Sample records for adaptive language games

  1. Digital Game-Based Language Learning in Foreign Language Teacher Education

    ERIC Educational Resources Information Center

    Alyaz, Yunus; Genc, Zubeyde Sinem

    2016-01-01

    New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…

  2. The Use of Games in Teaching a Second Language in the Classroom: A Workshop.

    ERIC Educational Resources Information Center

    Pluto, Joseph A.

    Using games in the classroom is discussed as a means of promoting the learning of second language structure, fluency, and culture, and complementing concept development and learning. Attention is directed to the development or adaptation of games to the English as a second language curriculum and the development of games to meet specific needs. It…

  3. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    ERIC Educational Resources Information Center

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  4. Multi-language naming game

    NASA Astrophysics Data System (ADS)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  5. Effects of Adapted Dialogic Reading on Oral Language and Vocabulary Knowledge of Latino Preschoolers at Risk for English Language Delays

    ERIC Educational Resources Information Center

    Correa, Vivian I.; Lo, Ya-Yu; Godfrey-Hurrell, Kristi; Swart, Katie; Baker, Doris Luft

    2015-01-01

    In this single-case design study, we examined the effects of an adapted dialogic reading intervention on the oral language and vocabulary skills of four Latino preschool children who were at risk for English language delays. We used adapted dialogic reading strategies in English and two literacy games that included a rapid naming activity and…

  6. Games for Language Learning. New Edition.

    ERIC Educational Resources Information Center

    Wright, Andrew; And Others

    To help students practice and manipulate a newly learned language, games that help the teacher create contexts in which the language is useful and meaningful are presented in this book. The introduction provides answers to questions teachers may have--including why and for whom games are useful--and also offers practical pointers for explaining…

  7. Communicating in English: The Value of Certain Language Games.

    ERIC Educational Resources Information Center

    Lee, William R.

    Language learners want to communicate with others about the sort of things that interest them. Nearly everybody is interested in playing games. Many language games are kept going by communication and break down if communication itself does so. Four types of game are described to illustrate this point: guessing games, certain number games, games…

  8. Digital Gaming and Language Learning: Autonomy and Community

    ERIC Educational Resources Information Center

    Chik, Alice

    2014-01-01

    The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…

  9. Digital-Gaming Trajectories and Second Language Development

    ERIC Educational Resources Information Center

    Scholz, Kyle W.; Schulze, Mathias

    2017-01-01

    Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…

  10. Fun and Games with Foreign Languages.

    ERIC Educational Resources Information Center

    Saunders, Helen V., Comp.

    Eleven West Virginia teachers contributed the games included in this publication. All of the games have been classroom tested for their educational results as well as for their promotion of student interest and are intended for use in a foreign language class. The following games are described in detail: (1) Advanced Verbs, (2) Artists, (3)…

  11. Games for the Foreign Language Classroom.

    ERIC Educational Resources Information Center

    McMillan, Nancy; Madaras, Susan W.

    Two marketing games are described, "Le Marche Francais" and "El Mercado: The Mexican Market Comes to Life in the Spanish Classroom." Both are patterned after a published game entitled "Market: A Simulation Game." The adaptation in each instance relied on simplifying the original game and presenting it in a form understandable to middle school…

  12. Why are some languages confused for others? Investigating data from the Great Language Game.

    PubMed

    Skirgård, Hedvig; Roberts, Seán G; Yencken, Lars

    2017-01-01

    In this paper we explore the results of a large-scale online game called 'the Great Language Game', in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players' ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players' ability to accurately identify the target. For example, languages with wider 'global reach' are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity.

  13. Games in Language Learning: Opportunities and Challenges

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2014-01-01

    There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…

  14. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  15. Playing with the Language: Investigating the Role of Communicative Games in an Arab Language Teaching System

    ERIC Educational Resources Information Center

    Al-Bulushi, Ali H.; Al-Issa, Ali S.

    2017-01-01

    Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…

  16. Online Games for Young Learners' Foreign Language Learning

    ERIC Educational Resources Information Center

    Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji

    2014-01-01

    Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…

  17. Stochastic Game Analysis and Latency Awareness for Self-Adaptation

    DTIC Science & Technology

    2014-01-01

    this paper, we introduce a formal analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to quantify the...Additional Key Words and Phrases: Proactive adaptation, Stochastic multiplayer games , Latency 1. INTRODUCTION When planning how to adapt, self-adaptive...contribution of this paper is twofold: (1) A novel analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to

  18. Mathematical Modeling of Language Games

    NASA Astrophysics Data System (ADS)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  19. A survey on adaptive engine technology for serious games

    NASA Astrophysics Data System (ADS)

    Rasim, Langi, Armein Z. R.; Munir, Rosmansyah, Yusep

    2016-02-01

    Serious Games has become a priceless tool in learning because it can simulate abstract concept to appear more realistic. The problem faced is that the players have different ability in playing the games. This causes the players to become frustrated if the game is too difficult or to get bored if it is too easy. Serious games have non-player character (NPC) in it. The NPC should be able to adapt to the players in such a way so that the players can feel comfortable in playing the games. Because of that, serious games development must involve an adaptive engine, which is by applying a learning machine that can adapt to different players. The development of adaptive engine can be viewed in terms of the frameworks and the algorithms. Frameworks include rules based, plan based, organization description based, proficiency of player based, and learning style and cognitive state based. Algorithms include agents based and non-agent based

  20. Video Game Adapts To Brain Waves

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  1. Adaptive Language Games with Robots

    NASA Astrophysics Data System (ADS)

    Steels, Luc

    2010-11-01

    This paper surveys recent research into language evolution using computer simulations and robotic experiments. This field has made tremendous progress in the past decade going from simple simulations of lexicon formation with animallike cybernetic robots to sophisticated grammatical experiments with humanoid robots.

  2. English Language Education On-Line Game and Brain Connectivity

    ERIC Educational Resources Information Center

    Hong, Ji Sun; Han, Doug Hyun; Kim, Young In; Bae, Su Jin

    2017-01-01

    The HoDoo English game was developed to take advantage of the benefits attributed to on-line games while teaching English to native Korean speakers. We expected to see that the improvements in the subjects' English language abilities after playing the HoDoo English game would be associated with increased brain functional connectivity in the areas…

  3. Leveraging Mobile Games for Place-Based Language Learning

    ERIC Educational Resources Information Center

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  4. Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment

    NASA Astrophysics Data System (ADS)

    Peters, James F.; Szturm, Tony; Borkowski, Maciej; Lockery, Dan; Ramanna, Sheela; Shay, Barbara

    This chapter introduces a wireless, pervasive computing approach to adaptive therapeutic telegaming considered in the context of near set theory. Near set theory provides a formal basis for observation, comparison and classification of perceptual granules. A perceptual granule is defined by a collection of objects that are graspable by the senses or by the mind. In the proposed pervasive computing approach to telegaming, a handicapped person (e.g., stroke patient with limited hand, finger, arm function) plays a video game by interacting with familiar instrumented objects such as cups, cutlery, soccer balls, nozzles, screw top-lids, spoons, so that the technology that makes therapeutic exercise game-playing possible is largely invisible (Archives of Physical Medicine and Rehabilitation 89:2213-2217, 2008). The basic approach to adaptive learning (AL) in the proposed telegaming environment is ethology-inspired and is quite different from the traditional approach to reinforcement learning. In biologically-inspired learning, organisms learn to achieve some goal by durable modification of behaviours in response to signals from the environment resulting from specific experiences (Animal Behavior, 1995). The term adaptive is used here in an ethological sense, where learning by an organism results from modifying behaviour in response to perceived changes in the environment. To instill adaptivity in a video game, it is assumed that learning by a video game is episodic. During an episode, the behaviour of a player is measured indirectly by tracking the occurrence of gaming events such as a hit or a miss of a target (e.g., hitting a moving ball with a game paddle). An ethogram provides a record of behaviour feature values that provide a basis a functional registry for handicapped players for gaming adaptivity. An important practical application of adaptive gaming is therapeutic rehabilitation exercise carried out in parallel with playing action video games. Enjoyable and

  5. Why are some languages confused for others? Investigating data from the Great Language Game

    PubMed Central

    2017-01-01

    In this paper we explore the results of a large-scale online game called ‘the Great Language Game’, in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players’ ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players’ ability to accurately identify the target. For example, languages with wider ‘global reach’ are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity. PMID:28379970

  6. The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners

    ERIC Educational Resources Information Center

    Chen, Hao-Jan Howard; Yang, Ting-Yu Christine

    2013-01-01

    Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…

  7. Considerations for Adaptive Tutoring Within Serious Games: Authoring Cognitive Models and game Interfaces

    DTIC Science & Technology

    2011-06-01

    character skills correspond to real- world player skills (transfer). In games such as World of Warcraft , "grinding" behaviors are popular (boring...reflecting on a recent emphasis on self-directed learning using game-based simulations and virtual worlds , the authors considered key challenges in...transforming serious games and virtual worlds into adaptive training tools. This article reflects specifically on the challenges and potential of cognitive

  8. Playing to Learn: A Review of Physical Games in Second Language Acquisition

    ERIC Educational Resources Information Center

    Tomlinson, Brian; Masuhara, Hitomi

    2009-01-01

    This article focuses on the potential of competitive games involving physical movement to facilitate the acquisition of a second or foreign language and argues that such activities can promote educational development too. It first provides a critical overview of the literature on physical games in language learning. Then, it outlines our…

  9. Public goods games on adaptive coevolutionary networks

    NASA Astrophysics Data System (ADS)

    Pichler, Elgar; Shapiro, Avi M.

    2017-07-01

    Productive societies feature high levels of cooperation and strong connections between individuals. Public Goods Games (PGGs) are frequently used to study the development of social connections and cooperative behavior in model societies. In such games, contributions to the public good are made only by cooperators, while all players, including defectors, reap public goods benefits, which are shares of the contributions amplified by a synergy factor. Classic results of game theory show that mutual defection, as opposed to cooperation, is the Nash Equilibrium of PGGs in well-mixed populations, where each player interacts with all others. In this paper, we explore the coevolutionary dynamics of a low information public goods game on a complex network in which players adapt to their environment in order to increase individual payoffs relative to past payoffs parameterized by greediness. Players adapt by changing their strategies, either to cooperate or to defect, and by altering their social connections. We find that even if players do not know other players' strategies and connectivity, cooperation can arise and persist despite large short-term fluctuations.

  10. Public goods games on adaptive coevolutionary networks.

    PubMed

    Pichler, Elgar; Shapiro, Avi M

    2017-07-01

    Productive societies feature high levels of cooperation and strong connections between individuals. Public Goods Games (PGGs) are frequently used to study the development of social connections and cooperative behavior in model societies. In such games, contributions to the public good are made only by cooperators, while all players, including defectors, reap public goods benefits, which are shares of the contributions amplified by a synergy factor. Classic results of game theory show that mutual defection, as opposed to cooperation, is the Nash Equilibrium of PGGs in well-mixed populations, where each player interacts with all others. In this paper, we explore the coevolutionary dynamics of a low information public goods game on a complex network in which players adapt to their environment in order to increase individual payoffs relative to past payoffs parameterized by greediness. Players adapt by changing their strategies, either to cooperate or to defect, and by altering their social connections. We find that even if players do not know other players' strategies and connectivity, cooperation can arise and persist despite large short-term fluctuations.

  11. Juegos y Diversiones. (Games Collected and Adapted to Teach Spanish to Children.)

    ERIC Educational Resources Information Center

    Marquez, Nancy, Ed.; And Others

    Games, both from the folklore heritage of children in Spanish-speaking countries and those created in the classroom, are excellent ways to teach language to children because they accomplish their language goals while entertaining and involving the children, often physically. Most games, because they are rigidly patterned and repetitious, are…

  12. Complexity Thinking in PE: Game-Centred Approaches, Games as Complex Adaptive Systems, and Ecological Values

    ERIC Educational Resources Information Center

    Storey, Brian; Butler, Joy

    2013-01-01

    Background: This article draws on the literature relating to game-centred approaches (GCAs), such as Teaching Games for Understanding, and dynamical systems views of motor learning to demonstrate a convergence of ideas around games as complex adaptive learning systems. This convergence is organized under the title "complexity thinking"…

  13. Supporting Foreign Language Vocabulary Learning through Kinect-Based Gaming

    ERIC Educational Resources Information Center

    Urun, Mehmet Faith; Aksoy, Hasan; Comez, Rasim

    2017-01-01

    This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based…

  14. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

    The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…

  15. Asymmetric negotiation in structured language games

    NASA Astrophysics Data System (ADS)

    Yang, Han-Xin; Wang, Wen-Xu; Wang, Bing-Hong

    2008-02-01

    We propose an asymmetric negotiation strategy to investigate the influence of high-degree agents on the agreement dynamics in a structured language game, the naming game. We introduce a model parameter, which governs the frequency of high-degree agents acting as speakers in communication. It is found that there exists an optimal value of the parameter that induces the fastest convergence to a global consensus on naming an object for both scale-free and small-world naming games. This phenomenon indicates that, although a strong influence of high-degree agents favors consensus achievement, very strong influences inhibit the convergence process, making it even slower than in the absence of influence of high-degree agents. Investigation of the total memory used by agents implies that there is some trade-off between the convergence speed and the required total memory. Other quantities, including the evolution of the number of different names and the relationship between agents’ memories and their degrees, are also studied. The results are helpful for better understanding of the dynamics of the naming game with asymmetric negotiation strategy.

  16. Salapiggy: Usability Test of the Sifteo Cubes as a Game Interface for the Money Counting Game for Preschoolers

    ERIC Educational Resources Information Center

    Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel

    2013-01-01

    Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…

  17. Adaptive thinking & leadership simulation game training for special forces officers.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Raybourn, Elaine Marie; Mendini, Kip; Heneghan, Jerry

    Complex problem solving approaches and novel strategies employed by the military at the squad, team, and commander level are often best learned experimentally. Since live action exercises can be costly, advances in simulation game training technology offer exciting ways to enhance current training. Computer games provide an environment for active, critical learning. Games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the dynamics of the game, the organic process generated by the game, and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making. Inmore » the present paper we discuss a multiplayer computer game simulation created for the Adaptive Thinking & Leadership (ATL) Program to train Special Forces Team Leaders. The ATL training simulation consists of a scripted single-player and an immersive multiplayer environment for classroom use which leverages immersive computer game technology. We define adaptive thinking as consisting of competencies such as negotiation and consensus building skills, the ability to communicate effectively, analyze ambiguous situations, be self-aware, think innovatively, and critically use effective problem solving skills. Each of these competencies is an essential element of leader development training for the U.S. Army Special Forces. The ATL simulation is used to augment experiential learning in the curriculum for the U.S. Army JFK Special Warfare Center & School (SWCS) course in Adaptive Thinking & Leadership. The school is incorporating the ATL simulation game into two additional training pipelines (PSYOPS and Civil Affairs Qualification Courses) that are also concerned with developing cultural awareness, interpersonal communication adaptability, and rapport-building skills. In the present paper, we discuss the design, development, and deployment of the training simulation, and emphasize how

  18. Natural Language Processing in Game Studies Research: An Overview

    ERIC Educational Resources Information Center

    Zagal, Jose P.; Tomuro, Noriko; Shepitsen, Andriy

    2012-01-01

    Natural language processing (NLP) is a field of computer science and linguistics devoted to creating computer systems that use human (natural) language as input and/or output. The authors propose that NLP can also be used for game studies research. In this article, the authors provide an overview of NLP and describe some research possibilities…

  19. The Importance of Language Games in School Public Relations

    ERIC Educational Resources Information Center

    Fusarelli, Lance; Sanders, Marla

    2005-01-01

    This article examines the language games played by superintendents as they work with school boards and community activists to craft school policy. We begin by examining the role of language in problem definition and the agenda-setting process. We then examine how political culture and the media affect problem definition. We argue that school…

  20. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  1. United Sugpiaq Alutiiq (USA) Video Game: Preserving Traditional Knowledge, Culture, and Language

    ERIC Educational Resources Information Center

    Hall, Leslie D.; Sanderville, James Mountain Chief

    2009-01-01

    Video games are explored as a means of reviving dying indigenous languages. The design and production of the place-based United Sugpiaq Alutiiq (USA) video game prototype involved work across generations and across cultures. The video game is one part of a proposed digital environment where Sugcestun speakers in traditional Alaskan villages could…

  2. The Effect of Digital Video Games on EFL Students' Language Learning Motivation

    ERIC Educational Resources Information Center

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2017-01-01

    The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…

  3. Effects of adaptive dynamical linking in networked games

    NASA Astrophysics Data System (ADS)

    Yang, Zhihu; Li, Zhi; Wu, Te; Wang, Long

    2013-10-01

    The role of dynamical topologies in the evolution of cooperation has received considerable attention, as some studies have demonstrated that dynamical networks are much better than static networks in terms of boosting cooperation. Here we study a dynamical model of evolution of cooperation on stochastic dynamical networks in which there are no permanent partners to each agent. Whenever a new link is created, its duration is randomly assigned without any bias or preference. We allow the agent to adaptively adjust the duration of each link during the evolution in accordance with the feedback from game interactions. By Monte Carlo simulations, we find that cooperation can be remarkably promoted by this adaptive dynamical linking mechanism both for the game of pairwise interactions, such as the Prisoner's Dilemma game (PDG), and for the game of group interactions, illustrated by the public goods game (PGG). And the faster the adjusting rate, the more successful the evolution of cooperation. We also show that in this context weak selection favors cooperation much more than strong selection does. What is particularly meaningful is that the prosperity of cooperation in this study indicates that the rationality and selfishness of a single agent in adjusting social ties can lead to the progress of altruism of the whole population.

  4. Effect of a large gaming neighborhood and a strategy adaptation neighborhood for bolstering network reciprocity in a prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Ogasawara, Takashi; Tanimoto, Jun; Fukuda, Eriko; Hagishima, Aya; Ikegaya, Naoki

    2014-12-01

    In 2 × 2 prisoner's dilemma (PD) games, network reciprocity is one mechanism for adding social viscosity, leading to a cooperative equilibrium. In this paper, we explain how gaming neighborhoods and strategy-adaptation neighborhoods affect network reciprocity independently in spatial PD games. We explore an appropriate range of strategy adaptation neighborhoods as opposed to the conventional method of making the gaming and strategy adaptation neighborhoods coincide to enhance the level of cooperation. In cases of expanding gaming neighborhoods, network reciprocity falls to a low level relative to the conventional setting. In the discussion below, which is based on the results of our simulation, we explore how these enhancements come about. Essentially, varying the range of the neighborhoods influences how cooperative clusters form and expand in the evolutionary process.

  5. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  6. Language Games: University Responses to Ranking Metrics

    ERIC Educational Resources Information Center

    Heffernan, Troy A.; Heffernan, Amanda

    2018-01-01

    League tables of universities that measure performance in various ways are now commonplace, with numerous bodies providing their own rankings of how institutions throughout the world are seen to be performing on a range of metrics. This paper uses Lyotard's notion of language games to theorise that universities are regaining some power over being…

  7. Simulation/Gaming and the Acquisition of Communicative Competence in Another Language.

    ERIC Educational Resources Information Center

    Garcia-Carbonell, Amparo; Rising, Beverly; Montero, Begona; Watts, Frances

    2001-01-01

    Discussion of communicative competence in second language acquisition focuses on a theoretical and practical meshing of simulation and gaming methodology with theories of foreign language acquisition, including task-based learning, interaction, and comprehensible input. Describes experiments conducted with computer-assisted simulations in…

  8. Efficacy of Computer Games on Language Learning

    ERIC Educational Resources Information Center

    Klimova, Blanka; Kacet, Jaroslav

    2017-01-01

    Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…

  9. Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities

    ERIC Educational Resources Information Center

    Ibrahim, Karim

    2018-01-01

    This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…

  10. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    NASA Astrophysics Data System (ADS)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  11. Playing the Game and Speaking the Right Language: Language Policy and Materiality in a Bilingual Preschool Activity

    ERIC Educational Resources Information Center

    Martín-Bylund, Anna

    2017-01-01

    What are the material-semiotic relationships between a language policy and a table game activity in a bilingual preschool? Using Actor-Network Theory (ANT), the aim of this article is to explore this question, working with both human and nonhuman aspects of the activity, symmetrically, at the same level. The game playing activity takes place at a…

  12. Adaptive Incentive Controls for Stackelberg Games with Unknown Cost Functionals.

    DTIC Science & Technology

    1984-01-01

    APR EZT:: F I AN 73S e OsL:-: UNCLASSI?:-- Q4~.’~- .A.., 6, *~*i i~~*~~*.- U ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH UNKNOWN COST...AD-A161 885 ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH i/1 UNKNOWN COST FUNCTIONALSCU) ILLINOIS UNIV AT URBANA DECISION AND CONTROL LAB T...ORGANIZATION 6b. OFFICE SYMBOL 7.. NAME OF MONITORING ORGANIZATION CoriaeLcenef~pda~ Joint Services Electronics Program Laboratory, Univ. of Illinois N/A

  13. BIT BY BIT: A Game Simulating Natural Language Processing in Computers

    ERIC Educational Resources Information Center

    Kato, Taichi; Arakawa, Chuichi

    2008-01-01

    BIT BY BIT is an encryption game that is designed to improve students' understanding of natural language processing in computers. Participants encode clear words into binary code using an encryption key and exchange them in the game. BIT BY BIT enables participants who do not understand the concept of binary numbers to perform the process of…

  14. Adaptive strategy for multi-user robotic rehabilitation games.

    PubMed

    Caurin, Glauco A P; Siqueira, Adriano A G; Andrade, Kleber O; Joaquim, Ricardo C; Krebs, Hermano I

    2011-01-01

    In this paper, we discuss a strategy for the adaptation of the "difficulty level" in games intended to include motor planning during robotic rehabilitation. We consider concurrently the motivation of the user and his/her performance in a Pong game. User motivation is classified in three levels (not motivated, well motivated and overloaded). User performance is measured as a combination of knowledge of results--achieved goals and score points in the game--and knowledge of performance--joint displacement, speed, aiming, user work, etc. Initial results of a pilot test with unimpaired healthy young volunteers are also presented showing a tendency for individualization of the parameter values.

  15. Game-theoretic approach to joint transmitter adaptation and power control in wireless systems.

    PubMed

    Popescu, Dimitrie C; Rawat, Danda B; Popescu, Otilia; Saquib, Mohamad

    2010-06-01

    Game theory has emerged as a new mathematical tool in the analysis and design of wireless communication systems, being particularly useful in studying the interactions among adaptive transmitters that attempt to achieve specific objectives without cooperation. In this paper, we present a game-theoretic approach to the problem of joint transmitter adaptation and power control in wireless systems, where users' transmissions are subject to quality-of-service requirements specified in terms of target signal-to-interference-plus-noise ratios (SINRs) and nonideal vector channels between transmitters and receivers are explicitly considered. Our approach is based on application of separable games, which are a specific class of noncooperative games where the players' cost is a separable function of their strategic choices. We formally state a joint codeword and power adaptation game, which is separable, and we study its properties in terms of its subgames, namely, the codeword adaptation subgame and the power adaptation subgame. We investigate the necessary conditions for an optimal Nash equilibrium and show that this corresponds to an ensemble of user codewords and powers, which maximizes the sum capacity of the corresponding multiaccess vector channel model, and for which the specified target SINRs are achieved with minimum transmitted power.

  16. Revisiting the Wittgensteinian Legacy: Perspectives on Representational and Non-Representational Language-Games for Educational History and Theory

    ERIC Educational Resources Information Center

    Smeyers, Paul; Fendler, Lynn

    2015-01-01

    Debates in science seem to depend on referential language-games, but in other senses they do not. Language works in more complex ways, even in work that purports to be purely scientific. This article investigates the scope and limitations of language-games in educational history and theory. The study addresses concepts and pictures as examples of…

  17. Physical Interactive Game for Enhancing Language Cognitive Development of Thai Pre-Schooler

    ERIC Educational Resources Information Center

    Choosri, Noppon; Pookao, Chompoonut

    2017-01-01

    The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…

  18. A Principled Approach to Utilizing Digital Games in the Language Learning Classroom

    ERIC Educational Resources Information Center

    Baierschmidt, Jared

    2013-01-01

    Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…

  19. Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture

    ERIC Educational Resources Information Center

    Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne

    2017-01-01

    This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…

  20. Integrating Adaptive Games in Student-Centered Virtual Learning Environments

    ERIC Educational Resources Information Center

    del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2010-01-01

    The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…

  1. The Iterated Classification Game: A New Model of the Cultural Transmission of Language

    PubMed Central

    Swarup, Samarth; Gasser, Les

    2010-01-01

    The Iterated Classification Game (ICG) combines the Classification Game with the Iterated Learning Model (ILM) to create a more realistic model of the cultural transmission of language through generations. It includes both learning from parents and learning from peers. Further, it eliminates some of the chief criticisms of the ILM: that it does not study grounded languages, that it does not include peer learning, and that it builds in a bias for compositional languages. We show that, over the span of a few generations, a stable linguistic system emerges that can be acquired very quickly by each generation, is compositional, and helps the agents to solve the classification problem with which they are faced. The ICG also leads to a different interpretation of the language acquisition process. It suggests that the role of parents is to initialize the linguistic system of the child in such a way that subsequent interaction with peers results in rapid convergence to the correct language. PMID:20190877

  2. Multimedia Games for Fun and Learning English in Preschool

    ERIC Educational Resources Information Center

    Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor

    2015-01-01

    Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…

  3. True to the Language Game: African American Discourse, Cultural Politics, and Pedagogy

    ERIC Educational Resources Information Center

    Gilyard, Keith

    2011-01-01

    In "True to the Language Game", Keith Gilyard, one of the major African American figures to emerge in language and cultural studies, makes his most seminal work available in one volume. This collection of new and previously published essays contains Gilyard's most relevant scholarly contributions to deliberations about linguistic diversity,…

  4. Berlin Kompass: Multimodal Gameful Empowerment for Foreign Language Learning

    ERIC Educational Resources Information Center

    Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope

    2015-01-01

    This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…

  5. Differentially Positioned Language Games: Ethnomathematics from a Philosophical Perspective

    ERIC Educational Resources Information Center

    Knijnik, Gelsa

    2012-01-01

    This paper discusses a new philosophical perspective for ethnomathematics which articulates Ludwig Wittgenstein's and Michel Foucault's theoretical notions. It is conceived as a theoretical toolbox which allows the analysis of, on the one hand, the mathematical language games of different forms of life and their family resemblances and, on the…

  6. Context-dependent player's movement interpretation: application to adaptive game development

    NASA Astrophysics Data System (ADS)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  7. Affect-Based Adaptation of an Applied Video Game for Educational Purposes

    ERIC Educational Resources Information Center

    Bontchev, Boyan; Vassileva, Dessislava

    2017-01-01

    Purpose: This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the "Rush for Gold" game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and…

  8. Adaptive Topographies and Equilibrium Selection in an Evolutionary Game

    PubMed Central

    Osinga, Hinke M.; Marshall, James A. R.

    2015-01-01

    It has long been known in the field of population genetics that adaptive topographies, in which population equilibria maximise mean population fitness for a trait regardless of its genetic bases, do not exist. Whether one chooses to model selection acting on a single locus or multiple loci does matter. In evolutionary game theory, analysis of a simple and general game involving distinct roles for the two players has shown that whether strategies are modelled using a single ‘locus’ or one ‘locus’ for each role, the stable population equilibria are unchanged and correspond to the fitness-maximising evolutionary stable strategies of the game. This is curious given the aforementioned population genetical results on the importance of the genetic bases of traits. Here we present a dynamical systems analysis of the game with roles detailing how, while the stable equilibria in this game are unchanged by the number of ‘loci’ modelled, equilibrium selection may differ under the two modelling approaches. PMID:25706762

  9. Adapting tests of sign language assessment for other sign languages--a review of linguistic, cultural, and psychometric problems.

    PubMed

    Haug, Tobias; Mann, Wolfgang

    2008-01-01

    Given the current lack of appropriate assessment tools for measuring deaf children's sign language skills, many test developers have used existing tests of other sign languages as templates to measure the sign language used by deaf people in their country. This article discusses factors that may influence the adaptation of assessment tests from one natural sign language to another. Two tests which have been adapted for several other sign languages are focused upon: the Test for American Sign Language and the British Sign Language Receptive Skills Test. A brief description is given of each test as well as insights from ongoing adaptations of these tests for other sign languages. The problems reported in these adaptations were found to be grounded in linguistic and cultural differences, which need to be considered for future test adaptations. Other reported shortcomings of test adaptation are related to the question of how well psychometric measures transfer from one instrument to another.

  10. Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model

    ERIC Educational Resources Information Center

    Sundqvist, Pia

    2013-01-01

    The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…

  11. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    ERIC Educational Resources Information Center

    Galvis, Héctor Alejandro

    2015-01-01

    This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…

  12. Naming game with biased assimilation over adaptive networks

    NASA Astrophysics Data System (ADS)

    Fu, Guiyuan; Zhang, Weidong

    2018-01-01

    The dynamics of two-word naming game incorporating the influence of biased assimilation over adaptive network is investigated in this paper. Firstly an extended naming game with biased assimilation (NGBA) is proposed. The hearer in NGBA accepts the received information in a biased manner, where he may refuse to accept the conveyed word from the speaker with a predefined probability, if the conveyed word is different from his current memory. Secondly, the adaptive network is formulated by rewiring the links. Theoretical analysis is developed to show that the population in NGBA will eventually reach global consensus on either A or B. Numerical simulation results show that the larger strength of biased assimilation on both words, the slower convergence speed, while larger strength of biased assimilation on only one word can slightly accelerate the convergence; larger population size can make the rate of convergence slower to a large extent when it increases from a relatively small size, while such effect becomes minor when the population size is large; the behavior of adaptively reconnecting the existing links can greatly accelerate the rate of convergence especially on the sparse connected network.

  13. Play It Again, Sam! Adapting Common Games into Multimedia Models Used for Student Reviews.

    ERIC Educational Resources Information Center

    Metcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen

    1998-01-01

    Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…

  14. Perceptual Adaptation to Sinewave-Vocoded Speech across Languages

    ERIC Educational Resources Information Center

    Bent, Tessa; Loebach, Jeremy L.; Phillips, Lawrence; Pisoni, David B.

    2011-01-01

    Listeners rapidly adapt to many forms of degraded speech. What level of information drives this adaptation, however, remains unresolved. The current study exposed listeners to sinewave-vocoded speech in one of three languages, which manipulated the type of information shared between the training languages (German, Mandarin, or English) and the…

  15. Approaching sign language test construction: adaptation of the German sign language receptive skills test.

    PubMed

    Haug, Tobias

    2011-01-01

    There is a current need for reliable and valid test instruments in different countries in order to monitor deaf children's sign language acquisition. However, very few tests are commercially available that offer strong evidence for their psychometric properties. A German Sign Language (DGS) test focusing on linguistic structures that are acquired in preschool- and school-aged children (4-8 years old) is urgently needed. Using the British Sign Language Receptive Skills Test, that has been standardized and has sound psychometric properties, as a template for adaptation thus provides a starting point for tests of a sign language that is less documented, such as DGS. This article makes a novel contribution to the field by examining linguistic, cultural, and methodological issues in the process of adapting a test from the source language to the target language. The adapted DGS test has sound psychometric properties and provides the basis for revision prior to standardization. © The Author 2011. Published by Oxford University Press. All rights reserved.

  16. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    PubMed

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve

  17. Adaptive Modeling Language and Its Derivatives

    NASA Technical Reports Server (NTRS)

    Chemaly, Adel

    2006-01-01

    Adaptive Modeling Language (AML) is the underlying language of an object-oriented, multidisciplinary, knowledge-based engineering framework. AML offers an advanced modeling paradigm with an open architecture, enabling the automation of the entire product development cycle, integrating product configuration, design, analysis, visualization, production planning, inspection, and cost estimation.

  18. The Rules of the Game: Properties of a Database of Expository Language Samples

    ERIC Educational Resources Information Center

    Heilmann, John; Malone, Thomas O.

    2014-01-01

    Purpose: The authors created a database of expository oral language samples with the aims of describing the nature of students' expository discourse and providing benchmark data for typically developing preteen and teenage students. Method: Using a favorite game or sport protocol, language samples were collected from 235 typically developing…

  19. Language structure in the n -object naming game.

    PubMed

    Lipowski, Adam; Lipowska, Dorota

    2009-11-01

    We examine a naming game with two agents trying to establish a common vocabulary for n objects. Such efforts lead to the emergence of language that allows for an efficient communication and exhibits some degree of homonymy and synonymy. Although homonymy reduces the communication efficiency, it seems to be a dynamical trap that persists for a long, and perhaps indefinite, time. On the other hand, synonymy does not reduce the efficiency of communication but appears to be only a transient feature of the language. Thus, in our model the role of synonymy decreases and in the long-time limit it becomes negligible. A similar rareness of synonymy is observed in present natural languages. The role of noise, that distorts the communicated words, is also examined. Although, in general, the noise reduces the communication efficiency, it also regroups the words so that they are more evenly distributed within the available "verbal" space.

  20. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    ERIC Educational Resources Information Center

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…

  1. Adaptivity in Game-Based Learning: A New Perspective on Story

    NASA Astrophysics Data System (ADS)

    Berger, Florian; Müller, Wolfgang

    Game-based learning as a novel form of e-learning still has issues in fundamental questions, the lack of a general model for adaptivity being one of them. Since adaptive techniques in traditional e-learning applications bear close similarity to certain interactive storytelling approaches, we propose a new notion of story as the joining element of arbitraty learning paths.

  2. Teaching Adaptability of Object-Oriented Programming Language Curriculum

    ERIC Educational Resources Information Center

    Zhu, Xiao-dong

    2012-01-01

    The evolution of object-oriented programming languages includes update of their own versions, update of development environments, and reform of new languages upon old languages. In this paper, the evolution analysis of object-oriented programming languages is presented in term of the characters and development. The notion of adaptive teaching upon…

  3. Five Board Games for the Language Classroom: Uvas, Montana Rusa, El Futbol, La Corrida de Verbos, Paso a Paso.

    ERIC Educational Resources Information Center

    Snyder, Barbara

    A collection of five board games for the Spanish language classroom contains gameboards, game markers, and directions for each game. It also contains general instructions for the teacher about the classroom use of board games. The games include: "Uvas," for use in vocabulary development and cultural awareness; "Montana Rusa," for general…

  4. Forms of Participation and Semiotic Mediation in Board Games for Second Language Learning

    ERIC Educational Resources Information Center

    Luk, Jasmine C. M.

