gov (United States)

    Nigg, B M; Yeadon, M R

    1987-01-01

    The purpose of this paper is to discuss some biomechanical aspects of playing surfaces with special focus on (a) surface induced injuries, (b) methodologies used to assess surfaces and (c) findings from various sports. The paper concentrates primarily on questions related to load on the athlete's body. Data from epidemiological studies suggest strongly that the surface is an important factor in the aetiology of injuries. Injury frequencies are reported to be significantly different for different surfaces in several sports. The methodologies used to assess surfaces with respect to load or performance include material tests and tests using experimental subjects. There is only little correlation between the results of these two approaches. Material tests used in many standardized test procedures are not validated which suggests that one should exercise restraint in the interpretation of these results. Point elastic surfaces are widely studied while area elastic surfaces have received little attention to date. Questions of energy losses on sport surfaces have rarely been studied scientifically.

  3. How to play Reverse Hex

    DEFF Research Database (Denmark)

    Toft, Bjarne; Hayward, Ryan B.; Henderson, Philip

    2012-01-01

    We present new results on how to play Reverse Hex, also known as Rex, or Misère Hex, on n × n boards. We give new proofs – and strengthened versions – of Lagarias and Sleator’s theorem (for n × n boards, each player can prolong the game until the board is full, so the first/second player can always...... win if n is even/odd) and Evans’s theorem (for even n, the acute corner is a winning opening move for the first player). Also, for even n ≥ 4, we find another first-player winning opening (adjacent to the acute corner, on the first player’s side), and for odd n ≥ 3, and for each first-player opening......, we find second-player winning replies. Finally, in response to comments by Martin Gardner, for each n ≤ 5, we give a simple winning strategy for the n × n board....

  4. Chin force in violin playing.

    Science.gov (United States)

    Obata, Satoshi; Kinoshita, Hiroshi

    2012-06-01

    Force generated between the left mandible of violinists and the chinrest of the violin was examined using a force-sensing chinrest developed in this study. A strain-gauge force sensor was built, and it was fixed between the violin's top plate and a chin cup. Fifteen professional/amateur violinists held the violin statically, played musical scales with different sound properties and sounding techniques, as well as an excerpt from a Max Bruch concerto. Peak and mean forces were evaluated for each task. In a separate experiment, lateral movement of the lower teeth due to different levels of voluntary chin force exertion was measured. Static holding forces observed were 15 and 22 N with and without the help of the left hand, respectively. Peak force increased from 16 N at soft dynamics to 20 N at strong dynamics during scales. The force further increased to 29 N with the use of vibrato technique and 35 N during shifts. Tempo and hand position did not affect the force. Playing a Bruch concerto induced a mean peak force of 52 N, ranging from 31 to 82 N among the violinists. The developed force-sensing chinrest could accurately record the generated chin force. Typical chin force to stabilize the violin during ordinary musical performance was less than 30 N, but it could momentarily exceed 50 N when technically demanding musical pieces were performed. The lateral shift of the mandible was fairly small (<0.4 mm) even with high chin-force exertion, possibly due to clenching of the molars.

  5. Superhero Play: What's a Teacher to Do?

    Science.gov (United States)

    Bauer, Karen L.; Dettore, Ernest

    1997-01-01

    Examines the appeal of superheroes to children and adults' beliefs about superhero play, and suggests some potential benefits of such play. Offers examples of ways to successfully incorporate superhero play into an early childhood classroom. (Author/KB)

  6. Measuring the impact of information literacy e-learning and in-class courses via pre-tests and post-test at the Faculty of Medicine, Masaryk University

    Directory of Open Access Journals (Sweden)

    Jiří Kratochvíl

    2014-10-01

    Full Text Available Introduction: This paper aims to evaluate the results of the assessment and comparison of the impact of information literacy in e-learning and in-class courses at the Faculty of Medicine, Masaryk University, Czech Republic. The objective herein is to show that e-learning can be as effective a method of teaching IL activities as in-class lessons. Methods: In the autumn of 2012 and the spring of 2013, a total of 159 medical students enrolled in the e-learning course and completed the required pre-tests and post-tests comprising 30 multiple-choice questions on information literacy topics; another 92 PhD students from in-class courses took the 22-question test. The pre-test and post-test scores along with the number of students who correctly answered the questions were counted and the overall percentage was calculated. The final outcome was the extent of knowledge increase and the number of students with correct answers, expressed in percentage. Results: On average, 95.5% and 92.5% increase in knowledge was recorded among the medical students and PhD students respectively; an average of 4.5% medical students and 7.5% of PhD students recorded low scores in the post-test. As for the number of correct answers, the average results of the 22 set questions shared among the study groups were as follows: 15 questions were answered correctly more often by medical students, 6 were answered correctly more often by PhD students and only 1 question was correctly answered in the same average percentage by both the groups. Discussion: The results point to the need for proposing several key revisions. Among these include an exercise to be included in both curricula on online search for an article (Web of Science or Scopus without full text availability via link service, while instructions on manually creating bibliographic references shall be added to the PhD course. Additional search examples shall be added to the study materials and video records of in

  7. Does child and adolescent mental health in-service training result in equivalent knowledge gain among cadres of non-specialist health workers in Uganda? A pre-test post-test study.

    Science.gov (United States)

    Akol, Angela; Nalugya, Joyce; Nshemereirwe, Sylvia; Babirye, Juliet N; Engebretsen, Ingunn Marie Stadskleiv

    2017-01-01

    Early identification and management of child and adolescent mental health (CAMH) disorders helps to avert mental illness in adulthood but a CAMH treatment gap exists in Uganda. CAMH integration into primary health care (PHC) through in-service training of non-specialist health workers (NSHW) using the World Health Organisation (WHO) Mental Health Gap Action Programme (mhGAP) Intervention Guide (IG) is a strategy to address this gap. However, results of such training are not supported by information on training development or delivery; and are undifferentiated by NSHW cadre. We aim to describe an in-service CAMH training for NSHW in Uganda and assess cadre-differentiated learning outcomes. Thirty-six clinical officers, nurses and midwives from 18 randomly selected PHC clinics in eastern Uganda were trained for 5 days on CAMH screening and referral using a curriculum based on the mhGAP-IG version 1.0 and PowerPoint slides from the International Association of Child and Adolescent Psychiatry and Allied Professions (IACAPAP). The residential training was evaluated through pre- and post- training tests of CAMH knowledge and attitudes using the participants' post-test scores; and the difference between pre-test and post-test scores. Two-tailed t-tests assessed differences in mean pre-test and post-test scores between the cadres; hierarchical linear regression tested the association between cadre and post test scores; and logistic regression evaluated the relationship between cadre and knowledge gain at three pre-determined cut off points. Thirty-three participants completed both pre-and post-tests. Improved mean scores from pre- to post-test were observed for both clinical officers (20% change) and nurse/midwives (18% change). Clinical officers had significantly higher mean test scores than nurses and midwives (p training. Thus, an option for integrating CAMH into PHC in Uganda using the mhGAP-IG and IACAPAP PowerPoint slides is to proceed without cadre differentiation.

  8. Play Fluency in Music Improvisation Games for Novices

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa

    2011-01-01

    and evaluated through video analysis: A qualitative view of mutual action describes the social context of music improvisation: how two people with speech, laughter, gestures, postures and pauses negotiate individual and joint action. The objective behind the design of the game application was to support players...... in some aspects of their mutual play. Results show that even though players activated additional sound feedback as a result of their mutual play, players also engaged in forms of mutual play that the game engine did not account for. These ways of mutual play are descibed further along with some...

  9. Negative correlates of computer game play in adolescents.

    Science.gov (United States)

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  10. FCJ-175 Humans at play in the Anthropocene

    Directory of Open Access Journals (Sweden)

    Troy Innocent

    2015-06-01

    Full Text Available The arrival of the Anthropocene recognises the significant global impact of human activity on the Earth’s ecosystems. Building on Huizingia’s understanding of the relationship between play and culture, this essay explores the role that play could have in survival strategies or to provide awareness of the impact of human processes in the Anthropocene. In this worldview, play has a primary function in culture through its role in modelling modes of human survival: simulation is good tool for understanding the impact of systems on the world; play enables the possibility to become adaptive and ‘hack’ the world as conditions change; and lastly, play suggests that a changed philosophical perspective may offer an evolutionary edge for survival in a changing world. Drawing on Lévy, Bogost, Harman and Parikka strategies for play are explored using micronations and pervasive games; demonstrated and illustrated by analysis of games from recent experience within the Micronation of Ludea.

  11. Pasolini's Edipo Re: myth, play, and autobiography.

    Science.gov (United States)

    Pipolo, Tony

    2013-08-01

    The pervasive influence of the Oedipus complex on world culture is a given, yet throughout the long history of motion pictures only one major filmmaker has tackled the literary source that inspired Freud. The film, Edipo Re, directed by Italian poet, novelist, and social and political activist Pier Paolo Pasolini, not only reconstructs the myth and adapts Sophocles' tragedy, but uses both as a basis of cinematic autobiography. This paper is a detailed analysis of the formal, stylistic, and thematic dimensions of this film, illustrating the complex manner in which Pasolini interweaves myth, play, and autobiography into a unique cinematic achievement. This analysis is followed by speculations on the implications of the film's structure and techniques and on what they reveal about Pasolini's character, his sexual profile, and the ignominious murder that ended his life.

  12. A pre-test and post-test study of the physical and psychological effects of out-of-home respite care on caregivers of children with life-threatening conditions.

    Science.gov (United States)

    Remedios, Cheryl; Willenberg, Lisa; Zordan, Rachel; Murphy, Andrea; Hessel, Gail; Philip, Jennifer

    2015-03-01

    Respite services are recommended as an important support for caregivers of children with life-threatening conditions. However, the benefits of respite have not been convincingly demonstrated through quantitative research. To determine the impact of out-of home respite care on levels of fatigue, psychological adjustment, quality of life and relationship satisfaction among caregivers of children with life-threatening conditions. A mixed-methods, pre-test and post-test study A consecutive sample of 58 parental caregivers whose children were admitted to a children's hospice for out-of-home respite over an average of 4 days. Caregivers had below-standard levels of quality of life compared to normative populations. Paired t-tests demonstrated that caregivers' average psychological adjustment scores significantly improved from pre-respite (mean = 13.9, standard error = 0.71) to post-respite (mean = 10.7, standard error = 1); p psychological adjustment of caregivers of children with life-threatening conditions. Study outcomes inform service provision and future research efforts in paediatric palliative care. © The Author(s) 2015.

  13. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant–Adult Play Patterns

    Directory of Open Access Journals (Sweden)

    Dave Neale

    2018-03-01

    Full Text Available Play during early life is a ubiquitous activity, and an individual’s propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play – whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional, to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora (N = 5 of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1 or conducive (Condition 2 to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1 or playful (Condition 2, and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult–infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult–infant play patterns, underpinned by

  14. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant–Adult Play Patterns

    Science.gov (United States)

    Neale, Dave; Clackson, Kaili; Georgieva, Stanimira; Dedetas, Hatice; Scarpate, Melissa; Wass, Sam; Leong, Victoria

    2018-01-01

    Play during early life is a ubiquitous activity, and an individual’s propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner) is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play – whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional), to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora (N = 5) of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1) or conducive (Condition 2) to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1) or playful (Condition 2), and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult–infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult–infant play patterns, underpinned by biologically

  15. Superman Comes to Preschool: Superhero TV Play.

    Science.gov (United States)

    Ritchie, Kathleen E.; Johnson, Zita M.

    Systematic efforts at the Arizona State Child Study Laboratory were successful in replacing children's undesirable superhero play with other types of sociodramatic play. Teachers found superhero play undesirable because it was aggressive and noisy and was accompanied by an increase in random activity. Observations indicated that superhero play had…

  16. Play and Social Interaction in Middle Childhood

    Science.gov (United States)

    Bergen, Doris; Fromberg, Doris Pronin

    2009-01-01

    This article discusses traditional and contemporary definitions of middle childhood play, the value of such play for children's development and learning, the implications of home, school, and societal practices that have resulted in changing the play scenario of middle childhood, and suggestions for assuring that play's value will be maintained…

  17. Active Gaming: The Future of Play?

    Science.gov (United States)

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

  18. How the Brain Makes Play Fun

    Science.gov (United States)

    Vanderschuren, Louk J. M. J.

