Science.gov

Sample records for abstract board games

  1. Abstraction through Game Play

    ERIC Educational Resources Information Center

    Avraamidou, Antri; Monaghan, John; Walker, Aisha

    2012-01-01

    This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…

  2. Scrum Board Game

    NASA Astrophysics Data System (ADS)

    van den Oord, Stefan; van de Goor, Wim

    The Scrum Board Game is a workshop for beginners. It is for people with any role (customer, developer, tester, etc.), who don’t exactly know what a Scrum Board is, or how to create one themselves. The workshop teaches the benefits of a Scrum Board, how to use it, and how to introduce it in projects.

  3. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

    Explores children's fascination with creating their own unique games as an art form. Focuses on different games, such as chess, checkers, pogs, and monopoly. States that observing children playing games offers a firsthand lesson in how children create. Discusses what it means to be an art teacher who promotes creative play with games. (CMK)

  4. The Sea Ice Board Game

    ERIC Educational Resources Information Center

    Bertram, Kathryn Berry

    2008-01-01

    The National Science Foundation-funded Arctic Climate Modeling Program (ACMP) provides "curriculum resource-based professional development" materials that combine current science information with practical classroom instruction embedded with "best practice" techniques for teaching science to diverse students. The Sea Ice Board Game, described…

  5. Using a board game to reinforce learning.

    PubMed

    Yoon, Bona; Rodriguez, Leslie; Faselis, Charles J; Liappis, Angelike P

    2014-03-01

    Experiential gaming strategies offer a variation on traditional learning. A board game was used to present synthesized content of fundamental catheter care concepts and reinforce evidence-based practices relevant to nursing. Board games are innovative educational tools that can enhance active learning. PMID:24588236

  6. Games children play: board games in psychodynamic psychotherapy.

    PubMed

    Bellinson, Jill

    2013-04-01

    Children of latency age have typically outgrown dramatic play but have not yet developed the ability to talk about their thoughts and feelings in therapy; at this stage they often play structured board games, during their own playtime and during therapy sessions. This article discusses ways to use board-game play therapeutically, by watching the way children stretch and bend the rules to display their psychological self-states, and by interpreting their experiences within the play. PMID:23538014

  7. Element Cycles: An Environmental Chemistry Board Game

    ERIC Educational Resources Information Center

    Pippins, Tracy; Anderson, Cody M.; Poindexter, Eric F.; Sultemeier, S. Whitney; Schultz, Linda D.

    2011-01-01

    "Element Cycles" is an activity designed to reinforce correlation of essential elements and their different forms in the ecosystem. Students are assigned essential elements to research as homework, then share results, and construct game boards with four ecosphere sections: geosphere (earth), hydrosphere (water), atmosphere (air), and biosphere…

  8. 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…

  9. Learning from number board games: you learn what you encode.

    PubMed

    Laski, Elida V; Siegler, Robert S

    2014-03-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current number on the board while playing a 0-100 number board game facilitated their encoding of the numerical-spatial relations on the game board and improved their number line estimates, numeral identification, and count-on skill. Playing the same game using the standard count-from-1 procedure led to considerably less learning. Experiment 2 demonstrated that comparable improvement in number line estimation does not occur with practice encoding the numerals 1-100 outside of the context of a number board game. The general importance of aligning learning activities and physical materials with desired mental representations is discussed. PMID:24099546

  10. Learning from Number Board Games: You Learn What You Encode

    ERIC Educational Resources Information Center

    Laski, Elida V.; Siegler, Robert S.

    2014-01-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current…

  11. A Board Game for Sensitizing Dental Students to Children with Special Needs.

    ERIC Educational Resources Information Center

    Udin, Richard D.; Kuster, Curtis G.

    1985-01-01

    A study to determine the usefulness of a board game in training and sensitizing senior dental students toward handicapped children showed that neither the board game nor a standard small-group lecture affected student attitudes or confidence. (MSE)

  12. Using Digital Board Games for Genuine Communication in EFL Classrooms

    ERIC Educational Resources Information Center

    Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen

    2014-01-01

    EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…

  13. Anatomy adventure: a board game for enhancing understanding of anatomy.

    PubMed

    Anyanwu, Emeka G

    2014-01-01

    Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy Adventure, a board game on anatomy was designed to reduce some of these pressures, emphasize student centered and collaborative learning styles, and add fun to the process of learning while promoting understanding and retention of the subject. To assess these objectives, 95 out of over 150 medical and dental students who expressed willingness to be part of the study were recruited and divided into a Game group and a Non-game group. A pretest written examination was given to both groups, participants in the Game group were allowed to play the game for ten days, after which a post-test examination was also given. A 20-item questionnaire rated on a three-point scale to access student's perception of the game was given to the game group. The post-test scores of the game group were significantly higher (P < 0.05) than those of the non-game counterparts. Also the post-test score of the game based group was significantly better (P < 0.05) than their pretest. The students in their feedback noted in very high proportions that the game was interesting, highly informative, encouraged team work, improved their attitude, and perception to gross anatomy. PMID:23878076

  14. Game-display board activities for science teaching

    NASA Astrophysics Data System (ADS)

    Chung, C. M.; Mak, S. Y.; Suen, Y. M.; Sze, Paul

    1996-06-01

    This paper presents samples of game-display board activities developed by the instructors, technicians, and teacher-participants of the course "The Teaching of Integrated Science" within the Postgraduate Diploma in Education program offered by the Chinese University of Hong Kong. Designed for junior high science classes, the board activities employ ideas from traditional seatwork and end-of-chapter exercises, such as matching, multiple choice, word puzzles and summary tables. The activities are carried out by means of a vertical magnetic white board and magnetic backed word and picture cards. Unlike ordinary paper-and-pencil exercises which are usually done by students individually, game-display board activities facilitate classroom interaction by providing a center of attention to every student. Moreover, because of the game element involved, these activities foster group cooperation as well as allow whole-class participation. Comprehensive samples of the activities will be provided in this paper. A study of the teacher-participants' attitudes toward the activities will also be reported.

  15. 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…

  16. 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…

  17. 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…

  18. Taking It to the Classroom: Number Board Games as a Small Group Learning Activity

    ERIC Educational Resources Information Center

    Ramani, Geetha B.; Siegler, Robert S.; Hitti, Aline

    2012-01-01

    We examined whether a theoretically based number board game could be translated into a practical classroom activity that improves Head Start children's numerical knowledge. Playing the number board game as a small group learning activity promoted low-income children's number line estimation, magnitude comparison, numeral identification, and…

  19. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    ERIC Educational Resources Information Center

    Sato, Aiko; de Haan, Jonathan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…

  20. An Educational Board Game to Assist PharmD Students in Learning Autonomic Nervous System Pharmacology

    PubMed Central

    Tincher, Lindsay; Odeng-Otu, Emmanuel; Herdman, Michelle

    2015-01-01

    Objective. To examine whether playing a board game can assist PharmD students in learning autonomic nervous system (ANS) pharmacology. Design. Of 72 students enrolled in a required second-year pharmacology course, 22 students volunteered to play the board game, which was followed by an in-class examination consisting of 42 ANS questions (ANSQs) and 8 control questions (CTLQs). Participants were given a pretest and a posttest to assess immediate educational improvement. Participants’ scores for pretest, posttest, in-class examination, and ANSQs were compared. Also, scores for examination, ANSQs, and CTLQs were compared between board game participants (PART) and nonparticipating classmates (NPART). Assessment. Board game participants scored progressively higher between the pretest, posttest, examination, and ANSQs. Additionally, PART scores were higher than NPART scores for examination and ANSQs. Difference between PART and NPART CTLQ scores was not significant. Conclusion. A board game can assist PharmD students in learning ANS pharmacology. PMID:26689278

  1. To Determine the Effectiveness of Board Game Simulations in the Grade Five Social Studies Program. Final Report 80-7.

    ERIC Educational Resources Information Center

    Green, Vicki A.

    The report describes a study designed to ascertain the effectiveness of 12 board game simulations developed and used in a fifth grade Canadian history program. Questions examined include: 1) Does the use of board game simulations increase group participation and cultural, environmental, and historical awareness? 2) Does use of the games promote…

  2. Evaluation of the Scotland Against Drugs "Stepping Stones" Board Game. Research Report.

    ERIC Educational Resources Information Center

    Lowden, Kevin; Davidson, Paula

    The Stepping Stones board game has been developed as part of the Scotland Against Drugs School Program and is specifically intended for P1, P2 and P3 children and their parents. The game aims to promote discussion between parents and their children about early years drug education and health topics. Scotland Against Drugs (SAD) commissioned the…

  3. Learning Medical Microbiology and Infectious Diseases by Means of a Board Game: Can It Work?

    ERIC Educational Resources Information Center

    Struwig, Magdalena C.; Beylefeld, Adriana A.; Joubert, Georgina

    2014-01-01

    Innovative teaching and learning is increasingly becoming part of medical education. We report the evaluation of a medical microbiology board game, Med Micro Fun With Facts (MMFWF), based on Trivial Pursuit™ principles. The game was developed to stimulate medical students' interest in microbiology and expose students to the subject content of…

  4. Assessing the Difficulty Level of Math Board Games for Young Children

    ERIC Educational Resources Information Center

    Moomaw, Sally

    2015-01-01

    This study investigated differences in difficulty among three types of math board games used as curricular materials in some preschool classrooms. Difference in performance between low- and middle-income children on the three types of games was also explored. Children drew cards containing one to five large dots; they then attempted to place an…

  5. Teaching Validity and Soundness of Arguments Using the Board Game: "The Resistance"

    ERIC Educational Resources Information Center

    Thompson, Derek

    2015-01-01

    The primary goal of this paper is to highlight the possibilities and benefits of incorporating games into college mathematics classrooms. This is illustrated through the personal success of using the board game "The Resistance" to teach validity and soundness of arguments in a discrete mathematics course. Along the way, we will give some…

  6. The Use of Board Games in Child Psychotherapy

    ERIC Educational Resources Information Center

    Oren, Ayala

    2008-01-01

    Playing checkers, football or more recently, computer games, is an important part of the latency child's culture. The ability to play games demands a level of emotional development similar to that needed to cope with the emotional/developmental demands characteristic of latency. A game shared by the therapist and child provides a picture of the…

  7. A multimodal interface device for online board games designed for sight-impaired people.

    PubMed

    Caporusso, Nicholas; Mkrtchyan, Lusine; Badia, Leonardo

    2010-03-01

    Online games between remote opponents playing over computer networks are becoming a common activity of everyday life. However, computer interfaces for board games are usually based on the visual channel. For example, they require players to check their moves on a video display and interact by using pointing devices such as a mouse. Hence, they are not suitable for visually impaired people. The present paper discusses a multipurpose system that allows especially blind and deafblind people playing chess or other board games over a network, therefore reducing their disability barrier. We describe and benchmark a prototype of a special interactive haptic device for online gaming providing a dual tactile feedback. The novel interface of this proposed device is able to guarantee not only a better game experience for everyone but also an improved quality of life for sight-impaired people. PMID:19858031

  8. A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process

    NASA Technical Reports Server (NTRS)

    Wang, Yi; Tamai, Tetsuo

    2009-01-01

    Since the complexity of software systems continues to grow, most engineers face two serious problems: the state space explosion problem and the problem of how to debug systems. In this paper, we propose a game-theoretic approach to full branching time model checking on three-valued semantics. The three-valued models and logics provide successful abstraction that overcomes the state space explosion problem. The game style model checking that generates counter-examples can guide refinement or identify validated formulas, which solves the system debugging problem. Furthermore, output of our game style method will give significant information to engineers in detecting where errors have occurred and what the causes of the errors are.

  9. Using Games to Support the Curriculum: Getting Teachers on "Board"

    ERIC Educational Resources Information Center

    Crews, Annalisa

    2011-01-01

    Research supports the use of games in public, academic, and school libraries as a way to engage patrons and students, and to help develop important skills. Games provide stories and information, presented in a new format. They encourage critical thinking and problem solving and accomplish objectives of curriculum frameworks and meet AASL Standards…

  10. The Class-Wide Good Behavior Board Game

    ERIC Educational Resources Information Center

    Cipani, Ennio

    2010-01-01

    This paper describes the design and implementation of a class-wide behavior management system that is derived from the Good Behavior Game developed in the 1960s. The Good Behavior Game has several decades of empirical evidence demonstrating its efficacy in ameliorating many classroom problems. This management system can be used across a variety of…

  11. Early Childhood: Follow My Lead: A Science Board Game.

    ERIC Educational Resources Information Center

    Science and Children, 1985

    1985-01-01

    Two identical boards and sets of playing pieces can help teach science vocabulary while improving skills in observing, describing, giving clear and complete directions, and listening to and questioning those directions. Children or groups communicate without seeing each other's board. Examples of topics/board design and suggestions for teachers…

  12. The Role of Games and Simulations to Teach Abstract Concepts of Anarchy, Cooperation, and Conflict in World Politics

    ERIC Educational Resources Information Center

    McCarthy, Mary M.

    2014-01-01

    Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…

  13. You Sunk My Constitution: Using a Popular Off-the-Shelf Board Game to Simulate Political Concepts

    ERIC Educational Resources Information Center

    Bridge, Dave

    2014-01-01

    Using an example, this article demonstrates how instructors can make use of popular off-the-shelf board games to model politics. I show how the rules of the popular board game "Battleship" can be manipulated to simulate centralization of power and, more specifically, the differences between the Articles of Confederation and the…

  14. Playing Linear Number Board Games--but Not Circular Ones--Improves Low-Income Preschoolers' Numerical Understanding

    ERIC Educational Resources Information Center

    Siegler, Robert S.; Ramani, Geetha B.

    2009-01-01

    A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on knowledge of numerical magnitudes was predicted to be larger when the game was played with a linear board than with a…

  15. Using the Monopoly[R] Board Game as an In-Class Economic Simulation in the Introductory Financial Accounting Course

    ERIC Educational Resources Information Center

    Shanklin, Stephen B.; Ehlen, Craig R.

    2007-01-01

    This paper discusses using the Monopoly[R] board game as an economic simulation exercise to reinforce an understanding of how the accounting cycle impacts financial statements used to evaluate management performance. This approach uses the rules and strategies of a familiar board game to create a simulation of business and economic realities,…

  16. A Board Game about Space and Solar System for Primary School Students

    ERIC Educational Resources Information Center

    Kirikkaya, Esma Bulus; Iseri, Sebnem; Vurkaya, Gurbet

    2010-01-01

    Visual elements that used in lessons are necessary because they make learning more permanent. Also the visuals that used in evaluation part of the lesson should decrease the anxiety of students and provide them with correct evaluation. The board games among the visuals which can be used in evaluation part are quite effective for getting feedback…

  17. Using Angels and Devils: A Board Game Developed for Play in Nursing Homes.

    ERIC Educational Resources Information Center

    Corbin, Sandra; Nelson, Thomas M.

    1980-01-01

    Studied effects on nursing home residents playing a discussion-stimulating board game called "Angels and Devils." Results indicate a high incidence of sensory deprivation and social isolation effects. These do not correlate with length of institutionalization, amount of social contact, or degree of medical restriction. (Author)

  18. Children's Play Behavior During Board Game Play in Korea and America Kindergarten Classrooms

    ERIC Educational Resources Information Center

    Choi, Kee-Young

    2005-01-01

    This study explored Korean and American children's play behaviors during board games in a kindergarten classroom using an ethnographic approach. The Korean participants were 20 children and one teacher of one classroom at attached kindergarten of public elementary school. The American participants were 11 kindergarten children and one teacher from…

  19. Playing to Learn: A Qualitative Analysis of Bilingual Pupil-Pupil Talk during Board Game Play

    ERIC Educational Resources Information Center

    Smith, Heather

    2006-01-01

    This paper explores what happens when bilingual learners come together to play a board game specially designed to facilitate an interactive context in which the learning of English as a second or additional language is promoted. An example of the interactive behaviour of one group of bilingual learners is then presented in order to illustrate such…

  20. Modifying a Board Game To Foster Kindergartners' Logico-Mathematical Thinking.

    ERIC Educational Resources Information Center

    Kamii, Constance

    2003-01-01

    This article describes the modifications that 12 early childhood educators in Japan made to the Sorry! board game to encourage kindergartners' logico-mathematical thinking. Logico-mathematical knowledge is described as including classification, seriation, numerical relationships, spatial relationships, and temporal relationships. Examples of seven…

  1. Playing Linear Numerical Board Games Promotes Low-Income Children's Numerical Development

    ERIC Educational Resources Information Center

    Siegler, Robert S.; Ramani, Geetha B.

    2008-01-01

    The numerical knowledge of children from low-income backgrounds trails behind that of peers from middle-income backgrounds even before the children enter school. This gap may reflect differing prior experience with informal numerical activities, such as numerical board games. Experiment 1 indicated that the numerical magnitude knowledge of…

  2. 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…

  3. Playing the Board Game: An Empirical Analysis of University Trustee and Corporate Board Interlocks

    ERIC Educational Resources Information Center

    Pusser, Brian; Slaughter, Sheila; Thomas, Scott Loring

    2006-01-01

    This study empirically examines the changing nature of linkages between 20 of the United States's most productive research universities and the corporate world by comparing the number and nature of simultaneous memberships on the boards of trustees of these institutions and the boards of directors of some of the nation's largest corporate entities…

  4. Promoting Broad and Stable Improvements in Low-Income Children's Numerical Knowledge through Playing Number Board Games

    ERIC Educational Resources Information Center

    Ramani, Geetha B.; Siegler, Robert S.

    2008-01-01

    Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical…

  5. 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. PMID

  6. Teaching Young Children with Special Needs and Their Peers to Play Board Games: Effects of a Least to Most Prompting Procedure to Increase Independent Performance.

    PubMed

    Davis-Temple, Janet; Jung, Sunhwa; Sainato, Diane M

    2014-05-01

    We investigated the effects of a least to most prompting procedure on the performance of board game steps and game-related on-task behavior of young children with special needs and their typically developing peers. This study was conducted employing a concurrent multiple baseline design across participants. After teaching the board game steps using a systematic prompting strategy, the participants demonstrated increases in the performance of board game steps and game-related on-task behavior. In addition, the participants maintained high levels of performance and game-related on-task behavior during post-game training. The effects of teaching board games using prompting strategies, implications for practice, and areas for future study are presented. PMID:27019792

  7. Abstracts from the Research and Development Report Series, 1963-81. College Board Report No. 82-1.

    ERIC Educational Resources Information Center

    Hendel, Patricia K., Ed.

    A compilation of 109 abstracts from the "Research and Development Report Series," is presented based on R&D projects conducted during 1963-1981 by Educational Testing Service on behalf of the College Entrance Examination Board. Project titles and authors include the following: "The Effect of Special Preparation on SAT Verbal Scores" (Donald L.…

  8. A study on the effectiveness of task manager board game as a training tool in managing project

    NASA Astrophysics Data System (ADS)

    Yusof, Shahrul Azmi Mohd; Radzi, Shanizan Herman Md; Din, Sharifah Nadera Syed; Khalid, Nurhafizah

    2016-08-01

    Nowadays, games have become one of the useful tools in training. Many instructors choose to use games to enhance the way of delivering the subject. Failure to apply the suitable tool in training will lead to discouragement in learning and causing waste to the resources. An effective game will help the student understand the concept quickly. It can also help students to get involve in experiential learning where the student can manage and solve the problem as in the actual situation. This study will focus on the effectiveness of board game as a training tool for managing projects. This game has 4 tasks to be completed by students. They will be divided into a group of 4 or 5. Two methods are used in this study, pilot test, and post-test. These methods are chosen to analyze the effectiveness of using Task Manager Board Game as a teaching tool and the improvement of student's knowledge in project management. Three sub-components assessed were motivation, user experience and learning using case studies on Kirkpatrick's level one base on the perception of the students. The result indicated that the use of Task Manager board game as a training tool for managing project has a positive impact on students. It helps students to experience the situation of managing projects. It is one of the easiest ways for improving time management, human resources and communication skill.

  9. Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs--a randomized controlled trial.

    PubMed

    Karbownik, Michał S; Wiktorowska-Owczarek, Anna; Kowalczyk, Edward; Kwarta, Paulina; Mokros, Łukasz; Pietras, Tadeusz

    2016-04-01

    The effectiveness of an educational board game developed to teach the pharmacology of antimicrobial drugs to medical students was compared with the lecture-based seminar as a supplemental tool to improve short- and long-term knowledge retention and the perception of the learning method by students. A group of 124 students was randomized to board game and control groups. Short-term knowledge retention was assessed by comparing differences in post- and pre-tests scores, and long-term knowledge retention by comparing final examination scores. Both didactic methods seem to improve short-term knowledge retention to similar extent. Long-term knowledge retention of board game seminar participants was higher than those who attended the lecture-based seminar (ANCOVA, P = 0.035). The effect was most pronounced within 14 days after the intervention (ANOVA, P = 0.007). The board game was well perceived by the students. The board game seems to be a promising didactic tool, however, it should be further tested to assess its full educational utility. PMID:26912120

  10. An fMRI Study of the Impact of Block Building and Board Games on Spatial Ability.

    PubMed

    Newman, Sharlene D; Hansen, Mitchell T; Gutierrez, Arianna

    2016-01-01

    Previous studies have found that block play, board games, and puzzles result in better spatial ability. This study focused on examining the differential impact of structured block play and board games on spatial processing. Two groups of 8-year-old children were studied. One group participated in a five session block play training paradigm and the second group had a similar training protocol but played a word/spelling board game. A mental rotation task was assessed before and after training. The mental rotation task was performed during fMRI to observe the neural changes associated with the two play protocols. Only the block play group showed effects of training for both behavioral measures and fMRI measured brain activation. Behaviorally, the block play group showed improvements in both reaction time and accuracy. Additionally, the block play group showed increased involvement of regions that have been linked to spatial working memory and spatial processing after training. The board game group showed non-significant improvements in mental rotation performance, likely related to practice effects, and no training related brain activation differences. While the current study is preliminary, it does suggest that different "spatial" play activities have differential impacts on spatial processing with structured block play but not board games showing a significant impact on mental rotation performance. PMID:27621714

  11. An fMRI Study of the Impact of Block Building and Board Games on Spatial Ability

    PubMed Central

    Newman, Sharlene D.; Hansen, Mitchell T.; Gutierrez, Arianna

    2016-01-01

    Previous studies have found that block play, board games, and puzzles result in better spatial ability. This study focused on examining the differential impact of structured block play and board games on spatial processing. Two groups of 8-year-old children were studied. One group participated in a five session block play training paradigm and the second group had a similar training protocol but played a word/spelling board game. A mental rotation task was assessed before and after training. The mental rotation task was performed during fMRI to observe the neural changes associated with the two play protocols. Only the block play group showed effects of training for both behavioral measures and fMRI measured brain activation. Behaviorally, the block play group showed improvements in both reaction time and accuracy. Additionally, the block play group showed increased involvement of regions that have been linked to spatial working memory and spatial processing after training. The board game group showed non-significant improvements in mental rotation performance, likely related to practice effects, and no training related brain activation differences. While the current study is preliminary, it does suggest that different “spatial” play activities have differential impacts on spatial processing with structured block play but not board games showing a significant impact on mental rotation performance. PMID:27621714

  12. Quick concurrent responses to global and local cognitive information underlie intuitive understanding in board-game experts.