    2013-01-01

    This article discusses a study on how language use and language development can be promoted through engaging students in different participation roles in board games. Theoretically, the study is grounded in sociocultural perspectives of activity theory and the role of play as a form of human motivation. A group of Grade 4 primary students learning…

  5. If Language Is a Complex Adaptive System, What Is Language Assessment?

    ERIC Educational Resources Information Center

    Mislevy, Robert J.; Yin, Chengbin

    2009-01-01

    Individuals' use of language in contexts emerges from second-to-second processes of activating and integrating traces of past experiences--an interactionist view compatible with the study of language as a complex adaptive system but quite different from the trait-based framework through which measurement specialists investigate validity, establish…

  6. A Study on Using Serious Games in Teaching German as a Foreign Language

    ERIC Educational Resources Information Center

    Alyaz, Yunus; Spaniel-Weise, Dorothea; Gursoy, Esim

    2017-01-01

    The interest in Digital Game-Based Language Learning (DGBLL) has increased considerably in recent years although being a relatively new approach. Despite the interest that DGBLL took, the studies in the context of German as a Foreign Language (FL) are quite limited. Moreover, DGBLL in the Turkish context is not prevalent. Due to this gap in the…

  7. Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game

    ERIC Educational Resources Information Center

    Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre

    2011-01-01

    This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…

  8. Understanding Attention to Adaptive Hints in Educational Games: An Eye-Tracking Study

    ERIC Educational Resources Information Center

    Conati, Cristina; Jaques, Natasha; Muir, Mary

    2013-01-01

    This paper presents a user study that investigates the factors affecting student attention to user-adaptive hints during interaction with an educational computer game. The study focuses on Prime Climb, an educational game designed to provide individualized support for learning number factorization skills in the form of textual hints based on a…

  9. From General Game Descriptions to a Market Specification Language for General Trading Agents

    NASA Astrophysics Data System (ADS)

    Thielscher, Michael; Zhang, Dongmo

    The idea behind General Game Playing is to build systems that, instead of being programmed for one specific task, are intelligent and flexible enough to negotiate an unknown environment solely on the basis of the rules which govern it. In this paper, we argue that this principle has the great potential to bring to a new level artificially intelligent systems in other application areas as well. Our specific interest lies in General Trading Agents, which are able to understand the rules of unknown markets and then to actively participate in them without human intervention. To this end, we extend the general Game Description Language into a language that allows to formally describe arbitrary markets in such a way that these specifications can be automatically processed by a computer. We present both syntax and a transition-based semantics for this Market Specification Language and illustrate its expressive power by presenting axiomatizations of several well-known auction types.

  10. Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education

    ERIC Educational Resources Information Center

    Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi

    2015-01-01

    Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…

  11. Content and Language Integrated Learning through an Online Game in Primary School: A Case Study

    ERIC Educational Resources Information Center

    Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope

    2014-01-01

    In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…

  12. The evolutionary language game: an orthogonal approach.

    PubMed

    Lenaerts, Tom; Jansen, Bart; Tuyls, Karl; De Vylder, Bart

    2005-08-21

    Evolutionary game dynamics have been proposed as a mathematical framework for the cultural evolution of language and more specifically the evolution of vocabulary. This article discusses a model that is mutually exclusive in its underlying principals with some previously suggested models. The model describes how individuals in a population culturally acquire a vocabulary by actively participating in the acquisition process instead of passively observing and communicate through peer-to-peer interactions instead of vertical parent-offspring relations. Concretely, a notion of social/cultural learning called the naming game is first abstracted using learning theory. This abstraction defines the required cultural transmission mechanism for an evolutionary process. Second, the derived transmission system is expressed in terms of the well-known selection-mutation model defined in the context of evolutionary dynamics. In this way, the analogy between social learning and evolution at the level of meaning-word associations is made explicit. Although only horizontal and oblique transmission structures will be considered, extensions to vertical structures over different genetic generations can easily be incorporated. We provide a number of simplified experiments to clarify our reasoning.

  13. Adaptive role switching promotes fairness in networked ultimatum game.

    PubMed

    Wu, Te; Fu, Feng; Zhang, Yanling; Wang, Long

    2013-01-01

    In recent years, mechanisms favoring fair split in the ultimatum game have attracted growing interests because of its practical implications for international bargains. In this game, two players are randomly assigned two different roles respectively to split an offer: the proposer suggests how to split and the responder decides whether or not to accept it. Only when both agree is the offer successfully split; otherwise both get nothing. It is of importance and interest to break the symmetry in role assignment especially when the game is repeatedly played in a heterogeneous population. Here we consider an adaptive role assignment: whenever the split fails, the two players switch their roles probabilistically. The results show that this simple feedback mechanism proves much more effective at promoting fairness than other alternatives (where, for example, the role assignment is based on the number of neighbors).

  14. World of Wordcraft: Foreign Language Grammar and Composition Taught as a Term-Long Role-Playing Game

    ERIC Educational Resources Information Center

    Gellar-Goad, T. H. M.

    2015-01-01

    This article outlines an innovative approach to the instruction of foreign languages: a term-long role-playing game in the style of tabletop role-playing games such as "Dungeons & Dragons." Students adopt personas, avatars, or "player characters" and take them through adventures, exploration, puzzles, and fights with…

  15. Exploring Learners' Perceptions of the Use of Digital Letter Games for Language Learning: The Case of Magic Word

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca

    2016-01-01

    In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…

  16. Bridging the Gap: Adaptive Games and Student-Centered VLEs

    NASA Astrophysics Data System (ADS)

    Del Blanco, Ángel; Torrente, Javier; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar

    The widely used e-learning technology is facing new challenges such as how to produce student-centered systems that can be adapted to the needs of each student. Those objectives should be met in a standard compliant way to simplify general adoption. In this context, educational videogames are proposed as an ideal medium to facilitate adaptation and tracking of the students’ performance for assessment purposes. However, there are still barriers between the gaming and e-learning worlds preventing their mutual interaction. In this paper we propose a middleware to bridge this gap, integrating adaptive educational videogames in e-learning environments with a special focus on the ongoing standardization efforts.

  17. The (Spatial) Memory Game: Testing the Relationship Between Spatial Language, Object Knowledge, and Spatial Cognition.

    PubMed

    Gudde, Harmen B; Griffiths, Debra; Coventry, Kenny R

    2018-02-19

    The memory game paradigm is a behavioral procedure to explore the relationship between language, spatial memory, and object knowledge. Using two different versions of the paradigm, spatial language use and memory for object location are tested under different, experimentally manipulated conditions. This allows us to tease apart proposed models explaining the influence of object knowledge on spatial language (e.g., spatial demonstratives), and spatial memory, as well as understanding the parameters that affect demonstrative choice and spatial memory more broadly. Key to the development of the method was the need to collect data on language use (e.g., spatial demonstratives: "this/that") and spatial memory data under strictly controlled conditions, while retaining a degree of ecological validity. The language version (section 3.1) of the memory game tests how conditions affect language use. Participants refer verbally to objects placed at different locations (e.g., using spatial demonstratives: "this/that red circle"). Different parameters can be experimentally manipulated: the distance from the participant, the position of a conspecific, and for example whether the participant owns, knows, or sees the object while referring to it. The same parameters can be manipulated in the memory version of the memory game (section 3.2). This version tests the effects of the different conditions on object-location memory. Following object placement, participants get 10 seconds to memorize the object's location. After the object and location cues are removed, participants verbally direct the experimenter to move a stick to indicate where the object was. The difference between the memorized and the actual location shows the direction and strength of the memory error, allowing comparisons between the influences of the respective parameters.

  18. Truth and probability in evolutionary games

    NASA Astrophysics Data System (ADS)

    Barrett, Jeffrey A.

    2017-01-01

    This paper concerns two composite Lewis-Skyrms signalling games. Each consists in a base game that evolves a language descriptive of nature and a metagame that coevolves a language descriptive of the base game and its evolving language. The first composite game shows how a pragmatic notion of truth might coevolve with a simple descriptive language. The second shows how a pragmatic notion of probability might similarly coevolve. Each of these pragmatic notions is characterised by the particular game and role that it comes to play in the game.

  19. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol

    PubMed Central

    Padalabalanarayanan, Sangeetha; McCroskey, Justin; Thirumalai, Mohanraj

    2017-01-01

    Background Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity. Objective Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat. Methods Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For

  20. Learning an EMG Controlled Game: Task-Specific Adaptations and Transfer

    PubMed Central

    van Dijk, Ludger; van der Sluis, Corry K.; van Dijk, Hylke W.; Bongers, Raoul M.

    2016-01-01

    Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task. Able-bodied right-handed participants (N = 28) were randomly assigned to 1 of 2 groups. The intervention group was trained to control a video game (Breakout-EMG) using the myosignals of wrist flexors and extensors. Controls played a regular Mario computer game. Both groups trained 20 minutes a day for 4 consecutive days. Before and after training, two tests were conducted: one level of the Breakout-EMG game, and grasping objects with a prosthesis-simulator. Results showed a larger increase of in-game accuracy for the Breakout-EMG group than for controls. The Breakout-EMG group moreover showed increased adaptation of the EMG signal to the game. No differences were found in using a prosthesis-simulator. This study demonstrated that myogames lead to task-specific myocontrol skills. Transfer to a prosthesis task is therefore far from easy. We discuss several implications for future myogame designs. PMID:27556154

  1. Learning an EMG Controlled Game: Task-Specific Adaptations and Transfer.

    PubMed

    van Dijk, Ludger; van der Sluis, Corry K; van Dijk, Hylke W; Bongers, Raoul M

    2016-01-01

    Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task. Able-bodied right-handed participants (N = 28) were randomly assigned to 1 of 2 groups. The intervention group was trained to control a video game (Breakout-EMG) using the myosignals of wrist flexors and extensors. Controls played a regular Mario computer game. Both groups trained 20 minutes a day for 4 consecutive days. Before and after training, two tests were conducted: one level of the Breakout-EMG game, and grasping objects with a prosthesis-simulator. Results showed a larger increase of in-game accuracy for the Breakout-EMG group than for controls. The Breakout-EMG group moreover showed increased adaptation of the EMG signal to the game. No differences were found in using a prosthesis-simulator. This study demonstrated that myogames lead to task-specific myocontrol skills. Transfer to a prosthesis task is therefore far from easy. We discuss several implications for future myogame designs.

  2. Wittgenstein's language games as a theory of learning disabilities.

    PubMed

    Timmons, Stephen

    2006-01-01

    Sociological approaches to the understanding of learning disabilities are perhaps not as fully developed as they might be. Wittgenstein's notion of the language game is elucidated, and its relevance to the analysis of learning disabilities as a social phenomenon is explained. This gives some insight into an alternative conception of what learning disabilities might be, and why people who are classified as having learning disabilities continue, to some extent, to be excluded from full participation in society.

  3. Child Bilingualism in an Immigrant Society: Implications of Borrowing in the Hebrew 'Language of Games.'

    ERIC Educational Resources Information Center

    Bar-Adon, Aaron

    The first waves of immigrants arriving in Palestine were faced with the problem of forming a new culture and creating a new language, actually, reviving Hebrew, an ancient language. The children were faced with creating their own traditions, games, and folklore; in so doing, through straight borrowing, spontaneous translation (loan translation),…

  4. Language Comprehension in Language-Learning Impaired Children Improved with Acoustically Modified Speech

    NASA Astrophysics Data System (ADS)

    Tallal, Paula; Miller, Steve L.; Bedi, Gail; Byma, Gary; Wang, Xiaoqin; Nagarajan, Srikantan S.; Schreiner, Christoph; Jenkins, William M.; Merzenich, Michael M.

    1996-01-01

    A speech processing algorithm was developed to create more salient versions of the rapidly changing elements in the acoustic waveform of speech that have been shown to be deficiently processed by language-learning impaired (LLI) children. LLI children received extensive daily training, over a 4-week period, with listening exercises in which all speech was translated into this synthetic form. They also received daily training with computer "games" designed to adaptively drive improvements in temporal processing thresholds. Significant improvements in speech discrimination and language comprehension abilities were demonstrated in two independent groups of LLI children.

  5. International Cooperative Games.

    ERIC Educational Resources Information Center

    Hoppe, Christine

    The book "Of Play and Playfulness" (Eastern Cooperative Recreation School, 1990) is recommended as a source of ideas for second language learning games. It describes folk dances, ideas for crafts, puppetry, games, and a variety of other activities from many countries. Several games from the book, easy to teach in a foreign language or…

  6. Developing and Applying a Foreign Language Vocabulary Learning and Practicing Game: The Effect of VocaWord

    ERIC Educational Resources Information Center

    Uzun, Levent; Çetinavci, Ugur Recep; Korkmaz, Sedat; Salihoglu, Umut Muharrem

    2013-01-01

    The present study reports on the findings related to the effect of playing a vocabulary learning and practicing game in elementary English classes at university level, and the attitudes and beliefs of the subjects about playing games with the purpose of learning the foreign language. The subjects were 70 first year university students from two…

  7. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

    PubMed

    Malone, Laurie A; Padalabalanarayanan, Sangeetha; McCroskey, Justin; Thirumalai, Mohanraj

    2017-06-16

    Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity. Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat. Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For Visit 2, metabolic data were

  8. The Design of Video Games in the Implementation of Malay Language Learning among Foreign Students in an Institution of Higher Learning

    ERIC Educational Resources Information Center

    Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy

    2015-01-01

    This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…

  9. Dynamic Adaptation in Child-Adult Language Interaction

    ERIC Educational Resources Information Center

    van Dijk, Marijn; van Geert, Paul; Korecky-Kröll, Katharina; Maillochon, Isabelle; Laaha, Sabine; Dressler, Wolfgang U.; Bassano, Dominique

    2013-01-01

    When speaking to young children, adults adapt their language to that of the child. In this article, we suggest that this child-directed speech (CDS) is the result of a transactional process of dynamic adaptation between the child and the adult. The study compares developmental trajectories of three children to those of the CDS of their caregivers.…

  10. Before They Read: Teaching Language and Literacy Development through Conversations, Interactive Read-Alouds, and Listening Games

    ERIC Educational Resources Information Center

    Miller, Cathy Puett

    2010-01-01

    Preschool and kindergarten educators know that strong oral language skills must be in place before children can learn to read. In "Before They Read: Teaching Language and Literacy Development through Conversations, Interactive Read-Alouds, and Listening Games," Cathy Puett Miller helps educators teach those early literacy skills with engaging…

  11. Adaptive play stabilizes cooperation in continuous public goods games

    NASA Astrophysics Data System (ADS)

    Wu, Te; Wang, Long

    2018-04-01

    We construct a model to study the effects of repeated interaction on the evolution of cooperation in continuous public goods games. Instead of preassigning the duration of repeatedness, the likelihood of group entering next round interaction is positively dependent on the group's current cooperativeness. Meanwhile, when the disturbance happens, the interaction terminates. Under rare mutations, we show that such adaptive play can lead to the dominance of full cooperative state for weak disturbance. For fairly strong disturbance, all-or-none cooperative states share higher fractions of time in the long run, results similar to the ones reported in the study (Pinheiro et al., 2014) while differing from the ones reported in another relevant study (Van Segbroeck et al., 2012), although only strategy space and way determining next round vary. Our results remain valid when groups enter next round with a given probability independent of groups' cooperativeness. In the synergic public goods games, the positive effects of repeated interactions on promoting cooperation is further strengthened. In the discounted public goods game, only very weak disturbance can lead to the dominance of full cooperative state while fairly strong disturbance can favor both full cooperative state and a partially cooperative state. Our study thus enriches the literature on the evolution of cooperation in repeated public goods games.

  12. The Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage

    ERIC Educational Resources Information Center

    Mubaslat, Mania Moayad

    2012-01-01

    This study attempts to determine the role of educational games on learning a foreign language, and to compare games with more traditional practices as effective learning tools on the basic educational stage students at governmental schools in Jordan, an experimental research is conducted using three groups out of six randomly. To determine the…

  13. Adaptation of a Vocabulary Test from British Sign Language to American Sign Language

    ERIC Educational Resources Information Center

    Mann, Wolfgang; Roy, Penny; Morgan, Gary

    2016-01-01

    This study describes the adaptation process of a vocabulary knowledge test for British Sign Language (BSL) into American Sign Language (ASL) and presents results from the first round of pilot testing with 20 deaf native ASL signers. The web-based test assesses the strength of deaf children's vocabulary knowledge by means of different mappings of…

  14. Developing Adaptive Systems at Early Stages of Children's Foreign Language Development

    ERIC Educational Resources Information Center

    Espada, Ana Belen Cumbreno; Garcia, Mercedes Rico; Fuentes, Alejandro Curado; Gomez, Eva Ma Dominguez

    2006-01-01

    This paper describes the integration of hypermedia adaptive systems for foreign language learners at an early age. Our research project is concerned with exploring the relationship between language learning and information technology according to six different phases: a preliminary study of the plausible adaptive system; the development of lessons…

  15. Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.

    PubMed

    Ewing, Kate C; Fairclough, Stephen H; Gilleade, Kiel

    2016-01-01

    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.

  16. Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop

    PubMed Central

    Ewing, Kate C.; Fairclough, Stephen H.; Gilleade, Kiel

    2016-01-01

    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed. PMID:27242486

  17. Adaptive and bounded investment returns promote cooperation in spatial public goods games.

    PubMed

    Chen, Xiaojie; Liu, Yongkui; Zhou, Yonghui; Wang, Long; Perc, Matjaž

    2012-01-01

    The public goods game is one of the most famous models for studying the evolution of cooperation in sizable groups. The multiplication factor in this game can characterize the investment return from the public good, which may be variable depending on the interactive environment in realistic situations. Instead of using the same universal value, here we consider that the multiplication factor in each group is updated based on the differences between the local and global interactive environments in the spatial public goods game, but meanwhile limited to within a certain range. We find that the adaptive and bounded investment returns can significantly promote cooperation. In particular, full cooperation can be achieved for high feedback strength when appropriate limitation is set for the investment return. Also, we show that the fraction of cooperators in the whole population can become larger if the lower and upper limits of the multiplication factor are increased. Furthermore, in comparison to the traditionally spatial public goods game where the multiplication factor in each group is identical and fixed, we find that cooperation can be better promoted if the multiplication factor is constrained to adjust between one and the group size in our model. Our results highlight the importance of the locally adaptive and bounded investment returns for the emergence and dominance of cooperative behavior in structured populations.

  18. Adaptive and Bounded Investment Returns Promote Cooperation in Spatial Public Goods Games

    PubMed Central

    Chen, Xiaojie; Liu, Yongkui; Zhou, Yonghui; Wang, Long; Perc, Matjaž

    2012-01-01

    The public goods game is one of the most famous models for studying the evolution of cooperation in sizable groups. The multiplication factor in this game can characterize the investment return from the public good, which may be variable depending on the interactive environment in realistic situations. Instead of using the same universal value, here we consider that the multiplication factor in each group is updated based on the differences between the local and global interactive environments in the spatial public goods game, but meanwhile limited to within a certain range. We find that the adaptive and bounded investment returns can significantly promote cooperation. In particular, full cooperation can be achieved for high feedback strength when appropriate limitation is set for the investment return. Also, we show that the fraction of cooperators in the whole population can become larger if the lower and upper limits of the multiplication factor are increased. Furthermore, in comparison to the traditionally spatial public goods game where the multiplication factor in each group is identical and fixed, we find that cooperation can be better promoted if the multiplication factor is constrained to adjust between one and the group size in our model. Our results highlight the importance of the locally adaptive and bounded investment returns for the emergence and dominance of cooperative behavior in structured populations. PMID:22615836

  19. The rules of the game: properties of a database of expository language samples.

    PubMed

    Heilmann, John; Malone, Thomas O

    2014-10-01

    The authors created a database of expository oral language samples with the aims of describing the nature of students' expository discourse and providing benchmark data for typically developing preteen and teenage students. Using a favorite game or sport protocol, language samples were collected from 235 typically developing students in Grades 5, 6, 7, and 9. Twelve language measures were summarized from this database and analyses were completed to test for differences across ages and topics. To determine whether distinct dimensions of oral language could be captured with language measures from these expository samples, a factor analysis was completed. Modest differences were observed in language measures across ages and topics. The language measures were effectively classified into four distinct dimensions: syntactic complexity, expository content, discourse difficulties, and lexical diversity. Analysis of expository data provides a functional and curriculum-based assessment that has the potential to allow clinicians to document multiple dimensions of children's expressive language skills. Further development and testing of the database will establish the feasibility of using it to compare individual students' expository discourse skills to those of their typically developing peers.

  20. Translation and Adaptation of Five English Language Self-Report Health Measures to South Indian Kannada Language

    PubMed Central

    Thammaiah, Spoorthi; Manchaiah, Vinaya; Easwar, Vijayalakshmi; Krishna, Rajalakshmi

    2016-01-01

    The objective of this study was to translate and adapt five English self-report health measures to a South Indian language Kannada. Currently, no systematically developed questionnaires assessing hearing rehabilitation outcomes are available for clinical or research use in Kannada. The questionnaires included for translation and adaptation were the hearing handicap questionnaire, the international outcome inventory - hearing aids, the self-assessment of communication, the participation scale, and the assessment of quality of life – 4 dimensions. The questionnaires were translated and adapted using the American Association of Orthopedic Surgeons (AAOS) guidelines. The five stages followed in the study included: i) forward translation; ii) common translation synthesis; iii) backward translation; iv) expert committee review; v) pre-final testing. In this paper, in addition to a description of the process, we also highlight practical issues faced while adopting the procedure with an aim to help readers better understand the intricacies involved in such processes. This can be helpful to researchers and clinicians who are keen to adapt standard self-report questionnaires from other languages to their native language. PMID:27588165

  1. Store-and-feedforward adaptive gaming system for hand-finger motion tracking in telerehabilitation.

    PubMed

    Lockery, Daniel; Peters, James F; Ramanna, Sheela; Shay, Barbara L; Szturm, Tony

    2011-05-01

    This paper presents a telerehabilitation system that encompasses a webcam and store-and-feedforward adaptive gaming system for tracking finger-hand movement of patients during local and remote therapy sessions. Gaming-event signals and webcam images are recorded as part of a gaming session and then forwarded to an online healthcare content management system (CMS) that separates incoming information into individual patient records. The CMS makes it possible for clinicians to log in remotely and review gathered data using online reports that are provided to help with signal and image analysis using various numerical measures and plotting functions. Signals from a 6 degree-of-freedom magnetic motion tracking system provide a basis for video-game sprite control. The MMT provides a path for motion signals between common objects manipulated by a patient and a computer game. During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient.

  2. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    PubMed Central

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas. PMID:28303097

  3. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms.

    PubMed

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-E; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers' attention from different fields and many studies have validated MMORPGs' positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers' overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.

  4. Adaptive Game Based Learning Using Brain Measures for Attention--Some Explorations

    ERIC Educational Resources Information Center

    van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian

    2016-01-01

    The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…

  5. "Measuring up to measure" dysmorphophobia as a language game.

    PubMed

    Faccio, Elena; Centomo, Chiara; Mininni, Giuseppe

    2011-09-01

    We look into the transformation of meanings in psychotherapy and suggest a clinical application for Wittgenstein's intuitions concerning the role of linguistic practices in generating significance. In post-modern theory, therapy does not necessarily change reality as much as it does our way of experiencing it by intervening in the linguistic-representational rules responsible for constructing the text which expresses the problem. Since "states of mind assume the truths and forms of the language devices that we use to represent them" (Foucault, 1963, p. 57), therapy may be intended as a narrative path toward a new naming of one's reified experiences. The clinical problem we consider here, the pervasive feeling of inadequacy due to one's excessive height (dysmorphophobia), is an excellent example of "language game" by which a "perspicuous representation" (the "therapy" proposed by Wittgenstein in the 1953) may bring out alternatives to linguistically-built "traps", putting the blocked semiotic mechanism back into motion.

  6. Adaptation of Communicative Language Teaching Methodology to an English Textbook for English Language Learning of NIDA Students

    ERIC Educational Resources Information Center

    West, Andrew J.

    2016-01-01

    In this paper, the researcher focuses on assessing the language learning benefits for students of adapting the communicative language teaching (CLT) methodology to an English textbook, a methodology that, according to Richards (2006), Littlewood (2008) and others, is influential in shaping second language learning worldwide. This paper is intended…

  7. Criteria for Evaluating a Game-Based CALL Platform

    ERIC Educational Resources Information Center

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

    Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…

  8. Strategic interactions: Games of the Ju|'hoan.

    PubMed

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  9. The U.S.-China E-Language Project: A Study of a Gaming Approach to English Language Learning for Middle School Students

    ERIC Educational Resources Information Center

    Green, Patricia J.; Sha, Mandy; Liu, Lu

    2011-01-01

    In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…

  10. Optimizing annotation resources for natural language de-identification via a game theoretic framework.

    PubMed

    Li, Muqun; Carrell, David; Aberdeen, John; Hirschman, Lynette; Kirby, Jacqueline; Li, Bo; Vorobeychik, Yevgeniy; Malin, Bradley A

    2016-06-01

    Electronic medical records (EMRs) are increasingly repurposed for activities beyond clinical care, such as to support translational research and public policy analysis. To mitigate privacy risks, healthcare organizations (HCOs) aim to remove potentially identifying patient information. A substantial quantity of EMR data is in natural language form and there are concerns that automated tools for detecting identifiers are imperfect and leak information that can be exploited by ill-intentioned data recipients. Thus, HCOs have been encouraged to invest as much effort as possible to find and detect potential identifiers, but such a strategy assumes the recipients are sufficiently incentivized and capable of exploiting leaked identifiers. In practice, such an assumption may not hold true and HCOs may overinvest in de-identification technology. The goal of this study is to design a natural language de-identification framework, rooted in game theory, which enables an HCO to optimize their investments given the expected capabilities of an adversarial recipient. We introduce a Stackelberg game to balance risk and utility in natural language de-identification. This game represents a cost-benefit model that enables an HCO with a fixed budget to minimize their investment in the de-identification process. We evaluate this model by assessing the overall payoff to the HCO and the adversary using 2100 clinical notes from Vanderbilt University Medical Center. We simulate several policy alternatives using a range of parameters, including the cost of training a de-identification model and the loss in data utility due to the removal of terms that are not identifiers. In addition, we compare policy options where, when an attacker is fined for misuse, a monetary penalty is paid to the publishing HCO as opposed to a third party (e.g., a federal regulator). Our results show that when an HCO is forced to exhaust a limited budget (set to $2000 in the study), the precision and recall of the

  11. Reciprocity phase in various 2×2 games by agents equipped with two-memory length strategy encouraged by grouping for interaction and adaptation.

    PubMed

    Wakiyama, Motoya; Tanimoto, Jun

    2011-01-01

    This paper numerically investigates 2×2 games involving the Prisoner's Dilemma, Chicken, Hero, Leader, Stag Hunt, and Trivial Games in which agents have a strategy expressed by five-bit, two-memory length. Our motivation is to explore how grouping for game interaction and strategy adaptation influence ST reciprocity and R reciprocity (Tanimoto and Sagara, 2007a [Tanimoto, J., Sagara, H., 2007a. A study on emergence of coordinated alternating reciprocity in a 2×2 game with 2-memory length strategy. Biosystems 90(3), 728-737]. Enhanced R reciprocity is observed with the stronger grouping for game interaction when a relatively stronger grouping for strategy adaptation is assumed. On the other hand, enhanced ST reciprocity emerged with the stronger grouping for strategy adaptation when the relatively weaker grouping for game interaction is imposed. Our numerical experiment deals with those two groupings independently and dependently. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  12. Adaptive Dynamic Programming for Discrete-Time Zero-Sum Games.

    PubMed

    Wei, Qinglai; Liu, Derong; Lin, Qiao; Song, Ruizhuo

    2018-04-01

    In this paper, a novel adaptive dynamic programming (ADP) algorithm, called "iterative zero-sum ADP algorithm," is developed to solve infinite-horizon discrete-time two-player zero-sum games of nonlinear systems. The present iterative zero-sum ADP algorithm permits arbitrary positive semidefinite functions to initialize the upper and lower iterations. A novel convergence analysis is developed to guarantee the upper and lower iterative value functions to converge to the upper and lower optimums, respectively. When the saddle-point equilibrium exists, it is emphasized that both the upper and lower iterative value functions are proved to converge to the optimal solution of the zero-sum game, where the existence criteria of the saddle-point equilibrium are not required. If the saddle-point equilibrium does not exist, the upper and lower optimal performance index functions are obtained, respectively, where the upper and lower performance index functions are proved to be not equivalent. Finally, simulation results and comparisons are shown to illustrate the performance of the present method.

  13. Computer-Adaptive Testing in Second Language Contexts.

    ERIC Educational Resources Information Center

    Chalhoub-Deville, Micheline; Deville, Craig

    1999-01-01

    Provides a broad overview of computerized testing issues with an emphasis on computer-adaptive testing (CAT). A survey of the potential benefits and drawbacks of CAT are given, the process of CAT development is described; and some L2 instruments developed to assess various language skills are summarized. (Author/VWL)

  14. ALTEC Learning Games: Successful Integration of Learning and Gaming

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  15. Adapting Tests of Sign Language Assessment for Other Sign Languages--A Review of Linguistic, Cultural, and Psychometric Problems

    ERIC Educational Resources Information Center

    Haug, Tobias; Mann, Wolfgang

    2008-01-01

    Given the current lack of appropriate assessment tools for measuring deaf children's sign language skills, many test developers have used existing tests of other sign languages as templates to measure the sign language used by deaf people in their country. This article discusses factors that may influence the adaptation of assessment tests from…

  16. Classroom Games in the Compulsory School

    ERIC Educational Resources Information Center

    Kraus-Serbic, Eva

    1976-01-01

    Keeping the pupils' interest up throughout the year in a compulsory language class is a major problem and therefore, language-teaching games are very important. Some new suggestions for games to be used in the elementary school are: (1) The Parrot; (2) The Robot; (3) Ping-Pong; and (4) Telephone. Card games such as Happy Families can be played…

  17. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994.more » This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

  18. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  19. Quantum games as quantum types

    NASA Astrophysics Data System (ADS)

    Delbecque, Yannick

    In this thesis, we present a new model for higher-order quantum programming languages. The proposed model is an adaptation of the probabilistic game semantics developed by Danos and Harmer [DH02]: we expand it with quantum strategies which enable one to represent quantum states and quantum operations. Some of the basic properties of these strategies are established and then used to construct denotational semantics for three quantum programming languages. The first of these languages is a formalisation of the measurement calculus proposed by Danos et al. [DKP07]. The other two are new: they are higher-order quantum programming languages. Previous attempts to define a denotational semantics for higher-order quantum programming languages have failed. We identify some of the key reasons for this and base the design of our higher-order languages on these observations. The game semantics proposed in this thesis is the first denotational semantics for a lambda-calculus equipped with quantum types and with extra operations which allow one to program quantum algorithms. The results presented validate the two different approaches used in the design of these two new higher-order languages: a first one where quantum states are used through references and a second one where they are introduced as constants in the language. The quantum strategies presented in this thesis allow one to understand the constraints that must be imposed on quantum type systems with higher-order types. The most significant constraint is the fact that abstraction over part of the tensor product of many unknown quantum states must not be allowed. Quantum strategies are a new mathematical model which describes the interaction between classical and quantum data using system-environment dialogues. The interactions between the different parts of a quantum system are described using the rich structure generated by composition of strategies. This approach has enough generality to be put in relation with other

  20. Brain Games for Babies.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  1. Say what you mean: rethinking disability language in Adapted Physical Activity Quarterly.

    PubMed

    Peers, Danielle; Spencer-Cavaliere, Nancy; Eales, Lindsay

    2014-07-01

    Adapted Physical Activity Quarterly (APAQ) currently mandates that authors use person-first language in their publications. In this viewpoint article, we argue that although this policy is well intentioned, it betrays a very particular cultural and disciplinary approach to disability: one that is inappropriate given the international and multidisciplinary mandate of the journal. Further, we contend that APAQ's current language policy may serve to delimit the range of high-quality articles submitted and to encourage both theoretical inconsistency and the erasure of the ways in which research participants self-identify. The article begins with narrative accounts of each of our negotiations with disability terminology in adapted physical activity research and practice. We then provide historical and theoretical contexts for person-first language, as well as various other widely circulated alternative English-language disability terminology. We close with four suggested revisions to APAQ's language policy.

  2. Game-Theoretical Design of an Adaptive Distributed Dissemination Protocol for VANETs.

    PubMed

    Iza-Paredes, Cristhian; Mezher, Ahmad Mohamad; Aguilar Igartua, Mónica; Forné, Jordi

    2018-01-19

    Road safety applications envisaged for Vehicular Ad Hoc Networks (VANETs) depend largely on the dissemination of warning messages to deliver information to concerned vehicles. The intended applications, as well as some inherent VANET characteristics, make data dissemination an essential service and a challenging task in this kind of networks. This work lays out a decentralized stochastic solution for the data dissemination problem through two game-theoretical mechanisms. Given the non-stationarity induced by a highly dynamic topology, diverse network densities, and intermittent connectivity, a solution for the formulated game requires an adaptive procedure able to exploit the environment changes. Extensive simulations reveal that our proposal excels in terms of number of transmissions, lower end-to-end delay and reduced overhead while maintaining high delivery ratio, compared to other proposals.

  3. Game-Theoretical Design of an Adaptive Distributed Dissemination Protocol for VANETs

    PubMed Central

    Mezher, Ahmad Mohamad; Aguilar Igartua, Mónica

    2018-01-01

    Road safety applications envisaged for Vehicular Ad Hoc Networks (VANETs) depend largely on the dissemination of warning messages to deliver information to concerned vehicles. The intended applications, as well as some inherent VANET characteristics, make data dissemination an essential service and a challenging task in this kind of networks. This work lays out a decentralized stochastic solution for the data dissemination problem through two game-theoretical mechanisms. Given the non-stationarity induced by a highly dynamic topology, diverse network densities, and intermittent connectivity, a solution for the formulated game requires an adaptive procedure able to exploit the environment changes. Extensive simulations reveal that our proposal excels in terms of number of transmissions, lower end-to-end delay and reduced overhead while maintaining high delivery ratio, compared to other proposals. PMID:29351255

  4. Biological adaptations for functional features of language in the face of cultural evolution.

    PubMed

    Christiansen, Morten H; Reali, Florencia; Chater, Nick

    2011-04-01

    Although there may be no true language universals, it is nonetheless possible to discern several family resemblance patterns across the languages of the world. Recent work on the cultural evolution of language indicates the source of these patterns is unlikely to be an innate universal grammar evolved through biological adaptations for arbitrary linguistic features. Instead, it has been suggested that the patterns of resemblance emerge because language has been shaped by the brain, with individual languages representing different but partially overlapping solutions to the same set of nonlinguistic constraints. Here, we use computational simulations to investigate whether biological adaptation for functional features of language, deriving from cognitive and communicative constraints, may nonetheless be possible alongside rapid cultural evolution. Specifically, we focus on the Baldwin effect as an evolutionary mechanism by which previously learned linguistic features might become innate through natural selection across many generations of language users. The results indicate that cultural evolution of language does not necessarily prevent functional features of language from becoming genetically fixed, thus potentially providing a particularly informative source of constraints on cross-linguistic resemblance patterns.

  5. Examining the Effects of Adapted Peer Tutoring on Social and Language Skills of Young English Language Learners

    ERIC Educational Resources Information Center

    Xu, Yaoying

    2015-01-01

    The purpose of this study was to examine the effects of adapted peer tutoring (APT) on social interactions and early language and literacy skills of pre-school-age children who were English language learners (ELLs). APT was the treatment for this study. Quasi-experimental group comparison design was applied. Two inclusive pre-school classrooms…

  6. Why Are There Different Languages? The Role of Adaptation in Linguistic Diversity.

    PubMed

    Lupyan, Gary; Dale, Rick

    2016-09-01

    Why are there different languages? A common explanation is that different languages arise from the gradual accumulation of random changes. Here, we argue that, beyond these random factors, linguistic differences, from sounds to grammars, may also reflect adaptations to different environments in which the languages are learned and used. The aspects of the environment that could shape language include the social, the physical, and the technological. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. Simultaneously selecting appropriate partners for gaming and strategy adaptation to enhance network reciprocity in the prisoner's dilemma

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun

    2014-01-01

    Network reciprocity is one mechanism for adding social viscosity, which leads to cooperative equilibrium in 2 × 2 prisoner's dilemma games. Previous studies have shown that cooperation can be enhanced by using a skewed, rather than a random, selection of partners for either strategy adaptation or the gaming process. Here we show that combining both processes for selecting a gaming partner and an adaptation partner further enhances cooperation, provided that an appropriate selection rule and parameters are adopted. We also show that this combined model significantly enhances cooperation by reducing the degree of activity in the underlying network; we measure the degree of activity with a quantity called effective degree. More precisely, during the initial evolutionary stage in which the global cooperation fraction declines because initially allocated cooperators becoming defectors, the model shows that weak cooperative clusters perish and only a few strong cooperative clusters survive. This finding is the most important key to attaining significant network reciprocity.

