Science.gov

Sample records for adaptive language games

  1. Adaptive Language Games with Robots

    NASA Astrophysics Data System (ADS)

    Steels, Luc

    2010-11-01

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

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

    ERIC Educational Resources Information Center

    Sablina, Svetlana; Kopiatina, Olga

    2013-01-01

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

  3. Language Games and Activities. Netword 2: Teaching Languages to Adults.

    ERIC Educational Resources Information Center

    Langran, John; Purcell, Sue

    This guide discusses the use of games in the second language classroom and describes a number of games language teachers can use. An introductory chapter outlines different types of games and explains the use of the book. Chapter 1 offers a rationale for classroom use of games for second language learning. Chapter 2 suggests classroom techniques…

  4. Designing Language Games in Okapi.

    ERIC Educational Resources Information Center

    Karamuftuoglu, Murat

    1997-01-01

    Describes the application of semiotic concepts and tools to information-retrieval systems design, which is viewed as a social practice in which the main disjunction is between the two conflicting acts of detonation and prescription. These two conflicting language games are discussed within the framework of the Okapi information retrieval system.…

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

    ERIC Educational Resources Information Center

    Pluto, Joseph A.

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

  6. Games for the Foreign Language Classroom.

    ERIC Educational Resources Information Center

    McMillan, Nancy; Madaras, Susan W.

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

  7. Games in Language Learning: Opportunities and Challenges

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2014-01-01

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

  8. Fun and Games with Foreign Languages.

    ERIC Educational Resources Information Center

    Saunders, Helen V., Comp.

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

  9. Games for Language Learning. New Edition.

    ERIC Educational Resources Information Center

    Wright, Andrew; And Others

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

  10. Learning & retention in adaptive serious games.

    PubMed

    Bergeron, Bryan P

    2008-01-01

    Serious games are being actively explored as supplements to and, in some cases, replacement for traditional didactic lectures and computer-based instruction in venues ranging from medicine to the military. As part of an intelligent tutoring system (ITS) for nuclear event first responders, we designed and evaluated two serious games that were integrated with adaptive multimedia content. Results reveal that there was no decay in score six weeks following game-based training, which contrasts with results expected with traditional training. This study suggests that adaptive serious games may help integrate didactic content presented though conventional means. PMID:18391250

  11. Video Game Adapts To Brain Waves

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

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

  12. Adapting and Writing Language Lessons.

    ERIC Educational Resources Information Center

    Stevick, Earl W.

    The dual purpose of this book is to set forth guidelines for appreciating the kinds of instructional materials available for the uncommonly taught languages and to suggest an approach to writing new materials which will be as adaptable as possible. Of principal concern are considerations relating to: (1) the nature of language teaching, (2) the…

  13. Digital Gaming and Language Learning: Autonomy and Community

    ERIC Educational Resources Information Center

    Chik, Alice

    2014-01-01

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

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  15. Condition Driven Adaptive Music Generation for Computer Games

    NASA Astrophysics Data System (ADS)

    Naushad, Alamgir; Muhammad, Tufail

    2013-02-01

    The video game industry has grown to a multi-billion dollar, worldwide industry. The background music tends adaptively in reference to the specific game content during the game length of the play. Adaptive music should be further explored by looking at the particular condition in the game; such condition is driven by generating a specific music in the background which best fits in with the active game content throughout the length of the gameplay. This research paper outlines the use of condition driven adaptive music generation for audio and video to dynamically incorporate adaptively.

  16. Asymmetric negotiation in structured language games

    NASA Astrophysics Data System (ADS)

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

    2008-02-01

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

  17. Asymmetric negotiation in structured language games.

    PubMed

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

    2008-02-01

    We propose an asymmetric negotiation strategy to investigate the influence of high-degree agents on the agreement dynamics in a structured language game, the naming game. We introduce a model parameter, which governs the frequency of high-degree agents acting as speakers in communication. It is found that there exists an optimal value of the parameter that induces the fastest convergence to a global consensus on naming an object for both scale-free and small-world naming games. This phenomenon indicates that, although a strong influence of high-degree agents favors consensus achievement, very strong influences inhibit the convergence process, making it even slower than in the absence of influence of high-degree agents. Investigation of the total memory used by agents implies that there is some trade-off between the convergence speed and the required total memory. Other quantities, including the evolution of the number of different names and the relationship between agents' memories and their degrees, are also studied. The results are helpful for better understanding of the dynamics of the naming game with asymmetric negotiation strategy. PMID:18352158

  18. Online Games for Young Learners' Foreign Language Learning

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  19. A survey on adaptive engine technology for serious games

    NASA Astrophysics Data System (ADS)

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

    2016-02-01

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

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

    ERIC Educational Resources Information Center

    Storey, Brian; Butler, Joy

    2013-01-01

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

  1. The evolutionary language game: an orthogonal approach.

    PubMed

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

    2005-08-21

    Evolutionary game dynamics have been proposed as a mathematical framework for the cultural evolution of language and more specifically the evolution of vocabulary. This article discusses a model that is mutually exclusive in its underlying principals with some previously suggested models. The model describes how individuals in a population culturally acquire a vocabulary by actively participating in the acquisition process instead of passively observing and communicate through peer-to-peer interactions instead of vertical parent-offspring relations. Concretely, a notion of social/cultural learning called the naming game is first abstracted using learning theory. This abstraction defines the required cultural transmission mechanism for an evolutionary process. Second, the derived transmission system is expressed in terms of the well-known selection-mutation model defined in the context of evolutionary dynamics. In this way, the analogy between social learning and evolution at the level of meaning-word associations is made explicit. Although only horizontal and oblique transmission structures will be considered, extensions to vertical structures over different genetic generations can easily be incorporated. We provide a number of simplified experiments to clarify our reasoning. PMID:15935174

  2. Games and Other Activities for Developing Language Skills.

    ERIC Educational Resources Information Center

    Gotkin, Lassar G.

    Dr. Gotkin has developed several ways to use effectively games and mechanical devices to teach language skills to preschool and kindergarten children. The matrix game, a set of pictures in columns and rows, which functions on the principles and methods of programed instruction, requires the child to discriminate symbols, pictures, and colors and…

  3. Creating Games for Emerging English Speakers: Language & Content Reinforcement Activities.

    ERIC Educational Resources Information Center

    Collier, Catherine

    This paper discusses the use of games, role playing, and simulation to teach English-as-a-Second-Language (ESL) learners, particularly to reinforce new knowledge or expand emerging knowledge and skills. An introductory section looks at game theory and the ways in which it can inform the construction of classroom activities. Distinctions are made…

  4. A Guide to Puzzles and Games in Second Language Pedagogy. Language and Literacy Series.

    ERIC Educational Resources Information Center

    Danesi, Marcel

    This guide presents, discusses and describes a selection of games and puzzles for school second language instruction. The first chapter discusses the value of these activities in language teaching, including the psychology of problem-solving, the process of motivating and involving students, three key questions to ask about games in the classroom…

  5. 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…

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  7. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

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

  8. Adaptive Modeling Language and Its Derivatives

    NASA Technical Reports Server (NTRS)

    Chemaly, Adel

    2006-01-01

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

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

    SciTech Connect

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

    2005-07-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Knijnik, Gelsa

    2012-01-01

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

  13. Effects of adaptive dynamical linking in networked games.

    PubMed

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

    2013-10-01

    The role of dynamical topologies in the evolution of cooperation has received considerable attention, as some studies have demonstrated that dynamical networks are much better than static networks in terms of boosting cooperation. Here we study a dynamical model of evolution of cooperation on stochastic dynamical networks in which there are no permanent partners to each agent. Whenever a new link is created, its duration is randomly assigned without any bias or preference. We allow the agent to adaptively adjust the duration of each link during the evolution in accordance with the feedback from game interactions. By Monte Carlo simulations, we find that cooperation can be remarkably promoted by this adaptive dynamical linking mechanism both for the game of pairwise interactions, such as the Prisoner's Dilemma game (PDG), and for the game of group interactions, illustrated by the public goods game (PGG). And the faster the adjusting rate, the more successful the evolution of cooperation. We also show that in this context weak selection favors cooperation much more than strong selection does. What is particularly meaningful is that the prosperity of cooperation in this study indicates that the rationality and selfishness of a single agent in adjusting social ties can lead to the progress of altruism of the whole population. PMID:24229137

  14. Effects of adaptive dynamical linking in networked games

    NASA Astrophysics Data System (ADS)

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

    2013-10-01

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

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

    NASA Astrophysics Data System (ADS)

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

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

  16. Adaptive role switching promotes fairness in networked ultimatum game

    PubMed Central

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

    2013-01-01

    In recent years, mechanisms favoring fair split in the ultimatum game have attracted growing interests because of its practical implications for international bargains. In this game, two players are randomly assigned two different roles respectively to split an offer: the proposer suggests how to split and the responder decides whether or not to accept it. Only when both agree is the offer successfully split; otherwise both get nothing. It is of importance and interest to break the symmetry in role assignment especially when the game is repeatedly played in a heterogeneous population. Here we consider an adaptive role assignment: whenever the split fails, the two players switch their roles probabilistically. The results show that this simple feedback mechanism proves much more effective at promoting fairness than other alternatives (where, for example, the role assignment is based on the number of neighbors). PMID:23528986

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

    ERIC Educational Resources Information Center

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

    1998-01-01

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

  18. Language structure in the n -object naming game

    NASA Astrophysics Data System (ADS)

    Lipowski, Adam; Lipowska, Dorota

    2009-11-01

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

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

    ERIC Educational Resources Information Center

    Stanley, Graham; Mawer, Kyle

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Hall, Leslie D.; Sanderville, James Mountain Chief

    2009-01-01

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

  1. The Use of Language Functions in Mathematical Group Games. Teacher Insights.

    ERIC Educational Resources Information Center

    Black, Carolyn; Huerta, Maria G.

    1994-01-01

    Six group games were introduced into a second-grade bilingual classroom. Children's talk during each game was classified using a modification of Dyson's five language functions (representational, directive, heuristic, personal, and interactional). Group games provided many communication opportunities. Some children tried new communication styles.…

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

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

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

  3. MCATL: A Language for Authoring Computerized Adaptive Tests.

    ERIC Educational Resources Information Center

    Vale, C. David

    The specification of a computerized adaptive test, like the specification of computer-assisted instruction, is easier and can be done by personnel who are not proficient in computer programming if an authoring language is provided. The Minnesota Computerized Adaptive Testing Language (MCATL) is an authoring language specifically designed for…

  4. An adaptive contextual quantum language model

    NASA Astrophysics Data System (ADS)

    Li, Jingfei; Zhang, Peng; Song, Dawei; Hou, Yuexian

    2016-08-01

    User interactions in search system represent a rich source of implicit knowledge about the user's cognitive state and information need that continuously evolves over time. Despite massive efforts that have been made to exploiting and incorporating this implicit knowledge in information retrieval, it is still a challenge to effectively capture the term dependencies and the user's dynamic information need (reflected by query modifications) in the context of user interaction. To tackle these issues, motivated by the recent Quantum Language Model (QLM), we develop a QLM based retrieval model for session search, which naturally incorporates the complex term dependencies occurring in user's historical queries and clicked documents with density matrices. In order to capture the dynamic information within users' search session, we propose a density matrix transformation framework and further develop an adaptive QLM ranking model. Extensive comparative experiments show the effectiveness of our session quantum language models.

  5. The Effect of Game Genres on Use of Second/Foreign Language Learning Strategies

    ERIC Educational Resources Information Center

    Lee, Yu-Yuan

    2008-01-01

    This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning…

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

    ERIC Educational Resources Information Center

    Tomlinson, Brian; Masuhara, Hitomi

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Marquez, Nancy, Ed.; And Others

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

  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. 3D Game Content Distributed Adaptation in Heterogeneous Environments

    NASA Astrophysics Data System (ADS)

    Morán, Francisco; Preda, Marius; Lafruit, Gauthier; Villegas, Paulo; Berretty, Robert-Paul

    2007-12-01

    Most current multiplayer 3D games can only be played on a single dedicated platform (a particular computer, console, or cell phone), requiring specifically designed content and communication over a predefined network. Below we show how, by using signal processing techniques such as multiresolution representation and scalable coding for all the components of a 3D graphics object (geometry, texture, and animation), we enable online dynamic content adaptation, and thus delivery of the same content over heterogeneous networks to terminals with very different profiles, and its rendering on them. We present quantitative results demonstrating how the best displayed quality versus computational complexity versus bandwidth tradeoffs have been achieved, given the distributed resources available over the end-to-end content delivery chain. Additionally, we use state-of-the-art, standardised content representation and compression formats (MPEG-4 AFX, JPEG 2000, XML), enabling deployment over existing infrastructure, while keeping hooks to well-established practices in the game industry.

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

    NASA Astrophysics Data System (ADS)

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

    2014-12-01

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

  11. Teaching Adaptability of Object-Oriented Programming Language Curriculum

    ERIC Educational Resources Information Center

    Zhu, Xiao-dong

    2012-01-01

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

  12. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    ERIC Educational Resources Information Center

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  13. Strategy Uniform Crossover Adaptation Evolution in a Minority Game

    NASA Astrophysics Data System (ADS)

    Yang, Wei-Song; Wang, Bing-Hong; Quan, Hong-Jun; Hu, Chin-Kun

    2003-10-01

    We propose and study a new adaptation minority game for understanding of the complex dynamical behaviour characterized by agent interactions competing limited resource in many natural and social systems. Intelligent agents may modify a part of strategies held by them periodically, depending on the strategy performances. In the new model, the strategies will be updated according to uniform-crossover variation process inspired by genetic evolution algorithm in biology. The performances of the agents in the new model are calculated for different parameter conditions. It has been found that the new system may evolve via the strategy uniform crossover adaptation mechanism into a frozen equilibrium state in which the performance of the system may reach the best limit, implying the strongest cooperation among agents and the most effective utilization of the social resources.

  14. Perceptual Adaptation to Sinewave-Vocoded Speech across Languages

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  15. Nonsimulation Academic Games and the Teaching of Language Usage Skills.

    ERIC Educational Resources Information Center

    Lewis, J. Richard

    The effectiveness of certain nonsimulation academic games in a gaming system called Teams-Games-Tournaments (TGT) was investigated as a method of teaching the skills of capitalization and punctuation. A sample of 138 eighth-grade students participated in an 18-day experiment comparing three teaching methods: gaming, in which students were taught…

  16. Language Fluency and Study Abroad Adaptation

    ERIC Educational Resources Information Center

    Savicki, Victor; Arrúe, Carmen; Binder, Frauke

    2013-01-01

    Many study abroad programs require language proficiency, emphasize language learning, or otherwise support the development of language skills for their students. A general assumption underlying this attention to foreign language acquisition is that access to the host culture is increased as students are able to converse with host nationals using…

  17. Restrictions on biological adaptation in language evolution

    PubMed Central

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

    2009-01-01

    Language acquisition and processing are governed by genetic constraints. A crucial unresolved question is how far these genetic constraints have coevolved with language, perhaps resulting in a highly specialized and species-specific language “module,” and how much language acquisition and processing redeploy preexisting cognitive machinery. In the present work, we explored the circumstances under which genes encoding language-specific properties could have coevolved with language itself. We present a theoretical model, implemented in computer simulations, of key aspects of the interaction of genes and language. Our results show that genes for language could have coevolved only with highly stable aspects of the linguistic environment; a rapidly changing linguistic environment does not provide a stable target for natural selection. Thus, a biological endowment could not coevolve with properties of language that began as learned cultural conventions, because cultural conventions change much more rapidly than genes. We argue that this rules out the possibility that arbitrary properties of language, including abstract syntactic principles governing phrase structure, case marking, and agreement, have been built into a “language module” by natural selection. The genetic basis of human language acquisition and processing did not coevolve with language, but primarily predates the emergence of language. As suggested by Darwin, the fit between language and its underlying mechanisms arose because language has evolved to fit the human brain, rather than the reverse. PMID:19164588

  18. A Model of Adaptive Language Learning

    ERIC Educational Resources Information Center

    Woodrow, Lindy J.

    2006-01-01

    This study applies theorizing from educational psychology and language learning to hypothesize a model of language learning that takes into account affect, motivation, and language learning strategies. The study employed a questionnaire to assess variables of motivation, self-efficacy, anxiety, and language learning strategies. The sample…

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Kato, Taichi; Arakawa, Chuichi

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Sundqvist, Pia

    2013-01-01

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

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Baierschmidt, Jared

    2013-01-01

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

  4. Self Adaptive High Interaction Honeypots Driven by Game Theory

    NASA Astrophysics Data System (ADS)

    Wagener, Gérard; State, Radu; Dulaunoy, Alexandre; Engel, Thomas

    High-interaction honeypots are relevant to provide rich and useful information obtained from attackers. Honeypots come in different flavors with respect to their interaction potential. A honeypot can be very restrictive, but then only a few interactions can be observed. If a honeypot is very tolerant though, attackers can quickly achieve their goal. Having the best trade-off between attacker freedom and honeypot restrictions is challenging. In this paper, we address the issue of self adaptive honeypots, that can change their behavior and lure attackers into revealing as much information as possible about themselves. The key idea is to leverage game-theoretic concepts for the configuration and reciprocal actions of high-interaction honeypots.

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

    USGS Publications Warehouse

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Smeyers, Paul; Fendler, Lynn

    2015-01-01

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

  7. Betting on Language: Gaming's Flush Flows to Tribal Cultures.

    ERIC Educational Resources Information Center

    Hill, Liz

    2001-01-01

    Mainstream media spreads misperceptions that American Indian gaming benefits just a few, is not well regulated, and encourages criminal activity. The Indian Gaming Regulatory Act mandates that gaming revenues fund tribal government programs; now that they have their own revenue, tribes are enthusiastically funding educational programs to maintain…

  8. Language games: Christian fundamentalism and the science curriculum

    NASA Astrophysics Data System (ADS)

    Freund, Cheryl J.

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Gilyard, Keith

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Heilmann, John; Malone, Thomas O.

    2014-01-01

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

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    ERIC Educational Resources Information Center

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

    2001-01-01

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

  14. Language Policy in the Making: An Analysis of Bilingual Gaming Activities

    ERIC Educational Resources Information Center

    Leppanen, Sirpa; Piirainen-Marsh, Arja

    2009-01-01

    Building on an understanding of language policy as continually evolving, emergent and influenced by norms of specific communities and cultures, this paper investigates the practices through which young people negotiate informal language policies when interacting with new media in the context of electronic gaming. We examine how young new media…

  15. 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…

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

    ERIC Educational Resources Information Center

    Conati, Cristina; Jaques, Natasha; Muir, Mary

    2013-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  18. Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment

    NASA Astrophysics Data System (ADS)

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

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

  19. Language control in bilinguals: The adaptive control hypothesis

    PubMed Central

    Abutalebi, Jubin

    2013-01-01

    Speech comprehension and production are governed by control processes. We explore their nature and dynamics in bilingual speakers with a focus on speech production. Prior research indicates that individuals increase cognitive control in order to achieve a desired goal. In the adaptive control hypothesis we propose a stronger hypothesis: Language control processes themselves adapt to the recurrent demands placed on them by the interactional context. Adapting a control process means changing a parameter or parameters about the way it works (its neural capacity or efficiency) or the way it works in concert, or in cascade, with other control processes (e.g., its connectedness). We distinguish eight control processes (goal maintenance, conflict monitoring, interference suppression, salient cue detection, selective response inhibition, task disengagement, task engagement, opportunistic planning). We consider the demands on these processes imposed by three interactional contexts (single language, dual language, and dense code-switching). We predict adaptive changes in the neural regions and circuits associated with specific control processes. A dual-language context, for example, is predicted to lead to the adaptation of a circuit mediating a cascade of control processes that circumvents a control dilemma. Effective test of the adaptive control hypothesis requires behavioural and neuroimaging work that assesses language control in a range of tasks within the same individual. PMID:25077013

  20. Language control in bilinguals: The adaptive control hypothesis.

    PubMed

    Green, David W; Abutalebi, Jubin

    2013-08-01

    Speech comprehension and production are governed by control processes. We explore their nature and dynamics in bilingual speakers with a focus on speech production. Prior research indicates that individuals increase cognitive control in order to achieve a desired goal. In the adaptive control hypothesis we propose a stronger hypothesis: Language control processes themselves adapt to the recurrent demands placed on them by the interactional context. Adapting a control process means changing a parameter or parameters about the way it works (its neural capacity or efficiency) or the way it works in concert, or in cascade, with other control processes (e.g., its connectedness). We distinguish eight control processes (goal maintenance, conflict monitoring, interference suppression, salient cue detection, selective response inhibition, task disengagement, task engagement, opportunistic planning). We consider the demands on these processes imposed by three interactional contexts (single language, dual language, and dense code-switching). We predict adaptive changes in the neural regions and circuits associated with specific control processes. A dual-language context, for example, is predicted to lead to the adaptation of a circuit mediating a cascade of control processes that circumvents a control dilemma. Effective test of the adaptive control hypothesis requires behavioural and neuroimaging work that assesses language control in a range of tasks within the same individual. PMID:25077013

  1. 100 Games and Activities for the Introductory Foreign Language Classroom

    ERIC Educational Resources Information Center

    Boucquey, Thierry; Flores, Karina; Kramer, Julia; McPherson, Laura; Pettit, Maggie; Silverstein, Hana; Tjuanakis, Emily

    2007-01-01

    Stimulating, engaging, and effective, the games and activities in this book offers students alternatives to learning by rote or performing drills. This book makes it easy for teachers to develop their linguistic functions through active learning. The specific skills and vocabulary taught in each game or activity is highlighted, as are the…

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

    PubMed Central

    Swarup, Samarth; Gasser, Les

    2010-01-01

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

  3. New Ways in Using Communicative Games in Language Teaching. New Ways in TESOL Series II: Innovative Classroom Techniques.

