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. Board Games and Board Game Design as Learning Tools for Complex Scientific Concepts: Some Experiences

    ERIC Educational Resources Information Center

    Chiarello, Fabio; Castellano, Maria Gabriella

    2016-01-01

    In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe "Quantum Race," designed for the introduction of Quantum Mechanical principles, "Lab on a chip,"…

  4. 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…

  5. 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…

  6. 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.

  7. 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,…

  8. 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…

  9. 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…

  10. 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

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

    PubMed

    Jones, J Shawn; Tincher, Lindsay; Odeng-Otu, Emmanuel; Herdman, Michelle

    2015-10-25

    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.

  12. 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,…

  13. Use of board games, historical calendars, and trading cards in a history of psychology class.

    PubMed

    Abramson, Charles I; Burke-Bergmann, Amanda L; Nolf, Sondra L; Swift, Kristen

    2009-04-01

    This article describes three activities for students created for a history of psychology course: various board games, trading cards, and calendars. Data are provided on their effectiveness. Suggestions for incorporating the activities are described.

  14. 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…

  15. 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 an…

  16. 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…

  17. 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.

  18. 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.

  19. 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…

  20. 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…

  1. 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…

  2. 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,…

  3. Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games?

    PubMed Central

    Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li

    2017-01-01

    Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire–Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children’s anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5–7. These findings have implications for future research on how touch-screen games increase children’s anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children’s learning. PMID:28179891

  4. Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games?

    PubMed

    Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li

    2017-01-01

    Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children's use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children's anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire-Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children's anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5-7. These findings have implications for future research on how touch-screen games increase children's anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children's learning.

  5. 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…

  6. Abstracts

    ERIC Educational Resources Information Center

    American Biology Teacher, 1977

    1977-01-01

    Included are over 50 abstracts of papers being presented at the 1977 National Association of Biology Teachers Convention. Included in each abstract are the title, author, and summary of the paper. Topics include photographic techniques environmental studies, and biological instruction. (MA)

  7. 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…

  8. 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…

  9. 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…

  10. 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)

  11. 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…

  12. Battle Simulation Board Games: An Analysis in Terms of Design Characteristics and Leader Skills

    DTIC Science & Technology

    1980-01-01

    obtaining suppression against vehicles and personnel for this amalgamation of weapons is too low. Dunn-Kempf rules call for the use of anti-tank mines...specify further functions to smaller subdivisions than what the game pieces allow. The mean fidelity ratings of 3.5, 2.4, and 3.6 for TOX, Dunn-Kempf and...ten kilometers in length. Each player has his own game board and after initial planning, is partitioned from other team leaders. Figure 2 shows that

  13. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  14. Thirty-Seven Years of the Contra Costa Community College District Governing Board's Minutes in Historical Context. An Abstract.

    ERIC Educational Resources Information Center

    Drexel, Karl O., Ed.; And Others

    This compilation of highly condensed abstracts of the minutes of governing board meetings chronicles the 37-year history of the Contra Costa Community College District (CCCCD) from 1949 to 1986. First, introductory material describes the context and the character of the opening years of the district, and lists the previous and current members of…

  15. 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.

  16. Impact of a board-game approach on current smokers: a randomized controlled trial

    PubMed Central

    2013-01-01

    Background The main objective of our study was to assess the impact of a board game on smoking status and smoking-related variables in current smokers. To accomplish this objective, we conducted a randomized controlled trial comparing the game group with a psychoeducation group and a waiting-list control group. Methods The following measures were performed at participant inclusion, as well as after a 2-week and a 3-month follow-up period: “Attitudes Towards Smoking Scale” (ATS-18), “Smoking Self-Efficacy Questionnaire” (SEQ-12), “Attitudes Towards Nicotine Replacement Therapy” scale (ANRT-12), number of cigarettes smoked per day, stages of change, quit attempts, and smoking status. Furthermore, participants were assessed for concurrent psychiatric disorders and for the severity of nicotine dependence with the Fagerström Test for Nicotine Dependence (FTND). Results A time × group effect was observed for subscales of the ANRT-12, ATS-18 and SEQ-12, as well as for the number of cigarettes smoked per day. At three months follow-up, compared to the participants allocated to the waiting list group, those on Pick-Klop group were less likely to remain smoker. Outcomes at 3 months were not predicted by gender, age, FTND, stage of change, or psychiatric disorders at inclusion. Conclusions The board game seems to be a good option for smokers. The game led to improvements in variables known to predict quitting in smokers. Furthermore, it increased smoking-cessation rates at 3-months follow-up. The game is also an interesting alternative for smokers in the precontemplation stage. PMID:23327643

  17. [A study on comparison of learning effects between a board game and a lecture about infection control].

    PubMed

    Kawamura, Hitomi; Kishimoto, Keiko; Matsuda, Toshiyuki; Fukushima, Noriko

    2014-01-01

      In order to provide an opportunity for community pharmacists to actively learn about infection control, this study created learning materials through a board game format and verified characteristics of learning by determining and comparing evaluation according to viewpoint and motivational effects between a lecture and the game. To create the board game, we collected cases of infection from 30 community pharmacists. The game was created using collected and created case studies, and we held a workshop on infection control. Participants were assigned to a lecture (n=32) or game group (n=27) and completed a questionnaire before and after the workshop. The questionnaire included the evaluation according to viewpoint based on the ministry's curriculum guidelines and the motivational effect of Keller's ARCS motivation model. In the evaluation according to viewpoint, the lecture group scores were significantly higher on "knowledge and understanding" than the game group scores. In the comparison of the motivational effects, the game group was significantly higher in three out of the four items of the ARCS motivation model, "Attention", "Relevance", and "Satisfaction". These results indicate that learning through the game aroused the curiosity of the learners, increased the learning outcome, and maintained certain levels of motivation. In addition, the evaluation according to viewpoint showed that the lecture group understood the key concepts and knowledge regarding infection control, whereas there was a possibility that the game group required additional motivational factors for learning and maintaining motivation level.

  18. Integrating the Dimensions of NGSS within a Collaborative Board Game about Honey Bees.

    PubMed

    Lauren, Hillary; Lutz, Claudia; Wallon, Robert C; Hug, Barbara

    2016-01-01

    The current reform in U.S. science education calls for the integration of three dimensions of science learning in classroom teaching and learning: Science and Engineering Practices, Crosscutting Concepts, and Disciplinary Core Ideas. While the Next Generation Science Standards provide flexibility in how curriculum and instruction are structured to meet learning goals, there are few examples of existing curricula that portray the integration of these dimensions as "three-dimensional learning." Here, we describe a collaborative board game about honey bees that incorporates scientific evidence on how genetic and environmental factors influence variations of traits and social behavior and requires students to collaboratively examine and use a system model. Furthermore, we show how students used and evaluated the game as a model in authentic classroom settings.

  19. Integrating the Dimensions of NGSS within a Collaborative Board Game about Honey Bees

    PubMed Central

    Lauren, Hillary; Lutz, Claudia; Wallon, Robert C.; Hug, Barbara

    2016-01-01

    The current reform in U.S. science education calls for the integration of three dimensions of science learning in classroom teaching and learning: Science and Engineering Practices, Crosscutting Concepts, and Disciplinary Core Ideas. While the Next Generation Science Standards provide flexibility in how curriculum and instruction are structured to meet learning goals, there are few examples of existing curricula that portray the integration of these dimensions as “three-dimensional learning.” Here, we describe a collaborative board game about honey bees that incorporates scientific evidence on how genetic and environmental factors influence variations of traits and social behavior and requires students to collaboratively examine and use a system model. Furthermore, we show how students used and evaluated the game as a model in authentic classroom settings. PMID:27990024

  20. USE OF A NOVEL BOARD GAME IN A CLINICAL ROTATION FOR LEARNING THORACIC DIFFERENTIAL DIAGNOSES IN VETERINARY MEDICAL IMAGING.

    PubMed

    Ober, Christopher P

    2017-03-01

    When confronted with various findings on thoracic radiographs, fourth-year veterinary students often have difficulty generating appropriate lists of differential diagnoses. The purpose of this one-group, pretest, posttest experimental study was to determine if a game could be used as an adjunct teaching method to improve students' understanding of connections between imaging findings and differential diagnoses. A novel board game focusing on differential diagnoses in thoracic radiography was developed. One hundred fourth-year veterinary students took a brief pretest, played the board game, and took a brief posttest as a part of their respective clinical radiology rotations. Pretest results were compared to posttest results using a paired t-test to determine if playing the game impacted student understanding. Students' mean scores on the posttest were significantly higher than mean pretest scores (P < 0.0001). Thus, results indicate that playing the board game resulted in improved short-term understanding of thoracic differential diagnoses by fourth-year students, and use of the board game on a clinical rotation seems to be a beneficial part of the learning process.

  1. 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.

  2. 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

  3. 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.

  4. 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

  5. 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)

  6. 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)

  7. 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…

  8. 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.

  9. 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…

  10. Environmental Games and Simulations.

    ERIC Educational Resources Information Center

    Eckman, Tom, Comp.

    This publication consists of a lengthy list of environmental games (35) on the market today, their source and purchase price. Included is a description of the major changes the types of games have undergone. The first group of games resembled closely ordinary board games with success dependent on skill and/or chance rather than understanding of…

  11. 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,…

  12. Easy Games for the German Classroom

    ERIC Educational Resources Information Center

    Kaiser, Linda

    1977-01-01

    The following easy games for the German classroom are described: around Germany, map identifications, fast response, bingo, memory training, geography college bowl, find the object, descriptions, pronunciation perfection, acrostics, simple board games, art lesson, treasure hunt, and miscellaneous games. (SW)

  13. 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.…

  14. Kids and Games.

    ERIC Educational Resources Information Center

    McKnight, Regis Q.; McBride, Susan

    1980-01-01

    States that more use should be made of simulation games in elementary school social studies classrooms because pupils enjoy games and can learn a lot from playing them. Describes a simulation game which is modeled on the function of a zoning board. Objectives and evaluation are discussed. (DB)

  15. 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…

  16. Learning About Children Through Simulation Games.

    ERIC Educational Resources Information Center

    Robinson, Bryan E.; Baker, Milda A.

    This annotated list of seventeen educational games, developed for teaching about young children and/or parenting skills, recommends the use of simulation games as tools in the teaching of child development to adults. Advantages of simulation games over other educational techniques are discussed. The board game of "Mandala," a child-rearing game,…

  17. 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…

  18. Conference Abstracts: AEDS '84.

    ERIC Educational Resources Information Center

    Baird, William E.

    1985-01-01

    The Association of Educational Data Systems (AEDS) conference included 102 presentations. Abstracts of seven of these presentations are provided. Topic areas considered include LOGO, teaching probability through a computer game, writing effective computer assisted instructional materials, computer literacy, research on instructional…

  19. 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…

  20. 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…

  1. 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…

  2. 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)

  3. Teaching Tips. Creating Games for the Physical Education Learning Center.

    ERIC Educational Resources Information Center

    Martin, Ellen; Stork, Steve; Sanders, Steve; Parker, Melissa, Ed.

    1998-01-01

    One strategy for enhancing cognitive outcomes in physical education (PE) is placing PE learning centers in elementary classrooms. The center should have games (e.g., board games, card games, and puzzles) that were created or modified to focus on PE concepts. The article describes two board games created for use in PE learning centers. (SM)

  4. Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada

    2016-01-01

    In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…

  5. 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…

  6. Games Learners Will Play

    ERIC Educational Resources Information Center

    Boyce, Byrl N.; And Others

    1971-01-01

    Clark Abt's book Serious Games" describes how games can enable children (and adults) to learn the abstract concepts that are required to deal with a world that is becoming increasingly complex. His book is here reviewed by three members of the University of Connecticut's Center for Real Estate and Urban Economics Studies. (Author)

  7. “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

  8. Research Abstracts.

    ERIC Educational Resources Information Center

    Plotnick, Eric

    2001-01-01

    Presents research abstracts from the ERIC Clearinghouse on Information and Technology. Topics include: classroom communication apprehension and distance education; outcomes of a distance-delivered science course; the NASA/Kennedy Space Center Virtual Science Mentor program; survey of traditional and distance learning higher education members;…

  9. Research Abstracts.

    ERIC Educational Resources Information Center

    Plotnik, Eric

    2001-01-01

    Presents six research abstracts from the ERIC (Educational Resources Information Center) database. Topics include: effectiveness of distance versus traditional on-campus education; improved attribution recall from diversification of environmental context during computer-based instruction; qualitative analysis of situated Web-based learning;…

  10. 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…

  11. Mobile Games Individualise and Motivate Rehabilitation in Different User Groups

    ERIC Educational Resources Information Center

    Koivisto, Antti; Merilampi, Sari; Sirkka, Andrew

    2015-01-01

    Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by…

  12. 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…

  13. 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)

  14. 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.)