    2010-01-01

    In this article, the author describes the empirical studies that have investigated whether play (mostly social play) is rewarding. He then discusses the brain circuits and neurotransmitters that underlie the pleasurable aspects of play. He concludes that the pleasure of play has the ability to reinforce learning activities and that the brain's…

  19. Pretend Play in the Early Childhood Classroom

    Science.gov (United States)

    McEntire, Nancy

    2009-01-01

    This article presents and summarizes recent resources related to pretend play in the early childhood classroom. These include "Contemporary Perspectives on Play in Early Childhood Education" by Olivia N. Sarachoe and Bernard Spodek; "Dramatic Play: Bring It Back" by Tammy Benson; and "The Importance of Being Playful" by Elena Bodrova and Deborah…

  20. The development of early sociodramatic play

    NARCIS (Netherlands)

    Deunk, M.I.; Berenst, J.; de Glopper, C.M.

    2008-01-01

    In this article we study the beginnings of sociodramatic play. We examine the pretend play interactions of a Dutch girl, Peggy, and focus on her transition into sociodramatic play. Initially, Peggy interprets only some elements of her play interactions at the pretend level. At age 2;9, Peggy shows

  1. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  2. Reducing the Risk of Pedestrian Accidents to Preschoolers by Parent Training and Symbolic Modeling for Children: An Experimental Analysis in the Natural Environment. Research Report Number 2 of the Safe-Playing Project.

    Science.gov (United States)

    Embry, Dennis D.; Malfetti, James L.

    A traffic safety program consisting of a workshop for parents and the use of special storybooks with their children was effective in reducing 13 preschool children's entries into the street to a rate approximately 10% of that previously observed. The program also increased parents' use of praise and reward for safe play and children's correct…

  3. Measurement uncertainty analysis techniques applied to PV performance measurements

    International Nuclear Information System (INIS)

    Wells, C.

    1992-10-01

    The purpose of this presentation is to provide a brief introduction to measurement uncertainty analysis, outline how it is done, and illustrate uncertainty analysis with examples drawn from the PV field, with particular emphasis toward its use in PV performance measurements. The uncertainty information we know and state concerning a PV performance measurement or a module test result determines, to a significant extent, the value and quality of that result. What is measurement uncertainty analysis? It is an outgrowth of what has commonly been called error analysis. But uncertainty analysis, a more recent development, gives greater insight into measurement processes and tests, experiments, or calibration results. Uncertainty analysis gives us an estimate of the I interval about a measured value or an experiment's final result within which we believe the true value of that quantity will lie. Why should we take the time to perform an uncertainty analysis? A rigorous measurement uncertainty analysis: Increases the credibility and value of research results; allows comparisons of results from different labs; helps improve experiment design and identifies where changes are needed to achieve stated objectives (through use of the pre-test analysis); plays a significant role in validating measurements and experimental results, and in demonstrating (through the post-test analysis) that valid data have been acquired; reduces the risk of making erroneous decisions; demonstrates quality assurance and quality control measures have been accomplished; define Valid Data as data having known and documented paths of: Origin, including theory; measurements; traceability to measurement standards; computations; uncertainty analysis of results

  4. Play Therapy: Facilitative Use of Child's Play in Elementary School Counseling.

    Science.gov (United States)

    Landreth, Garry L.

    1987-01-01

    Reviews five major developments in play therapy: psychoanalysis, release therapy, relationship therapy, nondirective therapy, and play therapy in school settings. Suggests ways school counselors can use play therapy. Describes play therapy facilities, location selection, and play materials. Lists objectives of play therapy and how teachers can aid…

  5. The Efficacy of Group Play Therapy on the Social Skills of Pre-School Hearing-Impaired Children

    Directory of Open Access Journals (Sweden)

    Gita Movallali

    2015-04-01

    Full Text Available Objective: The purpose of the present study was to investigate of the efficacy of group play therapy on the social skills of pre-school hearing-impaired children. Materials & Methods: The present research was a semi-experimental study with pre-test, post-test design and control group. The participants were 30 male hearing-impaired children from pre-schools centers in Varamin and Gharchak provinces using an available method. Subjects were randomly divided into experimental and control groups, each group consisting of 15 children. The experimental group received 12 sessions of group play therapy and the control group did not. The instruments were done using the Raven coloure progressive matrices test and social skills rating scale. The data were recorded and statistically analyzed using MANCOVA. Results: The results of MANCOVA showed that group play therapy had a significant effect on the social skills of hearing-impaired children (P<0.001. The results also revealed that group play therapy had a positive and significant effect on all subscales of social skills in these children: cooperation, self-assertiveness and self-control (P<0.001. Conclusion: Group play therapy can improve the social skills of hearing-impaired children. It is recommended that planning play therapy for hearing-impaired children receives serious attention .

  6. Happy Festivus! Parody as playful consumer resistance

    DEFF Research Database (Denmark)

    Mikkonen, Ilona; Bajde, Domen

    2013-01-01

    Drawing upon literary theory, play and consumer resistance literature, we conceptualize consumer parodic resistance – a resistant form of play that critically refunctions dominant consumption discourses and marketplace ideologies. We explore parodic resistance empirically by analyzing Festivus, a...

  7. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2015-01-01

    Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagogs...... be able to motivate digital natives for play and learning, it is important to know the rules of the game/play...

  8. Playing Fair: An Essential Element in Contracting

    Science.gov (United States)

    Peeler, Tom

    2012-01-01

    Playing fair has a value with which people are all familiar. From the sandboxes of childhood and the competitive sports of youth to the business transactions of adulthood, people have been told how important it is to play fair. Playing fair in contracting is not only essential, it's the legal and ethical thing to do. In this article, the author…

  9. Participatory Republics: Play and the Political

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

    In this paper we propose a critical reading of Sicart’s concept of political play, and we suggest an alternative framework that expands his work. We will apply Chantal Mouffe’s political theory to the core ideas in Play Matters, with the purpose of focusing and further developing the understanding...... of the political in the play activity....

  10. Development of Intersubjectivity in Social Pretend Play.

    Science.gov (United States)

    Goncu, Artin

    1993-01-01

    Discusses processes in the development of shared pretend representations: adoption of shared pretend focus; metacommunication defining the activity as pretend play; and communication within pretend play. Examines claims that children's play becomes intersubjective only after three years of age. Concludes that intersubjectivity in peer pretend play…

  11. Curious Play: Children's Exploration of Nature

    Science.gov (United States)

    Gurholt, Kirsti Pedersen; Sanderud, Jostein Rønning

    2016-01-01

    This article explores the concept of "curious play" as a theoretical framework to understand and communicate children's experiences of free play in nature. The concept emerged interactively from three sources of inspiration: an ethnographically inspired study of children playing in nature; as a critique of the concept of "risky…

  12. Play as Education in the School Curriculum.

    Science.gov (United States)

    Ediger, Marlow

    Friedrich Froebel, an early advocate of the use of play in kindergarten teaching, argued that the ultimate goal of education was developing the creative person. According to Froebel, teachers could promote creativity through play by using gifts, occupations, and mother play songs. By contrast, Johann Herbart called for a subject centered…

  13. From Playable to Playful : The Humorous City

    NARCIS (Netherlands)

    Edirisinghe, Chamari; Nijholt, Anton; Cheok, Adrian David

    2017-01-01

    This writing is focusing on the concept of play in the city. In pursuit of ideal city, the concept of play has been neglected, pushed to labelled corners, assigned to certain age bracket. Playable city movement has brought the play in to the dialogue on city, the contemporary smart city, underlining

  14. Superheroes: An Opportunity for Prosocial Play

    Science.gov (United States)

    De-Souza, Desalyn; Radell, Jacqueline

    2011-01-01

    Superhero play has long been thought of as violent, aggressive, and disruptive. Some argue that aggressive play should not be allowed because it exposes children to inappropriate concepts and attitudes and sends the message that the use of aggression can achieve a desired goal. However, educators know that pretend play is an avenue for healthy…

  15. Play under Siege: A Historical Overview

    Science.gov (United States)

    Zigler, Edward F.; Bishop-Josef, Sandra J.

    2009-01-01

    In this updated version of their chapter from "Children's Play: The Roots of Reading" (published by ZERO TO THREE in 2004), the authors describe the recent attack on play, in both early childhood and elementary education. They provide a historical overview of the contentious relationship between play and cognitive development. The authors stress…

  16. Montessori and Play: Theory vs. Practice.

    Science.gov (United States)

    Torrence, Martha

    2001-01-01

    Surveyed Montessori preprimary teachers concerning attitudes toward pretend play in the classroom. Found mixed feelings among teachers toward pretend play. By a margin of 2 to 1, teachers were dissatisfied with the training they had received regarding the role of children's play in Montessori settings. (KB)

  17. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  18. The Richness of Open-ended Play - Rules, feedback and adaptation mechanisms in intelligent play environments

    Directory of Open Access Journals (Sweden)

    Pepijn Rijnbout

    2015-11-01

    Full Text Available How can we design intelligent play environments for open-ended play that support richness in play? Rich play can be described as ongoing play that changes over time in character, form and nature. This paper elaborates on our initial insights on how rules and goals develop from interaction opportunities of the system, based on two pilot studies with an interactive play environment for open-ended play. Furthermore we will discuss the roles of feedback and adaptation mechanisms in the environment. Those system properties will change the interaction opportunities to match with the current situation in the play environment and to support richness in play.

  19. Análise motivacional, causal e funcional da brincadeira em duas espécies de roedores Motivational, causal and functional analysis of play behavior in two rodent species

    Directory of Open Access Journals (Sweden)

    Mauro Luís Vieira

    2002-01-01

    Full Text Available A brincadeira é um fenômeno bastante comum em indivíduos jovens de diferentes espécies, principalmente mamíferos. O objetivo do presente artigo foi fazer uma revisão sobre pesquisas realizadas com roedores, mais especificamente hamsters dourados (Mesocricetus auratus e ratos albinos (Rattus norvegicus. Esses animais apresentam os mais altos índices de complexidade de brincadeira e são os mais estudados em laboratório nessa área, entre os roedores. Com base nos artigos da literatura pesquisada, conclui-se que a brincadeira: a é um sistema motivacional próprio que apresenta características que o diferencia de outros sistemas motivacionais; b é modulada pelo sexo e idade do indivíduo e dos parceiros envolvidos na interação social; e c o significado funcional pode estar relacionado com a preparação do indivíduo para viver em ambientes sociais e treinamento físico. Nesse sentido, a brincadeira pode ser relevante para se compreender aspectos do desenvolvimento comportamental e social.Play behavior is a very frequent phenomenon in juvenile individuals of various species, mainly mammals. The purpose of the present article is to review the studies in rodents, more specifically in golden hamsters (Mesocricetus auratus and albino rats (Rattus norvegicus. These animals show the highest indices of play complexity and are, among rodents, the animals most studied in the laboratory in this field of research. Through this review of the literature we conclude that play behavior: a is a motivational system in its own right and possesses characteristics that differentiate it from other motivational systems; b is modulated by the sex and age of individuals and of the partners involved in the social interaction; and c has a functional significance that may be related to physical training and the preparation of the individuals for life in a social environment. In this way, play behavior can be relevant to the understanding of aspects of behavioral

  20. Plays Plays

    Directory of Open Access Journals (Sweden)

    Maria Jandyra Cunha

    2008-04-01

    Full Text Available In spite of presenting his drama in a completely inovating way, Richard Morris writes about the same Universal themes that have been worrying his companion playwriters:life and death, love and war. He uses archetypes which are very well known in Literature such as "Time's winged chariot", the ostrich, the drunkard, the dog, and many others. Morris dresses his plot with a modern gown by hinting fairly new issues (doping, John Lennon - Ioko Ono television, Volkswagen, poor people's rights, women's rights and yet he expresses a longing for bygone days or, at least, he is a eulo gizer of the past "our time".

  1. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    This paper discusses the role of play in organizations and its ability to create a community of play regarded as a group of people deeply engaged in play. The elaboration is based on an empirical study of adults playing in the Danish international toy company LEGO. The study confirms that play can...... support organizations in solving present day challenges, such as learning, communication, innovation and collaboration. But before talking about solving anything, this paper argues – primarily through the perspective of Gadamer – that it is equally intriguing to look into what play as a universal life....... By introducing the new term ‘community of play’ into the discussion of play among adults in organizational contexts, the paper tries to spark an existential inquiry into the more intangible and human aspects of organizations....