    ERIC Educational Resources Information Center

    Shameem, Nikhat, Ed.; Tickoo, Makhan, Ed.

    This guide describes 94 classroom games designed to teach communicative skills in English as a second language, allowing students to use communication strategies in English in realistic situations similar to those in which they would use their native language. An introductory section outlines the rationale for the use of games in communicative…

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

    ERIC Educational Resources Information Center

    Mann, Wolfgang; Roy, Penny; Morgan, Gary

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Mislevy, Robert J.; Yin, Chengbin

    2009-01-01

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

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Mongillo, Geraldine

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

  8. Guided Discovery Learning with Computer-Based Simulation Games: Effects of Adaptive and Non-Adaptive Instructional Support.

    ERIC Educational Resources Information Center

    Leutner, Detlev

    1993-01-01

    System-initiated adaptive advice and learner-requested nonadaptive background information were investigated in computer simulation game experiments with 64 seventh graders, 38 college students, and 80 seventh and eighth graders in Germany. Results are discussed in terms of theories of problem solving, intelligence, memory, and information…

  9. Educational Games for Developing Critical Thinking Skills: Pre-Service English Language Teachers' Views

    ERIC Educational Resources Information Center

    Derya, Sahhuseyinoglu

    2007-01-01

    The aim of this paper is to present an application of a sample lesson plan which aimed to develop critical thinking skills through educational games. The participants were 46 second year pre-service English Language teachers who were taking a course titled Advanced Reading and Writing II in the Faculty of Education. The lesson plan included a set…

  10. Structuring Narrative in 3D Digital Game-Based Learning Environments to Support Second Language Acquisition

    ERIC Educational Resources Information Center

    Neville, David O.

    2010-01-01

    The essay is a conceptual analysis from an instructional design perspective exploring the feasibility of using three-dimensional digital game-based learning (3D-DGBL) environments to assist in second language acquisition (SLA). It examines the shared characteristics of narrative within theories of situated cognition, context-based approaches to…

  11. The Frame Game: A Flexible Conversation Activity.

    ERIC Educational Resources Information Center

    Luster, Carl

    The Frame Game is a second language conversation activity that allows instructors to determine the content. The activity provides a structure for communication between students and adapts easily to almost any topic. The basic version of the game has been adapted from a management training activity, and is presented along with several variations…

  12. Fostering Cross-Cultural Adaptability through Foreign Language Study.

    ERIC Educational Resources Information Center

    Wright, David A.

    2003-01-01

    Examines two cross-cultural adaptability training tools used in multinational corporations and suggests strategies for integrating them into the foreign language classroom. Suggests students with a high degree of synthetic and analytic thinking skills as they relate to cross-cultural contexts-- tend to fill an important marketplace niche.…

  13. Mispronunciation Detection for Language Learning and Speech Recognition Adaptation

    ERIC Educational Resources Information Center

    Ge, Zhenhao

    2013-01-01

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

  14. Game-Like Language Learning in 3-D Virtual Environments

    ERIC Educational Resources Information Center

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  15. Conceptual and empirical problems with game theoretic approaches to language evolution

    PubMed Central

    Watumull, Jeffrey; Hauser, Marc D.

    2014-01-01

    The importance of game theoretic models to evolutionary theory has been in formulating elegant equations that specify the strategies to be played and the conditions to be satisfied for particular traits to evolve. These models, in conjunction with experimental tests of their predictions, have successfully described and explained the costs and benefits of varying strategies and the dynamics for establishing equilibria in a number of evolutionary scenarios, including especially cooperation, mating, and aggression. Over the past decade or so, game theory has been applied to model the evolution of language. In contrast to the aforementioned scenarios, however, we argue that these models are problematic due to conceptual confusions and empirical difficiences. In particular, these models conflate the comptutations and representations of our language faculty (mechanism) with its utility in communication (function); model languages as having different fitness functions for which there is no evidence; depend on assumptions for the starting state of the system, thereby begging the question of how these systems evolved; and to date, have generated no empirical studies at all. Game theoretic models of language evolution have therefore failed to advance how or why language evolved, or why it has the particular representations and computations that it does. We conclude with some brief suggestions for how this situation might be ameliorated, enabling this important theoretical tool to make substantive empirical contributions. PMID:24678305

  16. Conceptual and empirical problems with game theoretic approaches to language evolution.

    PubMed

    Watumull, Jeffrey; Hauser, Marc D

    2014-01-01

    The importance of game theoretic models to evolutionary theory has been in formulating elegant equations that specify the strategies to be played and the conditions to be satisfied for particular traits to evolve. These models, in conjunction with experimental tests of their predictions, have successfully described and explained the costs and benefits of varying strategies and the dynamics for establishing equilibria in a number of evolutionary scenarios, including especially cooperation, mating, and aggression. Over the past decade or so, game theory has been applied to model the evolution of language. In contrast to the aforementioned scenarios, however, we argue that these models are problematic due to conceptual confusions and empirical difficiences. In particular, these models conflate the comptutations and representations of our language faculty (mechanism) with its utility in communication (function); model languages as having different fitness functions for which there is no evidence; depend on assumptions for the starting state of the system, thereby begging the question of how these systems evolved; and to date, have generated no empirical studies at all. Game theoretic models of language evolution have therefore failed to advance how or why language evolved, or why it has the particular representations and computations that it does. We conclude with some brief suggestions for how this situation might be ameliorated, enabling this important theoretical tool to make substantive empirical contributions. PMID:24678305

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

    NASA Astrophysics Data System (ADS)

    Thielscher, Michael; Zhang, Dongmo

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

  18. The Importance of Games in Teaching Foreign Languages to Children

    ERIC Educational Resources Information Center

    Alpar, Melek

    2013-01-01

    In teaching French as a foreign language, there is a constant development from traditional methods to action-oriented approaches. This development has arisen as a result of students' needs and of innovations in technology. Particularly in the last decade, there has been increasing interest in teaching foreign languages to children. Because…

  19. Experimental Investigation of Human Adaptation to Change in Agent's Strategy through a Competitive Two-Player Game

    NASA Astrophysics Data System (ADS)

    Terada, Kazunori; Yamada, Seiji; Ito, Akira

    We conducted an experimental investigation on human adaptation to change in an agent's strategy through a competitive two-player game. Modeling the process of human adaptation to agents is important for designing intelligent interface agents and adaptive user interfaces that learn a user's preferences and behavior strategy. However, few studies on human adaptation to such an agent have been done. We propose a human adaptation model for a two-player game. We prepared an on-line experimental system in which a participant and an agent play a repeated penny-matching game with a bonus round. We then conducted experiments in which different opponent agents (human or robot) change their strategy during the game. The experimental results indicated that, as expected, there is an adaptation phase when a human is confronted with a change in the opponent agent's strategy, and adaptation is faster when a human is competing with robot than with another human.

  20. Coevolution with weights of names in structured language games

    NASA Astrophysics Data System (ADS)

    Lei, Chuang; Jia, Jianyuan; Wu, Te; Wang, Long

    2010-12-01

    We propose a coevolutionary version to investigate the naming game, a model recently introduced to describe how shared vocabulary can emerge and persist spontaneously in communication systems. We base our model on the fact that more popular names have more opportunities to be selected by agents and then spread in the population. A name’s popularity is concerned with its communication frequency, characterized by its weight coevolving with the name. A tunable parameter governs the influence of name weight. We implement this modified version on both scale-free networks and small-world networks, in which interactions proceed between paired agents by means of the reverse naming game. It is found that there exists an optimal value of the parameter that induces the fastest convergence of the population. This illustration indicates that a moderately strong influence of evolving name weight favors the rapid achievement of final consensus, but very strong influences inhibit the convergence process. The rank-distribution of the final accumulated weights of names qualitatively explains this nontrivial phenomenon. Investigations of some pertinent quantities are also provided, including the time evolution of the number of different names and the success rate, as well as the total memory of agents for different parameter values, which are helpful for better understanding the coevolutionary dynamics. Finally, we explore the scaling behavior in the convergence time and conclude a smaller scaling parameter compared to the previous naming game models.

  1. Generalized minority games with adaptive trend-followers and contrarians.

    PubMed

    De Martino, A; Giardina, I; Tedeschi, A; Marsili, M

    2004-08-01

    We introduce a simple extension of the minority game in which the market rewards contrarian (respectively, trend-following) strategies when it is far from (respectively, close to) efficiency. The model displays a smooth crossover from a regime where contrarians dominate to one where trend-followers dominate. In the intermediate phase, the stationary state is characterized by non-Gaussian features as well as by the formation of sustained trends and bubbles. PMID:15447533

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

    ERIC Educational Resources Information Center

    Gellar-Goad, T. H. M.

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Mubaslat, Mania Moayad

    2012-01-01

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

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

    PubMed Central

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

    2016-01-01

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

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

    PubMed

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

    2016-01-01

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

  6. Language Games and Schooling: Discourses of Colonialism in Kiribati Education

    ERIC Educational Resources Information Center

    Burnett, Greg

    2005-01-01

    The present secondary education system in Kiribati is little changed from its establishment and growth through the colonial years when the island group was known as the Gilbert Islands. It is marked by a heavy emphasis on English language and a curriculum geared to place students in a limited labour market. It is also marked by an uneven…

  7. Language Impairment, Family Interaction and the Design of a Game

    ERIC Educational Resources Information Center

    Noel, Guillermina

    2008-01-01

    This case study describes a user-centered design approach in the area of aphasia. Aphasia is a language impairment that can take many forms, so a particular case provides the foundation for this work. The particularities of the individual with this condition and his social context are key to developing and designing an intervention that supports…

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    PubMed

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

    2013-06-01

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

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

    PubMed

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

    2016-01-01

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

  11. Graphical language games: interactional constraints on representational form.

    PubMed

    Healey, Patrick G T; Swoboda, Nik; Umata, Ichiro; King, James

    2007-03-01

    The emergence of shared symbol systems is considered to be a pivotal moment in human evolution and human development. These changes are normally explained by reference to changes in people's internal cognitive processes. We present 2 experiments which provide evidence that changes in the external, collaborative processes that people use to communicate can also affect the structure and organization of symbol systems independently of cognitive change. We propose that mutual-modifiability-opportunities for people to edit or manipulate each other's contributions-is a key constraint on the emergence of complex symbol systems. We discuss the implications for models of language development and the origins of compositionality. PMID:21635298

  12. Agreement dynamics of finite-memory language games on networks

    NASA Astrophysics Data System (ADS)

    Wang, W. X.; Lin, B. Y.; Tang, C. L.; Chen, G. R.

    2007-12-01

    We propose a Finite-Memory Naming Game (FMNG) model with respect to the bounded rationality of agents or finite resources for information storage in communication systems. We study its dynamics on several kinds of complex networks, including random networks, small-world networks and scale-free networks. We focus on the dynamics of the FMNG affected by the memory restriction as well as the topological properties of the networks. Interestingly, we found that the most important quantity, the convergence time of reaching the consensus, shows some non-monotonic behaviors by varying the average degrees of the networks with the existence of the fastest convergence at some specific average degrees. We also investigate other main quantities, such as the success rate in negotiation, the total number of words in the system and the correlations between agents of full memory and the total number of words, which clearly explain the nontrivial behaviors of the convergence. We provide some analytical results which help better understand the dynamics of the FMNG. We finally report a robust scaling property of the convergence time, which is regardless of the network structure and the memory restriction.

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

    ERIC Educational Resources Information Center

    Miller, Cathy Puett

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Haug, Tobias; Mann, Wolfgang

    2008-01-01

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

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

    PubMed

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

    2011-05-01

    This paper presents a telerehabilitation system that encompasses a webcam and store-and-feedforward adaptive gaming system for tracking finger-hand movement of patients during local and remote therapy sessions. Gaming-event signals and webcam images are recorded as part of a gaming session and then forwarded to an online healthcare content management system (CMS) that separates incoming information into individual patient records. The CMS makes it possible for clinicians to log in remotely and review gathered data using online reports that are provided to help with signal and image analysis using various numerical measures and plotting functions. Signals from a 6 degree-of-freedom magnetic motion tracking system provide a basis for video-game sprite control. The MMT provides a path for motion signals between common objects manipulated by a patient and a computer game. During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient. PMID:21536526

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

    PubMed

    Fung, Wai-keung; Liu, Yun-hui

    2003-12-01

    Adaptive Resonance Theory (ART) networks are employed in robot behavior learning. Two of the difficulties in online robot behavior learning, namely, (1) exponential memory increases with time, (2) difficulty for operators to specify learning tasks accuracy and control learning attention before learning. In order to remedy the aforementioned difficulties, an adaptive categorization mechanism is introduced in ART networks for perceptual and action patterns categorization in this paper. A game-theoretic formulation of adaptive categorization for ART networks is proposed for vigilance parameter adaptation for category size control on the categories formed. The proposed vigilance parameter update rule can help improving categorization performance in the aspect of category number stability and solve the problem of selecting initial vigilance parameter prior to pattern categorization in traditional ART networks. Behavior learning using physical robot is conducted to demonstrate the effectiveness of the proposed adaptive categorization mechanism in ART networks. PMID:14622873

  17. The emergence of simple languages in an experimental coordination game

    PubMed Central

    Selten, Reinhard; Warglien, Massimo

    2007-01-01

    We investigate in a series of laboratory experiments how costs and benefits of linguistic communication affect the emergence of simple languages in a coordination task when no common language is available in the beginning. The experiment involved pairwise computerized communication between 152 subjects involved in at least 60 rounds. The subjects had to develop a common code referring to items in varying lists of geometrical figures distinguished by up to three features. A code had to be made of a limited repertoire of letters. Using letters had a cost. We are interested in the question of whether a common code is developed, and what enhances its emergence. Furthermore, we explore the emergence of compositional, protogrammatical structure in such codes. We compare environments that differ in terms of available linguistic resources (number of letters available) and in terms of stability of the task environment (variability in the set of figures). Our experiments show that a too small repertoire of letters causes coordination failures. Cost efficiency and role asymmetry are important factors enhancing communicative success. In stable environments, grammars do not seem to matter much, and instead efficient arbitrary codes often do better. However, in an environment with novelty, compositional grammars offer considerable coordination advantages and therefore are more likely to arise. PMID:17449635

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  19. 21st Century Language and Literacy in Gamestar Mechanic: Middle School Students' Appropriation through Play of the Discourse of Computer Game Designers

    ERIC Educational Resources Information Center

    Games, Ivan A.

    2009-01-01

    The research in this dissertation examined the language and literacy practices of middle school children as they played Gamestar Mechanic, a game-based learning environment constituted by a flash-based multiplayer online role-playing game designed to introduce them to the Discourse of game designers, by exposing them to key principles and…

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

    NASA Technical Reports Server (NTRS)

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    PubMed

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

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Xu, Yaoying

    2015-01-01

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

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

    ERIC Educational Resources Information Center

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

    2006-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  6. Language, Ethnic Identity, and the Adaptation of Immigrant Youth in the Netherlands

    ERIC Educational Resources Information Center

    Vedder, Paul

    2005-01-01

    We explored the relationships between immigrant adolescents' first-and second-language proficiency and their psychological and sociocultural adaptation using three models: the ethnic identity model, the language assimilation model, and the language integration model. The study was conducted in the Netherlands. Participants were 161 Turkish and 95…

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

    PubMed Central

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

    2016-01-01

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

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

    PubMed

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

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.

    2014-01-01

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

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

    PubMed

    Lupyan, Gary; Dale, Rick

    2016-09-01

    Why are there different languages? A common explanation is that different languages arise from the gradual accumulation of random changes. Here, we argue that, beyond these random factors, linguistic differences, from sounds to grammars, may also reflect adaptations to different environments in which the languages are learned and used. The aspects of the environment that could shape language include the social, the physical, and the technological. PMID:27499347

  11. Language Micro-gaming: Fun and Informal Microblogging Activities for Language Learning

    NASA Astrophysics Data System (ADS)

    Perifanou, Maria A.

    'Learning is an active process of constructing rather than acquiring knowledge and instruction is a process of supporting that construction rather than communicating knowledge' [1]. Can this process of learning be fun for the learner? Successful learning involves a mixture of work and fun. One of the recent web 2.0 services that can offer great possibilities for learning is Microblogging [2]. This kind of motivation can raise students' natural curiosity and interest which promotes learning. Play can also promote excitement, enjoyment, and a relaxing atmosphere. As Vygotsky (1933) [3] advocates, play creates a zone of proximal development (ZDP) in children. According to Vygotsky, the ZDP is the distance between one's actual developmental level and one's potential developmental level when interacting with someone and/or something in the social environment [4]. Play can be highly influential in learning. What happens when play becomes informal learning supported by web 2.0 technologies? Practical ideas applied in an Italian foreign language classroom using microblogging to promote fun and informal learning showed that microblogging can enhance motivation, participation, collaboration and practice in basic language skills.

  12. Adapting Language across the Curriculum to Diverse Linguistic Populations.

    ERIC Educational Resources Information Center

    Hirsch, Linda; And Others

    1991-01-01

    Describes the Language across the Curriculum programs operating at Hostos Community College for English-as-a-Second-Language students; at Miami-Dade Community College for bilingual transfer students; and Dawson College for faculty. (DMM)

  13. Language Is a Complex Adaptive System: Position Paper

    ERIC Educational Resources Information Center

    Beckner, Clay; Blythe, Richard; Bybee, Joan; Christiansen, Morten H.; Croft, William; Ellis, Nick C.; Holland, John; Ke, Jinyun; Larsen-Freeman, Diane; Schoenemann, Tom

    2009-01-01

    Language has a fundamentally social function. Processes of human interaction along with domain-general cognitive processes shape the structure and knowledge of language. Recent research in the cognitive sciences has demonstrated that patterns of use strongly affect how language is acquired, is used, and changes. These processes are not independent…

  14. 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)

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

    ERIC Educational Resources Information Center

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

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

    NASA Astrophysics Data System (ADS)

    Leroy, Eve; Saulnier, Georges-Marie

    2013-04-01

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

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

    NASA Astrophysics Data System (ADS)

    Li, Yi

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

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

    ERIC Educational Resources Information Center

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

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

  19. Evolution of cooperation in the spatial public goods game with adaptive reputation assortment

    NASA Astrophysics Data System (ADS)

    Chen, Mei-huan; Wang, Li; Sun, Shi-wen; Wang, Juan; Xia, Cheng-yi

    2016-01-01

    We present a new spatial public goods game model, which takes the individual reputation and behavior diversity into account at the same time, to investigate the evolution of cooperation. Initially, each player x will be endowed with an integer Rx between 1 and Rmax to characterize his reputation value, which will be adaptively varied according to the strategy action at each time step. Then, the agents play the game and the system proceeds in accordance with a Fermi-like rule, in which a multiplicative factor (wy) to denote the individual difference to perform the strategy transfer will be placed before the traditional Fermi probability. For influential participants, wy is set to be 1.0, but be a smaller value w (0 < w < 1) for non-influential ones. Large quantities of simulations demonstrate that the cooperation behavior will be obviously influenced by the reputation threshold (RC), and the greater the threshold, the higher the fraction of cooperators. The origin of promotion of cooperation will be attributed to the fact that the larger reputation threshold renders the higher heterogeneity in the fraction of two types of players and strategy spreading capability. Our work is conducive to a better understanding of the emergence of cooperation within many real-world systems.

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

    PubMed Central

    Lehmann, Laurent; Feldman, Marcus W.

    2009-01-01

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

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

    PubMed

    Lehmann, Laurent; Feldman, Marcus W

    2009-11-01

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

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

    PubMed Central

    Jensen, Thomas W.