  15. 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)

  16. Literature Abstracts.

    PubMed

    S, P; S, A; H, A; M, J D; S, A; Foods, A; S, A; M, J D; S, A; Pharmaceuticals, B; Foods, A

    1971-05-01

    1. General Principles: 'Application of the Statistical Theory of Rubber Elasticity to the Effect of Heat on Wheat Gluten', by R. Bale and H. G. Muller. 1. General Principles: 'Processing of Non-Newtonian Foods', by S. D. Holdworth (Fruit and Veg. Preserv. Res. Assoc., Chipping Camden, Glos., England), Process Biochem. 4 (10) (October, 1969), 15-21, 33. 1. General Principles: 'A Quick Method of Measuring the Surface Texture of Aggregate', by D. F. Orchid and W. O. Yondell (School of Highway Eng., Univ. of South Wales, Rendwick, N. S. W.), paper presented at the Australian Road Res. Board's 1970 Biennial Conf. 1. General Principles: 'The Deformation and Fracture Behaviour of the Binder in Bituminous Road Surfacing Materials under Traffic Loading', by E. J. Dickinson and H. P. Witt (Australian Road Research Board, 60 Denmark Street, Kew. Vic. 3101, Aust.), paper presented at the Australian Road Research Board, 1970 Biennial Conference. 2. Instrumentation and Methodology: 'Design and Evaluation of a Pressure Attachment for a Rotational Rheometer', by K. R. M. Vora, L. L. Augsburger, and R. F. Shangraw (Dept. of Pharmacy, School of Pharmacy, University of Maryland, Baltimore, Maryland 21201, U. S. A.), J. Pharm. Sci. 59 (1970), 1012-16. 2. Instrumentation and Methodology: 'Materials for Standardizing the FMC Tenderometer', by L. M. Staley (Univ. of British Columbia, Vancouver, B. C., Canada), Can. Inst. Food Technol. J. 3 (1970), 116-117. 2. Instrumentation and Methodology: 'An Electronic Recording Viscometer for Food Products', by P. W. Voisey and J. M. deMan (Eng. Res. Service, Res. Branch, Canada Dept. of Agr., Ottawa and Univ. of Guelph, Guelph, Canada), Can. Inst. Food Technol. J. 3 (1970), 130-135. 2. Instrumentation and Methodology: 'Test Cells for Objective Textural Measurements', by P. W. Voisey (Eng. Res. Service, Res. Branch, Canada Dept. of Agr., Ottawa), Can. Inst. Food Technol. J. 3 (1970), 93-102. 3. Objdve Measurements: 'An Empirical Equation Describing

  17. 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…

  18. 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…

  19. 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

  20. Behaviorally Modeling Games of Strategy Using Descriptive Q-learning

    DTIC Science & Technology

    2013-01-01

    REPORT Behaviorally Modeling Games of Strategy Using Descriptive Q-learning 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: Modeling human decision making... Games of Strategy Using Descriptive Q-learning Report Title ABSTRACT Modeling human decision making in strategic problem domains is challenging with...an unknown automated opponent. Behaviorally Modeling Games of Strategy Using Descriptive Q-learning Roi Ceren Department of Computer Science

  1. 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…

  2. 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…

  3. 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…

  4. Effects of Using an Instructional Game on Motivation and Performance.

    ERIC Educational Resources Information Center

    Klein, James D.; Freitag, Eric

    1991-01-01

    Researchers investigated the effects of an instructional game and supplemental reading on undergraduate students' motivation and performance. Two groups used either a worksheet or a board game to practice materials learned via lecture. The game significantly affected four motivational components (attention, relevance, confidence, and satisfaction)…

  5. 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)

  6. 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.

  7. Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation

    ERIC Educational Resources Information Center

    Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro

    2014-01-01

    The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…

  8. 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…

  9. Playing To Learn: Science Games in the Classroom.

    ERIC Educational Resources Information Center

    Owens, Katharine D.; And Others

    1997-01-01

    Discusses the use of games in the science classroom as a productive, motivating tool. Presents games that require abstract thinking and that change potentially boring exercises into challenging competitions. (JRH)

  10. 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.

  11. 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.

  12. 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

  13. 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.

  14. 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…

  15. The Art of Abstracting.

    ERIC Educational Resources Information Center

    Cremmins, Edward T.

    A three-stage analytical reading method for the composition of informative and indicative abstracts by authors and abstractors is presented in this monograph, along with background information on the abstracting process and a discussion of professional considerations in abstracting. An introduction to abstracts and abstracting precedes general…

  16. Simulations and Games. A Guidebook for Distributive Education.

    ERIC Educational Resources Information Center

    Koeninger, Jimmy G.

    The guidebook for the teacher-coordinator of distributive education presents abstracts of 57 games and simulations. Each abstract provides a brief overview of the game or simulation, as well as author, publisher, cost, copyright date, time required, and number of players required. The abstracts are sequenced in alphabetical order. A topical index…

  17. 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)

  18. Playful Gaming.

    ERIC Educational Resources Information Center

    Makedon, Alex

    1984-01-01

    Discusses the concept of playful gaming (an idea not expressed fully by either term alone) and uses it as an analytical tool to study the playfulness of games in the context of several social phenomena; i.e., social change, socialization, utopian systems, and educational gaming. An extensive reference list is provided. (MBR)

  19. 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,…

  20. 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…

  1. 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.

  2. 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.

  3. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

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

  4. 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.

  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. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P < .001). Fitness and dance games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  7. Abstraction and Consolidation

    ERIC Educational Resources Information Center

    Monaghan, John; Ozmantar, Mehmet Fatih

    2004-01-01

    What is involved in consolidating a new mathematical abstraction? This paper examines the work of one student who was working on a task designed to consolidate two recently constructed absolute function abstractions. The study adopts an activity theoretic model of abstraction in context. Selected protocol data are presented. The initial state of…

  8. 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…

  9. 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

  10. Abstraction in mathematics.

    PubMed Central

    Ferrari, Pier Luigi

    2003-01-01

    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

  11. Characteristics of Internet use in relation to game genre in Korean adolescents.

    PubMed

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  12. 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…

  13. 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…

  14. 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

  15. 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…

  16. 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…

  17. Gaming Mindsets: Implicit Theories in Serious Game Learning

    PubMed Central

    Heeter, Carrie; Magerko, Brian; Medler, Ben

    2012-01-01

    Abstract Individuals' beliefs about the malleability of their abilities may predict their response and outcome in learning from serious games. Individuals with growth mindsets believe their abilities can develop with practice and effort, whereas individuals with fixed mindsets believe their abilities are static and cannot improve. This study uses survey and gameplay server data to examine the implicit theory of intelligence in the context of serious game learning. The findings show that growth mindset players performed better than fixed mindset players, their mistakes did not affect their attention to the game, and they read more learning feedback than fixed mindset players. In addition, growth mindset players were more likely to actively seek difficult challenges, which is often essential to self-directed learning. General mindset measurements and domain-specific measurements were also compared. These findings suggest that players' psychological attributes should be considered when designing and applying serious games. PMID:22165916

  18. Jamming in Mobile Networks: A Game-Theoretic Approach

    DTIC Science & Technology

    2013-03-01

    general treatment of multiplayer differential games was presented by Starr and Ho [16], Leitmann [36], Vaisbord and Zhukovskiy [65], Zhukovskiy and...REPORT Jamming in mobile networks: A game -theoretic approach. 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: In this paper, we address the problem of...model the intrusion as a pursuit-evasion game between a mobile jammer and a team of agents. First, we consider a differential game -theoretic approach

  19. 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…

  20. 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…

  1. "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…

  2. Keeping Current. The Games Students Play: Having Fun and Learning in the Library Media Center

    ERIC Educational Resources Information Center

    Fox, Kathleen

    2004-01-01

    Past research has indicated that children become active learners by "active play" which may include board games. In this article, the author describes how the use of games in school libraries may make children more responsive to the school library media center. Games encourage teamwork and creativity, and experts believe that children retain…

  3. 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…

  4. 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…

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

    ERIC Educational Resources Information Center

    Crane, Louise

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

  6. 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…

  7. 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…

  8. MANDALA: Developing Parenting Skills Through a Simulation Game.

    ERIC Educational Resources Information Center

    Robinson, Bryan E.

    A simulation game designed as a tool for teaching parenting skills is described. This board game, called MANDALA, guides participants through the process of rearing a child from conception to adolescence. Assuming the parenting role, players must cope with true-life experiences of their child. A throw of the dice sends players through the various…

  9. 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…

  10. 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…

  11. 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.

  12. Proceedings of the Full Board Meeting (Orleans, France, July 1971).

    ERIC Educational Resources Information Center

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

    The 1971 General Assembly and full board meetings of the International Council of Scientific Unions Abstracting Board (ICSU AB) were held in July at Orleans, France. This volume is the published proceedings of those meetings. The first part of the Proceedings is a detailed description of the activities of the Board. The second part records the…

  13. 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…

  14. Abstract and keywords.

    PubMed

    Peh, W C G; Ng, K H

    2008-09-01

    The abstract of a scientific paper represents a concise, accurate and factual mini-version of the paper contents. Abstract format may vary according to the individual journal. For original articles, a structured abstract usually consists of the following headings: aims (or objectives), materials and methods, results and conclusion. A few keywords that capture the main topics of the paper help indexing in the medical literature.

  15. 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

  16. 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…

  17. Technical Abstracts, 1988

    SciTech Connect

    Kotowski, M.

    1989-05-01

    This document is a compilation of the abstracts from unclassified documents published by Mechanical Engineering at Lawrence Livermore National Laboratory (LLNL) during the calendar year 1988. Many abstracts summarize work completed and published in report form. These are UCRL-90,000 and 100,000 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 brief descriptions of those documents assigned to the MISC (miscellaneous) category. These are generally viewgraphs or photographs presented at meetings. The abstracts cover the broad range of technologies within Mechanical Engineering and are grouped by the principal author's division. An eighth category is devoted to abstracts presented at the CUBE symposium sponsored jointly by LLNL, Los Alamos National Laboratory, and Sandia Laboratories. Within these areas, abstracts are listed numerically. An author index and title index are provided at the back of the book for cross referencing. The publications listed may be obtained by contacting LLNL's TID library or the National Technical Information Service, US Department of Commerce, 5285 Port Royal Road, Springfield, VA 22161. Further information may be obtained by contacting the author directly or the persons listed in the introduction of each subject area.

  18. 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…

  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. 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…

  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. 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)…

  3. Organizational Communication Abstracts--1975.

    ERIC Educational Resources Information Center

    Falcione, Raymond L.; And Others

    This document includes nearly 700 brief abstracts of works published in 1975 that are relevant to the field of organizational communication. The introduction presents a rationale for the project, a review of research methods developed by the authors for the preparation of abstracts, a statement of limitations as to the completeness of the coverage…

  4. 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.

  5. 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)

  6. Game Animals of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game animals typical of Colorado. Discussions in both English and Spanish are presented. Discussions cover the management of game animals, individual game species, and introduced species of game animals. (RE)

  7. Donor Tag Game

    MedlinePlus

    ... Games > Donor Tag Game Printable Version Donor Tag Game This feature requires version 6 or later of ... LGBTQ+ Donors Blood Donor Community Real Stories SleevesUp Games Facebook Avatars and Badges Banners eCards Enter your ...

  8. Imitation games

    NASA Astrophysics Data System (ADS)

    Suzuki, Junji; Kaneko, Kunihiko

    1994-08-01

    Mutual-imitation games among artificial birds are studied. By employing a variety of mappings and game rules, the evolution to the edge between chaos and windows is confirmed. Some other general features are observed, including punctuated equilibria, and successive alternations of dominant species with temporal complexity. It is also shown that diversity of species is drastically enhanced if the songs are represented by discrete symbols.

  9. 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.

  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. Searching Sociological Abstracts.

    ERIC Educational Resources Information Center

    Kerbel, Sandra Sandor

    1981-01-01

    Describes the scope, content, and retrieval characteristics of Sociological Abstracts, an online database of literature in the social sciences. Sample searches are displayed, and the strengths and weaknesses of the database are summarized. (FM)

  12. Conference Abstracts: AEDS '82.

    ERIC Educational Resources Information Center

    Journal of Computers in Mathematics and Science Teaching, 1982

    1982-01-01

    Abstracts from nine selected papers presented at the 1982 Association for Educational Data Systems (AEDS) conference are provided. Copies of conference proceedings may be obtained for fifteen dollars from the Association. (MP)

  13. 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…

  14. 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.

  15. Effective Student Board Membership.

    ERIC Educational Resources Information Center

    Rennell, Corey

    This booklet addresses student membership on local boards of education. It is intended to serve as guide for boards considering adding youth to their membership. It discusses the following topics: (1) the benefits to both students and the board of youth serving as board members; (2) researching issues before accepting students on boards; (3)…

  16. The Dismounted Infantry Aggregation Methodology (DIAM) in the Jiffy Game

    DTIC Science & Technology

    1982-04-01

    Combined Arms Infantry Aggregation Methodology Division War Game Corps War Game 20, ABSTRACT (CoMtinue a mrveree elola it nceseasy otd Identi•y by block...design and debug phases of DIAM development, this effort would never have reached completion. ii 4.4 • • • • • • • • ABSTRACT Results from lovi...in study. I . iii TABLE OF CONTENTS ACKNOWLEDGEMENTS ......... ....................... ii ABSTRACT ........... ........................... ii i LIST OF

  17. 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.