    PubMed

    Nakatani, Hironori; Yamaguchi, Yoko

    2014-01-01

    Experts have the superior cognitive capability of quickly understanding complex information in their domain; however, little is known about the neural processes underlying this ability. Here, using a board game named shogi (Japanese chess), we investigated the brain activity in expert players that was involved in their quick understanding of board-game patterns. The frontal area responded only to meaningful game positions, whereas the temporal area responded to both game and random positions with the same latency (200 ms). Subsequent to these quick responses, the temporal and parietal areas responded only to game positions, with a latency of 700 ms. During the responses, enhanced phase synchronization between these areas was observed. Thus, experts first responded to global cognitive information that was specific to game positions and to local cognitive information that was common to game and random positions concurrently. These types of information were integrated via neural synchronization at the posterior areas. As these properties were specific to experts, much of the experts' advantage in understanding game positions occurred within 1 s of perception. PMID:25081320

  13. Quick concurrent responses to global and local cognitive information underlie intuitive understanding in board-game experts

    PubMed Central

    Nakatani, Hironori; Yamaguchi, Yoko

    2014-01-01

    Experts have the superior cognitive capability of quickly understanding complex information in their domain; however, little is known about the neural processes underlying this ability. Here, using a board game named shogi (Japanese chess), we investigated the brain activity in expert players that was involved in their quick understanding of board-game patterns. The frontal area responded only to meaningful game positions, whereas the temporal area responded to both game and random positions with the same latency (200 ms). Subsequent to these quick responses, the temporal and parietal areas responded only to game positions, with a latency of 700 ms. During the responses, enhanced phase synchronization between these areas was observed. Thus, experts first responded to global cognitive information that was specific to game positions and to local cognitive information that was common to game and random positions concurrently. These types of information were integrated via neural synchronization at the posterior areas. As these properties were specific to experts, much of the experts' advantage in understanding game positions occurred within 1 s of perception. PMID:25081320

  14. WWC Quick Review of the Article "Promoting Broad and Stable Improvements in Low-Income Children's Numerical Knowledge Through Playing Number Board Games"

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2008

    2008-01-01

    This review examined a study designed to evaluate whether playing number board games improved numeracy skills of low-income preschoolers. The study included 136 pre-school children from 10 urban Head Start centers: 72 children were randomly selected to play a number board game with a trained experimenter; the remaining 64 children played a…

  15. Parkinsonian Balance Deficits Quantified Using a Game Industry Board and a Specific Battery of Four Paradigms

    PubMed Central

    Darbin, Olivier; Gubler, Coral; Naritoku, Dean; Dees, Daniel; Martino, Anthony; Adams, Elizabeth

    2016-01-01

    This study describes a cost-effective screening protocol for parkinsonism based on combined objective and subjective monitoring of balance function. Objective evaluation of balance function was performed using a game industry balance board and an automated analyses of the dynamic of the center of pressure in time, frequency, and non-linear domains collected during short series of stand up tests with different modalities and severity of sensorial deprivation. The subjective measurement of balance function was performed using the Dizziness Handicap Inventory questionnaire. Principal component analyses on both objective and subjective measurements of balance function allowed to obtained a specificity and selectivity for parkinsonian patients (vs. healthy subjects) of 0.67 and 0.71 respectively. The findings are discussed regarding the relevance of cost-effective balance-based screening system as strategy to meet the needs of broader and earlier screening for parkinsonism in communities with limited access to healthcare. PMID:27625601

  16. Parkinsonian Balance Deficits Quantified Using a Game Industry Board and a Specific Battery of Four Paradigms.

    PubMed

    Darbin, Olivier; Gubler, Coral; Naritoku, Dean; Dees, Daniel; Martino, Anthony; Adams, Elizabeth

    2016-01-01

    This study describes a cost-effective screening protocol for parkinsonism based on combined objective and subjective monitoring of balance function. Objective evaluation of balance function was performed using a game industry balance board and an automated analyses of the dynamic of the center of pressure in time, frequency, and non-linear domains collected during short series of stand up tests with different modalities and severity of sensorial deprivation. The subjective measurement of balance function was performed using the Dizziness Handicap Inventory questionnaire. Principal component analyses on both objective and subjective measurements of balance function allowed to obtained a specificity and selectivity for parkinsonian patients (vs. healthy subjects) of 0.67 and 0.71 respectively. The findings are discussed regarding the relevance of cost-effective balance-based screening system as strategy to meet the needs of broader and earlier screening for parkinsonism in communities with limited access to healthcare. PMID:27625601

  17. Using Commercial Games to Design Teacher-Made Games for the Mathematics Classroom.

    ERIC Educational Resources Information Center

    McBride, John W.; Lamb, Charles E.

    1991-01-01

    The use of commercial games to design and construct games to drill specific mathematics skills is discussed. Game types discussed include card games and board games. Two game boards adapted from "Chutes and Ladders" and "Battleship" are provided. (CW)

  18. Criticality: the experience of developing an interactive educational tool based on board games.

    PubMed

    Gibson, Vanessa; Douglas, Margaret

    2013-12-01

    Critical care services have seen many changes over recent years prompted by the seminal paper by the Department of Health (2000) Comprehensive critical care: A review of adult critical care services. This led to the expansion of critical care services with the resultant recruitment of large numbers of nurses new to critical care. Northumbria and other Universities within the UK were commissioned to provide formal education to critical care nurses and developed Foundations in Acute and Critical Care Module to provide nurses new to critical care, or from other acute clinical settings, with the knowledge and skills to manage this complex group of patients. The aim of this paper is to share the authors' experience of developing "Criticality" a board game designed to formatively assess learning amongst critical care nurses following a formal taught module in a Higher Education Institution (HEI) and prior to the summative assessment. Author experience suggests that Criticality is a useful revision tool and also fun and interactive which helped the students to identify strengths and weaknesses in their knowledge base and thus direct their revision prior to summative assessment. PMID:23462518

  19. Abstract Constructions.

    ERIC Educational Resources Information Center

    Pietropola, Anne

    1998-01-01

    Describes a lesson designed to culminate a year of eighth-grade art classes in which students explore elements of design and space by creating 3-D abstract constructions. Outlines the process of using foam board and markers to create various shapes and optical effects. (DSK)

  20. Games of Rapport.

    ERIC Educational Resources Information Center

    Corbin, Sandra J.

    1980-01-01

    Board games called Games of Rapport are being developed at the University of Alberta. The first, "Angels and Devils," is designed for play by nursing home residents. Results of a study involving "Angels and Devils" show that board games are useful in communicating rehabilitative objectives and sources of conflict. (Author/BEF)

  1. Fun & Games

    ERIC Educational Resources Information Center

    Jacobs, Amy; Kohl, Julie

    2007-01-01

    This article discusses how math skills, teamwork and higher-level thinking come together when students create strategic board games. In this article, the authors provide a glimpse of what it was like to be part of "To the Sun!," a game designed by students in the fifth-grade class at Olive Martin School in Lake Villa, IL. Students combined a math…

  2. 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…

  3. Wolf Trek Game.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

    Describes a learning center game which is designed to help elementary school students learn about wolves. Includes playing instructions, game board, and questions and answers. Also included is a record of wolf calls narrated by actor Robert Redford. (TW)

  4. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994

    SciTech Connect

    Bermann, M.; VanDevender, J.P.

    1994-08-01

    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 Electronic Industries Association. Almost all of the players were from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Four teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this industry concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  5. Leadership Abstracts, 1995.

    ERIC Educational Resources Information Center

    Johnson, Larry, Ed.

    1995-01-01

    The abstracts in this series provide two-page discussions of issues related to leadership, administration, and teaching in community colleges. The 12 abstracts for Volume 8, 1995, are: (1) "Redesigning the System To Meet the Workforce Training Needs of the Nation," by Larry Warford; (2) "The College President, the Board, and the Board Chair: A…

  6. Boards as Game Changers

    ERIC Educational Resources Information Center

    MacTaggart, Terry

    2011-01-01

    Many colleges and universities need to change, either to reverse a gentle glide into mediocrity or simply to survive intensifying competition. Trustees must better understand their institution's context and become more engaged in leading change, whatever form that change takes. By exerting the right pressures in the right ways at the right times,…

  7. The Acid Rain Game.

    ERIC Educational Resources Information Center

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  8. Indian & Metis Trivia Game.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

    This booklet consists of 220 questions about Native North Americans and Metis people that can be used as learning activities for elementary and secondary school students. Suggestions for using the questions include playing games in pairs or teams, locating resources to find answers to questions, playing trivia games and board games, and using…

  9. The Game of Hex

    ERIC Educational Resources Information Center

    Scott, Paul

    2007-01-01

    In this article, the author discusses the game of Hex, including its history, strategies and problems. Like all good games, the rules are very simple. Hex is played on a diamond shaped board made up of hexagons. It can be of any size, but an 11x11 board makes for a good game. Two opposite sides of the diamond are labelled "red," the other two…

  10. Austin Community College Video Game Development Certificate

    ERIC Educational Resources Information Center

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  11. Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior

    ERIC Educational Resources Information Center

    Peppler, Kylie; Danish, Joshua A.; Phelps, David

    2013-01-01

    Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…

  12. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    ERIC Educational Resources Information Center

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  13. Games Strategies: Gender Differences vs. Motivational Differences.

    ERIC Educational Resources Information Center

    Gower, Linda A.; And Others

    Rapoport and Chammah's (1965) Prisoner's Dilemma (PD) game research and Vinacke's (1959) parchisi board game research revealed that players used various strategies to reach their desired outcomes. The researchers ascribed the strategy variations to gender differences. A study was conducted which replicated Vinacke's parchisi board game and…

  14. Mathematical games in Europe around the year 1000

    NASA Astrophysics Data System (ADS)

    Silva, J. N.

    There are strong reasons to relate Gerbert with games as it is shown in my text "Teaching and playing 1000 years ago, Rithmomachia". This paper addresses the question: which board games could Gerbert have played? There are also astronomical games.

  15. Rules for the Predator Game: Coyotes and Their Ecosystems.

    ERIC Educational Resources Information Center

    Soltow, Willow

    1985-01-01

    Presents a game involving various changes in the population of coyotes through the seasons of the year. Rules, guidelines for student participation, a game board, and game cards (which may be reproduced for classroom use) are included. (DH)

  16. Gaming and "Functional Democracy".

    ERIC Educational Resources Information Center

    Goodman, F. L.

    An example of the way gaming can be used to bring attention to, and improve skills in, making democracy function better is presented. The game is played by seven people seated around two triangular playing boards; it involves making choices among least, intermediate, and most preferred alternatives, keeping the preferences of the majority in…

  17. Abstract Painting

    ERIC Educational Resources Information Center

    Henkes, Robert

    1978-01-01

    Abstract art provokes numerous interpretations, and as many misunderstandings. The adolescent reaction is no exception. The procedure described here can help the student to understand the abstract from at least one direction. (Author/RK)

  18. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    NASA Astrophysics Data System (ADS)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  19. “Polio Eradication” Game May Increase Public Interest in Global Health

    PubMed Central

    Barnabas, Ruanne V.; Rue, Tessa; Weisman, Jordan; Harris, Nathan A.; Orenstein, Walter A.

    2015-01-01

    Abstract Background: Interactive games that highlight global health challenges and solutions are a potential tool for increasing interest in global health. To test this hypothesis, we developed an interactive “Polio Eradication” (PE) game and evaluated whether playing or watching was associated with increased public interest in global health. Materials and Methods: The PE game is a life-size, human board game that simulates PE efforts. Four players—a researcher, a transportation expert, a local community coordinator, and a healthcare worker—collaborate as an interdisciplinary team to help limit ongoing and future polio outbreaks in Pakistan, represented on the game board. Participants who played or observed the game and those who did not participate in the game, but visited noninteractive global health exhibits, completed a survey on participation outcomes. We used relative risk regression to examine associations between cofactors and change in global health interest. Results: Three variables predicted increased global health interest among the game participants: Having little or no previous global health knowledge prior to playing the game (risk ratio [RR]=1.28; 95 percent confidence interval [CI], 1.13–1.45), not currently being involved in global health (RR=1.41; 95 percent CI, 1.07–1.85), and visiting Seattle (RR=1.25; 95 percent CI, 1.04–1.51). Conclusions: Our results suggest that a hands-on, interactive game may increase the public's interest in global health, particularly among those with minimal previous knowledge of or involvement in global health activities. PMID:26182064

  20. Studying the Elusive Experience in Pervasive Games

    ERIC Educational Resources Information Center

    Stenros, Jaakko; Waern, Annika; Montola, Markus

    2012-01-01

    Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…

  1. A European Profile of Games for Health.

    PubMed

    Baranowski, Moderator Tom; Coshott, Participants Richard; Michaelis, Ilja; Prins, Pier J M; Wiederhold, Brenda K

    2013-10-01

    October is time for the Games for Health Europe meeting in Amsterdam, The Netherlands. Games for Health Journal would like to highlight exciting developments in games for health in Europe by asking European members of our Editorial Board to comment on what developments they see. PMID:26196926

  2. Designing Mixed Reality Mobile Games for Crisis Management Training

    ERIC Educational Resources Information Center

    Di Loreto, Ines; Mora, Simone; Divitini, Monica

    2013-01-01

    Games for crisis management offer an interesting complement to traditional training. Experiments on their usage show that games can be promising tools able to address some of the limitations of traditional training. Also our first assessment with a board game for panic management shows that this particular kind of game could be useful for soft…

  3. Providing Referents for Sociological Concepts: Simulation Gaming

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.

    1978-01-01

    Explains how simulation games clarify the relationship between the abstractions of sociological theory and everyday experience. Illustrates cognitive and affective benefits of simulation by examining graduate students' reaction papers after playing a cultural awareness game. (Author/AV)

  4. Using Student-Made Games to Learn Mathematics

    ERIC Educational Resources Information Center

    Gallegos, Irene; Flores, Alfinio

    2010-01-01

    First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)

  5. The Use of Gaming Strategies in a Transcultural Setting.

    ERIC Educational Resources Information Center

    Gary, Rebecca; Marrone, Stephen; Boyles, Catherine

    1998-01-01

    Nurse educators in Saudi hospitals are challenged by diversity, language barriers, and alternative ways of knowing and learning. Gaming (Jeopardy!, puzzles, board games) provides flexibility and a nonthreatening atmosphere in which to mediate different communication patterns and learning styles. (SK)

  6. INVENTORY ABSTRACTION

    SciTech Connect

    G. Ragan

    2001-12-19

    The purpose of the inventory abstraction, which has been prepared in accordance with a technical work plan (CRWMS M&O 2000e for ICN 02 of the present analysis, and BSC 2001e for ICN 03 of the present analysis), is to: (1) Interpret the results of a series of relative dose calculations (CRWMS M&O 2000c, 2000f). (2) Recommend, including a basis thereof, a set of radionuclides that should be modeled in the Total System Performance Assessment in Support of the Site Recommendation (TSPA-SR) and the Total System Performance Assessment in Support of the Final Environmental Impact Statement (TSPA-FEIS). (3) Provide initial radionuclide inventories for the TSPA-SR and TSPA-FEIS models. (4) Answer the U.S. Nuclear Regulatory Commission (NRC)'s Issue Resolution Status Report ''Key Technical Issue: Container Life and Source Term'' (CLST IRSR) key technical issue (KTI): ''The rate at which radionuclides in SNF [spent nuclear fuel] are released from the EBS [engineered barrier system] through the oxidation and dissolution of spent fuel'' (NRC 1999, Subissue 3). The scope of the radionuclide screening analysis encompasses the period from 100 years to 10,000 years after the potential repository at Yucca Mountain is sealed for scenarios involving the breach of a waste package and subsequent degradation of the waste form as required for the TSPA-SR calculations. By extending the time period considered to one million years after repository closure, recommendations are made for the TSPA-FEIS. The waste forms included in the inventory abstraction are Commercial Spent Nuclear Fuel (CSNF), DOE Spent Nuclear Fuel (DSNF), High-Level Waste (HLW), naval Spent Nuclear Fuel (SNF), and U.S. Department of Energy (DOE) plutonium waste. The intended use of this analysis is in TSPA-SR and TSPA-FEIS. Based on the recommendations made here, models for release, transport, and possibly exposure will be developed for the isotopes that would be the highest contributors to the dose given a release to the

  7. Playful Gaming.

    ERIC Educational Resources Information Center

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  8. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  9. 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

  10. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  11. Playing Games in Class Helps Students Grasp Math

    ERIC Educational Resources Information Center

    Cavanagh, Sean

    2008-01-01

    This article highlights the study which illustrates how an age-old board games that incorporate numbers and counting have led to better understanding of numbers by young students. Few family rituals have as fixed a place in the American household, and in the popular imagination, as board games, those impromptu or regularly scheduled contests…

  12. It's Your Move: Offering Seminars to Teach Strategy Games.

    ERIC Educational Resources Information Center

    Moore, Rhonda Bodine

    1994-01-01

    Gifted elementary students at the Center for Gifted Education in Columbia, Missouri, participated in a seminar designed to teach them the fundamentals of chess and other strategy board games. Students learned that beginning chess is accessible to everyone, learned problem solving and concentration, and created their own strategy board games. (JDD)

  13. The GOOD-BYE TO DENGUE GAME: Debriefing Study

    ERIC Educational Resources Information Center

    Lennon, Jeffrey L.; Coombs, David W.

    2005-01-01

    This study examined the use of postgame debriefing of a health educational board game activity on dengue fever in a Filipino student population. The debriefing used a series of specific open-ended questions, exploring students' feelings about the game and game-related questionnaires, students' perceptions of important information about dengue from…

  14. Raoul Wallenberg in Budapest: The Human Rights Game.

    ERIC Educational Resources Information Center

    Kirman, Joseph M.

    1992-01-01

    Presents an educational game for helping secondary school students learn about the role of Raoul Wallenberg in protecting European Jews from Nazi abuse in Hungary. Explains game objectives, materials needed, and procedures. Includes a map of 1945 Budapest that serves as the game board. (SG)

  15. The Use of Gaming in a Dental Hygiene Review Course.

    ERIC Educational Resources Information Center

    Peterson, Charlotte A.; Mauriello, Sally M.; Caplan, Daniel J.

    2000-01-01

    Evaluated the effectiveness of gaming to create an interactive, stimulating learning environment as a review format for the Dental Hygiene National Board examination. Students (n=28) participated in either the gaming or a lecture review format. The gaming group scored higher on the exam on eight of 12 topics as well as on the case-based learning…

  16. 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…

  17. Simple games to illustrate Parrondo's paradox

    NASA Astrophysics Data System (ADS)

    Martin, Hal; von Baeyer, Hans Christian

    2004-05-01

    Parrondo's paradox is the proposition that two losing strategies can, by alternating randomly, produce a winner. R. D. Astumian has recently created a simple board game to illustrate this counterintuitive phenomenon. We prove that the inherent symmetry of Astumian's game prevents it from achieving its purpose, and suggest amended versions that do. We also display the additional paradoxical effect of two slow, losing games combining into a fast, winning one.

  18. The Food and Health Policy Game.

    ERIC Educational Resources Information Center

    Jones, Lesley

    1984-01-01

    Describes the Food and Health Policy Game, an educational board game designed primarily for community health physicians and health education officers, to show how a food and health policy might be implemented to promote healthy diets and preventive medicine by the National Health Service. (MBR)

  19. Geriatrix: A Role-Playing Game.

    ERIC Educational Resources Information Center

    Hoffman, Stephanie B.; And Others

    1985-01-01

    To sensitize medical students to the complexities of geriatric patient care, the geriatrics faculty of Upstate Medical Center's Clinical Campus developed Geriatrix, a role-playing game. Students attempt to win points in a board game containing Fact, Concept, and Crisis Squares. Crises promote exposure to ethical dilemmas and invite intense debate…

  20. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

  1. The Meeting of the Board.

    ERIC Educational Resources Information Center

    Hiller, Peter

    2001-01-01

    Discusses a project for seventh-grade students used as their final examinations in science and art. Explains that the students created a board game based on the school year's science curriculum. Highlights the goals for the projects that are reflected in the student evaluation form. (CMK)

  2. Combat games

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.; Heymann, M.; Rajan, N.

    1985-01-01

    A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.

  3. Annual Abstract Series of Educational Material.

    ERIC Educational Resources Information Center

    Shelesnyak, M. C., Ed.

    1980-01-01

    This is the fifth annual collection of abstracts of educational materials presented by the Educational Materials Review Board of the American Physiological Society under the direction of the Education Committee. The collection includes abstracts of articles, papers, textbooks, books, handbooks, and symposia which are valuable in teaching…

  4. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  5. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  6. Shorthand Games

    ERIC Educational Resources Information Center

    Dostal, June

    1973-01-01

    Games can be used to stimulate interest and to make learning shorthand fun. Suggested games include these: geographic shorthand rummy, shorthand concentration, shorthand baseball geography, shorthand geography spelldown, shorthand password, and shorthand hangman's bluff. (SC)

  7. [Game addiction].

    PubMed

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

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent. PMID:26394522

  8. Winter Games.

    ERIC Educational Resources Information Center

    Tarbuth, Lawson, Comp.

    Educators may find activities for indoor and outdoor winter programs in the games of the traditional Eskimo. These games are dominated by few-step operations and low level structural organization. For the most part they are quickly organized, begun, terminated, and ready to be recommenced. All types of games can be found, including quiet ones,…

  9. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

    In this article, the author discusses "Game Face: Life Lessons Across the Curriculum", a teaching kit that challenges assumptions and builds confidence. Game Face, which is derived from a book and art exhibition, "Game Face: What Does a Female Athlete Look Like?", uses layered and powerful images of women and girls participating in sports to teach…

  10. Adjusting game difficulty level through Formal Concept Analysis

    NASA Astrophysics Data System (ADS)

    Gómez-Martín, Marco A.; Gómez-Martín, Pedro P.; Gonzâlez-Calero, Pedro A.; Díaz-Agudo, Belén

    In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it, game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience. This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made prior the release of the game.

  11. School Media of 1987 Game.

    ERIC Educational Resources Information Center

    Wiseman, Molly J.

    The board game and discussion provided in this pamphlet are designed to encourage awareness of future possibilities in the use of school media, to illustrate to students how transmission of news may change in the next ten years and how news and information exchanges might be possible between schools, and to encourage decision making and active…

  12. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ... Approved Amendment to the Tribal-State Compact between the State of Oregon and the Cow Creek Band of Umpqua... engaging in Class III gaming activities on Indian lands. On July 12, 2012, the State of Oregon and the Cow... February 8, 2007. Amendment I re-configures the Board of Trustees of the Cow Creek Umpqua Indian...

  13. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values. PMID:16111624

  14. Using Learning Objects in Games

    NASA Astrophysics Data System (ADS)

    Minović, Miroslav; Milovanović, Miloš; Starcevic, Dusan

    Our research in game based learning area is moving from traditional web-based Learning Management Systems towards game-based Learning Management Systems, with the intention of integrating upsides of using games in university education. This paper gives insight in to our recent work in area of reusability of Learning Objects between web-based LMSs and game-based LMSs. One of the major issues was how to use classical Learning Objects in development of educational games. We decided to apply a Model Driven Approach to Learning Objects repurposing, which represents a two-step process. Web based Learning Object is transformed into more abstract model and then returned enriched with game specific attributes to a platform specific model. For that purpose we propose a new term Educational Game Learning Object (EGLO). Different games that use different environment and settings can simply reuse Educational Game Learning Objects. Another contribution of our work is a software tool that can be used to import, transform, edit and add metadata, store and export Learning Objects. Applicability of this approach is demonstrated in one simple example.

  15. Analysis of multifractal strengths in game behaviors

    NASA Astrophysics Data System (ADS)

    You, Cheol-Hwan; Lee, Dong-In; Kim, Kyungsik

    2015-05-01

    In this paper, we study the multifractal structure and its property from the number of end stones, which means the number of stones on the board at the end of a game, in the Baduk game. We mainly estimate the generalized Hurst exponent, the Renyi exponent, and the singularity spectrum for the time-series data of the number of end stones via multifractal detrended fluctuation analysis. For three segments, we mainly simulate and analyze the multifractal strength in Baduk games with four players. Particularly, the results obtained for games with four players are compared to each other and analyzed in detail.

  16. The Physiology Teacher: Abstracts of Educational Materials in Physiology

    ERIC Educational Resources Information Center

    Physiologist, 1978

    1978-01-01

    Presents the third annual collection of abstracts of educational materials presented by the Educational Materials Review Board of the American Physiological Society. Board members have submitted abstracts of review articles, papers, textbooks, books, manuals, handbooks and symposia which they have found valuable in teaching physiology. (Author/CP)

  17. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    PubMed

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed. PMID:18422407

  18. Your Move! A Manual on How to Make and Play Some Popular Non-Western Games for the Elementary Classroom.

    ERIC Educational Resources Information Center

    Nitta, Ray

    Ten games from non-Western countries are described, and directions for making the boards and pieces are given. Elementary-grade students can play all the games and one game can be played by preschoolers. Most involve moving pieces on a board in order to block or eliminate the opponent's pieces. The descriptions include comments about the makeup of…

  19. Piaget on Abstraction.

    ERIC Educational Resources Information Center

    Moessinger, Pierre; Poulin-Dubois, Diane

    1981-01-01

    Reviews and discusses Piaget's recent work on abstract reasoning. Piaget's distinction between empirical and reflective abstraction is presented; his hypotheses are considered to be metaphorical. (Author/DB)

  20. Game Time!

    ERIC Educational Resources Information Center

    Marek, Edmund; Howell, Beverly

    2006-01-01

    In this article, the authors present a classic playground game called "Sharks and Fishes" to introduce second- to fourth-grade students to the concept of "predation," or the relationships between a predator and its prey. By incorporating the game in a learning cycle on predation, students not only learn about predation in a memorable way, but they…

  1. Inuit Games.

    ERIC Educational Resources Information Center

    Keewatin Regional Education Authority, Rankin Inlet (Northwest Territories).

    The purpose of this publication is to record the traditional games played by the Inuit and to preserve a unique form of sports and recreation found in northern Canada. Written in English and Inupiaq, this manual contains descriptions of games played throughout the Arctic with special emphasis on the Keewatin Region, suggestions for teaching Inuit…

  2. Stochastic games

    PubMed Central

    Solan, Eilon; Vieille, Nicolas

    2015-01-01

    In 1953, Lloyd Shapley contributed his paper “Stochastic games” to PNAS. In this paper, he defined the model of stochastic games, which were the first general dynamic model of a game to be defined, and proved that it admits a stationary equilibrium. In this Perspective, we summarize the historical context and the impact of Shapley’s contribution. PMID:26556883

  3. Epistemic Games

    ERIC Educational Resources Information Center

    Shaffer, David Williamson

    2005-01-01

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

  4. Game On!

    ERIC Educational Resources Information Center

    Deubel, Patricia

    2006-01-01

    This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…

  5. Journey to Egypt: A Board Game

    ERIC Educational Resources Information Center

    Selvidge, Ellen

    2006-01-01

    This author describes how her elementary students first became interested in studying ancient Egypt. Her students' interest in the ancient Egyptian studies began when a student checked out a library book on Egyptology that contained colorful images and was soon swarmed by interested classmates. Many of her students began practicing writing…

  6. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  7. Using educational games to engage students in veterinary basic sciences.