  8. Speech and Language Disorders in Kenyan Children: Adapting Tools For Regions With Few Assessment Resources

    PubMed Central

    Carter, Julie Anne; Murira, Grace; Gona, Joseph; Tumaini, Judy; Lees, Janet; Neville, Brian George; Newton, Charles Richard

    2013-01-01

    This study sought to adapt a battery of Western speech and language assessment tools to a rural Kenyan setting. The tool was developed for children whose first language was KiGiryama, a Bantu language. A total of 539 Kenyan children (males=271, females=268, ethnicity=100% Kigiryama. Data were collected from 303 children admitted to hospital with severe malaria and 206 age-matched children recruited from the village communities. The language assessments were based upon the Content, Form and Use (C/F/U) model. The assessment was based upon the adapted versions of the Peabody Picture Vocabulary Test, Test for the Reception of Grammar, Renfrew Action Picture Test, Pragmatics Profile of Everyday Communication Skills in Children, Test of Word Finding and language specific tests of lexical semantics, higher level language. Preliminary measures of construct validity suggested that the theoretical assumptions behind the construction of the assessments were appropriate and re-test and inter-rater reliability scores were acceptable. These findings illustrate the potential to adapt Western speech and language assessments in other languages and settings, particularly those in which there is a paucity of standardised tools. PMID:24294109

  9. PILOT-SPION: A Computer Game for German Students.

    ERIC Educational Resources Information Center

    Sanders, Ruth H.

    1984-01-01

    Describes a computer game designed for students of German, which uses techniques of artificial intelligence to create a model of language understanding by computer in an adventure game set in Berlin. In addition to providing a concrete means for testing students' language understanding, the game is a useful, highly motivating, learning mode. (SL)

  10. What? Not Another Picture Bingo Game.

    ERIC Educational Resources Information Center

    Gagne, Antoinette

    1985-01-01

    Describes a picture game for beginner level students of English as a second language. Describes the preparation of the master bingo card and explains the game rules. This game differs from other bingo games in that there is an increase in the complexity of linquistic terms practiced throughout the game. (SED)

  11. Adaptive critic designs for discrete-time zero-sum games with application to H(infinity) control.

    PubMed

    Al-Tamimi, Asma; Abu-Khalaf, Murad; Lewis, Frank L

    2007-02-01

    In this correspondence, adaptive critic approximate dynamic programming designs are derived to solve the discrete-time zero-sum game in which the state and action spaces are continuous. This results in a forward-in-time reinforcement learning algorithm that converges to the Nash equilibrium of the corresponding zero-sum game. The results in this correspondence can be thought of as a way to solve the Riccati equation of the well-known discrete-time H(infinity) optimal control problem forward in time. Two schemes are presented, namely: 1) a heuristic dynamic programming and 2) a dual-heuristic dynamic programming, to solve for the value function and the costate of the game, respectively. An H(infinity) autopilot design for an F-16 aircraft is presented to illustrate the results.

  12. Different gain/loss sensitivity and social adaptation ability in gifted adolescents during a public goods game.

    PubMed

    Chung, Dongil; Yun, Kyongsik; Kim, Jin Ho; Jang, Bosun; Jeong, Jaeseung

    2011-02-16

    Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG) game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents.

  13. Auditory skills, language development, and adaptive behavior of children with cochlear implants and additional disabilities

    PubMed Central

    Beer, Jessica; Harris, Michael S.; Kronenberger, William G.; Holt, Rachael Frush; Pisoni, David B.

    2012-01-01

    Objective The objective of this study was to evaluate the development of functional auditory skills, language, and adaptive behavior in deaf children with cochlear implants (CI) who also have additional disabilities (AD). Design A two-group, pre-test versus post-test design was used. Study sample Comparisons were made between 23 children with CIs and ADs, and an age-matched comparison group of 23 children with CIs without ADs (No-AD). Assessments were obtained pre-CI and within 12 months post-CI. Results All but two deaf children with ADs improved in auditory skills using the IT-MAIS. Most deaf children in the AD group made progress in receptive but not expressive language using the Preschool Language Scale, but their language quotients were lower than the No-AD group. Five of eight children with ADs made progress in daily living skills and socialization skills; two made progress in motor skills. Children with ADs who did not make progress in language, did show progress in adaptive behavior. Conclusions Children with deafness and ADs made progress in functional auditory skills, receptive language, and adaptive behavior. Expanded assessment that includes adaptive functioning and multi-center collaboration is recommended to best determine benefits of implantation in areas of expected growth in this clinical population. PMID:22509948

  14. Theoretical and Experimental Analysis of an Evolutionary Social-Learning Game

    DTIC Science & Technology

    2012-01-13

    Nettle outlines the circumstances in which verbal communication is evolutionarily adaptive, and why few species have developed the ability to use...language despite its apparent advantages [28]. Nettle uses a significantly simpler model than the Cultaptation game, but provides insight that may be useful...provided by Kearns et al. was designed as an online algorithm, so it only returns the near-optimal action for the state at the root of the search tree

  15. Adaptive categorization of ART networks in robot behavior learning using game-theoretic formulation.

    PubMed

    Fung, Wai-keung; Liu, Yun-hui

    2003-12-01

    Adaptive Resonance Theory (ART) networks are employed in robot behavior learning. Two of the difficulties in online robot behavior learning, namely, (1) exponential memory increases with time, (2) difficulty for operators to specify learning tasks accuracy and control learning attention before learning. In order to remedy the aforementioned difficulties, an adaptive categorization mechanism is introduced in ART networks for perceptual and action patterns categorization in this paper. A game-theoretic formulation of adaptive categorization for ART networks is proposed for vigilance parameter adaptation for category size control on the categories formed. The proposed vigilance parameter update rule can help improving categorization performance in the aspect of category number stability and solve the problem of selecting initial vigilance parameter prior to pattern categorization in traditional ART networks. Behavior learning using physical robot is conducted to demonstrate the effectiveness of the proposed adaptive categorization mechanism in ART networks.

  16. Educator Perceptions of Digital Game-Based Learning in the Instruction of Foreign Languages in Japanese Higher Education

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.

    2014-01-01

    Digital Game-Based Learning (DGBL) is an innovative educational approach that is becoming increasingly popular among researchers and practitioners in technologically advanced countries in the West, but is largely unknown or ignored in the instruction of Foreign Languages (FL) in Japanese higher education. This is problematic because more interest…

  17. Digital Game-Based Learning: What's Literacy Got to Do With It?

    ERIC Educational Resources Information Center

    Spires, Hiller A.

    2015-01-01

    Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…

  18. Mispronunciation Detection for Language Learning and Speech Recognition Adaptation

    ERIC Educational Resources Information Center

    Ge, Zhenhao

    2013-01-01

    The areas of "mispronunciation detection" (or "accent detection" more specifically) within the speech recognition community are receiving increased attention now. Two application areas, namely language learning and speech recognition adaptation, are largely driving this research interest and are the focal points of this work.…

  19. Building Adaptive Game-Based Learning Resources: The Integration of IMS Learning Design and

    ERIC Educational Resources Information Center

    Burgos, Daniel; Moreno-Ger, Pablo; Sierra, Jose Luis; Fernandez-Manjon, Baltasar; Specht, Marcus; Koper, Rob

    2008-01-01

    IMS Learning Design (IMS-LD) is a specification to create units of learning (UoLs), which express a certain pedagogical model or strategy (e.g., adaptive learning with games). However, the authoring process of a UoL remains difficult because of the lack of high-level authoring tools for IMS-LD, even more so when the focus is on specific topics,…

  20. Cultural Transmission and Evolution of Melodic Structures in Multi-generational Signaling Games.

    PubMed

    Lumaca, Massimo; Baggio, Giosuè

    2017-01-01

    It has been proposed that languages evolve by adapting to the perceptual and cognitive constraints of the human brain, developing, in the course of cultural transmission, structural regularities that maximize or optimize learnability and ease of processing. To what extent would perceptual and cognitive constraints similarly affect the evolution of musical systems? We conducted an experiment on the cultural evolution of artificial melodic systems, using multi-generational signaling games as a laboratory model of cultural transmission. Signaling systems, using five-tone sequences as signals, and basic and compound emotions as meanings, were transmitted from senders to receivers along diffusion chains in which the receiver in each game became the sender in the next game. During transmission, structural regularities accumulated in the signaling systems, following principles of proximity, symmetry, and good continuation. Although the compositionality of signaling systems did not increase significantly across generations, we did observe a significant increase in similarity among signals from the same set. We suggest that our experiment tapped into the cognitive and perceptual constraints operative in the cultural evolution of musical systems, which may differ from the mechanisms at play in language evolution and change.

  1. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

    PubMed Central

    Kirkland, William B; Misko, Samuel R; Padalabalanarayanan, Sangeetha; Malone, Laurie A

    2018-01-01

    Background Active video game (AVG) playing, also known as “exergaming,” is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play. Objective The aim of this study was to design an adapted version of the Wii Fit Balance Board to overcome the identified limitations and to evaluate the usability of the newly designed adapted Wii Fit Balance Board in persons with mobility impairments. Methods In a previous study, 16 participants tried the OTS version of the Wii Fit Balance Board. On the basis of observed limitations, a team of engineers developed and adapted the design of the Wii Fit Balance Board, which was then subjected to multiple iterations of user feedback and design tweaks. On design completion, we recruited a new pool of participants with mobility impairments for a larger study. During their first visit, we assessed lower-extremity function using selected mobility tasks from the International Classification of Functioning, Disability and Health. During a subsequent session, participants played 2 sets of games on both the OTS and adapted versions of the Wii Fit Balance Board. Order of controller version played first was randomized. After participants played each version, we administered the System Usability Scale (SUS) to examine the participants’ perceived usability. Results The adapted version of the Wii Fit Balance Board resulting from the user-centered design approach met the needs of a variety of users. The adapted controller (1) allowed manual wheelchair users to engage in game play, which was previously not possible; (2) included Americans with

  2. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

    PubMed

    Thirumalai, Mohanraj; Kirkland, William B; Misko, Samuel R; Padalabalanarayanan, Sangeetha; Malone, Laurie A

    2018-03-06

    Active video game (AVG) playing, also known as "exergaming," is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play. The aim of this study was to design an adapted version of the Wii Fit Balance Board to overcome the identified limitations and to evaluate the usability of the newly designed adapted Wii Fit Balance Board in persons with mobility impairments. In a previous study, 16 participants tried the OTS version of the Wii Fit Balance Board. On the basis of observed limitations, a team of engineers developed and adapted the design of the Wii Fit Balance Board, which was then subjected to multiple iterations of user feedback and design tweaks. On design completion, we recruited a new pool of participants with mobility impairments for a larger study. During their first visit, we assessed lower-extremity function using selected mobility tasks from the International Classification of Functioning, Disability and Health. During a subsequent session, participants played 2 sets of games on both the OTS and adapted versions of the Wii Fit Balance Board. Order of controller version played first was randomized. After participants played each version, we administered the System Usability Scale (SUS) to examine the participants' perceived usability. The adapted version of the Wii Fit Balance Board resulting from the user-centered design approach met the needs of a variety of users. The adapted controller (1) allowed manual wheelchair users to engage in game play, which was previously not possible; (2) included Americans with Disabilities Act-compliant handrails as part

  3. The Effectiveness of the Game-Based Learning System for the Improvement of American Sign Language Using Kinect

    ERIC Educational Resources Information Center

    Kamnardsiri, Teerawat; Hongsit, Ler-on; Khuwuthyakorn, Pattaraporn; Wongta, Noppon

    2017-01-01

    This paper investigated students' achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally…

  4. Micro-Adaptivity: Protecting Immersion in Didactically Adaptive Digital Educational Games

    ERIC Educational Resources Information Center

    Kickmeier-Rust, M. D.; Albert, D.

    2010-01-01

    The idea of utilizing the rich potential of today's computer games for educational purposes excites educators, scientists and technicians. Despite the significant hype over digital game-based learning, the genre is currently at an early stage. One of the most significant challenges for research and development in this area is establishing…

  5. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  6. Sharing the cost of river basin adaptation portfolios to climate change: Insights from social justice and cooperative game theory

    NASA Astrophysics Data System (ADS)

    Girard, Corentin; Rinaudo, Jean-Daniel; Pulido-Velazquez, Manuel

    2016-10-01

    The adaptation of water resource systems to the potential impacts of climate change requires mixed portfolios of supply and demand adaptation measures. The issue is not only to select efficient, robust, and flexible adaptation portfolios but also to find equitable strategies of cost allocation among the stakeholders. Our work addresses such cost allocation problems by applying two different theoretical approaches: social justice and cooperative game theory in a real case study. First of all, a cost-effective portfolio of adaptation measures at the basin scale is selected using a least-cost optimization model. Cost allocation solutions are then defined based on economic rationality concepts from cooperative game theory (the Core). Second, interviews are conducted to characterize stakeholders' perceptions of social justice principles associated with the definition of alternatives cost allocation rules. The comparison of the cost allocation scenarios leads to contrasted insights in order to inform the decision-making process at the river basin scale and potentially reap the efficiency gains from cooperation in the design of river basin adaptation portfolios.

  7. Rangeland Rummy - a board game to support adaptive management of rangeland-based livestock systems.

    PubMed

    Farrié, B; Jouven, M; Launay, F; Moreau, J-C; Moulin, C-H; Piquet, M; Taverne, M; Tchakérian, E; Thénard, V; Martin, G

    2015-01-01

    Rangeland-based livestock systems have to deal with the significant instability and uncertainty of the agricultural context (policy changes, volatility of input prices, etc.), and especially of the climatic context. Thus, they are particularly concerned by adaptive management strategies. To support the development of such strategies, we developed a board game including a computer model called "Rangeland Rummy". It is to be used by groups of farmers and agricultural consultants in the context of short workshops (about 3 h). Rangeland Rummy builds upon five types of material object: (i) a game board; (ii) a calendar stick indicating the starting date of the game board; (iii) sticks marked with the feed resources available for combinations of vegetation types and their management practices; (iv) cards to define animal groups and their feeding requirements throughout the year; (v) cards related to types of feed that can be attributed to animal groups throughout the year. Using these material objects, farmers collectively design a rangeland-based livestock system. This system is immediately evaluated using a computer model, i.e. a spreadsheet providing graphs and indicators providing information on, among other things, the extent to which quantitative and qualitative animal feeding requirements are covered across the year. Playing the game thus consists in collectively and iteratively designing and evaluating rangeland-based livestock systems, while confronting the players with new contextual challenges (e.g. interannual variability of weather, volatility of input prices) or new farmers' objectives (e.g. being self-sufficient for animal feeding). An example of application of Rangeland Rummy with 3 farmers in southern France is reported. Applications show that it tends to develop farmers' adaptive capacity by stimulating their discussions and the exchange of locally-relevant knowledge on management strategies and practices in rangeland-based livestock systems. Copyright

  8. Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.

    Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.

  9. Towards Architecture for Pedagogical and Game Scenarios Adaptation in Serious Games

    ERIC Educational Resources Information Center

    Debabi, Wassila; Champagnat, Ronan

    2017-01-01

    Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…

  10. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.

    2018-01-01

    Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…

  11. Entrenchment and the Psychology of Language Learning: How We Reorganize and Adapt Linguistic Knowledge. Language and the Human Lifespan Series

    ERIC Educational Resources Information Center

    Schmid, Hans-Jorg, Ed.

    2017-01-01

    In recent years, linguists have increasingly turned to the cognitive sciences to broaden their investigation into the roots and development of language. With the advent of cognitive-linguistic, usage-based and complex-adaptive models of language, linguists today are utilizing approaches and insights from cognitive psychology, neuropsychology,…

  12. Kanienkehaka Tiontenientenstakwa [Mohawk Guide Book]. Activities and Games.

    ERIC Educational Resources Information Center

    Steele, Catherine; And Others

    This collection of activities and games is a supplement to "The Language Guide for Elementary Mohawk." These activities and games provide additional classroom practice for the topical language components in the companion book. The vocabulary encompasses names, singular commands, colors, numbers, foods, animals, clothing, household,…

  13. Language Learners & Computer Games: From "Space Invaders" to "Second Life"

    ERIC Educational Resources Information Center

    Stanley, Graham; Mawer, Kyle

    2008-01-01

    The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…

  14. Affect and Willingness to Communicate in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Reinders, Hayo; Wattana, Sorada

    2015-01-01

    The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…

  15. Evolution of cooperation through adaptive interaction in a spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Pan, Qiuhui; Liu, Xuesong; Bao, Honglin; Su, Yu; He, Mingfeng

    2018-02-01

    In this paper, we study the effect of adaptive interaction on the evolution of cooperation in a spatial prisoner's dilemma game. The connections of players are co-evolutionary with cooperation; whether adjacent players can play the prisoner's dilemma game is associated with the strategies they took in the preceding round. If a player defected in the preceding round, his neighbors will refuse to play the prisoner's dilemma game with him in accordance with a certain probability distribution. We use the disconnecting strength to represent this probability. We discuss the evolution of cooperation with different values of temptation to defect, sucker's payoff and disconnecting strength. The simulation results show that cooperation can be significantly enhanced through increasing the value of the disconnecting strength. In addition, the increase in disconnecting strength can improve the cooperators' ability to resist the increase in temptation and the decrease in reward. We study the parameter ranges for three different evolutionary results: cooperators extinction, defectors extinction, cooperator and defector co-existence. Meanwhile, we recruited volunteers and designed a human behavioral experiment to verify the theoretical simulation results. The punishment of disconnection has a positive effect on cooperation. A higher disconnecting strength will enhance cooperation more significantly. Our research findings reveal some significant insights into efficient mechanisms of the evolution of cooperation.

  16. An adaptive semantic matching paradigm for reliable and valid language mapping in individuals with aphasia.

    PubMed

    Wilson, Stephen M; Yen, Melodie; Eriksson, Dana K

    2018-04-17

    Research on neuroplasticity in recovery from aphasia depends on the ability to identify language areas of the brain in individuals with aphasia. However, tasks commonly used to engage language processing in people with aphasia, such as narrative comprehension and picture naming, are limited in terms of reliability (test-retest reproducibility) and validity (identification of language regions, and not other regions). On the other hand, paradigms such as semantic decision that are effective in identifying language regions in people without aphasia can be prohibitively challenging for people with aphasia. This paper describes a new semantic matching paradigm that uses an adaptive staircase procedure to present individuals with stimuli that are challenging yet within their competence, so that language processing can be fully engaged in people with and without language impairments. The feasibility, reliability and validity of the adaptive semantic matching paradigm were investigated in sixteen individuals with chronic post-stroke aphasia and fourteen neurologically normal participants, in comparison to narrative comprehension and picture naming paradigms. All participants succeeded in learning and performing the semantic paradigm. Test-retest reproducibility of the semantic paradigm in people with aphasia was good (Dice coefficient = 0.66), and was superior to the other two paradigms. The semantic paradigm revealed known features of typical language organization (lateralization; frontal and temporal regions) more consistently in neurologically normal individuals than the other two paradigms, constituting evidence for validity. In sum, the adaptive semantic matching paradigm is a feasible, reliable and valid method for mapping language regions in people with aphasia. © 2018 Wiley Periodicals, Inc.

  17. Investigation of autistic traits through strategic decision-making in games with adaptive agents.

    PubMed

    Craig, Alexis B; Grossman, Emily; Krichmar, Jeffrey L

    2017-07-17

    Autism Spectrum Disorders are characterized by difficulties in communicating and cooperating with other people. Impairment in Theory of Mind (ToM), the ability to infer what another person is thinking, may contribute to these social deficits. The present study assesses the relationship between autistic traits and decision-making in a socioeconomic game environment that measures ToM and cooperation. We quantified participant strategy during game play with computer agents that simulated aspects of ToM or fixed strategy agents with static behaviors or heuristics. Individuals with higher Autism Quotient (AQ) scores cooperated less than subjects with low AQ scores with the ToM agents. In contrast, subjects with higher AQ scores cooperated more with fixed strategy agents. Additionally, subjects with higher AQ scores spent more time than low AQ subjects signaling cooperative intent in games with fixed strategy agents while spending less time signaling cooperation with adaptive agents, indicating a preference toward systemizing behaviors in the face of uncertainty. We conclude that individuals with high levels of autistic traits are less likely to utilize ToM as a cognitive strategy, even when it is beneficial, to achieve a desired outcome.

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

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

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

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

  20. Functional-Notional Concepts: Adapting the Foreign Language Textbook. Language in Education: Theory and Practice, No. 44.

    ERIC Educational Resources Information Center

    Guntermann, Gail; Phillips, June K.

    Textbooks currently available for foreign language instruction are generally oriented toward instruction in grammar for its own sake. Until materials are developed that are specifically geared to a systematic development of communicative competence, textbooks must be adapted. This handbook is directed toward that need. It emphasizes the following…

  1. Multichoice minority game.

    PubMed

    Ein-Dor, L; Metzler, R; Kanter, I; Kinzel, W

    2001-06-01

    The generalization of the problem of adaptive competition, known as the minority game, to the case of K possible choices for each player, is addressed, and applied to a system of interacting perceptrons with input and output units of a type of K-state Potts spins. An optimal solution of this minority game, as well as the dynamic evolution of the adaptive strategies of the players, are solved analytically for a general K and compared with numerical simulations.

  2. Finite-horizon differential games for missile-target interception system using adaptive dynamic programming with input constraints

    NASA Astrophysics Data System (ADS)

    Sun, Jingliang; Liu, Chunsheng

    2018-01-01

    In this paper, the problem of intercepting a manoeuvring target within a fixed final time is posed in a non-linear constrained zero-sum differential game framework. The Nash equilibrium solution is found by solving the finite-horizon constrained differential game problem via adaptive dynamic programming technique. Besides, a suitable non-quadratic functional is utilised to encode the control constraints into a differential game problem. The single critic network with constant weights and time-varying activation functions is constructed to approximate the solution of associated time-varying Hamilton-Jacobi-Isaacs equation online. To properly satisfy the terminal constraint, an additional error term is incorporated in a novel weight-updating law such that the terminal constraint error is also minimised over time. By utilising Lyapunov's direct method, the closed-loop differential game system and the estimation weight error of the critic network are proved to be uniformly ultimately bounded. Finally, the effectiveness of the proposed method is demonstrated by using a simple non-linear system and a non-linear missile-target interception system, assuming first-order dynamics for the interceptor and target.

  3. Digital Games and Language Teaching and Learning

    ERIC Educational Resources Information Center

    Sykes, Julie M.

    2018-01-01

    The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…

  4. Motivational Elements of Digital Instructional Games: A Study of Young L2 Learners' Game Designs

    ERIC Educational Resources Information Center

    Butler, Yuko Goto

    2017-01-01

    This article focuses on the design of digital instructional game (DIG) tasks for young second language (L2) learners. The aim of the study is to identify motivational task elements based on what children respond to positively in games and incorporate into their own L2 vocabulary learning game designs. Eighty-two sixth-grade students (ages 11-12…

  5. Joint attention and language evolution

    NASA Astrophysics Data System (ADS)

    Kwisthout, Johan; Vogt, Paul; Haselager, Pim; Dijkstra, Ton

    2008-06-01

    This study investigates how more advanced joint attentional mechanisms, rather than only shared attention between two agents and an object, can be implemented and how they influence the results of language games played by these agents. We present computer simulations with language games showing that adding constructs that mimic the three stages of joint attention identified in children's early development (checking attention, following attention, and directing attention) substantially increase the performance of agents in these language games. In particular, the rates of improved performance for the individual attentional mechanisms have the same ordering as that of the emergence of these mechanisms in infants' development. These results suggest that language evolution and joint attentional mechanisms have developed in a co-evolutionary way, and that the evolutionary emergence of the individual attentional mechanisms is ordered just like their developmental emergence.

  6. Recommendations for elaboration, transcultural adaptation and validation process of tests in Speech, Hearing and Language Pathology.

    PubMed

    Pernambuco, Leandro; Espelt, Albert; Magalhães, Hipólito Virgílio; Lima, Kenio Costa de

    2017-06-08

    to present a guide with recommendations for translation, adaptation, elaboration and process of validation of tests in Speech and Language Pathology. the recommendations were based on international guidelines with a focus on the elaboration, translation, cross-cultural adaptation and validation process of tests. the recommendations were grouped into two Charts, one of them with procedures for translation and transcultural adaptation and the other for obtaining evidence of validity, reliability and measures of accuracy of the tests. a guide with norms for the organization and systematization of the process of elaboration, translation, cross-cultural adaptation and validation process of tests in Speech and Language Pathology was created.

  7. Dialogue-Games: Meta-Communication Structures for Natural Language Interaction

    DTIC Science & Technology

    1977-01-01

    Dialogue- games are only those described here. For example, they are not necessarily competitive , consciously pursued, or zero-sum. 3. THE DIALOGUE- GAME ...fr«. CO / (Mt l / H- James A. Levin James A. Moore ARPA ORDER NO. 2930 NR 134 374 ISI/RR 77-53 January 1977 Dialogue Games : Meta...these patterns. These patterns have been represented by a set of knowledge structures called Dialogue- games , capturing shared conventional Knowledge

  8. Learning and adaptation: neural and behavioural mechanisms behind behaviour change

    NASA Astrophysics Data System (ADS)

    Lowe, Robert; Sandamirskaya, Yulia

    2018-01-01

    This special issue presents perspectives on learning and adaptation as they apply to a number of cognitive phenomena including pupil dilation in humans and attention in robots, natural language acquisition and production in embodied agents (robots), human-robot game play and social interaction, neural-dynamic modelling of active perception and neural-dynamic modelling of infant development in the Piagetian A-not-B task. The aim of the special issue, through its contributions, is to highlight some of the critical neural-dynamic and behavioural aspects of learning as it grounds adaptive responses in robotic- and neural-dynamic systems.

  9. Language games: Christian fundamentalism and the science curriculum

    NASA Astrophysics Data System (ADS)

    Freund, Cheryl J.

    Eighty years after the Scope's Trial, the debate over evolution in the public school curriculum is alive and well. Historically, Christian fundamentalists, the chief opponents of evolution in the public schools, have used the court system to force policymakers, to adopt their ideology regarding evolution in the science curriculum. However, in recent decades their strategy has shifted from the courts to the local level, where they pressure teachers and school boards to include "alternate theories" and the alleged "flaws" and "inconsistencies" of evolution in the science curriculum. The purpose of this content analysis study was to answer the question: How do Christian fundamentalists employ rhetorical strategies to influence the science curriculum? The rhetorical content of several public legal and media documents resulting from a lawsuit filed against the Athens Public Schools by the American Center of Law and Justice were analyzed for the types of rhetorical strategies employed by the participants engaged in the scientific, legal, and public discourse communities. The study employed an analytical schema based on Ludwig Wittgenstein's theory of language games, Lawrence Prelli's theory of discourse communities, and Michael Apple's notion of constitutive and preference rules. Ultimately, this study revealed that adroit use of the constitutive and preference rules of the legal and public discourse communities allowed the school district to reframe the creation-evolution debate, thereby avoiding a public spectacle and ameliorating the power of creationist language to affect change in the science curriculum. In addition, the study reinforced the assertion that speakers enjoy the most persuasive power when they attend to the preference rules of the public discourse community.

  10. Technologies and Second Language: Nigerian Students' Adaptive Strategies to Cope with Language Barrier in Northern Cyprus

    ERIC Educational Resources Information Center

    Elega, Adeola Abdulateef; Özad, Bahire Efe

    2017-01-01

    This study sought to investigate how Nigerian students in Northern Cyprus cope with language barrier and increase interactions with people of the host community beyond the classroom via utilizing technological adaptive strategies. In order to complete this study, a descriptive design based on a survey conducted among 238 Nigerian students studying…

  11. Developing Oral Interaction Skills with a Digital Information Gap Activity Game

    ERIC Educational Resources Information Center

    Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica

    2016-01-01

    This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman…

  12. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    ERIC Educational Resources Information Center

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  13. Bilingual Language Switching in the Laboratory versus in the Wild: The Spatiotemporal Dynamics of Adaptive Language Control

    PubMed Central

    2017-01-01

    For a bilingual human, every utterance requires a choice about which language to use. This choice is commonly regarded as part of general executive control, engaging prefrontal and anterior cingulate cortices similarly to many types of effortful task switching. However, although language control within artificial switching paradigms has been heavily studied, the neurobiology of natural switching within socially cued situations has not been characterized. Additionally, although theoretical models address how language control mechanisms adapt to the distinct demands of different interactional contexts, these predictions have not been empirically tested. We used MEG (RRID: NIFINV:nlx_inv_090918) to investigate language switching in multiple contexts ranging from completely artificial to the comprehension of a fully natural bilingual conversation recorded “in the wild.” Our results showed less anterior cingulate and prefrontal cortex involvement for more natural switching. In production, voluntary switching did not engage the prefrontal cortex or elicit behavioral switch costs. In comprehension, while laboratory switches recruited executive control areas, fully natural switching within a conversation only engaged auditory cortices. Multivariate pattern analyses revealed that, in production, interlocutor identity was represented in a sustained fashion throughout the different stages of language planning until speech onset. In comprehension, however, a biphasic pattern was observed: interlocutor identity was first represented at the presentation of the interlocutor and then again at the presentation of the auditory word. In all, our findings underscore the importance of ecologically valid experimental paradigms and offer the first neurophysiological characterization of language control in a range of situations simulating real life to various degrees. SIGNIFICANCE STATEMENT Bilingualism is an inherently social phenomenon, interactional context fully determining

  14. Adapting high-level language programs for parallel processing using data flow

    NASA Technical Reports Server (NTRS)

    Standley, Hilda M.

    1988-01-01

    EASY-FLOW, a very high-level data flow language, is introduced for the purpose of adapting programs written in a conventional high-level language to a parallel environment. The level of parallelism provided is of the large-grained variety in which parallel activities take place between subprograms or processes. A program written in EASY-FLOW is a set of subprogram calls as units, structured by iteration, branching, and distribution constructs. A data flow graph may be deduced from an EASY-FLOW program.

  15. A multisession evaluation of an adaptive competitive arm rehabilitation game.

    PubMed

    Goršič, Maja; Cikajlo, Imre; Goljar, Nika; Novak, Domen

    2017-12-06

    People with neurological injuries such as stroke should exercise frequently and intensely to regain their motor abilities, but are generally hindered by lack of motivation. One way to increase motivation in rehabilitation is through competitive exercises, but such exercises have only been tested in single brief sessions and usually did not adapt difficulty to the patient's abilities. We designed a competitive arm rehabilitation game for two players that dynamically adapts its difficulty to both players' abilities. This game was evaluated by two participant groups: 15 participants with chronic arm impairment who exercised at home with an unimpaired friend or relative, and 20 participants in the acute or subacute phase of stroke who exercised in pairs (10 pairs) at a rehabilitation clinic. All participants first played the game against their human opponent for 3 sessions, then played alone (against a computer opponent) in the final, fourth session. In all sessions, participants' subjective experiences were assessed with the Intrinsic Motivation Inventory questionnaire while exercise intensity was measured using inertial sensors built into the rehabilitation device. After the fourth session, a final brief questionnaire was used to compare competition and exercising alone. Participants who played against an unimpaired friend or relative at home tended to prefer competition (only 1 preferred exercising alone), and exhibited higher enjoyment and exercise intensity when competing (first three sessions) than when exercising alone (last session). Participants who played against each other in the clinic, however, did not exhibit significant differences between competition and exercising alone. For both groups, there was no difference in enjoyment or exercise intensity between the first three sessions, indicating no negative effects of habituation or novelty. Competitive exercises have high potential for unsupervised home rehabilitation, as they improve enjoyment and exercise

  16. Adaptive Plasticity in the Healthy Language Network: Implications for Language Recovery after Stroke

    PubMed Central

    2016-01-01

    Across the last three decades, the application of noninvasive brain stimulation (NIBS) has substantially increased the current knowledge of the brain's potential to undergo rapid short-term reorganization on the systems level. A large number of studies applied transcranial magnetic stimulation (TMS) and transcranial direct current stimulation (tDCS) in the healthy brain to probe the functional relevance and interaction of specific areas for different cognitive processes. NIBS is also increasingly being used to induce adaptive plasticity in motor and cognitive networks and shape cognitive functions. Recently, NIBS has been combined with electrophysiological techniques to modulate neural oscillations of specific cortical networks. In this review, we will discuss recent advances in the use of NIBS to modulate neural activity and effective connectivity in the healthy language network, with a special focus on the combination of NIBS and neuroimaging or electrophysiological approaches. Moreover, we outline how these results can be transferred to the lesioned brain to unravel the dynamics of reorganization processes in poststroke aphasia. We conclude with a critical discussion on the potential of NIBS to facilitate language recovery after stroke and propose a phase-specific model for the application of NIBS in language rehabilitation. PMID:27830094

  17. Evolutionary prisoner's dilemma games coevolving on adaptive networks.

    PubMed

    Lee, Hsuan-Wei; Malik, Nishant; Mucha, Peter J

    2018-02-01

    We study a model for switching strategies in the Prisoner's Dilemma game on adaptive networks of player pairings that coevolve as players attempt to maximize their return. We use a node-based strategy model wherein each player follows one strategy at a time (cooperate or defect) across all of its neighbors, changing that strategy and possibly changing partners in response to local changes in the network of player pairing and in the strategies used by connected partners. We compare and contrast numerical simulations with existing pair approximation differential equations for describing this system, as well as more accurate equations developed here using the framework of approximate master equations. We explore the parameter space of the model, demonstrating the relatively high accuracy of the approximate master equations for describing the system observations made from simulations. We study two variations of this partner-switching model to investigate the system evolution, predict stationary states, and compare the total utilities and other qualitative differences between these two model variants.

  18. The Role of Language-Game in Sociocultural Adaptation: Russian Students in France

    ERIC Educational Resources Information Center

    Sablina, Svetlana; Kopiatina, Olga

    2013-01-01

    Higher educational institutions throughout the world are involved in communication with each other, exchanging instructional ideas and practices, as well as exchanging students through a number of international mobility programs. This paper examines sociocultural adaptation of international students with special attention to the dimensions of…

  19. Serious-game for water resources management adaptation training to climatic changes

    NASA Astrophysics Data System (ADS)

    Leroy, Eve; Saulnier, Georges-Marie

    2013-04-01

    Water resources access is a main issue for territorial development to ensure environmental and human well-being. Indeed, sustainable development is vulnerable to water availability and climate change may affect the quantity and temporality of available water resources for anthropogenic water uses. How then to adapt, how to change water management rules and practices and how to involve stakeholders is such process? To prevent water scarcity situations, which may generate conflicts and impacts on ecosystems, it is important to think about a sustainable development where anthropogenic water uses are in good balance with forecasted water resources availability. This implies to raise awareness and involve stakeholders for a sustainable water management. Stakeholders have to think about future territorial development taking into account climate change impacts on water resources. Collaboration between scientists and stakeholders is essential to insure consistent climate change knowledge, well identification of anthropogenic uses, tensions and stakes of the territory. However sharing information on complex questions such as climate change, hydro-meteorological modeling and practical constraints may be a difficult task. Therefore to contribute to an easier debate and to the global training of all the interested actors, a serious game about water management was built. The serious game uses scientist complex models with real data but via a simple and playful web-game interface. The advantage of this interface is that it may help stakeholders, citizen or the target group to raise their understandings of impacts of climate change on water resources and to raise their awareness to the need for a sustainable water management while using state-of-the-art knowledge. The principle of the game is simple. The gamer is a mayor of a city and has to manage the water withdrawals from hydro systems, water distribution and consumption, water retreatment etc. In the same time, a clock is

  20. Complex adaptive systems and game theory: An unlikely union

    USGS Publications Warehouse

    Hadzikadic, M.; Carmichael, T.; Curtin, C.