  18. 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

  19. 25 CFR 542.33 - What are the minimum internal control standards for surveillance for Tier B gaming operations?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 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...

  20. 25 CFR 542.43 - What are the minimum internal control standards for surveillance for a Tier C gaming operation?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 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...

  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 542.33 - 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...

  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 542.43 - 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...

  5. 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...

  6. 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...

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

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 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...

  8. 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'…

  9. Games, Game-Playing and Technology.

    ERIC Educational Resources Information Center

    Avedon, Elliott M.

    1982-01-01

    Game-playing has become a more generalized phenomenon than ever, entering into public recreation, school programs, and commercial promotional efforts. Games require competitive interaction between two or more individuals, making game-playing useful in clinical therapy and opening games to technological innovation. The latest such innovation is the…

  10. 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…

  11. Leadership Abstracts, 2001.

    ERIC Educational Resources Information Center

    Wilson, Cynthia, Ed.

    2001-01-01

    This is volume 14 of Leadership Abstracts, a newsletter published by the League for Innovation (California). Issue 1 of February 2001, "Developmental Education: A Policy Primer," discusses developmental programs in the community college. According to the article, community college trustees and presidents would serve their constituents well by…

  12. 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…

  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. 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.…

  15. 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…

  16. 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…

  17. 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.

  18. 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…

  19. 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

  20. 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…

  1. Abstracts of SIG Sessions.

    ERIC Educational Resources Information Center

    Proceedings of the ASIS Annual Meeting, 1994

    1994-01-01

    Includes abstracts of 18 special interest group (SIG) sessions. Highlights include natural language processing, information science and terminology science, classification, knowledge-intensive information systems, information value and ownership issues, economics and theories of information science, information retrieval interfaces, fuzzy thinking…

  2. RESEARCH ABSTRACTS, VOLUME VI.

    ERIC Educational Resources Information Center

    COLETTE, SISTER M.

    THIS SIXTH VOLUME OF RESEARCH ABSTRACTS PRESENTS REPORTS OF 35 RESEARCH STUDIES COMPLETED BY CANDIDATES FOR THE MASTER'S DEGREE AT THE CARDINAL STRITCH COLLEGE IN 1964. TWENTY-NINE STUDIES ARE CONCERNED WITH READING, AND SIX ARE CONCERNED WITH THE EDUCATION OF THE MENTALLY HANDICAPPED. OF THE READING STUDIES, FIVE PERTAIN TO THE JUNIOR HIGH LEVEL…

  3. 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:…

  4. 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)

  5. 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…

  6. 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,…

  7. Seismic Consequence Abstraction

    SciTech Connect

    M. Gross

    2004-10-25

    The primary purpose of this model report is to develop abstractions for the response of engineered barrier system (EBS) components to seismic hazards at a geologic repository at Yucca Mountain, Nevada, and to define the methodology for using these abstractions in a seismic scenario class for the Total System Performance Assessment - License Application (TSPA-LA). A secondary purpose of this model report is to provide information for criticality studies related to seismic hazards. The seismic hazards addressed herein are vibratory ground motion, fault displacement, and rockfall due to ground motion. The EBS components are the drip shield, the waste package, and the fuel cladding. The requirements for development of the abstractions and the associated algorithms for the seismic scenario class are defined in ''Technical Work Plan For: Regulatory Integration Modeling of Drift Degradation, Waste Package and Drip Shield Vibratory Motion and Seismic Consequences'' (BSC 2004 [DIRS 171520]). The development of these abstractions will provide a more complete representation of flow into and transport from the EBS under disruptive events. The results from this development will also address portions of integrated subissue ENG2, Mechanical Disruption of Engineered Barriers, including the acceptance criteria for this subissue defined in Section 2.2.1.3.2.3 of the ''Yucca Mountain Review Plan, Final Report'' (NRC 2003 [DIRS 163274]).

  8. EBS Radionuclide Transport Abstraction

    SciTech Connect

    R. Schreiner

    2001-06-27

    The purpose of this work is to develop the Engineered Barrier System (EBS) radionuclide transport abstraction model, as directed by a written development plan (CRWMS M&O 1999a). This abstraction is the conceptual model that will be used to determine the rate of release of radionuclides from the EBS to the unsaturated zone (UZ) in the total system performance assessment-license application (TSPA-LA). In particular, this model will be used to quantify the time-dependent radionuclide releases from a failed waste package (WP) and their subsequent transport through the EBS to the emplacement drift wall/UZ interface. The development of this conceptual model will allow Performance Assessment Operations (PAO) and its Engineered Barrier Performance Department to provide a more detailed and complete EBS flow and transport abstraction. The results from this conceptual model will allow PA0 to address portions of the key technical issues (KTIs) presented in three NRC Issue Resolution Status Reports (IRSRs): (1) the Evolution of the Near-Field Environment (ENFE), Revision 2 (NRC 1999a), (2) the Container Life and Source Term (CLST), Revision 2 (NRC 1999b), and (3) the Thermal Effects on Flow (TEF), Revision 1 (NRC 1998). The conceptual model for flow and transport in the EBS will be referred to as the ''EBS RT Abstraction'' in this analysis/modeling report (AMR). The scope of this abstraction and report is limited to flow and transport processes. More specifically, this AMR does not discuss elements of the TSPA-SR and TSPA-LA that relate to the EBS but are discussed in other AMRs. These elements include corrosion processes, radionuclide solubility limits, waste form dissolution rates and concentrations of colloidal particles that are generally represented as boundary conditions or input parameters for the EBS RT Abstraction. In effect, this AMR provides the algorithms for transporting radionuclides using the flow geometry and radionuclide concentrations determined by other

  9. 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…

  10. Got Game

    ERIC Educational Resources Information Center

    Lum, Lydia

    2007-01-01

    Around the country, disabled sports are often treated like second-class siblings to their able-bodied counterparts, largely because the latter bring in prestigious tournaments and bowl games, lucrative TV contracts and national exposure for top athletes and coaches. Because disabled people are so sparsely distributed in the general population, it…

  11. 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)

  12. Business Games Handbook.

    ERIC Educational Resources Information Center

    Graham, Robert G.; Gray, Clifford F.

    The aim of this handbook is to provide training directors and all others interested in business games with an organized listing and description of business games and their sources; and to provide a source of sufficient data to help them select games for a particular purpose. The games are categorized as general purpose games, used in management…

  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. Abstraction Augmented Markov Models.

    PubMed

    Caragea, Cornelia; Silvescu, Adrian; Caragea, Doina; Honavar, Vasant

    2010-12-13

    High accuracy sequence classification often requires the use of higher order Markov models (MMs). However, the number of MM parameters increases exponentially with the range of direct dependencies between sequence elements, thereby increasing the risk of overfitting when the data set is limited in size. We present abstraction augmented Markov models (AAMMs) that effectively reduce the number of numeric parameters of k(th) order MMs by successively grouping strings of length k (i.e., k-grams) into abstraction hierarchies. We evaluate AAMMs on three protein subcellular localization prediction tasks. The results of our experiments show that abstraction makes it possible to construct predictive models that use significantly smaller number of features (by one to three orders of magnitude) as compared to MMs. AAMMs are competitive with and, in some cases, significantly outperform MMs. Moreover, the results show that AAMMs often perform significantly better than variable order Markov models, such as decomposed context tree weighting, prediction by partial match, and probabilistic suffix trees.

  15. Robotics and Unmanned Systems - Game Changers for Combat Medical Missions

    DTIC Science & Technology

    2010-04-01

    Relevance to the Symposium The development and deployment of unmanned systems throughout the military forces of the world is rapid, accelerating and ‘game...14. ABSTRACT The development and deployment of unmanned systems throughout the military forces of the world is rapid, accelerating and game changing...deployment of unmanned systems throughout the military forces of the world is rapid, accelerating and ‘game-changing.’ The U.S. Army Medical Research

  16. 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

  17. 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

  18. Blood Type Game

    MedlinePlus

    ... Donor Community > Games > Blood Type Game Printable Version Blood Type Game This feature requires version 6 or later ... many points as possible by matching the appropriate blood type of a donor to the blood type of ...

  19. 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...

  20. 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,…

  1. Research Abstracts of 1980.

    DTIC Science & Technology

    1980-12-01

    ABSTRACTS OF 1980. 9 - DTIC ELECTEf ii S AN3O 1981j _NAVAL DISTRIBUTION SMT:MIT DENTAL RESEARCH Approved for PUbDiC T INSTITE iii~2 YA3 It81 Naval...Medical Research apd Development Command 30 £ Bethesda, Maryland ( *- i - NTIS - GRA&I DTIC TAB - Urrannouneed NAVAL DENTAL RESEARCH INSTITUTE...r1 w American Assoctat/ion for Dental Research, 58th Annual Session, Los Angeles, California, March 20-23, 1980. 1. AV6ERSON*, D. N., LANGELAND, K

  2. Research Abstracts of 1979.

    DTIC Science & Technology

    1979-12-01

    7 AD-AO82 309 NAVAL DENTAL RESEARCH INST GREAT LAKES IL F/6 6/9 RESCH ABTAT79 991 UNCLASSIFIED NORI-PR-79-11 NL ’NDRI-PR 79-11 December 1979...RESEARCH ABSTRACTS OF 1979 OTICSELZCreD MAR 2?718 S A NAVAL DENTAL RESEARCH INSTITUTE Naval Medical Research and Development Command Bethesda, Maryland...8G 3 23 O4ൌ p.,. ... ....-- - I -- - ’.... .I l l ---,, .. . = ., , ." .;’.- I 1 IV NAVAL DENTAL RESEARCH INSTITUTE NAVAL BASE, BLDG. I-H GREAT LAKES

  3. Sparky's Firehouse (Games)

    MedlinePlus

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  4. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    ERIC Educational Resources Information Center

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  5. 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

  6. 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.

  7. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  8. Writing a successful research abstract.

    PubMed

    Bliss, Donna Z

    2012-01-01

    Writing and submitting a research abstract provides timely dissemination of the findings of a study and offers peer input for the subsequent development of a quality manuscript. Acceptance of abstracts is competitive. Understanding the expected content of an abstract, the abstract review process and tips for skillful writing will improve the chance of acceptance.

  9. 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.

  10. "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…

  11. 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…

  12. 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…

  13. 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…

  14. 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)

  15. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)

  16. 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…

  17. 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…

  18. Building a Better Board.

    ERIC Educational Resources Information Center

    Sabo, Sandra R.

    1994-01-01

    The Shaker Heights (Ohio) Citizens' Committee (SHCC) has been actively participating in school board member selections since 1931. The SHCC seeks out possible board members and after a process of interviews, selects a candidate to endorse and back financially. The SHCC seeks out an ethnic and gender balance on the school board. (KDP)

  19. Urban School Board Survey

    ERIC Educational Resources Information Center

    Council of the Great City Schools, 2005

    2005-01-01

    The Council of the Great City Schools surveyed its member districts in the fall of 2004 to determine the characteristics of school boards and board members in U.S. urban schools. This was the first survey of its school boards and this report contains the results of that survey. Respondents were asked to provide information on a range of topics…

  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. Exoplanets and Multiverses (Abstract)

    NASA Astrophysics Data System (ADS)

    Trimble, V.

    2016-12-01

    (Abstract only) To the ancients, the Earth was the Universe, of a size to be crossed by a god in a day, by boat or chariot, and by humans in a lifetime. Thus an exoplanet would have been a multiverse. The ideas gradually separated over centuries, with gradual acceptance of a sun-centered solar system, the stars as suns likely to have their own planets, other galaxies beyond the Milky Way, and so forth. And whenever the community divided between "just one' of anything versus "many," the "manies" have won. Discoveries beginning in 1991 and 1995 have gradually led to a battalion or two of planets orbiting other stars, very few like our own little family, and to moderately serious consideration of even larger numbers of other universes, again very few like our own. I'm betting, however, on habitable (though not necessarily inhabited) exoplanets to be found, and habitable (though again not necessarily inhabited) universes. Only the former will yield pretty pictures.

  2. 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.

  3. 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)

  4. 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...

  5. 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...

  6. 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...

  7. 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...

  8. 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...

  9. 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.

  10. 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

  11. Cyber War Game in Temporal Networks

    DTIC Science & Technology

    2016-02-09

    Research Laboratory, Adelphi, MD 20783, United States of America, 2Center for Complex Network Research and Department of Physics, Northeastern University...Boston, Massachusetts 02115, United States of America * jianxi.gao@gmail.com Abstract In a cyber war game where a network is fully distributed and

  12. 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…

  13. 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.

  14. 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

  15. 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.

  16. 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.

  17. 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.