    2014-01-01

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

  3. Web Delivery of Adaptive and Interactive Language Tutoring: Revisited

    ERIC Educational Resources Information Center

    Heift, Trude

    2016-01-01

    This commentary reconsiders the description and assessment of the design and implementation of "German Tutor," an Intelligent Language Tutoring System (ILTS) for learners of German as a foreign language, published in 2001. Based on our experience over the past 15 years with the design and real classroom use of an ILTS, we address a…

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

    NASA Technical Reports Server (NTRS)

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

    2015-01-01

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

  5. Evolutionary Dynamics of Biological Games

    NASA Astrophysics Data System (ADS)

    Nowak, Martin A.; Sigmund, Karl

    2004-02-01

    Darwinian dynamics based on mutation and selection form the core of mathematical models for adaptation and coevolution of biological populations. The evolutionary outcome is often not a fitness-maximizing equilibrium but can include oscillations and chaos. For studying frequency-dependent selection, game-theoretic arguments are more appropriate than optimization algorithms. Replicator and adaptive dynamics describe short- and long-term evolution in phenotype space and have found applications ranging from animal behavior and ecology to speciation, macroevolution, and human language. Evolutionary game theory is an essential component of a mathematical and computational approach to biology.

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

    ERIC Educational Resources Information Center

    Guntermann, Gail; Phillips, June K.

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

  7. Conflicting Constraints in Resource-Adaptive Language Comprehension

    NASA Astrophysics Data System (ADS)

    Weber, Andrea; Crocker, Matthew W.; Knoeferle, Pia

    The primary goal of psycholinguistic research is to understand the architectures and mechanisms that underlie human language comprehension and production. This entails an understanding of how linguistic knowledge is represented and organized in the brain and a theory of how that knowledge is accessed when we use language. Research has traditionally emphasized purely linguistic aspects of on-line comprehension, such as the influence of lexical, syntactic, semantic and discourse constraints, and their tim -course. It has become increasingly clear, however, that nonlinguistic information, such as the visual environment, are also actively exploited by situated language comprehenders.

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    PubMed Central

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

    2013-01-01

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

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

    PubMed

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

    2007-02-01

    In this correspondence, adaptive critic approximate dynamic programming designs are derived to solve the discrete-time zero-sum game in which the state and action spaces are continuous. This results in a forward-in-time reinforcement learning algorithm that converges to the Nash equilibrium of the corresponding zero-sum game. The results in this correspondence can be thought of as a way to solve the Riccati equation of the well-known discrete-time H(infinity) optimal control problem forward in time. Two schemes are presented, namely: 1) a heuristic dynamic programming and 2) a dual-heuristic dynamic programming, to solve for the value function and the costate of the game, respectively. An H(infinity) autopilot design for an F-16 aircraft is presented to illustrate the results. PMID:17278575

  12. How Language Supports Adaptive Teaching through a Responsive Learning Culture

    ERIC Educational Resources Information Center

    Johnston, Peter; Dozier, Cheryl; Smit, Julie

    2016-01-01

    For students to learn optimally, teachers must design classrooms that are responsive to the full range of student development. The teacher must be adaptive, but so must each student and the learning culture itself. In other words, adaptive teaching means constructing a responsive learning culture that accommodates and even capitalizes on diversity…

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

    PubMed

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

    2016-04-20

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

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

    PubMed Central

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

    2016-01-01

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

  15. Multimedia Games for Fun and Learning English in Preschool

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    PubMed Central

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

    2015-01-01

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

  17. Successfully Translating Language and Culture when Adapting Assessment Measures

    ERIC Educational Resources Information Center

    Bornman, Juan; Sevcik, Rose A.; Romski, MaryAnn; Pae, Hye Kyeong

    2010-01-01

    A need exists for culturally valid and reliable developmental assessment tools for children with disabilities that are able to accommodate multiple languages. One way in which this goal can be achieved is through test translations. The purpose of this preliminary study was to examine the use of translations of select developmental assessment…

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

    PubMed

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

    2011-01-01

    Gifted adolescents are considered to have high IQs with advanced mathematical and logical performances, but are often thought to suffer from social isolation or emotional mal-adaptation to the social group. The underlying mechanisms that cause stereotypic portrayals of gifted adolescents are not well known. We aimed to investigate behavioral performance of gifted adolescents during social decision-making tasks to assess their affective and social/non-social cognitive abilities. We examined cooperation behaviors of 22 gifted and 26 average adolescents during an iterative binary public goods (PG) game, a multi-player social interaction game, and analyzed strategic decision processes that include cooperation and free-riding. We found that the gifted adolescents were more cooperative than average adolescents. Particularly, comparing the strategies for the PG game between the two groups, gifted adolescents were less sensitive to loss, yet were more sensitive to gain. Additionally, the behavioral characteristics of average adolescents, such as low trust of the group and herding behavior, were not found in gifted adolescents. These results imply that gifted adolescents have a high cognitive ability but a low ability to process affective information or to adapt in social groups compared with average adolescents. We conclude that gain/loss sensitivity and the ability to adapt in social groups develop to different degrees in average and gifted adolescents. PMID:21359224

  19. Adaptive Evolution of Cooperation through Darwinian Dynamics in Public Goods Games

    PubMed Central

    Deng, Kuiying; Chu, Tianguang

    2011-01-01

    The linear or threshold Public Goods game (PGG) is extensively accepted as a paradigmatic model to approach the evolution of cooperation in social dilemmas. Here we explore the significant effect of nonlinearity of the structures of public goods on the evolution of cooperation within the well-mixed population by adopting Darwinian dynamics, which simultaneously consider the evolution of populations and strategies on a continuous adaptive landscape, and extend the concept of evolutionarily stable strategy (ESS) as a coalition of strategies that is both convergent-stable and resistant to invasion. Results show (i) that in the linear PGG contributing nothing is an ESS, which contradicts experimental data, (ii) that in the threshold PGG contributing the threshold value is a fragile ESS, which cannot resist the invasion of contributing nothing, and (iii) that there exists a robust ESS of contributing more than half in the sigmoid PGG if the return rate is relatively high. This work reveals the significant effect of the nonlinearity of the structures of public goods on the evolution of cooperation, and suggests that, compared with the linear or threshold PGG, the sigmoid PGG might be a more proper model for the evolution of cooperation within the well-mixed population. PMID:22046240

  20. Approaching Sign Language Test Construction: Adaptation of the German Sign Language Receptive Skills Test

    ERIC Educational Resources Information Center

    Haug, Tobias

    2011-01-01

    There is a current need for reliable and valid test instruments in different countries in order to monitor deaf children's sign language acquisition. However, very few tests are commercially available that offer strong evidence for their psychometric properties. A German Sign Language (DGS) test focusing on linguistic structures that are acquired…

  1. Adaptive Instruction and Second Language Learning: The Dilemma.

    ERIC Educational Resources Information Center

    Tumposky, Nancy

    Teachers continue to address the question of how to adapt instruction to recognize the existence of different learning styles yet provide quality education for all students. Traditionally, instructional models available to teachers and curriculum planners ranged along a continuum from lockstep to individualization. This definition has led to…

  2. An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education

    ERIC Educational Resources Information Center

    Chen, Hong-Ren; Lin, You-Shiuan

    2016-01-01

    By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…

  3. Co-Evolution of Mobile Language Learning: Going Global with Games Consoles in Higher Education

    ERIC Educational Resources Information Center

    Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko

    2014-01-01

    Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…

  4. "Gamestar Mechanic": Learning a Designer Mindset through Communicational Competence with the Language of Games

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2010-01-01

    This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children adopt a…

  5. Creating Video Games in a Middle School Language Arts Classroom: A Narrative Account

    ERIC Educational Resources Information Center

    Oldaker, Adam

    2010-01-01

    This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…

  6. International Cooperative Games.

    ERIC Educational Resources Information Center

    Hoppe, Christine

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

  7. 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)

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

    SciTech Connect

    Berman, M.

    1994-12-01

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

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

    ERIC Educational Resources Information Center

    Yu, Baohua; Downing, Kevin

    2012-01-01

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

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

    ERIC Educational Resources Information Center

    Kerimova, Melek; Gunuc, Selim

    2016-01-01

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

  11. The Adaptation of the Constructive Thinking Inventory (CTI) to Turkish, Language Validity, & Psychometric Investigation

    ERIC Educational Resources Information Center

    Tosun, Ulku; Karadag, Engin

    2008-01-01

    The purpose of this study was to adapt the CTI to Turkish and investigate the Turkish version of the CTI . First, the CTI items were translated to Turkish and translation validity of the items were investigated. Second, for the language equivalency of the CTI, 42 ESL teachers from eight different secondary schools in Istanbul were selected as a…

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

    ERIC Educational Resources Information Center

    Mitchell, Deborah J.

    2012-01-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

  14. Cultural Competence and Identity in Cross-Cultural Adaptation: The Role of a Vietnamese Heritage Language School

    ERIC Educational Resources Information Center

    Maloof, Valerie Miller; Rubin, Donald L.; Miller, Ann Neville

    2006-01-01

    The present study examines the role of a Vietnamese heritage language school in cross-cultural adaptation, as operationalised by the confluence of two independent variables, language competence and integrated cultural identity. To characterise the students' language competencies and degree of integrated cultural identities, interview…

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

    NASA Astrophysics Data System (ADS)

    Maskeliunas, Rytis; Rudzionis, Vytautas

    2011-06-01

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

  16. The masquerade game: marine mimicry adaptation between egg-cowries and octocorals

    PubMed Central

    Fuentes-Pardo, Angela P.; Ní Almhain, Íde; Ardila-Espitia, Néstor E.; Cantera-Kintz, Jaime; Forero-Shelton, Manu

    2016-01-01

    Background. Background matching, as a camouflage strategy, is one of the most outstanding examples of adaptation, where little error or mismatch means high vulnerability to predation. It is assumed that the interplay of natural selection and adaptation are the main evolutionary forces shaping the great diversity of phenotypes observed in mimicry; however, there may be other significant processes that intervene in the development of mimicry such as phenotypic plasticity. Based on observations of background mismatching during reproduction events of egg-cowries, sea snails of the family Ovulidae that mimic the octocoral where they inhabit, we wondered if they match the host species diversity. Using observations in the field and molecular systematics, we set out to establish whether the different egg-cowrie color/shape polymorphisms correspond to distinct lineages restricted to specific octocoral species. Methods. Collection and observations of egg-cowries and their octocoral hosts were done using SCUBA diving between 2009 and 2012 at two localities in the Tropical Eastern Pacific (TEP), Malpelo Island and Cabo Corrientes (Colombia). Detailed host preference observations were done bi-annually at Malpelo Island. We analyzed the DNA sequence of the mitochondrial genes COIand 16S rDNA, extensively used in phylogenetic and DNA barcoding studies, to assess the evolutionary relationship among different egg-cowrie colorations and morphologies. Results. No genetic divergence among egg-cowries associated to different species of the same octocoral genus was observed based on the two mitochondrial genes analyzed. For instance, all egg-cowrie individuals from the two sampled localities observed on 8 different Pacifigorgia-Eugorgia species showed negligible mitochondrial divergence yet large morphologic divergence, which suggests that morphologies belonging to at least two sea snail species, Simnia avena(=S. aequalis) and Simnialena rufa, can cross-fertilize. Discussion. Our study

  17. The masquerade game: marine mimicry adaptation between egg-cowries and octocorals.

    PubMed

    Sánchez, Juan A; Fuentes-Pardo, Angela P; Ní Almhain, Íde; Ardila-Espitia, Néstor E; Cantera-Kintz, Jaime; Forero-Shelton, Manu

    2016-01-01

    Background. Background matching, as a camouflage strategy, is one of the most outstanding examples of adaptation, where little error or mismatch means high vulnerability to predation. It is assumed that the interplay of natural selection and adaptation are the main evolutionary forces shaping the great diversity of phenotypes observed in mimicry; however, there may be other significant processes that intervene in the development of mimicry such as phenotypic plasticity. Based on observations of background mismatching during reproduction events of egg-cowries, sea snails of the family Ovulidae that mimic the octocoral where they inhabit, we wondered if they match the host species diversity. Using observations in the field and molecular systematics, we set out to establish whether the different egg-cowrie color/shape polymorphisms correspond to distinct lineages restricted to specific octocoral species. Methods. Collection and observations of egg-cowries and their octocoral hosts were done using SCUBA diving between 2009 and 2012 at two localities in the Tropical Eastern Pacific (TEP), Malpelo Island and Cabo Corrientes (Colombia). Detailed host preference observations were done bi-annually at Malpelo Island. We analyzed the DNA sequence of the mitochondrial genes COIand 16S rDNA, extensively used in phylogenetic and DNA barcoding studies, to assess the evolutionary relationship among different egg-cowrie colorations and morphologies. Results. No genetic divergence among egg-cowries associated to different species of the same octocoral genus was observed based on the two mitochondrial genes analyzed. For instance, all egg-cowrie individuals from the two sampled localities observed on 8 different Pacifigorgia-Eugorgia species showed negligible mitochondrial divergence yet large morphologic divergence, which suggests that morphologies belonging to at least two sea snail species, Simnia avena(=S. aequalis) and Simnialena rufa, can cross-fertilize. Discussion. Our study

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

    NASA Astrophysics Data System (ADS)

    Fort, H.; Viola, S.

    2004-03-01

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

  19. An Infinite Game in a Finite Setting: Visualizing Foreign Language Teaching and Learning in America.

    ERIC Educational Resources Information Center

    Mantero, Miguel

    According to contemporary thought and foundational research, this paper presents various elements of the foreign language teaching profession and language learning environment in the United States as either product-driven or process-based. It is argued that a process-based approach to language teaching and learning benefits not only second…

  20. It's Just a Game, Right? Types of Play in Foreign Language CMC

    ERIC Educational Resources Information Center

    Warner, Chantelle N.

    2004-01-01

    This study focuses on the various playful uses of language that occurred during a semester-long study of two German language courses using one type of synchronous network-based medium, the MOO. Research and use of synchronous computer-mediated communication (CMC) have flourished in the study of second-language acquisition (SLA) since the late…

  1. Play to Learn: Self-Directed Home Language Literacy Acquisition through Online Games

    ERIC Educational Resources Information Center

    Eisenchlas, Susana A.; Schalley, Andrea C.; Moyes, Gordon

    2016-01-01

    Home language literacy education in Australia has been pursued predominantly through Community Language Schools. At present, some 1,000 of these, attended by over 100,000 school-age children, cater for 69 of the over 300 languages spoken in Australia. Despite good intentions, these schools face a number of challenges. For instance, children may…

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

    NASA Technical Reports Server (NTRS)

    Standley, Hilda M.

    1988-01-01

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

  3. 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…

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

    ERIC Educational Resources Information Center

    Fendler, Lynn; Smeyers, Paul

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Greenhalgh, Trisha

    2015-01-01

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

  6. A game-theoretic architecture for visible watermarking system of ACOCOA (adaptive content and contrast aware) technique

    NASA Astrophysics Data System (ADS)

    Tsai, Min-Jen; Liu, Jung

    2011-12-01

    Digital watermarking techniques have been developed to protect the intellectual property. A digital watermarking system is basically judged based on two characteristics: security robustness and image quality. In order to obtain a robust visible watermarking in practice, we present a novel watermarking algorithm named adaptive content and contrast aware (ACOCOA), which considers the host image content and watermark texture. In addition, we propose a powerful security architecture against attacks for visible watermarking system which is based on game-theoretic approach that provides an equilibrium condition solution for the decision maker by studying the effects of transmission power on intensity and perceptual efficiency. The experimental results demonstrate that the feasibility of the proposed approach not only provides effectiveness and robustness for the watermarked images, but also allows the watermark encoder to obtain the best adaptive watermarking strategy under attacks.

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    PubMed

    Khalifa, Abdulrahman; Meystre, Stéphane

    2015-12-01

    The 2014 i2b2 natural language processing shared task focused on identifying cardiovascular risk factors such as high blood pressure, high cholesterol levels, obesity and smoking status among other factors found in health records of diabetic patients. In addition, the task involved detecting medications, and time information associated with the extracted data. This paper presents the development and evaluation of a natural language processing (NLP) application conceived for this i2b2 shared task. For increased efficiency, the application main components were adapted from two existing NLP tools implemented in the Apache UIMA framework: Textractor (for dictionary-based lookup) and cTAKES (for preprocessing and smoking status detection). The application achieved a final (micro-averaged) F1-measure of 87.5% on the final evaluation test set. Our attempt was mostly based on existing tools adapted with minimal changes and allowed for satisfying performance with limited development efforts. PMID:26318122

  9. Evolutionary biology of language.

    PubMed Central

    Nowak, M A

    2000-01-01

    Language is the most important evolutionary invention of the last few million years. It was an adaptation that helped our species to exchange information, make plans, express new ideas and totally change the appearance of the planet. How human language evolved from animal communication is one of the most challenging questions for evolutionary biology The aim of this paper is to outline the major principles that guided language evolution in terms of mathematical models of evolutionary dynamics and game theory. I will discuss how natural selection can lead to the emergence of arbitrary signs, the formation of words and syntactic communication. PMID:11127907

  10. Non-Native Chinese Language Learners' Attitudes towards Online Vision-Based Motion Games

    ERIC Educational Resources Information Center

    Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin

    2010-01-01

    Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…

  11. Investigating Real-Time Predictors of Engagement: Implications for Adaptive Video Games and Online Training

    ERIC Educational Resources Information Center

    Sharek, David J.

    2012-01-01

    Engagement is a worthwhile psychological construct to examine in the context of online training and video games. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory,…

  12. The Study of Foreign Languages Should Not Be a Zero-Sum Game

    ERIC Educational Resources Information Center

    Brockmann, Stephen

    2009-01-01

    The move of the University of Southern California to eliminate its German department in order to shift resources to Asian languages has sparked a debate about the relative importance of learning European languages. College administrators seem to assume that global shifts in economic power call for changes in the distribution of their budget for…

  13. Linguistic Games for Language Learning: A Special Use of the ILLICO Library.

    ERIC Educational Resources Information Center

    Pasero, Robert; Sabatier, Paul

    1998-01-01

    Describes principles underlying ILLICO, a generic natural-language software tool for building larger applications for performing specific linguistic tasks such as analysis, synthesis, and guided composition. Shows to what extent this approach is relevant to the development of computer-assisted language-learning systems. (Author/VWL)

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

    NASA Astrophysics Data System (ADS)

    Huang, Tsu-Ting

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

  15. [LAST-Q: Adaptation and normalisation in Quebec of the Language Screening Test].

    PubMed

    Bourgeois-Marcotte, J; Flamand-Roze, C; Denier, C; Monetta, L

    2015-05-01

    The goal of the present study was to adapt and to establish normative data for the recently developed Language Screening Test (LAST; Flamand-Roze et al., 2011) in the French-Canadian population according to age and level of education. After an adaptation process, 100 French-Canadian speakers were evaluated with the LAST-Q. As expected, a perfect score of 15/15 was obtained for all high level education participants, and a score of 14/15 was obtained for all participants with a lowest level of education or aged 80 years or more. Thanks to this adaptation, LAST-Q can be used in acute patients in stroke unit in Quebec. PMID:25917163

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  17. Learning Chinese Abroad: The Role of Language Attitudes and Motivation in the Adaptation of International Students in China

    ERIC Educational Resources Information Center

    Yu, Baohua

    2010-01-01

    The objectives of this study are to investigate the interrelationships of a number of affective variables related to studying Chinese as a second language (L2); to examine the relationships between affective variables in second language acquisition (SLA) and the indices of adaptation; and thirdly, to assess the changes over time in the attitudes…

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

    ERIC Educational Resources Information Center

    Phan, Christian Phuoc-Lanh

    2009-01-01

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

  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. A review of translations and adaptations of the Mini-Mental State Examination in languages other than English and Spanish.

    PubMed

    Steis, Melinda R; Schrauf, Robert W

    2009-07-01

    This article provides a systematic review of linguistically and culturally adapted versions (translations) of the Mini-Mental State Examination (MMSE) in languages other than English and Spanish. Adapted versions were found via database search (PubMed, CINAHL, PsycINFO, and Linguistics and Language Behavior Abstracts). Source information (where available) is provided for each instrument. To facilitate comparison of the instruments, we developed an assessment framework that provides an organizational structure for the assessment of the quality of translation (linguistic and cultural), psychometric properties, educational considerations, and quality of field testing. The search resulted in 20 articles reporting on 15 language versions of the MMSE. PMID:20078011

  1. Toward Accessible Assessments: The Promises and Limitations of Test Item Adaptations for Students with Disabilities and English Language Learners

    ERIC Educational Resources Information Center

    Cawthon, Stephanie; Leppo, Rachel; Carr, Therese; Kopriva, Rebecca

    2013-01-01

    When do item adaptations veer from their intent and, instead of increasing access, modify the construct being measured? This study analyzed early elementary student achievement data from a statewide field test containing both standard and adapted science items. Four student groups were included in this analysis: English language learners, students…

  2. Persian adaptation of Foreign Language Reading Anxiety Scale: a psychometric analysis.

    PubMed

    Baghaei, Purya; Hohensinn, Christine; Kubinger, Klaus D

    2014-04-01

    The validity and psychometric properties of a new Persian adaptation of the Foreign Language Reading Anxiety Scale were investigated. The scale was translated into Persian and administered to 160 undergraduate students (131 women, 29 men; M age = 23.4 yr., SD = 4.3). Rasch model analysis on the scale's original 20 items revealed that the data do not fit the partial credit model. Principal components analysis identified three factors: one related to feelings of anxiety about reading, the second reflected the reverse-worded items, and the third related to general ideas about reading in a foreign language. In a re-analysis, the 12 items that loaded on the first factor showed a good fit with the partial credit model. PMID:24897892

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

    NASA Technical Reports Server (NTRS)

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

    1992-01-01

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

  4. [Translation and adaptation of the In-Hospital Utstein style into the Portuguese language].