    2010-01-01

    A Complex Adaptive System is a collection of autonomous, heterogeneous agents, whose behavior is defined with a limited number of rules. A Game Theory is a mathematical construct that assumes a small number of rational players who have a limited number of actions or strategies available to them. The CAS method has the potential to alleviate some of the shortcomings of GT. On the other hand, CAS researchers are always looking for a realistic way to define interactions among agents. GT offers an attractive option for defining the rules of such interactions in a way that is both potentially consistent with observed real-world behavior and subject to mathematical interpretation. This article reports on the results of an effort to build a CAS system that utilizes GT for determining the actions of individual agents. ?? 2009 Wiley Periodicals, Inc. Complexity, 16,24-42, 2010.

  1. Feasibility of adapting a classroom balance training program to a video game platform for people with Parkinson's disease.

    PubMed

    Dowling, Glenna A; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha

    2013-04-01

    Decreased postural stability in people with Parkinson's disease (PD) is a major component of disability. Rehabilitation interventions are therefore targeted to improve balance, mobility, and strength. Virtual environment and gaming platforms can encourage therapeutic activity in the home and be challenging and fun. The aims of the project were to demonstrate the technical feasibility of adapting a classroom-based gait-and-balance training program to a video game platform. Ease of use, appeal, and safety of the proposed games were tested for both clinic and in-home use. This cross-sectional observational study was carried out in three phases. Modifications in the game platform were made in an iterative fashion based on feedback from subjects and the observations of clinical and design team members. The first two phases of testing were performed in a laboratory setting, and the final phase was carried out in subjects' homes. Subjects (n=20) scored the primary "Rail Runner" game 3.6 for ease of use (1=hard, 5=easy) and 3.9 for appeal (1=did not like at all, 5=liked very much). There were no safety issues encountered, and the games performed without technical flaws in the final phase of testing. A computer-based video game that incorporates therapeutic movements to improve gait and balance for people with PD was appealing to subjects and feasible for home use.

  2. A Video Game for Cyber Security Training and Awareness

    DTIC Science & Technology

    2006-01-01

    potentially mundane. Video games have been proposed as an engaging training vehicle (Prenski, 2001). Here we describe a video game-like tool called Cyber- CIEGE...formation assurance, and information assurance technolo- gists with little background in video games . Early focus was on establishing a language that... video games or adventure games appear more inclined to explorethe game, sometimes proceeding beyond the simple aware- ness scenarios into more

  3. Using Structural Equation Modeling to Validate Online Game Players' Motivations Relative to Self-Concept and Life Adaptation

    ERIC Educational Resources Information Center

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

    This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…

  4. Dynamics in atomic signaling games.

    PubMed

    Fox, Michael J; Touri, Behrouz; Shamma, Jeff S

    2015-07-07

    We study an atomic signaling game under stochastic evolutionary dynamics. There are a finite number of players who repeatedly update from a finite number of available languages/signaling strategies. Players imitate the most fit agents with high probability or mutate with low probability. We analyze the long-run distribution of states and show that, for sufficiently small mutation probability, its support is limited to efficient communication systems. We find that this behavior is insensitive to the particular choice of evolutionary dynamic, a property that is due to the game having a potential structure with a potential function corresponding to average fitness. Consequently, the model supports conclusions similar to those found in the literature on language competition. That is, we show that efficient languages eventually predominate the society while reproducing the empirical phenomenon of linguistic drift. The emergence of efficiency in the atomic case can be contrasted with results for non-atomic signaling games that establish the non-negligible possibility of convergence, under replicator dynamics, to states of unbounded efficiency loss. Copyright © 2015 Elsevier Ltd. All rights reserved.

  5. Focusing on Presentation Instead of Representation: Perspectives on Representational and Non-Representational Language-Games for Educational History and Theory

    ERIC Educational Resources Information Center

    Fendler, Lynn; Smeyers, Paul

    2015-01-01

    Debates in science seem to depend on referential language-games, but in other senses they do not. This article addresses non-representational theory. It is a branch of newer approaches to cultural geography that strive to get a handle on spatial relationships not by representing them, but rather by presenting them. In this case, present connotes…

  6. FLES Games and Activities.

    ERIC Educational Resources Information Center

    Irujo, Suzanne, Ed.

    A number of activities for teaching foreign language in the elementary school (FLES) are presented. The activities were developed by participants in a FLES teacher training workshop, Project INTERACT, in the Boston area. The first section contains games, thematic units, and other activities specifically related to French language instruction,…

  7. Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive 'video game' technology: a pilot study.

    PubMed

    Anguera, J A; Brandes-Aitken, A N; Rolle, C E; Skinner, S N; Desai, S S; Bower, J D; Martucci, W E; Chung, W K; Sherr, E H; Marco, E J

    2016-09-20

    Assessing cognitive abilities in children is challenging for two primary reasons: lack of testing engagement can lead to low testing sensitivity and inherent performance variability. Here we sought to explore whether an engaging, adaptive digital cognitive platform built to look and feel like a video game would reliably measure attention-based abilities in children with and without neurodevelopmental disabilities related to a known genetic condition, 16p11.2 deletion. We assessed 20 children with 16p11.2 deletion, a genetic variation implicated in attention deficit/hyperactivity disorder and autism, as well as 16 siblings without the deletion and 75 neurotypical age-matched children. Deletion carriers showed significantly slower response times and greater response variability when compared with all non-carriers; by comparison, traditional non-adaptive selective attention assessments were unable to discriminate group differences. This phenotypic characterization highlights the potential power of administering tools that integrate adaptive psychophysical mechanics into video-game-style mechanics to achieve robust, reliable measurements.

  8. Solutions. Conversation Games, Volume III.

    ERIC Educational Resources Information Center

    Fordham Univ., Bronx, NY. Graduate School of Education.

    This is one of three volumes of instructional games devised to further the development of children's listening, logical thinking, problem solving, and oral communication skills. The games are designed to create a relaxed, informal setting in which teachers can encourage and support children's natural speech and provide language activities that…

  9. A Study on the Game Programming Education Based on Educational Game Engine at School

    ERIC Educational Resources Information Center

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  10. A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games

    ERIC Educational Resources Information Center

    Kickmeier-Rust, Michael D.; Mattheiss, Elke; Steiner, Christina; Albert, Dietrich

    2011-01-01

    One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fitsall level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and…

  11. Application of Games in College English Teaching in China

    ERIC Educational Resources Information Center

    Yang, Qiaoyan; Dixon, Virginia L.

    2015-01-01

    Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…

  12. The usability of a Norwegian adaptation of the Children's Communication Checklist Second Edition (CCC-2) in differentiating between language impaired and non-language impaired 6- to 12-year-olds.

    PubMed

    Helland, Wenche Andersen; Biringer, Eva; Helland, Turid; Heimann, Mikael

    2009-06-01

    The aim of the present study was to evaluate if the Norwegian adaptation of the Children's Communication Checklist-2 (CCC-2) differentiates between a language impaired and a non-language impaired population and to make a first evaluation of the psychometric qualities of the questionnaire on a Norwegian sample. A total of 153 children aged 6-12 years participated in the study (45 language impaired and 108 non-language impaired). The Norwegian adaptation of the CCC-2 distinguished language impaired from non-language impaired children and thus seems to provide a useful screening tool for communication impairments in Norwegian children. The reliability of the CCC-2 appeared to be reasonable with internal consistency values ranging from 0.73 to 0.89.

  13. Adaptivity in Educational Games: Including Player and Gameplay Characteristics

    ERIC Educational Resources Information Center

    Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet

    2013-01-01

    The use of educational games for teaching and training is nowadays well-known, although its effectiveness in terms of learning and motivation has not been firmly corroborated. A first reason for this is that research on instructional design research often does not reach the fields of game development and game design. Consequently, instructional…

  14. The Guppy Game

    ERIC Educational Resources Information Center

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  15. Gaming the Law of Large Numbers

    ERIC Educational Resources Information Center

    Hoffman, Thomas R.; Snapp, Bart

    2012-01-01

    Many view mathematics as a rich and wonderfully elaborate game. In turn, games can be used to illustrate mathematical ideas. Fibber's Dice, an adaptation of the game Liar's Dice, is a fast-paced game that rewards gutsy moves and favors the underdog. It also brings to life concepts arising in the study of probability. In particular, Fibber's Dice…

  16. Cultural adaptation of the Test of Narrative Language (TNL) into Brazilian Portuguese.

    PubMed

    Rossi, Natalia Freitas; Lindau, Tâmara de Andrade; Gillam, Ronald Bradley; Giacheti, Célia Maria

    To accomplish the translation and cultural adaptation of the Test of Narrative Language (TNL) into Brazilian Portuguese. The TNL is a formal instrument which assesses narrative comprehension and oral narration of children between the ages of 5-0 and 11-11 (years-months). The TNL translation and adaptation process had the following steps: (1) translation into the target language; (2) summary of the translated versions; (3) back-translation; (4) checking of the conceptual, semantics and cultural equivalence process and (5) pilot study (56 children within the test age range and from both genders). The adapted version maintained the same structure as the original version: number of tasks (both, three comprehension and oral narration), narrative formats (no picture, sequenced pictures and single picture) and scoring system. There were no adjustments to the pictures. The "McDonald's Story" was replaced by the "Snack Bar History" to meet the semantic and experiential equivalence of the target population. The other stories had semantic and grammatical adjustments. Statistically significant difference was found when comparing the raw score (comprehension, narration and total) of age groups from the adapted version. Adjustments were required to meet the equivalence between the original and the translated versions. The adapted version showed it has the potential to identify differences in oral narratives of children in the age range provided by the test. Measurement equivalence for validation and test standardization are in progress and will be able to supplement the study outcomes.

  17. Lesson Plan--Online Games to Teach Vocabulary to Young Learners

    ERIC Educational Resources Information Center

    Okaz, Abeer Ali

    2014-01-01

    This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…

  18. Characterizing cognitive control abilities in children with 16p11.2 deletion using adaptive ‘video game' technology: a pilot study

    PubMed Central

    Anguera, J A; Brandes-Aitken, A N; Rolle, C E; Skinner, S N; Desai, S S; Bower, J D; Martucci, W E; Chung, W K; Sherr, E H; Marco, E J

    2016-01-01

    Assessing cognitive abilities in children is challenging for two primary reasons: lack of testing engagement can lead to low testing sensitivity and inherent performance variability. Here we sought to explore whether an engaging, adaptive digital cognitive platform built to look and feel like a video game would reliably measure attention-based abilities in children with and without neurodevelopmental disabilities related to a known genetic condition, 16p11.2 deletion. We assessed 20 children with 16p11.2 deletion, a genetic variation implicated in attention deficit/hyperactivity disorder and autism, as well as 16 siblings without the deletion and 75 neurotypical age-matched children. Deletion carriers showed significantly slower response times and greater response variability when compared with all non-carriers; by comparison, traditional non-adaptive selective attention assessments were unable to discriminate group differences. This phenotypic characterization highlights the potential power of administering tools that integrate adaptive psychophysical mechanics into video-game-style mechanics to achieve robust, reliable measurements. PMID:27648915

  19. Game Development as a Pathway to Information Technology Literacy

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  20. Cross-Cultural Adaptation and Initial Validation of the Stroke-Specific Quality of Life Scale into the Yoruba Language

    ERIC Educational Resources Information Center

    Akinpelu, Aderonke O.; Odetunde, Marufat O.; Odole, Adesola C.

    2012-01-01

    Stroke-Specific Quality of Life 2.0 (SS-QoL 2.0) scale is used widely and has been cross-culturally adapted to many languages. This study aimed at the cross-cultural adaptation of SS-QoL 2.0 to Yoruba, the indigenous language of south-western Nigeria, and to carry out an initial investigation on its validity. English SS-QoL 2.0 was first adapted…

  1. GAMES AND PUZZLES FOR THE MORE ABLE STUDENT.

    ERIC Educational Resources Information Center

    GOLDSMITH, JOHN

    SUCH MATHEMATICAL GAMES AS DOMINOES FOR PRIMARY NUMBER RECOGNITION AND AS MILK BOTTLE TOPS FOR ADDITION AND SUBTRACTION ARE LISTED. A LIST OF SEVERAL MATH PROBLEMS, PUZZLES AND BRAIN TEASERS FOLLOW. QUIET GAMES OF PAPER CUTTING AND CROSS WORD PUZZLES FOR MATH VOCABULARY ARE INCLUDED. THE NEXT SECTION OF GAMES CONCERNS LANGUAGE. THESE INCLUDE…

  2. Language competition in a population of migrating agents.

    PubMed

    Lipowska, Dorota; Lipowski, Adam

    2017-05-01

    Influencing various aspects of human activity, migration is associated also with language formation. To examine the mutual interaction of these processes, we study a Naming Game with migrating agents. The dynamics of the model leads to formation of low-mobility clusters, which turns out to break the symmetry of the model: although the Naming Game remains symmetric, low-mobility languages are favored. High-mobility languages are gradually eliminated from the system, and the dynamics of language formation considerably slows down. Our model is too simple to explain in detail language competition of migrating human communities, but it certainly shows that languages of settlers are favored over nomadic ones.

  3. Language competition in a population of migrating agents

    NASA Astrophysics Data System (ADS)

    Lipowska, Dorota; Lipowski, Adam

    2017-05-01

    Influencing various aspects of human activity, migration is associated also with language formation. To examine the mutual interaction of these processes, we study a Naming Game with migrating agents. The dynamics of the model leads to formation of low-mobility clusters, which turns out to break the symmetry of the model: although the Naming Game remains symmetric, low-mobility languages are favored. High-mobility languages are gradually eliminated from the system, and the dynamics of language formation considerably slows down. Our model is too simple to explain in detail language competition of migrating human communities, but it certainly shows that languages of settlers are favored over nomadic ones.

  4. Accelerating Early Language Development with Multi-Sensory Training

    ERIC Educational Resources Information Center

    Bjorn, Piia M.; Kakkuri, Irma; Karvonen, Pirkko; Leppanen, Paavo H. T.

    2012-01-01

    This paper reports the outcome of a multi-sensory intervention on infant language skills. A programme titled "Rhyming Game and Exercise Club", which included kinaesthetic-tactile mother-child rhyming games performed in natural joint attention situations, was intended to accelerate Finnish six- to eight-month-old infants' language development. The…

  5. Adaptive Communication: Languages with More Non-Native Speakers Tend to Have Fewer Word Forms

    PubMed Central

    Bentz, Christian; Verkerk, Annemarie; Kiela, Douwe; Hill, Felix; Buttery, Paula

    2015-01-01

    Explaining the diversity of languages across the world is one of the central aims of typological, historical, and evolutionary linguistics. We consider the effect of language contact-the number of non-native speakers a language has-on the way languages change and evolve. By analysing hundreds of languages within and across language families, regions, and text types, we show that languages with greater levels of contact typically employ fewer word forms to encode the same information content (a property we refer to as lexical diversity). Based on three types of statistical analyses, we demonstrate that this variance can in part be explained by the impact of non-native speakers on information encoding strategies. Finally, we argue that languages are information encoding systems shaped by the varying needs of their speakers. Language evolution and change should be modeled as the co-evolution of multiple intertwined adaptive systems: On one hand, the structure of human societies and human learning capabilities, and on the other, the structure of language. PMID:26083380

  6. Games, the Socialization of Conflict.

    ERIC Educational Resources Information Center

    Sutton-Smith, Brian

    The function of games in a society is discussed in this paper. An earlier definition of games as a concretistic way of processing information of cultural antitheses is enlarged to include a more bio-adaptive definition: the game is also a socialization of conflict. This view is compared and contrasted with those of Sigmund Freud and G. H. Mead.…

  7. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    ERIC Educational Resources Information Center

    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…

  8. Game theory and plant ecology.

    PubMed

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

    The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.

  9. Evolutionary games under incompetence.

    PubMed

    Kleshnina, Maria; Filar, Jerzy A; Ejov, Vladimir; McKerral, Jody C

    2018-02-26

    The adaptation process of a species to a new environment is a significant area of study in biology. As part of natural selection, adaptation is a mutation process which improves survival skills and reproductive functions of species. Here, we investigate this process by combining the idea of incompetence with evolutionary game theory. In the sense of evolution, incompetence and training can be interpreted as a special learning process. With focus on the social side of the problem, we analyze the influence of incompetence on behavior of species. We introduce an incompetence parameter into a learning function in a single-population game and analyze its effect on the outcome of the replicator dynamics. Incompetence can change the outcome of the game and its dynamics, indicating its significance within what are inherently imperfect natural systems.

  10. Fun and Games, but Learning Too.

    ERIC Educational Resources Information Center

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)

  11. Using Educational Games for Sign Language Learning--A SignWriting Learning Game: Case Study

    ERIC Educational Resources Information Center

    Bouzid, Yosra; Khenissi, Mohamed Ali; Essalmi, Fathi; Jemni, Mohamed

    2016-01-01

    Apart from being used as a means of entertainment, computer games have been adopted for a long time as a valuable tool for learning. Computer games can offer many learning benefits to students since they can consume their attention and increase their motivation and engagement which can then lead to stimulate learning. However, most of the research…

  12. Affordances for Second Language Learning in "World of Warcraft"

    ERIC Educational Resources Information Center

    Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark

    2012-01-01

    What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…

  13. A Rating Tool for Sharing Experiences with Serious Games

    ERIC Educational Resources Information Center

    Hendrix, Maurice; Backlund, Per; Vampula, Boris

    2014-01-01

    The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…

  14. The adaptive decision-making, risky decision, and decision-making style of Internet gaming disorder.

    PubMed

    Ko, C-H; Wang, P-W; Liu, T-L; Chen, C-S; Yen, C-F; Yen, J-Y

    2017-07-01

    Persistent gaming, despite acknowledgment of its negative consequences, is a major criterion for individuals with Internet gaming disorder (IGD). This study evaluated the adaptive decision-making, risky decision, and decision-making style of individuals with IGD. We recruited 87 individuals with IGD and 87 without IGD (matched controls). All participants underwent an interview based on the Diagnostic and Statistical Manual of Mental Disorders (5th Edition) diagnostic criteria for IGD and completed an adaptive decision-making task; the Preference for Intuition and Deliberation Scale, Chen Internet Addiction Scale, and Barratt Impulsivity Scale were also assessed on the basis of the information from the diagnostic interviews. The results demonstrated that the participants in both groups tend to make more risky choices in advantage trials where their expected value (EV) was more favorable than those of the riskless choice. The tendency to make a risky choice in advantage trials was stronger among IGD group than that among controls. Participants of both groups made more risky choices in the loss domain, a risky option to loss more versus sure loss option, than they did in the gain domain, a risky option to gain more versus sure gain. Furthermore, the participants with IGD made more risky choices in the gain domain than did the controls. Participants with IGD showed higher and lower preferences for intuitive and deliberative decision-making styles, respectively, than controls and their preferences for intuition and deliberation were positively and negatively associated with IGD severity, respectively. These results suggested that individuals with IGD have elevated EV sensitivity for decision-making. However, they demonstrated risky preferences in the gain domain and preferred an intuitive rather than deliberative decision-making style. This might explain why they continue Internet gaming despite negative consequences. Thus, therapists should focus more on decision

  15. Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?

    ERIC Educational Resources Information Center

    Nesbitt, Dallas; Müller, Amanda

    2016-01-01

    Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…

  16. The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences

    ERIC Educational Resources Information Center

    Uzun, Levent; Ekin, M. Tugba Yildiz; Kartal, Erdogan

    2013-01-01

    The present study aimed at investigating the differences between the teachers and the "new generation" of learners, their opinions about which language skills would benefit more from games, and the nuances of the two genders (male and female), while also revealing the profiles and tendencies of different age groups in relation to their…

  17. Behavioural studies of strategic thinking in games.

    PubMed

    Camerer, Colin F.

    2003-05-01

    Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.

  18. Adaptive significance of right hemisphere activation in aphasic language comprehension

    PubMed Central

    Meltzer, Jed A.; Wagage, Suraji; Ryder, Jennifer; Solomon, Beth; Braun, Allen R.

    2013-01-01

    Aphasic patients often exhibit increased right hemisphere activity during language tasks. This may represent takeover of function by regions homologous to the left-hemisphere language networks, maladaptive interference, or adaptation of alternate compensatory strategies. To distinguish between these accounts, we tested language comprehension in 25 aphasic patients using an online sentence-picture matching paradigm while measuring brain activation with MEG. Linguistic conditions included semantically irreversible (“The boy is eating the apple”) and reversible (“The boy is pushing the girl”) sentences at three levels of syntactic complexity. As expected, patients performed well above chance on irreversible sentences, and at chance on reversible sentences of high complexity. Comprehension of reversible non-complex sentences ranged from nearly perfect to chance, and was highly correlated with offline measures of language comprehension. Lesion analysis revealed that comprehension deficits for reversible sentences were predicted by damage to the left temporal lobe. Although aphasic patients activated homologous areas in the right temporal lobe, such activation was not correlated with comprehension performance. Rather, patients with better comprehension exhibited increased activity in dorsal fronto-parietal regions. Correlations between performance and dorsal network activity occurred bilaterally during perception of sentences, and in the right hemisphere during a post-sentence memory delay. These results suggest that effortful reprocessing of perceived sentences in short-term memory can support improved comprehension in aphasia, and that strategic recruitment of alternative networks, rather than homologous takeover, may account for some findings of right hemisphere language activation in aphasia. PMID:23566891

  19. [Spanish validation of Game Addiction Scale for Adolescents (GASA)].

    PubMed

    Lloret Irles, Daniel; Morell Gomis, Ramon; Marzo Campos, Juan Carlos; Tirado González, Sonia

    The aim of this study is to adapt and validate the Game Addiction Scale for Adolescents (GASA) to the Spanish youth population. Cultural adaptation and validation study. Secondary Education centres. Two independent studies were conducted on a group of 466 young people with a mean age of 15.27 years (13-18, SD: 1.83) and 48.7% ♀ and on another group of 566, with a mean age of 21.24 years (19-26; SD: 1.86) 44.1% ♀. Addiction to video games (GASA); Game behavior (Game habits usage questionnaire), Impulsiveness (Plutchik Impulsiveness Scale) and Group Pressure (Ad hoc questionnaire). The Spanish version of GASA has shown good reliability and true to the original scale factor structure. As regards criterion validity, GASA scores are significantly different according to four criteria related to problem gambling: Game intensity and frequency, impulsiveness, and peer pressure. The results show that the adapted version GASA is adequate and a valid tool for assessing problematic gaming behaviour. Copyright © 2017 Elsevier España, S.L.U. All rights reserved.

  20. Why Darwin would have loved evolutionary game theory

    PubMed Central

    2016-01-01

    Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503

  1. Introduction of a new instrument to measure motivation for gaming: the electronic gaming motives questionnaire.

    PubMed

    Myrseth, Helga; Notelaers, Guy; Strand, Leif Åge; Borud, Einar Kristian; Olsen, Olav Kjellevold

    2017-09-01

    To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015. The questionnaire was administered to all those who had played video games during the last 6 months and consisted of 853 gamers (86.8% men, mean age = 19.4 years). All participants completed the EGMQ, as well as other measures of gaming behaviour, gaming problems, boredom, loneliness and depression. The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social and self-gratification motives) displayed satisfactory fit and internal consistency. Hierarchical regression analyses showed that gender emerged as a significant predictor (P < 0.001) of all the dependent variables (variety, hours weekly gaming, loss of control and gaming problems) and the first step explained between 1 and 6.1% of the variance in the gaming behaviours. In the second step the four motivational dimensions explained an additional 5.8-38.8% of the variance. Coping and self-gratification predicted gaming problems (P < 0.001) and coping alone predicted loss of control (P < 0.001). The four motivational dimensions were also predicted differentially by indicators of psychosocial wellbeing, indicating divergent validity of the four motives. The four-dimensional Electronic Gaming Motives Questionnaire is a valid instrument for measuring motives for gaming. © 2017 Society for the Study of Addiction.

  2. Cognitive Analysis of Educational Games: The Number Game.

    PubMed

    van der Maas, Han L J; Nyamsuren, Enkhbold

    2017-04-01

    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.

  3. Recognition of voice commands using adaptation of foreign language speech recognizer via selection of phonetic transcriptions

    NASA Astrophysics Data System (ADS)

    Maskeliunas, Rytis; Rudzionis, Vytautas

    2011-06-01

    In recent years various commercial speech recognizers have become available. These recognizers provide the possibility to develop applications incorporating various speech recognition techniques easily and quickly. All of these commercial recognizers are typically targeted to widely spoken languages having large market potential; however, it may be possible to adapt available commercial recognizers for use in environments where less widely spoken languages are used. Since most commercial recognition engines are closed systems the single avenue for the adaptation is to try set ways for the selection of proper phonetic transcription methods between the two languages. This paper deals with the methods to find the phonetic transcriptions for Lithuanian voice commands to be recognized using English speech engines. The experimental evaluation showed that it is possible to find phonetic transcriptions that will enable the recognition of Lithuanian voice commands with recognition accuracy of over 90%.

  4. Augmenting College Students' Study of Speech-Language Pathology Using Computer-Based Mini Quiz Games.

    PubMed

    Vinney, Lisa A; Howles, Les; Leverson, Glen; Connor, Nadine P

    2016-08-01

    This study examined whether undergraduate college students' immediate recall and longer-term retention of introductory voice disorder concepts improved by using mini quiz games (MQGs; interactive knowledge tests in game format) compared with (a) traditional study alone, (b) MQGs and traditional study together, or (c) a no-study control condition. Ninety-three college students participated in proctored sessions in which they were given a pretest, viewed an online lecture on introductory voice disorder concepts, and then engaged in either no intervention or interventions including traditional study, MQG play, or both MQG play and traditional study, followed by an immediate recall posttest and longer-term retention follow-up test. Analyses suggested that the effects of all interventions (traditional study, MQG play, and the combination of the 2) were equivalent and resulted in significantly greater improvements from pretest to immediate recall posttest performance than the control condition. In contrast, MQGs and MQGs with traditional study, but not traditional study alone, showed better results for long-term retention than no study. Results provide preliminary support for the idea that there may be multiple effective learning modes, beyond traditional study, that enhance recall and retention of knowledge foundational to speech-language pathology clinical training and practice.

  5. The replicator equation and other game dynamics

    PubMed Central

    Cressman, Ross; Tao, Yi

    2014-01-01

    The replicator equation is the first and most important game dynamics studied in connection with evolutionary game theory. It was originally developed for symmetric games with finitely many strategies. Properties of these dynamics are briefly summarized for this case, including the convergence to and stability of the Nash equilibria and evolutionarily stable strategies. The theory is then extended to other game dynamics for symmetric games (e.g., the best response dynamics and adaptive dynamics) and illustrated by examples taken from the literature. It is also extended to multiplayer, population, and asymmetric games. PMID:25024202

  6. The effects of types of reflective scaffolding and language proficiency on the acquisition of physics knowledge in a game-based learning environment

    NASA Astrophysics Data System (ADS)

    Huang, Tsu-Ting

    With the capability of creating a situated and engaging learning environment, video games have been considered as a powerful tool to enhance students' learning outcomes and interest in learning. Yet, little empirical evidence exists to support the effectiveness of video games in learning. Particularly, little attention has been given to the design of specific game elements. Focusing on middle school students, the goal of this study was to investigate the effects of two types of representations of reflective scaffolds (verbal and visual) on students' learning outcomes, game performance, and level of engagement in a video game for physics learning. In addition, the role of students' level of English proficiency was examined to understand whether the effects of reflective scaffolds were influenced by students' language proficiency. Two studies were conducted. Study 1 playtested the game with target players and led to game modification for its use in Study 2, which focused on the effects of different types of reflective scaffolds and level of English proficiency. The results of Study 2 showed that students who received both verbal and visual reflective scaffolds completed the most levels compared to the other groups in the given time. No significant effect of type of reflective scaffolds were found on learning outcomes despite the fact that the pattern of the learning outcomes across conditions was close to prediction. Participants' engagement in gameplay was high regardless of the type of scaffolds they received, their interest in learning physics, and their prior knowledge of physics. The results of video analysis also showed that the game used in this study was able to engage students not only in gameplay but also in learning physics. Finally, English proficiency functioned as a significant factor moderating the effects of scaffolds, learning outcomes and game performance. Students with limited English proficiency benefited more from visual reflective scaffolds than

  7. The application of language-game theory to the analysis of science learning: Developing an interpretive classroom-level learning framework

    NASA Astrophysics Data System (ADS)

    Ahmadibasir, Mohammad

    In this study an interpretive learning framework that aims to measure learning on the classroom level is introduced. In order to develop and evaluate the value of the framework, a theoretical/empirical study is designed. The researcher attempted to illustrate how the proposed framework provides insights on the problem of classroom-level learning. The framework is developed by construction of connections between the current literature on science learning and Wittgenstein's language-game theory. In this framework learning is defined as change of classroom language-game or discourse. In the proposed framework, learning is measured by analysis of classroom discourse. The empirical explanation power of the framework is evaluated by applying the framework in the analysis of learning in a fifth-grade science classroom. The researcher attempted to analyze how students' colloquial discourse changed to a discourse that bears more resemblance to science discourse. The results of the empirical part of the investigation are presented in three parts: first, the gap between what students did and what they were supposed to do was reported. The gap showed that students during the classroom inquiry wanted to do simple comparisons by direct observation, while they were supposed to do tool-assisted observation and procedural manipulation for a complete comparison. Second, it was illustrated that the first attempt to connect the colloquial to science discourse was done by what was immediately intelligible for students and then the teacher negotiated with students in order to help them to connect the old to the new language-game more purposefully. The researcher suggested that these two events in the science classroom are critical in discourse change. Third, it was illustrated that through the academic year, the way that students did the act of comparison was improved and by the end of the year more accurate causal inferences were observable in classroom communication. At the end of the

  8. Why Darwin would have loved evolutionary game theory.

    PubMed

    Brown, Joel S

    2016-09-14

    Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. © 2016 The Author(s).

  9. Norm comparisons of the Spanish-language and English-language WAIS-III: Implications for clinical assessment and test adaptation.

    PubMed

    Funes, Cynthia M; Rodriguez, Juventino Hernandez; Lopez, Steven Regeser

    2016-12-01

    This study provides a systematic comparison of the norms of 3 Spanish-language Wechsler Adult Intelligence Scales (WAIS-III) batteries from Mexico, Spain, and Puerto Rico, and the U.S. English-language WAIS-III battery. Specifically, we examined the performance of the 4 normative samples on 2 identical subtests (Digit Span and Digit Symbol-Coding) and 1 nearly identical subtest (Block Design). We found that across most age groups the means associated with the Spanish-language versions of the 3 subtests were lower than the means of the U.S. English-language version. In addition, we found that for most age ranges the Mexican subsamples scored lower than the Spanish subsamples. Lower educational levels of Mexicans and Spaniards compared to U.S. residents are consistent with the general pattern of findings. These results suggest that because of the different norms, applying any of the 3 Spanish-language versions of the WAIS-III generally risks underestimating deficits, and that applying the English-language WAIS-III norms risks overestimating deficits of Spanish-speaking adults. There were a few exceptions to these general patterns. For example, the Mexican subsample ages 70 years and above performed significantly better on the Digit Symbol and Block Design than did the U.S. and Spanish subsamples. Implications for the clinical assessment of U.S. Spanish-speaking Latinos and test adaptation are discussed with an eye toward improving the clinical care for this community. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  10. A Climate Change Board Game for Interdisciplinary Communication and Education

    ERIC Educational Resources Information Center

    Eisenack, Klaus

    2013-01-01

    This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…

  11. A Frame-Reflective Discourse Analysis of Serious Games

    ERIC Educational Resources Information Center

    Mayer, Igor; Warmelink, Harald; Zhou, Qiqi

    2016-01-01

    The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…

  12. Language Model Combination and Adaptation Using Weighted Finite State Transducers

    NASA Technical Reports Server (NTRS)

    Liu, X.; Gales, M. J. F.; Hieronymus, J. L.; Woodland, P. C.

    2010-01-01

    In speech recognition systems language model (LMs) are often constructed by training and combining multiple n-gram models. They can be either used to represent different genres or tasks found in diverse text sources, or capture stochastic properties of different linguistic symbol sequences, for example, syllables and words. Unsupervised LM adaption may also be used to further improve robustness to varying styles or tasks. When using these techniques, extensive software changes are often required. In this paper an alternative and more general approach based on weighted finite state transducers (WFSTs) is investigated for LM combination and adaptation. As it is entirely based on well-defined WFST operations, minimum change to decoding tools is needed. A wide range of LM combination configurations can be flexibly supported. An efficient on-the-fly WFST decoding algorithm is also proposed. Significant error rate gains of 7.3% relative were obtained on a state-of-the-art broadcast audio recognition task using a history dependently adapted multi-level LM modelling both syllable and word sequences

  13. Game Addiction and Academic Achievement

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  14. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    ERIC Educational Resources Information Center

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  15. Assortative and dissortative priorities for game interaction and strategy adaptation significantly bolster network reciprocity in the prisoner’s dilemma

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun

    2014-05-01

    In 2 × 2 prisoner’s dilemma games, network reciprocity is one mechanism for adding social viscosity, which leads to cooperative equilibrium. Here we show that combining the process for selecting a gaming partner with the process for selecting an adaptation partner significantly enhances cooperation, even though such selection processes require additional costs to collect further information concerning which neighbor should be chosen. Based on elaborate investigations of the dynamics generated by our model, we find that high levels of cooperation result from two kinds of behavior: cooperators tend to interact with cooperators to prevent being exploited by defectors and defectors tend to choose cooperators to exploit despite the possibility that some defectors convert to cooperators.

  16. An Alternate Reality Game for Language Learning: ARGuing for Multilingual Motivation

    ERIC Educational Resources Information Center

    Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas

    2011-01-01

    Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…

  17. Modeling intelligent agent beliefs in a card game scenario

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  18. Key cognitive preconditions for the evolution of language.

    PubMed

    Donald, Merlin

    2017-02-01

    Languages are socially constructed systems of expression, generated interactively in social networks, which can be assimilated by the individual brain as it develops. Languages co-evolved with culture, reflecting the changing complexity of human culture as it acquired the properties of a distributed cognitive system. Two key preconditions set the stage for the evolution of such cultures: a very general ability to rehearse and refine skills (evident early in hominin evolution in toolmaking), and the emergence of material culture as an external (to the brain) memory record that could retain and accumulate knowledge across generations. The ability to practice and rehearse skill provided immediate survival-related benefits in that it expanded the physical powers of early hominins, but the same adaptation also provided the imaginative substrate for a system of "mimetic" expression, such as found in ritual and pantomime, and in proto-words, which performed an expressive function somewhat like the home signs of deaf non-signers. The hominid brain continued to adapt to the increasing importance and complexity of culture as human interactions with material culture became more complex; above all, this entailed a gradual expansion in the integrative systems of the brain, especially those involved in the metacognitive supervision of self-performances. This supported a style of embodied mimetic imagination that improved the coordination of shared activities such as fire tending, but also in rituals and reciprocal mimetic games. The time-depth of this mimetic adaptation, and its role in both the construction and acquisition of languages, explains the importance of mimetic expression in the media, religion, and politics. Spoken language evolved out of voco-mimesis, and emerged long after the more basic abilities needed to refine skill and share intentions, probably coinciding with the common ancestor of sapient humans. Self-monitoring and self-supervised practice were necessary

  19. Adapting Cognitive Walkthrough to Support Game Based Learning Design

    ERIC Educational Resources Information Center

    Farrell, David; Moffat, David C.