    PubMed

    Buur, Jennifer L; Schmidt, Peggy L; Barr, Margaret C

    2013-01-01

    Educational games are an example of an active learning teaching technique based on Kolb's learning cycle. We have designed multiple games to provide concrete experiences for social groups of learners in the basic sciences. "Antimicrobial Set" is a card game that illustrates global patterns in antimicrobial therapy. "SHOCK!" is a card game designed to enhance student understanding of the four types of hypersensitivity reactions. After each game is played, students undergo a structured debriefing session with faculty members to further enhance their self-reflective skills. "Foodborne Outbreak Clue" utilizes the famous Parker Brothers® board game as a means to practice skills associated with outbreak investigation and risk assessment. This game is used as a review activity and fun application of epidemiologic concepts. Anecdotal feedback from students suggests that they enjoyed the activities. Games such as these can be easily implemented in large- or small-group settings and can be adapted to other disciplines as needed. PMID:23975070

  8. Conference Abstracts: Computers in Physics Instruction.

    ERIC Educational Resources Information Center

    Baird, William E.

    1989-01-01

    Provides selected abstracts from the Computers in Physics Instruction conference held on August 1-5, 1988. Topics include: wave and particle motion, the CT programing language, microcomputer-based laboratories, student written simulations, concept maps, summer institutes, computer bulletin boards, interactive video, and videodisks. (MVL)

  9. The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals

    PubMed Central

    Domahidi, Emese; Quandt, Thorsten

    2014-01-01

    Abstract Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones. PMID:24660878

  10. Integration of Games, Music, and Role-Playing into Your ESL Classroom

    ERIC Educational Resources Information Center

    Hauptman, Philip C.

    1976-01-01

    Problem-solving is a necessary stage for all learning. Students who are learning English must pass through such a stage. The teacher must isolate problem-solving activities for use in the classroom. Role-playing, music and games (language puzzles, verbal or board games, action games) are suitable activities. (CFM)

  11. The Game of Late Life: A Novel Education Activity for the Psychology of Ageing

    ERIC Educational Resources Information Center

    Brinker, Jay K.; Roberts, Pamela; Radnidge, Belinda

    2014-01-01

    This article describes the development and evaluation of The Game of Late Life--a novel education activity for the psychology of ageing. The game was designed to provide transformational learning where students imagine themselves as older adults and move through late life via a game board, encountering various life events along the way. One of the…

  12. Active Gaming: Is "Virtual" Reality Right for Your Physical Education Program?

    ERIC Educational Resources Information Center

    Hansen, Lisa; Sanders, Stephen W.

    2012-01-01

    Active gaming is growing in popularity and the idea of increasing children's physical activity by using technology is largely accepted by physical educators. Teachers nationwide have been providing active gaming equipment such as virtual bikes, rhythmic dance machines, virtual sporting games, martial arts simulators, balance boards, and other…

  13. Periodic Table Target: A Game that Introduces the Biological Significance of Chemical Element Periodicity

    ERIC Educational Resources Information Center

    Sevcik, Richard S.; McGinty, Ragan L.; Schultz, Linda D.; Alexander, Susan V.

    2008-01-01

    Periodic Table Target, a game for middle school or high school students, familiarizes students with the form of the periodic table and the biological significance of different elements. The Periodic Table Target game board is constructed as a class project, and the game is played to reinforce the content. Students are assigned several elements…

  14. Designing Educational Software with Students through Collaborative Design Games: The We!Design&Play Framework

    ERIC Educational Resources Information Center

    Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A.

    2011-01-01

    In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…

  15. Games Children Play: Playthings as User Friendly Aids for Learning in Art Appreciation.

    ERIC Educational Resources Information Center

    Payne, Margaret

    1993-01-01

    Elementary school art history lessons may be aided by the use of everyday games and playthings, such as jigsaw puzzles, board games, card games, puppets, and dolls, that have been altered to include an art history overlay. Such activities should help children better understand art and encourage them to talk about art. Specific examples of such…

  16. "Discovering the Cell": An Educational Game about Cell and Molecular Biology

    ERIC Educational Resources Information Center

    Spiegel, Carolina N.; Alves, Gutemberg G.; Cardona, Tania da S.; Melim, Leandra M. C.; Luz, Mauricio R. M. P.; Araujo-Jorge, Tania C.; Henriques-Pons, Andrea

    2008-01-01

    The role of games within education becomes clearer as students become more active and are able to take decisions, solve problems and react to the results of those decisions. The educational board game "Discovering the Cell" ("Celula Adentro"), is based on problem-solving learning. This investigative game attempts to stimulate reasoning and…

  17. Game of Childhood Diseases. Technical Note No. 23.

    ERIC Educational Resources Information Center

    Bialosiewicz, Frank; Burns, Julie

    Designed to create an awareness of health problems among children in Third World settings, the board game uses simulation and role playing to help participants identify the symptoms and consequences of six childhood diseases preventable by vaccination: measles, whooping cough, tetanus, diphtheria, polio, and tuberculosis. The game also helps…

  18. Design a Recycling Game! Grades 3-5.

    ERIC Educational Resources Information Center

    Rushton, Erik; Ryan, Emily; Swift, Charles

    Earth is running out of space in landfills and non-renewable resources are being depleted. In this activity, students address the question, "How can we reuse some of our garbage so that we begin to throw away less?" Students brainstorm ideas for an effective board game format and design a game in which players try to come up with alternative uses…

  19. DEVELOPMENT MONOPOLY: A Simulation Game on Poverty and Inequality

    ERIC Educational Resources Information Center

    Ansoms, An; Geenen, Sara

    2012-01-01

    DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…

  20. First Graders' Interpersonal Understanding during Cooperative and Competitive Games

    ERIC Educational Resources Information Center

    Zan, Betty; Hildebrandt, Carolyn

    2003-01-01

    Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted…

  1. Authentic Design in Gaming: Changing the Rules of Play

    ERIC Educational Resources Information Center

    Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C.

    2013-01-01

    The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…

  2. Enhancing Learning through an Online Secondary School Educational Game

    ERIC Educational Resources Information Center

    Kaufman, David; Sauve, Louise; Renaud, Lise

    2011-01-01

    This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! (Asthma: 1,2,3 ... Breath!)", created by adapting the popular board game "Parcheesi", and intended…

  3. Night Games.

    ERIC Educational Resources Information Center

    Steinbach, Paul

    2001-01-01

    Discusses how to control sports facility outdoor lighting during night games. Different lighting techniques are explored for keeping lighting inside the stadium and not disturb the surrounding community. (GR)

  4. Game Proof.

    ERIC Educational Resources Information Center

    Mitchell, John

    1980-01-01

    The author argues that adult society prohibits adolescents from attaining maturity and that, in response to such constraints, adolescents turn to games, rituals, and charades. This state of affairs is viewed as an implicit adult conspiracy against adolescents. (DB)

  5. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    ERIC Educational Resources Information Center

    MCKENNEY, JAMES L.

    THE PRESENT HARVARD BUSINESS SCHOOL MANAGEMENT SIMULATION GAME WAS DEVELOPED AS A TEACHING DEVICE FOR CLASSES OF 20 OR MORE STUDENTS GROUPED INTO FOUR- AND FIVE-MAN TEAMS CALLED "FIRMS." EACH FIRM COMPETES WITH OTHERS IN AN "INDUSTRY," AN ECONOMIC ABSTRACTION OF A CONSUMER GOODS MARKET PROGRAMED TO BE SIMULATED ON AN ELECTRONIC DIGITAL COMPUTER.…

  6. Cluster dimensionality in the game of Go

    NASA Astrophysics Data System (ADS)

    Yang, Z. J.; Yao, Jie

    1991-09-01

    Go is a very popular and highly sophisticated game invented by Chinese thousands of years ago. Two players (playing black and white) have a game on a two-dimensional 19 × 19 lattice board. The players alternate and put their stones one by one on the Go board. Each of the players tries to capture his opponent's stones, and defends his own stones by constructing his territories and “eyes”. Thus Go is also an invading and self-organizing game. By using box-counting, the cluster dimensionalities of some typical completed games, performed by professional players, have been calculated and reported in this letter. Differing from the clusters of random site percolation (RSP), the clusters of the Go games show highly connected and correlated behavior. Usually, a spanning cluster can be constructed at the end for a completed game even though the concentration p (∼0.5 defined as the quotient of the number of the black (white) stones in controlled areas divided by 361) is very far from the site percolation threshold p c (=0.592746…). The present results show that, for the completed games, the cluster dimensionality of the Go is in a range of 1.8-1.9, which is close to the fractal dimensionality of the largest RSP cluster (∼1.85 at pc) obtained in 2D 20 × 20 lattices.

  7. Annual Conference Abstracts

    ERIC Educational Resources Information Center

    Engineering Education, 1975

    1975-01-01

    Papers abstracted represent those submitted to the distribution center at the 83rd American Society for Engineering Education Convention. Abstracts are grouped under headings corresponding to the main topic of the paper. (Editor/CP)

  8. Models of Games Education.

    ERIC Educational Resources Information Center

    Werner, Peter; Almond, Len

    1990-01-01

    Physical educators should be selective in deciding what games to include in the games curriculum. Several theoretical frameworks for selecting and teaching games are discussed, and a framework for developing a well-balanced games program is suggested. (IAH)

  9. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. PMID:26304308

  10. Abstraction and Consolidation

    ERIC Educational Resources Information Center

    Monaghan, John; Ozmantar, Mehmet Fatih

    2006-01-01

    The framework for this paper is a recently developed theory of abstraction in context. The paper reports on data collected from one student working on tasks concerned with absolute value functions. It examines the relationship between mathematical constructions and abstractions. It argues that an abstraction is a consolidated construction that can…

  11. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation

    PubMed Central

    Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D.

    2013-01-01

    Abstract Objective The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. Subjects and Methods We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. Results The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with

  12. Abstraction and Problem Reformulation

    NASA Technical Reports Server (NTRS)

    Giunchiglia, Fausto

    1992-01-01

    In work done jointly with Toby Walsh, the author has provided a sound theoretical foundation to the process of reasoning with abstraction (GW90c, GWS9, GW9Ob, GW90a). The notion of abstraction formalized in this work can be informally described as: (property 1), the process of mapping a representation of a problem, called (following historical convention (Sac74)) the 'ground' representation, onto a new representation, called the 'abstract' representation, which, (property 2) helps deal with the problem in the original search space by preserving certain desirable properties and (property 3) is simpler to handle as it is constructed from the ground representation by "throwing away details". One desirable property preserved by an abstraction is provability; often there is a relationship between provability in the ground representation and provability in the abstract representation. Another can be deduction or, possibly inconsistency. By 'throwing away details' we usually mean that the problem is described in a language with a smaller search space (for instance a propositional language or a language without variables) in which formulae of the abstract representation are obtained from the formulae of the ground representation by the use of some terminating rewriting technique. Often we require that the use of abstraction results in more efficient .reasoning. However, it might simply increase the number of facts asserted (eg. by allowing, in practice, the exploration of deeper search spaces or by implementing some form of learning). Among all abstractions, three very important classes have been identified. They relate the set of facts provable in the ground space to those provable in the abstract space. We call: TI abstractions all those abstractions where the abstractions of all the provable facts of the ground space are provable in the abstract space; TD abstractions all those abstractions wllere the 'unabstractions' of all the provable facts of the abstract space are

  13. Abstraction in mathematics.

    PubMed

    Ferrari, Pier Luigi

    2003-07-29

    Some current interpretations of abstraction in mathematical settings are examined from different perspectives, including history and learning. It is argued that abstraction is a complex concept and that it cannot be reduced to generalization or decontextualization only. In particular, the links between abstraction processes and the emergence of new objects are shown. The role that representations have in abstraction is discussed, taking into account both the historical and the educational perspectives. As languages play a major role in mathematics, some ideas from functional linguistics are applied to explain to what extent mathematical notations are to be considered abstract. Finally, abstraction is examined from the perspective of mathematics education, to show that the teaching ideas resulting from one-dimensional interpretations of abstraction have proved utterly unsuccessful. PMID:12903658

  14. The game of go as a complex network

    NASA Astrophysics Data System (ADS)

    Georgeot, Bertrand; Giraud, Olivier; Kandiah, Vivek

    2014-03-01

    We have studied the game of go, one of the most ancient and complex board games, from a complex network perspective. We have defined a proper categorization of moves taking into account the local environment, and shown that in this case Zipf's law emerges from data taken from real games. The network shows differences between professional and amateur games, different level of amateurs, or different phases of the game. Certain eigenvectors are localized on specific groups of moves which correspond to different strategies (communities of moves). The point of view developed should allow to better modelize such games and could also help to design simulators which could in the future beat good human players. Our approach could be used for other types of games, and in parallel shed light on the human decision making process.

  15. Loving Those Abstracts

    ERIC Educational Resources Information Center

    Stevens, Lori

    2004-01-01

    The author describes a lesson she did on abstract art with her high school art classes. She passed out a required step-by-step outline of the project process. She asked each of them to look at abstract art. They were to list five or six abstract artists they thought were interesting, narrow their list down to the one most personally intriguing,…

  16. Enhancing board effectiveness.

    PubMed

    Curran, Connie R; Totten, Mary K

    2010-01-01

    Like any other job, board work is associated with specific competencies. Competencies are the combination of knowledge, skills, personal characteristics, and behaviors needed to perform a job or task effectively. Boards are only as strong as their weakest member. Board education should focus on improving the knowledge and skills of the board and individual members and on overall board performance. Assessment of individual board member performance is designed to evaluate the trustee's knowledge of board roles and responsibilities and the expectations of board members. Board effectiveness is built through competency-based board member recruitment and selection; board member education and development; and evaluation of board, board member, and meeting performance. PMID:21291066

  17. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  18. Community Development Abstracts.

    ERIC Educational Resources Information Center

    Agency for International Development (Dept. of State), Washington, DC.

    This volume of 1,108 abstracts summarizes the majority of important works on community development during the last ten years. Part I contains abstracts of periodical literature and is classified into 19 sections, including general history, communications, community and area studies, decision-making, leadership, migration and settlement, social…

  19. Leadership Abstracts, Volume 10.

    ERIC Educational Resources Information Center

    Milliron, Mark D., Ed.

    1997-01-01

    The abstracts in this series provide brief discussions of issues related to leadership, administration, professional development, technology, and education in community colleges. Volume 10 for 1997 contains the following 12 abstracts: (1) "On Community College Renewal" (Nathan L. Hodges and Mark D. Milliron); (2) "The Community College Niche in a…

  20. Has Abstractness Been Resolved?

    ERIC Educational Resources Information Center

    Al-Omoush, Ahmad

    1989-01-01

    A discussion focusing on the abstractness of analysis in phonology, debated since the 1960s, describes the issue, reviews the literature on the subject, cites specific natural language examples, and examines the extent to which the issue has been resolved. An underlying representation is said to be abstract if it is different from the derived one,…

  1. Designing for Mathematical Abstraction

    ERIC Educational Resources Information Center

    Pratt, Dave; Noss, Richard

    2010-01-01

    Our focus is on the design of systems (pedagogical, technical, social) that encourage mathematical abstraction, a process we refer to as "designing for abstraction." In this paper, we draw on detailed design experiments from our research on children's understanding about chance and distribution to re-present this work as a case study in designing…

  2. Knowledge-Based Abstracting.

    ERIC Educational Resources Information Center

    Black, William J.

    1990-01-01

    Discussion of automatic abstracting of technical papers focuses on a knowledge-based method that uses two sets of rules. Topics discussed include anaphora; text structure and discourse; abstracting techniques, including the keyword method and the indicator phrase method; and tools for text skimming. (27 references) (LRW)

  3. Paper Abstract Animals

    ERIC Educational Resources Information Center

    Sutley, Jane

    2010-01-01

    Abstraction is, in effect, a simplification and reduction of shapes with an absence of detail designed to comprise the essence of the more naturalistic images being depicted. Without even intending to, young children consistently create interesting, and sometimes beautiful, abstract compositions. A child's creations, moreover, will always seem to…

  4. Is It Really Abstract?

    ERIC Educational Resources Information Center

    Kernan, Christine

    2011-01-01

    For this author, one of the most enjoyable aspects of teaching elementary art is the willingness of students to embrace the different styles of art introduced to them. In this article, she describes a project that allows upper-elementary students to learn about abstract art and the lives of some of the master abstract artists, implement the idea…

  5. Journalism Abstracts. Vol. 15.

    ERIC Educational Resources Information Center

    Popovich, Mark N., Ed.

    This book, the fifteenth volume of an annual publication, contains 373 abstracts of 52 doctoral and 321 master's theses from 50 colleges and universities. The abstracts are arranged alphabetically by author, with the doctoral dissertations appearing first. These cover such topics as advertising, audience analysis, content analysis of news issues…

  6. Leadership Abstracts, 1996.

    ERIC Educational Resources Information Center

    Johnson, Larry, Ed.

    1996-01-01

    The abstracts in this series provide two-page discussions of issues related to leadership, administration, professional development, technology, and education in community colleges. Volume 9 for 1996 includes the following 12 abstracts: (1) "Tech-Prep + School-To-Work: Working Together To Foster Educational Reform," (Roderick F. Beaumont); (2)…

  7. Mathematical Abstraction through Scaffolding

    ERIC Educational Resources Information Center

    Ozmantar, Mehmet Fatih; Roper, Tom

    2004-01-01

    This paper examines the role of scaffolding in the process of abstraction. An activity-theoretic approach to abstraction in context is taken. This examination is carried out with reference to verbal protocols of two 17 year-old students working together on a task connected to sketching the graph of |f|x|)|. Examination of the data suggests that…

  8. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder

    PubMed Central

    Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-01-01

    Abstract This article examines recent combat veterans' experiences of “first-person shooter” (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology. PMID:26182214

  9. Abstract coherent categories.

    PubMed

    Rehder, B; Ross, B H

    2001-09-01

    Many studies have demonstrated the importance of the knowledge that interrelates features in people's mental representation of categories and that makes our conception of categories coherent. This article focuses on abstract coherent categories, coherent categories that are also abstract because they are defined by relations independently of any features. Four experiments demonstrate that abstract coherent categories are learned more easily than control categories with identical features and statistical structure, and also that participants induced an abstract representation of the category by granting category membership to exemplars with completely novel features. The authors argue that the human conceptual system is heavily populated with abstract coherent concepts, including conceptions of social groups, societal institutions, legal, political, and military scenarios, and many superordinate categories, such as classes of natural kinds. PMID:11550753

  10. Abstract Datatypes in PVS

    NASA Technical Reports Server (NTRS)

    Owre, Sam; Shankar, Natarajan

    1997-01-01

    PVS (Prototype Verification System) is a general-purpose environment for developing specifications and proofs. This document deals primarily with the abstract datatype mechanism in PVS which generates theories containing axioms and definitions for a class of recursive datatypes. The concepts underlying the abstract datatype mechanism are illustrated using ordered binary trees as an example. Binary trees are described by a PVS abstract datatype that is parametric in its value type. The type of ordered binary trees is then presented as a subtype of binary trees where the ordering relation is also taken as a parameter. We define the operations of inserting an element into, and searching for an element in an ordered binary tree; the bulk of the report is devoted to PVS proofs of some useful properties of these operations. These proofs illustrate various approaches to proving properties of abstract datatype operations. They also describe the built-in capabilities of the PVS proof checker for simplifying abstract datatype expressions.

  11. Grammar Games

    ERIC Educational Resources Information Center

    Brown, Kim

    2004-01-01

    The mere mention of a grammar lesson can set students' eyes rolling. The fun activities described in this article can turn those blank looks into smiles. Here, the author presents grammar games namely: (1) noun tennis; (2) the minister's cat; (3) kids take action; (4) what's my adverb?; (5) and then I saw...; and (6) grammar sing-along.

  12. Night Games.

    ERIC Educational Resources Information Center

    Jefferson, Bob; Hall, Jan D.

    1992-01-01

    Installation of a new metal halide lighting system at an old athletic high school stadium serving the Red Lion School District in Pennsylvania made night games possible. Community members raised funds for the installation. Because of increased attendance, the district made a $10,000 profit. Provides facts and figures on the stadium lighting. (MLF)

  13. Evil games.

    PubMed

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra. PMID:20481069

  14. Games & Icebreakers.

    ERIC Educational Resources Information Center

    National Energy Education Development Project, Reston, VA.

    This booklet contains activities related to energy conservation and sources of energy that are suitable for groups containing people of different ages. The activities promote brainstorming, group sharing, and cooperative learning. Activities include: Energy Name Game; Energy Pantomime; Energy Source Relay Race; Energy Chants; This Week in Energy…

  15. Math Games

    ERIC Educational Resources Information Center

    Lorenzi, Natalie

    2012-01-01

    Math games bring out kids' natural love of numbers. Yet in the waning days of school, students can't wait for that final bell to ring. Each summer, most students lose about two months of mathematical computation skills. So how do teachers keep their students focused on math up till the end? Before sending them off for the summer, get them hooked…

  16. 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)

  17. Abstract Interpreters for Free

    NASA Astrophysics Data System (ADS)

    Might, Matthew

    In small-step abstract interpretations, the concrete and abstract semantics bear an uncanny resemblance. In this work, we present an analysis-design methodology that both explains and exploits that resemblance. Specifically, we present a two-step method to convert a small-step concrete semantics into a family of sound, computable abstract interpretations. The first step re-factors the concrete state-space to eliminate recursive structure; this refactoring of the state-space simultaneously determines a store-passing-style transformation on the underlying concrete semantics. The second step uses inference rules to generate an abstract state-space and a Galois connection simultaneously. The Galois connection allows the calculation of the "optimal" abstract interpretation. The two-step process is unambiguous, but nondeterministic: at each step, analysis designers face choices. Some of these choices ultimately influence properties such as flow-, field- and context-sensitivity. Thus, under the method, we can give the emergence of these properties a graph-theoretic characterization. To illustrate the method, we systematically abstract the continuation-passing style lambda calculus to arrive at two distinct families of analyses. The first is the well-known k-CFA family of analyses. The second consists of novel "environment-centric" abstract interpretations, none of which appear in the literature on static analysis of higher-order programs.

  18. Teaching Using Computer Games

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  19. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  20. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  1. 25 CFR 542.33 - What are the minimum internal control standards for surveillance for Tier B gaming operations?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... strive to ensure staff is trained in the use of the equipment, knowledge of the games, and house rules... record the game board and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (k) Card games. The surveillance system shall monitor and...

  2. 25 CFR 542.43 - What are the minimum internal control standards for surveillance for a Tier C gaming operation?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... surveillance system that enable surveillance personnel to observe the table games remaining open for play and... of the equipment, knowledge of the games, and house rules. (h) Each camera required by the standards...) The surveillance system shall monitor and record the game board and the activities of the...

  3. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  4. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... trained in the use of the equipment, knowledge of the games, and house rules. (f) Each camera required by... game board, and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the...

  5. 25 CFR 542.33 - What are the minimum internal control standards for surveillance for Tier B gaming operations?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... strive to ensure staff is trained in the use of the equipment, knowledge of the games, and house rules... record the game board and the activities of the employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (k) Card games. The surveillance system shall monitor and...

  6. 25 CFR 542.43 - What are the minimum internal control standards for surveillance for a Tier C gaming operation?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... surveillance system that enable surveillance personnel to observe the table games remaining open for play and... of the equipment, knowledge of the games, and house rules. (h) Each camera required by the standards...) The surveillance system shall monitor and record the game board and the activities of the...

  7. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... game board, and the activities of the employees responsible for drawing, calling, and entering the... in each keno game area, and be capable of identifying the employees performing the different... the configuration of wagers, card values, and game outcome. (iii) One (1) dedicated camera per...

  8. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... game board, and the activities of the employees responsible for drawing, calling, and entering the... in each keno game area, and be capable of identifying the employees performing the different... the configuration of wagers, card values, and game outcome. (iii) One (1) dedicated camera per...

  9. Abstracts of SIG Sessions.

    ERIC Educational Resources Information Center

    Proceedings of the ASIS Annual Meeting, 1997

    1997-01-01

    Presents abstracts of SIG Sessions. Highlights include digital collections; information retrieval methods; public interest/fair use; classification and indexing; electronic publication; funding; globalization; information technology projects; interface design; networking in developing countries; metadata; multilingual databases; networked…

  10. Automatic Abstraction in Planning

    NASA Technical Reports Server (NTRS)

    Christensen, J.