  18. Using abstract language signals power.

    PubMed

    Wakslak, Cheryl J; Smith, Pamela K; Han, Albert

    2014-07-01

    Power can be gained through appearances: People who exhibit behavioral signals of power are often treated in a way that allows them to actually achieve such power (Ridgeway, Berger, & Smith, 1985; Smith & Galinsky, 2010). In the current article, we examine power signals within interpersonal communication, exploring whether use of concrete versus abstract language is seen as a signal of power. Because power activates abstraction (e.g., Smith & Trope, 2006), perceivers may expect higher power individuals to speak more abstractly and therefore will infer that speakers who use more abstract language have a higher degree of power. Across a variety of contexts and conversational subjects in 7 experiments, participants perceived respondents as more powerful when they used more abstract language (vs. more concrete language). Abstract language use appears to affect perceived power because it seems to reflect both a willingness to judge and a general style of abstract thinking.

  19. The Importance of Language Games in School Public Relations

    ERIC Educational Resources Information Center

    Fusarelli, Lance; Sanders, Marla

    2005-01-01

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

  20. 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.…

  1. 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…

  2. Deep Attack Map Exercise (DAME) Game Rules and Operating Procedures

    DTIC Science & Technology

    1983-02-01

    wargame for use in the Close Combat (Heavy) Mission Area Analysis. Using a map board, a set of computer algorithms , and manual rules, the wargame...logistics, and command and control. This report documents the rules, operating procedures, and computer algorithms which were used in the map game. The

  3. 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…

  4. 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.

  5. 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.

  6. Grounding Abstractness: Abstract Concepts and the Activation of the Mouth.

    PubMed

    Borghi, Anna M; Zarcone, Edoardo

    2016-01-01

    One key issue for theories of cognition is how abstract concepts, such as freedom, are represented. According to the WAT (Words As social Tools) proposal, abstract concepts activate both sensorimotor and linguistic/social information, and their acquisition modality involves the linguistic experience more than the acquisition of concrete concepts. We report an experiment in which participants were presented with abstract and concrete definitions followed by concrete and abstract target-words. When the definition and the word matched, participants were required to press a key, either with the hand or with the mouth. Response times and accuracy were recorded. As predicted, we found that abstract definitions and abstract words yielded slower responses and more errors compared to concrete definitions and concrete words. More crucially, there was an interaction between the target-words and the effector used to respond (hand, mouth). While responses with the mouth were overall slower, the advantage of the hand over the mouth responses was more marked with concrete than with abstract concepts. The results are in keeping with grounded and embodied theories of cognition and support the WAT proposal, according to which abstract concepts evoke linguistic-social information, hence activate the mouth. The mechanisms underlying the mouth activation with abstract concepts (re-enactment of acquisition experience, or re-explanation of the word meaning, possibly through inner talk) are discussed. To our knowledge this is the first behavioral study demonstrating with real words that the advantage of the hand over the mouth is more marked with concrete than with abstract concepts, likely because of the activation of linguistic information with abstract concepts.

  7. Grounding Abstractness: Abstract Concepts and the Activation of the Mouth

    PubMed Central

    Borghi, Anna M.; Zarcone, Edoardo

    2016-01-01

    One key issue for theories of cognition is how abstract concepts, such as freedom, are represented. According to the WAT (Words As social Tools) proposal, abstract concepts activate both sensorimotor and linguistic/social information, and their acquisition modality involves the linguistic experience more than the acquisition of concrete concepts. We report an experiment in which participants were presented with abstract and concrete definitions followed by concrete and abstract target-words. When the definition and the word matched, participants were required to press a key, either with the hand or with the mouth. Response times and accuracy were recorded. As predicted, we found that abstract definitions and abstract words yielded slower responses and more errors compared to concrete definitions and concrete words. More crucially, there was an interaction between the target-words and the effector used to respond (hand, mouth). While responses with the mouth were overall slower, the advantage of the hand over the mouth responses was more marked with concrete than with abstract concepts. The results are in keeping with grounded and embodied theories of cognition and support the WAT proposal, according to which abstract concepts evoke linguistic-social information, hence activate the mouth. The mechanisms underlying the mouth activation with abstract concepts (re-enactment of acquisition experience, or re-explanation of the word meaning, possibly through inner talk) are discussed. To our knowledge this is the first behavioral study demonstrating with real words that the advantage of the hand over the mouth is more marked with concrete than with abstract concepts, likely because of the activation of linguistic information with abstract concepts. PMID:27777563

  8. Stinging Insect Matching Game

    MedlinePlus

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  9. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

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

  10. 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.

  11. Are all abstracts created equal??

    PubMed

    Weinert, Clarann

    2010-05-01

    The preparation of a strong, convincing abstract is a necessary professional skill and prized art form for nurse scientists and clinical scholars. The power and the role of an abstract are often overlooked. Abstracts are used in a variety of scholarly forums including articles submitted for publication, research proposals, and responses to "calls for abstracts" for presentations at scientific conferences. The purpose of this article is to emphasize the highlights of the "art" rather than the "cookbook" details associated with preparing an abstract. Each of the critical stages of abstract development is explored-planning, drafting, reviewing, peer reviewing, editing, and packaging. Likewise, a few, hopefully helpful, hints on developing the six key elements-background, purpose, sample, methods, results, and implications-of the scientific abstract are given. Polishing, the essential skill of preparing an abstract, takes time and persistence and will pay off in the long run. The well-crafted abstract is an initial step in the process of getting research and scholarly pursuits noticed and accepted.

  12. 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…

  13. 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…

  14. 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…

  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. 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…

  17. 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)

  18. Reputations and Games

    DTIC Science & Technology

    2009-11-04

    4/09 14ONR MURI Review Payoffs in Repeated Games (Economics) Player i plays game at each time instant. At time t receives payoff fi(t). Discounted...payoff to player i : (1-d) Σ dt fi(t) (Also possible to consider average payoff per game if limit exists… but discounted makes more sense usually.) 11

  19. 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)

  20. Simulation Games in Learning.

    ERIC Educational Resources Information Center

    Boocock, Sarane S., Ed.; Schild, E.O., Ed.

    Simulation games serve many functions, but the important one to educators is that they present the student player with a real-life situation allowing him to use his knowledge and abilities while discovering decision-making skills for himself. To provide a basic reference on simulation gaming, essays on various aspects of games were collected from…

  1. 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…

  2. Stay Teen: Games

    MedlinePlus

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 53 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 34 Comments · 0 quiz Should ...

  3. 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)

  4. 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…

  5. Energy parity games.

    PubMed

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-11-02

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objectives. Our main results are as follows: (a) exponential memory is sufficient and may be necessary for winning strategies in energy parity games; (b) the problem of deciding the winner in energy parity games can be solved in NP [Formula: see text] coNP; and (c) we give an algorithm to solve energy parity by reduction to energy games. We also show that the problem of deciding the winner in energy parity games is logspace-equivalent to the problem of deciding the winner in mean-payoff parity games, which can thus be solved in NP [Formula: see text] coNP. As a consequence we also obtain a conceptually simple algorithm to solve mean-payoff parity games.

  6. 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…

  7. Games for Health, 2011

    DTIC Science & Technology

    2011-06-01

    for Families of Returning Veterans Using Emotionally Responsive Avatars Ron Goldman, Kognito, Inc. Games for Shoppers : Brainstorming Play at...Nutrition Education with Online Game Experiences Sally Schmidt & Jori Clarke, Circle1Network Camp Eatapita: A Nutrition Game for Young Kids Steve

  8. 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…

  9. Air Force Studies Board

    DTIC Science & Technology

    2015-10-09

    Turbyfill resigned as Deputy Director, AFSB and Dr. Alan Shaw was hired as his replacement. The follow-on Board, remainder of the Block 00, and new...Deputy Director, AFSB and Dr. Alan Shaw was hired as his replacement. The follow-on Board, remainder of the Block 00, and new Study Support grants will

  10. 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,…

  11. 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,…

  12. Boards vs. Superboards.

    ERIC Educational Resources Information Center

    Corson, John J.

    1979-01-01

    By their blind advocacy of institutional interests as advanced by faculty and administrators, many college and university governing boards are assuring their gradual displacement by stronger coordinating councils or super boards governing a state system of public higher education. (Author/JMD)

  13. 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…

  14. 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…

  15. 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…

  16. 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

    ... time of recorded events on video and/or digital recordings. The displayed date and time shall not... 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...

  17. 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

    ... time of recorded events on video and/or digital recordings. The displayed date and time shall not... 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...

  18. 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…

  19. 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…

  20. 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…

  1. 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.

  2. 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)

  3. Abstracts

    ERIC Educational Resources Information Center

    Parsegian, V. L., Ed.

    1972-01-01

    Includes summaries of six articles dealing with engineering education, population management, blood sampling, international pollution control, environmental quality index, and scientific phases in political science. (CC)

  4. The pharmacology game.

    PubMed

    Batscha, Catherine

    2002-09-01

    This article gives instructions for designing a visually attractive, entertaining, faculty-led computer game for pharmacology review in a nursing education program. The game uses Microsoft PowerPoint, a presentation program that is inexpensive, easy to master, and widely available. Instructions for using Visual Basic for Applications to customize the game are included to allow tracking questions asked and the score of groups playing the game. The game can be easily adapted to material by specific nursing programs with access to PowerPoint.

  5. First Video Game

    ScienceCinema

    Takacs, Peter

    2016-07-12

    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.

  6. 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.

  7. 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.

  8. Games and Game Settings for the Preschool Child.

    ERIC Educational Resources Information Center

    Liedtke, Werner; Stott, Gwen

    1979-01-01

    Describes and illustrates games and game settings used in two observational projects dealing with game play by young children. One project presented games encouraging use of strategies; the other provided game equipment and invited the children to invent their own rules and playing procedures. (DS)

  9. 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

  10. Newborn infants perceive abstract numbers.

    PubMed

    Izard, Véronique; Sann, Coralie; Spelke, Elizabeth S; Streri, Arlette

    2009-06-23

    Although infants and animals respond to the approximate number of elements in visual, auditory, and tactile arrays, only human children and adults have been shown to possess abstract numerical representations that apply to entities of all kinds (e.g., 7 samurai, seas, or sins). Do abstract numerical concepts depend on language or culture, or do they form a part of humans' innate, core knowledge? Here we show that newborn infants spontaneously associate stationary, visual-spatial arrays of 4-18 objects with auditory sequences of events on the basis of number. Their performance provides evidence for abstract numerical representations at the start of postnatal experience.

  11. 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

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

    PubMed

    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.

  13. Gaming in Early Childhood Education.

    ERIC Educational Resources Information Center

    Trueblood, Cecil R.; Yawkey, Thomas Daniels

    This article discusses how developmental and behaviorist learning theories can be used to create educational games. The Piagetian rationale for the use of games is examined and three benefits of gaming are identified: (1) games are related to intellectual, socio-emotional, and motor learning in young children, (2) gaming requires aspects of…

  14. 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…

  15. 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.

  16. Characteristics of effective boards.

    PubMed

    Prybil, Lawrence D

    2006-03-01

    High-performing boards in all business sectors share many common traits: ongoing development; efficient, prioritized agendas; and solid structure and processes. Most important of all, however, is strong support from the top.

  17. Environmental Laboratory Advisory Board

    EPA Pesticide Factsheets

    The Environmental Laboratory Advisory Board (ELAB) was established to provide consensus advice, information and recommendations on issues related to EPA measurement programs, and operation of the national accreditation program

  18. American Board of Pediatrics

    MedlinePlus

    ... QUICK LINKS Search form Search LOG OUT ABP PORTFOLIO LOG IN ABP PORTFOLIO THE AMERICAN BOARD of PEDIATRICS Certifying excellence in ... Overview MOCA-Peds Pilot MOC for Residents ABP Portfolio FAQs APPLY FOR EXAM How to Apply Certification ...

  19. 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…

  20. Boarding school rules.

    PubMed

    Griffiths, Matt

    2017-01-04

    Ofsted inspects and regulates services that care for children and young people, including boarding facilities. Medication management is an integral part of caring for children in boarding schools, and robust systems must be in place to pass inspection. These systems must cover how medicines are dispensed, administered and stored at the facility, risk assessments, identifying which pupils can manage their own medicines and the individual health needs of boarders, so that care plans can be put in place for children with specific needs.

  1. 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.

  2. 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

  3. 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

  4. 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

  5. 78 FR 15738 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-12

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming... compacts for the purpose of engaging in Class III gaming activities on Indian lands. This amendment...

  6. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  7. 76 FR 8375 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-14

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  8. 77 FR 43110 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  9. 77 FR 45371 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-31

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  10. 75 FR 55823 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-14

    ... approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  11. 76 FR 33341 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-08

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  12. 75 FR 61511 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-05

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... approved Tribal-State compacts for the purpose of engaging in Class III gaming activities on Indian...

  13. 76 FR 52968 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-24

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming...-State compacts for the purpose of engaging in Class III gaming activities on Indian lands....

  14. 78 FR 11221 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-15

    ... Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming... compacts for the purpose of engaging in Class III gaming activities on Indian lands. This amendment...

  15. 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.