    PubMed

    Avansi, Patrícia do Amaral; Meneghin, Paolo

    2008-09-01

    Cardiopulmonary arrest (CPA) is a potentially lethal event in which the quality of the service depends on agility, knowledge and the skills of all of the involved team. The development of the guide identifying the significant points during the procedure of an in-hospital CPA appeared in 1997, with the creation of the In-Hospital Utstein. The purpose of this study was the translation and adaptation of the procedures into the Portuguese language. Outcomes of this process resulted in a pre-test instrument administered on 20 CPA patients. The outcome variables were not collected, because it involved accompanying these patients over a lengthy period of time. The most common CPA rhythm was pulseless electrical activity (65%); the defibrillation average time was 1.25 minutes. Some information was not recorded. In conclusion, the instrument is adaptable to the Brazilian reality, therefore improving care administered during the CPA event. PMID:18856118

  5. Adaptation of the ESPA29 Parental Socialization Styles Scale to the Basque language: evidence of validity.

    PubMed

    López-Jáuregui, Alicia; Oliden, Paula Elosua

    2009-11-01

    The aim of this study is to adapt the ESPA29 scale of parental socialization styles in adolescence to the Basque language. The study of its psychometric properties is based on the search for evidence of internal and external validity. The first focuses on the assessment of the dimensionality of the scale by means of exploratory factor analysis. The relationship between the dimensions of parental socialization styles and gender and age guarantee the external validity of the scale. The study of the equivalence of the adapted and original versions is based on the comparisons of the reliability coefficients and on factor congruence. The results allow us to conclude the equivalence of the two scales. PMID:19899674

  6. Estimating the Effectiveness and Feasibility of a Game-Based Project for Early Foreign Language Learning

    ERIC Educational Resources Information Center

    Griva, Eleni; Semoglou, Klio

    2012-01-01

    This paper outlines the rationale for and the purpose of designing and implementing a project aiming to make very young EFL learners develop their language skills through their involvement in interactive psychomotor activities. The project, which is a part of a broader longitudinal project having introduced EFL in the first primary school grade,…

  7. Negotiation for Action: English Language Learning in Game-Based Virtual Worlds

    ERIC Educational Resources Information Center

    Zheng, Dongping; Young, Michael F.; Wagner, Manuela Maria; Brewer, Robert A.

    2009-01-01

    This study analyzes the user chat logs and other artifacts of a virtual world, "Quest Atlantis" (QA), and proposes the concept of Negotiation for Action (NfA) to explain how interaction, specifically, avatar-embodied collaboration between native English speakers and nonnative English speakers, provided resources for English language acquisition.…

  8. Language Games and Meaning as Used in Student Encounters with Scientific Literacy Test Items

    ERIC Educational Resources Information Center

    Serder, Margareta; Jakobsson, Anders

    2016-01-01

    Previous research in science education has suggested that difficulties among students learning science relate to challenges in framing its discourse. This article examines the role that language plays in a scientific literacy test for which everyday life is an augmented aspect. Video-recorded data was collected in four ninth-grade science classes…

  9. Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming

    ERIC Educational Resources Information Center

    Thorne, Steven L.; Black, Rebecca W.; Sykes, Julie M.

    2009-01-01

    In recent years, there has been a great deal of research and pedagogical experimentation relating to the uses of technology in second (L2) and foreign language education. The majority of this research has usefully described and examined the efficacy of in-class and directly classroom-related uses of technology. This article broadens the scope of…

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

    PubMed Central

    2010-01-01

    Background Research questionnaires are not always translated appropriately before they are used in new temporal, cultural or linguistic settings. The results based on such instruments may therefore not accurately reflect what they are supposed to measure. This paper aims to illustrate the process and required steps involved in the cross-cultural adaptation of a research instrument using the adaptation process of an attitudinal instrument as an example. Methods A questionnaire was needed for the implementation of a study in Norway 2007. There was no appropriate instruments available in Norwegian, thus an Australian-English instrument was cross-culturally adapted. Results The adaptation process included investigation of conceptual and item equivalence. Two forward and two back-translations were synthesized and compared by an expert committee. Thereafter the instrument was pretested and adjusted accordingly. The final questionnaire was administered to opioid maintenance treatment staff (n=140) and harm reduction staff (n=180). The overall response rate was 84%. The original instrument failed confirmatory analysis. Instead a new two-factor scale was identified and found valid in the new setting. Conclusions The failure of the original scale highlights the importance of adapting instruments to current research settings. It also emphasizes the importance of ensuring that concepts within an instrument are equal between the original and target language, time and context. If the described stages in the cross-cultural adaptation process had been omitted, the findings would have been misleading, even if presented with apparent precision. Thus, it is important to consider possible barriers when making a direct comparison between different nations, cultures and times. PMID:20144247

  11. Far transfer to language and math of a short software-based gaming intervention

    PubMed Central

    Goldin, Andrea Paula; Hermida, María Julia; Shalom, Diego E.; Elias Costa, Martín; Lopez-Rosenfeld, Matías; Segretin, María Soledad; Fernández-Slezak, Diego; Lipina, Sebastián J.; Sigman, Mariano

    2014-01-01

    Executive functions (EF) in children can be trained, but it remains unknown whether training-related benefits elicit far transfer to real-life situations. Here, we investigate whether a set of computerized games might yield near and far transfer on an experimental and an active control group of low-SES otherwise typically developing 6-y-olds in a 3-mo pretest–training–posttest design that was ecologically deployed (at school). The intervention elicits transfer to some (but not all) facets of executive function. These changes cascade to real-world measures of school performance. The intervention equalizes academic outcomes across children who regularly attend school and those who do not because of social and familiar circumstances. PMID:24711403

  12. Far transfer to language and math of a short software-based gaming intervention.

    PubMed

    Goldin, Andrea Paula; Hermida, María Julia; Shalom, Diego E; Elias Costa, Martín; Lopez-Rosenfeld, Matías; Segretin, María Soledad; Fernández-Slezak, Diego; Lipina, Sebastián J; Sigman, Mariano

    2014-04-29

    Executive functions (EF) in children can be trained, but it remains unknown whether training-related benefits elicit far transfer to real-life situations. Here, we investigate whether a set of computerized games might yield near and far transfer on an experimental and an active control group of low-SES otherwise typically developing 6-y-olds in a 3-mo pretest-training-posttest design that was ecologically deployed (at school). The intervention elicits transfer to some (but not all) facets of executive function. These changes cascade to real-world measures of school performance. The intervention equalizes academic outcomes across children who regularly attend school and those who do not because of social and familiar circumstances. PMID:24711403

  13. Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games.

    PubMed

    Silva, Pedro; Vilar, Luís; Davids, Keith; Araújo, Duarte; Garganta, Júlio

    2016-01-01

    Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data (GPS 15 Hz) from ten U-15 football players performing in three SSCGs varying in player numbers (3v3, 4v4 and 5v5). Key measures of SSCG system behaviours included values of (1) players' dispersion, (2) teams' separateness, (3) coupling strength and time delays between participants' emerging movements, respectively. Results showed that values of participants' dispersion increased, but the teams' separateness remained identical across treatments. Coupling strength and time delay also showed consistent values across SSCGs. These results exemplified how complex adaptive systems, like football teams, can harness inherent degeneracy to maintain similar team spatial-temporal relations with opponents through changes in inter-individual coordination modes (i.e., players' dispersion). The results imply that different team behaviours might emerge at different ratios of field dimension/player numbers. Therefore, sport pedagogists should carefully evaluate the effects of changing RSP in SSCGs as a way of promoting increased or decreased pressure on players. PMID:27026887

  14. Automatic classification of schizophrenia using resting-state functional language network via an adaptive learning algorithm

    NASA Astrophysics Data System (ADS)

    Zhu, Maohu; Jie, Nanfeng; Jiang, Tianzi

    2014-03-01

    A reliable and precise classification of schizophrenia is significant for its diagnosis and treatment of schizophrenia. Functional magnetic resonance imaging (fMRI) is a novel tool increasingly used in schizophrenia research. Recent advances in statistical learning theory have led to applying pattern classification algorithms to access the diagnostic value of functional brain networks, discovered from resting state fMRI data. The aim of this study was to propose an adaptive learning algorithm to distinguish schizophrenia patients from normal controls using resting-state functional language network. Furthermore, here the classification of schizophrenia was regarded as a sample selection problem where a sparse subset of samples was chosen from the labeled training set. Using these selected samples, which we call informative vectors, a classifier for the clinic diagnosis of schizophrenia was established. We experimentally demonstrated that the proposed algorithm incorporating resting-state functional language network achieved 83.6% leaveone- out accuracy on resting-state fMRI data of 27 schizophrenia patients and 28 normal controls. In contrast with KNearest- Neighbor (KNN), Support Vector Machine (SVM) and l1-norm, our method yielded better classification performance. Moreover, our results suggested that a dysfunction of resting-state functional language network plays an important role in the clinic diagnosis of schizophrenia.

  15. Adaptive Personalized Training Games for Individual and Collaborative Rehabilitation of People with Multiple Sclerosis

    PubMed Central

    2014-01-01

    Any rehabilitation involves people who are unique individuals with their own characteristics and rehabilitation needs, including patients suffering from Multiple Sclerosis (MS). The prominent variation of MS symptoms and the disease severity elevate a need to accommodate the patient diversity and support adaptive personalized training to meet every patient's rehabilitation needs. In this paper, we focus on integrating adaptivity and personalization in rehabilitation training for MS patients. We introduced the automatic adjustment of difficulty levels as an adaptation that can be provided in individual and collaborative rehabilitation training exercises for MS patients. Two user studies have been carried out with nine MS patients to investigate the outcome of this adaptation. The findings showed that adaptive personalized training trajectories have been successfully provided to MS patients according to their individual training progress, which was appreciated by the patients and the therapist. They considered the automatic adjustment of difficulty levels to provide more variety in the training and to minimize the therapists involvement in setting up the training. With regard to social interaction in the collaborative training exercise, we have observed some social behaviors between the patients and their training partner which indicated the development of social interaction during the training. PMID:24982862

  16. Adaptive personalized training games for individual and collaborative rehabilitation of people with multiple sclerosis.

    PubMed

    Octavia, Johanna Renny; Coninx, Karin

    2014-01-01

    Any rehabilitation involves people who are unique individuals with their own characteristics and rehabilitation needs, including patients suffering from Multiple Sclerosis (MS). The prominent variation of MS symptoms and the disease severity elevate a need to accommodate the patient diversity and support adaptive personalized training to meet every patient's rehabilitation needs. In this paper, we focus on integrating adaptivity and personalization in rehabilitation training for MS patients. We introduced the automatic adjustment of difficulty levels as an adaptation that can be provided in individual and collaborative rehabilitation training exercises for MS patients. Two user studies have been carried out with nine MS patients to investigate the outcome of this adaptation. The findings showed that adaptive personalized training trajectories have been successfully provided to MS patients according to their individual training progress, which was appreciated by the patients and the therapist. They considered the automatic adjustment of difficulty levels to provide more variety in the training and to minimize the therapists involvement in setting up the training. With regard to social interaction in the collaborative training exercise, we have observed some social behaviors between the patients and their training partner which indicated the development of social interaction during the training. PMID:24982862

  17. My 10 Favorite ESOL Teaching Games.

    ERIC Educational Resources Information Center

    Jones, Frances

    This booklet outlines the instructions for 10 games that have proved to be effective in English for speakers of other languages (ESOL) courses. The games presented are divided into four categories: dialog games, vocabulary games, structure focus, and pronunciation practice. "The Chain Game" calls for students to take turns asking each other…

  18. An Evolving Simulation/Gaming Process to Facilitate Adaptive Watershed Management in Northern Mountainous Thailand

    ERIC Educational Resources Information Center

    Barnaud, Cecile; Promburom, Tanya; Trebuil, Guy; Bousquet, Francois

    2007-01-01

    The decentralization of natural resource management provides an opportunity for communities to increase their participation in related decision making. Research should propose adapted methodologies enabling the numerous stakeholders of these complex socioecological settings to define their problems and identify agreed-on solutions. This article…

  19. Adaptive Role Playing Games: An Immersive Approach for Problem Based Learning

    ERIC Educational Resources Information Center

    Sancho, Pilar; Moreno-Ger, Pablo; Fuentes-Fernandez, Ruben; Fernandez-Manjon, Baltasar

    2009-01-01

    In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning…

  20. Adapting Semantic Natural Language Processing Technology to Address Information Overload in Influenza Epidemic Management

    PubMed Central

    Keselman, Alla; Rosemblat, Graciela; Kilicoglu, Halil; Fiszman, Marcelo; Jin, Honglan; Shin, Dongwook; Rindflesch, Thomas C.

    2013-01-01

    Explosion of disaster health information results in information overload among response professionals. The objective of this project was to determine the feasibility of applying semantic natural language processing (NLP) technology to addressing this overload. The project characterizes concepts and relationships commonly used in disaster health-related documents on influenza pandemics, as the basis for adapting an existing semantic summarizer to the domain. Methods include human review and semantic NLP analysis of a set of relevant documents. This is followed by a pilot-test in which two information specialists use the adapted application for a realistic information seeking task. According to the results, the ontology of influenza epidemics management can be described via a manageable number of semantic relationships that involve concepts from a limited number of semantic types. Test users demonstrate several ways to engage with the application to obtain useful information. This suggests that existing semantic NLP algorithms can be adapted to support information summarization and visualization in influenza epidemics and other disaster health areas. However, additional research is needed in the areas of terminology development (as many relevant relationships and terms are not part of existing standardized vocabularies), NLP, and user interface design. PMID:24311971

  1. Adapting Semantic Natural Language Processing Technology to Address Information Overload in Influenza Epidemic Management.

    PubMed

    Keselman, Alla; Rosemblat, Graciela; Kilicoglu, Halil; Fiszman, Marcelo; Jin, Honglan; Shin, Dongwook; Rindflesch, Thomas C

    2010-12-01

    Explosion of disaster health information results in information overload among response professionals. The objective of this project was to determine the feasibility of applying semantic natural language processing (NLP) technology to addressing this overload. The project characterizes concepts and relationships commonly used in disaster health-related documents on influenza pandemics, as the basis for adapting an existing semantic summarizer to the domain. Methods include human review and semantic NLP analysis of a set of relevant documents. This is followed by a pilot-test in which two information specialists use the adapted application for a realistic information seeking task. According to the results, the ontology of influenza epidemics management can be described via a manageable number of semantic relationships that involve concepts from a limited number of semantic types. Test users demonstrate several ways to engage with the application to obtain useful information. This suggests that existing semantic NLP algorithms can be adapted to support information summarization and visualization in influenza epidemics and other disaster health areas. However, additional research is needed in the areas of terminology development (as many relevant relationships and terms are not part of existing standardized vocabularies), NLP, and user interface design. PMID:24311971

  2. Moving Past Curricula and Strategies: Language and the Development of Adaptive Pedagogy for Immersive Learning Environments

    NASA Astrophysics Data System (ADS)

    Hand, Brian; Cavagnetto, Andy; Chen, Ying-Chih; Park, Soonhye

    2016-04-01

    Given current concerns internationally about student performance in science and the need to shift how science is being learnt in schools, as a community, we need to shift how we approach the issue of learning and teaching in science. In the future, we are going to have to close the gap between how students construct and engage with knowledge in a media-rich environment, and how school classroom environments engage them. This is going to require a shift to immersive environments where attention is paid to the knowledge bases and resources students bring into the classroom. Teachers will have to adopt adaptive pedagogical approaches that are framed around a more nuanced understanding of epistemological orientation, language and the nature of prosocial environments.

  3. Moving Past Curricula and Strategies: Language and the Development of Adaptive Pedagogy for Immersive Learning Environments

    NASA Astrophysics Data System (ADS)

    Hand, Brian; Cavagnetto, Andy; Chen, Ying-Chih; Park, Soonhye

    2016-01-01

    Given current concerns internationally about student performance in science and the need to shift how science is being learnt in schools, as a community, we need to shift how we approach the issue of learning and teaching in science. In the future, we are going to have to close the gap between how students construct and engage with knowledge in a media-rich environment, and how school classroom environments engage them. This is going to require a shift to immersive environments where attention is paid to the knowledge bases and resources students bring into the classroom. Teachers will have to adopt adaptive pedagogical approaches that are framed around a more nuanced understanding of epistemological orientation, language and the nature of prosocial environments.

  4. 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)

  5. Integrating dynamic stopping, transfer learning and language models in an adaptive zero-training ERP speller

    NASA Astrophysics Data System (ADS)

    Kindermans, Pieter-Jan; Tangermann, Michael; Müller, Klaus-Robert; Schrauwen, Benjamin

    2014-06-01

    Objective. Most BCIs have to undergo a calibration session in which data is recorded to train decoders with machine learning. Only recently zero-training methods have become a subject of study. This work proposes a probabilistic framework for BCI applications which exploit event-related potentials (ERPs). For the example of a visual P300 speller we show how the framework harvests the structure suitable to solve the decoding task by (a) transfer learning, (b) unsupervised adaptation, (c) language model and (d) dynamic stopping. Approach. A simulation study compares the proposed probabilistic zero framework (using transfer learning and task structure) to a state-of-the-art supervised model on n = 22 subjects. The individual influence of the involved components (a)-(d) are investigated. Main results. Without any need for a calibration session, the probabilistic zero-training framework with inter-subject transfer learning shows excellent performance—competitive to a state-of-the-art supervised method using calibration. Its decoding quality is carried mainly by the effect of transfer learning in combination with continuous unsupervised adaptation. Significance. A high-performing zero-training BCI is within reach for one of the most popular BCI paradigms: ERP spelling. Recording calibration data for a supervised BCI would require valuable time which is lost for spelling. The time spent on calibration would allow a novel user to spell 29 symbols with our unsupervised approach. It could be of use for various clinical and non-clinical ERP-applications of BCI.

  6. Adaptation of the Kaufman Survey of Early Academic and Language Skills to Turkish Children Aged 61 to 72 Months

    ERIC Educational Resources Information Center

    Uyanik, Ozgun; Kandir, Adalet

    2014-01-01

    The aim of this research is s to adapt and apply t the Kaufman Survey of Early Academic and Language Skills (K-SEALS) to Turkish children in the city of Ankara. In the study, a descriptive screening model was used. The population of the study consisted of children who showed normal developmental characteristics and who were enrolled at public…

  7. The Adaptation of the Mathematics Anxiety Rating Scale-Elementary Form into Turkish, Language Validity, and Preliminary Psychometric Investigation

    ERIC Educational Resources Information Center

    Baloglu, Mustafa; Balgalmis, Esra

    2010-01-01

    The purpose of the present study was to adapt the Mathematics Anxiety Rating Scale- Elementary Form (MARS-E, Suinn, 1988) into Turkish by first doing the translation of its items and then the preliminary psychometric investigation of the Turkish form. The study included four different samples: 30 bilingual language experts, 50 Turkish language…

  8. Brief Report: The Relationship between Language Skills, Adaptive Behavior, and Emotional and Behavior Problems in Pre-Schoolers with Autism

    ERIC Educational Resources Information Center

    Park, Carlie J.; Yelland, Gregory W.; Taffe, John R.; Gray, Kylie M.

    2012-01-01

    This study investigated the relationship between structural language skills, and communication skills, adaptive behavior, and emotional and behavior problems in pre-school children with autism. Participants were aged 3-5 years with autism (n = 27), and two comparison groups of children with developmental delay without autism (n = 12) and typically…

  9. Early Vocabulary Development in Deaf Native Signers: A British Sign Language Adaptation of the Communicative Development Inventories

    ERIC Educational Resources Information Center

    Woolfe, Tyron; Herman, Rosalind; Roy, Penny; Woll, Bencie

    2010-01-01

    Background: There is a dearth of assessments of sign language development in young deaf children. This study gathered age-related scores from a sample of deaf native signing children using an adapted version of the MacArthur-Bates CDI (Fenson et al., 1994). Method: Parental reports on children's receptive and expressive signing were collected…

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

    ERIC Educational Resources Information Center

    Cangelosi, Angelo

    2007-01-01

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

  11. Methodological and Theoretical Issues in the Adaptation of Sign Language Tests: An Example from the Adaptation of a Test to German Sign Language

    ERIC Educational Resources Information Center

    Haug, Tobias

    2012-01-01

    Despite the current need for reliable and valid test instruments in different countries in order to monitor the sign language acquisition of deaf children, very few tests are commercially available that offer strong evidence for their psychometric properties. This mirrors the current state of affairs for many sign languages, where very little…

  12. [Cross-cultural adaptation: translation and Portuguese language content validation of the Tripartite Influence Scale for body dissatisfaction].