  2. Medidas de rede e apoio social no Estudo Pró-Saúde: pré-testes e estudo piloto Social network and social support measures from the Pró-Saúde Study: pre-tests and pilot study

    Directory of Open Access Journals (Sweden)

    Dóra Chor

    2001-08-01

    Full Text Available Neste artigo, relatamos a metodologia de seleção de perguntas sobre rede e apoio social, incluídas em um estudo de coorte de 4.030 funcionários de uma universidade pública no Rio de Janeiro. Em primeiro lugar, a adequação de conceitos foi explorada em discussões de grupos de voluntários. Em seguida, o questionário do Medical Outcomes Study foi submetido a procedimentos padronizados de tradução e versão. As perguntas foram a seguir avaliadas em cinco etapas de pré-testes e estudo piloto. Nenhuma pergunta apresentou proporção de não-resposta acima de 5%. Os coeficientes de correlação de Pearson entre os itens foram distantes de zero e da unidade; a correlação entre cada item e o escore de sua dimensão foi superior a 0,80 em quase todos os casos. Finalmente, os coeficientes Alpha de Cronbach foram superiores a 0,70 em todas as dimensões. Os resultados sugerem que aspectos de rede e apoio social serão mensurados adequadamente, permitindo a investigação de suas associações com desenlaces relacionados à saúde em um grupo populacional no Brasil.We describe methodological steps in the selection of questions on social networks and support for a cohort study of 4,030 employees from a public university in Rio de Janeiro. First, group discussions with volunteers were conducted to explore the adequacy of related concepts. Next, questions in the Medical Outcomes Study questionnaire were submitted to standard "forward-" and "back-translation" procedures. The questions were subsequently evaluated through five stages of pre-tests and a pilot study. No question had a proportion of non-response greater than 5%. Pearson correlation coefficients between questions were distant from both zero and unity; correlation between all items and their dimension score was higher than 0.80 in most cases. Finally, Cronbach Alpha coefficients were above 0.70 within each dimension. Results suggest that social networks and support will be adequately

  3. Automatic recognition of offensive team formation in american football plays

    KAUST Repository

    Atmosukarto, Indriyati

    2013-06-01

    Compared to security surveillance and military applications, where automated action analysis is prevalent, the sports domain is extremely under-served. Most existing software packages for sports video analysis require manual annotation of important events in the video. American football is the most popular sport in the United States, however most game analysis is still done manually. Line of scrimmage and offensive team formation recognition are two statistics that must be tagged by American Football coaches when watching and evaluating past play video clips, a process which takes many man hours per week. These two statistics are also the building blocks for more high-level analysis such as play strategy inference and automatic statistic generation. In this paper, we propose a novel framework where given an American football play clip, we automatically identify the video frame in which the offensive team lines in formation (formation frame), the line of scrimmage for that play, and the type of player formation the offensive team takes on. The proposed framework achieves 95% accuracy in detecting the formation frame, 98% accuracy in detecting the line of scrimmage, and up to 67% accuracy in classifying the offensive team\\'s formation. To validate our framework, we compiled a large dataset comprising more than 800 play-clips of standard and high definition resolution from real-world football games. This dataset will be made publicly available for future comparison. © 2013 IEEE.

  4. 2D-DIGE and MALDI TOF/TOF MS analysis reveal that small GTPase signaling pathways may play an important role in cadmium-induced colon cell malignant transformation

    International Nuclear Information System (INIS)

    Lu, Jian; Zhou, Zhongping; Zheng, Jianzhou; Zhang, Zhuyi; Lu, Rongzhu; Liu, Hanqing; Shi, Haifeng; Tu, Zhigang

    2015-01-01

    Cadmium is a toxic heavy metal present in the environment and in industrial materials. Cadmium has demonstrated carcinogenic activity that induces cell transformation, but how this occurs is unclear. We used 2D-DIGE and MALDI TOF/TOF MS combined with bioinformatics and immunoblotting to investigate the molecular mechanism of cadmium transformation. We found that small GTPases were critical for transformation. Additionally, proteins involved in mitochondrial transcription, DNA repair, and translation also had altered expression patterns in cadmium treated cells. Collectively, our results suggest that activation of small GTPases contributes to cadmium-induced transformation of colon cells. - Highlights: • Colon epithelial cell line is firstly successfully transformed by cadmium. • 2D-DIGE is applied to visualize the differentially expressed proteins. • RhoA plays an important role in cadmium induced malignant transformation. • Bioinformatic and experimental methods are combined to explore new mechanisms.

  5. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...... for the play foray of market and state. These empirical phenomena lead to some more theoretical questions. One question concerns the connection between play and Danishness. How are patterns of play and cultural identity related to each other? Other questions concern the relation between play and production...

  6. Playful teaching between freedom and control

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2016-01-01

    and play culture – to explore an alternative more ‘playful approach’ to teaching and learning. Here, we highlight the potentials of playful teaching through adopting a ‘lusory attitude’ oscillating between free-form play and rule-bound systems. This development of a more playful approach to HE is promising...... as it invites for a different type of teaching and learning environment, providing a safe educational space, in which mistake-making is not only encouraged, but engrained into the system. Taking up a ‘lusory attitude’ in the magic circle can create freedom, support playfulness and intrinsic motivation, and make...... HE emerge as an open educational process rather than as high-score assessment product....

  7. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...... philosophies. Playing games constituted an integral element of the design process; new code added to the program was tested by playing the game. The students were constantly alternating between playing and adding and revising code. The learning environment where games were played and developed could...

  8. Transition problems and play as transitory activity

    DEFF Research Database (Denmark)

    Broström, Stig

    2005-01-01

    functions, among others the development of children's learning motive. From the view of activity theori, transition to formal education entails crossing boundaries from the activity system play to the activity system of school learning. The transition can be facilitated by developing a 'transitory activity......Because too many children experience the transition to school as a culture shock, during the past decade teachers have implemented so-called transition activities in order to bridge the gap betwen pre-school and schoo. However, transition to school also calls for a development of higher mental...... system', which mediates between the two systems, ensuring that the result of one system serves as a tool for the next. Advanced forms of play might make up a transitory activity system. The paper describes different forms of play crossing the boundaies of role play (frame-play, aesthetic theme play...

  9. The Art of Playful Mobility in Museums

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2012-01-01

    Many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful and mobile activities for museum learning is mostly undeveloped. In this chapter we explore play as a structure to support visitor learning, drawing from international...... research in museums and interaction design. We argue that play and mobility provide museums with ready-made structures and concepts which help them plan for visitor learning....

  10. Design of Piano -playing Robotic Hand

    OpenAIRE

    Lin Jen-Chang; Hsin-Cheng Li; Kuo-Cheng Huang; Shu-Wei Lin

    2013-01-01

    Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot) for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of...

  11. Pretend play enhances creativity and imagination

    Directory of Open Access Journals (Sweden)

    shallu Sansanwal

    2014-01-01

    Full Text Available This paper reviews the literature to examine the themes that aims to find the association of pretend play with creativity and how pretend play is predictive of later life creativity. The developmental trends and issues of the play and creativity are also examined to find if any age and gender differences are there in developmental patterns of creativity through pretend play. The review of literature made it clear that pretend play uses cognitive processes that are involved in creative thinking. So pretend play is a predictor of creativity. Results of studies till date also indicated that creativity though develops in continuum has periods of lags and spurts throughout the childhood to adolescence. Gender differences have also been found in girls and boys play behaviors as girls are found to be engaged more in realistic role-playing than boys of their age in preschools. Later girls are found to excel boys in verbal and fluency tasks of creativity in early adolescence. Keywords: Pretend play, Creativity, Cognitive Processes, Developmental patterns, Gender differences and Review

  12. FAIR PLAY I N TURKISH SOCIAL LIFE

    Directory of Open Access Journals (Sweden)

    Mikail TEL

    2014-07-01

    Full Text Available We can say that we start hearing term of fair play since last 30 years in our country. While it is a sportive term it also represents respectfulness toward all mutual rights, symbol of being just and honest also we can determine it as basic moral values wh ich needs to be practise. Expression and teaching of Fair play fact starts with family and it needs to be thought as a life discipline which should appear in society. Term of Fair play isn‟t only an organizing term for sportive interrelations it also ne eds to be taken as a cultural fact. It is a way of life. Term of Fair play is a way of thinking and acting so it is is above all of sport branches. It is behaviors and emotions which are accepted as conditions of being a perfect human being by Turkish society. Purpose of this study is to investigate perspective of Turkish society toward Fair play and find lived / real fair play events to set as sample. Term of Fair play, cultural values among Turkish society and real Fair play events had been studied carefully within the theorical scope. This research is a theorical study. Screening the resources used as method for this study. Tried to investigate works, articles and researches had been done about this field and interpret the facts which can be acc epted as sample for Fair play.

  13. How children create their space for play?

    Science.gov (United States)

    Bobby Saragih, John Freddy; Tedja, Michael

    2017-12-01

    The phenomenon of children’s play in the urban area in Indonesia has experienced a shift; they are often seen playing in the street, sidewalk and drainage. This shift raises the question: what is interesting about the space, so that they use it as a space for play? There are metaphysical based of space that can be grasped by children senses when they utilize that particular space. This qualitative research based involving children aged between 6 and 12 years found that spatial manifestation; such as freedom, excitement and surprise are the main motivations when they use the space as their playing area.

  14. Creative interactive play for disabled children

    DEFF Research Database (Denmark)

    Marti, Patrizia; Pollini, Alessandro; Rullo, Alessia

    2009-01-01

    The workshop addresses the emerging field of research on robotics, assistive technologies and interaction design promoting play for physically, visually, and hearing impaired children and for emotionally and mentally handicapped children. Interactive devices including toys, pets and educational...... tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses...... the challenges and opportunities they can bid to disabled children....

  15. Chinese and German Teachers' Conceptions of Play and Learning and Children's Play Behaviour

    Science.gov (United States)

    Wu, Shu-Chen; Rao, Nirmala

    2011-01-01

    Commonalities and distinctions in Hong Kong-Chinese and German kindergarten teachers' conceptions of play and learning were examined. Six video clips of play episodes reflecting common play behavior and themes were selected from observations made during free play in two kindergartens in Hong Kong and two in Germany. Ten Chinese and seven German…

  16. History Plays As/Or Counterhistory Plays: A Study of Suzan-Lori ...

    African Journals Online (AJOL)

    ... whether Parks's plays are history or counterhistory plays. To this end, the essay first cites Foucault's definitions of history and counterhistory and then examines a number of literary devices Parks has employed in her plays to answer the question. Keywords: Suzan-Lori Parks, history plays, counterhistory, Michel Foucault ...

  17. Parents' Play Beliefs and Engagement in Young Children's Play at Home

    Science.gov (United States)

    Lin, Xunyi; Li, Hui

    2018-01-01

    Play is a fundamental concept in early childhood development and education. As partners in the child's learning, parents play a crucial role in how play is defined, valued, and practised. The present study explores the constructs of parents' beliefs about and engagement in young children's play in two coastal cities in China. A sample of 483…

  18. Playing with Mathematics: Play in Early Childhood as a Context for Mathematical Learning

    Science.gov (United States)

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

    Play is an essential part of young children's lives. This symposium highlights the integral role of play in young children's mathematics learning and examines the teacher's role in facilitating and extending this. Papers examine key tenets of play, contributing to theoretical understandings and presenting data on teacher's perceptions of play and…

  19. [From fantasy to reality: understanding the way of playing of institutionalized children victims of violence through therapeutic play].

    Science.gov (United States)

    Giacomello, Karina Jorgino; Melo, Luciana de Lione

    2011-01-01

    This qualitative research is based on the reference framework of Phenomenology--analysis of the structure of the situated phenomenon, and aims to understand institutionalized children victims of violence through therapeutic play sessions. Participants were three sheltered children of preschool age, one boy and two goals. The therapeutic play sessions of the drama type were held in a reserved place and ranged from 30 to 50 minutes, using the following guiding proposal: "Let us play that we are children who live at the shelter?" Two broad theme categories could be captured: playing and pretending and playing and reality. When they are pretending while playing, sometimes calmly, sometimes violently, the children brought contents that evidenced situations in their daily family reality. When they expose their reality, the children addressed questions about the shelter institution and the bond with these professionals and with the relatives. It can be affirmed that therapeutic play allowed for the children's effective communication by expressing their feelings, desires, experiences, criticism against the environment they live in and family relations, besides permitting a moment of pleasure and relaxation.

  20. Associations between participation in organised physical activity in the school or community outside school hours and neighbourhood play with child physical activity and sedentary time: a cross-sectional analysis of primary school-aged children from the UK.