    2014-01-01

    For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…

  20. Implementation of quantum game theory simulations using Python

    NASA Astrophysics Data System (ADS)

    Madrid S., A.

    2013-05-01

    This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.

  1. Higher Education Governance as Language Games: A Wittgensteinian Case Study of the Breakdown of Governance at the London School of Economics 2004-2011

    ERIC Educational Resources Information Center

    Greenhalgh, Trisha

    2015-01-01

    This paper calls for a more detailed study of social practices in the analysis of governance failures. Using the Woolf report on the breakdown of governance at the London School of Economics as a case study and Wittgenstein's notion of language games as an analytic lens, the author argues that widely used institutional and structural theories of…

  2. Adaptive Motor Resistance Video Game Exercise Apparatus and Method of Use Thereof

    NASA Technical Reports Server (NTRS)

    Reich, Alton (Inventor); Shaw, James (Inventor)

    2015-01-01

    The invention comprises a method and/or an apparatus using computer configured exercise equipment and an electric motor provided physical resistance in conjunction with a game system, such as a video game system, where the exercise system provides real physical resistance to a user interface. Results of user interaction with the user interface are integrated into a video game, such as running on a game console. The resistance system comprises: a subject interface, software control, a controller, an electric servo assist/resist motor, an actuator, and/or a subject sensor. The system provides actual physical interaction with a resistance device as input to the game console and game run thereon.

  3. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay.

    PubMed

    Kranz, Michael B; Baniqued, Pauline L; Voss, Michelle W; Lee, Hyunkyu; Kramer, Arthur F

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research.

  4. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay

    PubMed Central

    Kranz, Michael B.; Baniqued, Pauline L.; Voss, Michelle W.; Lee, Hyunkyu; Kramer, Arthur F.

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4–5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research. PMID:28326042

  5. African Games of Strategy: A Teaching Manual. African Outreach Series, No. 2.

    ERIC Educational Resources Information Center

    Crane, Louise

    Appreciation of African games has increased in this country; especially board games which have been popularized through commercial versions. African games are invaluable resources for studying subjects requiring mathematical concepts, as well as social studies, history, geography, and languages. This manual presents some of the better known…

  6. Effects of anxiety, language skills, and cultural adaptation on the development of selective mutism.

    PubMed

    Starke, Anja

    Although bilingual children are thought to be at higher risk for selective mutism (SM), little is known about the development of SM in this population. This study investigates the effects of children's anxiety and language skills and parents' cultural adaptation on the development of SM. 15 bilingual (11 mute, 4 speaking at the beginning of the study) and 15 monolingual children (7 mute, 8 speaking at the beginning of the study) between the ages of 3 years and 5 years 8 months were assessed longitudinally over a 9-month period. Children's anxiety and parents' cultural adaptation were examined via parent questionnaires. Receptive language skills were assessed with a standardized test. Every 3 months, parents and preschool teachers reported on the children's speaking behavior via questionnaires. Anxiety best predicted the development of mute behavior. There was no effect of bilingual status on its own. The effect of language skills did not reach significance but was considerably higher in preschool settings in comparison with family and public situations. Results also indicated an association between parents' orientation to the mainstream culture and children's speaking behavior in preschool. Level of anxiety might function as an early indicator of SM, especially in bilingual children, when information on language proficiency is scarce. There is still a need for intensive research in order to further the understanding of the development of SM in bilingual children. Copyright © 2018 Elsevier Inc. All rights reserved.

  7. Cross-cultural adaptation and initial validation of the Stroke-Specific Quality of Life Scale into the Yoruba language.

    PubMed

    Akinpelu, Aderonke O; Odetunde, Marufat O; Odole, Adesola C

    2012-12-01

    Stroke-Specific Quality of Life 2.0 (SS-QoL 2.0) scale is used widely and has been cross-culturally adapted to many languages. This study aimed at the cross-cultural adaptation of SS-QoL 2.0 to Yoruba, the indigenous language of south-western Nigeria, and to carry out an initial investigation on its validity. English SS-QoL 2.0 was first adapted to Yoruba language by including Yoruba culture-specific examples in items SC4, UE2 and UE6. The adapted English version (AEV) was independently translated into Yoruba by two language experts who later agreed on a consensus translation, which was then back translated, subjected to an expert committee review and pretested; a cognitive debriefing interview was also carried out to generate the Yoruba translated version (YTV). Thirty-five stroke survivors completed the AEV and Yoruba version (YV) in English and Yoruba. The order of administration was randomized. Data were analysed using Spearman's rank order correlation and Wilcoxon's signed-rank test at a P value less than 0.05. The mean age of the participants (23 men, 12 women) was 58.5±11.3 years. The domain scores of the participants on AEV and YV did not differ significantly, except in the work/productivity domain. In both versions, the mean domain score of the participants was the highest in the language domain [22.6±3.8 (AEV) and 22.7±3.4 (YV)] and the lowest in the work domain [9.0±3.7 (AEV) and 8.0±3.3 (YTV)]. Domain scores on both versions correlated significantly (P<0.05). Participants' ratings of their current state and prestroke state correlated significantly (P<0.01) in all the general areas, except energy and mood. The YTV of SS-QoL 2.0 fulfilled the initial criteria for validity.

  8. ChemOkey: A Game to Reinforce Nomenclature

    ERIC Educational Resources Information Center

    Kavak, Nusret

    2012-01-01

    Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…

  9. Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).

    PubMed

    Joseph, Sundari; Diack, Lesley

    2015-05-01

    This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.

  10. Emergence of trend trading and its effects in minority game

    NASA Astrophysics Data System (ADS)

    Liu, Xing-Hua; Liang, Xiao-Bei; Wang, Nai-Jing

    2006-09-01

    In this paper, we extended Minority Game (MG) by equipping agents with both value and trend strategies. In the new model, agents (we call them strong-adaptation agents) can autonomically select to act as trend trader or value trader when they game and learn in system. So the new model not only can reproduce stylized factors but also has the potential to investigate into the process of some problems of securities market. We investigated the dynamics of trend trading and its impacts on securities market based on the new model. Our research found that trend trading is inevitable when strong-adaptation agents make decisions by inductive reasoning. Trend trading (of strong-adaptation agents) is not irrational behavior but shows agent's strong-adaptation intelligence, because strong-adaptation agents can take advantage of the pure value agents when they game together in hybrid system. We also found that strong-adaptation agents do better in real environment. The results of our research are different with those of behavior finance researches.

  11. Recognizing the Effects of Comprehension Language Barriers and Adaptability Cultural Barriers on Selected First-Generation Undergraduate Vietnamese Students

    ERIC Educational Resources Information Center

    Phan, Christian Phuoc-Lanh

    2009-01-01

    This investigation is about recognizing the effects of comprehension language barriers and adaptability cultural barriers on selected first-generation Vietnamese undergraduate students in the Puget Sound region of Washington State. Most Vietnamese students know little or no English before immigrating to the United States; as such, language and…

  12. Self-organization in a simple model of adaptive agents playing 2×2 games with arbitrary payoff matrices

    NASA Astrophysics Data System (ADS)

    Fort, H.; Viola, S.

    2004-03-01

    We analyze, both analytically and numerically, the self-organization of a system of “selfish” adaptive agents playing an arbitrary iterated pairwise game (defined by a 2×2 payoff matrix). Examples of possible games to play are the prisoner’s dilemma (PD) game, the chicken game, the hero game, etc. The agents have no memory, use strategies not based on direct reciprocity nor “tags” and are chosen at random, i.e., geographical vicinity is neglected. They can play two possible strategies: cooperate (C) or defect (D). The players measure their success by comparing their utilities with an estimate for the expected benefits and update their strategy following a simple rule. Two versions of the model are studied: (1) the deterministic version (the agents are either in definite states C or D) and (2) the stochastic version (the agents have a probability c of playing C). Using a general master equation we compute the equilibrium states into which the system self-organizes, characterized by their average probability of cooperation ceq. Depending on the payoff matrix, we show that ceq can take five different values. We also consider the mixing of agents using two different payoff matrices and show that any value of ceq can be reached by tuning the proportions of agents using each payoff matrix. In particular, this can be used as a way to simulate the effect of a fraction d of “antisocial” individuals—incapable of realizing any value to cooperation—on the cooperative regime hold by a population of neutral or “normal” agents.

  13. Self-organization in a simple model of adaptive agents playing 2 x 2 games with arbitrary payoff matrices.

    PubMed

    Fort, H; Viola, S

    2004-03-01

    We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2 x 2 payoff matrix). Examples of possible games to play are the prisoner's dilemma (PD) game, the chicken game, the hero game, etc. The agents have no memory, use strategies not based on direct reciprocity nor "tags" and are chosen at random, i.e., geographical vicinity is neglected. They can play two possible strategies: cooperate (C) or defect (D). The players measure their success by comparing their utilities with an estimate for the expected benefits and update their strategy following a simple rule. Two versions of the model are studied: (1) the deterministic version (the agents are either in definite states C or D) and (2) the stochastic version (the agents have a probability c of playing C). Using a general master equation we compute the equilibrium states into which the system self-organizes, characterized by their average probability of cooperation c(eq). Depending on the payoff matrix, we show that c(eq) can take five different values. We also consider the mixing of agents using two different payoff matrices and show that any value of c(eq) can be reached by tuning the proportions of agents using each payoff matrix. In particular, this can be used as a way to simulate the effect of a fraction d of "antisocial" individuals--incapable of realizing any value to cooperation--on the cooperative regime hold by a population of neutral or "normal" agents.

  14. Adherence as a language game.

    PubMed

    Kolberg, Espen Skarstein

    2017-04-01

    Non-adherence, i.e. medication intake behavior not corresponding with agreed recommendations, is associated with increased morbidity and death, and it has been estimated that as many as 50% of patients in developed countries are not taking their medications as prescribed. But even as efforts in improving medication adherence over the years have increased, results are inconsistent, with only a minority of clinical trials showing any improvement in both adherence and clinical outcome. Since patient education is central to promoting good medication adherence, and language is integral to education, perhaps an exploration of the meaning and use of language, using the philosophy of Ludwig Wittgenstein, is in order.

  15. Implementing a Game for Supporting Learning in Mathematics

    ERIC Educational Resources Information Center

    Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos

    2014-01-01

    This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…

  16. Play, Games, and Attitude: Student and Teacher Perspectives of Educational Games

    ERIC Educational Resources Information Center

    Mongillo, Gerri

    2008-01-01

    The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…

  17. The Potential of Incorporating Computer Games in Foreign Language Curricula

    ERIC Educational Resources Information Center

    Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar

    2014-01-01

    There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…

  18. Adapting existing natural language processing resources for cardiovascular risk factors identification in clinical notes.

    PubMed

    Khalifa, Abdulrahman; Meystre, Stéphane

    2015-12-01

    The 2014 i2b2 natural language processing shared task focused on identifying cardiovascular risk factors such as high blood pressure, high cholesterol levels, obesity and smoking status among other factors found in health records of diabetic patients. In addition, the task involved detecting medications, and time information associated with the extracted data. This paper presents the development and evaluation of a natural language processing (NLP) application conceived for this i2b2 shared task. For increased efficiency, the application main components were adapted from two existing NLP tools implemented in the Apache UIMA framework: Textractor (for dictionary-based lookup) and cTAKES (for preprocessing and smoking status detection). The application achieved a final (micro-averaged) F1-measure of 87.5% on the final evaluation test set. Our attempt was mostly based on existing tools adapted with minimal changes and allowed for satisfying performance with limited development efforts. Copyright © 2015 Elsevier Inc. All rights reserved.

  19. Restrictions on biological adaptation in language evolution.

    PubMed

    Chater, Nick; Reali, Florencia; Christiansen, Morten H

    2009-01-27

    Language acquisition and processing are governed by genetic constraints. A crucial unresolved question is how far these genetic constraints have coevolved with language, perhaps resulting in a highly specialized and species-specific language "module," and how much language acquisition and processing redeploy preexisting cognitive machinery. In the present work, we explored the circumstances under which genes encoding language-specific properties could have coevolved with language itself. We present a theoretical model, implemented in computer simulations, of key aspects of the interaction of genes and language. Our results show that genes for language could have coevolved only with highly stable aspects of the linguistic environment; a rapidly changing linguistic environment does not provide a stable target for natural selection. Thus, a biological endowment could not coevolve with properties of language that began as learned cultural conventions, because cultural conventions change much more rapidly than genes. We argue that this rules out the possibility that arbitrary properties of language, including abstract syntactic principles governing phrase structure, case marking, and agreement, have been built into a "language module" by natural selection. The genetic basis of human language acquisition and processing did not coevolve with language, but primarily predates the emergence of language. As suggested by Darwin, the fit between language and its underlying mechanisms arose because language has evolved to fit the human brain, rather than the reverse.

  20. Shell Games.

    ERIC Educational Resources Information Center

    Atkinson, Bill

    1982-01-01

    The author critiques the program design and educational aspects of the Shell Games, a program developed by Apple Computer, Inc., which can be used by the teacher to design objective tests for adaptation to specific assessment needs. (For related articles, see EC 142 959-962.) (Author)

  1. MaLT - Combined Motor and Language Therapy Tool for Brain Injury Patients Using Kinect.

    PubMed

    Wairagkar, Maitreyee; McCrindle, Rachel; Robson, Holly; Meteyard, Lotte; Sperrin, Malcom; Smith, Andy; Pugh, Moyra

    2017-03-23

    The functional connectivity and structural proximity of elements of the language and motor systems result in frequent co-morbidity post brain injury. Although rehabilitation services are becoming increasingly multidisciplinary and "integrated", treatment for language and motor functions often occurs in isolation. Thus, behavioural therapies which promote neural reorganisation do not reflect the high intersystem connectivity of the neurologically intact brain. As such, there is a pressing need for rehabilitation tools which better reflect and target the impaired cognitive networks. The objective of this research is to develop a combined high dosage therapy tool for language and motor rehabilitation. The rehabilitation therapy tool developed, MaLT (Motor and Language Therapy), comprises a suite of computer games targeting both language and motor therapy that use the Kinect sensor as an interaction device. The games developed are intended for use in the home environment over prolonged periods of time. In order to track patients' engagement with the games and their rehabilitation progress, the game records patient performance data for the therapist to interrogate. MaLT incorporates Kinect-based games, a database of objects and language parameters, and a reporting tool for therapists. Games have been developed that target four major language therapy tasks involving single word comprehension, initial phoneme identification, rhyme identification and a naming task. These tasks have 8 levels each increasing in difficulty. A database of 750 objects is used to programmatically generate appropriate questions for the game, providing both targeted therapy and unique gameplay every time. The design of the games has been informed by therapists and by discussions with a Public Patient Involvement (PPI) group. Pilot MaLT trials have been conducted with three stroke survivors for the duration of 6 to 8 weeks. Patients' performance is monitored through MaLT's reporting facility

  2. Industrial Partnership Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less

  3. Robust Adaptive Dynamic Programming of Two-Player Zero-Sum Games for Continuous-Time Linear Systems.

    PubMed

    Fu, Yue; Fu, Jun; Chai, Tianyou

    2015-12-01

    In this brief, an online robust adaptive dynamic programming algorithm is proposed for two-player zero-sum games of continuous-time unknown linear systems with matched uncertainties, which are functions of system outputs and states of a completely unknown exosystem. The online algorithm is developed using the policy iteration (PI) scheme with only one iteration loop. A new analytical method is proposed for convergence proof of the PI scheme. The sufficient conditions are given to guarantee globally asymptotic stability and suboptimal property of the closed-loop system. Simulation studies are conducted to illustrate the effectiveness of the proposed method.

  4. Phase transitions in adaptive competitive environments: Theories and applications of the minority game

    NASA Astrophysics Data System (ADS)

    Li, Yi

    It is of great scientific significance to study the complex systems of agents with adaptive strategies competing for resources. In many of such systems in social and biological environments, agents succeed by making innovative choices. In this thesis, we model this behavior by presenting the results and analysis of a class of games in which heterogeneous agents are rewarded for being in a minority group. Each agent possesses a number of fixed strategies, each of which takes publicly available information as input to predict next group. Commonly known as the minority game, this simple model manifests a maladaptive, informationally efficient phase in which the system performs poorly at generating resources and an inefficient phase in which there is an emergent cooperation among the agents, and the system more effectively generates resources. The best emergent coordination is achieved at the phase transition, which occurs when z, the ratio of the dimension of the strategy space to the number of agents, is about 0.34. This model also has similar properties to a spin glass system thus statistical mechanics methods were employed to provide analytical results. The phase structure persists under variations such as variable payoff schemes and evolutionary mechanisms. Agents in real life are subject to local connectivity and incomplete information. A framework based on bi-graph was proposed to model these factors. In the context of economics, we proposed a stock market model incorporating delayed majority dynamics and agents holding heterogeneous expectations. We found that for a range of parameter settings, minority dynamics are dynamically induced, effectively reducing market volatility. Finally, we introduce a version of the minority game played by human participants. We observed emergent coordination of players' choices leading to increased average reward. Furthermore, players with the simplest strategies reap the most wealth.

  5. Performance Analysis of GAME: A Generic Automated Marking Environment

    ERIC Educational Resources Information Center

    Blumenstein, Michael; Green, Steve; Fogelman, Shoshana; Nguyen, Ann; Muthukkumarasamy, Vallipuram

    2008-01-01

    This paper describes the Generic Automated Marking Environment (GAME) and provides a detailed analysis of its performance in assessing student programming projects and exercises. GAME has been designed to automatically assess programming assignments written in a variety of languages based on the "structure" of the source code and the correctness…

  6. Adaptation of Internet Addiction Scale in Azerbaijani Language: A Validity-Reliability and Prevalence Study

    ERIC Educational Resources Information Center

    Kerimova, Melek; Gunuc, Selim

    2016-01-01

    The purpose of the present paper was to adapt Gunuc and Kayri's (2010) "Internet Addiction Scale," with show validity and reliability for many various sampling groups, into the Azerbaijani language. Another objective of the study is to determine the prevalence of Internet addiction among Azerbaijani adolescents and youth, which…

  7. Upper-Limb Rehabilitation With Adaptive Video Games for Preschool Children With Developmental Disabilities.

    PubMed

    Hsieh, Hsieh-Chun; Lin, Hung-Yu; Chiu, Wen-Hsin; Meng, Ling Fu; Liu, Chun Kai

    2015-01-01

    This study used a novel device to make video games accessible to children with developmental disabilities (DD) by modifying the training software and interfaces to enhance motor training. In the pretest-posttest design, 20 children (13 boys, 7 girls; mean age=5.2 yr) with DD received adaptive upper-limb motor rehabilitation consisting of fifteen 30-min individual sessions 3 times per week for 5 wk. Improvement in Beery-Buktenica Developmental Test of Visual Motor Integration and Peabody Developmental Motor Scales, Second Edition, scores for children with DD indicated significant differences between pretest and posttest. The rehabilitation device modified for the needs of children with DD is effective in improving visual-motor performance of children with DD. Copyright © 2015 by the American Occupational Therapy Association, Inc.

  8. Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents.

    PubMed

    Chaput, J P; Schwartz, C; Boirie, Y; Duclos, M; Tremblay, A; Thivel, D

    2015-11-01

    Although the impact of passive video games (PVGs) on energy intake has been previously explored in lean adolescents, data are missing on the nutritional adaptations to passive and active video games (AVGs) in obese adolescents. It is also unknown whether isoenergetic AVGs and exercise (EX) differently affect food consumption in youth. Nineteen obese adolescent boys (12-15 years old) had to complete four 1-hour sessions in a crossover manner: control (CON; sitting on a chair), PVG (boxing game on Xbox 360), AVG (boxing game on Xbox Kinect 360) and EX (cycling). The EX was calibrated to generate the same energy expenditure as the AVG session. Energy expenditure was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake (buffet-style meal) and appetite sensations (visual analogue scales) were assessed after the sessions. As expected, mean energy expenditure was similar between AVG (370±4 kcal) and EX (358±3 kcal), both of which were significantly higher than PVG (125±7 kcal) and CON (98±5 kcal) (P<0.001). However, ad libitum food intake after the sessions was not significantly different between CON (1174±282 kcal), PVG (1124±281 kcal), AVG (1098±265 kcal) and EX (1091±290 kcal). Likewise, the energy derived from fat, carbohydrate and protein was not significantly different between sessions, and appetite sensations were not affected. Energy intake and food preferences after an hour of AVG or PVG playing remain unchanged, and isoenergetic sessions of AVG and EX at moderate intensity induce similar nutritional responses in obese adolescent boys.

  9. Melasma in Latina patients: cross-cultural adaptation and validation of a quality-of-life questionnaire in Spanish language.

    PubMed

    Dominguez, Arturo R; Balkrishnan, Rajesh; Ellzey, Allison R; Pandya, Amit G

    2006-07-01

    Melasma has been shown to have a significant emotional and psychologic effect on affected patients. Although this pigmentary disorder is thought to be more prevalent among Latinos, the effect of melasma on quality of life (QOL) in this population is unknown. The goals of this study were to translate and culturally adapt the previously validated Melasma QOL (MELASQOL) scale into Spanish language, to confirm the new scale's reliability and validity, and to administer the scale to characterize melasma's effect on the health-related QOL of Spanish language-speaking Latino patients. Cross-cultural adaptation of the original questionnaire was performed using previously established guidelines. After pretesting the questionnaire in a group of 30 patients, it was tested in a group of 112 patients recruited from a community outpatient clinic. A Spanish-language health-related QOL assessment battery was also administered for validation purposes. The degree of melasma was determined on clinical examination by the investigator using the Melasma Area and Severity Index. Cross-cultural adaptation of the questionnaire was successful in producing a working and understandable Spanish-language version of the MELASQOL. The Spanish-language MELASQOL scale was internally reliable and demonstrated construct and content validity. The Spanish-language MELASQOL scores of patients with little to no formal education were significantly higher than those with at least a seventh-grade education. Scores were proportional to the length of time a patient had lived with melasma and were higher in patients who had previously sought treatment. Spanish-language MELASQOL score and Melasma Area and Severity Index were shown to be moderately correlated, but no differences were seen according to patient age, marital status, employment, or coexisting medical or psychiatric conditions. Limitations are a lack of data regarding socioeconomic status and limitation to Mexican and Central American female patients

  10. Competition and Students' Perceptions in a Game-Based Language Learning Environment

    ERIC Educational Resources Information Center

    Vandercruysse, Sylke; Vandewaetere, Mieke; Cornillie, Frederik; Clarebout, Geraldine

    2013-01-01

    Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible…

  11. Translation, Validation, and Adaptation of the Time Use Diary from English into the Malay Language for Use in Malaysia.

    PubMed

    Asmuri, Siti Noraini; Brown, Ted; Broom, Lisa J

    2016-07-01

    Valid translations of time use scales are needed by occupational therapists for use in different cross-cultural contexts to gather relevant data to inform practice and research. The purpose of this study was to describe the process of translating, adapting, and validating the Time Use Diary from its current English language edition into a Malay language version. Five steps of the cross-cultural adaptation process were completed: (i) translation from English into the Malay language by a qualified translator, (ii) synthesis of the translated Malay version, (iii) backtranslation from Malay to English by three bilingual speakers, (iv) expert committee review and discussion, and (v) pilot testing of the Malay language version with two participant groups. The translated version was found to be a reliable and valid tool identifying changes and potential challenges in the time use of older adults. This provides Malaysian occupational therapists with a useful tool for gathering time use data in practice settings and for research purposes.

  12. [Assessing and measuring language development in the child. The Reynell Scales in a Dutch language area].

    PubMed

    Schaerlaekens, A

    1995-01-01

    This article deals with the recent adaptation of the Reynell Developmental Language Scales to the Dutch language. The existing language tests for the Dutch language are reviewed and the need to adapt a test for young children, measuring both receptive and expressive language development, is argued. The adaptation of the original Reynell Developmental Language Scales to the Dutch language is described. An extensive standardisation was carried out with 1,288 Dutch-speaking children, carefully selected geographically and according to socio-economic status. The psychodiagnostic results of the standardisation are discussed. As a result there are now norms for children between 2 and 5 years, both for receptive and expressive language development. The adaptation of the original Reynell Scales to Dutch functions under the new name RTOS (Reynell Taalontwikkelingsschalen).

  13. Adaptive Units of Learning and Educational Videogames

    ERIC Educational Resources Information Center

    Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar

    2007-01-01

    In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…

  14. Phenotype adjustment promotes adaptive evolution in a game without conflict.

    PubMed

    Yamaguchi, Sachi; Iwasa, Yoh

    2015-06-01

    Organisms may adjust their phenotypes in response to social and physical environments. Such phenotypic plasticity is known to help or retard adaptive evolution. Here, we study the evolutionary outcomes of adaptive phenotypic plasticity in an evolutionary game involving two players who have no conflicts of interest. A possible example is the growth and sex allocation of a lifelong pair of shrimps entrapped in the body of a sponge. We consider random pair formation, the limitation of total resources for growth, and the needs of male investment to fertilize eggs laid by the partner. We compare the following three different evolutionary dynamics: (1) No adjustment: each individual develops a phenotype specified by its own genotype; (2) One-player adjustment: the phenotype of the first player is specified by its own genotype, and the second player chooses the phenotype that maximizes its own fitness; (3) Two-player adjustment: the first player exhibits an initial phenotype specified by its own genotype, the second player chooses a phenotype given that of the first player, and finally, the first player readjusts its phenotype given that of the second player. We demonstrate that both one-player and two-player adjustments evolve to achieve maximum fitness. In contrast, the dynamics without adjustment fails in some cases to evolve outcomes with the highest fitness. For an intermediate range of male cost, the evolution of no adjustment realizes two hermaphrodites with equal size, whereas the one-player and two-player adjustments realize a small male and a large female. Copyright © 2015 Elsevier Inc. All rights reserved.

  15. Physiological Modalities for Relaxation Skill Transfer in Biofeedback Games.

    PubMed

    Parnandi, Avinash; Gutierrez-Osuna, Ricardo

    2017-03-01

    We present an adaptive biofeedback game for teaching self-regulation of stress. Our approach consists of monitoring the user's physiology during gameplay and adapting the game using a positive feedback loop that rewards relaxing behaviors and penalizes states of high arousal. We evaluate the approach using a casual game under three biofeedback modalities: electrodermal activity, heart rate variability, and breathing rate. The three biosignals can be measured noninvasively with wearable sensors, and represent different degrees of voluntary control and selectivity toward arousal. We conducted an experiment trial with 25 participants to compare the three modalities against a standard treatment (deep breathing) and a control condition (the game without biofeedback). Our results indicate that breathing-based game biofeedback is more effective in inducing relaxation during treatment than the other four groups. Participants in this group also showed greater retention of the relaxation skills (without biofeedback) during a subsequent stressor.

  16. Juegos de videos: Investigacion, puntajes y recomendaciones (Video Games: Research, Ratings and Recommendations). ERIC Digest.

    ERIC Educational Resources Information Center

    Cesarone, Bernard

    This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…

  17. Obliging Games

    NASA Astrophysics Data System (ADS)

    Chatterjee, Krishnendu; Horn, Florian; Löding, Christof

    Graph games of infinite length provide a natural model for open reactive systems: one player (Eve) represents the controller and the other player (Adam) represents the environment. The evolution of the system depends on the decisions of both players. The specification for the system is usually given as an ω-regular language L over paths and Eve's goal is to ensure that the play belongs to L irrespective of Adam's behaviour.

  18. Adaptation of the QoL-AGHDA scale for adults with growth hormone deficiency in four Slavic languages.

    PubMed

    McKenna, Stephen P; Wilburn, Jeanette; Twiss, James; Crawford, Sigrid R; Hána, Václav; Karbownik-Lewinska, Malgorzata; Popovic, Vera; Pura, Mikulas; Koltowska-Häggström, Maria

    2011-08-02

    The Quality of Life in Adult Growth Hormone Deficiency Assessment (QoL-AGHDA) is a disease-specific quality of life measure specific to individuals who are growth hormone deficient. The present study describes the adaptation of the QoL-AGHDA for use in the following four Slavic languages; Czech, Polish, Serbian and Slovakian. The study involved three stages in each language; translation, cognitive debriefing and validation. The validation stage assessed internal consistency (Cronbach's alpha), reproducibility (test-retest reliability using Spearman's rank correlations), convergent and divergent validity (Correlations with the NHP) and known group validity. The QoL-AGHDA was successfully translated into the target languages with minimal problems. Cognitive debriefing interviewees (n = 15-18) found the measures easy to complete and identified few problems with the content. Internal consistency (Czech Republic = 0.91, Poland = 0.91, Serbia = 0.91 and Slovakia = 0.89) and reproducibility (Czech Republic = 0.91, Poland = 0.91, Serbia = 0.88 and Slovakia = 0.93) were good in all adaptations. Convergent and divergent validity and known group validity data were not available for Slovakia. The QoL-AGHDA correlated as expected with the NHP scales most relevant to GHD. The QoL-AGHDA was able to distinguish between participants based on a range of variables. The QoL-AGHDA was successfully adapted for use in the Czech Republic, Poland, Serbia and Slovakia. Further validation of the Slovakian version would be beneficial. The addition of these new language versions will prove valuable to multinational clinical trials and to clinical practice in the respective countries.

  19. Music Games: Potential Application and Considerations for Rhythmic Training

    PubMed Central

    Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, Simone

    2017-01-01

    Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait) as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson’s disease, dyslexia, or ADHD). Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future. PMID:28611610

  20. Music Games: Potential Application and Considerations for Rhythmic Training.

    PubMed

    Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, Simone

    2017-01-01

    Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait) as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson's disease, dyslexia, or ADHD). Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future.

  1. The Adaptation Study of the Questionnaires of the Attitude towards CALL (A-CALL), the Attitude towards CAL (A-CAL), the Attitude towards Foreign Language Learning (A-FLL) to Turkish Language

    ERIC Educational Resources Information Center

    Erdem, Cahit; Saykili, Abdullah; Kocyigit, Mehmet

    2018-01-01

    This study primarily aims to adapt the Foreign Language Learning (FLL), Computer assisted Learning (CAL) and Computer assisted Language Learning (CALL) scales developed by Vandewaetere and Desmet into Turkish context. The instrument consists of three scales which are "the attitude towards CALL questionnaire" ("A-CALL")…

  2. Markov Chain Analysis of Musical Dice Games

    NASA Astrophysics Data System (ADS)

    Volchenkov, D.; Dawin, J. R.

    2012-07-01

    A system for using dice to compose music randomly is known as the musical dice game. The discrete time MIDI models of 804 pieces of classical music written by 29 composers have been encoded into the transition matrices and studied by Markov chains. Contrary to human languages, entropy dominates over redundancy, in the musical dice games based on the compositions of classical music. The maximum complexity is achieved on the blocks consisting of just a few notes (8 notes, for the musical dice games generated over Bach's compositions). First passage times to notes can be used to resolve tonality and feature a composer.

  3. A Game-Theoretic Model of Grounding for Referential Communication Tasks

    ERIC Educational Resources Information Center

    Thompson, William

    2009-01-01

    Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…

  4. Student-Made Games to Learn the History of Mathematics

    ERIC Educational Resources Information Center

    Huntley, Mary Ann; Flores, Alfinio

    2011-01-01

    In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…

  5. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  6. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  7. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  8. Computer Assisted Instruction: The Game "Le Choc des Multinationales."

    ERIC Educational Resources Information Center

    Cramer, Hazel

    "Le Choc de Multinationales" is a microcomputer game for students in an upper-level commercial French couse, to be played by two opponents, one of whom may be another student or the computer itself as a direct business competitor. The game's requirements for language use and knowledge of business and economics theory and principles are moderate,…

  9. RLL-1: A Representation Language Language

    DTIC Science & Technology

    1980-10-01

    adaptable organisms over those which contain, built-in optimized features. Compare the extinct dinosaur , unable to adapt to new situations, with two of...natural language understandirq for KRL [Bobrow & Winograd] and OWL [Szolovits, et alD. For this reason , his language is ofL.:n inadequate for any...for no particular reason , switch the organ into its Oboe state. That is, the sequence which triggers a change to the organ is a Punction of the organ’s

  10. New Technologies, Same Ideologies: Learning from Language Revitalization Online

    ERIC Educational Resources Information Center

    Wagner, Irina

    2017-01-01

    Ease of access, production, and distribution have made online technologies popular in language revitalization. By incorporating multimodal resources, audio, video, and games, they attract indigenous communities undergoing language shift in hopes of its reversal. However, by merely expanding language revitalization to the web, many language…

  11. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    ERIC Educational Resources Information Center

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  12. Between Learning and Playing? Exploring Learners' Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics

    ERIC Educational Resources Information Center

    Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet

    2012-01-01

    This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…

  13. Adaptation of the Students' Motivation towards Science Learning (SMTSL) Questionnaire in the Greek Language

    ERIC Educational Resources Information Center

    Dermitzaki, Irini; Stavroussi, Panayiota; Vavougios, Denis; Kotsis, Konstantinos T.

    2013-01-01

    The present study aimed at adapting in the Greek language the Students' Motivation Towards Science Learning (SMTSL) questionnaire developed by Tuan, Chin, and Shieh ("INT J SCI EDUC" 27(6): 639-654, 2005a) into a different cultural context, a different age group, that is, in university students and with a focus on physics learning. Three…

  14. What Do Students Learn by Playing an Online Simulation Game?

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  15. Game Plans for Victors: New Skills for Severely Handicapped Children.

    ERIC Educational Resources Information Center

    Schoen, Sharon; And Others

    The paper describes an approach in which games were planned to provide instruction for three severely handicapped children (5-6 years old) with few leisure, social, or academic skills and many aberrant behaviors. The first of two games involved a language program to teach verbal interactions, picture identification, and picture matching. The…

  16. Coevolution of adaptive technology, maladaptive culture and population size in a producer–scrounger game

    PubMed Central

    Lehmann, Laurent; Feldman, Marcus W.

    2009-01-01

    Technology (i.e. tools, methods of cultivation and domestication, systems of construction and appropriation, machines) has increased the vital rates of humans, and is one of the defining features of the transition from Malthusian ecological stagnation to a potentially perpetual rising population growth. Maladaptations, on the other hand, encompass behaviours, customs and practices that decrease the vital rates of individuals. Technology and maladaptations are part of the total stock of culture carried by the individuals in a population. Here, we develop a quantitative model for the coevolution of cumulative adaptive technology and maladaptive culture in a ‘producer–scrounger’ game, which can also usefully be interpreted as an ‘individual–social’ learner interaction. Producers (individual learners) are assumed to invent new adaptations and maladaptations by trial-and-error learning, insight or deduction, and they pay the cost of innovation. Scroungers (social learners) are assumed to copy or imitate (cultural transmission) both the adaptations and maladaptations generated by producers. We show that the coevolutionary dynamics of producers and scroungers in the presence of cultural transmission can have a variety of effects on population carrying capacity. From stable polymorphism, where scroungers bring an advantage to the population (increase in carrying capacity), to periodic cycling, where scroungers decrease carrying capacity, we find that selection-driven cultural innovation and transmission may send a population on the path of indefinite growth or to extinction. PMID:19692409

  17. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    PubMed

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  18. Emotion in languaging: languaging as affective, adaptive, and flexible behavior in social interaction

    PubMed Central

    Jensen, Thomas W.