  16. 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…

  17. 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…

  18. 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…

  19. 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…

  20. 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

  1. 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

  2. The difference between playing games with and without the computer: a preliminary view.

    PubMed

    Antonietti, Alessandro; Mellone, Rosa

    2003-03-01

    The authors address the question of whether associations between video games and cognitive and metacognitive variables depend either on the features of the computer or on the content of the game that the computer allows one to play. An experiment to separate these two kinds of effects was carried out by using a traditional version and a computer-supported version of Pegopolis, a solitaire game. The two versions were exactly the same except that they were played by moving pieces either on a real board or on a virtual computer-presented board. The performance levels and strategies followed during the game by the 40 undergraduates who took part in the experiment were not significantly different in the real and virtual conditions. None of the participants transferred playing strategies or practice from one version of the game to the other. Scores were not affected by gender or by the studies pursued by participants, the habit of playing games in the traditional manner or playing video games, or intelligence. Retrospective reports did not support differences in the subjective experience between the two versions. Results showed that video games, when they do not make much use of the computer's special features, produce effects because of the situations they simulate rather than because of features of the computer itself.

  3. 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.

  4. Safety on board.

    PubMed

    Duffin, Christian

    NHS staff have completed a three-year project to improve the rescue and care of competitors injured at sea in next summer's Olympic Games and Paralympics. The team, which included critical care nurses, tested rescue equipment for use in water, and drew up good practice guidelines for the safe handling of casualties with spinal injuries.

  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. 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.

  7. 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.

  8. 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

  9. Abstraction and natural language semantics.

    PubMed Central

    Kayser, Daniel

    2003-01-01

    According to the traditional view, a word prototypically denotes a class of objects sharing similar features, i.e. it results from an abstraction based on the detection of common properties in perceived entities. I explore here another idea: words result from abstraction of common premises in the rules governing our actions. I first argue that taking 'inference', instead of 'reference', as the basic issue in semantics does matter. I then discuss two phenomena that are, in my opinion, particularly difficult to analyse within the scope of traditional semantic theories: systematic polysemy and plurals. I conclude by a discussion of my approach, and by a summary of its main features. PMID:12903662

  10. 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…

  11. Carry Groups: Abstract Algebra Projects

    ERIC Educational Resources Information Center

    Miller, Cheryl Chute; Madore, Blair F.

    2004-01-01

    Carry Groups are a wonderful collection of groups to introduce in an undergraduate Abstract Algebra course. These groups are straightforward to define but have interesting structures for students to discover. We describe these groups and give examples of in-class group projects that were developed and used by Miller.

  12. 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,…

  13. 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…

  14. Typographic Settings for Structured Abstracts.

    ERIC Educational Resources Information Center

    Hartley, James

    2000-01-01

    Lists some of the major typographic variables involved in structured abstracts (containing sub-headings). Illustrates how typography can affect clarity by presenting seven examples that illustrate the effects of these typographic variables in practice. Concludes with a final example of an effective approach. (SR)

  15. 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…

  16. Innovation Abstracts, Volume XVII, 1995.

    ERIC Educational Resources Information Center

    Roueche, Suanne D., Ed.

    1995-01-01

    The abstracts in this volume describe innovative approaches to teaching and learning in the community college. Topics covered include: (1) the use of message mapping for speaking and writing instruction; (2) group projects and portfolios as evaluation tools; (3) helping students become strategic learners; (4) using writing assignments to ensure…

  17. 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.…

  18. 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)…

  19. Space Studies Board, 1994

    NASA Technical Reports Server (NTRS)

    1995-01-01

    This 1994 report of the Space Studies Board of the National Research Council summarizes the charter and organization of the board, activities and membership, major and short reports, and congressional testimony. A cumulative bibliography of the Space Studies (formerly Space Science) Board and its committees is provided. An appendix contains reports of the panel to review Earth Observing System Data and Information System (EOSDIS) plans. Major reports cover scientific opportunities in the human exploration of space, the dichotomy between funding and effectiveness in space physics, an integrated strategy for the planetary sciences for the years 1995-2010, and Office of Naval Research (ONR) research opportunities in upper atmospheric sciences. Short reports cover utilization of the space station, life and microgravity sciences and the space station program, Space Infrared Telescope Facility and the Stratospheric Observatory for Infrared Astronomy, and the Advanced X-ray Astrophysics Facility and Cassini Saturn Probe.

  20. WeaselBoard :

    SciTech Connect

    Mulder, John C.; Schwartz, Moses Daniel; Berg, Michael J.; Van Houten, Jonathan Roger; Urrea, Jorge Mario; King, Michael Aaron; Clements, Abraham Anthony; Jacob, Joshua A.

    2013-10-01

    Critical infrastructures, such as electrical power plants and oil refineries, rely on programmable logic controllers (PLCs) to control essential processes. State of the art security cannot detect attacks on PLCs at the hardware or firmware level. This renders critical infrastructure control systems vulnerable to costly and dangerous attacks. WeaselBoard is a PLC backplane analysis system that connects directly to the PLC backplane to capture backplane communications between modules. WeaselBoard forwards inter-module traffic to an external analysis system that detects changes to process control settings, sensor values, module configuration information, firmware updates, and process control program (logic) updates. WeaselBoard provides zero-day exploit detection for PLCs by detecting changes in the PLC and the process. This approach to PLC monitoring is protected under U.S. Patent Application 13/947,887.

  1. 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)

  2. Mixed Reality Games

    ERIC Educational Resources Information Center

    Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory

    2015-01-01

    The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…

  3. 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…

  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. 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)

  6. 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…

  7. 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…

  8. 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…

  9. 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…

  10. 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)

  11. 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…

  12. 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...

  13. 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,…

  14. 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…

  15. 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…

  16. 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.…

  17. Chemistry Game Shows

    NASA Astrophysics Data System (ADS)

    Campbell, Susan; Muzyka, Jennifer

    2002-04-01

    We present a technological improvement to the use of game shows to help students review for tests. Our approach uses HTML files interpreted with a browser on a computer attached to an LCD projector. The HTML files can be easily modified for use of the game in a variety of courses.

  18. 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.

  19. 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.

  20. 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

  1. 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.

  2. 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.

  3. Abstraction Techniques for Parameterized Verification

    DTIC Science & Technology

    2006-11-01

    difference, consider an example frequently discussed in the history of science, namely the Ptolemaic system in which the planet earth is surrounded by...tend to imagine systems with the human observer in the center. While a Ptolemaic viewpoint is known to be wrong (or, more precisely, infeasible) in...physics, it naturally appears in the systems we construct. Consequently, the Ptolemaic viewpoint yields a natural abstraction principle for computer

  4. 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.

  5. Groundwater abstraction pollution risk assessment.

    PubMed

    Lytton, L; Howe, S; Sage, R; Greenaway, P

    2003-01-01

    A generic groundwater pollution risk assessment methodology has been developed to enable the evaluation and ranking of the potential risk of pollution to groundwater abstractions. The ranking can then be used to prioritise risk management or mitigation procedures in a robust and quantifiable framework and thus inform business investment decisions. The risk assessment consider the three components of the pollution transport model: source-pathway-receptor. For groundwater abstractions these correspond to land use (with associated pollutants and shallow subsurface characteristics), aquifer and the abstraction borehole. An hierarchical approach was chosen to allow the risk assessment to be successfully carried out with different quality data for different parts of the model. The 400-day groundwater protection zone defines the catchment boundary that form the spatial limit of the land use audit for each receptor. A risk score is obtained for each land use (potential pollution source) within the catchment. These scores are derived by considering the characteristics (such as load, persistence and toxicity) of all pollutants pertaining to each land use, their on-site management and the potential for the unsaturated subsurface to attenuate their effects in the event of a release. Risk scores are also applied to the aquifer characteristics (as pollutant pathway) and to the abstraction borehole (as pollutant receptor). Each risk score is accompanied by an uncertainty score which provides a guide to the confidence in the data used to compile the risk assessment. The application of the methodology has highlighted a number of problems in this type of work and results of initial case studies are being used to trial alternative scoring methods and a more simplified approach to accelerate the process of pollution risk assessment.

  6. Strengthening Urban Boards.

    ERIC Educational Resources Information Center

    McAdams, Donald R.

    2002-01-01

    Argues that urban school boards must understand and practice good governance and reform leadership to create functional, effective school districts. Describes how this can be accomplished by adopting high expectations for student performance, becoming leaders in the community, practicing the fundamentals of good governance, and formulating a…

  7. The Electronic Board Meeting.

    ERIC Educational Resources Information Center

    Gragg, Bob

    2000-01-01

    The Southern Oklahoma Technology Center, a vocational and technical school district, recently spearheaded an initiative to allow members to use laptops at home and during meetings to process board agenda items, receive video and multimedia presentations, and access the school's local-area network and the Internet. (MLH)

  8. Bulletin Board Ideas.

    ERIC Educational Resources Information Center

    Kentucky State Dept. of Education, Frankfort.

    This compilation of ideas submitted by Kentucky teachers includes over 100 8-1/2 x 5 black and white designs for bulletin board displays, as well as a list of suggested materials, design tips, special techniques, and a bibliography of ERIC articles and documents. Subject areas covered include language arts, reading and library, math, social…

  9. 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…

  10. 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…

  11. 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…

  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. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  14. 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…

  15. 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…

  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. 76 FR 65208 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-20

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an Approval of the Gaming... Class III gaming activities on Indian lands. This Compact amends the 2005 Amended and Restated Tribal-State Government-to-Government Compact for Regulation of Class III Gaming on the Warm...

  18. Derived transformation of children's pregambling game playing.

    PubMed

    Dymond, Simon; Bateman, Helena; Dixon, Mark R

    2010-11-01

    Contemporary behavior-analytic perspectives on gambling emphasize the impact of verbal relations, or derived relational responding and the transformation of stimulus functions, on the initiation and maintenance of gambling. Approached in this way, it is possible to undertake experimental analysis of the role of verbal/mediational variables in gambling behavior. The present study therefore sought to demonstrate the ways new stimuli could come to have functions relevant to gambling without those functions being trained directly. Following a successful derived-equivalence-relations test, a simulated board game established high- and low-roll functions for two concurrently presented dice labelled with members of the derived relations. During the test for derived transformation, children were reexposed to the board game with dice labelled with indirectly related stimuli. All participants except 1 who passed the equivalence relations test selected the die that was indirectly related to the trained high-roll die more often than the die that was indirectly related to low-roll die, despite the absence of differential outcomes. All participants except 3 also gave the derived high-roll die higher liking ratings than the derived low-roll die. The implications of the findings for behavior-analytic research on gambling and the development of verbally-based interventions for disordered gambling are discussed.

  19. Web Operational Status Boards

    SciTech Connect

    Millard, W. David; Stoops, LaMar R.; Dorow, Kevin E.

    2004-04-16

    Web Operational Status Boards (WebOSB)is a web-based application designed to acquire, display, and update highly dynamic status information between multiple users and jurisdictions. WebOSB is able to disseminate real-time status information—support the timely sharing of information—with constant, dynamic updates via personal computers and the Internet between emergency operations centers (EOCs), incident command centers, and to users outside the EOC who need to know the information (hospitals, shelters, schools). The WebOSB application far exceeds outdated information-sharing methods used by emergency workers: whiteboards, Word and Excel documents, or even locality-specific Web sites. WebOSB’s capabilities include the following elements: - Secure access. Multiple users can access information on WebOSB from any personal computer with Internet access and a secure ID. Privileges are use to control access and distribution of status information and to identify users who are authorized to add or edit information. - Simultaneous update. WebOSB provides options for users to add, display, and update dynamic information simultaneously at all locations involved in the emergency management effort, A single status board can be updated from multiple locations enabling shelters and hospitals to post bed availability or list decontamination capability. - On-the-fly modification. Allowing the definition of an existing status board to be modified on-the-fly can be an asset during an emergency, where information requirements can change quickly. The status board designer feature allows an administrator to quickly define, modi,, add to, and implement new status boards in minutes without needing the help of Web designers and computer programmers. - Publisher/subscriber notification. As a subscriber, each user automatically receives notification of any new information relating to specific status boards. The publisher/subscriber feature automatically notified each user of any new

  20. The Board's Role in Fund-Raising. Board Basics

    ERIC Educational Resources Information Center

    Legon, Richard D.

    2003-01-01

    Fund-raising is one of a board's most basic and important responsibilities. Virtually all higher education institutions seek private support, and virtually all institutional leaders call upon key volunteers--including members of governing boards, public institution foundation boards, and advisory councils in many institutions--to give generously…

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. "Survivor" torches "Who Wants to Be a Physician?" in the educational games ratings war.

    PubMed

    Howard, Mary G; Collins, Heidi L; DiCarlo, Stephen E

    2002-12-01

    We recently developed an educational game for reviewing respiratory physiology in a large classroom. The "Who Wants to be a Physician?" game encouraged medical students to be active participants in the learning process. An evaluation of the game documented that students enjoyed the active format, and the students reported that the game enhanced their ability to understand and retain information. However, the evaluation also revealed that the game had limitations. Specifically, the students recommended the use of multiple-choice questions to match the Medical Board Examination format and to speed up the game (i.e., cover more topics). The students also wanted to increase their level of participation and interaction. Finally, we wanted to emphasize the benefits of peer instruction as a collaborative learning tool. To address these limitations, we designed a new game, "Survivor." Survivor incorporated multiple-choice questions and emphasized peer instruction and a capacity to gather information and solve novel problems. In addition, participation was increased by including the student audience in the game. Finally, an evaluation instrument was utilized to assess the effectiveness of this instructional tool in an academic setting. As a result of these improvements, the evaluation documents that the newly developed tool is a more effective educational game that couples fun and creative excitement with proven and effective educational concepts.