    Science.gov (United States)

    Jago, Russell; Macdonald-Wallis, Corrie; Solomon-Moore, Emma; Thompson, Janice L; Lawlor, Debbie A; Sebire, Simon J

    2017-09-14

    To assess the extent to which participation in organised physical activity in the school or community outside school hours and neighbourhood play was associated with children's physical activity and sedentary time. Cross-sectional study. Children were recruited from 47 state-funded primary schools in South West England. 1223 children aged 8-9 years old. Accelerometer-assessed moderate-to-vigorous-intensity physical activity (MVPA) and sedentary time. Children wore an accelerometer, and the mean minutes of MVPA and sedentary time per day were derived. Children reported their attendance at organised physical activity in the school or community outside school hours and neighbourhood play using a piloted questionnaire. Cross-sectional linear and logistic regression were used to examine if attendance frequency at each setting (and all settings combined) was associated with MVPA and sedentary time. Multiple imputation methods were used to account for missing data and increase sample size. Children who attended clubs at school 3-4 days per week obtained an average of 7.58 (95% CI 2.7 to 12.4) more minutes of MVPA per day than children who never attended. Participation in the three other non-school-based activities was similarly associated with MVPA. Evidence for associations with sedentary time was generally weaker. Associations were similar in girls and boys. When the four different contexts were combined, each additional one to two activities participated in per week increased participants' odds (OR: 1.18, 95% CI 1.12 to 1.25) of meeting the government recommendations for 60 min of MVPA per day. Participating in organised physical activity at school and in the community is associated with greater physical activity and reduced sedentary time among both boys and girls. All four types of activity contribute to overall physical activity, which provides parents with a range of settings in which to help their child be active. © Article author(s) (or their employer

  1. Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

    Science.gov (United States)

    Zanetta Dauriat, Francesca; Zermatten, Ariane; Billieux, Joël; Thorens, Gabriel; Bondolfi, Guido; Zullino, Daniele; Khazaal, Yasser

    2011-01-01

    Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. A total of 696 gamers responded to an online survey. Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs. Copyright © 2011 S. Karger AG, Basel.

  2. Brief Report: Prompted Pretend Play in Autism.

    Science.gov (United States)

    Charman, Tony; Baron-Cohen, Simon

    1997-01-01

    A study of 22 children with autism and 19 children with mental retardation found that, when prompted, school-age and adolescent subjects with autism did not differ from children with mental retardation in production of functional play acts and situationally appropriate object substitution, but did produce fewer novel pretend play acts. (CR)

  3. Gender-Typed Play and Amniotic Testosterone

    Science.gov (United States)

    Knickmeyer, Rebecca Christine; Wheelwright, Sally; Taylor, Kevin; Raggatt, Peter; Hackett, Gerald; Baron-Cohen, Simon

    2005-01-01

    Sex differences in play are apparent in a number of mammalian species, including humans. Prenatal testosterone may contribute to these differences. The authors report the first attempt to correlate gender-typed play in a normative sample of humans with measurements of amniotic testosterone (aT). Testosterone was measured in the amniotic fluid of…

  4. The Common Core's First Casualty: Playful Learning

    Science.gov (United States)

    Bowdon, Jill

    2015-01-01

    Although the Common Core standards do not prescribe pedagogy or forbid playful learning, kindergarten teachers will find it challenging to maintain a playful classroom under this reform. Kindergarten teachers have to cover a more rigorous and accelerated curriculum now, and they are doing so in a context that rewards procedural teaching.

  5. African Elephant Play, Competence and Social Complexity

    Directory of Open Access Journals (Sweden)

    Phyllis C. Lee

    2014-05-01

    Full Text Available Play in African elephants (Loxodonta africana is a life-long activity, with both males and females engaging in a variety of forms of play into their 40s and 50s. Play represents a potentially enriching social and physical activity for elephants, but also one with energetic costs and other risks. Having followed a cohort of individually recognized elephants from birth to adulthood in Amboseli, Kenya, we suggest here some long-term consequences for the role of play in the development of social and physical skills in elephants. Playful elephant calves appeared to be individuals with greater capacity to resist growth insults or stresses and had a reduced risk of dying as adults. The sexes differed in the social contexts and consequences of their early play experiences. Juvenile males used play as a mechanism to enable relaxed contacts with relative strangers, providing vital physical and behavioral information about future friends, associates and reproductive competitors. Females, by contrast, used play as one of the many mechanism for sustaining their social, protective and leadership roles within families.

  6. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  7. Playing by Ear: Foundation or Frill?

    Science.gov (United States)

    Woody, Robert H.

    2012-01-01

    Many people divide musicians into two types: those who can read music and those who play by ear. Formal music education tends to place great emphasis on producing musically literate performers but devotes much less attention to teaching students to make music without notation. Some would suggest that playing by ear is a specialized skill that is…

  8. Restaurant Role-Play in Psychology

    Science.gov (United States)

    Borya, Anthony

    2013-01-01

    Research methods is perceived as a technical and difficult topic by some students. Using role-play to teach it can make it more accessible, meaningful and engaging. Role-playing the familiar roles of customer and waiting staff at a restaurant and discussing the variables that may affect the size of tips can help students to learn some of the key…

  9. Understanding Nonsocial Play in Early Childhood

    Science.gov (United States)

    Luckey, Alicia J.; Fabes, Richard A.

    2005-01-01

    Nonsocial play continues to be perceived as a behavior that is detrimental young children's development. The research evidence in this area is mixed but lends itself to a more positive view of nonsocial play. Despite the substantial amount of literature available, the terminology used fails to be consistent and may prove to be distracting and…

  10. Agentive and Communitarian Play in Early Childhood

    Science.gov (United States)

    Dmytro, Dana; Kubiliene, Neringa; Cameron, Catherine Ann

    2014-01-01

    Play has long been recognised as a vehicle by which significant developmental advances occur during early childhood. Children use play to explore their relationships, their psychosocial skills, and their environment, and through their experiences, they begin to adopt specific capacities and values that have an impact on future socio-emotional and…

  11. Helping Young Children See Math in Play

    Science.gov (United States)

    Parks, Amy Noelle; Blom, Diana Chang

    2013-01-01

    The purpose of this article is to provide strategies for recognizing meaningful mathematics in common play contexts in early childhood classrooms and to offer suggestions for how teachers might intervene in these moments to help children attend to the mathematical ideas embedded in their play. In particular, the author's focus on the concepts of…

  12. Developing a virtual piano playing environment

    NARCIS (Netherlands)

    Petrushin, V.; Broersen, Alexander; Kommers, Petrus A.M.; Nijholt, Antinus; Kinshuk, X.; Galeev, I.

    2002-01-01

    In this paper the framework for a multimedia platform called ADRI is described which aids in playing the piano. A 3D-piano with visualisation of notes was built in a virtual environment and connected with a real synthesizer using Midi to interact with a user. Multiple users can play together on the

  13. Games as art : Playing with story & rules

    NARCIS (Netherlands)

    Jef Folkerts

    2015-01-01

    In het kader van de tentoonstelling Playing with Rules organiseert het CBK Drenthe op dinsdag 8 december om 20.00 uur de lezing “Games as Art – Playing with Story & Rules” door dr. Jef Folkerts. Folkerts promoveerde aan de Rijksuniversiteit Groningen met zijn onderzoek naar videogames als kunstvorm.

  14. Women Do Not Play Their Aces

    DEFF Research Database (Denmark)

    Claussen, Jörg; Czibor, Eszter; Van Praag, Mirjam

    , competitive and male-dominated environment. We observe gender differences in playing behavior consistent with women being more averse towards risk and competition. Moreover, we demonstrate how "shying away" makes female players less successful: despite no gender gap in playing skills, women accumulate lower...

  15. Indoor and Outdoor Play in Preschool Programs

    Science.gov (United States)

    Kroeker, Julia

    2017-01-01

    The purpose of this study was to explain children's indoor and outdoor play in preschool programs in terms of teacher interaction, peer interaction and task orientation. Children's indoor and outdoor play behaviors were compared using the Individualized Classroom Assessment Scoring System (inCLASS). Findings included significant differences on…

  16. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  17. The Heteroglossic World of Preschoolers' Pretend Play

    Science.gov (United States)

    Cohen, Lynn E.

    2009-01-01

    This inquiry applied Bakhtin's dialogic process to the pretend play of preschool children using an interpretive approach. It used vignettes from videotaped data and Bakhtin's theories of dialogism and heteroglossia to provide an understanding of how children appropriate social roles and rules in pretend play and use a variety of "voices"…

  18. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  19. Forms of vitality play and symbolic play during the third year of life.

    Science.gov (United States)

    Español, Silvia; Bordoni, Mariana; Martínez, Mauricio; Camarasa, Rosario; Carretero, Soledad

    2015-08-01

    This article focuses on the development of forms of vitality play, a recently described type of play, and links it to the development of symbolic play, one of the most studied types of play in developmental psychology. Two adult-infant dyads were videotaped longitudinally during in-house free play meetings every 15 days during the third year of life. Convergence technique was applied in order to accelerate the longitudinal study. A total of 17h 48min were registered in 28 sessions. An observational code with categories of forms of vitality play (a non-figurative play frame in which child and adult play together with the dynamics of their own movements and sounds in a repetition-variation form), symbolic play, and categories of combined patterns of both types of play was applied. The rate of each play was calculated for different age periods. Forms of vitality play is present at a constant rate during the third year of life. Symbolic play flourishes during this period. Combined play patterns are not the most frequent but are present from the beginning to the end of the third year. We suggest that FoVP favours intimate and intersubjective experiences essential to the understanding and the development of the interpersonal world; that it can be thought of as a good runway for the development of symbolic play; and that it prepares the child to participate in the temporal arts that belong to his culture. Copyright © 2015 Elsevier Inc. All rights reserved.

  20. MEASUREMENT OF FATHER-CHILD ROUGH-AND-TUMBLE PLAY AND ITS RELATIONS TO CHILD BEHAVIOR.

    Science.gov (United States)

    Stgeorge, Jennifer; Freeman, Emily

    2017-11-01

    Although there is increasing evidence of paternal influence on child outcomes such as language and cognition, researchers are not yet clear on the features of father-child play that are most valuable in terms of child development. Physical play such as rough and tumble play (RTP) is a favored type of father-child play in Western societies that has been linked to children's socioemotional competence. It is important, therefore, to determine the implications of this play for child development. In this review and meta-analysis, associations between father-child physical play and child behavior were examined. The review also focused on study methods. Sixteen studies are reviewed, N = 1,521 father-child dyads, 35% boys. Study characteristics such as definitions of physical play, play settings, play measures, and coding were examined. The meta-analysis found weak to moderate population effects for links between father-child physical play and child aggression, social competence, emotional skills, and self-regulation. Research investigating the effect of father-child physical play on children's development will be improved when definitions clearly identify the nature of play, settings facilitate boisterous play, and measures include frequency and quality of play interactions. This play shows promise as an enhancer of positive father-child relationships and a catalyst for child development. © 2017 Michigan Association for Infant Mental Health.

  1. Juego, Cultura y Desarrollo en la Infancia: El caso del Palín Mapuche y el Hockey. Play, Culture and Development in Childhood: Analysis of Mapuche’s Palin and Hockey.

    Directory of Open Access Journals (Sweden)

    Garoz , Ignacio

    2006-01-01

    Full Text Available ResumenEl propósito del presente trabajo consiste en analizar los juegos de reglas, partiendo de su papel como transmisores de conocimiento sobre el mundo social (valores, creencias, normas, roles, etc., a partir del planteamiento piagetiano de la comprensión de las reglas de los juegos por los niños. Se aborda cómo se produce la evolución del conocimiento práctico y teórico de las reglas y se incorpora el estudio sobre el desarrollo del conocimiento del significado de los juegos, de sus reglas y acciones. Se utiliza un enfoque transcultural que nos permita comprender las diferencias entre el desarrollo de la regla a través de un juego deportivo como el hockey hierba en España y un juego tradicional del pueblo indígena mapuche de Chile, el palín o chueca.AbstractThe aim of this work is to analyse rule games and their importance in conveying understanding of the social world (values, beliefs, norms, roles, etc., following the Piagetian explanation of how children understand the rules of the games. Starting with the development of practical and theoretical grasp of rules the study includes children's understanding of meaning of games, their rules and play actions. A crosscultural comparison is used to explore the differences between how an understanding of rule is developed in a sporting game such as grass hockey in Spain and in a traditional game of the Mapuche indigenous tribe of Chile, such as palin (or chueca.

  2. Design of Piano -playing Robotic Hand

    Directory of Open Access Journals (Sweden)

    Lin Jen-Chang

    2013-09-01

    Full Text Available Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of keyboard instrument. The piano-playing robot is capable of control linear motor, servo-motor and pneumatic devices in accordance with the notes and rhythm in order to drive the mechanical structure to proper positions for pressing the keys and generating music. The devices used for this robot are mainly crucial components produced by HIWIN Technology Corp. The design of robotic hand is based on the direction of anthropomorphic hand such that five fingers will be used for playing piano. The finger actuations include actions of finger rotation, finger pressing, and finger lifting; time required for these 3 stages must meet the requirement of rhythm. The purpose of entertainment robot can be achieved by playing electric piano with robotic hand, and we hope this research can contribute to the development of domestic entertainment music playing robots.