    2014-01-01

    This article argues for a view on languaging as inherently affective. Informed by recent ecological tendencies within cognitive science and distributed language studies a distinction between first order languaging (language as whole-body sense making) and second order language (language as system like constraints) is put forward. Contrary to common assumptions within linguistics and communication studies separating language-as-a-system from language use (resulting in separations between language vs. body-language and verbal vs. non-verbal communication etc.) the first/second order distinction sees language as emanating from behavior making it possible to view emotion and affect as integral parts languaging behavior. Likewise, emotion and affect are studied, not as inner mental states, but as processes of organism-environment interactions. Based on video recordings of interaction between (1) children with special needs, and (2) couple in therapy and the therapist patterns of reciprocal influences between interactants are examined. Through analyzes of affective stance and patterns of inter-affectivity it is exemplified how language and emotion should not be seen as separate phenomena combined in language use, but rather as completely intertwined phenomena in languaging behavior constrained by second order patterns. PMID:25076921

  19. Reading Games: Close Viewing and Guided Playing of Multimedia Texts

    ERIC Educational Resources Information Center

    Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski

    2015-01-01

    In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…

  20. Task-Oriented Gaming for Transfer to Prosthesis Use.

    PubMed

    van Dijk, Ludger; van der Sluis, Corry K; van Dijk, Hylke W; Bongers, Raoul M

    2016-12-01

    The aim of this study is to establish the effect of task-oriented video gaming on using a myoelectric prosthesis in a basic activity of daily life (ADL). Forty-one able-bodied right-handed participants were randomly assigned to one of four groups. In three of these groups the participants trained to control a video game using the myosignals of the flexors and extensors of the wrist: in the Adaptive Catching group participants needed to catch falling objects by opening and closing a grabber and received ADL-relevant feedback during performance. The Free Catching group used the same game, but without augmented feedback. The Interceptive Catching group trained a game where the goal was to intercept a falling object by moving a grabber to the left and right. They received no additional feedback. The control group played a regular Mario computer game. All groups trained 20 minutes a day for four consecutive days. Two tests were conducted before and after training: one level of the training game was performed, and participants grasped objects with a prosthesis simulator. Results showed all groups improved their game performance over controls. In the prosthesis-simulator task, after training the Adaptive Catching group outperformed the other groups in their ability to adjust the hand aperture to the size of the objects and the degree of compression of compressible objects. This study is the first to demonstrate transfer effects from a serious game to a myoelectric prosthesis task. The specificity of the learning effects suggests that research into serious gaming will benefit from placing ADL-specific constraints on game development.

  1. Trivial Pursuit in the Foreign Language Classroom.

    ERIC Educational Resources Information Center

    Lynch, Monika

    Trivial Pursuit is a fascinating and popular game most students are familiar with in English. Most are also eager to play it in a foreign language, with the result that inhibitions about speaking are reduced or eliminated and many structures are used. The game is available in German, French, Italian, and Spanish. Some questions about…

  2. Information Transmission in Communication Games Signaling with an Audience

    ERIC Educational Resources Information Center

    Satari, Farishta

    2013-01-01

    Communication is a goal-oriented activity where interlocutors use language as a means to achieve an end while taking into account the goals and plans of others. Game theory, being the scientific study of strategically interactive decision-making, provides the mathematical tools for modeling language use among rational decision makers. When we…

  3. Measuring young children's language abilities.

    PubMed

    Zink, I; Schaerlaekens, A

    2000-01-01

    This article deals with the new challenges put on language diagnosis, and the growing need for good diagnostic instruments for young children. Particularly for Dutch, the original English Reynell Developmental Language Scales were adapted not only to the Dutch idiom, but some general ameliorations and changes in the original scales resulted in a new instrument named the RTOS. The new instrument was standardized on a large population, and psychometrically evaluated. In communicating the experiences with such a language/cultural/psychometric adaptation, we hope that other language-minority groups will be encouraged to undertake similar adaptations.

  4. Quest for Cavities: A Hole-istic Simulation Game.

    ERIC Educational Resources Information Center

    Stabb, Mark

    1990-01-01

    Describes adaptation of children's Musical Chairs game, illustrating different animals'"quest for cavities." Game uses role play to simulate wildlife "cavity excavators" and secondary-user animals that compete for nesting holes. Classifies 44 animals according to nesting practice and gives hole sizes for 25. Promotes ecology, conservation studies.…

  5. Program Evaluation: The Board Game--An Interactive Learning Tool for Evaluators

    ERIC Educational Resources Information Center

    Febey, Karen; Coyne, Molly

    2007-01-01

    The field of program evaluation lacks interactive teaching tools. To address this pedagogical issue, the authors developed a collaborative learning technique called Program Evaluation: The Board Game. The authors present the game and its development in this practitioner-oriented article. The evaluation board game is an adaptable teaching tool…

  6. Levels of Understanding Language in Semiotics.

    ERIC Educational Resources Information Center

    Thomas, Donald W.

    A course in semiotics developed and taught for 16 years at Brookline High School in Massachusetts is described. The course uses four published texts, a series of readings, experiments, language games, and exercises in an effort to broaden, objectify, and integrate the students' conception of language. It consists of four units: (1) signs,…

  7. Evolutionary games with self-questioning adaptive mechanism and the Ising model

    NASA Astrophysics Data System (ADS)

    Liu, J.; Xu, C.; Hui, P. M.

    2017-09-01

    A class of evolutionary games using a self-questioning strategy switching mechanism played in a population of connected agents is shown to behave as an Ising model Hamiltonian of spins connected in the same way. The payoff parameters combine to give the coupling between spins and an external magnetic field. The mapping covers the prisoner's dilemma, snowdrift and stag hunt games in structured populations. A well-mixed system is used to illustrate the equivalence. In a chain of agents/spins, the mapping to Ising model leads to an exact solution to the games effortlessly. The accuracy of standard approximations on the games can then be quantified. The site approximation is found to show varied accuracies depending on the payoff parameters, and the link approximation is shown to give the exact result in a chain but not in a closed form. The mapping established here connects two research areas, with each having much to offer to the other.

  8. The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.

    2017-01-01

    In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…

  9. An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems

    DTIC Science & Technology

    2016-06-01

    ASYMMETRIC GAME FOR MODELING INTERDICTOR-SMUGGLER PROBLEMS by Richard J. Allain June 2016 Thesis Advisor: David L. Alderson Second Reader: W...DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE AN EVOLVING ASYMMETRIC GAME FOR MODELING INTERDICTOR- SMUGGLER PROBLEMS 5. FUNDING NUMBERS 6...using incomplete feedback and allowing two-sided adaptive play. Combining these aspects in an evolving game , we use optimization, simulation, and

  10. Challenges in adapting existing clinical natural language processing systems to multiple, diverse health care settings.

    PubMed

    Carrell, David S; Schoen, Robert E; Leffler, Daniel A; Morris, Michele; Rose, Sherri; Baer, Andrew; Crockett, Seth D; Gourevitch, Rebecca A; Dean, Katie M; Mehrotra, Ateev

    2017-09-01

    Widespread application of clinical natural language processing (NLP) systems requires taking existing NLP systems and adapting them to diverse and heterogeneous settings. We describe the challenges faced and lessons learned in adapting an existing NLP system for measuring colonoscopy quality. Colonoscopy and pathology reports from 4 settings during 2013-2015, varying by geographic location, practice type, compensation structure, and electronic health record. Though successful, adaptation required considerably more time and effort than anticipated. Typical NLP challenges in assembling corpora, diverse report structures, and idiosyncratic linguistic content were greatly magnified. Strategies for addressing adaptation challenges include assessing site-specific diversity, setting realistic timelines, leveraging local electronic health record expertise, and undertaking extensive iterative development. More research is needed on how to make it easier to adapt NLP systems to new clinical settings. A key challenge in widespread application of NLP is adapting existing systems to new clinical settings. © The Author 2017. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com

  11. Stability and diversity in collective adaptation

    NASA Astrophysics Data System (ADS)

    Sato, Yuzuru; Akiyama, Eizo; Crutchfield, James P.

    2005-10-01

    We derive a class of macroscopic differential equations that describe collective adaptation, starting from a discrete-time stochastic microscopic model. The behavior of each agent is a dynamic balance between adaptation that locally achieves the best action and memory loss that leads to randomized behavior. We show that, although individual agents interact with their environment and other agents in a purely self-interested way, macroscopic behavior can be interpreted as game dynamics. Application to several familiar, explicit game interactions shows that the adaptation dynamics exhibits a diversity of collective behaviors. The simplicity of the assumptions underlying the macroscopic equations suggests that these behaviors should be expected broadly in collective adaptation. We also analyze the adaptation dynamics from an information-theoretic viewpoint and discuss self-organization induced by the dynamics of uncertainty, giving a novel view of collective adaptation.

  12. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    ERIC Educational Resources Information Center

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  13. National nutrition planning in developing countries via gaming-simulation.

    PubMed

    Duke, R D; Cary, R

    1977-01-01

    A nutrition game designed for the Food Policy and Nutrition Division of the Food and Agriculture Organization of the United Nations to aid in planning national nutrition education programs in Third World countries is described. The Simulated Nutrition System Game allows high-level ministerial staff in developing countries to discuss, via a common language created by SNUS I, the issues, problems, and complexities of national nutrition programs.

  14. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

    PubMed

    Hull, Damien C; Williams, Glenn A; Griffiths, Mark D

    2013-09-01

    Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players.

  15. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

    PubMed Central

    Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.

    2013-01-01

    Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. Method: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. Results: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction – perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Conclusions: Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players. PMID:25215196

  16. Using Online Computer Games in the ELT Classroom: A Case Study

    ERIC Educational Resources Information Center

    Vasileiadou, Ioanna; Makrina, Zafiri

    2017-01-01

    The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to…

  17. An adaptive structure data acquisition system using a graphical-based programming language

    NASA Technical Reports Server (NTRS)

    Baroth, Edmund C.; Clark, Douglas J.; Losey, Robert W.

    1992-01-01

    An example of the implementation of data fusion using a PC and a graphical programming language is discussed. A schematic of the data acquisition system and user interface panel for an adaptive structure test are presented. The computer programs (a series of icons 'wired' together) are also discussed. The way in which using graphical-based programming software to control a data acquisition system can simplify analysis of data, promote multidisciplinary interaction, and provide users a more visual key to understanding their data are shown.

  18. Cross-cultural adaptation of research instruments: language, setting, time and statistical considerations.

    PubMed

    Gjersing, Linn; Caplehorn, John R M; Clausen, Thomas

    2010-02-10

    Research questionnaires are not always translated appropriately before they are used in new temporal, cultural or linguistic settings. The results based on such instruments may therefore not accurately reflect what they are supposed to measure. This paper aims to illustrate the process and required steps involved in the cross-cultural adaptation of a research instrument using the adaptation process of an attitudinal instrument as an example. A questionnaire was needed for the implementation of a study in Norway 2007. There was no appropriate instruments available in Norwegian, thus an Australian-English instrument was cross-culturally adapted. The adaptation process included investigation of conceptual and item equivalence. Two forward and two back-translations were synthesized and compared by an expert committee. Thereafter the instrument was pretested and adjusted accordingly. The final questionnaire was administered to opioid maintenance treatment staff (n=140) and harm reduction staff (n=180). The overall response rate was 84%. The original instrument failed confirmatory analysis. Instead a new two-factor scale was identified and found valid in the new setting. The failure of the original scale highlights the importance of adapting instruments to current research settings. It also emphasizes the importance of ensuring that concepts within an instrument are equal between the original and target language, time and context. If the described stages in the cross-cultural adaptation process had been omitted, the findings would have been misleading, even if presented with apparent precision. Thus, it is important to consider possible barriers when making a direct comparison between different nations, cultures and times.

  19. Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

    ERIC Educational Resources Information Center

    Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya

    2012-01-01

    Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…

  20. Minority game with arbitrary cutoffs

    NASA Astrophysics Data System (ADS)

    Johnson, N. F.; Hui, P. M.; Zheng, Dafang; Tai, C. W.

    1999-07-01

    We study a model of a competing population of N adaptive agents, with similar capabilities, repeatedly deciding whether to attend a bar with an arbitrary cutoff L. Decisions are based upon past outcomes. The agents are only told whether the actual attendance is above or below L. For L∼ N/2, the game reproduces the main features of Challet and Zhang's minority game. As L is lowered, however, the mean attendances in different runs tend to divide into two groups. The corresponding standard deviations for these two groups are very different. This grouping effect results from the dynamical feedback governing the game's time-evolution, and is not reproduced if the agents are fed a random history.

  1. Can an Interactive Digital Game Help French Learners Improve Their Pronunciation?

    ERIC Educational Resources Information Center

    Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica

    2017-01-01

    This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…

  2. Determinants of International Students' Adaptation: Examining Effects of Integrative Motivation, Instrumental Motivation and Second Language Proficiency

    ERIC Educational Resources Information Center

    Yu, Baohua; Downing, Kevin

    2012-01-01

    This study examined the influence of integrative motivation, instrumental motivation and second language (L2) proficiency on socio-cultural/academic adaptation in a sample of two groups of international students studying Chinese in China. Results revealed that the non-Asian student group reported higher levels of integrative motivation,…

  3. Adaptations for Culturally and Linguistically Diverse Families of English Language Learning Students with Autisim Spectrum Disorders

    ERIC Educational Resources Information Center

    Mitchell, Deborah J.

    2012-01-01

    The purpose of this qualitative, grounded theory study was to describe adaptations for culturally and linguistically diverse families of English language learning students with autism spectrum disorders. Each family's parent was interviewed three separate times to gather information to understand the needs and experiences regarding their…

  4. University Prosperity Game. Final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyack, K.W.; Berman, M.

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management atmore » the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.« less

  5. Game relativity: how context influences strategic decision making.

    PubMed

    Vlaev, Ivo; Chater, Nick

    2006-01-01

    Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "co-operativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current prisoner's dilemma game, which suggests that games are not considered independently. These effects involved reinforcement-based assimilation to the previous choices and also a perceptual contrast of the present game with preceding games, depending on the range and the rank of their co-operativeness. A. Parducci's (1965) range frequency theory and H. Helson's (1964) adaptation level theory are plausible theories of relative judgment of magnitude information, which could provide an account of these context effects. ((c) 2006 APA, all rights reserved).

  6. Design and implementation of a non-linear symphonic soundtrack of a video game

    NASA Astrophysics Data System (ADS)

    Sporka, Adam J.; Valta, Jan

    2017-10-01

    The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.

  7. A Medical Language Processor for Two Indo-European Languages

    PubMed Central

    Nhan, Ngo Thanh; Sager, Naomi; Lyman, Margaret; Tick, Leo J.; Borst, François; Su, Yun

    1989-01-01

    The syntax and semantics of clinical narrative across Indo-European languages are quite similar, making it possible to envison a single medical language processor that can be adapted for different European languages. The Linguistic String Project of New York University is continuing the development of its Medical Language Processor in this direction. The paper describes how the processor operates on English and French.

  8. Evolution of Brain and Language

    ERIC Educational Resources Information Center

    Schoenemann, P. Thomas

    2009-01-01

    The evolution of language and the evolution of the brain are tightly interlinked. Language evolution represents a special kind of adaptation, in part because language is a complex behavior (as opposed to a physical feature) but also because changes are adaptive only to the extent that they increase either one's understanding of others, or one's…

  9. The Hamming distance in the minority game

    NASA Astrophysics Data System (ADS)

    D'hulst, R.; Rodgers, G. J.

    1999-08-01

    We investigate different versions of the minority game, a toy model for agents buying and selling a commodity. The Hamming distance between the strategies used by agents to make decisions is introduced as an analytical tool to determine several properties of these models. The success rate of the agents in an adaptive version of the game is compared with the rate from a stochastic version. It is shown numerically and analytically that the adaptive process is inefficient, increasing the success rate of the unused strategies while decreasing the success rate of the strategies used by the agents. The agents do not do as well as if they were forced to use only one strategy permanently. A version of the game in which the agents strategies evolve is also analysed using the notion of distance. The agents evolve into a state in which they are all using one strategy, which is again the state that yields the maximum success rate.

  10. Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform

    ERIC Educational Resources Information Center

    Wu, Min Lun; Richards, Kari; Saw, Guan Kung

    2014-01-01

    A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…

  11. The Effect of a Simple Simulation Game on Long-Term Vocabulary Retention

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.; Yagi, Junichi; Tomoshige, Yuuki; Ye, Suying

    2016-01-01

    Recent studies have shown that simulation games may be useful tools for supporting foreign language education. However, much of this research has focused on games using 3D graphic technology, which entail technical requirements that may render them too complex for use in many educational contexts. Accordingly, we wanted to determine if less…

  12. Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.

    PubMed

    Coeckelbergh, Mark

    2017-08-15

    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself-at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein's view of language (as articulated mainly in the Investigations) and by then applying that account to technology-turning around Wittgenstein's metaphor of the toolbox. Using Wittgenstein's concepts of language games and form of life and coining the term 'technology games', the paper proposes and argues for a use-oriented, holistic, transcendental, social, and historical approach to technology which is empirically but also normatively sensitive, and which takes into account implicit knowledge and know-how. It gives examples of interaction with social robots to support the relevance of this project for understanding and evaluating today's technologies, makes comparisons with authors in philosophy of technology such as Winner and Ihde, and sketches the contours of a phenomenology and hermeneutics of technology use that may help us to understand but also to gain a more critical relation to specific uses of concrete technologies in everyday contexts. Ultimately, given the holism argued for, it also promises a more critical relation to the games and forms of life technologies are embedded in-to the ways we do things.

  13. Interactive Games with an Assistive Robotic System for Hearing-Impaired Children.

    PubMed

    Uluer, Pinar; Akalin, Neziha; Gurpinar, Cemal; Kose, Hatice

    2017-01-01

    This paper presents an assistive robotic system, which can recognize and express sign language words from a predefined set, within interactive games to communicate with and teach hearing-impaired children sign language. The robotic system uses audio, visual and tactile feedback for interaction with the children and the teacher/researcher.

  14. Digital gaming for HIV prevention with young adolescents.

    PubMed

    Enah, Comfort; Moneyham, Linda; Vance, David E; Childs, Gwendolyn

    2013-01-01

    The search for intervention strategies appropriate for young adolescents has recently led to the use of digital games. Digital gaming interventions are promising because they may be developmentally appropriate for adolescent populations. The gaming approach also capitalizes on an inherent interest to adolescents and circumvents traditional barriers to access to prevention interventions faced in some geographical areas. Notwithstanding, research on gaming in HIV prevention is quite limited. In this review article, we examine the need for contextually relevant HIV prevention interventions among young adolescents. From this, we provide a theoretical framework for exploring contextually relevant HIV risk factors and a foundation for gathering and using input from the target population to adapt an existing game or to create a developmentally appropriate and contextually relevant HIV prevention game. Copyright © 2013 Association of Nurses in AIDS Care. Published by Elsevier Inc. All rights reserved.

  15. Zero-knowledge cooperation in dilemma games.

    PubMed

    Huck, Steffen; Normann, Hans Theo; Oechssler, Jorg

    2003-01-07

    We consider a very simple adaptive rule that induces cooperative behavior in a large class of dilemma games. The rule has a Pavlovian flavor and can be described as win-continue, lose-reverse. It assumes no knowledge about the underlying structure of the environment (the "rules of the game") and requires very little cognitive effort. Both features make it an appealing candidate for explaining the emergence of cooperative behavior in non-human species. Copyright 2003 Elsevier Science Ltd.

  16. Health care planning and education via gaming-simulation: a two-stage experiment.

    PubMed

    Gagnon, J H; Greenblat, C S

    1977-01-01

    A two-stage process of gaming-simulation design was conducted: the first stage of design concerned national planning for hemophilia care; the second stage of design was for gaming-simulation concerning the problems of hemophilia patients and health care providers. The planning design was intended to be adaptable to large-scale planning for a variety of health care problems. The educational game was designed using data developed in designing the planning game. A broad range of policy-makers participated in the planning game.

  17. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.

    PubMed

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  18. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    PubMed Central

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research. PMID:26257697

  19. Adaptive Agent Modeling of Distributed Language: Investigations on the Effects of Cultural Variation and Internal Action Representations

    ERIC Educational Resources Information Center

    Cangelosi, Angelo

    2007-01-01

    In this paper we present the "grounded adaptive agent" computational framework for studying the emergence of communication and language. This modeling framework is based on simulations of population of cognitive agents that evolve linguistic capabilities by interacting with their social and physical environment (internal and external symbol…

  20. Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education.

    PubMed

    Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph

    2016-08-01

    Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. Results of a pilot study (n = 12) to evaluate gameplay over 1-week showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle.

  1. Future{at}Labs.Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Beck, D.F.; Boyack, K.W.; Berman, M.

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, themore » national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.« less

  2. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    ERIC Educational Resources Information Center

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  3. Language, games and the role of interpreters in psychiatric diagnosis: a Wittgensteinian thought experiment.

    PubMed

    Thomas, P; Shah, A; Thornton, T

    2009-06-01

    British society is becoming increasingly culturally and linguistically diverse. This poses a major challenge to mental health services charged with the responsibility to work in ways that respect cultural and linguistic difference. In this paper we investigate the problems of interpretation in the diagnosis of depression using a thought experiment to demonstrate important features of language-games, an idea introduced by Ludwig Wittgenstein in his late work, Philosophical investigations. The thought experiment draws attention to the importance of culture and contexts in understanding the meaning of particular utterances. This has implications not only for how we understand the role of interpreters in clinical settings, and who might best be suited to function in such a role, but more generally it draws attention to the importance of involving members of black minority ethnic (BME) communities in working alongside mainstream mental health services. We conclude that the involvement of BME community development workers inside, alongside and outside statutory services can potentially improve the quality of care for people from BME communities who use these services.

  4. Semantic Processing for Communicative Exercises in Foreign-Language Learning.

    ERIC Educational Resources Information Center

    Mulford, George W.

    1989-01-01

    Outlines the history of semantically based programs that have influenced the design of computer assisted language instruction (CALI) programs. Describes early attempts to make intelligent CALI as well as current projects, including the Foreign Language Adventure Game, developed at the University of Delaware. Describes some important…

  5. Toward using games to teach fundamental computer science concepts

    NASA Astrophysics Data System (ADS)

    Edgington, Jeffrey Michael

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.

  6. Developing e-Bug web games to teach microbiology.

    PubMed

    Farrell, David; Kostkova, Patty; Lazareck, Lisa; Weerasinghe, Dasun; Weinberg, Julius; Lecky, Donna M; Adriaenssens, Niels; Koprivová Herotová, Tereza; Holt, Jette; Touboul, Pia; Merakou, Kyriakoula; Koncan, Raffaella; Olczak-Pienkowska, Anna; Avô, António Brito; Campos, José; McNulty, Cliodna A M

    2011-06-01

    As a complement to the e-Bug teaching pack, two e-Bug games were developed to provide content that aimed to entertain as well as to educate. A set of agreed learning outcomes (LOs) were provided by the scientific partners of the e-Bug Project and the games were developed using user-centred design techniques (the needs, wants and limitations of the potential game players were assessed at each stage of the design process). The e-Bug games were designed for two age groups: Junior (9-12 year olds); and Senior (13-15 year olds). A study using focus groups was done to gain an understanding as to the types of games enjoyed by the target users. According to the preliminary study, the Junior Game was developed as a platform game and the Senior Game was developed as a story-based detective game. The Junior Game consists of five levels, each associated with a set of LOs. Similarly, the Senior Game consists of four missions, each comprising five stages using problem-based learning techniques and LOs. In this paper, the process of development for each game is described in detail and an illustration is provided of how each game level or mission addresses the target LOs. Development of the games used feedback acquired from children in four schools across the UK (Glasgow, London and two in Gloucester). The children were selected according to their willingness to participate. European Partners of the e-Bug Project also provided further support, translation and requests for modifications. The knowledge gained of LOs and further evaluation of the games is continuing, and preliminary results are in press. The final versions of the games, translated into 11 European languages, are available online via www.e-bug.eu.

  7. Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges.

    PubMed

    Desseilles, Martin

    2016-01-01

    In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games.

  8. Perspectives on Games, Computers, and Mental Health: Questions about Paradoxes, Evidences, and Challenges

    PubMed Central

    Desseilles, Martin

    2016-01-01

    In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games. PMID:27458390

  9. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    ERIC Educational Resources Information Center

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  10. The relationship between mathematics and language: academic implications for children with specific language impairment and English language learners.

    PubMed

    Alt, Mary; Arizmendi, Genesis D; Beal, Carole R

    2014-07-01

    The present study examined the relationship between mathematics and language to better understand the nature of the deficit and the academic implications associated with specific language impairment (SLI) and academic implications for English language learners (ELLs). School-age children (N = 61; 20 SLI, 20 ELL, 21 native monolingual English [NE]) were assessed using a norm-referenced mathematics instrument and 3 experimental computer-based mathematics games that varied in language demands. Group means were compared with analyses of variance. The ELL group was less accurate than the NE group only when tasks were language heavy. In contrast, the group with SLI was less accurate than the groups with NE and ELLs on language-heavy tasks and some language-light tasks. Specifically, the group with SLI was less accurate on tasks that involved comparing numerical symbols and using visual working memory for patterns. However, there were no group differences between children with SLI and peers without SLI on language-light mathematics tasks that involved visual working memory for numerical symbols. Mathematical difficulties of children who are ELLs appear to be related to the language demands of mathematics tasks. In contrast, children with SLI appear to have difficulty with mathematics tasks because of linguistic as well as nonlinguistic processing constraints.

  11. The Foreign Language Feature Film and Language Teaching Activities.

    ERIC Educational Resources Information Center

    Chappell, Martin

    1986-01-01

    Analysis of foreign language films, featuring consideration of film sequence, image and film analysis, and literary adaptation, is an effective teaching activity with foreign language students. An example illustrates film analysis activities in a first-year French class. (CB)

  12. The Theory of Adaptive Dispersion and Acoustic-phonetic Properties of Cross-language Lexical-tone Systems

    NASA Astrophysics Data System (ADS)

    Alexander, Jennifer Alexandra

    Lexical-tone languages use fundamental frequency (F0/pitch) to convey word meaning. About 41.8% of the world's languages use lexical tone (Maddieson, 2008), yet those systems are under-studied. I aim to increase our understanding of speech-sound inventory organization by extending to tone-systems a model of vowel-system organization, the Theory of Adaptive Dispersion (TAD) (Liljencrants and Lindblom, 1972). This is a cross-language investigation of whether and how the size of a tonal inventory affects (A) acoustic tone-space size and (B) dispersion of tone categories within the tone-space. I compared five languages with very different tone inventories: Cantonese (3 contour, 3 level tones); Mandarin (3 contour, 1 level tone); Thai (2 contour, 3 level tones); Yoruba (3 level tones only); and Igbo (2 level tones only). Six native speakers (3 female) of each language produced 18 CV syllables in isolation, with each of his/her language's tones, six times. I measured tonal F0 across the vowel at onset, midpoint, and offglide. Tone-space size was the F0 difference in semitones (ST) between each language's highest and lowest tones. Tone dispersion was the F0 distance (ST) between two tones shared by multiple languages. Following the TAD, I predicted that languages with larger tone inventories would have larger tone-spaces. Against expectations, tone-space size was fixed across level-tone languages at midpoint and offglide, and across contour-tone languages (except Thai) at offglide. However, within each language type (level-tone vs. contour-tone), languages with smaller tone inventories had larger tone spaces at onset. Tone-dispersion results were also unexpected. The Cantonese mid-level tone was further dispersed from a tonal baseline than the Yoruba mid-level tone; Cantonese mid-level tone dispersion was therefore greater than theoretically necessary. The Cantonese high-level tone was also further dispersed from baseline than the Mandarin high-level tone -- at midpoint

  13. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

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

  14. The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation

    ERIC Educational Resources Information Center

    Kebritchi, Mansureh; Hirumi, Atsusi; Bai, Haiyan

    2010-01-01

    This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on their achievement and motivation as they played the game. A total of 193 students and 10 teachers participated in this study. The teachers were randomly…

  15. Multi-language translation and cross-cultural adaptation of the OARSI/OMERACT measure of intermittent and constant osteoarthritis pain (ICOAP).

    PubMed

    Maillefert, J F; Kloppenburg, M; Fernandes, L; Punzi, L; Günther, K-P; Martin Mola, E; Lohmander, L S; Pavelka, K; Lopez-Olivo, M A; Dougados, M; Hawker, G A

    2009-10-01

    To conduct a multi-language translation and cross-cultural adaptation of the Intermittent and Constant OsteoArthritis Pain (ICOAP) questionnaire for hip and knee osteoarthritis (OA). The questionnaires were translated and cross-culturally adapted in parallel, using a common protocol, into the following languages: Czech, Dutch, French (France), German, Italian, Norwegian, Spanish (Castillan), North and Central American Spanish, Swedish. The process was conducted following five steps: (1)--independent translation into the target language by two or three persons; (2)--consensus meeting to obtain a single preliminary translated version; (3)--backward translation by an independent bilingual native English speaker, blinded to the English original version; (4)--final version produced by a multidisciplinary consensus committee; (5)--pre-testing of the final version with 10-20 target-language-native hip and knee OA patients. The process could be followed and completed in all countries. Only slight differences were identified in the structure of the sentences between the original and the translated versions. A large majority of the patients felt that the questionnaire was easy to understand and complete. Only a few minor criticisms were expressed. Moreover, a majority of patients found the concepts of constant pain and pain that comes and goes to be of a great pertinence and were very happy with the distinction. The ICOAP questionnaire is now available for multi-center international studies.

  16. Biomedical technology prosperity game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defensemore » Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology

  17. Automatically extracting the significant aspects evaluated in game reviews

    NASA Astrophysics Data System (ADS)

    Fong, Chiok Hoong; Ng, Yen Kaow

    2017-04-01

    Understanding the criteria (or "aspects") that reviewers use to evaluate games is important to game developers and publishers, since this will give them important input on how to improve their products. Techniques for the extraction of such aspects have been studied by others, albeit not specific to the gaming industry. In this paper we demonstrate an aspect extraction and analysis system specific to computer games. The system extracts game review texts from a list of known websites and automatically extracts candidate aspects from the review text using techniques from natural language processing and sentiment analysis. It then ranks the candidate aspects using the HITS algorithm. To evaluate the correctness of the extracted aspects, we used the system to calculate an overall score for each game by aggregating its highly-rated aspects, weighted by the importance of the respective aspects. The aggregated scores resulted in a ranking of games, which we compared to a known ranking from a popular website - the rankings showed overall consistency, which suggests that the system has extracted valuable aspects from the reviews. Using the extracted aspect, our system also facilitates the analysis of a game, by evaluating how review articles have rated its performance in these extracted aspects.

  18. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series.

    PubMed

    Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E

    2017-06-22

    Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.

  19. Earth Girl Volcano: An Interactive Game for Disaster Preparedness

    NASA Astrophysics Data System (ADS)

    Kerlow, Isaac

    2017-04-01

    Earth Girl Volcano is an interactive casual strategy game for disaster preparedness. The project is designed for mainstream audiences, particularly for children, as an engaging and fun way to learn about volcano hazards. Earth Girl is a friendly character that kids can easily connect with and she helps players understand how to best minimize volcanic risk. Our previous award-winning game, Earth Girl Tsunami, has seen success on social media, and is available as a free app for both Android and iOS tables and large phones in seven languages: Indonesian, Thai, Tamil, Japanese, Chinese, Spanish, French and English. This is the first public viewing of the Earth Girl Volcano new game prototype.

  20. Teaching CS1 with Python GUI Game Programming

    NASA Astrophysics Data System (ADS)

    Wang, Hong

    2010-06-01

    Python is becoming a popular programming language in teaching freshman programming courses. The author designed a sequence of game programming labs using Pygame to further help engage students and to improve their programming skills. The class survey showed that the adoption of Pygame is successful.

  1. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    ERIC Educational Resources Information Center

    Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías

    2016-01-01

    This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…

  2. Neutral stability, drift, and the diversification of languages.

    PubMed

    Pawlowitsch, Christina; Mertikopoulos, Panayotis; Ritt, Nikolaus

    2011-10-21

    The diversification of languages is one of the most interesting facts about language that seek explanation from an evolutionary point of view. Conceptually the question is related to explaining mechanisms of speciation. An argument that prominently figures in evolutionary accounts of language diversification is that it serves the formation of group markers which help to enhance in-group cooperation. In this paper we use the theory of evolutionary games to show that language diversification on the level of the meaning of lexical items can come about in a perfectly cooperative world solely as a result of the effects of frequency-dependent selection. Importantly, our argument does not rely on some stipulated function of language diversification in some co-evolutionary process, but comes about as an endogenous feature of the model. The model that we propose is an evolutionary language game in the style of Nowak et al. (1999) [The evolutionary language game. J. Theor. Biol. 200, 147-162], which has been used to explain the rise of a signaling system or protolanguage from a prelinguistic environment. Our analysis focuses on the existence of neutrally stable polymorphisms in this model, where, on the level of the population, a signal can be used for more than one concept or a concept can be inferred by more than one signal. Specifically, such states cannot be invaded by a mutation for bidirectionality, that is, a mutation that tries to resolve the existing ambiguity by linking each concept to exactly one signal in a bijective way. However, such states are not resistant against drift between the selectively neutral variants that are present in such a state. Neutral drift can be a pathway for a mutation for bidirectionality that was blocked before but that finally will take over the population. Different directions of neutral drift open the door for a mutation for bidirectionality to appear on different resident types. This mechanism-which can be seen as a form of shifting

  3. The puzzle of partial migration: Adaptive dynamics and evolutionary game theory perspectives.

    PubMed

    De Leenheer, Patrick; Mohapatra, Anushaya; Ohms, Haley A; Lytle, David A; Cushing, J M

    2017-01-07

    We consider the phenomenon of partial migration which is exhibited by populations in which some individuals migrate between habitats during their lifetime, but others do not. First, using an adaptive dynamics approach, we show that partial migration can be explained on the basis of negative density dependence in the per capita fertilities alone, provided that this density dependence is attenuated for increasing abundances of the subtypes that make up the population. We present an exact formula for the optimal proportion of migrants which is expressed in terms of the vital rates of migrant and non-migrant subtypes only. We show that this allocation strategy is both an evolutionary stable strategy (ESS) as well as a convergence stable strategy (CSS). To establish the former, we generalize the classical notion of an ESS because it is based on invasion exponents obtained from linearization arguments, which fail to capture the stabilizing effects of the nonlinear density dependence. These results clarify precisely when the notion of a "weak ESS", as proposed in Lundberg (2013) for a related model, is a genuine ESS. Secondly, we use an evolutionary game theory approach, and confirm, once again, that partial migration can be attributed to negative density dependence alone. In this context, the result holds even when density dependence is not attenuated. In this case, the optimal allocation strategy towards migrants is the same as the ESS stemming from the analysis based on the adaptive dynamics. The key feature of the population models considered here is that they are monotone dynamical systems, which enables a rather comprehensive mathematical analysis. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. Teaching Techniques: Give or Take? Test Review in the ESL/EFL Classroom

    ERIC Educational Resources Information Center

    Mermelstein, Aaron David

    2016-01-01

    This article describes "Give or Take?", a fun game that teachers can use to review vocabulary in the English as a second language or foreign language (ESL/EFL) classroom. This game is easy to prepare, and it is a fun and efficient way to review for quizzes or larger midterm or final exams. It can be adapted to almost any grade level or…

  5. "Ten Things" to Enhance Learning and Fun in the Classroom

    ERIC Educational Resources Information Center

    Mermelstein, Aaron David

    2016-01-01

    This Teaching Technique introduces a fun, versatile game that gets students thinking, talking, and working together in the English as a second language (ESL) or English as a foreign language (EFL) classroom. It is easy to prepare, and it is a fun and efficient way to enhance learning. The game can be adapted to almost any grade level or ESL/EFL…

  6. Adaptation, validity, and reliability of the Preschool Language Scale-Fifth Edition (PLS-5) in the Turkish context: The Turkish Preschool Language Scale-5 (TPLS-5).