    1991-01-01

    Traditionally, abstraction in planning has been accomplished by either state abstraction or operator abstraction, neither of which has been fully automatic. We present a new method, predicate relaxation, for automatically performing state abstraction. PABLO, a nonlinear hierarchical planner, implements predicate relaxation. Theoretical, as well as empirical results are presented which demonstrate the potential advantages of using predicate relaxation in planning. We also present a new definition of hierarchical operators that allows us to guarantee a limited form of completeness. This new definition is shown to be, in some ways, more flexible than previous definitions of hierarchical operators. Finally, a Classical Truth Criterion is presented that is proven to be sound and complete for a planning formalism that is general enough to include most classical planning formalisms that are based on the STRIPS assumption.

  11. 1971 Annual Conference Abstracts

    ERIC Educational Resources Information Center

    Journal of Engineering Education, 1971

    1971-01-01

    Included are 112 abstracts listed under headings such as: acoustics, continuing engineering studies, educational research and methods, engineering design, libraries, liberal studies, and materials. Other areas include agricultural, electrical, mechanical, mineral, and ocean engineering. (TS)

  12. 2016 ACPA MEETING ABSTRACTS.

    PubMed

    2016-07-01

    The peer-reviewed abstracts presented at the 73rd Annual Meeting of the ACPA are published as submitted by the authors. For financial conflict of interest disclosure, please visit http://meeting.acpa-cpf.org/disclosures.html. PMID:27447885

  13. Abstracts of contributed papers

    SciTech Connect

    Not Available

    1994-08-01

    This volume contains 571 abstracts of contributed papers to be presented during the Twelfth US National Congress of Applied Mechanics. Abstracts are arranged in the order in which they fall in the program -- the main sessions are listed chronologically in the Table of Contents. The Author Index is in alphabetical order and lists each paper number (matching the schedule in the Final Program) with its corresponding page number in the book.

  14. Situating Programming Abstractions in a Constructionist Video Game

    ERIC Educational Resources Information Center

    Weintrop, David; Wilensky, Uri

    2014-01-01

    Research on the effectiveness of introductory programming environments often relies on post-test measures and attitudinal surveys to support its claims; but such instruments lack the ability to identify any explanatory mechanisms that can account for the results. This paper reports on a study designed to address this issue. Using Noss and Hoyles'…

  15. Quantum computer games: quantum minesweeper

    NASA Astrophysics Data System (ADS)

    Gordon, Michal; Gordon, Goren

    2010-07-01

    The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical minesweeper the goal of the game is to discover all the mines laid out on a board without triggering them, in the quantum version there are several classical boards in superposition. The goal is to know the exact quantum state, i.e. the precise layout of all the mines in all the superposed classical boards. The player can perform three types of measurement: a classical measurement that probabilistically collapses the superposition; a quantum interaction-free measurement that can detect a mine without triggering it; and an entanglement measurement that provides non-local information. The application of the concepts taught by quantum minesweeper to one-way quantum computing are also presented.

  16. The Green Revolution Game.

    ERIC Educational Resources Information Center

    Corbridge, Stuart

    1985-01-01

    The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)

  17. Proceedings of the Full Board Meeting (Ustaoset, Norway, June 1972).

    ERIC Educational Resources Information Center

    International Council of Scientific Unions, Paris (France). Abstracting Board.

    The proceedings of the 1972 full board meeting of the International Council of Scientific Unions Abstracting Board (ICSU AB) held in Ustaoset, Norway are contained in this volume. The first part of the Proceedings is a detailed description of the activities of the Board. Activities of ICSU AB Member Unions and Member Countries in all aspects of…

  18. Computer Games and Instruction

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  19. Design Parameters in Multimodal Games for Rehabilitation

    PubMed Central

    Basteris, Angelo; Amirabdollahian, Farshid

    2014-01-01

    Abstract Objectives: The repetitive and sometimes mundane nature of conventional rehabilitation therapy provides an ideal opportunity for development of interactive and challenging therapeutic games that have the potential to engage and motivate the players. Certain game design parameters that may encourage patients to actively participate by making the games more enjoyable have been identified. In this article, we describe a formative study in which we designed and evaluated some of these parameters with healthy subjects. Materials and Methods: The “operant conditioning” and “scoring” design parameters were incorporated in a remake of a classic labyrinth game, “Marble Maze.” A group of participants (n=37) played the game twice: Once in the control condition without both modalities and then with either one of the parameters or with both. Measures of game duration and number of fails in the game were recorded along with survey questionnaires to measure player perceptions of intrinsic motivation on the game. Results: Longer playtimes, higher levels of interest/enjoyment, and effort to play the game were recorded with the introduction of these parameters. Conclusions: This study provides an understanding on how game design parameters can be used to motivate and encourage people to play longer. With these positive results, future aims are to test the parameters with stroke patients, providing much clearer insight as to what influences these parameters have on patients undergoing therapy. The ultimate goal is to utilize game design in order to maintain longer therapeutic interaction between a patient and his or her therapy medium. PMID:24761328

  20. Evolutionary swarm neural network game engine for Capture Go.

    PubMed

    Cai, Xindi; Venayagamoorthy, Ganesh K; Wunsch, Donald C

    2010-03-01

    Evaluation of the current board position is critical in computer game engines. In sufficiently complex games, such a task is too difficult for a traditional brute force search to accomplish, even when combined with expert knowledge bases. This motivates the investigation of alternatives. This paper investigates the combination of neural networks, particle swarm optimization (PSO), and evolutionary algorithms (EAs) to train a board evaluator from zero knowledge. By enhancing the survivors of an EA with PSO, the hybrid algorithm successfully trains the high-dimensional neural networks to provide an evaluation of the game board through self-play. Experimental results, on the benchmark game of Capture Go, demonstrate that the hybrid algorithm can be more powerful than its individual parts, with the system playing against EA and PSO trained game engines. Also, the winning results of tournaments against a Hill-Climbing trained game engine confirm that the improvement comes from the hybrid algorithm itself. The hybrid game engine is also demonstrated against a hand-coded defensive player and a web player. PMID:20005671

  1. Metacognition and abstract reasoning.

    PubMed

    Markovits, Henry; Thompson, Valerie A; Brisson, Janie

    2015-05-01

    The nature of people's meta-representations of deductive reasoning is critical to understanding how people control their own reasoning processes. We conducted two studies to examine whether people have a metacognitive representation of abstract validity and whether familiarity alone acts as a separate metacognitive cue. In Study 1, participants were asked to make a series of (1) abstract conditional inferences, (2) concrete conditional inferences with premises having many potential alternative antecedents and thus specifically conducive to the production of responses consistent with conditional logic, or (3) concrete problems with premises having relatively few potential alternative antecedents. Participants gave confidence ratings after each inference. Results show that confidence ratings were positively correlated with logical performance on abstract problems and concrete problems with many potential alternatives, but not with concrete problems with content less conducive to normative responses. Confidence ratings were higher with few alternatives than for abstract content. Study 2 used a generation of contrary-to-fact alternatives task to improve levels of abstract logical performance. The resulting increase in logical performance was mirrored by increases in mean confidence ratings. Results provide evidence for a metacognitive representation based on logical validity, and show that familiarity acts as a separate metacognitive cue. PMID:25416026

  2. Learning in multilevel games with incomplete information. II.

    PubMed

    Zhou, J; Billard, E; Lakshmivarahan, S

    1999-01-01

    Multilevel games are abstractions of situations where decision makers are distributed in a network environment. In Part I of this paper, the authors present several of the challenging problems that arise in the analysis of multilevel games. In this paper a specific set up is considered where the two games being played are zero-sum games and where the decision makers use the linear reward-inaction algorithm of stochastic learning automata. It is shown that the effective game matrix is decided by the willingness and the ability to cooperate and is a convex combination of two zero-sum game matrices. Analysis of the properties of this effective game matrix and the convergence of the decision process shows that players tend toward noncooperation in these specific environments. Simulation results illustrate this noncooperative behavior. PMID:18252309

  3. Thyra Abstract Interface Package

    2005-09-01

    Thrya primarily defines a set of abstract C++ class interfaces needed for the development of abstract numerical atgorithms (ANAs) such as iterative linear solvers, transient solvers all the way up to optimization. At the foundation of these interfaces are abstract C++ classes for vectors, vector spaces, linear operators and multi-vectors. Also included in the Thyra package is C++ code for creating concrete vector, vector space, linear operator, and multi-vector subclasses as well as other utilitiesmore » to aid in the development of ANAs. Currently, very general and efficient concrete subclass implementations exist for serial and SPMD in-core vectors and multi-vectors. Code also currently exists for testing objects and providing composite objects such as product vectors.« less

  4. Abstracting and indexing guide

    USGS Publications Warehouse

    U.S. Department of the Interior; Office of Water Resources Research

    1974-01-01

    These instructions have been prepared for those who abstract and index scientific and technical documents for the Water Resources Scientific Information Center (WRSIC). With the recent publication growth in all fields, information centers have undertaken the task of keeping the various scientific communities aware of current and past developments. An abstract with carefully selected index terms offers the user of WRSIC services a more rapid means for deciding whether a document is pertinent to his needs and professional interests, thus saving him the time necessary to scan the complete work. These means also provide WRSIC with a document representation or surrogate which is more easily stored and manipulated to produce various services. Authors are asked to accept the responsibility for preparing abstracts of their own papers to facilitate quick evaluation, announcement, and dissemination to the scientific community.

  5. The Complexity of Flood Filling Games

    NASA Astrophysics Data System (ADS)

    Arthur, David; Clifford, Raphaël; Jalsenius, Markus; Montanaro, Ashley; Sach, Benjamin

    We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n ×n board of tiles, each of which is allocated one of c colours. The goal is to fill the whole board with the same colour via the shortest possible sequence of flood filling operations from the top left. We show that Flood-It is NP-hard for c ≥ 3, as is a variant where the player can flood fill from any position on the board. We present deterministic (c - 1) and randomised 2c/3 approximation algorithms and show that no polynomial time constant factor approximation algorithm exists unless P=NP. We then demonstrate that the number of moves required for the 'most difficult' boards grows like Θ(sqrt{c} n). Finally, we prove that for random boards with c ≥ 3, the number of moves required to flood the whole board is Ω(n) with high probability.

  6. 76 FR 47154 - Proposed Information Collection; Comment Request; Cooperative Game Fish Tagging Report

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-04

    ...; Cooperative Game Fish Tagging Report AGENCY: National Oceanic and Atmospheric Administration (NOAA), Commerce....Orbesen@noaa.gov . SUPPLEMENTARY INFORMATION: I. Abstract The Cooperative Game Fish Tagging Program was..., Study of Migratory Game Fish, and other legislative acts under which the National Marine...

  7. A Study on Exploiting Commercial Digital Games into School Context

    ERIC Educational Resources Information Center

    Panoutsopoulos, Hercules; Sampson, Demetrios G.

    2012-01-01

    Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…

  8. Abstraction and art.

    PubMed Central

    Gortais, Bernard

    2003-01-01

    In a given social context, artistic creation comprises a set of processes, which relate to the activity of the artist and the activity of the spectator. Through these processes we see and understand that the world is vaster than it is said to be. Artistic processes are mediated experiences that open up the world. A successful work of art expresses a reality beyond actual reality: it suggests an unknown world using the means and the signs of the known world. Artistic practices incorporate the means of creation developed by science and technology and change forms as they change. Artists and the public follow different processes of abstraction at different levels, in the definition of the means of creation, of representation and of perception of a work of art. This paper examines how the processes of abstraction are used within the framework of the visual arts and abstract painting, which appeared during a period of growing importance for the processes of abstraction in science and technology, at the beginning of the twentieth century. The development of digital platforms and new man-machine interfaces allow multimedia creations. This is performed under the constraint of phases of multidisciplinary conceptualization using generic representation languages, which tend to abolish traditional frontiers between the arts: visual arts, drama, dance and music. PMID:12903659

  9. The SIDdatagrabber (Abstract)

    NASA Astrophysics Data System (ADS)

    Silvis, G.

    2015-12-01

    (Abstract only) The Stanford/SARA SuperSid project offers an opportunity for adding data to the AAVSO SID Monitoring project. You can now build a SID antenna and monitoring setup for about $150. And with the SIDdatagrabber application you can easily re-purpose the data collected for the AAVSO.

  10. Making the Abstract Concrete

    ERIC Educational Resources Information Center

    Potter, Lee Ann

    2005-01-01

    President Ronald Reagan nominated a woman to serve on the United States Supreme Court. He did so through a single-page form letter, completed in part by hand and in part by typewriter, announcing Sandra Day O'Connor as his nominee. While the document serves as evidence of a historic event, it is also a tangible illustration of abstract concepts…

  11. Learning Abstracts, 2001.

    ERIC Educational Resources Information Center

    Wilson, Cynthia, Ed.

    2001-01-01

    Volume 4 of the League for Innovation in the Community College's Learning Abstracts include the following: (1) "Touching Students in the Digital Age: The Move Toward Learner Relationship Management (LRM)," by Mark David Milliron, which offers an overview of an organizing concept to help community colleges navigate the intersection between digital…

  12. Leadership Abstracts, 2002.

    ERIC Educational Resources Information Center

    Wilson, Cynthia, Ed.; Milliron, Mark David, Ed.

    2002-01-01

    This 2002 volume of Leadership Abstracts contains issue numbers 1-12. Articles include: (1) "Skills Certification and Workforce Development: Partnering with Industry and Ourselves," by Jeffrey A. Cantor; (2) "Starting Again: The Brookhaven Success College," by Alice W. Villadsen; (3) "From Digital Divide to Digital Democracy," by Gerardo E. de los…

  13. Leadership Abstracts, 1993.

    ERIC Educational Resources Information Center

    Doucette, Don, Ed.

    1993-01-01

    This document includes 10 issues of Leadership Abstracts (volume 6, 1993), a newsletter published by the League for Innovation in the Community College (California). The featured articles are: (1) "Reinventing Government" by David T. Osborne; (2) "Community College Workforce Training Programs: Expanding the Mission to Meet Critical Needs" by…

  14. CIRF Abstracts, Volume 12.

    ERIC Educational Resources Information Center

    International Labour Office, Geneva (Switzerland).

    The aim of the CIRF abstracts is to convey information about vocational training ideas, programs, experience, and experiments described in periodicals, books, and other publications and relating to operative personnel, supervisors, and technical and training staff in all sectors of economic activity. Information is also given on major trends in…

  15. Leadership Abstracts, 1999.

    ERIC Educational Resources Information Center

    Leadership Abstracts, 1999

    1999-01-01

    This document contains five Leadership Abstracts publications published February-December 1999. The article, "Teaching the Teachers: Meeting the National Teacher Preparation Challenge," authored by George R. Boggs and Sadie Bragg, examines the community college role and makes recommendations and a call to action for teacher education. "Chaos…

  16. Double Trouble (Abstract)

    NASA Astrophysics Data System (ADS)

    Simonsen, M.

    2015-12-01

    (Abstract only) Variable stars with close companions can be difficult to accurately measure and characterize. The companions can create misidentifications, which in turn can affect the perceived magnitudes, amplitudes, periods, and colors of the variable stars. We will show examples of these Double Trouble stars and the impact their close companions have had on our understanding of some of these variable stars.

  17. Send Me No Abstract.

    ERIC Educational Resources Information Center

    Levy, Steven

    1985-01-01

    Discusses Magazine Index's practice of assigning letter grades (sometimes inaccurate) to book, restaurant, and movie reviews, thus allowing patrons to get the point of the review from the index rather than the article itself, and argues that this situation is indicative of the larger problem of reliability of abstracts. (MBR)

  18. Annual Conference Abstracts

    ERIC Educational Resources Information Center

    Engineering Education, 1976

    1976-01-01

    Presents the abstracts of 158 papers presented at the American Society for Engineering Education's annual conference at Knoxville, Tennessee, June 14-17, 1976. Included are engineering topics covering education, aerospace, agriculture, biomedicine, chemistry, computers, electricity, acoustics, environment, mechanics, and women. (SL)

  19. Water reuse. [Lead abstract

    SciTech Connect

    Middlebrooks, E.J.

    1982-01-01

    Separate abstracts were prepared for the 31 chapters of this book which deals with all aspects of wastewater reuse. Design data, case histories, performance data, monitoring information, health information, social implications, legal and organizational structures, and background information needed to analyze the desirability of water reuse are presented. (KRM)

  20. Reasoning abstractly about resources

    NASA Technical Reports Server (NTRS)

    Clement, B.; Barrett, A.

    2001-01-01

    r describes a way to schedule high level activities before distributing them across multiple rovers in order to coordinate the resultant use of shared resources regardless of how each rover decides how to perform its activities. We present an algorithm for summarizing the metric resource requirements of an abstract activity based n the resource usages of its potential refinements.

  1. Humor, abstraction, and disbelief.

    PubMed

    Hoicka, Elena; Jutsum, Sarah; Gattis, Merideth

    2008-09-01

    We investigated humor as a context for learning about abstraction and disbelief. More specifically, we investigated how parents support humor understanding during book sharing with their toddlers. In Study 1, a corpus analysis revealed that in books aimed at 1-to 2-year-olds, humor is found more often than other forms of doing the wrong thing including mistakes, pretense, lying, false beliefs, and metaphors. In Study 2, 20 parents read a book containing humorous and non-humorous pages to their 19-to 26-month-olds. Parents used a significantly higher percentage of high abstraction extra-textual utterances (ETUs) when reading the humorous pages. In Study 3, 41 parents read either a humorous or non-humorous book to their 18-to 24-month-olds. Parents reading the humorous book made significantly more ETUs coded for a specific form of high abstraction: those encouraging disbelief of prior utterances. Sharing humorous books thus increases toddlers' exposure to high abstraction and belief-based language. PMID:21585438

  2. Abstracts of SIG Sessions.

    ERIC Educational Resources Information Center

    Proceedings of the ASIS Annual Meeting, 1995

    1995-01-01

    Presents abstracts of 15 special interest group (SIG) sessions. Topics include navigation and information utilization in the Internet, natural language processing, automatic indexing, image indexing, classification, users' models of database searching, online public access catalogs, education for information professions, information services,…

  3. 2002 NASPSA Conference Abstracts.

    ERIC Educational Resources Information Center

    Journal of Sport & Exercise Psychology, 2002

    2002-01-01

    Contains abstracts from the 2002 conference of the North American Society for the Psychology of Sport and Physical Activity. The publication is divided into three sections: the preconference workshop, "Effective Teaching Methods in the Classroom;" symposia (motor development, motor learning and control, and sport psychology); and free…

  4. Annual Conference Abstracts

    ERIC Educational Resources Information Center

    Journal of Engineering Education, 1972

    1972-01-01

    Includes abstracts of papers presented at the 80th Annual Conference of the American Society for Engineering Education. The broad areas include aerospace, affiliate and associate member council, agricultural engineering, biomedical engineering, continuing engineering studies, chemical engineering, civil engineering, computers, cooperative…

  5. Learning Abstracts, 1999.

    ERIC Educational Resources Information Center

    League for Innovation in the Community Coll.

    This document contains volume two of Learning Abstracts, a bimonthly newsletter from the League for Innovation in the Community College. Articles in these seven issues include: (1) "Get on the Fast Track to Learning: An Accelerated Associate Degree Option" (Gerardo E. de los Santos and Deborah J. Cruise); (2) "The Learning College: Both Learner…

  6. Computers in Abstract Algebra

    ERIC Educational Resources Information Center

    Nwabueze, Kenneth K.

    2004-01-01

    The current emphasis on flexible modes of mathematics delivery involving new information and communication technology (ICT) at the university level is perhaps a reaction to the recent change in the objectives of education. Abstract algebra seems to be one area of mathematics virtually crying out for computer instructional support because of the…

  7. Abstract Film and Beyond.

    ERIC Educational Resources Information Center

    Le Grice, Malcolm

    A theoretical and historical account of the main preoccupations of makers of abstract films is presented in this book. The book's scope includes discussion of nonrepresentational forms as well as examination of experiments in the manipulation of time in films. The ten chapters discuss the following topics: art and cinematography, the first…

  8. Experience and Abstract Reasoning in Learning Backward Induction

    PubMed Central

    Hawes, Daniel R.; Vostroknutov, Alexander; Rustichini, Aldo

    2011-01-01

    Backward induction is a benchmark of game theoretic rationality, yet surprisingly little is known as to how humans discover and initially learn to apply this abstract solution concept in experimental settings. We use behavioral and functional magnetic resonance imaging (fMRI) data to study the way in which subjects playing in a sequential game of perfect information learn the optimal backward induction strategy for the game. Experimental data from our two studies support two main findings: First, subjects converge to a common process of recursive inference similar to the backward induction procedure for solving the game. The process is recursive because earlier insights and conclusions are used as inputs in later steps of the inference. This process is matched by a similar pattern in brain activation, which also proceeds backward, following the prediction error: brain activity initially codes the responses to losses in final positions; in later trials this activity shifts to the starting position. Second, the learning process is not exclusively cognitive, but instead combines experience-based learning and abstract reasoning. Critical experiences leading to the adoption of an improved solution strategy appear to be stimulated by brain activity in the reward system. This indicates that the negative affect induced by initial failures facilitates the switch to a different method of solving the problem. Abstract reasoning is combined with this response, and is expressed by activation in the ventrolateral prefrontal cortex. Differences in brain activation match differences in performance between subjects who show different learning speeds. PMID:22363254

  9. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  10. Communication Games in Print.

    ERIC Educational Resources Information Center

    Schneiderman, Ellen

    1990-01-01

    This article presents a rationale and ways to use communication games in written form to entice deaf children to try new forms of language. It emphasizes the importance of using communicative teaching methods and considering students' communicative adequacy rather than form. Games include picture/object matching games and bingo/lotto games. (JDD)

  11. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  12. Historical development of abstracting.

    PubMed

    Skolnik, H

    1979-11-01

    The abstract, under a multitude of names, such as hypothesis, marginalia, abridgement, extract, digest, précis, resumé, and summary, has a long history, one which is concomitant with advancing scholarship. The progression of this history from the Sumerian civilization ca. 3600 B.C., through the Egyptian and Greek civilizations, the Hellenistic period, the Dark Ages, Middle Ages, Renaissance, and into the modern period is reviewed. PMID:399482

  13. Generalized Abstract Symbolic Summaries

    NASA Technical Reports Server (NTRS)

    Person, Suzette; Dwyer, Matthew B.

    2009-01-01

    Current techniques for validating and verifying program changes often consider the entire program, even for small changes, leading to enormous V&V costs over a program s lifetime. This is due, in large part, to the use of syntactic program techniques which are necessarily imprecise. Building on recent advances in symbolic execution of heap manipulating programs, in this paper, we develop techniques for performing abstract semantic differencing of program behaviors that offer the potential for improved precision.

  14. EBS Radionuclide Transport Abstraction

    SciTech Connect

    J. Prouty

    2006-07-14

    The purpose of this report is to develop and analyze the engineered barrier system (EBS) radionuclide transport abstraction model, consistent with Level I and Level II model validation, as identified in Technical Work Plan for: Near-Field Environment and Transport: Engineered Barrier System: Radionuclide Transport Abstraction Model Report Integration (BSC 2005 [DIRS 173617]). The EBS radionuclide transport abstraction (or EBS RT Abstraction) is the conceptual model used in the total system performance assessment (TSPA) to determine the rate of radionuclide releases from the EBS to the unsaturated zone (UZ). The EBS RT Abstraction conceptual model consists of two main components: a flow model and a transport model. Both models are developed mathematically from first principles in order to show explicitly what assumptions, simplifications, and approximations are incorporated into the models used in the TSPA. The flow model defines the pathways for water flow in the EBS and specifies how the flow rate is computed in each pathway. Input to this model includes the seepage flux into a drift. The seepage flux is potentially split by the drip shield, with some (or all) of the flux being diverted by the drip shield and some passing through breaches in the drip shield that might result from corrosion or seismic damage. The flux through drip shield breaches is potentially split by the waste package, with some (or all) of the flux being diverted by the waste package and some passing through waste package breaches that might result from corrosion or seismic damage. Neither the drip shield nor the waste package survives an igneous intrusion, so the flux splitting submodel is not used in the igneous scenario class. The flow model is validated in an independent model validation technical review. The drip shield and waste package flux splitting algorithms are developed and validated using experimental data. The transport model considers advective transport and diffusive transport

  15. 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)

  16. Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women.

    PubMed

    Hall, Courtney D; Clevenger, Carolyn K; Wolf, Rachel A; Lin, James S; Johnson, Theodore M; Wolf, Steven L

    2016-01-01

    The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults. PMID:26181324

  17. Extension of the LG hypergame to inner games played over the topology of competing mind nets

    NASA Astrophysics Data System (ADS)

    Weber, Robert; Stilman, Boris; Yakhnis, Vlad

    2005-05-01

    Most published works on the subject of Linguistic Geometry, especially, those published in the 90s, are limited to Abstract Board Games where players' moves are either immediately known or perfectly known after some time delay. The method has potential application to more realistic representations of human competition or conflict where all knowledge has some probability of being mistaken, or in the presence of intentional deception by an adversary. Real world experience indicates that the greatest failures in conflicts originate from false "knowledge" taken to be true rather than from lack of knowledge or uncertain perceptions correctly assessed as such. Will Rogers, Jr. put it most succinctly when he said: "It's not what you don't know that hurts you. It's what you think you know that ain't so."