  3. Pretend Play: Antecedent of Adult Creativity.

    Science.gov (United States)

    Russ, Sandra W

    2016-01-01

    This article reviews the theoretical and empirical literature in the area of pretend play as a predictor of adult creativity. There is strong evidence that processes expressed in pretend play are associated with measures of creativity, especially with divergent thinking. There is some evidence from longitudinal studies that this association is stable over time. Converging evidence suggests that cognitive and affective processes in pretend play are involved in adult creative production. However, there is a lack of consensus in the field as to whether engaging in pretend play actually facilitates creative thinking. In addition, many other variables (opportunity, tolerance for failure, motivation, work ethic, etc.) determine whether children with creative potential are actually creative in adulthood. In spite of the many methodological challenges in conducting research in the play area, it is important to continue investigating specific processes expressed in play and their developmental trajectories. Large samples in multisite studies would be ideal in investigating the ability of specific play processes to predict these creative processes and creative productivity in adulthood. © 2016 Wiley Periodicals, Inc.

  4. Playful Play with Games: Linking Level Editing to Learning in Art and Design

    OpenAIRE

    Engeli, Maia

    2005-01-01

    There are different ways how meaning is creating in and around games. What I am presenting here as "Playful Play with Games" is about creative involvement with games mainly game modding and re-appropriating of games. Playful play means to become a creator or writer in addition to a reader and player, but nonetheless with a playful attitude and a good understanding of the game at hand. Three levels of meaning produced in and around games can be distinguished: Meaningful play, meaning beyond pl...

  5. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  6. Teachers and Children Playing with Factorization

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    on the critical incident technique (Bitner et al. 2010), so to identify specific occurrences, which can be referred to children’s sense making and the emerging cooperation between children and teachers. The goal of the test is to find out how to support learning of abstract concepts, from an individual......Teachers and children playing with factorization: putting Prime Slaughter to the test. Last year the prime slaughter game was designed and implemented, to enable primary and early secondary school students to play with prime numbers and factorization, within two different game contexts: a 2D...... two were individuated: a competitive form of play, which was mapped into the 2D adventure game, and a designerly-creative play, which was mapped into a puzzle game (Valente and Marchetti 2011). This paper presents empirical results of a qualitative test, conducted with Danish primary school students...

  7. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book...... Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng (2006), which is the first Danish academic anthology on role-playing as an aesthetic, educational, and cultural phenomenon....

  8. Play the Immune System Defender Game

    Science.gov (United States)

    ... the Double Helix Ear Pages ECG/Electrocardiogram Immune System Immune Responses Malaria MRI Nerve Signaling Pavlov's Dog Split ... Alfred Nobel's Life and Work Teachers' Questionnaire The Immune System Play the Immune System Game About the game ...

  9. Playful subversions: young children and tablet use

    DEFF Research Database (Denmark)

    Froes, Isabel; Pajares Tosca, Susana

    2017-01-01

    Drawing on data from empirical studies of small children (4-8 year olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion to conceptu......Drawing on data from empirical studies of small children (4-8 year olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion...... to conceptualize the different kinds of technology appropriation and the pleasures of playful tinkering. We identify four aspects of playful subversion in relation to tablets – invention, definition, assignation, and performance, and argue for a less normative understanding of children´s interactions...

  10. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  11. Position Statement on Active Outdoor Play

    OpenAIRE

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critic...

  12. Position Statement on Active Outdoor Play

    Science.gov (United States)

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9) and cross-sectorial individuals/organizations (N = 17), and an extensive stakeholder consultation process (N = 1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development. PMID:26062040

  13. Golden Jubilee Photos: Theorists at play

    CERN Document Server

    2004-01-01

    Alvaro De Rújula and John Ellis, two of the best-known theorists at CERN, on stage for the 1983 Theory Division play. The stereotype of theoretical physicists has them with their heads in the clouds. But CERN theorists have turned this notion on its head with their annual satirical plays. The first, in 1978, poked fun at the conflict between two competing groups who wanted the chance to perform the second experiment with the then-new Super Proton Synchrotron (SPS). Theorist John Ellis, who has been involved with most of the plays over the years, says the theorists "came up with the idea of defusing the tension by having the play." Each year, they base the play on a theme or symbol that will resonate with people from any culture. This first play was loosely based on l'Escalade, Geneva's annual celebration of having repelled the Duke of Savoy's attack in 1602. In the 1980s they staged "CERN lake," inspired by the ballet "Swan Lake"-and by the problems in digging the Large Electron Positron (LEP) collider's tu...

  14. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  15. Position Statement on Active Outdoor Play

    Directory of Open Access Journals (Sweden)

    Mark S. Tremblay

    2015-06-01

    Full Text Available A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9 and cross-sectorial individuals/organizations (N = 17, and an extensive stakeholder consultation process (N = 1908. More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  16. Position Statement on Active Outdoor Play.

    Science.gov (United States)

    Tremblay, Mark S; Gray, Casey; Babcock, Shawna; Barnes, Joel; Bradstreet, Christa Costas; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-06-08

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3-12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N=9) and cross-sectorial individuals/organizations (N=17), and an extensive stakeholder consultation process (N=1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: "Access to active play in nature and outdoors--with its risks--is essential for healthy child development. We recommend increasing children's opportunities for self-directed play outdoors in all settings--at home, at school, in child care, the community and nature." The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  17. Improving Students’ Speaking Skill through Communication Game, Recorded Role Play and Peer Feedback

    Directory of Open Access Journals (Sweden)

    Friska Arismayang

    2016-08-01

    Full Text Available This study aims to improve students’ speaking skills using the combined strategies of communication game, recorded role play and peer feedback activities. This action research took place at an English institution in Jakarta, Indonesia and collected the data by observing the learning process with the collaborator, analyzing the video during the class, making field notes, conducting tests (pretest and post test and interviewing students. There were three cycles in this study. Results of the tests showed that students’ speaking skills improved. The mean score of pre-test was 3.1, while the mean score of post-test in cycle one was 3.3, cycle two 3.5 and cycle three 3.6. Based on the interview, all students were interested in and excited about the use of the three strategies above. However, there was a problem with the implementation of peer feedback activities; it was time consuming. The results of this study can not only promote an idea for EFL teachers to use the strategies as an alternative approach to teaching speaking skills but also inspire EFL teachers to be more creative in using these three strategies

  18. The Math You Need, When You Need It (TMYN: Leveling the Playing Field

    Directory of Open Access Journals (Sweden)

    Jennifer M. Wenner

    2015-07-01

    Full Text Available The Math You Need, When You Need It (TMYN is a set of online tutorials designed to help students develop and review mathematical skills that are applied in undergraduate geoscience courses. We present results of a three-year study of more than 4000 students in 106 geoscience courses at a variety of post-secondary schools who were assigned TMYN tutorials as supplemental mathematics instruction. Changes in student scores from pre- to post-test suggest that the support provided by programs such as TMYN can begin to reduce the gap between mathematically well-prepared and underprepared students; in essence, TMYN levels the quantitative playing field for all geoscience students. On average, both high- and low-performing students who fully participated in the use of TMYN as a part of their course showed learning gains, although gains were larger for students who performed poorly on the pre-test. Our findings emphasize the conclusion that students who interact with context-specific quantitative problems can potentially improve their mathematical skills, regardless of initial level of mathematical preparation. We suggest that this type of support could generalize to other science courses.

  19. Rhetorics of Play in Kindergarten Programs in an Era of Accountability

    Directory of Open Access Journals (Sweden)

    Shelly Stagg Peterson

    2016-12-01

    Full Text Available In this paper we conduct a deductive analysis, using Sutton-Smith's “rhetorics of play,” of the published kindergarten programs that have guided Ontario kindergarten teaching since 1944. Our analysis is used to gain an understanding of how we in Ontario have arrived at a point where play-based learning has been taken up by developers of the provincial kindergarten program and approved as a pedagogical focus by politicians. The predominant discourses appear to have changed from a romantic view of play as a natural, child-centered activity, to a discourse of play as progress, with an emphasis on the developmental benefits of play and learning outcomes of play. We believe that the use of the rhetoric of play as progress has been key to the continued prominence of play in Ontario kindergarten programs. It represents ideologies of schooling to which policy-makers seem to be attuned in this era of accountability.

  20. Assessing Preschool Children's Pretend Play: Preliminary Validation of the Affect in Play Scale-Preschool Version

    Science.gov (United States)

    Kaugars, Astrida Seja; Russ, Sandra W.

    2009-01-01

    Research Findings: A description of the development and preliminary validation of the Affect in Play Scale-Preschool version (APS-P) is presented by demonstrating associations among preschool children's play, creativity, and daily behavior using multiple methodologies. Thirty-three preschool-age children completed a standardized 5-minute play task…

  1. More Play, Please: The Perspective of Kindergarten Teachers on Play in the Classroom

    Science.gov (United States)

    Lynch, Meghan

    2015-01-01

    ?The past decade has seen an increase in research documenting the benefi?ts of children learning through play. However, the amount of play in American kindergarten classes remains on a steady decline. ?This article compares the ?findings from a netnographic study of seventy-eight kindergarten teachers' message board discussions about play in…

  2. Observing and Assessing Young Children's Digital Play in the Early Years: Using the Digital Play Framework

    Science.gov (United States)

    Edwards, Susan; Bird, Jo

    2017-01-01

    Early childhood education settings are characterized by the use of play-based learning and the assessment of children's play by teachers to promote further learning. A problem with technology use in early childhood settings is that little is known about how children learn to use technologies through play. This lack of knowledge makes it difficult…

  3. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  4. When play is a family business: adult play, hierarchy, and possible stress reduction in common marmosets.

    Science.gov (United States)

    Norscia, Ivan; Palagi, Elisabetta

    2011-04-01

    Easy to recognize but not easy to define, animal play is a baffling behavior because it has no obvious immediate benefits for the performers. However, the absence of immediate advantages, if true, would leave adult play (costly but maintained by evolution, spanning lemurs to Homo sapiens) unexplained. Although a commonly held view maintains that play is limited by stress, an emergent hypothesis states that play can regulate stress in the short term. Here we explored this hypothesis in a captive family group of New World monkeys, Callithrix jacchus (common marmoset). We observed six subjects and gathered data on aggressive, play, and scratching behavior via focal (6 h/individual) and all occurrences sampling (115 h). We found that play levels were highest during pre-feeding, the period of maximum anxiety due to the forthcoming competition over food. Scratching (the most reliable indicator of stress in primates) and play showed opposite trends along hierarchy, with dominants scratching more and playing less than subordinates. Finally, scratching decreased after play, whereas play appeared to be unrelated to previous scratching events, symptoms of a potential stressful state. In conclusion, both play timing and hierarchical distribution indicate that play limits stress, more than vice versa, at least in the short term.

  5. Play as Self-Realization: Toward a General Theory of Play

    Science.gov (United States)

    Henricks, Thomas S.

    2014-01-01

    In a wide-ranging essay that reviews the major theories of plays and relates them to significant notions of the self, the author addresses the question of why we play. He does so to argue that play is a biologically driven project of self-understanding and self-realization, one that humans--although they also share the experience with other…

  6. Play and Productivity: Enhancing the Creative Climate at Workplace Meetings with Play Cues

    Science.gov (United States)

    West, Samuel E.; Hoff, Eva; Carlsson, Ingegerd

    2016-01-01

    The authors investigate the links between playfulness and creative organizational climates established by other research, using play cues--objects and sweets--they provide participants halfway through workplace meetings. Their findings suggest such cues significantly enhance the creative climate and playfulness in workplace meetings without…

  7. The "State of Play" in Australia: Early Childhood Educators and Play-Based Learning

    Science.gov (United States)

    Sumsion, Jennifer; Grieshaber, Sue; McArdle, Felicity; Shield, Paul

    2014-01-01

    This article provides an overview of the Education Meets Play study that will investigate early childhood educators' use of play-based learning, now mandatory under the "National Quality Standard". By building on what can be gleaned about educators' approaches to play-based learning prior to the implementation of the "Early Years…

  8. Taking Play Seriously: Children and Play in Early Childhood Education--An Exciting Challenge

    Science.gov (United States)

    Lillemyr, Ole Fredrik

    2009-01-01

    In the book the author presents from different perspectives what is understood by the phenomenon of children's play, why it is important, and how children's play challenge and stimulate the educator or caregiver in regard of educational values and practice, with the conclusion: play has to be taken seriously. A selection of theories is introduced…

  9. Pedagogical Positioning in Play--Teachers Being inside and outside of Children's Imaginary Play

    Science.gov (United States)

    Fleer, Marilyn

    2015-01-01

    Although there is a long tradition of play pedagogy in early childhood education, teachers have mostly taken a passive role in children's play. There are relatively few studies of the pedagogical roles adults take from inside of children's imaginary play. This paper seeks to fill this gap through presenting the findings of a study where the play…

  10. Towards a playful organization ideal-type : Values of a playful organizational culture

    NARCIS (Netherlands)

    Warmelink, H.J.G.