    PubMed

    Sahli, A Sanem; Belgin, Erol

    2017-07-01

    Speech and language assessment is very important in early diagnosis of children with hearing and speech disorders. Aim of this study is to determine the validity and reliability of Preschool Language Scale (5th edition) test with its Turkish translation and adaptation. Our study is conducted on 1320 children aged between 0-7 years 11 months. While 1044 of these children have normal hearing, language and speech development, 276 of them have receptive and/or expressive language disorder. After the English-Turkish and Turkish-English translations of PLS-5 made by two experts command of both languages, some of the test items are reorganized because of the grammatical features of Turkish and the cultural structure of the country. The pilot study was conducted with 378 children. The test which is reorganized in the light of data obtained in pilot application, is applied to children chosen randomly with layering technique from different regions of Turkey, then 15 days later the first test applied again to 120 children. While 1044 of 1320 children aged between 0 and 7 years 11 months are normal, 276 of them have receptive and/or expressive language disorder. While 98 of 103 healthy children of 120 taken under the second evaluation have normal language development, 8 of 9 who used to have language development disorder in the past still remaining (Kappa coefficient:0,468, p<0,001). Pearson correaltion coefficient for TPLS-5 standard gauge are; IA raw score:0,937, IED raw score: 0,908 and TDP: 0,887 respectively. Correlation coefficient for age equivalance is found as IA:0,871, IED: 0,896, TDP: 0,887. TPLS-5 is the first and only language test in our country that can evaluate receptive and/or expressive language skills of children aged between 0-7 years 11 months. Results of the study show that TPLS-5 is a valid and reliable language test for the Turkish children. Copyright © 2017. Published by Elsevier B.V.

  7. Language Is a Complex Adaptive System: Position Paper

    ERIC Educational Resources Information Center

    Beckner, Clay; Blythe, Richard; Bybee, Joan; Christiansen, Morten H.; Croft, William; Ellis, Nick C.; Holland, John; Ke, Jinyun; Larsen-Freeman, Diane; Schoenemann, Tom

    2009-01-01

    Language has a fundamentally social function. Processes of human interaction along with domain-general cognitive processes shape the structure and knowledge of language. Recent research in the cognitive sciences has demonstrated that patterns of use strongly affect how language is acquired, is used, and changes. These processes are not independent…

  8. Leisure activities in Prader-Wili syndrome: implications for health, cognition and adaptive functioning.

    PubMed

    Dykens, Elisabeth M

    2014-02-01

    Although hyperphagia and compulsivity in Prader-Willi syndrome (PWS) are well described, recreation and adaptive skills are relatively unexplored. Parents of 123 participants with PWS (4-48 years) completed measures of their child's adaptive, recreation, and problem behaviors. Offspring received cognitive testing. Watching TV was the most frequent recreational activity, and was associated with compulsivity and skin picking. BMIs were negatively correlated with physical play, and highest in those who watched TV and played computer games. Computer games and physical activities were associated with higher IQ and adaptive scores. People with PWS and other disabilities need to watch less TV and be more engaged in physical activities, games, and leisure pursuits that are fun, and may bring cognitive or adaptive advantages.

  9. Computer game as a tool for training the identification of phonemic length.

    PubMed

    Pennala, Riitta; Richardson, Ulla; Ylinen, Sari; Lyytinen, Heikki; Martin, Maisa

    2014-12-01

    Computer-assisted training of Finnish phonemic length was conducted with 7-year-old Russian-speaking second-language learners of Finnish. Phonemic length plays a different role in these two languages. The training included game activities with two- and three-syllable word and pseudo-word minimal pairs with prototypical vowel durations. The lowest accuracy scores were recorded for two-syllable words. Accuracy scores were higher for the minimal pairs with larger rather than smaller differences in duration. Accuracy scores were lower for long duration than for short duration. The ability to identify quantity degree was generalized to stimuli used in the identification test in two of the children. Ideas for improving the game are introduced.

  10. Supporting online learning with games

    NASA Astrophysics Data System (ADS)

    Yao, JingTao; Kim, DongWon; Herbert, Joseph P.

    2007-04-01

    This paper presents a study on Web-based learning support systems that is enhanced with two major subsystems: a Web-based learning game and a learning-oriented Web search. The Internet and theWeb may be considered as a first resource for students seeking for information and help. However, much of the information available online is not related to the course contents or is wrong in the worse case. The search subsystem aims to provide students with precise, relative and adaptable documents about certain courses or classes. Therefore, students do not have to spend time to verify the relationship of documents to the class. The learning game subsystem stimulates students to study, enables students to review their studies and to perform self-evaluation through a Web-based learning game such as a treasure hunt game. During the challenge and entertaining learning and evaluation process, it is hoped that students will eventually understand and master the course concepts easily. The goal of developing such a system is to provide students with an efficient and effective learning environment.

  11. Creating Video Games in a Middle School Language Arts Classroom: A Narrative Account

    ERIC Educational Resources Information Center

    Oldaker, Adam

    2010-01-01

    This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…

  12. The development of indonesian traditional bekel game in android platform

    NASA Astrophysics Data System (ADS)

    Rahmat, R. F.; Fahrani, O. R.; Purnamawati, S.; Pasha, M. F.

    2018-03-01

    Bekel is one of traditional Indonesian game that is rarely played nowadays. Bekel is a game to test dexterity level using a bekel ball and 6 to10 seeds. The game is played by throwing the ball up in the air, spreading the seeds randomly on the floor then picking the seeds up until the ground is clear. This game application is an adaptation of Bekel game focusing on the movements of the ball and the randomization of the seed positions. This game application has three levels of difficulty based on the basic rules of the actual Bekel game. The focus of the study is the free fall method of the ball and the random function of the seeds in the Android environment. The result show the Bekel application has sensitivity level of 71% for the ball movements and the probability rate of the random event occurrence is at 23%.

  13. Principles underlying the design of "The Number Race", an adaptive computer game for remediation of dyscalculia.

    PubMed

    Wilson, Anna J; Dehaene, Stanislas; Pinel, Philippe; Revkin, Susannah K; Cohen, Laurent; Cohen, David

    2006-05-30

    Adaptive game software has been successful in remediation of dyslexia. Here we describe the cognitive and algorithmic principles underlying the development of similar software for dyscalculia. Our software is based on current understanding of the cerebral representation of number and the hypotheses that dyscalculia is due to a "core deficit" in number sense or in the link between number sense and symbolic number representations. "The Number Race" software trains children on an entertaining numerical comparison task, by presenting problems adapted to the performance level of the individual child. We report full mathematical specifications of the algorithm used, which relies on an internal model of the child's knowledge in a multidimensional "learning space" consisting of three difficulty dimensions: numerical distance, response deadline, and conceptual complexity (from non-symbolic numerosity processing to increasingly complex symbolic operations). The performance of the software was evaluated both by mathematical simulations and by five weeks of use by nine children with mathematical learning difficulties. The results indicate that the software adapts well to varying levels of initial knowledge and learning speeds. Feedback from children, parents and teachers was positive. A companion article describes the evolution of number sense and arithmetic scores before and after training. The software, open-source and freely available online, is designed for learning disabled children aged 5-8, and may also be useful for general instruction of normal preschool children. The learning algorithm reported is highly general, and may be applied in other domains.

  14. Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game

    ERIC Educational Resources Information Center

    Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith

    2013-01-01

    Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…

  15. Culturally sensitive adaptation of the concept of relational communication therapy as a support to language development: An exploratory study in collaboration with a Tanzanian orphanage.

    PubMed

    Schütte, Ulrike

    2016-11-07

    Orphans and other vulnerable children (OVC) who grow up in institutional care often show communication and language problems. The caregivers lack training, and there are few language didactics programmes aimed at supporting communication and language development in OVC in institutional care in Tanzania. The purpose of the study was to adapt the German concept of relational communication therapy (RCT) as a support to language development in a Tanzanian early childhood education context in a culturally sensitive way. Following the adaptation of the concept, a training programme for Tanzanian caregiver students was developed to compare their competencies in language didactics before and after training. A convergent mixed methods design was used to examine changes following training in 12 participating caregiver students in a Tanzanian orphanage. The competencies in relational language didactics were assessed by a self-developed test and video recordings before and after intervention. Based on the results, we drew conclusions regarding necessary modifications to the training modules and to the concept of RCT. The relational didactics competencies of the caregiver students improved significantly following their training. A detailed analysis of the four training modules showed that the improvement in relational didactics competencies varied depending on the topic and the teacher. The results provide essential hints for the professionalisation of caregivers and for using the concept of RCT for OVC in institutional care in Tanzania. Training programmes and concepts should not just be transferred across different cultures, disciplines and settings; they must be adapted to the specific cultural setting.

  16. Culturally sensitive adaptation of the concept of relational communication therapy as a support to language development: An exploratory study in collaboration with a Tanzanian orphanage

    PubMed Central

    2016-01-01

    Background Orphans and other vulnerable children (OVC) who grow up in institutional care often show communication and language problems. The caregivers lack training, and there are few language didactics programmes aimed at supporting communication and language development in OVC in institutional care in Tanzania. Objectives The purpose of the study was to adapt the German concept of relational communication therapy (RCT) as a support to language development in a Tanzanian early childhood education context in a culturally sensitive way. Following the adaptation of the concept, a training programme for Tanzanian caregiver students was developed to compare their competencies in language didactics before and after training. Methods A convergent mixed methods design was used to examine changes following training in 12 participating caregiver students in a Tanzanian orphanage. The competencies in relational language didactics were assessed by a self-developed test and video recordings before and after intervention. Based on the results, we drew conclusions regarding necessary modifications to the training modules and to the concept of RCT. Results The relational didactics competencies of the caregiver students improved significantly following their training. A detailed analysis of the four training modules showed that the improvement in relational didactics competencies varied depending on the topic and the teacher. Conclusion The results provide essential hints for the professionalisation of caregivers and for using the concept of RCT for OVC in institutional care in Tanzania. Training programmes and concepts should not just be transferred across different cultures, disciplines and settings; they must be adapted to the specific cultural setting. PMID:28155305

  17. Business Simulations in Language Teaching.

    ERIC Educational Resources Information Center

    Westerfield, Kay J.; And Others

    This paper describes a pilot project, conducted within the American English Institute at the University of Oregon, on the use of a published business-oriented management simulation in English language training for university-bound international students. The management game simulated competition among a group of manufacturing companies to acquire…

  18. Webspinning in the Language Classroom.

    ERIC Educational Resources Information Center

    Taylor, Greg; And Others

    1997-01-01

    Teachers can use the World Wide Web to create multimedia foreign language activities without expensive software. Describes and includes a lesson plan for a mystery game suitable for high school advanced placement or intermediate university Spanish students requiring students to work together solving clues and writing short compositions. Includes…

  19. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games

    PubMed Central

    Gainsbury, Sally M.; King, Daniel L.; Russell, Alex M. T.; Delfabbro, Paul

    2016-01-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming. PMID:27306146

  20. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    PubMed

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  1. Right hemisphere structural adaptation and changing language skills years after left hemisphere stroke.

    PubMed

    Hope, Thomas M H; Leff, Alex P; Prejawa, Susan; Bruce, Rachel; Haigh, Zula; Lim, Louise; Ramsden, Sue; Oberhuber, Marion; Ludersdorfer, Philipp; Crinion, Jenny; Seghier, Mohamed L; Price, Cathy J

    2017-06-01

    Stroke survivors with acquired language deficits are commonly thought to reach a 'plateau' within a year of stroke onset, after which their residual language skills will remain stable. Nevertheless, there have been reports of patients who appear to recover over years. Here, we analysed longitudinal change in 28 left-hemisphere stroke patients, each more than a year post-stroke when first assessed-testing each patient's spoken object naming skills and acquiring structural brain scans twice. Some of the patients appeared to improve over time while others declined; both directions of change were associated with, and predictable given, structural adaptation in the intact right hemisphere of the brain. Contrary to the prevailing view that these patients' language skills are stable, these results imply that real change continues over years. The strongest brain-behaviour associations (the 'peak clusters') were in the anterior temporal lobe and the precentral gyrus. Using functional magnetic resonance imaging, we confirmed that both regions are actively involved when neurologically normal control subjects name visually presented objects, but neither appeared to be involved when the same participants used a finger press to make semantic association decisions on the same stimuli. This suggests that these regions serve word-retrieval or articulatory functions in the undamaged brain. We teased these interpretations apart by reference to change in other tasks. Consistent with the claim that the real change is occurring here, change in spoken object naming was correlated with change in two other similar tasks, spoken action naming and written object naming, each of which was independently associated with structural adaptation in similar (overlapping) right hemisphere regions. Change in written object naming, which requires word-retrieval but not articulation, was also significantly more correlated with both (i) change in spoken object naming; and (ii) structural adaptation in

  2. Right hemisphere structural adaptation and changing language skills years after left hemisphere stroke

    PubMed Central

    Leff, Alex P.; Prejawa, Susan; Bruce, Rachel; Haigh, Zula; Lim, Louise; Ramsden, Sue; Oberhuber, Marion; Ludersdorfer, Philipp; Crinion, Jenny; Seghier, Mohamed L.; Price, Cathy J.

    2017-01-01

    Abstract Stroke survivors with acquired language deficits are commonly thought to reach a ‘plateau’ within a year of stroke onset, after which their residual language skills will remain stable. Nevertheless, there have been reports of patients who appear to recover over years. Here, we analysed longitudinal change in 28 left-hemisphere stroke patients, each more than a year post-stroke when first assessed—testing each patient’s spoken object naming skills and acquiring structural brain scans twice. Some of the patients appeared to improve over time while others declined; both directions of change were associated with, and predictable given, structural adaptation in the intact right hemisphere of the brain. Contrary to the prevailing view that these patients’ language skills are stable, these results imply that real change continues over years. The strongest brain–behaviour associations (the ‘peak clusters’) were in the anterior temporal lobe and the precentral gyrus. Using functional magnetic resonance imaging, we confirmed that both regions are actively involved when neurologically normal control subjects name visually presented objects, but neither appeared to be involved when the same participants used a finger press to make semantic association decisions on the same stimuli. This suggests that these regions serve word-retrieval or articulatory functions in the undamaged brain. We teased these interpretations apart by reference to change in other tasks. Consistent with the claim that the real change is occurring here, change in spoken object naming was correlated with change in two other similar tasks, spoken action naming and written object naming, each of which was independently associated with structural adaptation in similar (overlapping) right hemisphere regions. Change in written object naming, which requires word-retrieval but not articulation, was also significantly more correlated with both (i) change in spoken object naming; and (ii

  3. The Effect of Educational Computerized Games on Learning English Spelling among Iranian Children

    ERIC Educational Resources Information Center

    Mehrpour, Saeed; Ghayour, Maaedeh

    2017-01-01

    The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…

  4. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    ERIC Educational Resources Information Center

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  5. Adaptation of the ESPA29 Parental Socialization Styles Scale to the Basque language: evidence of validity.

    PubMed

    López-Jáuregui, Alicia; Oliden, Paula Elosua

    2009-11-01

    The aim of this study is to adapt the ESPA29 scale of parental socialization styles in adolescence to the Basque language. The study of its psychometric properties is based on the search for evidence of internal and external validity. The first focuses on the assessment of the dimensionality of the scale by means of exploratory factor analysis. The relationship between the dimensions of parental socialization styles and gender and age guarantee the external validity of the scale. The study of the equivalence of the adapted and original versions is based on the comparisons of the reliability coefficients and on factor congruence. The results allow us to conclude the equivalence of the two scales.

  6. Game-Like Language Learning in 3-D Virtual Environments

    ERIC Educational Resources Information Center

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  7. Someone has to give in: theta oscillations correlate with adaptive behavior in social bargaining.

    PubMed

    Billeke, Pablo; Zamorano, Francisco; López, Tamara; Rodriguez, Carlos; Cosmelli, Diego; Aboitiz, Francisco

    2014-12-01

    During social bargain, one has to both figure out the others' intentions and behave strategically in such a way that the others' behaviors will be consistent with one's expectations. To understand the neurobiological mechanisms underlying these behaviors, we used electroencephalography while subjects played as proposers in a repeated ultimatum game. We found that subjects adapted their offers to obtain more acceptances in the last round and that this adaptation correlated negatively with prefrontal theta oscillations. People with higher prefrontal theta activity related to a rejection did not adapt their offers along the game to maximize their earning. Moreover, between-subject variation in posterior theta oscillations correlated positively with how individual theta activity influenced the change of offer after a rejection, reflecting a process of behavioral adaptation to the others' demands. Interestingly, people adapted better their offers when they knew that they where playing against a computer, although the behavioral adaptation did not correlate with prefrontal theta oscillation. Behavioral changes between human and computer games correlated with prefrontal theta activity, suggesting that low adaptation in human games could be a strategy. Taken together, these results provide evidence for specific roles of prefrontal and posterior theta oscillations in social bargaining. © The Author (2014). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  8. Someone has to give in: theta oscillations correlate with adaptive behavior in social bargaining

    PubMed Central

    Zamorano, Francisco; López, Tamara; Rodriguez, Carlos; Cosmelli, Diego; Aboitiz, Francisco

    2014-01-01

    During social bargain, one has to both figure out the others’ intentions and behave strategically in such a way that the others’ behaviors will be consistent with one’s expectations. To understand the neurobiological mechanisms underlying these behaviors, we used electroencephalography while subjects played as proposers in a repeated ultimatum game. We found that subjects adapted their offers to obtain more acceptances in the last round and that this adaptation correlated negatively with prefrontal theta oscillations. People with higher prefrontal theta activity related to a rejection did not adapt their offers along the game to maximize their earning. Moreover, between-subject variation in posterior theta oscillations correlated positively with how individual theta activity influenced the change of offer after a rejection, reflecting a process of behavioral adaptation to the others’ demands. Interestingly, people adapted better their offers when they knew that they where playing against a computer, although the behavioral adaptation did not correlate with prefrontal theta oscillation. Behavioral changes between human and computer games correlated with prefrontal theta activity, suggesting that low adaptation in human games could be a strategy. Taken together, these results provide evidence for specific roles of prefrontal and posterior theta oscillations in social bargaining. PMID:24493841

  9. Interactive video dance games for healthy older adults.

    PubMed

    Studenski, S; Perera, S; Hile, E; Keller, V; Spadola-Bogard, J; Garcia, J

    2010-12-01

    Physical activity promotes health in older adults but participation rates are low. Interactive video dance games can increase activity in young persons but have not been designed for use with older adults. The purpose of this research was to evaluate healthy older adults' interest and participation in a dance game adapted for an older user. Healthy older adults were recruited from 3 senior living settings and offered three months of training and supervision using a video dance game designed for older people. Before and after the program, data was collected on vital signs, physical function and self reported quality of life. Feedback was obtained during and after training. Of 36 persons who entered (mean age 80.1 + 5.4 years, 83 % female), 25 completed the study. Completers were healthier than noncompleters. Completers showed gains in narrow walk time, self-reported balance confidence and mental health. While there were no serious adverse events, 4 of 11 noncompleters withdrew due to musculoskeletal complaints. Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals.

  10. [Intercultural adaptation of the AIMS in German language: A scale for abnormal involuntary movements].

    PubMed

    Buhmann, C; Rizos, A; Emmans, D; Jost, W H

    2016-04-01

    Dyskinesias are abnormal involuntary movements and occur across many movement disorders. In Parkinson's disease dyskinesias can be troublesome and are a determinant of the quality of life throughout the course of the disease. Assessment and rating of dyskinesias is thus important for clinical assessment of patients, as well as for academic studies and clinical trials. The abnormal involuntary movement scale (AIMS) is an English language standardised, reliable and validated scale to evaluate dyskinesias. In this article we present a linguistically validated German version of AIMS. The intercultural adaptation of the German translation was performed following an internationally accepted procedure. Firstly, two neurologists independently translated the original into German. Taking both versions into account, a consensus version was agreed on by both translators and was tested on 10 patients. This preliminary German version was then independently translated back into the original language by two different neurologists, and again, a consensus version was agreed on. All translators then compared this English version to the original. Subsequently, the German version was linguistically modified until it resulted in a final German version, which was agreed on by all translators, deemed linguistically acceptable, and the translation back into English was considered to be as unambiguous as possible. This final German version of AIMS was applied to 50 patients in two different hospitals for diagnostic purposes and tested for feasibility and comprehension. In this paper, we present an intercultural adaptation of a linguistically validated German version of AIMS.

  11. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series

    PubMed Central

    Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.

    2017-01-01

    Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049

  12. The Adaptation of the Mathematics Anxiety Rating Scale-Elementary Form into Turkish, Language Validity, and Preliminary Psychometric Investigation

    ERIC Educational Resources Information Center

    Baloglu, Mustafa; Balgalmis, Esra

    2010-01-01

    The purpose of the present study was to adapt the Mathematics Anxiety Rating Scale- Elementary Form (MARS-E, Suinn, 1988) into Turkish by first doing the translation of its items and then the preliminary psychometric investigation of the Turkish form. The study included four different samples: 30 bilingual language experts, 50 Turkish language…

  13. VR-Based Gamification of Communication Training and Oral Examination in a Second Language

    ERIC Educational Resources Information Center

    Reitz, Liesa; Sohny, Aline; Lochmann, Gerrit

    2016-01-01

    The authors present a novel way of oral language training by embedding the English as a foreign language (EFL) learning process into a generic 3D Cooperative Virtual Reality (VR) Game. Due to lack of time, resources and innovation, the language classroom is limited in its possibilities of promoting authentic communication. Therefore, the…

  14. Foreign language learning in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  15. The educational game design on relation and functionmaterials

    NASA Astrophysics Data System (ADS)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  16. Universal Reading Processes Are Modulated by Language and Writing System

    ERIC Educational Resources Information Center

    Perfetti, Charles A.; Harris, Lindsay N.

    2013-01-01

    The connections among language, writing system, and reading are part of what confronts a child in learning to read. We examine these connections in addressing how reading processes adapt to the variety of written language and how writing adapts to language. The first adaptation (reading to writing), as evidenced in behavioral and neuroscience…

  17. The Teacher Trainer: A Practical Journal Mainly for Modern Language Teacher Trainers, 1992.

    ERIC Educational Resources Information Center

    Woodward, Tessa, Ed.

    1992-01-01

    This document consists of the three issues of the serial "The Teacher Trainer" issued during 1992. Articles include: "Resistance to Change in Teacher Training Courses"; "Teacher Training Games Series: Game 6: Language Bridge"; "How Trainees Can Provide a Resource for Staff Development"; "Do Unto Them As…

  18. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    NASA Astrophysics Data System (ADS)

    Orlando, Paul A.; Gatenby, Robert A.; Brown, Joel S.

    2012-12-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients.

  19. Spotlight on Athletes With a Disability: Malaysian Newspaper Coverage of the 2012 London Paralympic Games.

    PubMed

    Cheong, Jadeera Phaik Geok; Khoo, Selina; Razman, Rizal

    2016-01-01

    This study analyzed newspaper coverage of the 2012 London Paralympic Games by 8 Malaysian newspapers. Articles and photographs from 4 English-language and 4 Malay-language newspapers were examined from August 28 (1 day before the Games) to September 10, 2012 (1 day after the Games closing). Tables, graphs, letters, fact boxes, and lists of events were excluded from analysis. A total of 132 articles and 131 photographs were analyzed. Content analysis of the newspaper articles revealed that most (62.8%) of the articles contained positive reference to the athletes with a disability. There were equal numbers (39.1%) of action and static shots of athletes. More articles and photographs of Malaysian (58%) than non-Malaysian (42%) athletes with a disability were identified. Only 14.9% of the articles and photographs were related to female athletes with a disability.

  20. Improving performance of natural language processing part-of-speech tagging on clinical narratives through domain adaptation.

    PubMed

    Ferraro, Jeffrey P; Daumé, Hal; Duvall, Scott L; Chapman, Wendy W; Harkema, Henk; Haug, Peter J

    2013-01-01

    Natural language processing (NLP) tasks are commonly decomposed into subtasks, chained together to form processing pipelines. The residual error produced in these subtasks propagates, adversely affecting the end objectives. Limited availability of annotated clinical data remains a barrier to reaching state-of-the-art operating characteristics using statistically based NLP tools in the clinical domain. Here we explore the unique linguistic constructions of clinical texts and demonstrate the loss in operating characteristics when out-of-the-box part-of-speech (POS) tagging tools are applied to the clinical domain. We test a domain adaptation approach integrating a novel lexical-generation probability rule used in a transformation-based learner to boost POS performance on clinical narratives. Two target corpora from independent healthcare institutions were constructed from high frequency clinical narratives. Four leading POS taggers with their out-of-the-box models trained from general English and biomedical abstracts were evaluated against these clinical corpora. A high performing domain adaptation method, Easy Adapt, was compared to our newly proposed method ClinAdapt. The evaluated POS taggers drop in accuracy by 8.5-15% when tested on clinical narratives. The highest performing tagger reports an accuracy of 88.6%. Domain adaptation with Easy Adapt reports accuracies of 88.3-91.0% on clinical texts. ClinAdapt reports 93.2-93.9%. ClinAdapt successfully boosts POS tagging performance through domain adaptation requiring a modest amount of annotated clinical data. Improving the performance of critical NLP subtasks is expected to reduce pipeline error propagation leading to better overall results on complex processing tasks.

  1. How to reach linguistic consensus: a proof of convergence for the naming game.

    PubMed

    De Vylder, Bart; Tuyls, Karl

    2006-10-21

    In this paper we introduce a mathematical model of naming games. Naming games have been widely used within research on the origins and evolution of language. Despite the many interesting empirical results these studies have produced, most of this research lacks a formal elucidating theory. In this paper we show how a population of agents can reach linguistic consensus, i.e. learn to use one common language to communicate with one another. Our approach differs from existing formal work in two important ways: one, we relax the too strong assumption that an agent samples infinitely often during each time interval. This assumption is usually made to guarantee convergence of an empirical learning process to a deterministic dynamical system. Two, we provide a proof that under these new realistic conditions, our model converges to a common language for the entire population of agents. Finally the model is experimentally validated.

  2. Market mechanism based on the endogenous changing of game types such as Minority-Majority games

    NASA Astrophysics Data System (ADS)

    Ahn, Sanghyun; Lim, Gyuchang; Kim, Sooyong; Kim, Kyungsik

    2010-03-01

    In many social and biological systems agents simultaneously and adaptively compete for limited resources, thereby altering their environment. We propose a evolution function extending Minority-Majority Games that captures the competition between agents to make money. The dynamics changes the ratio of two types of boundedly rational traders, fundamentalists and chartists with the payoff function endogenously. In the previous game theories, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. And using a mixture of local bifurcation theory and numerical methods, there are possible bifurcation routes to complicated asset price dynamics, chaotic attractors. Hereby we improve the thinking logic of the atoms for attaching the dynamics to the market. This working shows that removing unrealistic features of the game theories leads to models which reproduce a behavior close to what is observed in real markets.

  3. Violence in Teen-Rated Video Games

    PubMed Central

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2

  4. Violence in teen-rated video games.

    PubMed

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  5. Adapting Semantic Natural Language Processing Technology to Address Information Overload in Influenza Epidemic Management

    PubMed Central

    Keselman, Alla; Rosemblat, Graciela; Kilicoglu, Halil; Fiszman, Marcelo; Jin, Honglan; Shin, Dongwook; Rindflesch, Thomas C.

    2013-01-01

    Explosion of disaster health information results in information overload among response professionals. The objective of this project was to determine the feasibility of applying semantic natural language processing (NLP) technology to addressing this overload. The project characterizes concepts and relationships commonly used in disaster health-related documents on influenza pandemics, as the basis for adapting an existing semantic summarizer to the domain. Methods include human review and semantic NLP analysis of a set of relevant documents. This is followed by a pilot-test in which two information specialists use the adapted application for a realistic information seeking task. According to the results, the ontology of influenza epidemics management can be described via a manageable number of semantic relationships that involve concepts from a limited number of semantic types. Test users demonstrate several ways to engage with the application to obtain useful information. This suggests that existing semantic NLP algorithms can be adapted to support information summarization and visualization in influenza epidemics and other disaster health areas. However, additional research is needed in the areas of terminology development (as many relevant relationships and terms are not part of existing standardized vocabularies), NLP, and user interface design. PMID:24311971

  6. Doing Justice to the Imitation Game

    NASA Astrophysics Data System (ADS)

    Lassègue, Jean

    My claim in this article is that the 1950 paper in which Turing describes the world-famous set-up of the Imitation Game is much richer and intriguing than the formalist ersatz coined in the early 1970s under the name "Turing Test". Therefore, doing justice to the Imitation Game implies showing first, that the formalist interpretation misses some crucial points in Turing's line of thought and second, that the 1950 paper should not be understood as the Magna Chartaof strong Artificial Intelligence (AI) but as a work in progressfocused on the notion of Form. This has unexpected consequences about the status of Mind, and from a more general point of view, about the way we interpret the notions of Science and Language.

  7. The Utility of a Board Game for Dengue Haemorrhagic Fever Health Education

    ERIC Educational Resources Information Center

    Lennon, Jeffrey L.; Coombs, David W.

    2007-01-01

    Purpose: The purpose of this study is to test the effectiveness of an educational board game for increasing knowledge, positive attitudes-beliefs, and self-efficacy for dengue prevention in a sample of Philippine school children and adolescents. Effective board games are more advantageous than lectures because they are adaptable, inexpensive and…

  8. Relationship between Maternal Language Parameters and the Child's Language Competency and Developmental Condition.

    ERIC Educational Resources Information Center

    Hooshyar, Nahid T.

    Maternal language directed to 21 nonhandicapped, 21 Down syndrome, and 19 language impaired preschool children was examined. The three groups (all Caucasian and middle-class) were matched in mean length of utterance (MLU) and in developmental skills as measured on the Vineland Adaptive Behavior Scale. Mother-child language interaction was…

  9. Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity

    PubMed Central

    Guy, Stacey; Ratzki-Leewing, Alexandria; Gwadry-Sridhar, Femida

    2011-01-01

    Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for possible benefits of active and educational video games targeting diet and physical activity in children. A review of English-language journal articles from 1998 to 2011 using EMBASE and PubMed was conducted. Thirty-four studies concerned with children, video games, physical, and/or nutritional outcomes were included. Results of these studies that showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity—looking beyond the stigma attached to gaming. PMID:21629863

  10. Moving beyond the stigma: systematic review of video games and their potential to combat obesity.

    PubMed

    Guy, Stacey; Ratzki-Leewing, Alexandria; Gwadry-Sridhar, Femida

    2011-01-01

    Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity arises to investigate the potential of video games to promote healthful behaviour. Our objective was to systematically review the literature for possible benefits of active and educational video games targeting diet and physical activity in children. A review of English-language journal articles from 1998 to 2011 using EMBASE and PubMed was conducted. Thirty-four studies concerned with children, video games, physical, and/or nutritional outcomes were included. Results of these studies that showed some benefit (increased physical activity and nutritional knowledge as a result of gaming) demonstrate the possibility of video games to combat childhood obesity-looking beyond the stigma attached to gaming.

  11. Principles underlying the design of "The Number Race", an adaptive computer game for remediation of dyscalculia

    PubMed Central

    Wilson, Anna J; Dehaene, Stanislas; Pinel, Philippe; Revkin, Susannah K; Cohen, Laurent; Cohen, David

    2006-01-01

    Background Adaptive game software has been successful in remediation of dyslexia. Here we describe the cognitive and algorithmic principles underlying the development of similar software for dyscalculia. Our software is based on current understanding of the cerebral representation of number and the hypotheses that dyscalculia is due to a "core deficit" in number sense or in the link between number sense and symbolic number representations. Methods "The Number Race" software trains children on an entertaining numerical comparison task, by presenting problems adapted to the performance level of the individual child. We report full mathematical specifications of the algorithm used, which relies on an internal model of the child's knowledge in a multidimensional "learning space" consisting of three difficulty dimensions: numerical distance, response deadline, and conceptual complexity (from non-symbolic numerosity processing to increasingly complex symbolic operations). Results The performance of the software was evaluated both by mathematical simulations and by five weeks of use by nine children with mathematical learning difficulties. The results indicate that the software adapts well to varying levels of initial knowledge and learning speeds. Feedback from children, parents and teachers was positive. A companion article [1] describes the evolution of number sense and arithmetic scores before and after training. Conclusion The software, open-source and freely available online, is designed for learning disabled children aged 5–8, and may also be useful for general instruction of normal preschool children. The learning algorithm reported is highly general, and may be applied in other domains. PMID:16734905

  12. Evolution and stability of altruist strategies in microbial games

    NASA Astrophysics Data System (ADS)

    Adami, Christoph; Schossau, Jory; Hintze, Arend

    2012-01-01

    When microbes compete for limited resources, they often engage in chemical warfare using bacterial toxins. This competition can be understood in terms of evolutionary game theory (EGT). We study the predictions of EGT for the bacterial “suicide bomber” game in terms of the phase portraits of population dynamics, for parameter combinations that cover all interesting games for two-players, and seven of the 38 possible phase portraits of the three-player game. We compare these predictions to simulations of these competitions in finite well-mixed populations, but also allowing for probabilistic rather than pure strategies, as well as Darwinian adaptation over tens of thousands of generations. We find that Darwinian evolution of probabilistic strategies stabilizes games of the rock-paper-scissors type that emerge for parameters describing realistic bacterial populations, and point to ways in which the population fixed point can be selected by changing those parameters.

  13. [Computer game addiction: a psychopathological symptom complex in adolescence].

    PubMed

    Wölfling, Klaus; Thalemann, Ralf; Grüsser-Sinopoli, Sabine M

    2008-07-01

    Cases of excessive computer gaming are increasingly reported by practitioners in the psychiatric field. Since there is no standardized definition of this symptom complex, the aim of this study is to access excessive computer gaming in German adolescents as an addictive disorder and its potential negative consequences. Psychopathological computer gaming behavior was diagnosed by applying the adapted diagnostic criteria of substance-related-addictions as defined by the ICD-10. At the same time demographic variables, state of clinical anxiety and underlying cognitive mechanisms were analyzed. 6.3 % of the 221 participating pupils - mostly boys with a low educational background - fulfilled the diagnostic criteria of a behavioral addiction. Clinically diagnosed adolescents exhibited limited cognitive flexibility and were identified to utilize computer gaming as a mood management strategy. These results can be interpreted as a first hint for a prevalence estimation of psychopathological computer gaming in German adolescents.

  14. Nutritional Adaptations in Elite Soccer Referees: First Evidence and Perspectives.

    PubMed

    Metz, Lore; Deleuze, Thomas; Pereira, Bruno; Thivel, David

    2015-06-27

    Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook) during a control day (CON) and a day with a game (GAME). The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293). Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, p<0.05). The calories ingested during snacking were significantly increased during GAME compared with CON (p<0.05). The stress level was significantly higher during GAME and especially before the breakfast, lunch and snack (p<0.05). Hunger feeling was not different between conditions. Referring leads to nutritional adaptations in elite soccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption.

  15. Active Games: An Approach to Teaching Mathematical Skills to the Educable Mentally Retarded

    ERIC Educational Resources Information Center

    Taylor, George R.; Watkins, Susan T.