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

    SciTech Connect

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

    1996-10-01

    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 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, the 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.

  19. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning

    ERIC Educational Resources Information Center

    Hung, Hui-Chun; Young, Shelley Shwu-Ching

    2015-01-01

    This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…

  20. "Game Remains": A Platform Design Grounded in Indigenous Knowledge Systems for Dialogue and Composition Play

    ERIC Educational Resources Information Center

    Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven

    2016-01-01

    This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…

  1. M-Rated Video Games and Aggressive or Problem Behavior among Young Adolescents

    ERIC Educational Resources Information Center

    Olson, Cheryl K.; Kutner, Lawrence A.; Baer, Lee; Beresin, Eugene V.; Warner, Dorothy E.; Nicholi, Armand M., II

    2009-01-01

    This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A "dose" of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of titles children…

  2. EBS Radionuclide Transport Abstraction

    SciTech Connect

    J.D. Schreiber

    2005-08-25

    The purpose of this report is to develop and analyze the engineered barrier system (EBS) radionuclide transport abstraction model, consistent with Level I and Level II model validation, as identified in ''Technical Work Plan for: Near-Field Environment and Transport: Engineered Barrier System: Radionuclide Transport Abstraction Model Report Integration'' (BSC 2005 [DIRS 173617]). The EBS radionuclide transport abstraction (or EBS RT Abstraction) is the conceptual model used in the total system performance assessment for the license application (TSPA-LA) to determine the rate of radionuclide releases from the EBS to the unsaturated zone (UZ). The EBS RT Abstraction conceptual model consists of two main components: a flow model and a transport model. Both models are developed mathematically from first principles in order to show explicitly what assumptions, simplifications, and approximations are incorporated into the models used in the TSPA-LA. The flow model defines the pathways for water flow in the EBS and specifies how the flow rate is computed in each pathway. Input to this model includes the seepage flux into a drift. The seepage flux is potentially split by the drip shield, with some (or all) of the flux being diverted by the drip shield and some passing through breaches in the drip shield that might result from corrosion or seismic damage. The flux through drip shield breaches is potentially split by the waste package, with some (or all) of the flux being diverted by the waste package and some passing through waste package breaches that might result from corrosion or seismic damage. Neither the drip shield nor the waste package survives an igneous intrusion, so the flux splitting submodel is not used in the igneous scenario class. The flow model is validated in an independent model validation technical review. The drip shield and waste package flux splitting algorithms are developed and validated using experimental data. The transport model considers

  3. The $-game

    NASA Astrophysics Data System (ADS)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  4. Designing an International Joint Venture Negotiation Game.

    ERIC Educational Resources Information Center

    Kenkel, Phil; And Others

    1996-01-01

    Evaluates a simulation game that models management problems encountered in negotiating and managing international joint ventures. Designed to instruct executives of state-owned agribusinesses in Indonesia in abstract concepts such as partner rapport, transfer price conflicts, and marketing disagreements, its success suggests that simulation games…

  5. 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

  6. A LARI Experience (Abstract)

    NASA Astrophysics Data System (ADS)

    Cook, M.

    2015-12-01

    (Abstract only) In 2012, Lowell Observatory launched The Lowell Amateur Research Initiative (LARI) to formally involve amateur astronomers in scientific research by bringing them to the attention of and helping professional astronomers with their astronomical research. One of the LARI projects is the BVRI photometric monitoring of Young Stellar Objects (YSOs), wherein amateurs obtain observations to search for new outburst events and characterize the colour evolution of previously identified outbursters. A summary of the scientific and organizational aspects of this LARI project, including its goals and science motivation, the process for getting involved with the project, a description of the team members, their equipment and methods of collaboration, and an overview of the programme stars, preliminary findings, and lessons learned is presented.

  7. IEEE conference record -- Abstracts

    SciTech Connect

    Not Available

    1994-01-01

    This conference covers the following areas: computational plasma physics; vacuum electronic; basic phenomena in fully ionized plasmas; plasma, electron, and ion sources; environmental/energy issues in plasma science; space plasmas; plasma processing; ball lightning/spherical plasma configurations; plasma processing; fast wave devices; magnetic fusion; basic phenomena in partially ionized plasma; dense plasma focus; plasma diagnostics; basic phenomena in weakly ionized gases; fast opening switches; MHD; fast z-pinches and x-ray lasers; intense ion and electron beams; laser-produced plasmas; microwave plasma interactions; EM and ETH launchers; solid state plasmas and switches; intense beam microwaves; and plasmas for lighting. Separate abstracts were prepared for 416 papers in this conference.

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

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

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

  9. Quantum repeated games revisited

    NASA Astrophysics Data System (ADS)

    Frąckiewicz, Piotr

    2012-03-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable.

  10. 48 CFR 1953.370 - The Broadcasting Board of Governors forms.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... IAAR. List of IAAR Forms 1953.370-21The Broadcasting Board of Governors Form IA-21, Abstract of Quotations. 1953.370-44The Broadcasting Board of Governors Form IA-44, Requisition-Purchase—Order-Invoice...

  11. 48 CFR 1953.370 - The Broadcasting Board of Governors forms.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... IAAR. List of IAAR Forms 1953.370-21The Broadcasting Board of Governors Form IA-21, Abstract of Quotations. 1953.370-44The Broadcasting Board of Governors Form IA-44, Requisition-Purchase—Order-Invoice...

  12. Teaching for Abstraction: A Model

    ERIC Educational Resources Information Center

    White, Paul; Mitchelmore, Michael C.

    2010-01-01

    This article outlines a theoretical model for teaching elementary mathematical concepts that we have developed over the past 10 years. We begin with general ideas about the abstraction process and differentiate between "abstract-general" and "abstract-apart" concepts. A 4-phase model of teaching, called Teaching for Abstraction, is then proposed…

  13. The Easiest Lights Out Games

    ERIC Educational Resources Information Center

    Torrence, Bruce

    2011-01-01

    The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…

  14. Simulation Games in Moral Education

    ERIC Educational Resources Information Center

    Boulogne, Jack

    1978-01-01

    Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)

  15. Navigating a Maze with Balance Board and Wiimote

    NASA Astrophysics Data System (ADS)

    Fikkert, Wim; Hoeijmakers, Niek; van der Vet, Paul; Nijholt, Anton

    Input from the lower body in human-computer interfaces can be beneficial, enjoyable and even entertaining when users are expected to perform tasks simultaneously. Users can navigate a virtual (game) world or even an (empirical) dataset while having their hands free to issue commands. We compared the Wii Balance Board to a hand-held Wiimote for navigating a maze and found that users completed this task slower with the Balance Board. However, the Balance Board was considered more intuitive, easy to learn and ‘much fun’.

  16. The Vanishing School Board.

    ERIC Educational Resources Information Center

    Chalker, Donald M.; Haynes, Richard M.

    1997-01-01

    Now that school boards have been replaced by parent advisory councils, there is virtually no local school governance in New Brunswick, Canada. Factors leading to school boards' demise include neglected democratic institutions, failure to understand local boards' needs, less qualified members, boards' failure to protect their special…

  17. Leadership Abstracts, Volume 1, Numbers 1-21, 1988.

    ERIC Educational Resources Information Center

    Doucette, Don, Ed.

    This series of abstracts from the League for Innovation in the Community College and the Community College Leadership Program addresses a variety of topics of interest to community college administrators. Topics include: (1) revitalizing leadership for community colleges; (2) improving relations with board members; (3) presidential succession; (4)…

  18. Nineteenth annual actinide separations conference: Conference program and abstracts

    SciTech Connect

    Bronson, M.

    1995-12-31

    This report contains the abstracts from the conference presentations. Sessions were divided into the following topics: Waste treatment; Spent fuel treatment; Issues and responses to Defense Nuclear Facility Safety Board 94-1; Pyrochemical technologies; Disposition technologies; and Aqueous separation technologies.

  19. Statistical Abstract 1987. [University of Alaska System of Higher Education].

    ERIC Educational Resources Information Center

    Gaylord, Thomas A.; And Others

    The 1987 edition of the statistical abstract for the University of Alaska System offers data to be used by public officials, institutional administrators, and the Board of Regents in developing university programs and plans. In 1987 the University used its old organizational structure for the last time due to state funding reductions, and this…

  20. Automated Supernova Discovery (Abstract)

    NASA Astrophysics Data System (ADS)

    Post, R. S.

    2015-12-01

    (Abstract only) We are developing a system of robotic telescopes for automatic recognition of Supernovas as well as other transient events in collaboration with the Puckett Supernova Search Team. At the SAS2014 meeting, the discovery program, SNARE, was first described. Since then, it has been continuously improved to handle searches under a wide variety of atmospheric conditions. Currently, two telescopes are used to build a reference library while searching for PSN with a partial library. Since data is taken every night without clouds, we must deal with varying atmospheric and high background illumination from the moon. Software is configured to identify a PSN, reshoot for verification with options to change the run plan to acquire photometric or spectrographic data. The telescopes are 24-inch CDK24, with Alta U230 cameras, one in CA and one in NM. Images and run plans are sent between sites so the CA telescope can search while photometry is done in NM. Our goal is to find bright PSNs with magnitude 17.5 or less which is the limit of our planned spectroscopy. We present results from our first automated PSN discoveries and plans for PSN data acquisition.

  1. Stellar Presentations (Abstract)

    NASA Astrophysics Data System (ADS)

    Young, D.

    2015-12-01

    (Abstract only) The AAVSO is in the process of expanding its education, outreach and speakers bureau program. powerpoint presentations prepared for specific target audiences such as AAVSO members, educators, students, the general public, and Science Olympiad teams, coaches, event supervisors, and state directors will be available online for members to use. The presentations range from specific and general content relating to stellar evolution and variable stars to specific activities for a workshop environment. A presentation—even with a general topic—that works for high school students will not work for educators, Science Olympiad teams, or the general public. Each audience is unique and requires a different approach. The current environment necessitates presentations that are captivating for a younger generation that is embedded in a highly visual and sound-bite world of social media, twitter and U-Tube, and mobile devices. For educators, presentations and workshops for themselves and their students must support the Next Generation Science Standards (NGSS), the Common Core Content Standards, and the Science Technology, Engineering and Mathematics (STEM) initiative. Current best practices for developing relevant and engaging powerpoint presentations to deliver information to a variety of targeted audiences will be presented along with several examples.

  2. Astro-tainment: Using modern and indigenous games to communicate astronomy

    NASA Astrophysics Data System (ADS)

    Manxoyi, S.

    2008-06-01

    Games are by their nature interactive, informative and developmental and in many cases full of fun and entertainment. SAAO has used modern and indigenous games to communicate astronomy to learners, educators and members of the public. These games include board, card, stone, pen and paper, domino, singalongs, ball and computer games. The use of games serves to simplify, demystify and communicate hard concepts in a fun way. They extend beyond the confines of institutions as games can be played at home and school. There is also no need for supervision when rules are mastered. This presentation also examines the principles (racing, collection, simulation and placing) which underpin our games as well seeking to demonstrate how simple materials can be transformed into communication and educational tools by infusing relevant astronomical knowledge.

  3. The use of digital games and simulators in veterinary education: an overview with examples.

    PubMed

    de Bie, M H; Lipman, L J A

    2012-01-01

    In view of current technological possibilities and the popularity of games, the interest in games for educational purposes is remarkably on the rise. This article outlines the (future) use of (digital) games and simulators in several disciplines, especially in the veterinary curriculum. The different types of game-based learning (GBL)-varying from simple interactive computer board games to more complex virtual simulation strategies-will be discussed as well as the benefits, possibilities, and limitations of the educational use of games. The real breakthrough seems to be a few years away. Technological developments in the future might diminish the limitations and stumbling blocks that currently exist. Consequently, educational games will play a new and increasingly important role in the future veterinary curriculum, providing an attractive and useful way of learning. PMID:22433739

  4. The Manufacturing Game

    ERIC Educational Resources Information Center

    Fenn, Margaret

    1972-01-01

    Article describes management training through playing a game which involves the creation and operation of a business organization devoted to manufacturing and sales. Precise details on setting up the game are given. (Author/PD)

  5. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-01

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. PMID:27016340

  6. Mang Kung Dice Game.

    ERIC Educational Resources Information Center

    Chan, Wai-Sum

    1996-01-01

    Describes the Mang Kung Dice Game, popular in China, which uses six special dice. Discusses the probability distribution of possible outcomes. Poses questions about the game to help students understand statistical concepts. (MKR)

  7. Bacterial Games

    NASA Astrophysics Data System (ADS)

    Frey, Erwin; Reichenbach, Tobias

    Microbial laboratory communities have become model systems for studying the complex interplay between nonlinear dynamics of evolutionary selection forces, stochastic fluctuations arising from the probabilistic nature of interactions, and spatial organization. Major research goals are to identify and understand mechanisms that ensure viability of microbial colonies by allowing for species diversity, cooperative behavior and other kinds of "social" behavior. A synthesis of evolutionary game theory, nonlinear dynamics, and the theory of stochastic processes provides the mathematical tools and conceptual framework for a deeper understanding of these ecological systems. We give an introduction to the modern formulation of these theories and illustrate their effectiveness, focusing on selected examples of microbial systems. Intrinsic fluctuations, stemming from the discreteness of individuals, are ubiquitous, and can have important impact on the stability of ecosystems. In the absence of speciation, extinction of species is unavoidable, may, however, take very long times. We provide a general concept for defining survival and extinction on ecological time scales. Spatial degrees of freedom come with a certain mobility of individuals. When the latter is sufficiently high, bacterial community structures can be understood through mapping individual-based models, in a continuum approach, onto stochastic partial differential equations. These allow progress using methods of nonlinear dynamics such as bifurcation analysis and invariant manifolds. We conclude with a perspective on the current challenges in quantifying bacterial pattern formation, and how this might have an impact on fundamental research in nonequilibrium physics .

  8. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories

    SciTech Connect

    VanDevender, P.; Berman, M.; Savage, K.

    1996-02-01

    The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

  9. Abstraction of Drift Seepage

    SciTech Connect

    J.T. Birkholzer

    2004-11-01

    This model report documents the abstraction of drift seepage, conducted to provide seepage-relevant parameters and their probability distributions for use in Total System Performance Assessment for License Application (TSPA-LA). Drift seepage refers to the flow of liquid water into waste emplacement drifts. Water that seeps into drifts may contact waste packages and potentially mobilize radionuclides, and may result in advective transport of radionuclides through breached waste packages [''Risk Information to Support Prioritization of Performance Assessment Models'' (BSC 2003 [DIRS 168796], Section 3.3.2)]. The unsaturated rock layers overlying and hosting the repository form a natural barrier that reduces the amount of water entering emplacement drifts by natural subsurface processes. For example, drift seepage is limited by the capillary barrier forming at the drift crown, which decreases or even eliminates water flow from the unsaturated fractured rock into the drift. During the first few hundred years after waste emplacement, when above-boiling rock temperatures will develop as a result of heat generated by the decay of the radioactive waste, vaporization of percolation water is an additional factor limiting seepage. Estimating the effectiveness of these natural barrier capabilities and predicting the amount of seepage into drifts is an important aspect of assessing the performance of the repository. The TSPA-LA therefore includes a seepage component that calculates the amount of seepage into drifts [''Total System Performance Assessment (TSPA) Model/Analysis for the License Application'' (BSC 2004 [DIRS 168504], Section 6.3.3.1)]. The TSPA-LA calculation is performed with a probabilistic approach that accounts for the spatial and temporal variability and inherent uncertainty of seepage-relevant properties and processes. Results are used for subsequent TSPA-LA components that may handle, for example, waste package corrosion or radionuclide transport.

  10. An Extended Duopoly Game.

    ERIC Educational Resources Information Center

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  11. Gaming Gains Respect

    ERIC Educational Resources Information Center

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  12. Time for Bed Game

    MedlinePlus

    ... a Friend Who Cuts? Babysitting: Time for Bed Game KidsHealth > For Teens > Babysitting: Time for Bed Game Print A A A Text Size What Kids ... kids to bed can be tough sometimes! This game introduces children to the concept of getting enough ...

  13. The Merchandising Game.

    ERIC Educational Resources Information Center

    Koeninger, Jimmy G.

    The decision-making game is built on a model which adheres to the economic principles of supply and demand. Game participants are faced with the task of generating profit in a simulated competitive situation. The game provides the opportunity for participants to gain a greater understanding of: (1) the relationship between income and costs and…

  14. The Ultimate Flag Games.

    ERIC Educational Resources Information Center

    Angel, Kenny; Sutton, Nancy

    This paper describes six Ultimate Flag Games which offer a change from traditional games and sports that are usually geared toward athletically inclined students. These new games, aimed at middle school through college students, allow for success from the least-skilled through the most athletically talented students. Players are ability grouped…

  15. Online Strategy Games.

    ERIC Educational Resources Information Center

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  16. Playing the Cell Game.

    ERIC Educational Resources Information Center

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  17. The Librarianship of Games.

    ERIC Educational Resources Information Center

    Law, Gordon

    The need for librarianship of instructional gaming increases as the production of literature and games grows, and as gaming becomes progressively legitimatized as an instructional strategy. This paper presents guidelines for bibliographic control and reference services, collection development, cataloging and classification, circulation and…

  18. The Games Children Play

    ERIC Educational Resources Information Center

    Padak, Nancy; Rasinski, Timothy

    2008-01-01

    The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…

  19. Games, Logic and Giftedness.

    ERIC Educational Resources Information Center

    Wagner, Paul A.; Penner, Janet

    1982-01-01

    Gaming (the use of formal games for specific academic purposes) is a method for teaching formal thinking processes that is particularly suited to the gifted student. Various games can be used to develop deductive reasoning, the concept of subsets, inductive reasoning, and attention to detail. (Author/SW)

  20. Learning Through Simulation Games.

    ERIC Educational Resources Information Center

    Gillispie, Philip H.

    A broad overview of the educational applications of simulation games is provided. The first section of the book offers an introduction to the major concepts of such games and develops the idea that it is relatively easy for individuals to design and use their own simulation games. The remainder of the book serves as a teacher's guide for…

  1. Inventing Music Education Games

    ERIC Educational Resources Information Center

    Ghere, David; Amram, Fred M. B.

    2007-01-01

    The first British patent describing an educational game designed for musical "amusement and instruction" was granted in 1801 to Ann Young of Edinburgh, Scotland. The authors' discovery of Young's game box has prompted an examination of the nature and purpose of the six games she designed. Ann Young's patent is discussed in the context of…

  2. Being a Game Changer

    ERIC Educational Resources Information Center

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  3. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

    Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…

  4. [Dangerous games in schoolchildren].

    PubMed

    Le Heuzey, M-F

    2011-02-01

    Dangerous games inside or outside school are a serious social phenomenon, but unfortunately underrecognized. Aggressive games are a part of school bullying, which is in expansion. Choking games are very dangerous, with many deaths or serious neurologic complications. Pediatricians should be knowledgeable about risky behaviors encountered by their patients, and provide guidance about its dangers. PMID:21146376

  5. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  6. 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)

  7. 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…

  8. Getting into the Game

    ERIC Educational Resources Information Center

    Jenkins, Henry

    2005-01-01

    Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…

  9. Game Skill Development.

    ERIC Educational Resources Information Center

    Kisabeth, Kathryn L.

    Before discussing the development of skills for playing elementary school physical education games, this document lists basic assumptions about children, movement education, games, and elementary school physical education. Four basic concepts, which are common to all team games, are identified: (1) use of personal and moving space and finding…

  10. Business Models for Successfully Maintaining Games for Health.

    PubMed

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health. PMID:26192123

  11. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity and…

  12. Introductory Physics Experiments Using the Wii Balance Board

    NASA Astrophysics Data System (ADS)

    Starr, Julian; Sobczak, Robert; Iqbal, Zohaib; Ochoa, Romulo

    2010-02-01

    The Wii, a video game console by Nintendo, utilizes several different controllers, such as the Wii remote (Wiimote) and the balance board, for game-playing. The balance board was introduced in early 2008. It contains four strain gauges and has Bluetooth connectivity at a relatively low price. Thanks to available open source code, such as GlovePie, any PC with Bluetooth capability can detect the information sent out by the balance board. Based on the ease with which the forces measured by each strain gauge can be obtained, we have designed several experiments for introductory physics courses that make use of this device. We present experiments to measure the forces generated when students lift their arms with and without added weights, distribution of forces on an extended object when weights are repositioned, and other normal forces cases. The results of our experiments are compared with those predicted by Newtonian mechanics. )

  13. 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…

  14. ImmunoScenarios: A Game for the Immune System.

    ERIC Educational Resources Information Center

    Taylor, Mark F.; Jackson, Sally W.

    1996-01-01

    Describes a board game, ImmunoScenarios, which was developed to reinforce the ideas about the immune system discussed in lecture classes. Emphasizes important characteristics of the body's specific defense system including specificity, cooperation among various cells, and memory. Includes directions for playing, student handouts, and scenarios.…

  15. Influencing Children's Pregambling Game Playing via Conditional Discrimination Training

    ERIC Educational Resources Information Center

    Johnson, Taylor E.; Dixon, Mark R.

    2009-01-01

    Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by…

  16. Number Games, Magnitude Representation, and Basic Number Skills in Preschoolers

    ERIC Educational Resources Information Center

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-01-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was…

  17. Advance Organizers: Concret Versus Abstract.

    ERIC Educational Resources Information Center

    Corkill, Alice J.; And Others

    1988-01-01

    Two experiments examined the relative effects of concrete and abstract advance organizers on students' memory for subsequent prose. Results of the experiments are discussed in terms of the memorability, familiarity, and visualizability of concrete and abstract verbal materials. (JD)

  18. Accepted scientific research works (abstracts).

    PubMed

    2014-01-01

    These are the 39 accepted abstracts for IAYT's Symposium on Yoga Research (SYR) September 24-24, 2014 at the Kripalu Center for Yoga & Health and published in the Final Program Guide and Abstracts. PMID:25645134

  19. Number games, magnitude representation, and basic number skills in preschoolers.

    PubMed

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-03-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was compared following four 25-min intervention sessions. The linear number board game significantly improved children's performance in all posttest measures and facilitated a shift from a logarithmic to a linear representation of numerical magnitude, emphasizing the importance of spatial cues in estimation. Exposure to the number card games involving nonsymbolic magnitude judgments and association of symbolic and nonsymbolic quantities, but without any linear spatial cues, improved some aspects of children's basic number skills but not numerical estimation precision. PMID:18331146

  20. First Video Game

    ScienceCinema

    Takacs, Peter

    2010-01-08

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  1. First Video Game

    SciTech Connect

    Takacs, Peter

    2008-10-21

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  2. The Short, Productive Board Meeting

    ERIC Educational Resources Information Center

    McAdams, Donald R.

    2005-01-01

    Board meetings are the time and place where school boards act. In fact, only when coming together as a body in a legal meeting do school board members become a board. Effective board meetings are the first prerequisite for an effective board. Furthermore, what parents and voters see at board meetings determines largely what they think about their…

  3. Educational Games in Today's Learning.

    ERIC Educational Resources Information Center

    Smith, Roger A.

    Educational games have received increasing attention as one teaching technique for individualizing instruction. The use of games for education was borrowed from the business community, which in turn had borrowed the idea from the military. Educational games include several distinct types--simulations, role playing, games and simulation games. Two…

  4. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  5. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    PubMed

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures. PMID:19859912

  6. Playful Collaboration (or Not): Using a Game to Grasp the Social Dynamics of Open Innovation in Innovation and Business Education

    ERIC Educational Resources Information Center

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

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

  7. Young Children's Arithmetic Strategies in Social Context: How Parents Contribute to Children's Strategy Development while Playing Games

    ERIC Educational Resources Information Center

    Bjorklund, David F.; Hubertz, Martha J.; Reubens, Andrea C.

    2004-01-01

    We examined the relationship between parents' behaviour and children's use of simple arithmetic strategies while playing a board game in contrast to solving arithmetic problems. In a microgenetic study spanning 3 weeks, 5-year-old children who were just beginning kindergarten played a modified game of "Chutes and Ladders" with one of their…

  8. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  9. Mistakes Board Members Make.

    ERIC Educational Resources Information Center

    Caruso, Nicholas D., Jr.

    2001-01-01

    Board members should avoid 10 common errors: losing patience, behaving badly, challenging the board after a vote, acting like inspectors, micromanaging school administrators, springing surprise questions at meetings, putting politics before children, representing special interests, violating executive session, and putting the board before family…

  10. Defrocking the National Board.

    ERIC Educational Resources Information Center

    Bond, Lloyd; Jaegar, Richard; Smith, Tracy; Hattie, John

    2001-01-01

    Critiques a study comparing National Board for Professional Teaching Standards-certified teachers with those who were unsuccessful in their efforts. Results found that National Board Certification made a difference. This paper suggests that after considerable cost and time, the fundamental question remains unanswered: is the National Board's…

  11. Training Circuit Boards

    NASA Technical Reports Server (NTRS)

    1986-01-01

    Young Electronics Company's new product is a testboard developed by the Jet Propulsion Laboratory as a tool for training and qualifying personnel in board assembly and in the art of soldering components without damaging boards or components. The boards are used for pre- employment testing and employee requalification.