  7. 78 FR 4847 - Board Meeting

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-01-23

    ... meeting of the Board will be held at the offices of the Farm Credit Administration in McLean, Virginia, on... Drive, McLean, Virginia 22102. SUPPLEMENTARY INFORMATION: This meeting of the Board will be open to...

  8. Hands-On Bulletin Boards.

    ERIC Educational Resources Information Center

    Henneman, Dawn

    1984-01-01

    Patterns and directions are given for making bulletin boards that teach language arts and mathematics skills through hands-on student involvement. The boards help teach multiplication tables, word contractions, letter sounds, homonyms, compound words, alphabetization, and other skills. (PP)

  9. Influence of Game Evolution and the Phase of Competition on Temporal Game Structure in High-Level Table Tennis Tournaments

    PubMed Central

    Leite, Jorge Vieira de Mello; Barbieri, Fabio Augusto; Miyagi, Willian; Malta, Elvis de Souza

    2017-01-01

    Abstract The aims of this study were: a) to investigate the game temporal structure in high-level table tennis competitions; b) to verify the influence of game evolution in international competitions from 2009 to 2012 (World Table Tennis Championships and the Olympic Games) on game temporal structure; c) to compare game temporal structure according to the phase of competition. Comparisons between the three international tournaments demonstrated that rally duration decreased significantly (p < 0.05) during the analyzed period (2009-2012), while the rest time increased (p < 0.05) from 2009 to 2011, but decreased (p < 0.05) from 2011 to 2012. In the competition phase analysis, it was found that rally duration decreased (p < 0.05) in the quarterfinals in relation to the semifinals and finals, while the rest time increased (p < 0.05) from the quarterfinals to semifinals and finals. Based on our findings and previous literature, we concluded that the performance level, game evolution and the competition phase influenced the game temporal structure of table tennis, considering longer rest periods adopted by elite athletes in relation to non-elite athletes, the reduction in rally duration and an increase in rest time over the 2009-2012 period and through the competition phases (quarterfinals to finals). PMID:28210338

  10. 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…

  11. 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

  12. 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.…

  13. Lay abstracts and summaries: writing advice for scientists.

    PubMed

    Dubé, Catherine E; Lapane, Kate L

    2014-09-01

    Scientific journals, institutional review boards, and funding sources often require abstracts or research summaries written specifically for the lay public. Making research findings understandable to the public helps raise awareness and speed adoption of practices that may lead to improved health. We provide advice on writing lay abstracts and summaries which includes the following: (1) make reasonable assumptions about grade-level, vocabulary, prior experience, and interests of the audience; (2) practice a verbal explanation with someone from your audience; (3) start writing by using a simple headline followed by a brief and relevant synopsis in common language then expand; (4) read your draft aloud and revise; (5) check readability statistics and simplify as needed; and (6) have both lay audience and peer scientists read your summary to assure that it is accessible to the public while remaining true to the science.

  14. 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…

  15. The Scoop on Board Diversity.

    ERIC Educational Resources Information Center

    Holland, Robert, Jr.

    1996-01-01

    In an interview, a prominent college trustee discusses strategies for increasing ethnic and cultural diversity on governing boards, the relationship between board diversity and institutional policies, effects on the student body, the responsibility of the board, and the challenges and rewards of trusteeship. (MSE)

  16. Video game epilepsy.

    PubMed

    Singh, R; Bhalla, A; Lehl, S S; Sachdev, A

    2001-12-01

    Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.

  17. 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.

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

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    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.

  19. 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

  20. Abstraction of Seepage into Drifts

    SciTech Connect

    M.L. Wilson; C.K. Ho

    2000-09-26

    A total-system performance assessment (TSPA) for a potential nuclear-waste repository requires an estimate of the amount of water that might contact waste. This paper describes the model used for part of that estimation in a recent TSPA for the Yucca Mountain site. The discussion is limited to estimation of how much water might enter emplacement drifts; additional considerations related to flow within the drifts, and how much water might actually contact waste, are not addressed here. The unsaturated zone at Yucca Mountain is being considered for the potential repository, and a drift opening in unsaturated rock tends to act as a capillary barrier and divert much of the percolating water around it. For TSPA, the important questions regarding seepage are how many waste packages might be subjected to water flow and how much flow those packages might see. Because of heterogeneity of the rock and uncertainty about the future (how the climate will evolve, etc.), it is not possible to predict seepage amounts or locations with certainty. Thus, seepage is treated as a stochastic quantity in TSPA simulations, with the magnitude and spatial distribution of seepage sampled from uncertainty distributions. The distillation of the essential components of process modeling into a form suitable for use in TSPA simulations is referred to as abstraction. In the following sections, seepage process models and abstractions will be summarized and then some illustrative results are presented.

  1. Abstract art by shape classification.

    PubMed

    Song, Yi-Zhe; Pickup, David; Li, Chuan; Rosin, Paul; Hall, Peter

    2013-08-01

    This paper shows that classifying shapes is a tool useful in nonphotorealistic rendering (NPR) from photographs. Our classifier inputs regions from an image segmentation hierarchy and outputs the "best" fitting simple shape such as a circle, square, or triangle. Other approaches to NPR have recognized the benefits of segmentation, but none have classified the shape of segments. By doing so, we can create artwork of a more abstract nature, emulating the style of modern artists such as Matisse and other artists who favored shape simplification in their artwork. The classifier chooses the shape that "best" represents the region. Since the classifier is trained by a user, the "best shape" has a subjective quality that can over-ride measurements such as minimum error and more importantly captures user preferences. Once trained, the system is fully automatic, although simple user interaction is also possible to allow for differences in individual tastes. A gallery of results shows how this classifier contributes to NPR from images by producing abstract artwork.

  2. Nonlinear optical Galton board

    SciTech Connect

    Navarrete-Benlloch, C.; Perez, A.; Roldan, Eugenio

    2007-06-15

    We generalize the concept of optical Galton board (OGB), first proposed by Bouwmeester et al. [Phys. Rev. A 61, 013410 (2000)], by introducing the possibility of nonlinear self-phase modulation on the wave function during the walker evolution. If the original Galton board illustrates classical diffusion, the OGB, which can be understood as a grid of Landau-Zener crossings, illustrates the influence of interference on diffusion, and is closely connected with the quantum walk. Our nonlinear generalization of the OGB shows new phenomena, the most striking of which is the formation of nondispersive pulses in the field distribution (solitonlike structures). These exhibit a variety of dynamical behaviors, including ballistic motion, dynamical localization, nonelastic collisions, and chaotic behavior, in the sense that the dynamics is very sensitive to the nonlinearity strength.

  3. 76 FR 52662 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-23

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  4. 76 FR 31328 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-31

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  5. 76 FR 76973 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-12-09

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  6. 76 FR 12731 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-03-08

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  7. 75 FR 8699 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-02-25

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  8. 76 FR 73631 - Good Neighbor Environmental Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-29

    ... From the Federal Register Online via the Government Publishing Office ENVIRONMENTAL PROTECTION AGENCY Good Neighbor Environmental Board AGENCY: Environmental Protection Agency (EPA). ACTION: Notice of... meeting of the Good Neighbor Environmental Board (Board). The Board usually meets three times...

  9. The Board's missing link.

    PubMed

    Montgomery, Cynthia A; Kaufman, Rhonda

    2003-03-01

    If a dam springs several leaks, there are various ways to respond. One could assiduously plug the holes, for instance. Or one could correct the underlying weaknesses, a more sensible approach. When it comes to corporate governance, for too long we have relied on the first approach. But the causes of many governance problems lie well below the surface--specifically, in critical relationships that are not structured to support the players involved. In other words, the very foundation of the system is flawed. And unless we correct the structural problems, surface changes are unlikely to have a lasting impact. When shareholders, management, and the board of directors work together as a system, they provide a powerful set of checks and balances. But the relationship between shareholders and directors is fraught with weaknesses, undermining the entire system's equilibrium. As the authors explain, the exchange of information between these two players is poor. Directors, though elected by shareholders to serve as their agents, aren't individually accountable to the investors. And shareholders--for a variety of reasons--have failed to exert much influence over boards. In the end, directors are left with the Herculean task of faithfully representing shareholders whose preferences are unclear, and shareholders have little say about who represents them and few mechanisms through which to create change. The authors suggest several ways to improve the relationship between shareholders and directors: Increase board accountability by recording individual directors' votes on key corporate resolutions; separate the positions of chairman and CEO; reinvigorate shareholders; and give boards funding to pay for outside experts who can provide perspective on crucial issues.

  10. 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.

  11. 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 ...

  12. 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)

  13. 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)

  14. 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.)

  15. Brains on video games.

    PubMed

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

    2011-11-18

    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.

  16. 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

  17. 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.

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

    DOE PAGES

    Costanza, Robert; Chichakly, Karim; Dale, Virginia; ...

    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

  19. ICCG-10: Tenth International Conference on Crystal Growth. Poster presentation abstracts

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Poster presentation abstracts from the tenth International Conference on Crystal Growth (ICCG) (Aug. 16-21, 1992) are provided. Topics discussed at the conference include crystal growth mechanisms, superconductors, semiconductors, laser materials, optical materials, and biomaterials. Organizing committees, ICCG advisory board and officers, and sponsors of the conference are also included.

  20. ICCG-10: Tenth International Conference on Crystal Growth. Oral presentation abstracts

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Oral presentation abstracts from the tenth International Conference on Crystal Growth (ICCG) (Aug. 16-21, 1992) are provided. Topics discussed at the conference include superconductors, semiconductors, nucleation, crystal growth mechanisms, and laser materials. Organizing committees, ICCG advisory board and officers, and sponsors of the conference are also included.

  1. ICCG-10: Tenth international conference on crystal growth. Poster presentation abstracts

    SciTech Connect

    Not Available

    1992-01-01

    Abstracts from the tenth International Conference on Crystal Growth (ICCG) (Aug. 16-21, 1992) are provided. Topics discussed at the conference include crystal growth mechanisms, superconductors, semiconductors, laser materials, optical materials, and biomaterials. Organizing committees, ICCG advisory board and officers, and sponsors of the conference are also included.

  2. 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

  3. 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…

  4. Decentralized Network Interdiction Games

    DTIC Science & Technology

    2015-12-31

    the shortest-path and maximum-flow multi-interdictor network games, and developed scalable algorithms to compute such equilibria. In addition, we...among noncooperative interdictors, and prosed an empirical approach utilizing decentralized algorithms to study the average-case efficiency loss...Finally, we developed convergent decentralized algorithms based on the connection between the class of potential games (to which the MINGs belong) and

  5. 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

  6. 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

  7. 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

  8. 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.

  9. Experience with abstract notation one

    NASA Technical Reports Server (NTRS)

    Harvey, James D.; Weaver, Alfred C.

    1990-01-01

    The development of computer science has produced a vast number of machine architectures, programming languages, and compiler technologies. The cross product of these three characteristics defines the spectrum of previous and present data representation methodologies. With regard to computer networks, the uniqueness of these methodologies presents an obstacle when disparate host environments are to be interconnected. Interoperability within a heterogeneous network relies upon the establishment of data representation commonality. The International Standards Organization (ISO) is currently developing the abstract syntax notation one standard (ASN.1) and the basic encoding rules standard (BER) that collectively address this problem. When used within the presentation layer of the open systems interconnection reference model, these two standards provide the data representation commonality required to facilitate interoperability. The details of a compiler that was built to automate the use of ASN.1 and BER are described. From this experience, insights into both standards are given and potential problems relating to this development effort are discussed.

  10. 78 FR 60321 - SES Performance Review Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-01

    ... SAFETY BOARD SES Performance Review Board AGENCY: National Transportation Safety Board. ACTION: Notice..., Performance Review Board (PRB). FOR FURTHER INFORMATION CONTACT: Emily T. Carroll, Chief, Human Resources... by the Office of Personnel Management, one or more SES Performance Review Boards. The board...

  11. 76 FR 70169 - SES Performance Review Board

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-10

    ... SAFETY BOARD SES Performance Review Board AGENCY: National Transportation Safety Board. ACTION: Notice..., Performance Review Board (PRB). FOR FURTHER INFORMATION CONTACT: Emily T. Carroll, Chief, Human Resources... by the Office of Personnel Management, one or more SES Performance Review Boards. The board...

  12. Preventing Alcohol Abuse: An Examination of the "Downward Spiral" Game and Educational Videos.

    ERIC Educational Resources Information Center

    Czuchry, Michael; Sia, Tiffiny L.; Dansereau, Donald F.