    2011-01-01

    Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and ‘gamification’ (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful or

  11. Pigs, Planes, and Play-Doh: Children's Perspectives on Play as Revealed through Their Drawings

    Science.gov (United States)

    Duncan, Pauline Agnieszka

    2015-01-01

    Play, an elusive concept despite the extensive literature on the subject, remains especially problematic for research focused on the perspective of children. The author discusses her study on children's perspectives about play, exploring drawing as a method for learning how young children conceptualize play within a social-semiotic framework. Her…

  12. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

    Science.gov (United States)

    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  13. Self-Play and Using an Expert to Learn to Play Backgammon with Temporal Difference Learning

    NARCIS (Netherlands)

    Wiering, Marco

    2010-01-01

    A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: 1) Learning by self-play, 2) Learning by playing against an

  14. Resistivity in Play-Doh: Time and Color Variations

    Science.gov (United States)

    Fuse, Christopher; August, Brandon; Cannaday, Ashley; Barker, Casey

    2013-09-01

    The study of electricity and magnetism is fundamental to all first-year physics courses. Developing simple electricity laboratory experiences that are open ended and inquiry based can be difficult. We wished to create a lab experiment where the students have some control over the experimental design, data analysis is required, and students investigate the concept of resistivity as found in Halliday Resnick, and Walker. This experiment uses modeling clay or Play-Doh™ to demonstrate the properties of ohmic materials and resistivity. We were familiar with the paper "Resistance Measurements on Play-Doh™" by Jones2 and we have worked to more accurately explain the physics of the experiment. We have also further developed the experiment to better understand how the resistivity of Play-Doh changes with time. This lab is an exciting, fun experiment that connects a new concept with a familiar childhood toy.

  15. Rugby headgear and concussion prevention: misconceptions could increase aggressive play.

    Science.gov (United States)

    Menger, Richard; Menger, Austin; Nanda, Anil

    2016-04-01

    OBJECTIVE Multiple studies have illustrated that rugby headgear offers no statistically significant protection against concussions. However, there remains concern that many players believe rugby headgear in fact does prevent concussions. Further investigation was undertaken to illustrate that misconceptions about concussion prevention and rugby headgear may lead to an increase in aggressive play. METHODS Data were constructed by Internet survey solicitation among United States collegiate rugby players across 19 teams. Initial information given was related to club, age, experience, use of headgear, playing time, whether the rugger played football or wrestling in high school, and whether the player believed headgear prevented concussion. Data were then constructed as to whether wearing headgear would increase aggressive playing style secondary to a false sense of protection. RESULTS A total of 122 players responded. All players were male. The average player was 19.5 years old and had 2.7 years of experience. Twenty-three of 122 players (18.9%) wore protective headgear; 55.4% of players listed forward as their primary position. Overall, 45.8% (55/120) of players played 70-80 minutes per game, 44.6% (54/121) played football or wrestled in high school, 38.1% (45/118) believed headgear prevented concussions, and 42.2% (51/121) stated that if they were using headgear they would be more aggressive with their play in terms of running or tackling. Regression analysis illustrated that those who believed headgear prevented concussions were or would be more likely to engage in aggressive play (p = 0.001). CONCLUSIONS Nearly 40% of collegiate rugby players surveyed believed headgear helped to prevent concussions despite no scientific evidence that it does. This misconception about rugby headgear could increase aggressive play. Those who believed headgear prevented concussion were, on average, 4 times more likely to play with increased aggressive form than those who believed

  16. Molecular cloning and function analysis of ClCRY1a and ClCRY1b, two genes in Chrysanthemum lavandulifolium that play vital roles in promoting floral transition.

    Science.gov (United States)

    Yang, Liwen; Fu, Jianxin; Qi, Shuai; Hong, Yan; Huang, He; Dai, Silan

    2017-06-20

    Cryptochrome (CRY), a vital photoreceptor which mediates light signals, controls photomorphogenesis in higher plants. However, the function of CRY in mediating light to regulate growth and development of ornamental plants is still unclear. In this study, we identified two CRY1 homologous genes, ClCRY1a and ClCRY1b, from Chrysanthemum lavandulifolium, a diploid wild chrysanthemum species. Expression analysis demonstrated that these two ClCRY1 genes showed the highest expression levels in seedlings leaves that were transferred to short day (SD) conditions for eight days. ClCRY1a was expressed at a higher level in the dark phase of SD, while ClCRY1b was expressed more highly in SD than that in long day (LD) conditions. Overexpression of either ClCRY1a or ClCRY1b in wild-type (WT) Arabidopsis resulted in early flowering under both LD and SD. The expression levels of GIGANTEA (GI) and FLOWERING LOCUS T (FT) were significantly up-regulated in ClCRY1a overexpressors under both LD and SD. Moreover, the transcript levels of GI, CONSTANS (CO) and FT were markedly increased in ClCRY1b overexpressors under LD; nevertheless, only the expression levels of CO and FT were up-regulated under SD. Taken together, the above results indicated that these two ClCRY1 genes could regulate flowering time via different pathways in C. lavandulifolium under LD and SD conditions. Our results provided evidence for the role of ClCRY1s in controlling photomorphogenesis and laid a foundation for further study on the molecular mechanism of ClCRYs mediating light signals to control floral transition. Copyright © 2017. Published by Elsevier B.V.

  17. Play and optimal welfare: Does play indicate the presence of positive affective states?

    Science.gov (United States)

    Ahloy-Dallaire, Jamie; Espinosa, Julia; Mason, Georgia

    2017-11-16

    Play is commonly used to assess affective states in both humans and non-human animals. Play appears to be most common when animals are well-fed and not under any direct threats to fitness. Could play and playfulness therefore indicate pre-existing positive emotions, and thence optimal animal welfare? We examine this question by surveying the internal and external conditions that promote or suppress play in a variety of species, starting with humans. We find that negative affective states and poor welfare usually do suppress play (although there are notable exceptions where the opposite occurs). Furthermore, research in children suggests that beyond the frequency or total duration of play, poor welfare may additionally be reflected in qualitative aspects of this heterogeneous behaviour (e.g. display of solitary over social play; and the 'fragmentation' of play bouts) that are often overlooked in animals. There are surprisingly few studies of play in subjects with pre-existing optimal welfare or in unambiguously highly positive affective states, making it currently impossible to determine whether play can distinguish optimal or good welfare from merely neutral welfare. This therefore represents an important and exciting area for future research. Copyright © 2017 Elsevier B.V. All rights reserved.

  18. Bluetooth as a Playful Public Art Interface

    Science.gov (United States)

    Stukoff, Maria N.

    This chapter investigates how the application of emergent communication technologies assisted in the design of playful art experience in a public place. Every Passing Moment (EPM), was a mobile public artwork that tracked and recorded any discoverable Bluetooth device to automatically seed a flower in a virtual garden projected onto an urban screen. The EPM was the first public art work to run blu_box, a custom-designed Bluetooth system for mobile telephony. The aim of blu_box was to build a system that supported playful interactions between the public and an urban screen, openly accessible to anyone with a Bluetooth-enabled mobile phone. This participatory engagement was observed in EPM on three levels, namely; unconscious, conscious, and dynamic play. Furthermore, this chapter highlights how sound and face-to-face communication proved imperative in the play dynamics of EPM. In conclusion, this chapter proposes ways in which the use of emergent communication technologies in public places, especially when interfaced with urban screening platforms, can construct playful city spaces for the public at large.

  19. Play Golf with the CERN Golf Club

    CERN Multimedia

    Golf Club

    2014-01-01

    The snow has gone, the grass is getting greener and the golf courses open up to hibernating golfers; The CERN golf club committee has been busy organising the program for the coming golf season, with many attractive outings to nearby courses. Are you new to CERN? And you play golf? or would like to learn ? then join us, playing golf and having fun. You can find all you need to know on our web-page; don’t hesitate to contact any of the committee members who will answer your questions.  Take a look at the provisional schedule below, sign-up and take part!  Besides these regular outings, as a CERN Golf Club member, you have also the opportunity to play in our “Corpo” team, in the competitions organised by the Golf Entreprise Rhone-Alpes. You can also play in our match play-tournament, and for new to the game, we organise some group–lessons with a local Pro. See:  http://club-golf.web.cern.ch/club-golf/index.php

  20. The polyimage poetics in Ibsen's late plays

    Directory of Open Access Journals (Sweden)

    Wang Yuli

    2015-02-01

    Full Text Available The unique poetics of polyimage implied in Ibsen’s late plays can be excavated with aesthetic reading. The term polyimage is coined to describe Ibsen’s original design in aesthetic form and ingenious realm in aesthetic reaction in his late plays; that is, beyond an imagery realm, another imagery realm exists, which construct a deep vision of significance. In each of the excellent late plays, what Ibsen creates is one or more veiled holistic imagery realms in addition to an ordinary entire imagery realm perceived by most audiences. The “layers of imagery realm” result from Ibsen’s “double self-examinations”, including self-examination of soul and of art. It is these “double self-examinations” that make polyimage possible in his late plays and generates the attribute of “meta-art” in these works. Compared with polyphony in Dostoevsky’s novels, the polyimage in Ibsen’s late plays contains a unique modernity, which is of great significance to modern artistic creation.

  1. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  2. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  3. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  4. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  5. MOVING EDUCATIONAL ROLE-PLAY BEYOND ENTERTAINMENT

    Directory of Open Access Journals (Sweden)

    Thomas Duus Henriksen

    2010-11-01

    Full Text Available Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something beneficial in itself.

  6. Role playing research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    Role playing games as we know them today evolved as a merging between war games, fantasy literature and, shortly thereafter, historical enactment. Historically, practices akin to role-playing and simulation is quite a bit older as tools for learning or social meaning making, but after the birth...... that early 20th century social psychologists conducted quite a few experiments of the effects of taking on alien roles and perspectives on attitudes and personality (Bowman & Lieberoth, in review). This presentation reviews what a hundred years of forgotten non-gaming psychology studies revealed about...

  7. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  8. On the playful use of digital media

    DEFF Research Database (Denmark)

    Cermak, Daniel

    2016-01-01

    Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html.......Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html....

  9. Scaffolded filmmaking in PlayOFF

    DEFF Research Database (Denmark)

    Philipsen, Heidi

    2012-01-01

    How is it possible to make an entire short film in only 48 hours? This task was carried out in the global online film contest, called PlayOFF, held by Odense International Film Festival (OFF) in August 2010 and -11. Contestants from all over the world - as different countries as Palestine, China...... the productions. This article is based on an empirical study of film processes in PlayOFF 2010 and -11, and I will point out how these findings could be used in developing creativity. Based on my empirical studies I will suggest a learning design for scaffolded filmmaking and propose some ideas of how to transfer...

  10. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers...... strategy might lead to changes on three interrelated levels: the teaching material, the educational context (i.e. teaching style, use of the physical facilities and schools organisational structure) and the cultural-historical way schools function within Danish in society....

  11. HCI Lessons From PlayStation VR

    OpenAIRE

    Habgood, Jacob; Wilson, David; Moore, David; Alapont, Sergio

    2017-01-01

    PlayStation VR has quickly built up a significant user-base of over a million headsets and its own ecosystem of games across a variety of genres. These games form part of a rapidly evolving testing ground for design solutions which can usefully inform HCI design for virtual reality. This paper reviews every PlayStation VR title released in the first three months of its lifecycle in order to identify emerging themes for locomotion. These themes are discussed with respect to the lessons learned...

  12. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  13. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  14. On the significance of adult play: what does social play tell us about adult horse welfare?

    Science.gov (United States)

    Hausberger, Martine; Fureix, Carole; Bourjade, Marie; Wessel-Robert, Sabine; Richard-Yris, Marie-Annick

    2012-04-01

    Play remains a mystery and adult play even more so. More typical of young stages in healthy individuals, it occurs rarely at adult stages but then more often in captive/domestic animals, which can imply spatial, social and/or feeding deprivations or restrictions that are challenging to welfare, than in animals living in natural conditions. Here, we tested the hypothesis that adult play may reflect altered welfare states and chronic stress in horses, in which, as in several species, play rarely occurs at adult stages in natural conditions. We observed the behaviour (in particular, social play) of riding school horses during occasional outings in a paddock and measured several stress indicators when these horses were in their individual home boxes. Our results revealed that (1) the number of horses and rates of adult play appeared very high compared to field report data and (2) most stress indicators measured differed between `players' and `non-players', revealing that most `playful' animals were suffering from more chronic stress than `non-playful' horses. Frequency of play behaviour correlated with a score of chronic stress. This first discovery of a relationship between adult play and altered welfare opens new lines of research that certainly deserves comparative studies in a variety of species.