  12. Speech Communication and Communication Processes: Abstracts of Doctoral Dissertations Published in "Dissertation Abstracts International," January through March 1978 (Vol. 38 Nos. 7 through 9).

    ERIC Educational Resources Information Center

    ERIC Clearinghouse on Reading and Communication Skills, Urbana, IL.

    This collection of abstracts is part of a continuing series providing information on recent doctoral dissertations. The 18 titles deal with a variety of topics, including the following: the relationship of speech communication variables to perceived communication competence; interpersonal communication in a simulation game of intercultural…

  13. Mechanical Engineering Department technical abstracts

    SciTech Connect

    Denney, R.M.

    1982-07-01

    The Mechanical Engineering Department publishes listings of technical abstracts twice a year to inform readers of the broad range of technical activities in the Department, and to promote an exchange of ideas. Details of the work covered by an abstract may be obtained by contacting the author(s). Overall information about current activities of each of the Department's seven divisions precedes the technical abstracts.

  14. Recursive Abstractions for Parameterized Systems

    NASA Astrophysics Data System (ADS)

    Jaffar, Joxan; Santosa, Andrew E.

    We consider a language of recursively defined formulas about arrays of variables, suitable for specifying safety properties of parameterized systems. We then present an abstract interpretation framework which translates a paramerized system as a symbolic transition system which propagates such formulas as abstractions of underlying concrete states. The main contribution is a proof method for implications between the formulas, which then provides for an implementation of this abstract interpreter.

  15. 7 CFR 1250.304 - Egg Board or Board.

    Code of Federal Regulations, 2011 CFR

    2011-01-01

    ... 7 Agriculture 10 2011-01-01 2011-01-01 false Egg Board or Board. 1250.304 Section 1250.304... AGREEMENTS AND ORDERS; MISCELLANEOUS COMMODITIES), DEPARTMENT OF AGRICULTURE EGG RESEARCH AND PROMOTION Egg Research and Promotion Order Definitions § 1250.304 Egg Board or Board. Egg Board or Board or...

  16. 7 CFR 1250.304 - Egg Board or Board.

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    ... 7 Agriculture 10 2012-01-01 2012-01-01 false Egg Board or Board. 1250.304 Section 1250.304... AGREEMENTS AND ORDERS; MISCELLANEOUS COMMODITIES), DEPARTMENT OF AGRICULTURE EGG RESEARCH AND PROMOTION Egg Research and Promotion Order Definitions § 1250.304 Egg Board or Board. Egg Board or Board or...

  17. 7 CFR 1250.304 - Egg Board or Board.

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    ... 7 Agriculture 10 2014-01-01 2014-01-01 false Egg Board or Board. 1250.304 Section 1250.304... AGREEMENTS AND ORDERS; MISCELLANEOUS COMMODITIES), DEPARTMENT OF AGRICULTURE EGG RESEARCH AND PROMOTION Egg Research and Promotion Order Definitions § 1250.304 Egg Board or Board. Egg Board or Board or...

  18. 7 CFR 1250.304 - Egg Board or Board.

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    ... 7 Agriculture 10 2013-01-01 2013-01-01 false Egg Board or Board. 1250.304 Section 1250.304... AGREEMENTS AND ORDERS; MISCELLANEOUS COMMODITIES), DEPARTMENT OF AGRICULTURE EGG RESEARCH AND PROMOTION Egg Research and Promotion Order Definitions § 1250.304 Egg Board or Board. Egg Board or Board or...

  19. 7 CFR 1250.304 - Egg Board or Board.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... 7 Agriculture 10 2010-01-01 2010-01-01 false Egg Board or Board. 1250.304 Section 1250.304... AGREEMENTS AND ORDERS; MISCELLANEOUS COMMODITIES), DEPARTMENT OF AGRICULTURE EGG RESEARCH AND PROMOTION Egg Research and Promotion Order Definitions § 1250.304 Egg Board or Board. Egg Board or Board or...

  20. The effects of a good behavior game on the disruptive behavior of Sundanese elementary school students.

    PubMed Central

    Saigh, P A; Umar, A M

    1983-01-01

    An endemic version of the Good Behavior Game was applied in a rural Sudanese second-grade classroom. Official letters of commendation, extra time for recess, victory tags, and a winner's chart were used as backup reinforcers. The class was divided into two teams, and the teacher indicated she would place a check on the board after every rule violation. The students were also told that the team with the fewest marks would win the game and receive the aforementioned prizes. After an initial adaptation period, the rate of disruption was charted across four treatment phases: viz., baseline I, introduction of the game, baseline II, and reintroduction of the game. It was observed that the game phases were associated with marked decreases in the rate of seat leaving, talking without permission, and aggression. The teacher, principal, parents, and students were consequently individually interviewed, and their comments spoke strongly for the social validity of the game. PMID:6643325

  1. Combinatorial optimization games

    SciTech Connect

    Deng, X.; Ibaraki, Toshihide; Nagamochi, Hiroshi

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  2. Educational card games

    NASA Astrophysics Data System (ADS)

    Smith, D. R.; Munro, E.

    2009-09-01

    A number of years have passed since the development of the 'Voyager: Satellites' educational card game reported in Physics Education in 2003. Since then, a large number of copies of the game have been produced and distributed across the UK, to a warm reception from both pupils and teachers. This article reports on some of the feedback received about the game over the five years of the project and gives some examples of how the game has been incorporated into the school curriculum. The recent development of other science-related educational card games that are now available for use in schools is also discussed and it is hoped that this article will give inspiration to others to generate their own educational card games and enjoy some of the positive benefits of 'playing' in the classroom.

  3. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  4. Predictive Game Theory

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  5. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background 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. Objective 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. Methods 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. Results 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. Conclusion 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. PMID:23616865

  6. The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

    PubMed Central

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming. PMID:25317339

  7. Game-based versus traditional case-based learning

    PubMed Central

    Telner, Deanna; Bujas-Bobanovic, Maja; Chan, David; Chester, Bob; Marlow, Bernard; Meuser, James; Rothman, Arthur; Harvey, Bart

    2010-01-01

    ABSTRACT OBJECTIVE To evaluate family physicians’ enjoyment of and knowledge gained from game-based learning, compared with traditional case-based learning, in a continuing medical education (CME) event on stroke prevention and management. DESIGN An equivalence trial to determine if game-based learning was as effective as case-based learning in terms of attained knowledge levels. Game questions and small group cases were developed. Participants were randomized to either a game-based or a case-based group and took part in the event. SETTING Ontario provincial family medicine conference. PARTICIPANTS Thirty-two family physicians and 3 senior family medicine residents attending the conference. INTERVENTION Participation in either a game-based or a case-based CME learning group. MAIN OUTCOME MEASURES Scores on 40-item immediate and 3-month posttests of knowledge and a satisfaction survey. RESULTS Results from knowledge testing immediately after the event and 3 months later showed no significant difference in scoring between groups. Participants in the game-based group reported higher levels of satisfaction with the learning experience. CONCLUSION Games provide a novel way of organizing CME events. They might provide more group interaction and discussion, as well as improve recruitment to CME events. They might also provide a forum for interdisciplinary CME. Using games in future CME events appears to be a promising approach to facilitate participant learning. PMID:20841574

  8. Video Game Genre as a Predictor of Problem Use

    PubMed Central

    Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-01-01

    Abstract This study assessed how problem video game playing (PVP) varies with game type, or “genre,” among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem. PMID:22242785

  9. Extraversion in Games

    NASA Astrophysics Data System (ADS)

    van Lankveld, Giel; Schreurs, Sonny; Spronck, Pieter; van den Herik, Jaap

    The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our research we use the five factor model of personality, in which extraversion is a notable factor. Extraversion is the human tendency of being sensitive to rewards. This often results in humans seeking socially rewarding situations. Extraversion plays a prominent part in the in-game behavior of a player. The in-game behavior can be decomposed in 20 different in-game elements.

  10. Abstracts

    NASA Astrophysics Data System (ADS)

    2012-09-01

    Measuring cosmological parameters with GRBs: status and perspectives New interpretation of the Amati relation The SED Machine - a dedicated transient spectrograph PTF10iue - evidence for an internal engine in a unique Type Ic SN Direct evidence for the collapsar model of long gamma-ray bursts On pair instability supernovae and gamma-ray bursts Pan-STARRS1 observations of ultraluminous SNe The influence of rotation on the critical neutrino luminosity in core-collapse supernovae General relativistic magnetospheres of slowly rotating and oscillating neutron stars Host galaxies of short GRBs GRB 100418A: a bridge between GRB-associated hypernovae and SNe Two super-luminous SNe at z ~ 1.5 from the SNLS Prospects for very-high-energy gamma-ray bursts with the Cherenkov Telescope Array The dynamics and radiation of relativistic flows from massive stars The search for light echoes from the supernova explosion of 1181 AD The proto-magnetar model for gamma-ray bursts Stellar black holes at the dawn of the universe MAXI J0158-744: the discovery of a supersoft X-ray transient Wide-band spectra of magnetar burst emission Dust formation and evolution in envelope-stripped core-collapse supernovae The host galaxies of dark gamma-ray bursts Keck observations of 150 GRB host galaxies Search for properties of GRBs at large redshift The early emission from SNe Spectral properties of SN shock breakout MAXI observation of GRBs and short X-ray transients A three-dimensional view of SN 1987A using light echo spectroscopy X-ray study of the southern extension of the SNR Puppis A All-sky survey of short X-ray transients by MAXI GSC Development of the CALET gamma-ray burst monitor (CGBM)

  11. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, Junhua

    2011-12-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  12. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  13. Proceedings of the Full Board Meeting, July 1970, Columbus, Ohio, U.S.A.

    ERIC Educational Resources Information Center

    International Council of Scientific Unions, Paris (France).

    Since it was founded in 1952, the International Council of Scientific Unions Abstracting Board (ICSU AB) has convened at least once a year, a general assembly or full board meeting held in different cities in the world. This is the first publication of the proceedings of the meeting. It not only includes reports on the activities of the Board, its…

  14. Vague Language in Conference Abstracts

    ERIC Educational Resources Information Center

    Cutting, Joan

    2012-01-01

    This study examined abstracts for a British Association for Applied Linguistics conference and a Sociolinguistics Symposium, to define the genre of conference abstracts in terms of vague language, specifically universal general nouns (e.g. people) and research general nouns (e.g. results), and to discover if the language used reflected the level…

  15. Leadership Abstracts; Volume 4, 1991.

    ERIC Educational Resources Information Center

    Doucette, Don, Ed.

    1991-01-01

    "Leadership Abstracts" is published bimonthly and distributed to the chief executive officer of every two-year college in the United States and Canada. This document consists of the 15 one-page abstracts published in 1991. Addressing a variety of topics of interest to the community college administrators, this volume includes: (1) "Delivering the…

  16. Food Science and Technology Abstracts.

    ERIC Educational Resources Information Center

    Cohen, Elinor; Federman, Joan

    1979-01-01

    Introduces the reader to the Food Science and Technology Abstracts, a data file that covers worldwide literature on human food commodities and aspects of food processing. Topics include scope, subject index, thesaurus, searching online, and abstracts; tables provide a comparison of ORBIT and DIALOG versions of the file. (JD)

  17. Innovation Abstracts, Volume XV, 1993.

    ERIC Educational Resources Information Center

    Roueche, Suanne D., Ed.

    1993-01-01

    This volume of 30 one- to two-page abstracts from 1993 highlights a variety of innovative approaches to teaching and learning in the community college. Topics covered in the abstracts include: (1) role-playing to encourage critical thinking; (2) team learning techniques to cultivate business skills; (3) librarian-instructor partnerships to create…

  18. Student Success with Abstract Art

    ERIC Educational Resources Information Center

    Hamidou, Kristine

    2009-01-01

    An abstract art project can be challenging or not, depending on the objectives the teacher sets up. In this article, the author describes an abstract papier-mache project that is a success for all students, and is a versatile project easily manipulated to suit the classroom of any art teacher.

  19. Abstraction in perceptual symbol systems.

    PubMed Central

    Barsalou, Lawrence W

    2003-01-01

    After reviewing six senses of abstraction, this article focuses on abstractions that take the form of summary representations. Three central properties of these abstractions are established: ( i ) type-token interpretation; (ii) structured representation; and (iii) dynamic realization. Traditional theories of representation handle interpretation and structure well but are not sufficiently dynamical. Conversely, connectionist theories are exquisitely dynamic but have problems with structure. Perceptual symbol systems offer an approach that implements all three properties naturally. Within this framework, a loose collection of property and relation simulators develops to represent abstractions. Type-token interpretation results from binding a property simulator to a region of a perceived or simulated category member. Structured representation results from binding a configuration of property and relation simulators to multiple regions in an integrated manner. Dynamic realization results from applying different subsets of property and relation simulators to category members on different occasions. From this standpoint, there are no permanent or complete abstractions of a category in memory. Instead, abstraction is the skill to construct temporary online interpretations of a category's members. Although an infinite number of abstractions are possible, attractors develop for habitual approaches to interpretation. This approach provides new ways of thinking about abstraction phenomena in categorization, inference, background knowledge and learning. PMID:12903648

  20. Technical abstracts: Mechanical engineering, 1990

    SciTech Connect

    Broesius, J.Y.

    1991-03-01

    This document is a compilation of the published, unclassified abstracts produced by mechanical engineers at Lawrence Livermore National Laboratory (LLNL) during the calendar year 1990. Many abstracts summarize work completed and published in report form. These are UCRL-JC series documents, which include the full text of articles to be published in journals and of papers to be presented at meetings, and UCID reports, which are informal documents. Not all UCIDs contain abstracts: short summaries were generated when abstracts were not included. Technical Abstracts also provides descriptions of those documents assigned to the UCRL-MI (miscellaneous) category. These are generally viewgraphs or photographs presented at meetings. An author index is provided at the back of this volume for cross referencing.

  1. Metaphor: Bridging embodiment to abstraction.

    PubMed

    Jamrozik, Anja; McQuire, Marguerite; Cardillo, Eileen R; Chatterjee, Anjan

    2016-08-01

    Embodied cognition accounts posit that concepts are grounded in our sensory and motor systems. An important challenge for these accounts is explaining how abstract concepts, which do not directly call upon sensory or motor information, can be informed by experience. We propose that metaphor is one important vehicle guiding the development and use of abstract concepts. Metaphors allow us to draw on concrete, familiar domains to acquire and reason about abstract concepts. Additionally, repeated metaphoric use drawing on particular aspects of concrete experience can result in the development of new abstract representations. These abstractions, which are derived from embodied experience but lack much of the sensorimotor information associated with it, can then be flexibly applied to understand new situations. PMID:27294425

  2. Systemwide board assessment.

    PubMed

    Hafertepe, E C

    1987-01-01

    The Sisters of Charity Health Care System (SCHCS), Inc., Cincinnati, undertook a systemwide board evaluation project to support and enhance effective aspects of governance and to deal with obstacles that often arise due to differing beliefs and role confusion. A task force of chief executive officers developed the questionnaire, which was then administered to members of individual facilities' boards and the system's board. The documented highlighted value issues important to SCHCS's ministry and business activities: overall board responsibilities, financial responsibilities, strategic planning, the board's role, committee structures, the board's operating process, board education, and overall board effectiveness. The responses from each member were returned to the local boards, who analyzed them and developed an action plan. A summary of each facility's responses and action plans were forwarded to the system's corporate office. The CEO committee critiqued the process and reported on significant issues and action plans. In general, survey results revealed a strong influence of mission and philosophy in decision making, support for current processes, and effective interaction among board members. The system's corporate office will use the responses to respond to a dynamic environment and strengthen their role in the delivery of Catholic health care services. PMID:10280363

  3. On-Board Software Reference Architecture for Payloads

    NASA Astrophysics Data System (ADS)

    Bos, Victor; Trcka, Adam

    2015-09-01

    This abstract summarizes the On-board Reference Architecture for Payloads activity carried out by Space Systems Finland (SSF) and Evolving Systems Consulting (ESC) under ESA contract. At the time of writing, the activity is ongoing. This abstract discusses study objectives, related activities, study approach, achieved and anticipated results, and directions for future work.

  4. BioGames: A Platform for Crowd-Sourced Biomedical Image Analysis and Telediagnosis

    PubMed Central

    Mavandadi, Sam; Feng, Steve; Yu, Frank; Dimitrov, Stoyan; Yu, Richard

    2012-01-01

    Abstract We have recently proposed a mathematical framework for crowd-sourcing of biomedical image analysis and diagnosis through digital gaming. Here we review our recent progress on this gaming platform and demonstrate its viability for telediagnosis of malaria, achieving an accuracy that is within less than 2 percent of that of a trained expert. PMID:23724363

  5. The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science

    PubMed Central

    Trevino, Richard; Majcher, Carolyn; Rabin, Jeff; Kent, Theresa; Maki, Yutaka; Wingert, Timothy

    2016-01-01

    Purpose To compare the effectiveness of an educational board game with interactive didactic instruction for teaching optometry students elements of the core optometric curriculum. Methods Forty-two optometry students were divided into two GPA-matched groups and assigned to either 12 hours of game play (game group) or 12 hours of interactive didactic instruction (lecture group). The same material from the core optometric curriculum was delivered to both groups. Game play was accomplished via an original board game. Written examinations assessed change in knowledge level. A post-intervention opinion survey assessed student attitudes. Results There was no significant difference in pre- or post-intervention test scores between the lecture and game groups (Pre-test: p = 0.9; Post-test: p = 0.5). Post-intervention test scores increased significantly from baseline (Game group: 29.3% gain, Didactic group: 31.5% gain; p<0.001 for each). The score increase difference between groups was not statistically significant (p = 0.6). The post-intervention attitude survey did not reveal any significant between group differences (p = 0.5). Conclusions Our results indicate that an educational game and interactive didactic instruction can be equally effective in teaching optometry students basic and applied science. Furthermore, both modes of instruction have the potential to be equally engaging and enjoyable experiences. PMID:27233041

  6. NASA Patent Abstracts bibliography: A continuing bibliography. Section 1: Abstracts (supplement 21) Abstracts

    NASA Technical Reports Server (NTRS)

    1982-01-01

    Abstracts are cited for 87 patents and applications introduced into the NASA scientific and technical information system during the period of January 1982 through June 1982. Each entry consists of a citation, an abstract, and in mose cases, a key illustration selected from the patent or patent application.

  7. Educational Card Games

    ERIC Educational Resources Information Center

    Smith, D. R.; Munro, E.

    2009-01-01

    A number of years have passed since the development of the "Voyager: Satellites" educational card game reported in "Physics Education" in 2003. Since then, a large number of copies of the game have been produced and distributed across the UK, to a warm reception from both pupils and teachers. This article reports on some of the feedback received…

  8. The Frozen Price Game

    ERIC Educational Resources Information Center

    Alden, Lori

    2003-01-01

    In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…

  9. Game Theory .net.

    ERIC Educational Resources Information Center

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  10. Skill Games for Mathematics.

    ERIC Educational Resources Information Center

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  11. Police Patrol Game Kit.

    ERIC Educational Resources Information Center

    Clark, Todd, Ed.

    A packet of game materials, designed to help young people better understand what the law is, what the police officer's duties are, and what pressures and fears the police officers experience daily, is presented. The game, designed for a group of 20 to 35 students, contains: Teacher's Manual, Attitude Survey Master, Observer Evaluation Master,…

  12. The Household Energy Game.

    ERIC Educational Resources Information Center

    Smith, Thomas W.; Jenkins, John

    The Household Energy Game has been developed to provide some indication of energy use and individual management. The game is divided into two sections. In the first section, one is to devise one's own energy budget. Energy use is calculated in the areas of transportation, heating, hot water, air conditioning, and appliances. In each of these major…

  13. Cournot and Bertrand Games.

    ERIC Educational Resources Information Center

    Beckman, Steven R.

    2003-01-01

    Describes a series of matrix choice games that illustrate for students the concepts of monopoly, shared monopoly, Cournot, Bertrand, and Stackelberg behavior given either perfect complements or perfect substitutes. Suggests that the use of the games also allows for student dialogue about international trade and price wars. (JEH)

  14. Games and childhood obesity

    Technology Transfer Automated Retrieval System (TEKTRAN)

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  15. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

    The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…

  16. Functional Business Games.

    ERIC Educational Resources Information Center

    Biggs, William D.

    1987-01-01

    Defines computerized functional business games as those focusing on decision making and integration in the areas of accounting/finance, marketing, personnel/human resources, and production/operations. Nine currently available games are reviewed and evaluated in the context of a learning model. (Author/LRW)

  17. The Clean Air Game.

    ERIC Educational Resources Information Center

    Avalone-King, Deborah

    2000-01-01

    Introduces the Clean Air game which teaches about air quality and its vital importance for life. Introduces students to air pollutants, health of people and environment, and possible actions individuals can take to prevent air pollution. Includes directions for the game. (YDS)

  18. Stay Teen: Games

    MedlinePlus

    ... here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 7 quiz Relationship Checkup! How Healthy is Your Relationship? Shares · 0 Comments · 0 quiz Should You Make it Official? Shares · 0 Comments · 0 quiz Which Celebrity Couple Are You? Shares · 0 Comments · 0 quiz Are ...

  19. 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…

  20. Games on Sustainable Development

    ERIC Educational Resources Information Center

    Meadows, Dennis L.; Van der Waals, Barbara

    This booklet contains a collection of educational games that can be used by teachers to convey ideas and create discussion related to environmental protection and sustainable development. The games accommodate participants of all ages and require little preparation by the teacher, up to 30-40 players with only one operator, minimal materials (many…

  1. Games People Play

    ERIC Educational Resources Information Center

    VerBruggen, Robert

    2012-01-01

    Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…

  2. Great Games That Disappeared

    ERIC Educational Resources Information Center

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  3. Social Interactions and Games

    ERIC Educational Resources Information Center

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  4. Gaming and Gamification

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

    The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…

  5. ACTIVITIES: Graphs and Games

    ERIC Educational Resources Information Center

    Hirsch, Christian R.

    1975-01-01

    Using a set of worksheets, students will discover and apply Euler's formula regarding connected planar graphs and play and analyze the game of Sprouts. One sheet leads to the discovery of Euler's formula; another concerns traversability of a graph; another gives an example and a game involving these ideas. (Author/KM)

  6. The local minority game

    NASA Astrophysics Data System (ADS)

    Moelbert, S.; De Los Rios, P.

    2002-01-01

    Ecologists and economists try to explain collective behavior in terms of competitive systems of selfish individuals with the ability to learn from the past. Statistical physicists have been investigating models which might contribute to the understanding of the underlying mechanisms of these systems. During the last 3 yr one intuitive model, commonly referred to as the minority game (MG), has attracted considerable attention. Powerful yet simple, the minority game has produced encouraging results which can explain the temporal behavior of competitive systems. Here we switch the interest to the phenomena due to a distribution of the individuals in space. For analyzing these effects we modify the minority game and the local minority game (LMG) is introduced. We study the system both numerically and analytically, using the customary techniques already developed for the ordinary Minority Game.

  7. A game for space

    NASA Astrophysics Data System (ADS)

    Häuplik-Meusburger, Sandra; Aguzzi, Manuela; Peldszus, Regina

    2010-02-01

    As countermeasure to heavy workloads or monotony, astronauts have drawn on leisure activities imported from Earth or invented in situ. Aside from consumption of media, physical exercise, Earth observation, communication with ground or crew and the practising of instruments, also games play an important role. With a few exceptions, the emphasis, however, lies on virtual games and software applications. A review of play activities in orbit and their benefits to date suggests a need for additional recreational opportunities. In response, an interactive strategy game for use in microgravity is presented that relies on interlocking sphere-shaped game pieces in order to make the most of the kinetic and sensory potential of reduced gravity conditions. Aside from the play value and aesthetics of this reconfigurable modular game structure, the activity may help maintain and enhance manual dexterity, mental alertness and sociability amongst the crew. The design solution and prototype are presented and needs for further research and development are outlined.

  8. Avatars in Analytical Gaming

    SciTech Connect

    Cowell, Andrew J.; Cowell, Amanda K.

    2009-08-29

    This paper discusses the design and use of anthropomorphic computer characters as nonplayer characters (NPC’s) within analytical games. These new environments allow avatars to play a central role in supporting training and education goals instead of planning the supporting cast role. This new ‘science’ of gaming, driven by high-powered but inexpensive computers, dedicated graphics processors and realistic game engines, enables game developers to create learning and training opportunities on par with expensive real-world training scenarios. However, there needs to be care and attention placed on how avatars are represented and thus perceived. A taxonomy of non-verbal behavior is presented and its application to analytical gaming discussed.