    PubMed

    Conti, Maria Aparecida; Scagliusi, Fernanda; Queiroz, Gisele Kawamura de Oliveira; Hearst, Norman; Cordás, Táki Athanássios

    2010-03-01

    The aim of this study was to translate and adapt the Tripartite Influence Scale to the Portuguese language and evaluate its content validity and internal consistency. Six steps included: (1) translation; (2) back-translation; (3) technique revision and semantic evaluation; (4) conduct validation by professional experts (judges); (5) assessment of comprehensibility by the target population, using a verbal rating scale; and (6) evaluation of the internal consistency using Cronbach's alpha coefficient. The 43 questions were translated and adapted to the Portuguese language. The final version consisted of 39 items, with content validity for three constructs (media, family, and friends), clarity and easy understanding, and good internal agreement (Cronbach's alpha coefficients > 0.80). The instrument was successfully translated and adapted to Portuguese and showed good content validity, verbal comprehensibility, and internal consistency. Further analysis of external validity, equivalence of measurement, and reproducibility are necessary. PMID:20464069

  13. The Theory of Adaptive Dispersion and Acoustic-phonetic Properties of Cross-language Lexical-tone Systems

    NASA Astrophysics Data System (ADS)

    Alexander, Jennifer Alexandra

    Lexical-tone languages use fundamental frequency (F0/pitch) to convey word meaning. About 41.8% of the world's languages use lexical tone (Maddieson, 2008), yet those systems are under-studied. I aim to increase our understanding of speech-sound inventory organization by extending to tone-systems a model of vowel-system organization, the Theory of Adaptive Dispersion (TAD) (Liljencrants and Lindblom, 1972). This is a cross-language investigation of whether and how the size of a tonal inventory affects (A) acoustic tone-space size and (B) dispersion of tone categories within the tone-space. I compared five languages with very different tone inventories: Cantonese (3 contour, 3 level tones); Mandarin (3 contour, 1 level tone); Thai (2 contour, 3 level tones); Yoruba (3 level tones only); and Igbo (2 level tones only). Six native speakers (3 female) of each language produced 18 CV syllables in isolation, with each of his/her language's tones, six times. I measured tonal F0 across the vowel at onset, midpoint, and offglide. Tone-space size was the F0 difference in semitones (ST) between each language's highest and lowest tones. Tone dispersion was the F0 distance (ST) between two tones shared by multiple languages. Following the TAD, I predicted that languages with larger tone inventories would have larger tone-spaces. Against expectations, tone-space size was fixed across level-tone languages at midpoint and offglide, and across contour-tone languages (except Thai) at offglide. However, within each language type (level-tone vs. contour-tone), languages with smaller tone inventories had larger tone spaces at onset. Tone-dispersion results were also unexpected. The Cantonese mid-level tone was further dispersed from a tonal baseline than the Yoruba mid-level tone; Cantonese mid-level tone dispersion was therefore greater than theoretically necessary. The Cantonese high-level tone was also further dispersed from baseline than the Mandarin high-level tone -- at midpoint

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

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

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

  15. Communication Games--Are They Really Effective?

    ERIC Educational Resources Information Center

    Matheidesz, Maria

    An experiment investigated the effectiveness of communication games in monolingual classes in English as a second language (ESL). It studied the reactions of both teachers and students to the regular use of the games, and the ways in which the games fostered language learning. Four Hungarian teachers of English used the technique with seven groups…

  16. Classroom Games in the Compulsory School

    ERIC Educational Resources Information Center

    Kraus-Serbic, Eva

    1976-01-01

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

  17. F-LARSP 1.0: An Adaptation of the LARSP Language Profile for French

    ERIC Educational Resources Information Center

    Maillart, Christelle; Parisse, Christophe; Tommerdahl, Jodi

    2012-01-01

    The Language Assessment, Remediation and Screening Procedure (Crystal, Fletcher and Garman, 1976; "The grammatical analysis of language disability". London: Edward Arnold) is a linguistic profile commonly used by researchers and clinicians to carry out detailed analyses of the grammar and morphology of children's spontaneous language samples. This…

  18. The Key to Global Understanding: World Languages Education--Why Schools Need to Adapt

    ERIC Educational Resources Information Center

    Tochon, Francois Victor

    2009-01-01

    This review article is a plea for the education community to reconsider the place of world languages teaching within the schools. With globalization, languages education should be one of the strategic goals of public as well as private education. The article reviews research on the best age level for learning a language, the assets of…

  19. Building Academic Vocabulary in After-School Settings: Games for Growth with Middle School English-Language Learners

    ERIC Educational Resources Information Center

    Townsend, Dianna

    2009-01-01

    Adolescent English-language learners (ELLs) encounter increasingly difficult academic language as they progress through school. This article describes the design of an after-school intervention, Language Workshop, created to help middle school ELLs build their knowledge of academic vocabulary words. Evidence-based principles of vocabulary…

  20. Reading Comprehension and Creativity in Black Language Use: You Stand To Gain by Playing the Sounding Game.

    ERIC Educational Resources Information Center

    DeLain, Marsha Taylor; And Others

    1985-01-01

    This study explores the relationship between Black English skills acquired outside school and figurative language comprehension in standard English. Path analysis confirmed the direct influence of "sounding" skill (a Black language ability) on figurative language, comprehension for Black youth. Only general verbal ability affected White students'…

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

    PubMed

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

    2016-07-01

    Valid translations of time use scales are needed by occupational therapists for use in different cross-cultural contexts to gather relevant data to inform practice and research. The purpose of this study was to describe the process of translating, adapting, and validating the Time Use Diary from its current English language edition into a Malay language version. Five steps of the cross-cultural adaptation process were completed: (i) translation from English into the Malay language by a qualified translator, (ii) synthesis of the translated Malay version, (iii) backtranslation from Malay to English by three bilingual speakers, (iv) expert committee review and discussion, and (v) pilot testing of the Malay language version with two participant groups. The translated version was found to be a reliable and valid tool identifying changes and potential challenges in the time use of older adults. This provides Malaysian occupational therapists with a useful tool for gathering time use data in practice settings and for research purposes. PMID:27219119

  2. Do Teachers Make All Their Students Play the Same Learning Games? A Comparative Study of Learning Games in Biology and English as a Second Language

    ERIC Educational Resources Information Center

    Gruson, Brigitte; Marlot, Corinne

    2016-01-01

    This article, based upon the field of comparative didactics, seeks to contribute to the identification of generic and specific features in the teaching and learning process. More particularly, its aim was to examine, through the study of two different school subjects: biology and English as a second language, how "passive didactic…

  3. Automated Microscopy: Macro Language Controlling a Confocal Microscope and its External Illumination: Adaptation for Photosynthetic Organisms.

    PubMed

    Steinbach, Gábor; Kaňa, Radek

    2016-04-01

    Photosynthesis research employs several biophysical methods, including the detection of fluorescence. Even though fluorescence is a key method to detect photosynthetic efficiency, it has not been applied/adapted to single-cell confocal microscopy measurements to examine photosynthetic microorganisms. Experiments with photosynthetic cells may require automation to perform a large number of measurements with different parameters, especially concerning light conditions. However, commercial microscopes support custom protocols (through Time Controller offered by Olympus or Experiment Designer offered by Zeiss) that are often unable to provide special set-ups and connection to external devices (e.g., for irradiation). Our new system combining an Arduino microcontroller with the Cell⊕Finder software was developed for controlling Olympus FV1000 and FV1200 confocal microscopes and the attached hardware modules. Our software/hardware solution offers (1) a text file-based macro language to control the imaging functions of the microscope; (2) programmable control of several external hardware devices (light sources, thermal controllers, actuators) during imaging via the Arduino microcontroller; (3) the Cell⊕Finder software with ergonomic user environment, a fast selection method for the biologically important cells and precise positioning feature that reduces unwanted bleaching of the cells by the scanning laser. Cell⊕Finder can be downloaded from http://www.alga.cz/cellfinder. The system was applied to study changes in fluorescence intensity in Synechocystis sp. PCC6803 cells under long-term illumination. Thus, we were able to describe the kinetics of phycobilisome decoupling. Microscopy data showed that phycobilisome decoupling appears slowly after long-term (>1 h) exposure to high light. PMID:27050040

  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. 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…

  6. Improving performance of natural language processing part-of-speech tagging on clinical narratives through domain adaptation

    PubMed Central

    Ferraro, Jeffrey P; Daumé, Hal; DuVall, Scott L; Chapman, Wendy W; Harkema, Henk; Haug, Peter J

    2013-01-01

    Objective Natural language processing (NLP) tasks are commonly decomposed into subtasks, chained together to form processing pipelines. The residual error produced in these subtasks propagates, adversely affecting the end objectives. Limited availability of annotated clinical data remains a barrier to reaching state-of-the-art operating characteristics using statistically based NLP tools in the clinical domain. Here we explore the unique linguistic constructions of clinical texts and demonstrate the loss in operating characteristics when out-of-the-box part-of-speech (POS) tagging tools are applied to the clinical domain. We test a domain adaptation approach integrating a novel lexical-generation probability rule used in a transformation-based learner to boost POS performance on clinical narratives. Methods Two target corpora from independent healthcare institutions were constructed from high frequency clinical narratives. Four leading POS taggers with their out-of-the-box models trained from general English and biomedical abstracts were evaluated against these clinical corpora. A high performing domain adaptation method, Easy Adapt, was compared to our newly proposed method ClinAdapt. Results The evaluated POS taggers drop in accuracy by 8.5–15% when tested on clinical narratives. The highest performing tagger reports an accuracy of 88.6%. Domain adaptation with Easy Adapt reports accuracies of 88.3–91.0% on clinical texts. ClinAdapt reports 93.2–93.9%. Conclusions ClinAdapt successfully boosts POS tagging performance through domain adaptation requiring a modest amount of annotated clinical data. Improving the performance of critical NLP subtasks is expected to reduce pipeline error propagation leading to better overall results on complex processing tasks. PMID:23486109

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

    NASA Astrophysics Data System (ADS)

    Ahmadibasir, Mohammad

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

  8. FLES Games and Activities.

    ERIC Educational Resources Information Center

    Irujo, Suzanne, Ed.

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

  9. Language.

    ERIC Educational Resources Information Center

    Gadlin, Barry; Nemanich, Donald

    1974-01-01

    An article and a bibliography constitute this issue of the "Illinois English Bulletin." In "Keep the Natives from Getting Restless," Barry Gadlin examines native language learning by children from infancy through high school and discusses the theories of several authors concerning the teaching of the native language. The "Bibliography of…

  10. Effects of Word Games, Culturally Relevant Songs, and Stories on Students' Motivation in a Nigerian English Language Class

    ERIC Educational Resources Information Center

    Ajibade, Yetunde; Ndububa, Kate

    2008-01-01

    This study investigated the extent to which word games and culturally relevant songs and stories could motivate senior secondary school students in Nigeria, thereby enhancing their performance in English. A pre-test/post-test control group design was used. The sample consisted of 100 senior secondary school II students randomly assigned into…

  11. Quantum games as quantum types

    NASA Astrophysics Data System (ADS)

    Delbecque, Yannick

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

  12. Developmental Inventories Using Illiterate Parents as Informants: Communicative Development Inventory (CDI) Adaptation for Two Kenyan Languages

    ERIC Educational Resources Information Center

    Alcock, K. J.; Rimba, K.; Holding, P.; Kitsao-Wekulo, P.; Abubakar, A.; Newton, C. R. J. C.

    2015-01-01

    Communicative Development Inventories (CDIs, parent-completed language development checklists) are a helpful tool to assess language in children who are unused to interaction with unfamiliar adults. Generally, CDIs are completed in written form, but in developing country settings parents may have insufficient literacy to complete them alone. We…

  13. Multichoice minority game

    SciTech Connect

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

    2001-06-01

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

  14. Gaming the Law of Large Numbers

    ERIC Educational Resources Information Center

    Hoffman, Thomas R.; Snapp, Bart

    2012-01-01

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

  15. Modular Sequence: English as a Second Language, Methods and Techniques. TTP 001.13 Evaluating and Adapting Materials. Teacher Corps Bilingual Project.

    ERIC Educational Resources Information Center

    Hernandez, Alberto; Melnick, Susan L.

    The purpose of this unit of work is to provide the teacher participant with some useful guidelines for evaluating and adapting written materials for specific English as a second language (ESL) classes. There is pre- and post-assessment of specific learning tasks relevant to evaluating and adapting materials as well as learning activities, which…

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

    PubMed

    Hashimoto, Koh

    2006-08-01

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

  17. Adaptation.

    PubMed

    Broom, Donald M

    2006-01-01

    The term adaptation is used in biology in three different ways. It may refer to changes which occur at the cell and organ level, or at the individual level, or at the level of gene action and evolutionary processes. Adaptation by cells, especially nerve cells helps in: communication within the body, the distinguishing of stimuli, the avoidance of overload and the conservation of energy. The time course and complexity of these mechanisms varies. Adaptive characters of organisms, including adaptive behaviours, increase fitness so this adaptation is evolutionary. The major part of this paper concerns adaptation by individuals and its relationships to welfare. In complex animals, feed forward control is widely used. Individuals predict problems and adapt by acting before the environmental effect is substantial. Much of adaptation involves brain control and animals have a set of needs, located in the brain and acting largely via motivational mechanisms, to regulate life. Needs may be for resources but are also for actions and stimuli which are part of the mechanism which has evolved to obtain the resources. Hence pigs do not just need food but need to be able to carry out actions like rooting in earth or manipulating materials which are part of foraging behaviour. The welfare of an individual is its state as regards its attempts to cope with its environment. This state includes various adaptive mechanisms including feelings and those which cope with disease. The part of welfare which is concerned with coping with pathology is health. Disease, which implies some significant effect of pathology, always results in poor welfare. Welfare varies over a range from very good, when adaptation is effective and there are feelings of pleasure or contentment, to very poor. A key point concerning the concept of individual adaptation in relation to welfare is that welfare may be good or poor while adaptation is occurring. Some adaptation is very easy and energetically cheap and

  18. Adaptive Teaching for English Language Arts: Following the Pathway of Classroom Data in Preservice Teacher Inquiry

    ERIC Educational Resources Information Center

    Athanases, Steven Z.; Bennett, Lisa H.; Wahleithner, Juliet Michelsen

    2015-01-01

    Consensus exists that effective teaching includes capacity to adapt instruction to respond to student learning challenges as they arise. Adaptive teachers may keep pace with rapidly evolving youth literacies and students' increasing cultural and linguistic diversity. Teachers are challenged to critically examine pedagogy when some contexts expect…

  19. Games Magazine Junior Kids' Big Book of Games.

    ERIC Educational Resources Information Center

    Anderson, Karen C., Ed.

    Providing entertainment and recreation at home and in the classroom, this book presents over 125 verbal, visual, and logic puzzles which may also enhance problem-solving abilities and improve language skills. The games in the book are arranged in chapters: (1) Picture Puzzles; (2) Word Play; (3) Games and Trivia; (4) Mystery, Logic, and Numbers;…

  20. Adaptation and Validation of the Spanish-Language Trauma Symptom Inventory in Puerto Rico

    ERIC Educational Resources Information Center

    Gutierrez Wang, Lisa; Cosden, Merith; Bernal, Guillermo

    2011-01-01

    Objective: This research was conducted to assess the Spanish-language Trauma Symptom Inventory's (Briere, 1995) suitability for use with a Puerto Rican sample. Minor revisions were made to the original instrument following a comprehensive appraisal involving a bilingual committee and pilot focus group. The present study outlines the review and…

  1. Adapting a Vocabulary Notebook Strategy to the Needs of Community College English Language Learners

    ERIC Educational Resources Information Center

    Taveggia, Diane Elizabeth

    2013-01-01

    Vocabulary, both the number of words and the knowledge about each word, are important in the comprehension of academic text in post-secondary education, and adult English language learners often have vocabularies of low quantity (number of words) and quality (knowledge about words). Research points to the effectiveness of teaching independent…

  2. Language Learner/Native Speaker Interactions: Exploring Adaptability in Intercultural Encounters

    ERIC Educational Resources Information Center

    Chamberlin-Quinlisk, Carla

    2010-01-01

    Diversity and intercultural awareness initiatives are increasingly common at institutions of higher education in the USA. Although students recognize and appreciate the diversity of their surroundings, studies show that intercultural interactions at the social level are lacking. This study focuses on how English language learners, multilingual…

  3. 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…

  4. Bridging the Gap between the Language of Science and the Language of School Science through the Use of Adapted Primary Literature

    ERIC Educational Resources Information Center

    Phillips, Linda M.; Norris, Stephen P.

    2009-01-01

    In this paper we make the case that the language of school science and the language of science are widely divergent. We trace the divergence to a simple view of reading that prevails not only in science education but in most of schooling. Based upon the importance of language in science and the role of language in capturing the essential nature of…

  5. Adapt

    NASA Astrophysics Data System (ADS)

    Bargatze, L. F.

    2015-12-01

    Active Data Archive Product Tracking (ADAPT) is a collection of software routines that permits one to generate XML metadata files to describe and register data products in support of the NASA Heliophysics Virtual Observatory VxO effort. ADAPT is also a philosophy. The ADAPT concept is to use any and all available metadata associated with scientific data to produce XML metadata descriptions in a consistent, uniform, and organized fashion to provide blanket access to the full complement of data stored on a targeted data server. In this poster, we present an application of ADAPT to describe all of the data products that are stored by using the Common Data File (CDF) format served out by the CDAWEB and SPDF data servers hosted at the NASA Goddard Space Flight Center. These data servers are the primary repositories for NASA Heliophysics data. For this purpose, the ADAPT routines have been used to generate data resource descriptions by using an XML schema named Space Physics Archive, Search, and Extract (SPASE). SPASE is the designated standard for documenting Heliophysics data products, as adopted by the Heliophysics Data and Model Consortium. The set of SPASE XML resource descriptions produced by ADAPT includes high-level descriptions of numerical data products, display data products, or catalogs and also includes low-level "Granule" descriptions. A SPASE Granule is effectively a universal access metadata resource; a Granule associates an individual data file (e.g. a CDF file) with a "parent" high-level data resource description, assigns a resource identifier to the file, and lists the corresponding assess URL(s). The CDAWEB and SPDF file systems were queried to provide the input required by the ADAPT software to create an initial set of SPASE metadata resource descriptions. Then, the CDAWEB and SPDF data repositories were queried subsequently on a nightly basis and the CDF file lists were checked for any changes such as the occurrence of new, modified, or deleted

  6. Markov chains or the game of structure and chance. From complex networks, to language evolution, to musical compositions

    NASA Astrophysics Data System (ADS)

    Blanchard, Ph.; Dawin, J. R.; Volchenkov, D.

    2010-06-01

    Markov chains provide us with a powerful tool for studying the structure of graphs and databases in details. We review the method of generalized inverses for Markov chains and apply it for the analysis of urban structures, evolution of languages, and musical compositions. We also discuss a generalization of Lévy flights over large complex networks and study the interplay between the nonlinearity of diffusion process and the topological structure of the network.

  7. The Adaptation of Short Stories into Screenplays: A Language Arts Program for the Gifted.

    ERIC Educational Resources Information Center

    Paulis, Chris

    1984-01-01

    A summer English class for gifted fifth- through eighth-grade students was designed to allow students to interact with literature by adapting short-stories into plays that the students then produced, performed, and filmed. During the prewriting phase, students discussed qualities most essential to a story or film, and compared a short story with…

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

    NASA Astrophysics Data System (ADS)

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

    1996-01-01

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

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

    ERIC Educational Resources Information Center

    Spires, Hiller A.

    2015-01-01

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

  10. Language and Communication Skills in Preschool Children with Autism Spectrum Disorders: Contribution of Cognition, Severity of Autism Symptoms, and Adaptive Functioning to the Variability

    ERIC Educational Resources Information Center

    Kjellmer, Liselotte; Hedvall, Asa; Fernell, Elisabeth; Gillberg, Christopher; Norrelgen, Fritjof

    2012-01-01

    This study examined the contribution of cognitive function, severity of autism, and adaptive functioning to the variability in language and communication skills in 129 preschool children (aged 24-63 months) with autism spectrum disorder (ASD). Participants were selected from a representative research cohort of 208 preschool children on the basis…

  11. 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)

  12. Fun & Games, but Learning Too. Part Two.

    ERIC Educational Resources Information Center

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to organize learning for short time periods. Outlines strategies for seven visual art games adaptable for most age and skill levels. Based on familiar games such as "I-Spy" or "Bingo," these activities deal with artistic terms or concepts, artists, artworks, and art history. (LS)

  13. Fun and Games, but Learning Too.

    ERIC Educational Resources Information Center

    Ahmad, Paula

    1989-01-01

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

  14. 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.