  15. Rhetorics of Play in Kindergarten Programs in an Era of Accountability

    Science.gov (United States)

    Peterson, Shelley Stagg; Riehl, Dianne

    2016-01-01

    In this paper we conduct a deductive analysis, using Sutton-Smith's "rhetorics of play," of the published kindergarten programs that have guided Ontario kindergarten teaching since 1944. Our analysis is used to gain an understanding of how we in Ontario have arrived at a point where play-based learning has been taken up by developers of…

  16. Effectiveness of Role Playing and Antiracist Teaching in Reducing Student Prejudice.

    Science.gov (United States)

    McGregor, Josette

    1993-01-01

    Meta-analysis was used to integrate findings from studies that examined the effectiveness of role playing and antiracist teaching to reduce students' racial prejudice. Analysis of data from 26 studies indicated that role playing and antiracist teaching significantly reduced racial prejudice and were similarly effective. (SM)

  17. Safety Management for Water Play Facilities.

    Science.gov (United States)

    Thompson, Claude

    1986-01-01

    Modern aquatic facilities, which include wave pools, water slides, and shallow water activity play pools, have a greater potential for injuries and lawsuits than conventional swimming pools. This article outlines comprehensive safety management for such facilities, including potential accident identification and injury control planning. (MT)

  18. Making the Most of Water Play.

    Science.gov (United States)

    Crosser, Sandra

    1994-01-01

    Notes that in early childhood classrooms or outdoors, a water center can be the catalyst for building concepts, developing language, and promoting social skills. Discusses how to set up such a center and the teacher's role in facilitating learning through this medium. Includes 25 ideas for promoting discovery learning in water play. (HTH)

  19. Superman play and pediatric blunt abdominal trauma.

    Science.gov (United States)

    Machi, J M; Gyuro, J; Losek, J D

    1996-01-01

    Two pediatric patients with life-threatening intra-abdominal injuries associated with Superman play are presented. The cases illustrate the importance of knowing the mechanism of injury in the assessment of children with blunt abdominal trauma. The diagnostic value of liver enzymes and the controversies surrounding the radiographic assessment of pediatric blunt abdominal trauma are presented.

  20. The Commercial Side of Virtual Play Worlds

    Science.gov (United States)

    Kargin, Tolga

    2018-01-01

    In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…

  1. Learning fair play in industrial symbiotic relations

    NARCIS (Netherlands)

    Yazan, Devrim Murat; Yazdanpanah, Vahid; Fraccascia, Luca; Mancuso, Erika; Fantin, Valentina

    2017-01-01

    In this paper, we provide practical decision support to managers in firms involved in Industrial Symbiotic Relations (ISRs) in terms of strategy development and test the hypothesis that in the long-term, playing a fair strategy for sharing obtainable ISR-related benefits is dominant. We employ

  2. Problem Solvers: Solutions--Playing Basketball

    Science.gov (United States)

    Smith, Jeffrey

    2014-01-01

    In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…

  3. Scaffolding Productive Language Skills through Sociodramatic Play

    Science.gov (United States)

    Galeano, Rebecca

    2011-01-01

    This article reviews how a receptive, bilingual four-year-old increased her Spanish productive-language skills over five weeks as she engaged in Spanish-language play sessions with bilingual peers. The data show her growing participation in group verbal interactions along with her growing production of her weaker language. In addition, a…

  4. Role Playing, Issue Importance, and Attitude Change.

    Science.gov (United States)

    Sarup, Gian

    1981-01-01

    Contrasted three major theories on attitude change: cognitive dissonance, incentive, and social judgment. Results from student questionnaires provided little support for cognitive dissonance. Also provided credible, though overlapping, evidence for incentive and social judgment theories. Improvised role playing produced more change than did…

  5. Expert Behavior in Children's Video Game Play.

    Science.gov (United States)

    VanDeventer, Stephanie S.; White, James A.

    2002-01-01

    Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…

  6. Sport and Play in a Digital World

    NARCIS (Netherlands)

    van Hilvoorde, I.M.

    Digital technology plays an important role in the everyday lives of people. New types of ‘digital sports’, (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be

  7. Wagogo boys playing 'giraffe', c.1919

    OpenAIRE

    Westgate, Thomas Buchanan Reginald, fl 1899-1936, missionary

    2004-01-01

    110 x 155 mm. Showing a group of boys playing 'giraffe'. This consists of a pair of boys holding a third aloft, this last with his hands above his head in imitation of the neck of a giraffe (see 'Mission world', 1919, March, p.117).

  8. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2007-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centrefor Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1/2 page)

  9. The Family Reunification Role-Play.

    Science.gov (United States)

    Werrbach, Gail B.

    1993-01-01

    Reports a teaching strategy drawn from current family reunification training materials that enhance social work students' use of collaboration in child and family settings. Students participate in a videotaped role play of a family reunification case planning conference. Discusses the strategy's theoretical background, learning objectives,…

  10. Endowment Investing: Time for a Sustainability Play?

    Science.gov (United States)

    Pelletier, Stephen G.

    2010-01-01

    Managers of university endowment funds are paying closer attention to investing in "green" industries, commonly bundled under the umbrella "cleantech." Cleantech offers the possibility of buying in while prices are low "and" making a "green" investment play, but it also harbors the risks inherent in any emerging industry. Cleantech has varying…

  11. Compassionate Play in The Ludic Century

    Directory of Open Access Journals (Sweden)

    James Dyer

    2014-11-01

    Full Text Available In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘Manifesto for a Ludic Century’ (2013a, in which Zimmerman declares the 21st Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘What does it mean to live in a ludic century?’and ‘in what capacity may the self exist in the ludic century?’ These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or instrumental play (Stenros et al., 2009; Zichermann, 2010. Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that this evokes a form of suffering, the compassionate play within the ludic century.

  12. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2006-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centre for Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1 page)

  13. World History Plays, Puzzles and Activities.

    Science.gov (United States)

    Stevens, Lawrence

    This instructional resource, for grades 7-10, includes a collection of 10 plays with related learning activities. Units of study include: (1) "Alexander the Great and the Greeks"; (2) "The Black Death and the End of the Middle Ages"; (3) "Robert Clive and Imperialism"; (4) "Christopher Columbus and the Age of…

  14. Some Roles Children Play in Their Families

    Science.gov (United States)

    Rollins, Nancy; And Others

    1973-01-01

    A child patient may play one of several fixed roles in the family. As scapegoat, his shortcomings are emphasized; as baby, his dependence, weakness, and immaturity are rewarded; as pet, love and praise, some undeserved, are won; and, as peacemaker, he must promote peace at the cost of suppressing his own feelings. (ST)

  15. Gaming: Eat Breakfast, Drink Milk, Play Xbox

    Science.gov (United States)

    O'Hanlon, Charlene

    2007-01-01

    Plagued by one of the most overweight populaces in the country, the state of West Virginia was looking for a solution to its obesity problem that would appeal to the school-age crowd. It turned to Linda Carson, a professor at West Virginia University's School of Physical Education. Carson recalled witnessing kids lining up in an arcade to play a…

  16. Children's Thinking Styles, Play, and Academic Performance

    Science.gov (United States)

    Holmes, Robyn M.; Liden, Sharon; Shin, Lisa

    2013-01-01

    Based on the study of seventy-four middle school children of mostly Filipino and part Hawaiian heritages, this article explores the relationships of children's thinking styles, play preferences, and school performance. Using the Group Embedded Figures Test, the Articulation of the Body Scale, and written responses to three questions, the authors…

  17. The Growing Culture of Nature Play

    Science.gov (United States)

    Wood, Melody

    2013-01-01

    The importance of nature-based play has gradually become forefront in an array of research fields. From the more obvious physical benefits to the complex mental benefits, nature has proved time and time again to be the cure-all for a variety of common ailments. Richard Louv, author of the famed "Last Child in the Woods," has spawned a…

  18. An Integrated Playful Music Learning Solution

    DEFF Research Database (Denmark)

    Jensen, Karl Kristoffer; Frimodt-Møller, Søren

    2015-01-01

    This paper presents an integrated solution using IT technologies to help a (young) musician learn a piece of music, or learn how to play an instru- ment. The rehearsal process is organized in sequences, consisting of various ac- tivities to be 'passed'. Several games are investigated that help in...

  19. Playing around in Lewis Carroll's "Alice" Books

    Science.gov (United States)

    Susina, Jan

    2010-01-01

    Mathematician Charles Dodgson's love of play and his need for rules came together in his use of popular games as part of the structure of the two famous children's books, "Alice in Wonderland" and "Through the Looking-Glass," he wrote under the pseudonym Lewis Carroll. The author of this article looks at the interplay between…

  20. Preschool Teachers' Language Use in Sociodramatic Play

    Science.gov (United States)

    Meacham, Sohyun

    2013-01-01

    Preschool teachers' language use has been described in recent research, as preschoolers' language development is found to be an important preparation for later reading development. Based on existing research on teachers' language use in sociodramatic play, however, it is still unclear how teachers use their language specifically in sociodramatic…

  1. Gender and Topicality in Onwueme's Plays

    African Journals Online (AJOL)

    User

    2011-04-19

    Apr 19, 2011 ... century Nigerian social reality. This, one figures, is one of the preoccupations of Onwueme's plays What Mama said and No Vacancy. A second concern is to underscore the sensitivity of the playwright to topical issues of both national and global hue and colour and draw conclusions on her perspective and ...

  2. Should College Athletes Be Paid to Play?

    Science.gov (United States)

    Cooper, Kenneth J.

    2011-01-01

    Is playing big-time college sports an extracurricular activity or a job? Two law professors at Michigan State University, Robert and Amy McCormick, think it is definitely a job for football and basketball players on athletic scholarships at Division I schools. The married couple has added a new dimension to the long debate over paying athletes by…

  3. The Importance of Play: Part Three

    Science.gov (United States)

    Exceptional Parent, 2009

    2009-01-01

    Several membership companies of the International Playground Equipment Manufacturers Association (IPEMA) are helping differently-abled children to have access to play equipment and opportunities. These IPEMA membership companies, and others, are driven by the principles of Universal Design (UD), a new concept in playground design that helps ensure…

  4. More playful user interfaces: an introduction

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2015-01-01

    In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with

  5. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  6. PLAY DIRECTING AND DIRECTORS: AN EVOLUTIONARY ...

    African Journals Online (AJOL)

    While the theatre director can be seen as the `god of the theatre', he/she can also be seen as a priest and a carrier who must coordinate human and material resources a master and a messenger. Drawing from the above, this paper traces the evolution of play directing and the theatre director in different theatres of the world ...

  7. Simplify Volleying through Modified Game Play

    Science.gov (United States)

    Beaudet, Bob; Grube, Dan

    2005-01-01

    Volleyball, by its very nature, is a difficult game to play. Players at all ages have a hard time hitting the ball to their intended targets, resulting in rallies that rarely last more than one or two hits. The resulting game, then, is slow paced and boring, with a lot of standing around and little activity time. In an attempt to ease the…

  8. Rhythmic Reading and Role-Playing

    Science.gov (United States)

    Lombarbdo, Mary A.

    2005-01-01

    Children listen, act out and recite nursery rhymes and thus learn about rhyming words, absorb the rhythm of English language, and begin to develop speech sound awareness in an interactive and fun way, which can further enhance reading achievement. Encouraging children to dramatize the rhymes leads to role plays which uses basic vocabulary sight…

  9. Melting Metal on a Playing Card

    Science.gov (United States)

    Greenslade, Thomas B., Jr.

    2016-01-01

    Many of us are familiar with the demonstration of boiling water in a paper cup held over a candle or a Bunsen burner; the ignition temperature of paper is above the temperature of 100°C at which water boils under standard conditions. A more dramatic demonstration is melting tin held in a playing card. This illustration is from Tissandier's book on…

  10. The benefits of playing video games

    NARCIS (Netherlands)

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

    2014-01-01

    Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence,

  11. Super Role-Playing: Labor and Management

    Science.gov (United States)

    Foegen, J. H.

    1971-01-01

    Although role-playing is far from a new idea as far as training programs go, it has seldom been employed in labor relations. Having union and company officials "trade places" would be an effective way of increasing mutual understanding on the job. (AN)

  12. Predicting return to play after hamstring injuries

    NARCIS (Netherlands)

    M.H. Moen (Maaike); G. Reurink (Gustaaf); A. Weir (Adam); J.L. Tol (Johannes); M. Maas (Mario); G.J. Goudswaard (Gert Jan)

    2014-01-01

    markdownabstract__Abstract__ Background Previous studies on the prognostic value of clinical and MRI parameters for the time to return to play (TTRTP) in acute hamstring injuries showed only limited to moderate evidence for the various investigated parameters. Some studies had multiple

  13. Predicting return to play after hamstring injuries

    NARCIS (Netherlands)

    Moen, M. H.; Reurink, G.; Weir, A.; Tol, J. L.; Maas, M.; Goudswaard, G. J.