  9. Teaching Abstract Concepts by Metaphor.

    ERIC Educational Resources Information Center

    Sutherland, Judith A.

    2001-01-01

    Defines metaphor and its uses; explains the construction and application of metaphors in nursing education. Describes the transformation of the abstract psychiatric concept of therapeutic milieu into a visual metaphor. (SK)

  10. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  11. Printed circuit board industry.

    PubMed

    LaDou, Joseph

    2006-05-01

    The printed circuit board is the platform upon which microelectronic components such as semiconductor chips and capacitors are mounted. It provides the electrical interconnections between components and is found in virtually all electronics products. Once considered low technology, the printed circuit board is evolving into a high-technology product. Printed circuit board manufacturing is highly complicated, requiring large equipment investments and over 50 process steps. Many of the high-speed, miniaturized printed circuit boards are now manufactured in cleanrooms with the same health and safety problems posed by other microelectronics manufacturing. Asia produces three-fourths of the world's printed circuit boards. In Asian countries, glycol ethers are the major solvents used in the printed circuit board industry. Large quantities of hazardous chemicals such as formaldehyde, dimethylformamide, and lead are used by the printed circuit board industry. For decades, chemically intensive and often sloppy manufacturing processes exposed tens of thousands of workers to a large number of chemicals that are now known to be reproductive toxicants and carcinogens. The printed circuit board industry has exposed workers to high doses of toxic metals, solvents, acids, and photolithographic chemicals. Only recently has there been any serious effort to diminish the quantity of lead distributed worldwide by the printed circuit board industry. Billions of electronics products have been discarded in every region of the world. This paper summarizes recent regulatory and enforcement efforts. PMID:16580876

  12. Deficiencies in structured medical abstracts.

    PubMed

    Froom, P; Froom, J

    1993-07-01

    This study was carried out to determine if the content of structured abstracts conforms with recommendations of the Ad Hoc Working Group for the critical appraisal of the medical literature as adopted by the Annals of Internal Medicine. The study design was a survey. All articles published in Annals of Internal Medicine in 1991, excluding editorials, case-reports, literature reviews, decision analysis, studies in medical education, descriptive studies of clinical and basic phenomena, and papers lacking a structured abstract, were studied. Of a total of 150 articles, 20 were excluded. The abstract and text of each article were assessed for the presence of the following items; patient selection criteria, statements concerning extrapolation of findings, need for further study, and whether or not the information should be used now. Number of refusers, drop outs and reason(s) for drop outs were assessed for intervention and prospective cohort studies only. Deficiencies of assessed items were noted in both abstracts and texts. For abstracts, patient selection criteria, numbers of refusers, number of drop outs and reason(s) for drop outs were reported in 44.6% (58/130), 3.1% (4/130), 16.9% (14/83) and 2.4% (2/83) respectively. These items were reported more frequently in the texts 87.7% (114/130), 9.2% (12/130), 60.2% (50/83) and 37.3% (31/83) respectively (p < 0.05). Statements concerning extrapolation of findings, need for further study and use of information now were also more frequent in texts than abstracts (p < 0.0001). A large number of structured abstracts published in the Annals of Internal Medicine in 1991, lack information recommended by the Ad Hoc Working Group. Our findings should not be extrapolated to other journals requiring structured abstracts. PMID:8326342

  13. Playing Linear Number Board Games Improves Children's Mathematical Knowledge

    ERIC Educational Resources Information Center

    Siegler, Robert S.; Ramani, Geetha

    2009-01-01

    The present study focused on two main goals. One was to test the "representational mapping hypothesis": The greater the transparency of the mapping between physical materials and desired internal representations, the greater the learning of the desired internal representation. The implication of the representational mapping hypothesis in the…

  14. Anatomy Adventure: A Board Game for Enhancing Understanding of Anatomy

    ERIC Educational Resources Information Center

    Anyanwu, Emeka G.

    2014-01-01

    Certain negative factors such as fear, loss of concentration and interest in the course, lack of confidence, and undue stress have been associated with the study of anatomy. These are factors most often provoked by the unusually large curriculum, nature of the course, and the psychosocial impact of dissection. As a palliative measure, Anatomy…

  15. Harnessing Computer Games in Education

    ERIC Educational Resources Information Center

    Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M.

    2008-01-01

    Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…

  16. Play Chinese Games. 1987, Revised.

    ERIC Educational Resources Information Center

    White, Caryn

    This document, designed to introduce all ages to a selection of popular Chinese games, describes these games and provides instructions and materials for making the items needed to play most of them. Section 1 suggests class activities that can be related to some of the games. Section 2 presents instructions for the physical or outdoor games of:…

  17. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

    According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…

  18. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

    Students today begin using computers and playing video games as early as two years old. The technology behind these games is more complicated than most people can imagine. In this article, the author presents some simple number games which seem easy at the beginning, but as the games are repeated, mathematical content becomes more of the focus…

  19. 78 FR 11221 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-15

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming..., 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  20. 78 FR 15738 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-12

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming..., 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  1. 77 FR 43110 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...

  2. 75 FR 55823 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-14

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming.... FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  3. 75 FR 61511 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-05

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming..., 2010. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  4. 76 FR 8375 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-14

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the Gaming..., 2011. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  5. 78 FR 62649 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-22

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Class III Gaming... Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC...

  6. 76 FR 52968 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-24

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...

  7. 78 FR 17427 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-21

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ] ACTION: Notice of Approved Amended Gaming Compact. SUMMARY: This notice publishes the approval of the Amended Gaming Compact between the Sisseton-Wahpeton Sioux Tribe and the State of North Dakota; the Amended Gaming...

  8. 77 FR 45371 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-31

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...

  9. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming.... FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of...

  10. 76 FR 65208 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-20

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an Approval of the Gaming..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic...

  11. 76 FR 33341 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-08

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...

  12. Stages for Children Inventing Games

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

    This article offers practical advice for teachers interested in using Inventing Games (IG) as a way to facilitate learning about game structures, rules, and the principles of fair play that they can apply not only to game play, but to everyday life as members of a democratically organized society. Inventing Games gives students the opportunity to…

  13. Situating Ethics in Games Education

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

    This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…

  14. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  15. The Management of Management Games.

    ERIC Educational Resources Information Center

    Bryant, Nigel; Corless, Helen

    1986-01-01

    This discussion of whether management games should be used for managerial performance appraisal addresses definitions, features, and purposes of management games; performance appraisal process; and problems with use of management games for appraisal. It is concluded that using management games in education is not compatible with using them for…

  16. Video Games: Competing with Machines.

    ERIC Educational Resources Information Center

    Hanson, Jarice

    This study was designed to compare the attitudinal and lifestyle patterns of video game players with the amount of time they play, the number of games they play, and the types of video games they play, to determine whether their personal use of time and attitude toward leisure is different when playing video games. Subjects were 200 individuals…

  17. Fun and Games and Boredom

    PubMed Central

    Baranowski, Tom; Thompson, Debbe

    2012-01-01

    Abstract Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected. PMID:24761316

  18. Building better boards.

    PubMed

    Nadler, David A

    2004-05-01

    Companies facing new requirements for governance are scrambling to buttress financial-reporting systems, overhaul board structures--whatever it takes to comply. But there are limits to how much good governance can be imposed from the outside. Boards know what they ought to be: seats of challenge and inquiry that add value without meddling and make CEOs more effective but not all-powerful. A board can reach that goal only if it functions as a high-performance team, one that is competent, coordinated, collegial, and focused on an unambiguous goal. Such entities don't just evolve; they must be constructed to an exacting blueprint--what the author calls board building. In this article, Nadler offers an agenda and a set of tools that boards can use to define and achieve their objectives. It's important for a board to conduct regular self-assessments and to pay attention to the results of those analyses. As a first step, the directors and the CEO should agree on which of the following common board models best fits the company: passive, certifying, engaged, intervening, or operating. The directors and the CEO should then analyze which business tasks are most important and allot sufficient time and resources to them. Next, the board should take inventory of each director's strengths to ensure that the group as a whole possesses the skills necessary to do its work. Directors must exert more influence over meeting agendas and make sure they have the right information at the right time and in the right format to perform their duties. Finally, the board needs to foster an engaged culture characterized by candor and a willingness to challenge. An ambitious board-building process, devised and endorsed both by directors and by management, can potentially turn a good board into a great one. PMID:15146740

  19. Games and Diabetes

    PubMed Central

    Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje

    2015-01-01

    Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753

  20. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  1. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  2. SMART Boards Rock

    ERIC Educational Resources Information Center

    Giles, Rebecca M.; Shaw, Edward L.

    2011-01-01

    SMART Board is a technology that combines the functionality of a whiteboard, computer, and projector into a single system. The interactive nature of the SMART Board offers many practical uses for providing an introduction to or review of material, while the large work area invites collaboration through social interaction and communication. As a…

  3. School Board Meeting Management.

    ERIC Educational Resources Information Center

    French, Larry L.

    The importance of official school board minutes cannot be overemphasized in these times involving numerous litigable issues and controversies. The sole evidence as to what exactly occurred during a school board meeting is found in such minutes. Accordingly, it is appropriate to provide assistance to the school superintendent or designated…

  4. Display and Presentation Boards.

    ERIC Educational Resources Information Center

    Midgley, Thomas Keith

    The use of display and presentation boards as tools to help teachers/trainers convey messages more clearly is briefly discussed, and 24 different types of display and presentation boards are described and illustrated; i.e., chalk, paste-up, hook-n-loop, electric, flannel, scroll, communication planning, acetate pocket, slot, pin-tack, preview,…

  5. Communicating with Boards

    ERIC Educational Resources Information Center

    School Administrator, 2006

    2006-01-01

    How school board presidents view the communication behaviors of their superintendents was addressed in a doctoral dissertation by H. Steve Sprunger at Purdue University. His study examined the communication behaviors and perceived leadership strength of superintendents as perceived by board presidents. This study was conducted by sending out the…

  6. Holding Effective Board Meetings.

    ERIC Educational Resources Information Center

    American Association of School Administrators, Arlington, VA.

    Advice and tested methods for management of meetings from superintendents and board members are combined in this reference book on conducting effective school board meetings. Intended for a wide readership, it contains three chapters and an exhibit section comprising over one-third of the document. Following a brief introduction, chapter 1,…

  7. Noisy quantum game

    NASA Astrophysics Data System (ADS)

    Chen, Jing-Ling; Kwek, L. C.; Oh, C. H.

    2002-05-01

    In a recent paper [D. A. Meyer, Phys. Rev. Lett. 82, 1052 (1999)], it has been shown that a classical zero-sum strategic game can become a winning quantum game for the player with a quantum device. Nevertheless, it is well known that quantum systems easily decohere in noisy environments. In this paper, we show that if the handicapped player with classical means can delay his action for a sufficiently long time, the quantum version reverts to the classical zero-sum game under decoherence.

  8. The Genomic Medicine Game.

    PubMed

    Tran, Elvis; de Andrés-Galiana, Enrique J; Benitez, Sonia; Martin-Sanchez, Fernando; Lopez-Campos, Guillermo H

    2016-01-01

    With advancements in genomics technology, health care has been improving and new paradigms of medicine such as genomic medicine have evolved. The education of clinicians, researchers and students to face the challenges posed by these new approaches, however, has been often lagging behind. From this the Genomic Medicine Game, an educational tool, was created for the purpose of conceptualizing the key components of Genomic Medicine. A number of phenotype-genotype associations were found through a literature review, which was used to be a base for the concepts the Genomic Medicine Game would focus on. Built in Java, the game was successfully tested with promising results. PMID:27577486

  9. Quantum Game of Life

    NASA Astrophysics Data System (ADS)

    Glick, Aaron; Carr, Lincoln; Calarco, Tommaso; Montangero, Simone

    2014-03-01

    In order to investigate the emergence of complexity in quantum systems, we present a quantum game of life, inspired by Conway's classic game of life. Through Matrix Product State (MPS) calculations, we simulate the evolution of quantum systems, dictated by a Hamiltonian that defines the rules of our quantum game. We analyze the system through a number of measures which elicit the emergence of complexity in terms of spatial organization, system dynamics, and non-local mutual information within the network. Funded by NSF

  10. Modelling Metamorphism by Abstract Interpretation

    NASA Astrophysics Data System (ADS)

    Dalla Preda, Mila; Giacobazzi, Roberto; Debray, Saumya; Coogan, Kevin; Townsend, Gregg M.

    Metamorphic malware apply semantics-preserving transformations to their own code in order to foil detection systems based on signature matching. In this paper we consider the problem of automatically extract metamorphic signatures from these malware. We introduce a semantics for self-modifying code, later called phase semantics, and prove its correctness by showing that it is an abstract interpretation of the standard trace semantics. Phase semantics precisely models the metamorphic code behavior by providing a set of traces of programs which correspond to the possible evolutions of the metamorphic code during execution. We show that metamorphic signatures can be automatically extracted by abstract interpretation of the phase semantics, and that regular metamorphism can be modelled as finite state automata abstraction of the phase semantics.

  11. Mechanical Engineering Department technical abstracts

    SciTech Connect

    Not Available

    1984-07-01

    The Mechanical Engineering Department publishes abstracts twice a year to inform readers of the broad range of technical activities in the Department, and to promote an exchange of ideas. Details of the work covered by an abstract may be obtained by contacting the author(s). General information about the current role and activities of each of the Department's seven divisions precedes the technical abstracts. Further information about a division's work may be obtained from the division leader, whose name is given at the end of each divisional summary. The Department's seven divisions are as follows: Nuclear Test Engineering Division, Nuclear Explosives Engineering Division, Weapons Engineering Division, Energy Systems Engineering Division, Engineering Sciences Division, Magnetic Fusion Engineering Division and Materials Fabrication Division.

  12. Meeting Abstracts - Annual Meeting 2016.

    PubMed

    2016-04-01

    The AMCP Abstracts program provides a forum through which authors can share their insights and outcomes of advanced managed care practice through publication in AMCP's Journal of Managed Care & Specialty Pharmacy (JMCP). Most of the reviewed and unreviewed abstracts are presented as posters so that interested AMCP meeting attendees can review findings and query authors. The Student/Resident/ Fellow poster presentation (unreviewed) is Wednesday, April 20, 2016, and the Professional poster presentation (reviewed) is Thursday, April 21. The Professional posters will also be displayed on Friday, April 22. The reviewed abstracts are published in the JMCP Meeting Abstracts supplement. The AMCP Managed Care & Specialty Pharmacy Annual Meeting 2016 in San Francisco, California, is expected to attract more than 3,500 managed care pharmacists and other health care professionals who manage and evaluate drug therapies, develop and manage networks, and work with medical managers and information specialists to improve the care of all individuals enrolled in managed care programs. Abstracts were submitted in the following categories: Research Report: describe completed original research on managed care pharmacy services or health care interventions. Examples include (but are not limited to) observational studies using administrative claims, reports of the impact of unique benefit design strategies, and analyses of the effects of innovative administrative or clinical programs. Economic Model: describe models that predict the effect of various benefit design or clinical decisions on a population. For example, an economic model could be used to predict the budget impact of a new pharmaceutical product on a health care system. Solving Problems in Managed Care: describe the specific steps taken to introduce a needed change, develop and implement a new system or program, plan and organize an administrative function, or solve other types of problems in managed care settings. These

  13. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  14. Abstract communication for coordinated planning

    NASA Technical Reports Server (NTRS)

    Clement, Bradley J.; Durfee, Edmund H.

    2003-01-01

    work offers evidence that distributed planning agents can greatly reduce communication costs by reasoning at abstract levels. While it is intuitive that improved search can reduce communication in such cases, there are other decisions about how to communicate plan information that greatly affect communication costs. This paper identifies cases independent of search where communicating at multiple levels of abstraction can exponentially decrease costs and where it can exponentially add costs. We conclude with a process for determining appropriate levels of communication based on characteristics of the domain.

  15. An Algorithmic Analysis of the Honey-Bee Game

    NASA Astrophysics Data System (ADS)

    Fleischer, Rudolf; Woeginger, Gerhard J.

    The Honey-Bee game is a two-player board game that is played on a connected hexagonal colored grid, or in a generalized setting, on a connected graph with colored nodes. In a single move, a player calls a color and thereby conquers all nodes of that color that are adjacent to his own territory. Both players want to conquer the majority of the nodes. We show that winning the game is PSPACE-hard in general, NP-hard on series-parallel graphs, but easy on outerplanar graphs. The solitaire version, where the goal is to conquer the entire graph with a minimum number of moves, is NP-hard on trees and split graphs, but can be solved in polynomial time on co-comparability graphs.

  16. Analog Design for Digital Deployment of a Serious Leadership Game

    NASA Technical Reports Server (NTRS)

    Maxwell, Nicholas; Lang, Tristan; Herman, Jeffrey L.; Phares, Richard

    2012-01-01

    This paper presents the design, development, and user testing of a leadership development simulation. The authors share lessons learned from using a design process for a board game to allow for quick and inexpensive revision cycles during the development of a serious leadership development game. The goal of this leadership simulation is to accelerate the development of leadership capacity in high-potential mid-level managers (GS-15 level) in a federal government agency. Simulation design included a mixed-method needs analysis, using both quantitative and qualitative approaches to determine organizational leadership needs. Eight design iterations were conducted, including three user testing phases. Three re-design iterations followed initial development, enabling game testing as part of comprehensive instructional events. Subsequent design, development and testing processes targeted digital application to a computer- and tablet-based environment. Recommendations include pros and cons of development and learner testing of an initial analog simulation prior to full digital simulation development.

  17. The game of go as a complex network

    NASA Astrophysics Data System (ADS)

    Georgeot, B.; Giraud, O.

    2012-03-01

    We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional and amateur games. The move distribution follows Zipf's law and the network is scale free, with statistical peculiarities different from other real directed networks, such as, e.g., the World Wide Web. These specificities reflect in the outcome of ranking algorithms applied to it. The fine study of the eigenvalues and eigenvectors of matrices used by the ranking algorithms singles out certain strategic situations. Our results should pave the way to a better modelization of board games and other types of human strategic scheming.

  18. Games and machine learning: a powerful combination in an artificial intelligence course

    NASA Astrophysics Data System (ADS)

    Wallace, Scott A.; McCartney, Robert; Russell, Ingrid

    2010-03-01

    Project MLeXAI (Machine Learning eXperiences in Artificial Intelligence (AI)) seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense - a simple real-time strategy game and Checkers - a classic turn-based board game. From the instructors' prospective, we examine aspects of design and implementation as well as the challenges and rewards of using the curricula. We explore students' responses to the projects via the results of a common survey. Finally, we compare the student perceptions from the game-based projects to non-game based projects from the first phase of Project MLeXAI.

  19. Brains on video games.

    PubMed

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-12-01

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward. PMID:22095065

  20. Interactive Health Games

    MedlinePlus

    ... Your Knowledge (National Institute on Drug Abuse) F Fire Safety Sparky the Fire Dog (National Fire Protection ... Diseases Play the Electrocardiogram Game (Nobel Foundation) I Immune System and Disorders Play the Immune System Defender ...

  1. Brains on video games

    PubMed Central

    Bavelier, Daphne; Green, C. Shawn; Han, Doug Hyun; Renshaw, Perry F.; Merzenich, Michael M.; Gentile, Douglas A.

    2015-01-01

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward. PMID:22095065

  2. Play the Mosquito Game

    MedlinePlus

    ... of the Cell Cycle Diabetes and Insulin DNA - RNA - Protein DNA - the Double Helix Ear Pages ECG/ ... About the games Malaria is one of the world's most common diseases, caused by a parasite that ...

  3. The Game of Writing

    ERIC Educational Resources Information Center

    Perron, John D.

    1972-01-01

    Author describes a series of games that tries to duplicate the natural writing act under group conditions, (which) frees the teacher from the effort of materials' production (and) places the burden of creating raw materials on the student. (Author)

  4. The Atomic Dating Game.

    ERIC Educational Resources Information Center

    Cummo, Evelyn; Matthews, Catherine E.

    2002-01-01

    Presents an activity designed to provide students with opportunities to practice drawing atomic models and discover the logical pairings of whole families on the periodic table. Follows the format of a television game show. (DDR)

  5. Rethinking Fair Games

    ERIC Educational Resources Information Center

    Coffey, David C.; Richardson, Mary G.

    2005-01-01

    This article addresses misconceptions related to what makes an unfair game fair and describes from a personal perspective the process of discovering for oneself when a particular mathematical method works. (Contains 3 figures and 2 tables.)

  6. Decisions and Macroeconomics: Development and Implementation of a Simulation Game

    ERIC Educational Resources Information Center

    Woltjer, Geert B.

    2005-01-01

    For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…

  7. Mastering the game of Go with deep neural networks and tree search

    NASA Astrophysics Data System (ADS)

    Silver, David; Huang, Aja; Maddison, Chris J.; Guez, Arthur; Sifre, Laurent; van den Driessche, George; Schrittwieser, Julian; Antonoglou, Ioannis; Panneershelvam, Veda; Lanctot, Marc; Dieleman, Sander; Grewe, Dominik; Nham, John; Kalchbrenner, Nal; Sutskever, Ilya; Lillicrap, Timothy; Leach, Madeleine; Kavukcuoglu, Koray; Graepel, Thore; Hassabis, Demis

    2016-01-01

    The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

  8. Mastering the game of Go with deep neural networks and tree search.

    PubMed

    Silver, David; Huang, Aja; Maddison, Chris J; Guez, Arthur; Sifre, Laurent; van den Driessche, George; Schrittwieser, Julian; Antonoglou, Ioannis; Panneershelvam, Veda; Lanctot, Marc; Dieleman, Sander; Grewe, Dominik; Nham, John; Kalchbrenner, Nal; Sutskever, Ilya; Lillicrap, Timothy; Leach, Madeleine; Kavukcuoglu, Koray; Graepel, Thore; Hassabis, Demis

    2016-01-28

    The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses 'value networks' to evaluate board positions and 'policy networks' to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away. PMID:26819042

  9. Innovation Abstracts, Volume XIX, 1997.

    ERIC Educational Resources Information Center

    Roueche, Suanne D., Ed.

    1997-01-01

    The 52 abstracts in these 29 serial issues describe innovative approaches to teaching and learning in the community college. Sample topics include a checklist for conference presenters, plan to retain students, faculty home page, improvements in writing instruction, cooperative learning, support for high risk students, competitive colleges and the…

  10. Handedness Shapes Children's Abstract Concepts

    ERIC Educational Resources Information Center

    Casasanto, Daniel; Henetz, Tania

    2012-01-01

    Can children's handedness influence how they represent abstract concepts like "kindness" and "intelligence"? Here we show that from an early age, right-handers associate rightward space more strongly with positive ideas and leftward space with negative ideas, but the opposite is true for left-handers. In one experiment, children indicated where on…

  11. Innovation Abstracts, Volume XX, 1998.

    ERIC Educational Resources Information Center

    Roueche, Suanne D., Ed.

    1998-01-01

    The 52 abstracts in these 29 serial issues describe innovative approaches to teaching and learning in the community college. Sample topics include reading motivation, barriers to academic success, the learning environment, writing skills, leadership in the criminal justice profession, role-playing strategies, cooperative education, distance…

  12. Abstract Journal Concept Being Examined

    ERIC Educational Resources Information Center

    Somerville, Brendan F.

    1972-01-01

    In order to control the information explosion, some European chemical groups are studying the idea of abandoning full publication in printed form of all primary journals and, in their place, substituting a new form of abstract journal combined with a microfilm record of full scientific papers. (Author/CP)

  13. Metaphoric Images from Abstract Concepts.

    ERIC Educational Resources Information Center

    Vizmuller-Zocco, Jana

    1992-01-01

    Discusses children's use of metaphors to create meaning, using as an example the pragmatic and "scientific" ways in which preschool children explain thunder and lightning to themselves. Argues that children are being shortchanged by modern scientific notions of abstractness and that they should be encouraged to create their own explanations of…

  14. Abstract Expressionism. Clip and Save.

    ERIC Educational Resources Information Center

    Hubbard, Guy

    2002-01-01

    Provides information on the art movement, Abstract Expressionism, and includes learning activities. Focuses on the artist Jackson Pollock, offering a reproduction of his artwork, "Convergence: Number 10." Includes background information on the life and career of Pollock and a description of the included artwork. (CMK)

  15. ERGONOMICS ABSTRACTS 48347-48982.

    ERIC Educational Resources Information Center

    Ministry of Technology, London (England). Warren Spring Lab.

    IN THIS COLLECTION OF ERGONOMICS ABSTRACTS AND ANNOTATIONS THE FOLLOWING AREAS OF CONCERN ARE REPRESENTED--GENERAL REFERENCES, METHODS, FACILITIES, AND EQUIPMENT RELATING TO ERGONOMICS, SYSTEMS OF MAN AND MACHINES, VISUAL, AUDITORY, AND OTHER SENSORY INPUTS AND PROCESSES (INCLUDING SPEECH AND INTELLIGIBILITY), INPUT CHANNELS, BODY MEASUREMENTS,…

  16. Does "Social Work Abstracts" Work?

    ERIC Educational Resources Information Center

    Holden, Gary; Barker, Kathleen; Covert-Vail, Lucinda; Rosenberg, Gary; Cohen, Stephanie A.