  15. 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

  16. Adaptive Blending of Model and Observations for Automated Short-Range Forecasting: Examples from the Vancouver 2010 Olympic and Paralympic Winter Games

    NASA Astrophysics Data System (ADS)

    Bailey, Monika E.; Isaac, George A.; Gultepe, Ismail; Heckman, Ivan; Reid, Janti

    2014-01-01

    An automated short-range forecasting system, adaptive blending of observations and model (ABOM), was tested in real time during the 2010 Vancouver Olympic and Paralympic Winter Games in British Columbia. Data at 1-min time resolution were available from a newly established, dense network of surface observation stations. Climatological data were not available at these new stations. This, combined with output from new high-resolution numerical models, provided a unique and exciting setting to test nowcasting systems in mountainous terrain during winter weather conditions. The ABOM method blends extrapolations in time of recent local observations with numerical weather predictions (NWP) model predictions to generate short-range point forecasts of surface variables out to 6 h. The relative weights of the model forecast and the observation extrapolation are based on performance over recent history. The average performance of ABOM nowcasts during February and March 2010 was evaluated using standard scores and thresholds important for Olympic events. Significant improvements over the model forecasts alone were obtained for continuous variables such as temperature, relative humidity and wind speed. The small improvements to forecasts of variables such as visibility and ceiling, subject to discontinuous changes, are attributed to the persistence component of ABOM.

  17. Proto-Plasm: parallel language for adaptive and scalable modelling of biosystems

    PubMed Central

    Bajaj, Chandrajit; DiCarlo, Antonio; Paoluzzi, Alberto

    2008-01-01

    This paper discusses the design goals and the first developments of Proto-Plasm, a novel computational environment to produce libraries of executable, combinable and customizable computer models of natural and synthetic biosystems, aiming to provide a supporting framework for predictive understanding of structure and behaviour through multiscale geometric modelling and multiphysics simulations. Admittedly, the Proto-Plasm platform is still in its infancy. Its computational framework—language, model library, integrated development environment and parallel engine—intends to provide patient-specific computational modelling and simulation of organs and biosystem, exploiting novel functionalities resulting from the symbolic combination of parametrized models of parts at various scales. Proto-Plasm may define the model equations, but it is currently focused on the symbolic description of model geometry and on the parallel support of simulations. Conversely, CellML and SBML could be viewed as defining the behavioural functions (the model equations) to be used within a Proto-Plasm program. Here we exemplify the basic functionalities of Proto-Plasm, by constructing a schematic heart model. We also discuss multiscale issues with reference to the geometric and physical modelling of neuromuscular junctions. PMID:18559320

  18. PROTO-PLASM: parallel language for adaptive and scalable modelling of biosystems.

    PubMed

    Bajaj, Chandrajit; DiCarlo, Antonio; Paoluzzi, Alberto

    2008-09-13

    This paper discusses the design goals and the first developments of PROTO-PLASM, a novel computational environment to produce libraries of executable, combinable and customizable computer models of natural and synthetic biosystems, aiming to provide a supporting framework for predictive understanding of structure and behaviour through multiscale geometric modelling and multiphysics simulations. Admittedly, the PROTO-PLASM platform is still in its infancy. Its computational framework--language, model library, integrated development environment and parallel engine--intends to provide patient-specific computational modelling and simulation of organs and biosystem, exploiting novel functionalities resulting from the symbolic combination of parametrized models of parts at various scales. PROTO-PLASM may define the model equations, but it is currently focused on the symbolic description of model geometry and on the parallel support of simulations. Conversely, CellML and SBML could be viewed as defining the behavioural functions (the model equations) to be used within a PROTO-PLASM program. Here we exemplify the basic functionalities of PROTO-PLASM, by constructing a schematic heart model. We also discuss multiscale issues with reference to the geometric and physical modelling of neuromuscular junctions. PMID:18559320

  19. Assessing hippocampal development and language in early childhood: Evidence from a new application of the Automatic Segmentation Adapter Tool.

    PubMed

    Lee, Joshua K; Nordahl, Christine W; Amaral, David G; Lee, Aaron; Solomon, Marjorie; Ghetti, Simona

    2015-11-01

    Volumetric assessments of the hippocampus and other brain structures during childhood provide useful indices of brain development and correlates of cognitive functioning in typically and atypically developing children. Automated methods such as FreeSurfer promise efficient and replicable segmentation, but may include errors which are avoided by trained manual tracers. A recently devised automated correction tool that uses a machine learning algorithm to remove systematic errors, the Automatic Segmentation Adapter Tool (ASAT), was capable of substantially improving the accuracy of FreeSurfer segmentations in an adult sample [Wang et al., 2011], but the utility of ASAT has not been examined in pediatric samples. In Study 1, the validity of FreeSurfer and ASAT corrected hippocampal segmentations were examined in 20 typically developing children and 20 children with autism spectrum disorder aged 2 and 3 years. We showed that while neither FreeSurfer nor ASAT accuracy differed by disorder or age, the accuracy of ASAT corrected segmentations were substantially better than FreeSurfer segmentations in every case, using as few as 10 training examples. In Study 2, we applied ASAT to 89 typically developing children aged 2 to 4 years to examine relations between hippocampal volume, age, sex, and expressive language. Girls had smaller hippocampi overall, and in left hippocampus this difference was larger in older than younger girls. Expressive language ability was greater in older children, and this difference was larger in those with larger hippocampi, bilaterally. Overall, this research shows that ASAT is highly reliable and useful to examinations relating behavior to hippocampal structure. PMID:26279309

  20. The short international physical activity questionnaire: cross-cultural adaptation, validation and reliability of the Hausa language version in Nigeria

    PubMed Central

    2011-01-01

    Background Accurate assessment of physical activity is important in determining the risk for chronic diseases such as cardiovascular disease, stroke, type 2 diabetes, cancer and obesity. The absence of culturally relevant measures in indigenous languages could pose challenges to epidemiological studies on physical activity in developing countries. The purpose of this study was to translate and cross-culturally adapt the Short International Physical Activity Questionnaire (IPAQ-SF) to the Hausa language, and to evaluate the validity and reliability of the Hausa version of IPAQ-SF in Nigeria. Methods The English IPAQ-SF was translated into the Hausa language, synthesized, back translated, and subsequently subjected to expert committee review and pre-testing. The final product (Hausa IPAQ-SF) was tested in a cross-sectional study for concurrent (correlation with the English version) and construct validity, and test-retest reliability in a sample of 102 apparently healthy adults. Results The Hausa IPAQ-SF has good concurrent validity with Spearman correlation coefficients (ρ) ranging from 0.78 for vigorous activity (Min Week-1) to 0.92 for total physical activity (Metabolic Equivalent of Task [MET]-Min Week-1), but poor construct validity, with cardiorespiratory fitness (ρ = 0.21, p = 0.01) and body mass index (ρ = 0.22, p = 0.04) significantly correlated with only moderate activity and sitting time (Min Week-1), respectively. Reliability was good for vigorous (ICC = 0.73, 95% C.I = 0.55-0.84) and total physical activity (ICC = 0.61, 95% C.I = 0.47-0.72), but fair for moderate activity (ICC = 0.33, 95% C.I = 0.12-0.51), and few meaningful differences were found in the gender and socioeconomic status specific analyses. Conclusions The Hausa IPAQ-SF has acceptable concurrent validity and test-retest reliability for vigorous-intensity activity, walking, sitting and total physical activity, but demonstrated only fair construct validity for moderate and sitting

  1. 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…

  2. University Prosperity Game. Final report

    SciTech Connect

    Boyack, K.W.; Berman, M.

    1996-03-01

    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 University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  3. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

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

  4. 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.

  5. On "action language" in psychoanalysis.

    PubMed

    Calogeras, R C; Alston, T M

    1980-10-01

    The main tenets of action language are summarized in an attempt to discern the direction in which psychoanalysis might go if action language becomes the "new metapsychology." The principal roots of action language are traced to the different linguistic/language and personality-and-culture models of anthropology and to the neobehaviorist currents of academic psychology. The authors' findings support the hypothesis that action language is a form os psychoanalytic behaviorism having idealism, logical positivism, and radical empiricism as its philosophical underpinnings. Its adoption would confound the entire motivational aspect of psychoanalysis. Specifically, the authors suggest that action language falls under the aegis of Wittgenstein's family of language games. When the action language game is said to be brought to a successful resolution, the language game disappears and, supposedly, so do the patient's conflicts. PMID:7422749

  6. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

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

  7. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

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

  8. Exploring Language Learning with the Computer.

    ERIC Educational Resources Information Center

    Agor, Barbara J.

    1984-01-01

    Describes a problem-solving computer program, "The Refrigerator Game," designed for second language learners, which focuses on the meaning of language, rather than its form. The success of this program proves that students can learn well by focusing on a game's goal, rather than on language itself. (SL)

  9. 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

  10. Adaptive tele-therapies based on serious games for health for people with time-management and organisational problems: preliminary results.

    PubMed

    Frutos-Pascual, Maite; Zapirain, Begoña García; Zorrilla, Amaia Méndez

    2014-01-01

    Attention Deficit with Hyperactivity Disorder (ADHD) is one of the most prevalent disorders within the child population today. Inattention problems can lead to greater difficulties in completing assignments, as well as problems with time management and prioritisation of tasks. This article presents an intelligent tele-therapy tool based on Serious Games for Health, aimed at the improvement of time management skills and the prioritisation of tasks. This tele-system is based on the use of decision trees within Django, a high-level Python Web framework. The technologies and techniques used were selected so as to boost user involvement and to enable the system to be easily customised. This article shows the preliminary results of the pilot-phase in an experiment performed to evaluate the use of adaptive tele-therapies within a group of typically developing children and adolescents aged between 12 and 19 years old without ADHD. To do so, we relied on the collection of parameters and the conduct of surveys for assessing time management skills, as well as measuring system usability and availability. The results of a time management survey highlighted that the users involved in the trial did not use any specific or effective time management techniques, scoring 1.98 and 2.30 out of 5 points in this area for ages under 15 and over 16 years old, respectively. The final calculations based on the usability questionnaire resulted in an average score of 78.75 out of 100. The creation of a customisable tool capable of working with different skills, in conjunction with the replication of the current study, may help to understand these users' needs, as well as boosting time management skills among teenagers with and without ADHD. PMID:24402063

  11. Adaptive Tele-Therapies Based on Serious Games for Health for People with Time-Management and Organisational Problems: Preliminary Results

    PubMed Central

    Frutos-Pascual, Maite; García Zapirain, Begoña; Méndez Zorrilla, Amaia

    2014-01-01

    Attention Deficit with Hyperactivity Disorder (ADHD) is one of the most prevalent disorders within the child population today. Inattention problems can lead to greater difficulties in completing assignments, as well as problems with time management and prioritisation of tasks. This article presents an intelligent tele-therapy tool based on Serious Games for Health, aimed at the improvement of time management skills and the prioritisation of tasks. This tele-system is based on the use of decision trees within Django, a high-level Python Web framework. The technologies and techniques used were selected so as to boost user involvement and to enable the system to be easily customised. This article shows the preliminary results of the pilot-phase in an experiment performed to evaluate the use of adaptive tele-therapies within a group of typically developing children and adolescents aged between 12 and 19 years old without ADHD. To do so, we relied on the collection of parameters and the conduct of surveys for assessing time management skills, as well as measuring system usability and availability. The results of a time management survey highlighted that the users involved in the trial did not use any specific or effective time management techniques, scoring 1.98 and 2.30 out of 5 points in this area for ages under 15 and over 16 years old, respectively. The final calculations based on the usability questionnaire resulted in an average score of 78.75 out of 100. The creation of a customisable tool capable of working with different skills, in conjunction with the replication of the current study, may help to understand these users’ needs, as well as boosting time management skills among teenagers with and without ADHD. PMID:24402063

  12. 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)

  13. [Game addiction].

    PubMed

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

    2015-09-01

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

  14. Cross-cultural adaptation and psychometric properties of an Arabic language version of the Brief Illness Perception Questionnaire in Lebanon

    PubMed Central

    Saarti, Stéphanie; Jabbour, Hicham; El Osta, Nada; Hajj, Aline; Khabbaz, Lydia Rabbaa

    2016-01-01

    Background Patients’ positive illness perceptions (IPs) significantly contribute to treatment success. The Brief Illness Perception Questionnaire (Brief IPQ) is widely used in various diseases for assessing IPs. It was developed in English-speaking countries and studies on it in Arab countries are scarce. Objectives, Setting and design This observational cross-sectional study aimed to cross-culturally adapt the Brief IPQ English version into a modern Arabic language version and determine its psychometric properties in a sample of Lebanese cardiac disease patients. This study was approved by the Institutional Review Board of Saint Joseph University of Beirut, Lebanon. Participants A convenience sample of 30 patients with cardiac disease were recruited during routine visits to cardiologists’ offices in Beirut, Lebanon. Inclusion criteria were at least one cardiac disease for at least 6 months with no acute episode or exacerbation of the disease during the 6 preceding months, age≥18 years, and the ability to read and comprehend Arabic. The pre-final version of the Brief IPQ Arabic version was tested for face and content validity. The meaning, comprehensibility, and acceptability were studied by individual interviews. For discriminant validity and internal consistency of the Brief IPQ Arabic version (Brief IPQ-Ar), 100 patients were recruited in a similar manner using the same inclusion criteria. To assess reproducibility, 30 patients, selected randomly from the 100 patients, filled the questionnaire a second time, 3–4 weeks after its first administration and under the same conditions. Main outcome measures Psychometric properties of the Brief IPQ-Ar among Lebanese patients suffering from cardiac diseases. Results Semantic equivalence between the Brief IPQ-Ar questions and patients’ descriptions was 100%. Cronbach's alpha was 0.717, which shows good internal consistency. Reproducibility was satisfactory (ICC values>0.776). Moreover, the Brief IPQ

  15. 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,…

  16. 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…

  17. The Use of Games for Vocabulary Presentation and Revision.

    ERIC Educational Resources Information Center

    Uberman, Agnieszka

    1998-01-01

    Examines traditional techniques for teaching second-language vocabulary and compares them with the use of language games for vocabulary presentation and revision to determine which approach is more successful. (Author/VWL)

  18. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

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

  19. Environmental Prosperity Game. Final report

    SciTech Connect

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

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

    ERIC Educational Resources Information Center

    Nesbitt, Dallas; Müller, Amanda

    2016-01-01

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

  1. 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…

  2. The Theory of Adaptive Dispersion and Acoustic-Phonetic Properties of Cross-Language Lexical-Tone Systems

    ERIC Educational Resources Information Center

    Alexander, Jennifer Alexandra

    2010-01-01

    Lexical-tone languages use fundamental frequency (F0/pitch) to convey word meaning. About 41.8% of the world's languages use lexical tone (Maddieson, 2008), yet those systems are under-studied. I aim to increase our understanding of speech-sound inventory organization by extending to tone-systems a model of vowel-system organization, the Theory of…

  3. Une lecon de francais avec des jeux electroniques (A French Lesson with Electronic Games).

    ERIC Educational Resources Information Center

    Malandain, Jean-Louis

    1996-01-01

    Electronic games are proposed as a means for encouraging students of French to learn and use the language while solving problems. A computerized card game and mine-removal game are offered as illustration of the language skills and vocabulary that can be developed and the appeal that such exercises can have for students. (MSE)

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

    ERIC Educational Resources Information Center

    Reinders, Hayo; Wattana, Sorada

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Steele, Catherine; And Others

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

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

    ERIC Educational Resources Information Center

    Cesarone, Bernard

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

  7. Temporal Processing Deficits of Language-Learning Impaired Children Ameliorated by Training

    NASA Astrophysics Data System (ADS)

    Merzenich, Michael M.; Jenkins, William M.; Johnston, Paul; Schreiner, Christoph; Miller, Steven L.; Tallal, Paula

    1996-01-01

    Children with language-based learning impairments (LLIs) have major deficits in their recognition of some rapidly successive phonetic elements and nonspeech sound stimuli. In the current study, LLI children were engaged in adaptive training exercises mounted as computer "games" designed to drive improvements in their "temporal processing" skills. With 8 to 16 hours of training during a 20-day period, LLI children improved markedly in their abilities to recognize brief and fast sequences of nonspeech and speech stimuli.

  8. The Relative Effectiveness of Digital Game-Based Learning Types in English as a Foreign Language Setting: A Meta-Analysis

    ERIC Educational Resources Information Center

    Chiu, Yi-hui; Kao, Chian-wen; Reynolds, Barry Lee

    2012-01-01

    During the past 10 years, the number of digital game-based learning (DGBL) studies has significantly increased (Hwang & Wu, 2012). DGBL is generally found to be positive over traditional instruction (Liao, 2010) and it has had great impact on education (Prensky, 2001). The DGBL effectiveness, however, might vary according to subjects taught or…

  9. [Portuguese-language cultural adaptation of the Items Banks of Anxiety and Depression of the Patient-Reported Outcomes Measurement Information System (PROMIS)].

    PubMed

    Castro, Natália Fontes Caputo de; Rezende, Carlos Henrique Alves de; Mendonça, Tânia Maria da Silva; Silva, Carlos Henrique Martins da; Pinto, Rogério de Melo Costa

    2014-04-01

    The Patient-Reported Outcome Measurement Information System (PROMIS), structured in Itens Banks, provides a new tool for evaluating results that apply to various chronic diseases through advanced statistical techniques (TRI) and computerized adaptive testing (CAT). The aim of this study was to culturally adapt the Items Banks of Anxiety and Depression of PROMIS to the Portuguese language. The process followed the recommendations of PROMIS through the advanced translation, reconciliation, back-translation, FACIT review, independent review, finalization, pre-test, and incorporation of the results from the pre-test. The translated version was pre-tested in ten patients, and items 3, 46, and 53 of the Bank of Anxiety and item 46 of the bank of Depression had to be changed. Changes affected equivalence of meaning, and the final version was consistent with the Brazilian population's linguistic and cultural skills. In conclusion, for the Brazilian population the translated version proved semantically and conceptually equivalent to the original. PMID:24896064

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

    ERIC Educational Resources Information Center

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

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

  11. 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…

  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. 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

  14. Epistemic Games

    ERIC Educational Resources Information Center

    Shaffer, David Williamson

    2005-01-01

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

  15. 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…

  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. On Free-Form Gaming. A Rand Note.

    ERIC Educational Resources Information Center

    Jones, William M.

    Free-form games are applicable to a range of problem-solving situations. This document discusses gaming as a procedure for organized study of the complex problems entailed in confrontations and crises. The major focus of the booklet is on the various forms of this game type, the kinds of problems to which it is best adapted, and some approaches to…

  18. Implementing a Game for Supporting Learning in Mathematics

    ERIC Educational Resources Information Center

    Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos

    2014-01-01

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

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

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  20. 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…

  1. 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.

  2. Language Policy at Major Sporting Events

    ERIC Educational Resources Information Center

    Djite, Paulin G.

    2009-01-01

    International sporting events, such as the Olympic Games, are linguistically complex events that require large-scale language planning and policy. This chapter focuses on the Olympic Games and looks at the practicalities of the attitudes and responses to multilingualism and the language policies employed in this particular international event to…

  3. Adaptations to vision-for-action in primate brain evolution: Comment on "Towards a Computational Comparative Neuroprimatology: Framing the language-ready brain" by Michael A. Arbib

    NASA Astrophysics Data System (ADS)

    Hecht, Erin

    2016-03-01

    As Arbib [1] notes, the two-streams hypothesis [5] has provided a powerful explanatory framework for understanding visual processing. The inferotemporal ventral stream recognizes objects and agents - "what" one is seeing. The dorsal "how" or "where" stream through parietal cortex processes motion, spatial location, and visuo-proprioceptive relationships - "vision for action." Hickock and Poeppel's [3] extension of this model to the auditory system raises the question of deeper, multi- or supra-sensory themes in dorsal vs. ventral processing. Petrides and Pandya [10] postulate that the evolution of language may have been influenced by the fact that the dorsal stream terminates in posterior Broca's area (BA44) while the ventral stream terminates in anterior Broca's area (BA45). In an intriguing potential parallel, a recent ALE metanalysis of 54 fMRI studies found that semantic processing is located more anteriorly and superiorly than syntactic processing in Broca's area [13]. But clearly, macaques do not have language, nor other likely pre- or co-adaptations to language, such as complex imitation and tool use. What changed in the brain that enabled these functions to evolve?