    2014-01-01

    Previous studies on the prognostic value of clinical and MRI parameters for the time to return to play (TTRTP) in acute hamstring injuries showed only limited to moderate evidence for the various investigated parameters. Some studies had multiple methodological limitations, including retrospective

  14. A Child's Power in Game-Play

    Science.gov (United States)

    McLeod, Julie; Lin, Lin

    2010-01-01

    This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…

  15. Hospital Clowning as Play Stimulus in Healthcare

    Directory of Open Access Journals (Sweden)

    Laura Anes

    2014-10-01

    Full Text Available A serious illness, a chronic medical condition or a hospital bed should not deny any child her/his basic right to play, a right essential for children’s development and general wellbeing. In fact, it is in these frightening and anxious moments that play and the stimulus that it provides can help the most. This article will focus on the impacts and benefits of professional hospital clowning for the wellbeing and recovery process of ill and hospitalized children. Our experience has shown that through interactive play and humor, “clowndoctors” can create an enabling and supportive environment that facilitates children’s adaptation to the hospital setting and improves their acceptance of medical procedures and staff. While moving from bedside to bedside, RED NOSES clowndoctors encourage children’s active participation and support their natural instinct to play, fully including them in the interaction, if the children wish to do so. Therefore, clowndoctor performances offer ill children much needed stimulus, self-confidence and courage, elements fundamental to reducing their vulnerability. In this piece, a special emphasis will be put on the various approaches used by RED NOSES clowndoctors to bond and reach out to children suffering from different medical conditions.

  16. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  17. Expressivity in Open-ended Constructive Play: Building and Playing Musical Lego Instruments

    DEFF Research Database (Denmark)

    Jakobsen, Kasper; Stougaard, Jeppe; Petersen, Marianne Graves

    2016-01-01

    and performed with their instruments on stage. The workshop was facilitated by a tangible music-making platform called Hitmachine, aiming to empower children to collectively make expressive music without the need for prior musical skills. The findings show how age influenced the children’s expressivity......This paper presents the findings from a case study in designing for open-ended constructive play for children. The study is based on a workshop where more that 150 children in ages 3-13 built and played their own musical instruments from Lego. The children used different sensors for playing......, and gives insight into the open-ended qualities of constructive play with music. Based on these findings we propose the Constructive Play Expressivity Model, as a tool for guiding designers’ way of thinking about different areas of expressivity, when designing for constructive play interaction....

  18. Playing educational activities as a condition of cooperation skills

    Directory of Open Access Journals (Sweden)

    Panfilova A. P.

    2016-07-01

    Full Text Available the article made an analysis of the training playing activity from the point of view of its influence on the development of collaboration skills among the participants of game sessions, spelled out the conditions for achieving this goal and the necessary ingredients for the organization of effective interpersonal interaction in the process of learning game, based on the rules and ethical norms that do not allow to manipulate and interact correctly.

  19. Active play opportunities at child care.

    Science.gov (United States)

    Tandon, Pooja S; Saelens, Brian E; Christakis, Dimitri A

    2015-06-01

    Physical activity (PA) is important for children's health and development, yet preschoolers are not meeting PA recommendations. The objective of this study was to examine different PA opportunities at child care and how variation in indoor versus outdoor and free versus teacher-led opportunities relate to children's PA. An observational study of 98 children (mean age 4.5 years, 49% girls) from 10 child care centers. Classrooms were observed for at least 4 full days per center (total 50 days) to categorize time into (1) not an active play opportunity (APO); (2) naptime; (3) APO, outdoor free play; (4) APO, outdoor teacher-led; (5) APO, indoor free play; and (6) APO, indoor teacher-led. Children wore accelerometers during observations. Linear regression models examined the influence of APO categories on moderate-vigorous physical activity (MVPA) and sedentary time. Children's activity was 73% sedentary, 13% light, and 14% MVPA. For 88% of time children did not have APOs, including 26% time as naptime. On average, 48 minutes per day were APOs (41% sedentary, 18% light, and 41% MVPA), 33 minutes per day were outdoors. The most frequent APO was outdoor free play (8% of time); outdoor teacher-led time was child-initiated APOs (indoors and outdoors) versus teacher-led APOs. Preschoolers were presented with significantly fewer than recommended opportunities for PA at child care. More APOs are needed for children to meet recommendations, particularly those that encourage more outdoor time, more teacher-led and child-initiated active play, and flexibility in naptime for preschoolers. Copyright © 2015 by the American Academy of Pediatrics.

  20. Facilitating play through communication: significance of teeth exposure in the gorilla play face.

    Science.gov (United States)

    Waller, Bridget M; Cherry, Lyndsay

    2012-02-01

    Primate facial expressions (FEs) likely play an important role in primate society: through facial signals, individuals can potentially send and receive information and may benefit from coordinating their behavior accordingly. Many primates use a relaxed open mouth (ROM) facial display or “play face” (PF) during play behavior, where the mouth is open but teeth are covered. In addition to this conventional PF, however, Western Lowland gorillas (Gorilla gorilla gorilla) also use a full PF where the upper teeth are exposed. As the teeth are similarly exposed in the bared-teeth expression (which is a signal of appeasement, submission and/or affiliation), the full PF may be a blend of the PF and bared-teeth face, and have a different signal function to the PF alone. Focal animal sampling of captive Western Lowland gorillas (N=10) showed that the full PF was more often observed in intense rather than gentle play, and intense play bouts that featured the full PF were longer than those that featured only the PF. Both expressions were associated with an increase in affinitive behavior between sender and receiver postplay, but only the full PF was associated with an increase higher than that of play alone. Overall, the findings suggest that the full PF has an additional role in coordinating and maintaining play, possibly though reducing uncertainty in the receiver and confirming that play is only play.

  1. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Science.gov (United States)

    Essler, Jennifer L; Cafazzo, Simona; Marshall-Pescini, Sarah; Virányi, Zsófia; Kotrschal, Kurt; Range, Friederike

    2016-01-01

    Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  2. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Directory of Open Access Journals (Sweden)

    Jennifer L Essler

    Full Text Available Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  3. MAJOR OIL PLAYS IN UTAH AND VICINITY

    International Nuclear Information System (INIS)

    Chidsey, Thomas C. Jr.; Morgan, Craig D.; Bon, Roger L.

    2003-01-01

    Utah oil fields have produced over 1.2 billion barrels (191 million m 3 ). However, the 13.7 million barrels (2.2 million m 3 ) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play; locations of major oil pipelines; descriptions of reservoir outcrop analogs; and identification and discussion of land use constraints. All play maps, reports, databases, and so forth, produced for the project will be published in interactive, menu-driven digital (web-based and compact disc) and hard-copy formats. This report covers research activities for the third quarter of the first project year (January 1 through March 31, 2003). This work included gathering field data and analyzing best practices in the eastern Uinta Basin, Utah, and the Colorado portion of the Paradox Basin. Best practices used in oil fields of the eastern Uinta Basin consist of conversion of all geophysical well logs into digital form, running small fracture treatments, fingerprinting oil samples from each producing zone, running spinner surveys biannually, mapping each producing zone, and drilling on 80-acre (32 ha) spacing. These practices ensure that induced fractures do not extend vertically out of the intended zone, determine the percentage each zone contributes to the overall production of

  4. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  5. Grammar J, as in Jazzing Around: The Roles "Play" Plays in Style.

    Science.gov (United States)

    Ostrom, Hans

    This paper asks what role "play" plays in writing and how it can help a writer, whatever dread, boredom, skill, or ethnicity he/she brings to writing. Some of the ideas in the paper come from Africa, courtesy of Robert Farris Thompson. In his "philosophy of discourse" discussed in the paper, Thompson speaks of the "big…

  6. 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

  7. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  8. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    Science.gov (United States)

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  9. Play on: Retrospective Reports of the Persistence of Pretend Play into Middle Childhood

    Science.gov (United States)

    Smith, Eric D.; Lillard, Angeline S.

    2012-01-01

    Piaget (1962) asserted that children stop engaging in pretend play when they enter the concrete operational stage because they become able to accommodate reality and no longer need to assimilate it to their wishes. Consistent also with the views of Vygotsky, discussion of pretend play in developmental psychology is typically confined to early…

  10. In Defense of Play: Beginning the Dialog about the Power of Play

    Science.gov (United States)

    Myck-Wayne, Janice

    2010-01-01

    This article provides early childhood practitioners a way to develop a common understanding of the importance of play in the early learning experience of young children. Meaningful discussion among teachers, parents, administrators, and teacher candidates regarding play in early childhood education programs is critical to ensure the growth and…

  11. Mystery Plays: 8 Plays for the Classroom Based on Stories by Famous Writers.

    Science.gov (United States)

    Conklin, Tom, Ed.

    Intended for teachers of grades 4-8, this book presents eight plays based on classic mysteries by famous writers such as Sir Arthur Conan Doyle, Nathaniel Hawthorne, Ellery Queen, Dashiell Hammett, and O. Henry. The excitement of mystery stories offers a great way to introduce young people to the pleasures of reading. The plays in the book have…

  12. Reflections of Play and Toys on Impressionist Painting Children and Play as a Pictorial Expression

    Science.gov (United States)

    Kargi, Eda; Yazgin, Yucel

    2018-01-01

    Play is a significant event and opportunity for experience and discovery for children to find their place in the society, to search for themselves and their identity. This study aimed to analyze how the images of children and play were reflected on impressionist painting in Europe in the 19th century. First, the works of impressionist painters…

  13. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  14. Pretending to Play or Playing to Pretend: The Case of Autism

    Science.gov (United States)

    Kasari, Connie; Chang, Ya-Chih; Patterson, Stephanie

    2013-01-01

    An article by Angeline S. Lillard and others published in the January 2013 issue of "Psychological Bulletin" about the impact of pretend play on child development raised a number of issues about play studies and child psychology. The article claimed that, contrary to current theories on the subject, the evidence of many studies does not…

  15. Development of the Indigenous Child-Initiated Pretend Play Assessment: Selection of play materials and administration.

    Science.gov (United States)

    Dender, Alma; Stagnitti, Karen

    2011-02-01

    There is a need for culturally appropriate assessments for Australian Indigenous children. This article reports the selection of culturally appropriate and gender-neutral play materials, and changes in administration identified to develop further the Indigenous Child-Initiated Pretend Play Assessment (I-ChIPPA). Twenty-three typically developing children aged four to six years from the Pilbara region in Western Australia participated in the study. Children were presented with four sets of play materials and frequency counts were recorded for each time the child used one of the play materials in a pretend play action. Twelve of the 23 children came to play in pairs. Both boys and girls used the Pilbara toy set including the dark coloured dolls and Pilbara region animals, more frequently than the standardised play materials from the Child-Initiated Pretend Play Assessment (ChIPPA). This study reports the first steps in the development of the I-ChIPPA. Future development will include the refinement of the administration and scoring with pairs of children, and then validity testing the assessment. © 2010 The Authors. Australian Occupational Therapy Journal © 2010 Australian Association of Occupational Therapists.

  16. Is it play? Towards a reconceptualisation of role-play from an activity theory perspective.

    NARCIS (Netherlands)

    van Oers, B.

    2013-01-01

    This article proposes a reconceptualisation of role play on the basis of the Cultural-Historical theory (Vygotskij -Leont'ev - El'konin). The theory conceives of play as a specific mode of activity defined by a format that includes three basic parameters (rules, degrees of freedom and involvement).

  17. The experiences of context on role play

    Directory of Open Access Journals (Sweden)

    Justina Rodríguez Rodríguez

    2013-12-01

    Full Text Available The issue in question relates to the preparation that has the staff, for the use of the experiences of the context of children of preschool grade of primary school, in the role plays, for evidence that the social aspect that own the game, being a prerequisite for the formation and development of the child's personality, and being a problem under investigation in educational practice in all aspects of Early Childhood Education.

  18. Outdoor learnig and play in nursery school

    OpenAIRE

    Hegedič, Kaja

    2017-01-01

    The article examines the field of outdoor learning and play, within it represents the forest education as the concept with many positive effects on the child's overall growth. The theoretical part of the thesis describes the development of the concept and establishing of the first forest school and nursery school, which are located into the natural environment and provide a regular visit to nature in all seasons. They give emphasis on constructivist and experiential learning through unstructu...

  19. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  20. Paleocene stratigraphic plays in Uruguay offshore

    International Nuclear Information System (INIS)

    Morales, E; Soto, M; Ferro, S; Tomasini, J; De Santa Ana, H; Conti, B.; Veroslavsky, G.

    2012-01-01

    The Uruguayan continental margin offshore evolution is represented by three large mega sequences: pre rift, rift and post rift, which are correlated with other South Atlantic basins. The tectonic and stratigraphic knowledge about the Uruguayan offshore evolution enable a hydrocarbon potential approximation . The mapping of the seismic depositional sequences are covered by deep basins. The methodology used identify the migration of Uruguayan side depo centers such as the stratigraphic plays group in particular a prospective Paleocene sequence