    1999-01-01

    In this study, college students (N=178) either played Downward Spiral, a board game that illustrates the dangers of continued substance abuse, or watched educational videos on substance abuse. Results show that students who played Downward Spiral had somewhat higher levels of consumer satisfaction. However, results also show that both videos and…

  13. The Body Game: Developed by Undergraduates for Key Stage 2 National Curriculum Science.

    ERIC Educational Resources Information Center

    Verran, J.; Brintnell, B.; Brownrigg, N.; Garcia, R.; Green, A.

    1997-01-01

    Describes a game developed for school children which addresses part of the Science National Curriculum. The board is a human body with organs on view. Questions relate to different organ systems, body parts, and processes. Topics include breathing, digestion and metabolism, blood and circulation, and the sensory organs and teeth. (AIM)

  14. Game-Based Learning as a Vehicle to Teach First Aid Content: A Randomized Experiment

    ERIC Educational Resources Information Center

    Charlier, Nathalie; De Fraine, Bieke

    2013-01-01

    Background: Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. Methods: Four class groups (120 students) were randomly assigned to 2…

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  16. Playing "The Ladybug Game": Parent Guidance of Young Children's Numeracy Activities

    ERIC Educational Resources Information Center

    Vandermaas-Peeler, Maureen; Ferretti, Larissa; Loving, Sara

    2012-01-01

    Parent guidance for numeracy activities and preschoolers' numeracy performance were examined in the context of playing a board game in three sessions over a two-week period. Twenty-eight parent-child dyads were randomly assigned to a numeracy awareness group in which parents were provided with suggested numeracy activities to incorporate into the…

  17. Package of online Teacher Resources for Generate, the EPA Energy Game

    EPA Science Inventory

    These materials will enable teachers to make and utilize their own copy of the energy board game, called Generate, that has been developed in ORD and used in local EPA-RTP STEM outreach. The teacher resource package includes: (1) Webinar presentation for National Science Teach...

  18. The DiaCog: A Prototype Tool for Visualizing Online Dialog Games' Interactions

    ERIC Educational Resources Information Center

    Yengin, Ilker; Lazarevic, Bojan

    2014-01-01

    This paper proposes and explains the design of a prototype learning tool named the DiaCog. The DiaCog visualizes dialog interactions within an online dialog game by using dynamically created cognitive maps. As a purposefully designed tool for enhancing learning effectiveness the DiaCog might be applicable to dialogs at discussion boards within a…

  19. College Drinking Games and Observed Consequences.

    ERIC Educational Resources Information Center

    Newman, Ian M.; Crawford, Janet K.

    A study was done to examine the role of college student drinking games, the consequences of playing drinking games, and the motivational nuances involved in playing these games. A typology of drinking games is presented; it includes five categories: (1) consumption games (who can consume the most alcohol during a given event); (2) skill games (the…

  20. Active Authentication Using Covert Cognitive Interrogation Games

    DTIC Science & Technology

    2013-06-01

    users to develop unique strategy paths for playing the imperceptible games. By examining users’ subconscious game playing strategies, the team captured...the imperceptible games. By examining users’ subconscious game playing strategies, the team captured discriminatory information without sophisticated...covert, game-like tasks. By examining users’ subconscious game playing strategies, our approach captures discriminatory user information without

  1. 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.

  2. 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…

  3. Games for Learning. Occasional Paper No. 7.

    ERIC Educational Resources Information Center

    Abt, Clark C.

    The author explores the utility of educational games in elementary and secondary social studies classes. Separate sections of the paper discuss types of games, similarities among formal games and social studies topics, educational game design, and examples, advantages, and limitations of educational games. Game playing in society is described as…

  4. Differential Game Logic for Hybrid Games

    DTIC Science & Technology

    2012-03-01

    and coauthors following a Hamilton - Jacobi-Bellman PDE formulation [TMBO03, MBT05], with subsequent extensions by Gao et al. [GLQ07]. Their primary...335. Springer, 1999. [HS97] Jaakko Hintikka and Gabriel Sandu. Game-theoretical semantics. In Johan van Ben- them and Alice ter Meulen, editors...of Mathematics, 102(2):363–371, 1975. [MBT05] Ian Mitchell, Alexandre M. Bayen, and Claire Tomlin. A time-dependent Hamilton - Jacobi formulation of

  5. What makes great boards great.

    PubMed

    Sonnenfeld, Jeffrey A

    2002-09-01

    In the wake of meltdowns at WorldCom, Tyco, and Enron, enormous attention has been focused on the companies' boards. It seems inconceivable that business disasters of such magnitude could happen without gross or even criminal negligence on the part of board members. And yet a close examination of those boards reveals no broad pattern of incompetence or corruption. In fact, they followed most of the accepted standards for board operations: Members showed up for meetings; they had money invested in the company; audit committees, compensation committees, and codes of ethics were in place; the boards weren't too small or too big, nor were they dominated by insiders. In other words, they passed the tests that would normally be applied to determine whether a board of directors was likely to do a good job. And that's precisely what's so scary, according to corporate governance expert Jeffrey Sonnenfeld, who suggests that it's time for some new thinking about how corporate boards operate and are evaluated. He proposes thinking not only about how to structure the board's work but also about how to manage it as a social system. Good boards are, very simply, high-functioning work groups. They're distinguished by a climate of respect, trust, and candor among board members and between the board and management. Information is shared openly and on time; emergent political factions are quickly eliminated. Members feel free to challenge one another's assumptions and conclusions, and management encourages lively discussion of strategic issues. Directors feel a responsibility to contribute meaningfully to the board's performance. In addition, good boards assess their own performance, both collectively and individually.

  6. Playing checkers with your mind: an interactive multiplayer hardware game platform for brain-computer interfaces.

    PubMed

    Akhtar, Aadeel; Norton, James J S; Kasraie, Mahsa; Bretl, Timothy

    2014-01-01

    In this paper we describe a multiplayer brain-computer interface (BCI) based on the classic game of checkers using steady-state visually evoked potentials (SSVEPs). Previous research in BCI gaming focuses mainly on the production of software-based games using a computer screen--few hardware-based BCI games using a physical board have been developed. Hardware-based games can present a unique set of challenges when compared to software-based games. Depending on where the user is sitting, some stimuli might be farther away from the player, at a steeper viewing angle, conflated with competing stimuli, or occluded by physical barriers. In our game, we light squares on a checkerboard with flickering LEDs to elicit SSVEP responses in the subjects. When a subject attends to a particular square, the resulting SSVEPs are classified and a robot arm moves the selected piece. In a set of pilot experiments we investigated the ability of two subjects to use the SSVEP-based hardware game platform, and assessed how interstimulus distance, interstimulus angle, distance between target stimulus and subject, number of competing stimuli, and visual occlusions of the stimuli influence classification accuracy.

  7. On-Board Spaceborne Real-time Digital Signal Processing

    NASA Astrophysics Data System (ADS)

    Gao, G.; Long, F.; Liu, L.

    begin center Abstract end center This paper reports a preliminary study result of an on-board digital signal processing system It consists of the on-board processing requirement analysis functional specifications and implementation with the radiation tolerant field-programmable gate array FPGA technology The FPGA program is designed in the VHDL hardware description language and implemented onto a high density F PGA chip The design takes full advantage of the massively parallel architecture of the VirtexII FPGA logic slices to achieve real-time processing at a big data rate Further more an FFT algorithm s implementation with the system is provided as an illustration

  8. 1986 annual information meeting. Abstracts

    SciTech Connect

    Not Available

    1986-01-01

    Abstracts are presented for the following papers: Geohydrological Research at the Y-12 Plant (C.S. Haase); Ecological Impacts of Waste Disposal Operations in Bear Creek Valley Near the Y-12 Plant (J.M. Loar); Finite Element Simulation of Subsurface Contaminant Transport: Logistic Difficulties in Handling Large Field Problems (G.T. Yeh); Dynamic Compaction of a Radioactive Waste Burial Trench (B.P. Spalding); Comparative Evaluation of Potential Sites for a High-Level Radioactive Waste Repository (E.D. Smith); Changing Priorities in Environmental Assessment and Environmental Compliance (R.M. Reed); Ecology, Ecotoxicology, and Ecological Risk Assessment (L.W. Barnthouse); Theory and Practice in Uncertainty Analysis from Ten Years of Practice (R.H. Gardner); Modeling Landscape Effects of Forest Decline (V.H. Dale); Soil Nitrogen and the Global Carbon Cycle (W.M. Post); Maximizing Wood Energy Production in Short-Rotation Plantations: Effect of Initial Spacing and Rotation Length (L.L. Wright); and Ecological Communities and Processes in Woodland Streams Exhibit Both Direct and Indirect Effects of Acidification (J.W. Elwood).

  9. Ozone Conference II: Abstract Proceedings

    SciTech Connect

    1999-11-01

    Ozone Conference II: Pre- and Post-Harvest Applications Two Years After Gras, was held September 27-28, 1999 in Tulare, California. This conference, sponsored by EPRI's Agricultural Technology Alliance and Southern California Edison's AgTAC facility, was coordinated and organized by the on-site ATA-AgTAC Regional Center. Approximately 175 people attended the day-and-a-half conference at AgTAC. During the Conference twenty-two presentations were given on ozone food processing and agricultural applications. Included in the presentations were topics on: (1) Ozone fumigation; (2) Ozone generation techniques; (3) System and design applications; (4) Prewater treatment requirements; (5) Poultry water reuse; (6) Soil treatments with ozone gas; and (7) Post-harvest aqueous and gaseous ozone research results. A live videoconference between Tulare and Washington, D.C. was held to discuss the regulators' view from inside the beltway. Attendees participated in two Roundtable Question and Answer sessions and visited fifteen exhibits and demonstrations. The attendees included university and governmental researchers, regulators, consultants and industry experts, technology developers and providers, and corporate and individual end-users. This report is comprised of the Abstracts of each presentation, biographical sketches for each speaker and a registration/attendees list.

  10. SLAS Library Telescope Program (Abstract)

    NASA Astrophysics Data System (ADS)

    Small, J. S.

    2016-12-01

    (Abstract only) In the fall of 2014, I submitted to the members of the St. Louis Astronomical Society to take the $1,000 profit we had from a convention we had hosted and use it to purchase three telescopes to modify for a Library Telescope program that was invented by Mark Stowbridge and promoted by the New Hampshire Astronomical Society. I had met Mark at NEAF in 2012 when he was walking the floor demonstrating the telescope. We held meetings with three libraries, the St. Louis County Library system, the St. Louis Public Library system and an independent library in Kirkwood, Missouri. The response was overwhelming! SLCL responded with a request for ten telescopes and SLPL asked for five. We did our first build in October, 2014 and placed a total of eighteen telescopes. Since that time, SLAS has placed a total of eighty-eight telescopes in library systems around the St. Louis Metro area, expanding into neighboring counties and across the river in Illinois. In this talk, I will discuss how to approach this project and put it in place in your libraries!

  11. An abstract approach to music.

    SciTech Connect

    Kaper, H. G.; Tipei, S.

    1999-04-19

    In this article we have outlined a formal framework for an abstract approach to music and music composition. The model is formulated in terms of objects that have attributes, obey relationships, and are subject to certain well-defined operations. The motivation for this approach uses traditional terms and concepts of music theory, but the approach itself is formal and uses the language of mathematics. The universal object is an audio wave; partials, sounds, and compositions are special objects, which are placed in a hierarchical order based on time scales. The objects have both static and dynamic attributes. When we realize a composition, we assign values to each of its attributes: a (scalar) value to a static attribute, an envelope and a size to a dynamic attribute. A composition is then a trajectory in the space of aural events, and the complex audio wave is its formal representation. Sounds are fibers in the space of aural events, from which the composer weaves the trajectory of a composition. Each sound object in turn is made up of partials, which are the elementary building blocks of any music composition. The partials evolve on the fastest time scale in the hierarchy of partials, sounds, and compositions. The ideas outlined in this article are being implemented in a digital instrument for additive sound synthesis and in software for music composition. A demonstration of some preliminary results has been submitted by the authors for presentation at the conference.

  12. Handedness shapes children's abstract concepts.

    PubMed

    Casasanto, Daniel; Henetz, Tania

    2012-03-01

    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 a diagram a preferred toy and a dispreferred toy should go. Right-handers tended to assign the preferred toy to a box on the right and the dispreferred toy to a box on the left. Left-handers showed the opposite pattern. In a second experiment, children judged which of two cartoon animals looked smarter (or dumber) or nicer (or meaner). Right-handers attributed more positive qualities to animals on the right, but left-handers to animals on the left. These contrasting associations between space and valence cannot be explained by exposure to language or cultural conventions, which consistently link right with good. Rather, right- and left-handers implicitly associated positive valence more strongly with the side of space on which they can act more fluently with their dominant hands. Results support the body-specificity hypothesis (Casasanto, 2009), showing that children with different kinds of bodies think differently in corresponding ways.