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

    ERIC Educational Resources Information Center

    Hively, Wells

    1984-01-01

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

  5. English Language and Literature in the Post-War Bosnia and Herzegovina: Challenges and Experiences of a Transcultural Academic Adaptation

    ERIC Educational Resources Information Center

    Bal, Mustafa

    2012-01-01

    This paper presents an account of the author's firsthand experiences between 2006 and 2010, relating to his involvement in the establishment of the English Language and Literature department at the International University of Sarajevo in Bosnia and Herzegovina, and of the difficulties and challenges of the venture in the post-war country, whose…

  6. Methodological Adaptations for Investigating the Perceptions of Language-Impaired Adolescents Regarding the Relative Importance of Selected Communication Skills

    ERIC Educational Resources Information Center

    Reed, Vicki A.; Brammall, Helen

    2006-01-01

    This article describes the systematic and detailed processes undertaken to modify a research methodology for use with language-impaired adolescents. The original methodology had been used previously with normally achieving adolescents and speech pathologists to obtain their opinions about the relative importance of selected communication skills…

  7. 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)

  8. Game Proof.

    ERIC Educational Resources Information Center

    Mitchell, John

    1980-01-01

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

  9. Models of Games Education.

    ERIC Educational Resources Information Center

    Werner, Peter; Almond, Len

    1990-01-01

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

  10. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

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

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

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

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

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

  13. Industrial Partnership Prosperity Game{trademark}

    SciTech Connect

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

    1998-02-01

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

  14. Children of Immigrants' Self-Esteem in Early Adolescence: The Role of Ethnicity, Context, Language, and Family in Cultural Adaptation.

    ERIC Educational Resources Information Center

    Portes, Pedro R.; Zady, Madelon F.

    This study examined the extent to which self-esteem differences existed across various groups of immigrant adolescents and the role of factors operating at structural and subjective levels. Data came from the Youth Adaptation and Growth Questionnaire developed for the Second Generation Project in Miami, Florida and San Diego, California. The…

  15. Toward a Theory of Adaptive Transfer: Expanding Disciplinary Discussions of "Transfer" in Second-Language Writing and Composition Studies

    ERIC Educational Resources Information Center

    DePalma, Michael-John; Ringer, Jeffrey M.

    2011-01-01

    In this paper, we argue that discussions of transfer in L2 writing and composition studies have focused primarily on the reuse of past learning and thus have not adequately accounted for the adaptation of learned writing knowledge in unfamiliar situations. In an effort to expand disciplinary discussions of transfer in L2 writing and composition…

  16. 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,…

  17. [Ageism: adaptation of the Fraboni of Ageism Scale-Revised to the French language and testing the effects of empathy, social dominance orientation and dogmatism on ageism].

    PubMed

    Boudjemad, Valérian; Gana, Kamel

    2009-12-01

    ABSTRACTThis article presents two studies dealing with ageism. The objective of the first study was to adapt to French language and validate the Fraboni of Ageism Scale-Revised (FSA-R) which contains 23 items, while the objective of the second study was to test a structural model containing ageism as measured by the FSA-R and the "Big Three": empathy, social dominance orientation, and dogmatism, controlled for by sex and age. The results of the first study (n = 323) generated a version of the FSA-R comprising 14 items, of which the psychometric properties were very satisfactory. Using structural equation modelling and bootstrap procedure, the results of the second study (n = 284) showed a direct negative and significant effect of empathy on agism. They also showed that this negative effect was mediated by dogmatism and social dominance orientation, which both exerted a positive effect on ageism. PMID:19925702

  18. Cross-cultural adaptation and psychometric properties of the child perceptions questionnaire 11-14 (CPQ11-14) for the peruvian spanish language

    PubMed Central

    Albites, Ursula; Bönecker, Marcelo; Martins-Paiva, Saul; Castillo, Jorge L.; Aguilar-Gálvez, Denisse

    2013-01-01

    Objectives: Oral-Health-Related Quality of Life (OHRQoL) instruments, such as the Child Perceptions Questionnaire 11-14 (CPQ11-14), are broadly used in oral health surveys around the world. However, there is a lack of these instruments in Spanish language limiting the comparison of OHRQoL outcomes among countries, cultures and ethnic groups. The aim of the present study was to cross-culturally adapt the CPQ11-14 to the Peruvian Spanish language and assess its reliability and validity. Material and Methods: To test the translation and cross-cultural adaptation, 60 children aged 11-to-14-years answered the CPQ11-14 in two pilot tests. After that, the questionnaire was tested on 200 children of the same age, who were clinically examined for dental caries. The internal consistency was assessed by Cronbach’s alpha coefficient while repeat administration of the CPQ11-14 on the same 200 children facilitated the test-retest reliability via intraclass correlation coefficient (ICC). Construct and discriminant validity were based on associations of the CPQ11-14 with global ratings of oral health and clinical groups respectively. Results: The mean (standard deviation) CPQ11-14 score was 20.18(13.07). Internal consistency was confirmed by a Cronbach’s alpha of 0.81. Test-retest reliability revealed excellent reproducibility (ICC= 0.92). Construct validity was confirmed demonstrating statistically significant associations between total CPQ11-14 score and global ratings of oral health (p=0.035) and overall well-being (p<0.001). The measure was also able to discriminate between children with dental caries experience and those without (mean scores: 26.32 and 12.96 respectively; p<0.001). Conclusions: The Spanish CPQ11-14 has satisfactory psychometric properties and is applicable to children in Peru. Key words:Oral health, quality of life, children, adolescent, validity, reliability. PMID:23722140

  19. Unified Modeling Language description of the object-oriented multi-scale adaptive finite element method for Step-and-Flash Imprint Lithography Simulations

    NASA Astrophysics Data System (ADS)

    Paszyński, Maciej; Gurgul, Piotr; Sieniek, Marcin; Pardo, David

    2010-06-01

    In the first part of the paper we present the multi-scale simulation of the Step-and-Flash Imprint Lithography (SFIL), a modern patterning process. The simulation utilizes the hp adaptive Finite Element Method (hp-FEM) coupled with Molecular Statics (MS) model. Thus, we consider the multi-scale problem, with molecular statics applied in the areas of the mesh where the highest accuracy is required, and the continuous linear elasticity with thermal expansion coefficient applied in the remaining part of the domain. The degrees of freedom from macro-scale element's nodes located on the macro-scale side of the interface have been identified with particles from nano-scale elements located on the nano-scale side of the interface. In the second part of the paper we present Unified Modeling Language (UML) description of the resulting multi-scale application (hp-FEM coupled with MS). We investigated classical, procedural codes from the point of view of the object-oriented (O-O) programming paradigm. The discovered hierarchical structure of classes and algorithms makes the UML project as independent on the spatial dimension of the problem as possible. The O-O UML project was defined at an abstract level, independent on the programming language used.

  20. TRANSLATION TO PORTUGUESE LANGUAGE AND CROSS-CULTURAL ADAPTATION OF THE MODIFIED ROWE SCORE FOR OVERHEAD ATHLETES

    PubMed Central

    Marcondes, Freddy Beretta; de Vasconcelos, Rodrigo Antunes; Marchetto, Adriano; de Andrade, André Luis Lugnani; Filho, Américo Zoppi; Etchebehere, Maurício

    2015-01-01

    Objetctive: Study was to translate and culturally adapt the modified Rowe score for overhead athletes. Methods: The translation and cultural adaptation process initially involved the stages of translation, synthesis, back-translation, and revision by the Translation Group. It was than created the pre-final version of the questionnaire, being the areas “function” and “pain” applied to 20 athletes that perform overhead movements and that suffered SLAP lesions in the dominant shoulder and the areas “active compression test and anterior apprehension test” and “motion” were applied to 15 health professionals. Results: During the translation process there were made little modifications in the questionnaire in order to adapt it to Brazilian culture, without changing the semantics and the idiomatic concept originally described. Conclusion: The questionnaire was easily understood by the subjects of the study, being possible to obtain the Brazilian version of the modified Rowe score for overhead athletes that underwent surgical treatment of the SLAP lesion. PMID:27047903

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

    PubMed Central

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

    2013-01-01

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

  2. Markov Chain Analysis of Musical Dice Games

    NASA Astrophysics Data System (ADS)

    Volchenkov, D.; Dawin, J. R.

    2012-07-01

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

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

    PubMed

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

    2013-01-01

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

  4. 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…

  5. Into the Curriculum. Art: Pueblo Storyteller Figures [and] Physical Education: Games That Rely on Feet [and] Reading/Language Arts: Movie Reviews [and] Reading/Language Arts: Reader's Choice [and] Science: Float or Sink [and] Social Studies: Buildings and Designs.

    ERIC Educational Resources Information Center

    Crane, Jean; Rains, Annette

    1996-01-01

    Presents six curriculum guides for art, physical education, reading/language arts, science, and social studies. Each guide identifies library media skills objectives; curriculum objectives; grade levels; print and nonprint resources; instructional roles; the activity; and procedures for completion, evaluation, and follow-up activities. (AEF)

  6. Evolution of Brain and Language

    ERIC Educational Resources Information Center

    Schoenemann, P. Thomas

    2009-01-01

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

  7. Adaptive Units of Learning and Educational Videogames

    ERIC Educational Resources Information Center

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

    2007-01-01

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

  8. Cultural adaptation and validation of the Health Literacy Questionnaire (HLQ): robust nine-dimension Danish language confirmatory factor model.

    PubMed

    Maindal, Helle Terkildsen; Kayser, Lars; Norgaard, Ole; Bo, Anne; Elsworth, Gerald R; Osborne, Richard H

    2016-01-01

    Health literacy is an important construct in population health and healthcare requiring rigorous measurement. The Health Literacy Questionnaire (HLQ), with nine scales, measures a broad perception of health literacy. This study aimed to adapt the HLQ to the Danish setting, and to examine the factor structure, homogeneity, reliability and discriminant validity. The HLQ was adapted using forward-backward translation, consensus conference and cognitive interviews (n = 15). Psychometric properties were examined based on data collected by face-to-face interview (n = 481). Tests included difficulty level, composite scale reliability and confirmatory factor analysis (CFA). Cognitive testing revealed that only minor re-wording was required. The easiest scale to respond to positively was 'Social support for health', and the hardest were 'Navigating the healthcare system' and 'Appraisal of health information'. CFA of the individual scales showed acceptably high loadings (range 0.49-0.93). CFA fit statistics after including correlated residuals were good for seven scales, acceptable for one. Composite reliability and Cronbach's α were >0.8 for all but one scale. A nine-factor CFA model was fitted to items with no cross-loadings or correlated residuals allowed. Given this restricted model, the fit was satisfactory. The HLQ appears robust for its intended application of assessing health literacy in a range of settings. Further work is required to demonstrate sensitivity to measure changes. PMID:27536516

  9. Interaction-focused intervention for acquired language disorders: facilitating mutual adaptation in couples where one partner has aphasia.

    PubMed

    Wilkinson, Ray; Lock, Sarah; Bryan, Karen; Sage, Karen

    2011-02-01

    This paper discusses the implementation and evaluation of an interaction-focused intervention single case study for a couple where one partner has aphasia. Drawing on conversation analytic research, naturally occurring conversations of the couple at home pre- and post-intervention were collected and analysed. Analysis of the speaker with aphasia's topic initiating turns in the pre-intervention conversation showed that in each case a feature of the attempt was that the speaker had difficulty in getting the topic initiation accepted and established. Drawing on conversation analytic work on topic initiations in normal conversation, intervention focused on training the couple to co-produce these topic initiating turns of the speaker with aphasia in a collaborative and step-by-step manner. Post-intervention, there was evidence that the couple were now using this new method, albeit in a slightly different way to that worked on in the intervention sessions. Drawing on work into adaptation by speakers with aphasia and their conversation partners, these results are discussed in terms of a process of mutual adaptation by the couple. PMID:21329413

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

    ERIC Educational Resources Information Center

    Hauptman, Philip C.

    1976-01-01

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

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

    ERIC Educational Resources Information Center

    Ranalli, Jim

    2008-01-01

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

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  13. ChemOkey: A Game to Reinforce Nomenclature

    ERIC Educational Resources Information Center

    Kavak, Nusret

    2012-01-01

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

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

  15. Teaching Academic Discussion Skills with a Card Game

    ERIC Educational Resources Information Center

    Reese, Curt; Wells, Terri

    2007-01-01

    This article describes a game used for teaching discussion skills to English as a Second Language (ESL) students. It was originally designed for students wanting to prepare for graduate study at U.S. universities has been since used for other ESL students wanting to improve conversation skills. The game focuses on common phrases helpful for…

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

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Schoen, Sharon; And Others

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

  18. A Frame-Reflective Discourse Analysis of Serious Games

    ERIC Educational Resources Information Center

    Mayer, Igor; Warmelink, Harald; Zhou, Qiqi

    2016-01-01

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

  19. Grammar Games

    ERIC Educational Resources Information Center

    Brown, Kim

    2004-01-01

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

  20. Night Games.

    ERIC Educational Resources Information Center

    Jefferson, Bob; Hall, Jan D.

    1992-01-01

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

  1. Evil games.

    PubMed

    Chambers, David W

    2010-01-01

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

  2. Games & Icebreakers.

    ERIC Educational Resources Information Center

    National Energy Education Development Project, Reston, VA.

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

  3. 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…

  4. Teaching Using Computer Games

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  5. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

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

  6. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

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

  7. The Foreign Language Feature Film and Language Teaching Activities.

    ERIC Educational Resources Information Center

    Chappell, Martin

    1986-01-01

    Analysis of foreign language films, featuring consideration of film sequence, image and film analysis, and literary adaptation, is an effective teaching activity with foreign language students. An example illustrates film analysis activities in a first-year French class. (CB)

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

    PubMed

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

    2011-06-01

    As a complement to the e-Bug teaching pack, two e-Bug games were developed to provide content that aimed to entertain as well as to educate. A set of agreed learning outcomes (LOs) were provided by the scientific partners of the e-Bug Project and the games were developed using user-centred design techniques (the needs, wants and limitations of the potential game players were assessed at each stage of the design process). The e-Bug games were designed for two age groups: Junior (9-12 year olds); and Senior (13-15 year olds). A study using focus groups was done to gain an understanding as to the types of games enjoyed by the target users. According to the preliminary study, the Junior Game was developed as a platform game and the Senior Game was developed as a story-based detective game. The Junior Game consists of five levels, each associated with a set of LOs. Similarly, the Senior Game consists of four missions, each comprising five stages using problem-based learning techniques and LOs. In this paper, the process of development for each game is described in detail and an illustration is provided of how each game level or mission addresses the target LOs. Development of the games used feedback acquired from children in four schools across the UK (Glasgow, London and two in Gloucester). The children were selected according to their willingness to participate. European Partners of the e-Bug Project also provided further support, translation and requests for modifications. The knowledge gained of LOs and further evaluation of the games is continuing, and preliminary results are in press. The final versions of the games, translated into 11 European languages, are available online via www.e-bug.eu. PMID:21680585

  9. Three Dialogs: A Framework for the Analysis and Assessment of Twenty-First-Century Literacy Practices, and Its Use in the Context of Game Design within "Gamestar Mechanic"

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2008-01-01

    This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…

  10. The Green Revolution Game.

    ERIC Educational Resources Information Center

    Corbridge, Stuart

    1985-01-01

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

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  12. Accelerating Early Language Development with Multi-Sensory Training

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  13. 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,…

  14. Trivial Pursuit in the Foreign Language Classroom.

    ERIC Educational Resources Information Center

    Lynch, Monika

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

  15. Hysteresis effects of changing the parameters of noncooperative games

    NASA Astrophysics Data System (ADS)

    Wolpert, David H.; Harré, Michael; Olbrich, Eckehard; Bertschinger, Nils; Jost, Jürgen

    2012-03-01

    We adapt the method used by Jaynes to derive the equilibria of statistical physics to instead derive equilibria of bounded rational game theory. We analyze the dependence of these equilibria on the parameters of the underlying game, focusing on hysteresis effects. In particular, we show that by gradually imposing individual-specific tax rates on the players of the game, and then gradually removing those taxes, the players move from a poor equilibrium to one that is better for all of them.

  16. Toward using games to teach fundamental computer science concepts

    NASA Astrophysics Data System (ADS)

    Edgington, Jeffrey Michael

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

  17. Again at the Looking Glass: Language Arts Curriculum Materials for Combatting Sex Stereotyping.

    ERIC Educational Resources Information Center

    Feminists Northwest, Seattle, WA.

    Classroom activities in language arts designed to make students aware of sex stereotyping are presented. Ninety-two learning games that encompass a wide array of language-arts skills are described. Topics covered in the various games and exercises are organized into four sections: (1) "Sexist Language: Watch What You Say!" introduces students to…

  18. Fieldwork Game Play: Masterminding Evidentiality in Desano

    ERIC Educational Resources Information Center

    Silva, Wilson; AnderBois, Scott

    2016-01-01

    In this paper, we propose a methodology for collecting naturally occurring data on evidentials and epistemic modals. We use Desano (Eastern Tukanoan) as a case study. This language has a complex evidential system with six evidential forms. The methodology in question consists of having Desano speakers to play a logic game, "Mastermind".…

  19. Games To Play with Babies. Third Edition.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…

  20. Complex dynamics in learning complicated games

    PubMed Central

    Galla, Tobias; Farmer, J. Doyne

    2013-01-01

    Game theory is the standard tool used to model strategic interactions in evolutionary biology and social science. Traditionally, game theory studies the equilibria of simple games. However, is this useful if the game is complicated, and if not, what is? We define a complicated game as one with many possible moves, and therefore many possible payoffs conditional on those moves. We investigate two-person games in which the players learn based on a type of reinforcement learning called experience-weighted attraction (EWA). By generating games at random, we characterize the learning dynamics under EWA and show that there are three clearly separated regimes: (i) convergence to a unique fixed point, (ii) a huge multiplicity of stable fixed points, and (iii) chaotic behavior. In case (iii), the dimension of the chaotic attractors can be very high, implying that the learning dynamics are effectively random. In the chaotic regime, the total payoffs fluctuate intermittently, showing bursts of rapid change punctuated by periods of quiescence, with heavy tails similar to what is observed in fluid turbulence and financial markets. Our results suggest that, at least for some learning algorithms, there is a large parameter regime for which complicated strategic interactions generate inherently unpredictable behavior that is best described in the language of dynamical systems theory. PMID:23297213

  1. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    ERIC Educational Resources Information Center

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

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

    ERIC Educational Resources Information Center

    Febey, Karen; Coyne, Molly

    2007-01-01

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

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

    ERIC Educational Resources Information Center

    Stabb, Mark

    1990-01-01

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

  4. Piaget in Performance: The Role of "Games" in Creative Dramatics.

    ERIC Educational Resources Information Center

    Ratliff, Gerald Lee

    Jean Piaget's theories of child development and the nature of intelligence are adapted to creative dramatics in this description of two games for children aged 6 through 12. The first game discussed incorporates a "touchy-feely box," a cardboard construction with openings on two sides so that a child may reach inside, select, and describe an…

  5. Enhancing Learning through an Online Secondary School Educational Game

    ERIC Educational Resources Information Center

    Kaufman, David; Sauve, Louise; Renaud, Lise

    2011-01-01

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

  6. 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…

  7. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

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

  8. 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…

  9. Information Transmission in Communication Games Signaling with an Audience

    ERIC Educational Resources Information Center

    Satari, Farishta

    2013-01-01

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

  10. In Pursuit of Trivia -- Game Theory and Research Skills.

    ERIC Educational Resources Information Center

    Yoshida, Norman J.

    One of a group of modular courses developed for a college-level program in English as a second language (ESL) is an intermediate level course designed to help students develop their knowledge of the world through language. The course, modeled on the popular game Trivial Pursuit, requires students to learn library skills and perform research on a…

  11. 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)

  12. Language Switches in L3 Production: Implications for a Polyglot.

    ERIC Educational Resources Information Center

    Williams, Sarah; Hammarberg, Bjorn

    1998-01-01

    Presents results from ongoing research about non-adapted language switches, highlighting a longitudinal study of an adult learner of third-language (L3) Swedish with first-language (L1) English and second-language (L2) German. The study is based on 844 non-adapted language switches. Researchers identified four types of switches. Results indicated…

  13. Acne-specific quality of life questionnaire (Acne-QoL): translation, cultural adaptation and validation into Brazilian-Portuguese language*

    PubMed Central

    Kamamoto, Cristhine de Souza Leão; Hassun, Karime Marques; Bagatin, Ediléia; Tomimori, Jane

    2014-01-01

    BACKGROUND many studies about the psychosocial impact of acne have been reported in international medical literature describing quality of life as a relevant clinical outcome. It is well known that the patient's perception about the disease may be different from the physician's evaluation. Therefore, it is important to use validated instruments that turn the patient's subjective opinion into objective information. OBJECTIVES to translate into Brazilian-Portuguese language and to culturally adapt a quality of life questionnaire, the Acne-Specific Quality of Life Questionnaire (Acne-QoL), as well as to evaluate its reliability and validity. METHODS measurement properties were assessed: 1) validity: comparison between severity and Acne-QoL domain scores, correlations between acne duration and Acne-QoL domain scores, and correlation between Acne-QoL domain scores and SF-36 components; 2) internal consistency: Cronbach's α coefficient; 3) test-retest reproducibility: intraclass correlation coefficient and Wilcoxon test. RESULTS Eighty subjects with a mean age of 20.5 ± 4.8 years presenting mild (33.8%), moderate (36.2%) and severe (30%) facial acne were enrolled. Acne-QoL domain scores were similar among the different acne severity groups except for role-social domain. Subjects with shorter acne duration presented significant higher scores. Acne-QoL domains showed significant correlations, both between themselves and with SF-36 role-social and mental health components. Internal consistency (0.925-0.952) and test-retest reproducibility were considered acceptable (0.768-0.836). CONCLUSIONS the Brazilian-Portuguese version of the Acne-QoL is a reliable and valid satisfactory outcome measure to be used in facial acne studies. PMID:24626652

  14. Supporting online learning with games

    NASA Astrophysics Data System (ADS)

    Yao, JingTao; Kim, DongWon; Herbert, Joseph P.