    1974-01-01

    Several games involving both motor behavior and practice with mathematical skills are described. These include adaptations of musical chairs (subtraction), call ball (multiplication), and ring toss (linear measurement); other games are designed to provide practice on identifying numerals, telling time, using money, and naming fractions. (SD)

  16. Brief Report: The Relationship between Language Skills, Adaptive Behavior, and Emotional and Behavior Problems in Pre-Schoolers with Autism

    ERIC Educational Resources Information Center

    Park, Carlie J.; Yelland, Gregory W.; Taffe, John R.; Gray, Kylie M.

    2012-01-01

    This study investigated the relationship between structural language skills, and communication skills, adaptive behavior, and emotional and behavior problems in pre-school children with autism. Participants were aged 3-5 years with autism (n = 27), and two comparison groups of children with developmental delay without autism (n = 12) and typically…

  17. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  18. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  19. Coding and English Language Teaching

    ERIC Educational Resources Information Center

    Stevens, Vance; Verschoor, Jennifer

    2017-01-01

    According to Dudeney, Hockly, and Pegrum (2013) coding is a deeper skill subsumed under the four main digital literacies of language, connections, information, and (re)design. Coders or programmers are people who write the programmes behind everything we see and do on a computer. Most students spend several hours playing online games, but few know…

  20. An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education

    ERIC Educational Resources Information Center

    Chen, Hong-Ren; Lin, You-Shiuan

    2016-01-01

    By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…

  1. Can a "Shouting" Digital Game Help Learners Develop Oral Fluency in a Second Language?

    ERIC Educational Resources Information Center

    Grimshaw, Jennica; Cardoso, Walcir; Waddington, David

    2016-01-01

    This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…

  2. N-person differential games. Part 1: Duality-finite element methods

    NASA Technical Reports Server (NTRS)

    Chen, G.; Zheng, Q.

    1983-01-01

    The duality approach, which is motivated by computational needs and is done by introducing N + 1 Language multipliers is addressed. For N-person linear quadratic games, the primal min-max problem is shown to be equivalent to the dual min-max problem.

  3. Use of prism adaptation in children with unilateral brain lesion: Is it feasible?

    PubMed

    Riquelme, Inmaculada; Henne, Camille; Flament, Benoit; Legrain, Valéry; Bleyenheuft, Yannick; Hatem, Samar M

    2015-01-01

    Unilateral visuospatial deficits have been observed in children with brain damage. While the effectiveness of prism adaptation for treating unilateral neglect in adult stroke patients has been demonstrated previously, the usefulness of prism adaptation in a pediatric population is still unknown. The present study aims at evaluating the feasibility of prism adaptation in children with unilateral brain lesion and comparing the validity of a game procedure designed for child-friendly paediatric intervention, with the ecological task used for prism adaptation in adult patients. Twenty-one children with unilateral brain lesion randomly were assigned to a prism group wearing prismatic glasses, or a control group wearing neutral glasses during a bimanual task intervention. All children performed two different bimanual tasks on randomly assigned consecutive days: ecological tasks or game tasks. The efficacy of prism adaptation was measured by assessing its after-effects with visual open loop pointing (visuoproprioceptive test) and subjective straight-ahead pointing (proprioceptive test). Game tasks and ecological tasks produced similar after-effects. Prismatic glasses elicited a significant shift of visuospatial coordinates which was not observed in the control group. Prism adaptation performed with game tasks seems an effective procedure to obtain after-effects in children with unilateral brain lesion. The usefulness of repetitive prism adaptation sessions as a therapeutic intervention in children with visuospatial deficits and/or neglect, should be investigated in future studies. Copyright © 2015 Elsevier Ltd. All rights reserved.

  4. Shifting Ontologies of a Serious Game and Its Relationships with English Education for Beginners

    ERIC Educational Resources Information Center

    Hansbol, MIkala; Meyer, Bente

    2011-01-01

    This article takes as its point of departure a language project which is a subproject under the larger ongoing (2007-2011) research project Serious Games on a Global Market Place. The language project follows how the virtual universe known as Mingoville (http://www.mingoville.com) becomes an actor in English education for beginners. The virtual…

  5. Games To Play with Babies. Third Edition.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…

  6. "Gamestar Mechanic": Learning a Designer Mindset through Communicational Competence with the Language of Games

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2010-01-01

    This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…

  7. Interlanguage Pragmatics with a Pedagogical Agent: The Request Game

    ERIC Educational Resources Information Center

    Yang, Hui-Chun; Zapata-Rivera, Diego

    2010-01-01

    This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…

  8. Inferring a Learner's Cognitive, Motivational and Emotional State in a Digital Educational Game

    ERIC Educational Resources Information Center

    Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich

    2012-01-01

    Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…

  9. Playing a violent television game affects heart rate variability.

    PubMed

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    time than a night, physiological adaptation to frequent gaming and potential gender differences.

  10. Co-Evolution of Mobile Language Learning: Going Global with Games Consoles in Higher Education

    ERIC Educational Resources Information Center

    Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko

    2014-01-01

    Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…

  11. "Language Is the Skin of My Thought": Integrating Wikipedia and AI to Support a Guillotine Player

    NASA Astrophysics Data System (ADS)

    Lops, Pasquale; Basile, Pierpaolo; de Gemmis, Marco; Semeraro, Giovanni

    This paper describes OTTHO (On the Tip of my THOught), a system designed for solving a language game, called Guillotine, which demands knowledge covering a broad range of topics, such as movies, politics, literature, history, proverbs, and popular culture. The rule of the game is simple: the player observes five words, generally unrelated to each other, and in one minute she has to provide a sixth word, semantically connected to the others. The system exploits several knowledge sources, such as a dictionary, a set of proverbs, and Wikipedia to realize a knowledge infusion process. The paper describes the process of modeling these sources and the reasoning mechanism to find the solution of the game. The main motivation for designing an artificial player for Guillotine is the challenge of providing the machine with the cultural and linguistic background knowledge which makes it similar to a human being, with the ability of interpreting natural language documents and reasoning on their content. Experiments carried out showed promising results. Our feeling is that the presented approach has a great potential for other more practical applications besides solving a language game.

  12. Assessing theory of mind nonverbally in those with intellectual disability and ASD: the penny hiding game.

    PubMed

    San José Cáceres, Antonia; Keren, Noa; Booth, Rhonda; Happé, Francesca

    2014-10-01

    Individuals with autism spectrum disorder (ASD) and low intellectual/language abilities are often omitted from experimental studies because of the challenges of testing these individuals. It is vital to develop appropriate and accessible tasks so that this significant part of the spectrum is not neglected. The theory of mind (ToM) has been extensively assessed in ASD, predominantly in relatively high-functioning individuals with reasonable language skills. This study aims to assess the ToM abilities of a sample of 132 participants with intellectual disability (ID) with and without ASD, matched in verbal mental age (VMA) and chronological age, using a naturalistic and nonverbal deception task: the Penny Hiding Game (PHG). The relationship between performance on the PHG and everyday adaptation was also studied. The PHG proved accessible to most participants, suggesting its suitability for use with individuals with low cognitive skills, attentional problems, and limited language. The ASD + ID group showed significantly more PHG errors, and fewer tricks, than the ID group. PHG performance correlated with Vineland adaptation scores for both groups. VMA was a major predictor of passing the task in both groups, and participants with ASD + ID required, on average, 2 years higher VMA than those with ID only, to achieve the same level of PHG success. VMA moderated the association between PHG performance and real-life social skills for the ASD + ID more than the ID group, suggesting that severely impaired individuals with ASD may rely on verbal ability to overcome their social difficulties, whereas individuals with ID alone may use more intuitive social understanding both in the PHG and everyday situations. © 2014 International Society for Autism Research, Wiley Periodicals, Inc.

  13. Research-informed Outreach informs Research: Using games to inform and understand farmer decisions in Sri Lanka

    NASA Astrophysics Data System (ADS)

    Gunda, T.; Yeung, K.; Hornberger, G. M.

    2016-12-01

    Researchers from the Agricultural Decision Making and Adaptation to Precipitation Trends in Sri Lanka (ADAPT-SL) team have been working for the past six years to understand Sri Lanka's agricultural vulnerability to climate change and how farmers and policy makers can adapt to and mitigate the variety of threats and uncertainties that climate change brings. In addition to academic publications, the compiled and developed knowledge from the ADAPT-SL research efforts are shared routinely with Sri Lankan stakeholders directly. While presentations are the norm for academic and government stakeholder outreach, we decided that an interactive component would increase farmers' learning. Drawing on teaching pedagogies, we designed a place-based, hands-on game that incorporated local climate and market characteristics to convey the impact of climate change on crop water needs for the Sri Lanka farmers. The process of developing the game, however, revealed gaps in our research knowledge, specifically regarding how farmers balance uncertainties associated with weather and market conditions. So we took advantage of the opportunity offered by the outreach effort to collect data; findings from the game led to the development of a system dynamics model. The game was well received by farmers and other Sri Lankan stakeholders in January 2016, with the former expressing that they played the game as if it was emulating actual farming decisions. The farmers also expressed a desire for more outreach efforts to be designed in such an interactive way. The game has since been used to engage U.S. students (from 5th grade to college seniors majoring in Sociology) regarding the complexities of tackling climate change issues.

  14. Prosperity game for the national electronics manufacturing initiative

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; VanDevender, J.P.; Berry, I.

    1995-05-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronics Subcommittee of the Civilian Industrialmore » Technology Committee (under the National Science and Technology Council), and the Electronics Partnership Project. Players were drawn from the electronics industry, from government, national laboratories, and universities, and from Japan and Austria. The primary objectives of this game were: To connect the technical and non-technical (i.e., policy) issues that were developed in the roadmap-making endeavor of the National Electronics Manufacturing Initiative (NENI);to provide energy, enthusiasm and people to help the roadmap succeed; and to provide insight into high-leverage public and private investments. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, the robustness of strategic thinking and planning, and the development, delivery and commercialization of new technologies.« less

  15. The Effects of Group Dynamics on Language Learning and Use in an MMOG

    ERIC Educational Resources Information Center

    Vosburg, Donald

    2017-01-01

    The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…

  16. Evolutionary dynamics of a smoothed war of attrition game.

    PubMed

    Iyer, Swami; Killingback, Timothy

    2016-05-07

    In evolutionary game theory the War of Attrition game is intended to model animal contests which are decided by non-aggressive behavior, such as the length of time that a participant will persist in the contest. The classical War of Attrition game assumes that no errors are made in the implementation of an animal׳s strategy. However, it is inevitable in reality that such errors must sometimes occur. Here we introduce an extension of the classical War of Attrition game which includes the effect of errors in the implementation of an individual׳s strategy. This extension of the classical game has the important feature that the payoff is continuous, and as a consequence admits evolutionary behavior that is fundamentally different from that possible in the original game. We study the evolutionary dynamics of this new game in well-mixed populations both analytically using adaptive dynamics and through individual-based simulations, and show that there are a variety of possible outcomes, including simple monomorphic or dimorphic configurations which are evolutionarily stable and cannot occur in the classical War of Attrition game. In addition, we study the evolutionary dynamics of this extended game in a variety of spatially and socially structured populations, as represented by different complex network topologies, and show that similar outcomes can also occur in these situations. Copyright © 2016 Elsevier Ltd. All rights reserved.

  17. Automatic classification of schizophrenia using resting-state functional language network via an adaptive learning algorithm

    NASA Astrophysics Data System (ADS)

    Zhu, Maohu; Jie, Nanfeng; Jiang, Tianzi

    2014-03-01

    A reliable and precise classification of schizophrenia is significant for its diagnosis and treatment of schizophrenia. Functional magnetic resonance imaging (fMRI) is a novel tool increasingly used in schizophrenia research. Recent advances in statistical learning theory have led to applying pattern classification algorithms to access the diagnostic value of functional brain networks, discovered from resting state fMRI data. The aim of this study was to propose an adaptive learning algorithm to distinguish schizophrenia patients from normal controls using resting-state functional language network. Furthermore, here the classification of schizophrenia was regarded as a sample selection problem where a sparse subset of samples was chosen from the labeled training set. Using these selected samples, which we call informative vectors, a classifier for the clinic diagnosis of schizophrenia was established. We experimentally demonstrated that the proposed algorithm incorporating resting-state functional language network achieved 83.6% leaveone- out accuracy on resting-state fMRI data of 27 schizophrenia patients and 28 normal controls. In contrast with KNearest- Neighbor (KNN), Support Vector Machine (SVM) and l1-norm, our method yielded better classification performance. Moreover, our results suggested that a dysfunction of resting-state functional language network plays an important role in the clinic diagnosis of schizophrenia.

  18. Ecological theatre and the evolutionary game: how environmental and demographic factors determine payoffs in evolutionary games.

    PubMed

    Argasinski, K; Broom, M

    2013-10-01

    In the standard approach to evolutionary games and replicator dynamics, differences in fitness can be interpreted as an excess from the mean Malthusian growth rate in the population. In the underlying reasoning, related to an analysis of "costs" and "benefits", there is a silent assumption that fitness can be described in some type of units. However, in most cases these units of measure are not explicitly specified. Then the question arises: are these theories testable? How can we measure "benefit" or "cost"? A natural language, useful for describing and justifying comparisons of strategic "cost" versus "benefits", is the terminology of demography, because the basic events that shape the outcome of natural selection are births and deaths. In this paper, we present the consequences of an explicit analysis of births and deaths in an evolutionary game theoretic framework. We will investigate different types of mortality pressures, their combinations and the possibility of trade-offs between mortality and fertility. We will show that within this new approach it is possible to model how strictly ecological factors such as density dependence and additive background fitness, which seem neutral in classical theory, can affect the outcomes of the game. We consider the example of the Hawk-Dove game, and show that when reformulated in terms of our new approach new details and new biological predictions are produced.

  19. On the costs and benefits of gaming: the role of passion.

    PubMed

    Lafrenière, Marc-André K; Vallerand, Robert J; Donahue, Eric G; Lavigne, Geneviève L

    2009-06-01

    The dualistic model of passion defines passion as a strong inclination toward a self-defining activity that a person likes and values and in which he or she invests time and energy. The model proposes two distinct types of passion: harmonious and obsessive passion that predict adaptive and less adaptive outcomes respectively. In the present research, we were interested in assessing both the negative and positive consequences that can result from gaming. Participants (n = 222) were all players involved in massively multiplayer online games. They completed an online survey. Results from a canonical correlation revealed that both harmonious and obsessive passion were positively associated with the experience of positive affect while playing. However, only obsessive passion was also positively related to the experience of negative affect while playing. In addition, only obsessive passion was positively related to problematic behaviors generally associated with excessive gaming, the amount of time spent playing, and negative physical symptoms. Moreover, obsessive passion was negatively related to self-realization and unrelated to life satisfaction. Conversely, harmonious passion was positively associated with both types of psychological well-being. This general pattern of results suggests that obsessive passion for gaming is an important predictor of the negative outcomes of gaming, while harmonious passion seems to account for positive consequences. Future research directions are discussed in light of the dualistic model of passion.

  20. Three Dialogs: A Framework for the Analysis and Assessment of Twenty-First-Century Literacy Practices, and Its Use in the Context of Game Design within "Gamestar Mechanic"

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2008-01-01

    This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…

  1. Methods in Elementary School Foreign Language Teaching.

    ERIC Educational Resources Information Center

    Curtain, Helena

    1991-01-01

    A brief overview of the importance of the use of appropriate methodologies for elementary school foreign language instruction precedes a description of several strategies involving total physical response, story telling, games and songs, props, small-group work, role-play, content-based instruction, cultural and global awareness, language…

  2. Nutritional Adaptations in Elite Soccer Referees: First Evidence and Perspectives

    PubMed Central

    Metz, Lore; Deleuze, Thomas; Pereira, Bruno; Thivel, David

    2015-01-01

    Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook) during a control day (CON) and a day with a game (GAME). The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293). Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, p<0.05). The calories ingested during snacking were significantly increased during GAME compared with CON (p<0.05). The stress level was significantly higher during GAME and especially before the breakfast, lunch and snack (p<0.05). Hunger feeling was not different between conditions. Referring leads to nutritional adaptations in elite soccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption. PMID:26240651

  3. VILLAGE--Virtual Immersive Language Learning and Gaming Environment: Immersion and Presence

    ERIC Educational Resources Information Center

    Wang, Yi Fei; Petrina, Stephen; Feng, Francis

    2017-01-01

    3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…

  4. Role-play simulations for climate change adaptation education and engagement

    NASA Astrophysics Data System (ADS)

    Rumore, Danya; Schenk, Todd; Susskind, Lawrence

    2016-08-01

    In order to effectively adapt to climate change, public officials and other stakeholders need to rapidly enhance their understanding of local risks and their ability to collaboratively and adaptively respond to them. We argue that science-based role-play simulation exercises -- a type of 'serious game' involving face-to-face mock decision-making -- have considerable potential as education and engagement tools for enhancing readiness to adapt. Prior research suggests role-play simulations and other serious games can foster public learning and encourage collective action in public policy-making contexts. However, the effectiveness of such exercises in the context of climate change adaptation education and engagement has heretofore been underexplored. We share results from two research projects that demonstrate the effectiveness of role-play simulations in cultivating climate change adaptation literacy, enhancing collaborative capacity and facilitating social learning. Based on our findings, we suggest such exercises should be more widely embraced as part of adaptation professionals' education and engagement toolkits.

  5. Adaptation of the Kaufman Survey of Early Academic and Language Skills to Turkish Children Aged 61 to 72 Months

    ERIC Educational Resources Information Center

    Uyanik, Ozgun; Kandir, Adalet

    2014-01-01

    The aim of this research is s to adapt and apply t the Kaufman Survey of Early Academic and Language Skills (K-SEALS) to Turkish children in the city of Ankara. In the study, a descriptive screening model was used. The population of the study consisted of children who showed normal developmental characteristics and who were enrolled at public…

  6. Game-theoretic cooperativity in networks of self-interested units

    NASA Astrophysics Data System (ADS)

    Barto, Andrew G.

    1986-08-01

    The behavior of theoretical neural networks is often described in terms of competition and cooperation. I present an approach to network learning that is related to game and team problems in which competition and cooperation have more technical meanings. I briefly describe the application of stochastic learning automata to game and team problems and then present an adaptive element that is a synthesis of aspects of stochastic learning automata and typical neuron-like adaptive elements. These elements act as self-interested agents that work toward improving their performance with respect to their individual preference orderings. Networks of these elements can solve a variety of team decision problems, some of which take the form of layered networks in which the ``hidden units'' become appropriate functional components as they attempt to improve their own payoffs.

  7. A Formalisation of Adaptable Pervasive Flows

    NASA Astrophysics Data System (ADS)

    Bucchiarone, Antonio; Lafuente, Alberto Lluch; Marconi, Annapaola; Pistore, Marco

    Adaptable Pervasive Flows is a novel workflow-based paradigm for the design and execution of pervasive applications, where dynamic workflows situated in the real world are able to modify their execution in order to adapt to changes in their environment. In this paper, we study a formalisation of such flows by means of a formal flow language. More precisely, we define APFoL (Adaptable Pervasive Flow Language) and formalise its textual notation by encoding it in Blite, a formalisation of WS-BPEL. The encoding in Blite equips the language with a formal semantics and enables the use of automated verification techniques. We illustrate the approach with an example of a Warehouse Case Study.

  8. Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games.

    PubMed

    Silva, Pedro; Vilar, Luís; Davids, Keith; Araújo, Duarte; Garganta, Júlio

    2016-01-01

    Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data (GPS 15 Hz) from ten U-15 football players performing in three SSCGs varying in player numbers (3v3, 4v4 and 5v5). Key measures of SSCG system behaviours included values of (1) players' dispersion, (2) teams' separateness, (3) coupling strength and time delays between participants' emerging movements, respectively. Results showed that values of participants' dispersion increased, but the teams' separateness remained identical across treatments. Coupling strength and time delay also showed consistent values across SSCGs. These results exemplified how complex adaptive systems, like football teams, can harness inherent degeneracy to maintain similar team spatial-temporal relations with opponents through changes in inter-individual coordination modes (i.e., players' dispersion). The results imply that different team behaviours might emerge at different ratios of field dimension/player numbers. Therefore, sport pedagogists should carefully evaluate the effects of changing RSP in SSCGs as a way of promoting increased or decreased pressure on players.

  9. "Nuclear Deterrence" as an Adaptive Game Frame for Crisis Decision-Making.

    ERIC Educational Resources Information Center

    Sorenson, David S.

    1981-01-01

    Describes the simulation game "Nuclear Deterrence," which was developed to model an international relations crisis situation involving a bargaining framework potentially applicable to crisis modeling in other disciplines. Eight references are listed. (Author/LLS)

  10. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  11. The Complexity of Language Learning

    ERIC Educational Resources Information Center

    Nelson, Charles

    2011-01-01

    This paper takes a complexity theory approach to looking at language learning, an approach that investigates how language learners adapt to and interact with people and their environment. Based on interviews with four graduate students, it shows how complexity theory can help us understand both the situatedness of language learning and also…

  12. The Importance of Games in Teaching Foreign Languages to Children

    ERIC Educational Resources Information Center

    Alpar, Melek

    2013-01-01

    In teaching French as a foreign language, there is a constant development from traditional methods to action-oriented approaches. This development has arisen as a result of students' needs and of innovations in technology. Particularly in the last decade, there has been increasing interest in teaching foreign languages to children. Because of…

  13. A serious game for learning ultrasound-guided needle placement skills.

    PubMed

    Chan, Wing-Yin; Qin, Jing; Chui, Yim-Pan; Heng, Pheng-Ann

    2012-11-01

    Ultrasound-guided needle placement is a key step in a lot of radiological intervention procedures such as biopsy, local anesthesia and fluid drainage. To help training future intervention radiologists, we develop a serious game to teach the skills involved. We introduce novel techniques for realistic simulation and integrate game elements for active and effective learning. This game is designed in the context of needle placement training based on the some essential characteristics of serious games. Training scenarios are interactively generated via a block-based construction scheme. A novel example-based texture synthesis technique is proposed to simulate corresponding ultrasound images. Game levels are defined based on the difficulties of the generated scenarios. Interactive recommendation of desirable insertion paths is provided during the training as an adaptation mechanism. We also develop a fast physics-based approach to reproduce the shadowing effect of needles in ultrasound images. Game elements such as time-attack tasks, hints and performance evaluation tools are also integrated in our system. Extensive experiments are performed to validate its feasibility for training.

  14. Exploring the Relation between the Theory of Multiple Intelligences and Games for the Purpose of Player-Centred Game Design

    ERIC Educational Resources Information Center

    Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga

    2017-01-01

    A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…

  15. Demonstrating the Effect of Supply Chain Disruptions through an Online Beer Distribution Game

    ERIC Educational Resources Information Center

    Sarkar, Sourish; Kumar, Sanjay

    2016-01-01

    This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…

  16. Different Reasons to Play Games in an English Language Class

    ERIC Educational Resources Information Center

    Sevy-Biloon, Julia

    2017-01-01

    English language students at the Universidad Nacional de Educacion (UNAE) in Ecuador tend to have various learning styles and have a hard time being motivated to not only learn, but also remember the correct form of English language being taught in the classroom. It is mandatory for these students to learn English; therefore many do not have…

  17. Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class

    ERIC Educational Resources Information Center

    Wichadee, Saovapa; Pattanapichet, Fasawang

    2018-01-01

    The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game "Kahoot" whereas the control group was taught with the conventional method. Pre-tests,…

  18. Foreign Language Tutoring in Oral Conversations Using Spoken Dialog Systems

    NASA Astrophysics Data System (ADS)

    Lee, Sungjin; Noh, Hyungjong; Lee, Jonghoon; Lee, Kyusong; Lee, Gary Geunbae

    Although there have been enormous investments into English education all around the world, not many differences have been made to change the English instruction style. Considering the shortcomings for the current teaching-learning methodology, we have been investigating advanced computer-assisted language learning (CALL) systems. This paper aims at summarizing a set of POSTECH approaches including theories, technologies, systems, and field studies and providing relevant pointers. On top of the state-of-the-art technologies of spoken dialog system, a variety of adaptations have been applied to overcome some problems caused by numerous errors and variations naturally produced by non-native speakers. Furthermore, a number of methods have been developed for generating educational feedback that help learners develop to be proficient. Integrating these efforts resulted in intelligent educational robots — Mero and Engkey — and virtual 3D language learning games, Pomy. To verify the effects of our approaches on students' communicative abilities, we have conducted a field study at an elementary school in Korea. The results showed that our CALL approaches can be enjoyable and fruitful activities for students. Although the results of this study bring us a step closer to understanding computer-based education, more studies are needed to consolidate the findings.

  19. LAS Language Arts Supplement, English. Revised Edition.

    ERIC Educational Resources Information Center

    DeAvila, Edward A.; Duncan, Sharon E.

    This collection of over 100 games and activities is intended to increase oral proficiency among Spanish-speaking children without requiring reading skills. The collection grew out of the desire to provide remedies for specific linguistic weaknesses in English as identified by the Language Assessment Scales (LAS). Because tongue twisters, riddles…

  20. Validation of an Adapted French Form of the Career Adapt-Abilities Scale in Four Francophone Countries

    ERIC Educational Resources Information Center

    Johnston, Claire S.; Broonen, Jean-Paul; Stauffer, Sarah D.; Hamtiaux, Armanda; Pouyaud, Jacques; Zecca, Gregory; Houssemand, Claude; Rossier, Jerome

    2013-01-01

    This study presents the validation of a French version of the Career Adapt-Abilities Scale in four Francophone countries. The aim was to re-analyze the item selection and then compare this newly developed French-language form with the international form 2.0. Exploratory factor analysis was used as a tool for item selection, and confirmatory factor…

  1. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  2. Fuzzy inference game approach to uncertainty in business decisions and market competitions.

    PubMed

    Oderanti, Festus Oluseyi

    2013-01-01

    The increasing challenges and complexity of business environments are making business decisions and operations more difficult for entrepreneurs to predict the outcomes of these processes. Therefore, we developed a decision support scheme that could be used and adapted to various business decision processes. These involve decisions that are made under uncertain situations such as business competition in the market or wage negotiation within a firm. The scheme uses game strategies and fuzzy inference concepts to effectively grasp the variables in these uncertain situations. The games are played between human and fuzzy players. The accuracy of the fuzzy rule base and the game strategies help to mitigate the adverse effects that a business may suffer from these uncertain factors. We also introduced learning which enables the fuzzy player to adapt over time. We tested this scheme in different scenarios and discover that it could be an invaluable tool in the hand of entrepreneurs that are operating under uncertain and competitive business environments.

  3. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    within challenging environmental and ecosystem-management contexts and to provide an interactive way of learning about the complexity of interactions between people and natural systems. Further progress on the use of pedagogical games to fulfill the USGS mission will require collaboration among scientists, game developers, educators, and stakeholders. We conclude that as the USGS positions itself to communicate and convey the results of multiple science strategies, including natural-resource security and sustainability, pedagogical game development and agent-based modeling offer a means to (1) establish interdisciplinary and collaborative teams with a focused integrated outcome; (2) contribute to the modeling of interaction, feedback, and adaptation of ecosystems; and (3) enable social learning through a broadly appealing and increasingly sophisticated medium.

  4. Foreign Language Effect and Psychological Distance

    ERIC Educational Resources Information Center

    Shin, Hong Im; Kim, Juyoung

    2017-01-01

    Does using a foreign language result in forming different moral decisions than using our mother tongue? Two studies were conducted to investigate whether there is a relationship between foreign language effects (differences between native vs. foreign language conditions) and psychological distance. Study 1 tested four moral dilemmas adapted from…

  5. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  6. Let's Play: The Use of Improv Games in Change Management Training: A Case Study

    ERIC Educational Resources Information Center

    Rajeev, Priya Nair; Kalpathi, Subramanian

    2016-01-01

    This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…

  7. The Problem of Delayed Causation in a Video Game: Constant, Varied, and Filled Delays

    ERIC Educational Resources Information Center

    Young, Michael E.; Nguyen, Nam

    2009-01-01

    A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing…

  8. Equipped for Life: More than a Game.

    ERIC Educational Resources Information Center

    Shively, Randy

    2002-01-01

    The EQUIP Program teaches antisocial youth to think and behave more pro-socially and addresses motivating youth to use these tools. The Equipped for Life game is a motivational tool, which provides students with opportunities for social learning. Topics revolve around community reintegration and can be easily adapted to any cognitive behavioral…

  9. LAS Language Arts Supplement, Spanish. Revised Edition.

    ERIC Educational Resources Information Center

    DeAvila, Edward A.; Duncan, Sharon E.

    Like its English counterpart, this is a collection of over 100 games and activities whose intent is to increase oral proficiency without requiring reading skills. The collection grew out of the desire to provide remedies for specific linguistic weaknesses in Spanish as identified by the Language Assessment Scales. Because tongue twisters, riddles,…

  10. SNOT-22: psychometric properties and cross-cultural adaptation into the Portuguese language spoken in Brazil.

    PubMed

    Caminha, Guilherme Pilla; Melo Junior, José Tavares de; Hopkins, Claire; Pizzichini, Emilio; Pizzichini, Marcia Margaret Menezes

    2012-12-01

    Rhinosinusitis is a highly prevalent disease and a major cause of high medical costs. It has been proven to have an impact on the quality of life through generic health-related quality of life assessments. However, generic instruments may not be able to factor in the effects of interventions and treatments. SNOT-22 is a major disease-specific instrument to assess quality of life for patients with rhinosinusitis. Nevertheless, there is still no validated SNOT-22 version in our country. Cross-cultural adaptation of the SNOT-22 into Brazilian Portuguese and assessment of its psychometric properties. The Brazilian version of the SNOT-22 was developed according to international guidelines and was broken down into nine stages: 1) Preparation 2) Translation 3) Reconciliation 4) Back-translation 5) Comparison 6) Evaluation by the author of the SNOT-22 7) Revision by committee of experts 8) Cognitive debriefing 9) Final version. Second phase: prospective study consisting of a verification of the psychometric properties, by analyzing internal consistency and test-retest reliability. Cultural adaptation showed adequate understanding, acceptability and psychometric properties. We followed the recommended steps for the cultural adaptation of the SNOT-22 into Portuguese language, producing a tool for the assessment of patients with sinonasal disorders of clinical importance and for scientific studies.

  11. Minority games and stylized facts

    NASA Astrophysics Data System (ADS)

    Challet, Damien; Marsili, Matteo; Zhang, Yi-Cheng

    2001-10-01

    The minority game is a generic model of competing adaptive agents, which is often believed to be a model of financial markets. We discuss to which extent this is a reasonable statement, and present minimal modifications that make this model reproduce stylized facts. The resulting model shows that without speculators, prices follow random walks, and that stylized facts disappear if enough speculators take into account their market impact.

  12. Approaching Sign Language Test Construction: Adaptation of the German Sign Language Receptive Skills Test

    ERIC Educational Resources Information Center

    Haug, Tobias

    2011-01-01

    There is a current need for reliable and valid test instruments in different countries in order to monitor deaf children's sign language acquisition. However, very few tests are commercially available that offer strong evidence for their psychometric properties. A German Sign Language (DGS) test focusing on linguistic structures that are acquired…

  13. Strategic interactions, affective reactions, and fast adaptations.

    PubMed

    Kareev, Yaakov; Avrahami, Judith; Fiedler, Klaus

    2014-06-01

    We studied repeated choices under uncertainty in situations in which the source of uncertainty is the choice of an interaction partner. In 1 experiment the participants engaged in repeated decisions in a mixed motive game; in another experiment the options and outcomes were identical to those in the 1st, but periods of the mixed-motive game alternated with periods of a coordination game, with the change in period not announced. We analyzed choice dynamics-the relationship between an outcome and the choice that followed-and aggregate choice probabilities to gauge the relative merit of reward-based or affect-based accounts (the affects considered being disappointment and regret). In both experiments choice dynamics were essentially identical and were compatible with only the regret-based account. This was true irrespective of the game played or the stage (early or late) of the game. Moreover, the same dynamics explained the very different aggregate probabilities with which the 2 options were chosen in the 2 games and the remarkably fast adaptations to unannounced changes in the game played. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  14. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    ERIC Educational Resources Information Center

    Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf

    2014-01-01

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…

  15. Fun Games and Activities for Pronunciation and Phonetics Classes at Universities.

    ERIC Educational Resources Information Center

    Makarova, Veronica

    Class activities and games designed to stimulate student interest and provide feedback in English-as-a-Second-Language (ESOL) pronunciation and phonetics are described. They are intended to address specific challenges of a typical Japanese, ESOL classroom--low student motivation and inadequate feedback--and to supplement conventional language…

  16. Embedded assessment algorithms within home-based cognitive computer game exercises for elders.

    PubMed

    Jimison, Holly; Pavel, Misha

    2006-01-01

    With the recent consumer interest in computer-based activities designed to improve cognitive performance, there is a growing need for scientific assessment algorithms to validate the potential contributions of cognitive exercises. In this paper, we present a novel methodology for incorporating dynamic cognitive assessment algorithms within computer games designed to enhance cognitive performance. We describe how this approach works for variety of computer applications and describe cognitive monitoring results for one of the computer game exercises. The real-time cognitive assessments also provide a control signal for adapting the difficulty of the game exercises and providing tailored help for elders of varying abilities.

  17. From language classroom to clinical context: the role of language and culture in communication for nurses using English as a second language: a thematic analysis.

    PubMed

    O'Neill, Fiona

    2011-09-01

    This study explores the experiences of internationally educated nurses using English as a second language, recruited by advanced economies to supplement diminishing local workforces, as they progress from language learning programs to clinical settings. Understanding the journey these nurses experience as language learners and professionals highlights ways in which they could be better supported in their adaptation and integration into the Australian workforce. By means of semi-structured interviews, the nurses' narratives were explored and documented. Thematic analysis was used to interpret their experiences as they move from the English language classroom to the clinical setting. The participants had all completed studies in English as a second language in Australia and had experienced working in Australian as part of a competency based assessment program. At the time of the study, conducted in South Australia, six of the nurses had met the English language requirements of the Nurses Board of South Australia and had started working as Registered Nurses in Australia. Four participants were still to reach the mandatory English requirements, among whom three were to return to their home countries due to visa restrictions, and continue their efforts to attain the English language proficiency requirement. There were six female participants and four male. Five participants were Indian, four Chinese, and one, Nepalese. In exploring their experiences, themes of identity and belonging, safety and competence and adapting to new roles and ways of communicating are revealed. In their own words, these nurses reveal the challenges they face as they concurrently manage the roles of language learners and professionals. The journey from language classroom to clinical setting is a process that goes beyond the notions of language proficiency; these nurses are constructing new cultural and professional identities. Bridging the gap between preparation and practice involves making

  18. The use of gaming strategies in a transcultural setting.

    PubMed

    Gary, R; Marrone, S; Boyles, C

    1998-01-01

    Saudi Arabia's vast economic resources have enabled the development of state-of-the-art hospitals. Nurses recruited from around the world staff these hospitals creating one of the most multicultural practice settings in the world. Ethnic, educational, and experiential diversity; language and communication barriers; and alternative ways of knowing and learning challenge nurse educators to be more creative and explore opportunities for greater participation and learning among various cultural groups. Gaming, as a teaching-learning strategy for multicultural participants, affords the necessary flexibility and nonthreatening atmosphere which facilitates positive interactions among different, and often competing, communication patterns and learning styles. This article explores how and why gaming is as an effective educational strategy in a transcultural setting.

  19. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    PubMed

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  20. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    PubMed Central

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183