  13. Attracting Girls into Physics (abstract)

    NASA Astrophysics Data System (ADS)

    Gadalla, Afaf

    2009-04-01

    A recent international study of women in physics showed that enrollment in physics and science is declining for both males and females and that women are severely underrepresented in careers requiring a strong physics background. The gender gap begins early in the pipeline, from the first grade. Girls are treated differently than boys at home and in society in ways that often hinder their chances for success. They have fewer freedoms, are discouraged from accessing resources or being adventurous, have far less exposure to problem solving, and are not encouraged to choose their lives. In order to motivate more girl students to study physics in the Assiut governorate of Egypt, the Assiut Alliance for the Women and Assiut Education District collaborated in renovating the education of physics in middle and secondary school classrooms. A program that helps in increasing the number of girls in science and physics has been designed in which informal groupings are organized at middle and secondary schools to involve girls in the training and experiences needed to attract and encourage girls to learn physics. During implementation of the program at some schools, girls, because they had not been trained in problem-solving as boys, appeared not to be as facile in abstracting the ideas of physics, and that was the primary reason for girls dropping out of science and physics. This could be overcome by holding a topical physics and technology summer school under the supervision of the Assiut Alliance for the Women.

  14. 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.…

  15. 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.

  16. 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,…

  17. 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.…

  18. Games Children Play: How Games and Sport Help Children Develop.

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

    This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…

  19. 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…

  20. 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…

  1. 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)

  2. 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.

  3. 78 FR 62649 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-22

    ...), Public Law 100-497, 25 U.S.C. 2701 et seq., the Secretary of the Interior shall publish in the Federal... banking or percentage card games, and any devices or games authorized under State law to the State...

  4. 77 FR 5566 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-02-03

    ... (IGRA) Public Law 100-497, 25 U.S.C. 2710, the Secretary of the Interior shall publish in the Federal... devices, any banking or percentage card games, and any devices or games authorized under State law to...

  5. 76 FR 49505 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-10

    ... (IGRA) Public Law 100-497, 25 U.S.C. Sec. 2710, the Secretary of the Interior shall publish in the... devices, any banking or percentage card games, and any devices or games authorized under state law to...

  6. 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...

  7. 78 FR 17428 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-21

    ... III Tribal- State Gaming Compact between the Pyramid Lake Paiute Tribe and the State of Nevada... engaging in Class III gaming activities on Indian lands. On January 11, 2013, the Pyramid Lake Paiute...

  8. 77 FR 76514 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

    ... and approval. The Compact increases the number of Video Gaming Machines from 76 to 816, and authorizes the operation of additional types of games including live poker and simulcast racing. The term of...

  9. 76 FR 56466 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-13

    ... Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming... Register notice of approved Tribal-State compacts for the purpose of engaging in Class III...

  10. 78 FR 44146 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-07-23

    ... Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Class III Amended... purpose of engaging in Class III gaming activities on Indian lands. The Amended and Restated...

  11. Climate Games in the Classroom - Engaging Problem-Solving

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.

    2012-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes

  12. Earthquake: Game-based learning for 21st century STEM education

    NASA Astrophysics Data System (ADS)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  13. Checker Board Model

    NASA Astrophysics Data System (ADS)

    Lach, Theodore

    2008-04-01

    The Checker Board Model (CBM) is a 2D model of the nucleus that proposes that the synchronization of two outer rotating quarks in the nucleons accounts for magnetic moment of the nucleons and that the resulting magnetic flux couples (weaves) into the 2D checker board array structures and this 2D magnetic coupling in addition to electrostatic forces of the two rotating and one stationary quark accounts for the apparent strong nuclear force. The symmetry of the He nucleus helps explain why this 2D structure is stable. This model explain the mass of the proton and neutron, along with their magnetic moments and their absolute and relative sizes and predict the masses of two newly proposed quarks ^(1): the ``up'' and the ``dn'' quarks. Since the masses of the ``up'' and ``dn'' quark determined by the CBM (237.31 MeV and 42.392 MeV respectively) did not fit within the standard model as candidates for u and d, a new model (New Physics) had to be invented. The details of this new nuclear physics model can be found at: http://checkerboard.dnsalias.net/ (1). T.M. Lach, Checkerboard Structure of the Nucleus, Infinite Energy, Vol. 5, issue 30, (2000). (2). T.M. Lach, Masses of the Sub-Nuclear Particles, nucl-th/0008026, @http://xxx.lanl.gov/

  14. Checker Board Model

    NASA Astrophysics Data System (ADS)

    Lach, Theodore

    2009-05-01

    The Checker Board Model (CBM) is a 2D model of the nucleus that proposes that the synchronization of two outer rotating quarks in the nucleons accounts for magnetic moment of the nucleons and that the resulting magnetic flux couples (weaves) into the 2D checker board array structures and this 2D magnetic coupling in addition to electrostatic forces of the two rotating and one stationary quark accounts for the apparent strong nuclear force. The symmetry of the He nucleus helps explain why this 2D structure is stable. This model explain the mass of the proton and neutron, along with their magnetic moments and their absolute and relative sizes and predict the masses of two newly proposed quarks ^(1): the ``up'' and the ``dn'' quarks. Since the masses of the ``up'' and ``dn'' quark determined by the CBM (237.31 MeV and 42.392 MeV respectively) did not fit within the standard model as candidates for u and d, a new model (New Physics) had to be invented. The details of this new nuclear physics model can be found at: http://checkerboard.dnsalias.net/ (1). T.M. Lach, Checkerboard Structure of the Nucleus, Infinite Energy, Vol. 5, issue 30, (2000). (2). T.M. Lach, Masses of the Sub-Nuclear Particles, nucl-th/0008026, @http://xxx.lanl.gov/

  15. Checker Board Model

    NASA Astrophysics Data System (ADS)

    Lach, Thedore

    2007-04-01

    The Checker Board Model (CBM) is a 2D model of the nucleus that proposes that the synchronization of two outer rotating quarks in the nucleons accounts for magnetic moment of the nucleons and that the resulting magnetic flux couples (weaves) into the 2D checker board array structures and this 2D magnetic coupling in addition to electrostatic forces of the two rotating and one stationary quark accounts for the apparent strong nuclear force. The symmetry of the He nucleus helps explain why this 2D structure is stable. This model explain the mass of the proton and neutron, along with their magnetic moments and their absolute and relative sizes and predict the masses of two newly proposed quarks ^(1): the ``up'' and the ``dn'' quarks. Since the masses of the ``up'' and ``dn'' quark determined by the CBM (237.31 MeV and 42.392 MeV respectively) did not fit within the standard model as candidates for u and d, a new model (New Physics) had to be invented. The details of this new nuclear physics model can be found at: http://checkerboard.dnsalias.net/ (1). T.M. Lach, Checkerboard Structure of the Nucleus, Infinite Energy, Vol. 5, issue 30, (2000). (2). T.M. Lach, Masses of the Sub-Nuclear Particles, nucl-th/0008026, @http://xxx.lanl.gov/

  16. Annotating user-defined abstractions for optimization

    SciTech Connect

    Quinlan, D; Schordan, M; Vuduc, R; Yi, Q

    2005-12-05

    This paper discusses the features of an annotation language that we believe to be essential for optimizing user-defined abstractions. These features should capture semantics of function, data, and object-oriented abstractions, express abstraction equivalence (e.g., a class represents an array abstraction), and permit extension of traditional compiler optimizations to user-defined abstractions. Our future work will include developing a comprehensive annotation language for describing the semantics of general object-oriented abstractions, as well as automatically verifying and inferring the annotated semantics.

  17. Abstraction and reformulation in artificial intelligence.

    PubMed Central

    Holte, Robert C.; Choueiry, Berthe Y.

    2003-01-01

    This paper contributes in two ways to the aims of this special issue on abstraction. The first is to show that there are compelling reasons motivating the use of abstraction in the purely computational realm of artificial intelligence. The second is to contribute to the overall discussion of the nature of abstraction by providing examples of the abstraction processes currently used in artificial intelligence. Although each type of abstraction is specific to a somewhat narrow context, it is hoped that collectively they illustrate the richness and variety of abstraction in its fullest sense. PMID:12903653

  18. Core foundations of abstract geometry.

    PubMed

    Dillon, Moira R; Huang, Yi; Spelke, Elizabeth S

    2013-08-27

    Human adults from diverse cultures share intuitions about the points, lines, and figures of Euclidean geometry. Do children develop these intuitions by drawing on phylogenetically ancient and developmentally precocious geometric representations that guide their navigation and their analysis of object shape? In what way might these early-arising representations support later-developing Euclidean intuitions? To approach these questions, we investigated the relations among young children's use of geometry in tasks assessing: navigation; visual form analysis; and the interpretation of symbolic, purely geometric maps. Children's navigation depended on the distance and directional relations of the surface layout and predicted their use of a symbolic map with targets designated by surface distances. In contrast, children's analysis of visual forms depended on the size-invariant shape relations of objects and predicted their use of the same map but with targets designated by corner angles. Even though the two map tasks used identical instructions and map displays, children's performance on these tasks showed no evidence of integrated representations of distance and angle. Instead, young children flexibly recruited geometric representations of either navigable layouts or objects to interpret the same spatial symbols. These findings reveal a link between the early-arising geometric representations that humans share with diverse animals and the flexible geometric intuitions that give rise to human knowledge at its highest reaches. Although young children do not appear to integrate core geometric representations, children's use of the abstract geometry in spatial symbols such as maps may provide the earliest clues to the later construction of Euclidean geometry.

  19. Coating Circuit Boards With Silicone

    NASA Technical Reports Server (NTRS)

    Gaudiano, S.

    1986-01-01

    Techniques appropriate to boards containing CMOS circuits detailed. Document presents procedure for applying thin conformal coating to such electronic assemblies as printed-circuit boards and wire-wrapped boards. Coating is from 1 to 7 mils (25 to 178 micrometers) thick and composed of room-temperature-vulcanizing (RTV) silicone. Specifies materials, equipment, spraying method, and quality requirements. Takes into account special needs of circuits made with complementary metal-oxide/semiconductor (CMOS) devices on circuit boards. Special attention given to preventing damage by electrostatic discharge, to which CMOS circuits especially sensitive.

  20. 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…

  1. Alliances in "The Hunger Games"

    ERIC Educational Resources Information Center

    Painter, Judith

    2012-01-01

    This lesson plan is based on "The Hunger Games" by Suzanne Collins. Characters in "The Hunger Games" form alliances both inside and outside the arena. Katniss and Gale form alliances within District 12. Katniss, Peeta, and the other tributes form alliances for a variety of reasons during the Games. An alliance means that "someone's got your back"…

  2. Recreational Games for Physical Education

    ERIC Educational Resources Information Center

    Hume, Donald

    2005-01-01

    Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…

  3. Teaching Cooperative Skills through Games.

    ERIC Educational Resources Information Center

    Glakas, Barbara A.

    1991-01-01

    Through cooperative games and play, children learn to share, empathize with others' feelings, and get along better. The article makes suggestions to physical educators on how to design games to teach students cooperative behaviors and how to incorporate them into class, noting four important game-design principles. (SM)

  4. Games, the Socialization of Conflict.

    ERIC Educational Resources Information Center

    Sutton-Smith, Brian

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

  5. 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…

  6. 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…

  7. Classroom Games: A Prisoner's Dilemma.

    ERIC Educational Resources Information Center

    Holt, Charles A.; Capra, Monica

    2000-01-01

    Describes a classroom game called the prisoner's dilemma that illustrates the conflict between social incentives to cooperate and private incentives to defect. Explains that it is a simple card game involving a large number of students. States that the students should be introduced to the real-world applications of the game. (CMK)

  8. 76 FR 42722 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-19

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Assistant... of the Indian Gaming Regulatory Act of 1988 (IGRA), Public Law 100-497, 25 U.S.C. 2710, the...

  9. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  10. 75 FR 68618 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-08

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of... the Red Cliff Band of Lake Superior Chippewas (``Tribe'') and the State of Wisconsin Gaming Compact of... CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy Assistant...

  11. 76 FR 165 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-03

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of... the Menominee Indian Tribe of Wisconsin (``Tribe'') and the State of Wisconsin Gaming Compact of 1992... CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy Assistant...

  12. 75 FR 38834 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-06

    ...: 2010-16214] DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian... Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under Section 11 of the Indian Gaming Regulatory Act of...

  13. 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... CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy Assistant Secretary... section 11 of the Indian Gaming Regulatory Act of 1988 (IGRA), Public Law 100-497, 25 U.S.C. 2710,...

  14. "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…

  15. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

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

  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 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…

  18. 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…

  19. 78 FR 54670 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-09-05

    ... extension of Tribal--State Class III Gaming Compact. SUMMARY: This publishes notice of the Extension of the Class III gaming compact between the Yankton Sioux Tribe and the State of South Dakota. DATES: Effective...-state Class III gaming compact does not require approval by the Secretary if the extension does...

  20. 78 FR 78377 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-12-26

    ... extension of Tribal-State Class III Gaming Compact. SUMMARY: This publishes notice of the extension of the Class III gaming compact between the Yankton Sioux Tribe and the State of South Dakota. DATES: Effective...-State Class III gaming compact does not require approval by the Secretary if the extension does...