    2007-04-01

    This paper presents a study on Web-based learning support systems that is enhanced with two major subsystems: a Web-based learning game and a learning-oriented Web search. The Internet and theWeb may be considered as a first resource for students seeking for information and help. However, much of the information available online is not related to the course contents or is wrong in the worse case. The search subsystem aims to provide students with precise, relative and adaptable documents about certain courses or classes. Therefore, students do not have to spend time to verify the relationship of documents to the class. The learning game subsystem stimulates students to study, enables students to review their studies and to perform self-evaluation through a Web-based learning game such as a treasure hunt game. During the challenge and entertaining learning and evaluation process, it is hoped that students will eventually understand and master the course concepts easily. The goal of developing such a system is to provide students with an efficient and effective learning environment.

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

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.

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

  16. Language Arts - Spanish Grammar.

    ERIC Educational Resources Information Center

    Andrade, Magdalena; Sones, Mary

    This publication presents three suggested language arts curriculum units. They represent a cross-section of materials that have been developed to deal with the learning problems of students with special language difficulties. Originally developed for grades 7-12, these units may be adapted for use in adult education or at other grade levels. They…

  17. [Reciprocity and identity protection: reasons for rejection in the ultimatum game].

    PubMed

    Horita, Yutaka; Yamagishi, Toshio

    2007-10-01

    An ultimatum game and two impunity games, in which rejection by the Responder had no impact on the Proposer's earnings, were conducted with 228 participants. The impunity game was run in two conditions: with feedback information, where the Responder's choice was disclosed to the Proposer, and without feedback information, where the Responder's choice was not disclosed to the Proposer. These two conditions were used to determine whether the motivation for rejection in the impunity game was social punishment or identity protection. The three game conditions and the Responder or Proposer roles were manipulated between participants. The rejection rates in the two impunity games were about half the rate in the ultimatum game: there was no difference in the rejection rates between the two feedback conditions of the impunity game. These results indicate that rejection in the ultimatum game is largely based on identity protection. The adaptive role of maintaining self-image as a commitment device was discussed. PMID:18027592

  18. The $-game

    NASA Astrophysics Data System (ADS)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

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

  19. Open Your Cupboards to Learning Center Games: Activities for Reinforcing Math and Reading Skills for Teacher and Parent Involvement.

    ERIC Educational Resources Information Center

    Langham, Martha A.; Peterson, Nancy M.

    This book has been developed to furnish teachers and parents with ideas for activities and games which aid children in the transition from oral language to printed language for reading and math. These games are designed to provide children with activities and experiences that increase vocabularies and make them useful in communication, language…

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

    ERIC Educational Resources Information Center

    Mongillo, Gerri

    2008-01-01

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

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

    PubMed

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

    2016-08-01

    Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. Results of a pilot study (n = 12) to evaluate gameplay over 1-week showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle. PMID:27304882

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

    PubMed

    Desseilles, Martin

    2016-01-01

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

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

    PubMed Central

    Desseilles, Martin

    2016-01-01

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

  4. Quantum repeated games revisited

    NASA Astrophysics Data System (ADS)

    Frąckiewicz, Piotr

    2012-03-01

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

  5. The Complexity of Language Learning

    ERIC Educational Resources Information Center

    Nelson, Charles

    2011-01-01

    This paper takes a complexity theory approach to looking at language learning, an approach that investigates how language learners adapt to and interact with people and their environment. Based on interviews with four graduate students, it shows how complexity theory can help us understand both the situatedness of language learning and also…

  6. Biomedical technology prosperity game{trademark}

    SciTech Connect

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  7. Why Darwin would have loved evolutionary game theory.

    PubMed

    Brown, Joel S

    2016-09-14

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

  8. Equipped for Life: More than a Game.

    ERIC Educational Resources Information Center

    Shively, Randy

    2002-01-01

    The EQUIP Program teaches antisocial youth to think and behave more pro-socially and addresses motivating youth to use these tools. The Equipped for Life game is a motivational tool, which provides students with opportunities for social learning. Topics revolve around community reintegration and can be easily adapted to any cognitive behavioral…

  9. The Development of Ojibway Language Materials.

    ERIC Educational Resources Information Center

    Pheasant-Williams, Shirley

    2003-01-01

    Revitalization of the Nishinaabeg language started in 1998 with the development of language materials. A committee on Nishinaabemwin orthography advised on the development of the text and writing system. Teaching methods follow the four parts of Medicine Wheel teachings: spiritual, emotional, physical, and mental. An interactive hockey game and a…

  10. 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…

  11. Simulation Games in Moral Education

    ERIC Educational Resources Information Center

    Boulogne, Jack

    1978-01-01

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

  12. The Manufacturing Game

    ERIC Educational Resources Information Center

    Fenn, Margaret

    1972-01-01

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

  13. Wolf Trek Game.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

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

  14. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-01

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

  15. Mang Kung Dice Game.

    ERIC Educational Resources Information Center

    Chan, Wai-Sum

    1996-01-01

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

  16. Bacterial Games

    NASA Astrophysics Data System (ADS)

    Frey, Erwin; Reichenbach, Tobias

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

  17. Chinese Language Guide. Level I.

    ERIC Educational Resources Information Center

    Bay Area Bilingual Education League, Berkeley, CA.

    This comprehensive Chinese language development guide for bilingual Chinese-English educators contains fifteen objectives along with related learning activities to be taught in the Chinese bilingual program. The guide emphasizes audio-lingual skill development and involves Chinese games, songs, foods, and holidays. (Author/AM)

  18. Questioning Identity: The Case of One Second-Language Learner.

    ERIC Educational Resources Information Center

    Rymes, Betsy; Pash, Diana

    2001-01-01

    Examined how one second language learner answered questions in a mainstream second grade classroom, analyzing two conflicting "language games." Results found that the second language learner was often adept at "passing" as knowing, but that he achieved this identity-preserving expertise at the expense of an understanding of classroom lessons.…

  19. Fast ForWord Language. What Works Clearinghouse Intervention Report

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2006

    2006-01-01

    "Fast ForWord Language" is a computer-based instructional program developed to build cognitive skills students need to improve English language proficiency and reading skill. It consists of seven game-like exercises, including nonverbal and verbal sound discrimination, phonological processing, vocabulary recognition, and language comprehension.…

  20. An Extended Duopoly Game.

    ERIC Educational Resources Information Center

    Eckalbar, John C.

    2002-01-01

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

  1. 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…

  2. Time for Bed Game

    MedlinePlus

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

  3. 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.…

  4. 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…

  5. 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…

  6. 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)

  7. 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)

  8. The Librarianship of Games.

    ERIC Educational Resources Information Center

    Law, Gordon

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

  9. The Games Children Play

    ERIC Educational Resources Information Center

    Padak, Nancy; Rasinski, Timothy

    2008-01-01

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

  10. 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)

  11. Learning Through Simulation Games.

    ERIC Educational Resources Information Center

    Gillispie, Philip H.

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

  12. 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…

  13. Games of Rapport.

    ERIC Educational Resources Information Center

    Corbin, Sandra J.

    1980-01-01

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

  14. Being a Game Changer

    ERIC Educational Resources Information Center

    Herrig, Brian; Taranto, Greg

    2012-01-01

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

  15. 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…

  16. [Dangerous games in schoolchildren].

    PubMed

    Le Heuzey, M-F

    2011-02-01

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

  17. 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…

  18. 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…

  19. Indian & Metis Trivia Game.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

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

  20. Game Skill Development.

    ERIC Educational Resources Information Center

    Kisabeth, Kathryn L.

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

  1. The neural basis of video gaming.

    PubMed

    Kühn, S; Romanowski, A; Schilling, C; Lorenz, R; Mörsen, C; Seiferth, N; Banaschewski, T; Barbot, A; Barker, G J; Büchel, C; Conrod, P J; Dalley, J W; Flor, H; Garavan, H; Ittermann, B; Mann, K; Martinot, J-L; Paus, T; Rietschel, M; Smolka, M N; Ströhle, A; Walaszek, B; Schumann, G; Heinz, A; Gallinat, J

    2011-01-01

    Video game playing is a frequent recreational activity. Previous studies have reported an involvement of dopamine-related ventral striatum. However, structural brain correlates of video game playing have not been investigated. On magnetic resonance imaging scans of 154 14-year-olds, we computed voxel-based morphometry to explore differences between frequent and infrequent video game players. Moreover, we assessed the Monetary Incentive Delay (MID) task during functional magnetic resonance imaging and the Cambridge Gambling Task (CGT). We found higher left striatal grey matter volume when comparing frequent against infrequent video game players that was negatively correlated with deliberation time in CGT. Within the same region, we found an activity difference in MID task: frequent compared with infrequent video game players showed enhanced activity during feedback of loss compared with no loss. This activity was likewise negatively correlated with deliberation time. The association of video game playing with higher left ventral striatum volume could reflect altered reward processing and represent adaptive neural plasticity. PMID:22833208

  2. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

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

  3. Understanding Complex Adaptive Systems by Playing Games

    ERIC Educational Resources Information Center

    van Bilsen, Arthur; Bekebrede, Geertje; Mayer, Igor

    2010-01-01

    While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this…

  4. Computational models of natural language processing

    SciTech Connect

    Bara, B.G.; Guida, G.

    1984-01-01

    The main concern in this work is the illustration of models for natural language processing, and the discussion of their role in the development of computational studies of language. Topics covered include the following: competence and performance in the design of natural language systems; planning and understanding speech acts by interpersonal games; a framework for integrating syntax and semantics; knowledge representation and natural language: extending the expressive power of proposition nodes; viewing parsing as word sense discrimination: a connectionist approach; a propositional language for text representation; from topic and focus of a sentence to linking in a text; language generation by computer; understanding the Chinese language; semantic primitives or meaning postulates: mental models of propositional representations; narrative complexity based on summarization algorithms; using focus to constrain language generation; and towards an integral model of language competence.

  5. First Video Game

    ScienceCinema

    Takacs, Peter

    2010-01-08

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

  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. 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.

  8. Evolutionary dynamics of a smoothed war of attrition game.

    PubMed

    Iyer, Swami; Killingback, Timothy

    2016-05-01

    In evolutionary game theory the War of Attrition game is intended to model animal contests which are decided by non-aggressive behavior, such as the length of time that a participant will persist in the contest. The classical War of Attrition game assumes that no errors are made in the implementation of an animal׳s strategy. However, it is inevitable in reality that such errors must sometimes occur. Here we introduce an extension of the classical War of Attrition game which includes the effect of errors in the implementation of an individual׳s strategy. This extension of the classical game has the important feature that the payoff is continuous, and as a consequence admits evolutionary behavior that is fundamentally different from that possible in the original game. We study the evolutionary dynamics of this new game in well-mixed populations both analytically using adaptive dynamics and through individual-based simulations, and show that there are a variety of possible outcomes, including simple monomorphic or dimorphic configurations which are evolutionarily stable and cannot occur in the classical War of Attrition game. In addition, we study the evolutionary dynamics of this extended game in a variety of spatially and socially structured populations, as represented by different complex network topologies, and show that similar outcomes can also occur in these situations. PMID:26903203

  9. Universal Reading Processes Are Modulated by Language and Writing System

    ERIC Educational Resources Information Center

    Perfetti, Charles A.; Harris, Lindsay N.

    2013-01-01

    The connections among language, writing system, and reading are part of what confronts a child in learning to read. We examine these connections in addressing how reading processes adapt to the variety of written language and how writing adapts to language. The first adaptation (reading to writing), as evidenced in behavioral and neuroscience…

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

    ERIC Educational Resources Information Center

    Thompson, William

    2009-01-01

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

  11. Games as an Instruction Strategy in Early Childhood Education: Summative and Formative Evaluations.

    ERIC Educational Resources Information Center

    Karnes, Merle B.; Lee, Richard C.

    A game-oriented curriculum was devised to promote the cognitive-language and social-emotional development of preschool children from low socioeconomic backgrounds. The Illinois Test of Psycholinguistic Abilities, supplemented by Guilford's Structure of the Intellect, served as models. The games included such materials as card packs, models and…

  12. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  13. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  14. Educational Games in Today's Learning.

    ERIC Educational Resources Information Center

    Smith, Roger A.

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

  15. 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…

  16. Language Revitalization.

    ERIC Educational Resources Information Center

    Hinton, Leanne

    2003-01-01

    Surveys developments in language revitalization and language death. Focusing on indigenous languages, discusses the role and nature of appropriate linguistic documentation, possibilities for bilingual education, and methods of promoting oral fluency and intergenerational transmission in affected languages. (Author/VWL)

  17. Evolution and stability of altruist strategies in microbial games

    NASA Astrophysics Data System (ADS)

    Adami, Christoph; Schossau, Jory; Hintze, Arend

    2012-01-01

    When microbes compete for limited resources, they often engage in chemical warfare using bacterial toxins. This competition can be understood in terms of evolutionary game theory (EGT). We study the predictions of EGT for the bacterial “suicide bomber” game in terms of the phase portraits of population dynamics, for parameter combinations that cover all interesting games for two-players, and seven of the 38 possible phase portraits of the three-player game. We compare these predictions to simulations of these competitions in finite well-mixed populations, but also allowing for probabilistic rather than pure strategies, as well as Darwinian adaptation over tens of thousands of generations. We find that Darwinian evolution of probabilistic strategies stabilizes games of the rock-paper-scissors type that emerge for parameters describing realistic bacterial populations, and point to ways in which the population fixed point can be selected by changing those parameters.

  18. Enabling Venus In-Situ Science - Deployable Entry System Technology, Adaptive Deployable Entry and Placement Technology (ADEPT): A Technology Development Project funded by Game Changing Development Program of the Space Technology Program

    NASA Technical Reports Server (NTRS)

    Wercinski, Paul F.; Venkatapathy, Ethiraj; Gage, Peter J.; Yount, Bryan C.; Prabhu, Dinesh K.; Smith, Brandon; Arnold, James O.; Makino, alberto; Peterson, Keith Hoppe; Chinnapongse, Ronald I.

    2012-01-01

    Venus is one of the important planetary destinations for scientific exploration, but: The combination of extreme entry environment coupled with extreme surface conditions have made mission planning and proposal efforts very challenging. We present an alternate, game-changing approach (ADEPT) where a novel entry system architecture enables more benign entry conditions and this allows for greater flexibility and lower risk in mission design

  19. 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.

  20. Educational card games

    NASA Astrophysics Data System (ADS)

    Smith, D. R.; Munro, E.

    2009-09-01

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

  1. 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…

  2. 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.

  3. Talking as doing: Language forms and public language

    PubMed Central

    Fowler, Carol A.

    2013-01-01

    I discuss language forms as the primary means that language communities provide to enable public language use. As such, they are adapted to public use most notably in being linguistically significant vocal tract actions, not the categories in the mind as proposed in phonological theories. Their primary function is to serve as vehicles for production of syntactically structured sequences of words. However, more than that, phonological actions themselves do work in public language use. In particular, they foster interpersonal coordination in social activities. An intriguing property of language forms that likely reflects their emergence in social communicative activities is that phonological forms that should be meaningless (in order to serve their role in the openness of language at the level of the lexicon) are not wholly meaningless. In fact, the form-meaning “rift” is bridged bidirectionally: The smallest language forms are meaningful, and the meanings of lexical language forms generally inhere, in part, in their embodiment by understanders. PMID:24363491

  4. 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

  5. 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.

  6. MindMatters--A Programme for the Promotion of Mental Health in Primary and Secondary Schools: Results of an Evaluation of the German Language Adaptation

    ERIC Educational Resources Information Center

    Franze, M.; Paulus, P.

    2009-01-01

    Purpose: The purpose of this article is to present a German adaptation of the Australian programme MindMatters for school mental health promotion in secondary schools. Design/methodology/approach: As well as other methods, the external evaluation consisted of a questionnaire-based pre-post-design (at one year interval of measurement; n=633…

  7. Effectiveness of Using Games in Teaching Grammar to Young Learners

    ERIC Educational Resources Information Center

    Yolageldili, Gulin; Arikan, Arda

    2011-01-01

    The primary aim of this study was to explore the effectiveness of using games in teaching grammar to young learners from the view points of Turkish EFL teachers working in primary schools. English language teacher' (n = 15) opinions were collected through a questionnaire and the results of this study demonstrated that Turkish EFL teachers have a…

  8. Massively Multiplayer Online Video Gaming as Participation in a Discourse

    ERIC Educational Resources Information Center

    Steinkuehler, Constance A.

    2006-01-01

    This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…

  9. Reciprocal Disconnectedness: Computer Games, Schooling and Boys at Risk

    ERIC Educational Resources Information Center

    Baskin, Colin; Taylor, Ryan

    2007-01-01

    Ethnomethodology is the analytical frame used here to recover embedded cultural discursive phenomena in the language of "at risk" middle-school boys as they talk about "computer games" and "schooling". What emerges is a rich picture of myths and heroes, identities of participation where member values and a discernible moral order are part of the…

  10. Interlanguage Pragmatics with a Pedagogical Agent: The Request Game

    ERIC Educational Resources Information Center

    Yang, Hui-Chun; Zapata-Rivera, Diego

    2010-01-01

    This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…

  11. Teaching Vocabulary through Games--A Sanguine Step

    ERIC Educational Resources Information Center

    Anil, Beena

    2011-01-01

    Vocabulary is predominant in improving one's communicative skill. Language is more powerful when it is being used perfectly. Teachers should consider the background of learners and aid them to learn and develop their vocabulary in many interesting ways especially through games. This paper deals with a productive and a logical study, done on a set…

  12. Educational Card Games

    ERIC Educational Resources Information Center

    Smith, D. R.; Munro, E.

    2009-01-01

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

  13. 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.…

  14. 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…

  15. Skill Games for Mathematics.

    ERIC Educational Resources Information Center

    Corle, Clyde G.

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

  16. 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,…

  17. The Household Energy Game.

    ERIC Educational Resources Information Center

    Smith, Thomas W.; Jenkins, John

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

  18. 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)

  19. 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...

  20. 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…

  1. Functional Business Games.

    ERIC Educational Resources Information Center

    Biggs, William D.

    1987-01-01

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

  2. Gaming and "Functional Democracy".

    ERIC Educational Resources Information Center

    Goodman, F. L.

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

  3. 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)

  4. Stay Teen: Games

    MedlinePlus

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

  5. 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…

  6. 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…

  7. 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…

  8. 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…

  9. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    within challenging environmental and ecosystem-management contexts and to provide an interactive way of learning about the complexity of interactions between people and natural systems. Further progress on the use of pedagogical games to fulfill the USGS mission will require collaboration among scientists, game developers, educators, and stakeholders. We conclude that as the USGS positions itself to communicate and convey the results of multiple science strategies, including natural-resource security and sustainability, pedagogical game development and agent-based modeling offer a means to (1) establish interdisciplinary and collaborative teams with a focused integrated outcome; (2) contribute to the modeling of interaction, feedback, and adaptation of ecosystems; and (3) enable social learning through a broadly appealing and increasingly sophisticated medium.

  10. 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…

  11. 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)

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  13. The local minority game

    NASA Astrophysics Data System (ADS)

    Moelbert, S.; De Los Rios, P.

    2002-01-01

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

  14. A game for space

    NASA Astrophysics Data System (ADS)

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

    2010-02-01

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

  15. 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.

  16. 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.

  17. Inferring a Learner's Cognitive, Motivational and Emotional State in a Digital Educational Game

    ERIC Educational Resources Information Center

    Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich

    2012-01-01

    Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being actually…

  18. Let's Play: The Use of Improv Games in Change Management Training: A Case Study

    ERIC Educational Resources Information Center

    Rajeev, Priya Nair; Kalpathi, Subramanian

    2016-01-01

    This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…

  19. 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…

  20. Demonstrating the Effect of Supply Chain Disruptions through an Online Beer Distribution Game

    ERIC Educational Resources Information Center

    Sarkar, Sourish; Kumar, Sanjay

    2016-01-01

    This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…