    2008-01-01

    Objective: The current study seeks to provide estimates of the adequacy of journal coverage in the Social Work Abstracts (SWA) database. Method: A total of 23 journals listed in the Journal Citation Reports social work category during the 1997 to 2005 period were selected for study. Issue-level coverage estimates were obtained for SWA and…

  17. Manpower Management Studies: Selected Abstracts.

    ERIC Educational Resources Information Center

    Ryerson, William R., Comp.

    This bibliography contains 58 selected abstracts of research reports dating back to 1964 on the general subject of manpower management. It was prepared from a search of the National Technical Information Service data base of more than 300,000 documents submitted by agencies of the Federal Government and also by private organizations or individuals…

  18. The Theatre Audience: An Abstraction.

    ERIC Educational Resources Information Center

    Campbell, Paul Newell

    1981-01-01

    Argues that theater is aimed at and presented to an ideal or abstract audience. Discusses the implications of performing for an actual audience, adaptation to various audiences, and the concept of the audience as an evaluative device. (See CS 705 536.) (JMF)

  19. Chemical Abstracts' Document Delivery Service.

    ERIC Educational Resources Information Center

    Rollins, Stephen

    1984-01-01

    The Document Delivery Service offered by Chemical Abstracts is described in terms of the DIALORDER option on the Dialog information retrieval system, mail requests, and requests transmitted through OCLC's Interlibrary Loan system. Transmission costs, success rates, delivery rates, and other considerations in utilizing the service are included.…

  20. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

    Quantum systems are easily influenced by ambient environments. Decoherence is generated by system interaction with external environment. In this paper, we analyse the effects of decoherence on quantum games with Eisert-Wilkens-Lewenstein (EWL) (Eisert et al., Phys. Rev. Lett. 83(15), 3077 1999) and Marinatto-Weber (MW) (Marinatto and Weber, Phys. Lett. A 272, 291 2000) schemes. Firstly, referring to the analytical approach that was introduced by Eisert et al. (Phys. Rev. Lett. 83(15), 3077 1999), we analyse the effects of decoherence on quantum Chicken game by considering different traditional noisy channels. We investigate the Nash equilibria and changes of payoff in specific two-parameter strategy set for maximally entangled initial states. We find that the Nash equilibria are different in different noisy channels. Since Unruh effect produces a decoherence-like effect and can be perceived as a quantum noise channel (Omkar et al., arXiv: 1408.1477v1), with the same two parameter strategy set, we investigate the influences of decoherence generated by the Unruh effect on three-player quantum Prisoners' Dilemma, the non-zero sum symmetric multiplayer quantum game both for unentangled and entangled initial states. We discuss the effect of the acceleration of noninertial frames on the the game's properties such as payoffs, symmetry, Nash equilibrium, Pareto optimal, dominant strategy, etc. Finally, we study the decoherent influences of correlated noise and Unruh effect on quantum Stackelberg duopoly for entangled and unentangled initial states with the depolarizing channel. Our investigations show that under the influence of correlated depolarizing channel and acceleration in noninertial frame, some critical points exist for an unentangled initial state at which firms get equal payoffs and the game becomes a follower advantage game. It is shown that the game is always a leader advantage game for a maximally entangled initial state and there appear some points at which

  1. 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

  2. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

    Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…

  3. Multichoice minority game

    SciTech Connect

    Ein-Dor, Liat; Metzler, Richard; Kanter, Ido; Kinzel, Wolfgang

    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.

  4. Equilibrium games in networks

    NASA Astrophysics Data System (ADS)

    Li, Angsheng; Zhang, Xiaohui; Pan, Yicheng; Peng, Pan

    2014-12-01

    It seems a universal phenomenon of networks that the attacks on a small number of nodes by an adversary player Alice may generate a global cascading failure of the networks. It has been shown (Li et al., 2013) that classic scale-free networks (Barabási and Albert, 1999, Barabási, 2009) are insecure against attacks of as small as O(logn) many nodes. This poses a natural and fundamental question: Can we introduce a second player Bob to prevent Alice from global cascading failure of the networks? We proposed a game in networks. We say that a network has an equilibrium game if the second player Bob has a strategy to balance the cascading influence of attacks by the adversary player Alice. It was shown that networks of the preferential attachment model (Barabási and Albert, 1999) fail to have equilibrium games, that random graphs of the Erdös-Rényi model (Erdös and Rényi, 1959, Erdös and Rényi, 1960) have, for which randomness is the mechanism, and that homophyly networks (Li et al., 2013) have equilibrium games, for which homophyly and preferential attachment are the underlying mechanisms. We found that some real networks have equilibrium games, but most real networks fail to have. We anticipate that our results lead to an interesting new direction of network theory, that is, equilibrium games in networks.

  5. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  6. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  7. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  8. Brain activities associated with gaming urge of online gaming addiction.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism. PMID:18996542

  9. Unpredictability induced by unfocused games in evolutionary game dynamics.

    PubMed

    Hashimoto, Koh

    2006-08-01

    Evolutionary game theory is a basis of replicator systems and has applications ranging from animal behavior and human language to ecosystems and other hierarchical network systems. Most studies in evolutionary game dynamics have focused on a single game, but, in many situations, we see that many games are played simultaneously. We construct a replicator equation with plural games by assuming that a reward of a player is a simple summation of the reward of each game. Even if the numbers of the strategies of the games are different, its dynamics can be described in one replicator equation. We here show that when players play several games at the same time, the fate of a single game cannot be determined without knowing the structures of the whole other games. The most absorbing fact is that even if a single game has a ESS (evolutionary stable strategy), the relative frequencies of strategies in the game does not always converge to the ESS point when other games are played simultaneously. PMID:16490216

  10. Quantum models of Parrondo's games

    NASA Astrophysics Data System (ADS)

    Flitney, Adrian P.; Abbott, Derek

    2002-11-01

    It is possible to have two games that are losing when played in isolation but that, because of some form of feedback, produce a winning game when played alternately or even in a random mixture. This effect is known as Parrondo's paradox. Quantum mechanics provides novel methods of combining two games through interference and entanglement. Two models of quantum Parrondo's games have been published and these are reviewed here. We speculate on a model of a quantum Parrondo's game using entanglement. Such games could find a use in the development of algorithms for quantum computers.

  11. Simulation games that integrate research, entertainment, and learning around ecosystem services

    SciTech Connect

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; Farber, Steve; Finnigan, David; Grigg, Kat; Heckbert, Scott; Kubiszewski, Ida; Lee, Harry; Liu, Shuang; Magnuszewski, Piotr; Maynard, Simone; McDonald, Neal; Mills, Richard; Ogilvy, Sue; Pert, Petina L.; Renz, Jochen; Wainger, Lisa; Young, Mike; Richard Ziegler, C.

    2014-11-07

    Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment and develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.

  12. Simulation games that integrate research, entertainment, and learning around ecosystem services

    DOE PAGESBeta

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; Farber, Steve; Finnigan, David; Grigg, Kat; Heckbert, Scott; Kubiszewski, Ida; Lee, Harry; Liu, Shuang; et al

    2014-11-07

    Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment andmore » develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called Lagom Island to test the proposition that gaming can be used to reveal the value of ecosystem services. Ultimately, our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research.« less

  13. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

    Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…

  14. Application and Evaluation of Analytic Gaming

    SciTech Connect

    Riensche, Roderick M.; Martucci, Louis M.; Scholtz, Jean; Whiting, Mark A.

    2009-08-31

    We describe an "analytic gaming" framework and methodology, and introduce formal methods for evaluation of the analytic gaming process. This process involves conception, development, and playing of games that are informed by predictive models and driven by players. Evaluation of analytic gaming examines both the process of game development and the results of game play exercises.

  15. Object Classification via Planar Abstraction

    NASA Astrophysics Data System (ADS)

    Oesau, Sven; Lafarge, Florent; Alliez, Pierre

    2016-06-01

    We present a supervised machine learning approach for classification of objects from sampled point data. The main idea consists in first abstracting the input object into planar parts at several scales, then discriminate between the different classes of objects solely through features derived from these planar shapes. Abstracting into planar shapes provides a means to both reduce the computational complexity and improve robustness to defects inherent to the acquisition process. Measuring statistical properties and relationships between planar shapes offers invariance to scale and orientation. A random forest is then used for solving the multiclass classification problem. We demonstrate the potential of our approach on a set of indoor objects from the Princeton shape benchmark and on objects acquired from indoor scenes and compare the performance of our method with other point-based shape descriptors.

  16. An Abstract Plan Preparation Language

    NASA Technical Reports Server (NTRS)

    Butler, Ricky W.; Munoz, Cesar A.

    2006-01-01

    This paper presents a new planning language that is more abstract than most existing planning languages such as the Planning Domain Definition Language (PDDL) or the New Domain Description Language (NDDL). The goal of this language is to simplify the formal analysis and specification of planning problems that are intended for safety-critical applications such as power management or automated rendezvous in future manned spacecraft. The new language has been named the Abstract Plan Preparation Language (APPL). A translator from APPL to NDDL has been developed in support of the Spacecraft Autonomy for Vehicles and Habitats Project (SAVH) sponsored by the Explorations Technology Development Program, which is seeking to mature autonomy technology for application to the new Crew Exploration Vehicle (CEV) that will replace the Space Shuttle.

  17. An Opportunity for Board Development: The Director-Board Relationship

    ERIC Educational Resources Information Center

    Gadzikowski, Ann; Lipton, Linda

    2004-01-01

    One of the very unique characteristics of child care boards is the prevalence of parent volunteers serving as board members. When parents serve as board members, a number of challenges are created. Because most parents do not have previous board experience and they are both clients as well as trustees, there is the potential for conflicts of…

  18. Battery Review Board

    NASA Technical Reports Server (NTRS)

    Vaughn, Chester

    1993-01-01

    The topics covered are presented in viewgraph form: NASA Battery Review Board Charter; membership, board chronology; background; statement of problem; summary of problems with 50 AH standard Ni-Cd; activities for near term programs utilizing conventional Ni-Cd; present projects scheduled to use NASA standard Ni-Cd; other near-term NASA programs requiring secondary batteries; recommended direction for future programs; future cell/battery procurement strategy; and the NASA Battery Program.

  19. Cryogenic foam insulation: Abstracted publications

    NASA Technical Reports Server (NTRS)

    Williamson, F. R.

    1977-01-01

    A group of documents were chosen and abstracted which contain information on the properties of foam materials and on the use of foams as thermal insulation at cryogenic temperatures. The properties include thermal properties, mechanical properties, and compatibility properties with oxygen and other cryogenic fluids. Uses of foams include applications as thermal insulation for spacecraft propellant tanks, and for liquefied natural gas storage tanks and pipelines.

  20. Concrete and abstract Voronoi diagrams

    SciTech Connect

    Klein, R. )

    1989-01-01

    The Voronoi diagram of a set of sites is a partition of the plane into regions, one to each site, such that the region of each site contains all points of the plane that are closer to this site than to the other ones. Such partitions are of great importance to computer science and many other fields. The challenge is to compute Voronoi diagrams quickly. The problem is that their structure depends on the notion of distance and the sort of site. In this book the author proposes a unifying approach by introducing abstract Voronoi diagrams. These are based on the concept of bisecting curves which are required to have some simple properties that are actually possessed by most bisectors of concrete Voronoi diagrams. Abstract Voronoi diagrams can be computed efficiently and there exists a worst-case efficient algorithm of divide-and-conquer type that applies to all abstract Voronoi diagrams satisfying a certain constraint. The author shows that this constraint is fulfilled by the concrete diagrams based no large classes of metrics in the plane.

  1. Brownian ratchets and Parrondo's games

    NASA Astrophysics Data System (ADS)

    Harmer, Gregory P.; Abbott, Derek; Taylor, Peter G.; Parrondo, Juan M. R.

    2001-09-01

    Parrondo's games present an apparently paradoxical situation where individually losing games can be combined to win. In this article we analyze the case of two coin tossing games. Game B is played with two biased coins and has state-dependent rules based on the player's current capital. Game B can exhibit detailed balance or even negative drift (i.e., loss), depending on the chosen parameters. Game A is played with a single biased coin that produces a loss or negative drift in capital. However, a winning expectation is achieved by randomly mixing A and B. One possible interpretation pictures game A as a source of "noise" that is rectified by game B to produce overall positive drift—as in a Brownian ratchet. Game B has a state-dependent rule that favors a losing coin, but when this state dependence is broken up by the noise introduced by game A, a winning coin is favored. In this article we find the parameter space in which the paradoxical effect occurs and carry out a winning rate analysis. The significance of Parrondo's games is that they are physically motivated and were originally derived by considering a Brownian ratchet—the combination of the games can be therefore considered as a discrete-time Brownian ratchet. We postulate the use of games of this type as a toy model for a number of physical and biological processes and raise a number of open questions for future research.

  2. Applied Communication, Argumentation, and Debate: Abstracts of Doctoral Dissertations Published in "Dissertation Abstracts International," July through December 1980 (Vol. 41 Nos. 1 through 6).

    ERIC Educational Resources Information Center

    ERIC Clearinghouse on Reading and Communication Skills, Urbana, IL.

    This collection of abstracts is part of a continuing series providing information on recent doctoral dissertations. The 15 titles deal with the following topics: (1) dynamics of communication and trust as school board and superintendent prepare for public meeting; (2) therapeutic discourse; (3) manipulation in interpersonal relationships; (4)…

  3. Computer Games Are Fun? On Professional Games and Players' Motivations

    ERIC Educational Resources Information Center

    Eglesz, Denes; Fekete, Istvan; Kiss, Orhidea Edith; Izso, Lajos

    2005-01-01

    As computer games are becoming more widespread, there is a tendency for young people to spend a growing amount of time playing games. The first part of this paper will deal with various types of computer games and their characteristic features. In the second part we show the results of our recent surveys. We examined the motivations of young…

  4. Digital Game-Based Learning: Towards an Experiential Gaming Model

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2005-01-01

    Online games satisfy the basic requirements of learning environments and can provide engaging learning experiences for students. However, a model that successfully integrates educational theory and game design aspects do not exist. Thus, in this paper an experiential gaming model that is based on experiential learning theory, flow theory and game…

  5. 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…

  6. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  7. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  8. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  9. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  10. It's All in the Game: Designing and Playing Board Games to Foster Communication and Social Skills

    ERIC Educational Resources Information Center

    Collins, Kathleen M.; Griess, Carolyn J.

    2011-01-01

    Young children draw on all their senses to engage with the world around them. Despite research that documents the diversity of ways children learn and express themselves (Eisner 1994; Gallas 2003), primary education has become more focused on addressing early learning standards than ever before. How might today's teachers individualize learning…

  11. Youth Studies Abstracts. Vol. 4 No. 3.

    ERIC Educational Resources Information Center

    Youth Studies Abstracts, 1985

    1985-01-01

    This volume contains 169 abstracts of documents dealing with youth and educational programs for youth. Included in the volume are 97 abstracts of documents dealing with social and educational developments; 56 abstracts of program reports, reviews, and evaluations; and 16 abstracts of program materials. Abstracts are grouped according to the…

  12. Games with the Pocket Calculator.

    ERIC Educational Resources Information Center

    Thiagarajan, Sivasailam; Stolovitch, Harold D.

    Twenty-four games to be played with a hand-held calculator are described. Information includes the number of players, the approximate time required, the skills involved, the chance factor, and the game sequence. (NR)

  13. Fractal Patterns and Chaos Games

    ERIC Educational Resources Information Center

    Devaney, Robert L.

    2004-01-01

    Teachers incorporate the chaos game and the concept of a fractal into various areas of the algebra and geometry curriculum. The chaos game approach to fractals provides teachers with an opportunity to help students comprehend the geometry of affine transformations.

  14. The Game of "Race To"

    ERIC Educational Resources Information Center

    Kurtz, Barry L.

    1975-01-01

    A game similar to Nim is described. Students in grades three through six have played the game in conjunction with the study of modular arithmetic,and have been able to develop winning strategies. (SD)

  15. Nuclear Power Plant Simulation Game.

    ERIC Educational Resources Information Center

    Weiss, Fran

    1979-01-01

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

  16. 76 FR 11258 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-01

    ... engaging in Class III gaming activities on Indian lands. The compact authorizes up to 2,000 video lottery terminals, up to 70 table games, and establishes the Oregon Benefit Fund to receive payments from...

  17. Fundamentals of School Board Membership.

    ERIC Educational Resources Information Center

    Simon, Toby R.

    This book provides basic information for new board of education members on a wide range of issues that have turned up on board of education agendas in New Jersey over the past 10 years. Separate sections are devoted to the following: (1) the New Jersey School Boards Association's code of ethics for board members; (2) the governance of New Jersey…

  18. Board Certification in Counseling Psychology

    ERIC Educational Resources Information Center

    Crowley, Susan L.; Lichtenberg, James W.; Pollard, Jeffrey W.

    2012-01-01

    Although specialty board certification by the American Board of Professional Psychology (ABPP) has been a valued standard for decades, the vast majority of counseling psychologists do not pursue board certification in the specialty. The present article provides a brief history of board certification in general and some historical information about…

  19. Providing Data to Your Board.

    ERIC Educational Resources Information Center

    Dawson, Linda J.

    2002-01-01

    Describes four principles to guide superintendents' presentation of data to their schools boards: Insist the board establish districtwide goals for student achievement; assist the board in receiving customized training on analyzing data related to student-outcome goals; insist the board adopt a code-of-conduct policy on data use; and provide data…

  20. School Boards: Emerging Governance Challenges

    ERIC Educational Resources Information Center

    Bradshaw, Patricia; Osborne, Rachel

    2010-01-01

    The governance role of school boards is not new. Local school boards have governed education in Canada since the 19th century. However, significant forces are impacting on school boards and how they enact their roles and responsibilities. In this article, the authors want to look at the growing pressures on school boards, to actively acknowledge…

  1. Handbook of Effective Board Leadership.

    ERIC Educational Resources Information Center

    Simon, Toby R., Ed.

    This publication, a resource for board of education presidents in the State of New Jersey, covers a wide range of topics pertaining to the board president's duties. Separate sections are devoted to the following: (1) the code of ethics for New Jersey board members; (2) statutory responsibilities of a board of education president; (3) an opinion…

  2. Scaffolding vector representations for student learning inside a physics game

    NASA Astrophysics Data System (ADS)

    D'Angelo, Cynthia

    Vectors and vector addition are difficult concepts for many introductory physics students and traditional instruction does not usually sufficiently address these difficulties. Vectors play a major role in most topics in introductory physics and without a complete understanding of them many students are unable to make sense of the physics topics covered in their classes. Video games present a unique opportunity to help students develop an intuitive understanding of motion, forces, and vectors while immersed in an enjoyable and interactive environment. This study examines two dimensions of design decisions to help students learn while playing a physics-based game. The representational complexity dimension looked at two ways of presenting dynamic information about the velocity of the game object on the screen. The scaffolding context dimension looked at two different contexts for presenting vector addition problems that were related to the game. While all students made significant learning games from the pre to the post test, there were virtually no differences between students along the representational complexity dimension and small differences between students along the scaffolding context dimension. A context that directly connects to students' game playing experience was in most cases more productive to learning than an abstract context.

  3. Games of multicellularity.

    PubMed

    Kaveh, Kamran; Veller, Carl; Nowak, Martin A

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. PMID:27179461

  4. Arts Games for Young Children.

    ERIC Educational Resources Information Center

    Suthers, Louie; Larkin, Veronicah

    This study investigated the use of arts games (structured play activities based on drama, movement, and music) with children age birth to 5 years in a day care setting. A set of 20 games was tested by 2 early childhood teachers; 1 teacher tested 10 games with a group of 2-year-olds and the other tested a different set of 10 games with a group of…

  5. Analysis of the one-dimensional Yut-Nori game: Winning strategy and avalanche-size distribution

    NASA Astrophysics Data System (ADS)

    Park, Hye Jin; Sim, Hasung; Jo, Hang-Hyun; Kim, Beom Jun

    2013-10-01

    In the Korean traditional board game Yut-Nori, teams compete by moving their pieces on a two-dimensional game board, and the team whose all pieces complete a round trip on the board wins. In every round, teams throw four wooden sticks of the shape of half-cut cylinders and the number of sticks that show belly sides, i.e., the flat sides, determines the number of steps the team's piece can advance on the board. It is possible to pile up one team's pieces if their sites are identical so that pieces as a group can move together afterwards (piling). If a team's piece(s) arrives at a site occupied by an opponent's piece(s), it is caught and removed from the board, and the team is given one more chance to throw the sticks and proceed (catching). For simplicity, we simulate this game on a one-dimensional board with the same number of sites as the original game and show that catching is a more advantageous strategy than piling to win. We also study the avalanche-size distribution in the thermodynamic limit and find that it follows an exponential form.

  6. 7 CFR 1160.105 - Board.

    Code of Federal Regulations, 2010 CFR

    2010-01-01

    ... and Orders; Milk), DEPARTMENT OF AGRICULTURE FLUID MILK PROMOTION PROGRAM Fluid Milk Promotion Order Definitions § 1160.105 Board. Board means the National Processor Advertising and Promotion Board established... Promotion Board or Board)....

  7. 77 FR 39677 - Performance Review Board Membership

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-05

    ... TRANSPORTATION BARRIERS COMPLIANCE BOARD Performance Review Board Membership AGENCY: Architectural and... to a performance review board for the Architectural and Transportation Barriers Compliance Board... regulations, one or more Senior Executive Service (SES) performance review boards. The function of the...

  8. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  9. Operating System Abstraction Layer (OSAL)

    NASA Technical Reports Server (NTRS)

    Yanchik, Nicholas J.

    2007-01-01

    This viewgraph presentation reviews the concept of the Operating System Abstraction Layer (OSAL) and its benefits. The OSAL is A small layer of software that allows programs to run on many different operating systems and hardware platforms It runs independent of the underlying OS & hardware and it is self-contained. The benefits of OSAL are that it removes dependencies from any one operating system, promotes portable, reusable flight software. It allows for Core Flight software (FSW) to be built for multiple processors and operating systems. The presentation discusses the functionality, the various OSAL releases, and describes the specifications.

  10. IEEE conference record--Abstracts

    SciTech Connect

    Not Available

    1992-01-01

    The following topics were covered in this meeting: basic plasma phenomena and plasma waves; plasma diagnostics; space plasma diagnostics; magnetic fusion; electron, ion and plasma sources; intense electron and ion beams; intense beam microwaves; fast wave M/W devices; microwave plasma interactions; plasma focus; ultrafast Z-pinches; plasma processing; electrical gas discharges; fast opening switches; magnetohydrodynamics; electromagnetic and electrothermal launchers; x-ray lasers; computational plasma science; solid state plasmas and switches; environmental/energy issues in plasma science; vacuum electronics; plasmas for lighting; gaseous electronics; and ball lightning and other spherical plasmas. Separate abstracts were prepared for 278 papers of this conference.

  11. Gaming and Gamification Part II

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

    Just as academic gaming in general cannot be limited to any one topic or genre, the "Public Services Quarterly" Internet Resources column is not limited to a single entry on gaming and gamification in libraries. Public services librarians interested in designing their own games have many successful examples to draw from. The previous…

  12. Simulation Gaming: A Critical Review.

    ERIC Educational Resources Information Center

    Roberts, Nancy

    The review of the empirical literature on simulation gaming categorizes positive, negative, and contradictory aspects of gaming as an educational tool as revealed by the research. The review, which concentrates on simulation games for elementary and secondary school students, is presented in seven sections. Section I presents a brief history of…

  13. Brain-Building Math Games.

    ERIC Educational Resources Information Center

    Jung, Loretta Welk

    1983-01-01

    Index cards, masking tape, pizza shells, golf tees, and empty soda bottles can be used to make manipulative objects to be used in children's mathematics games. Twenty-two games that provide practice in number drills and problem solving are described, along with instructions for making objects needed for the games. (PP)

  14. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

    How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the…

  15. Video Games and Digital Literacies

    ERIC Educational Resources Information Center

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  16. Can Video Games Be Educational?

    ERIC Educational Resources Information Center

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  17. Gaming Simulation: A General Classification.

    ERIC Educational Resources Information Center

    Cecchini, Arnaldo; Frisenna, Adriana

    1987-01-01

    Reviews the problems of classifying gaming techniques and suggests a heuristic approach as one solution. Definitions of simulation, models, role, and game and play are discussed to help develop a classification based on a technique called gaming simulation. (Author/LRW)

  18. "Voyager": An Educational Card Game

    ERIC Educational Resources Information Center

    Smith, David Ryan

    2003-01-01

    "Voyager" is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were produced…

  19. Gaming Frequency and Academic Performance

    ERIC Educational Resources Information Center

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…

  20. 78 FR 33435 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-06-04

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Amendments. SUMMARY: This notice publishes approval of an Agreement to Amend the Class III Tribal-State Gaming Compact between the Salt River Pima- Maricopa...