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Sample records for prosperity game advanced

  1. 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.

  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. 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.

  4. 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.

  5. 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.

  6. Industrial ecology Prosperity Game{trademark}

    SciTech Connect

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

    1998-03-01

    Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

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

    SciTech Connect

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

    1996-02-01

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

  9. Prosperity Games prototyping with the American Electronics Association, March 8--9, 1994

    SciTech Connect

    Berman, M.; VanDevender, J.P.

    1994-08-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the American Electronics Association in conjunction with the Electronics Subcommittee of the Civilian Industrial Technology Committee of the National Science and Technology Council. Players were drawn from government, national laboratories, and universities, as well as from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Two teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

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

    SciTech Connect

    Bermann, M.; VanDevender, J.P.

    1994-08-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronic Industries Association. Almost all of the players were from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Four teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this industry concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  11. Recent Advances in General Game Playing.

    PubMed

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

    2015-01-01

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

  12. Recent Advances in General Game Playing

    PubMed Central

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

    2015-01-01

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

  13. Towards a sustainable America: advancing prosperity, opportunity, and a healthy environment for the 21st century

    SciTech Connect

    1999-05-01

    Humanity faces an unprecedented challenge as our numbers grow, while Earth and its capacity to support us do not. People across the United States and around the world aspire to better lives for themselves and for their children: food, shelter, a safe and healthy environment, education, jobs, and other material needs and conveniences. Industries strive to produce more goods, farmers to grow more crops; and human demands on forests, fields, rivers, and oceans increase. Our challenge is to create a future in which prosperity and opportunity increase while life flourishes and pressures on oceans, earth, and atmosphere - the biosphere - diminish; to create, as the Council's vision suggests, "a life- sustaining Earth that supports "a dignified, peaceful, and equitable existence." It is a powerful vision, and the two co-chairs of the President's Council on Sustainable Development (PCSD), fervently believe it is achievable - a unifying and necessary goal for the boundless capacity of human ingenuity so manifest in America. This document addresses climate change, environmental management, metropolitan and rural strategies, and international leadership.

  14. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  15. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  16. Defending Against Advanced Persistent Threats Using Game-Theory.

    PubMed

    Rass, Stefan; König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.

  17. Defending Against Advanced Persistent Threats Using Game-Theory

    PubMed Central

    König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker’s incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system’s protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest. PMID:28045922

  18. Pathways to Prosperity

    ERIC Educational Resources Information Center

    Symonds, William C.

    2012-01-01

    Symonds, director of the Pathways to Prosperity Project, asserts that the current U.S. system of preparing students for successful adult lives fails too many youth. Citing data showing that only 40 percent of young Americans earn an associate's or bachelor's degree by age 27--and that many employers say they see candidates who don't have…

  19. Towards Algorithmic Advances for Solving Stackelberg Games: Addressing Model Uncertainties and Massive Game Scale-up

    DTIC Science & Technology

    2015-02-04

    SECURITY CLASSIFICATION OF: This project opens up a brand new area of research that fuses two separate subareas of game theory: algorithmic game theory...and behavioral game theory. More specifically, game -theoretic algorithms have been deployed by several security agencies, allowing them to generate...optimal randomized schedules against adversaries who may exploit predictability. However, one key challenge in applying game theory to solving real

  20. Prosperity is associated with instability in dynamical networks

    PubMed Central

    Cavaliere, Matteo; Sedwards, Sean; Tarnita, Corina E.; Nowak, Martin A.; Csikász-Nagy, Attila

    2011-01-01

    Social, biological and economic networks grow and decline with occasional fragmentation and re-formation, often explained in terms of external perturbations. We show that these phenomena can be a direct consequence of simple imitation and internal conflicts between ‘cooperators’ and ‘defectors’. We employ a game-theoretic model of dynamic network formation where successful individuals are more likely to be imitated by newcomers who adopt their strategies and copy their social network. We find that, despite using the same mechanism, cooperators promote well-connected highly prosperous networks and defectors cause the network to fragment and lose its prosperity; defectors are unable to maintain the highly connected networks they invade. Once the network is fragmented it can be reconstructed by a new invasion of cooperators, leading to the cycle of formation and fragmentation seen, for example, in bacterial communities and socio-economic networks. In this endless struggle between cooperators and defectors we observe that cooperation leads to prosperity, but prosperity is associated with instability. Cooperation is prosperous when the network has frequent formation and fragmentation. PMID:21983567

  1. Methodological Advances in Political Gaming: The One-Person Computer Interactive, Quasi-Rigid Rule Game.

    ERIC Educational Resources Information Center

    Shubik, Martin

    The main problem in computer gaming research is the initial decision of choosing the type of gaming method to be used. Free-form games lead to exciting open-ended confrontations that generate much information. However, they do not easily lend themselves to analysis because they generate far too much information and their results are seldom…

  2. Building a Prosperous Economy. Washington's Community and Technical Colleges

    ERIC Educational Resources Information Center

    Washington State Board for Community and Technical Colleges, 2014

    2014-01-01

    Washington's community and technical colleges are a collective, powerful, unmatched resource for advancing prosperity through education. These 34 colleges not only connect with employers in the regions where they operate, but also with each other through common programs--like advanced manufacturing and allied health--that align with Washington's…

  3. Advancing Adventure Education Using Digital Motion-Sensing Games

    ERIC Educational Resources Information Center

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  4. Advancing Adventure Education Using Digital Motion-Sensing Games

    ERIC Educational Resources Information Center

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  5. National Intelligence and National Prosperity

    ERIC Educational Resources Information Center

    Hunt, Earl; Wittmann, Werner

    2008-01-01

    What is the relation between the cognitive competence of a national population that nation's economic prosperity? Lynn and Vanhanen [Lynn, R. & Vanhanen, T. (2002). "IQ and the wealth of nations." Westport, CT: Praeger.] presented data pointing to an exceptionally strong relationship between IQ scores and Gross Domestic Product per…

  6. National Intelligence and National Prosperity

    ERIC Educational Resources Information Center

    Hunt, Earl; Wittmann, Werner

    2008-01-01

    What is the relation between the cognitive competence of a national population that nation's economic prosperity? Lynn and Vanhanen [Lynn, R. & Vanhanen, T. (2002). "IQ and the wealth of nations." Westport, CT: Praeger.] presented data pointing to an exceptionally strong relationship between IQ scores and Gross Domestic Product per…

  7. Spiritual Prosperity and Learning Theory

    ERIC Educational Resources Information Center

    Stratton, Nick

    2011-01-01

    This article aims to provide an account of "spiritual prosperity," whereby various related mental capacities may be developed through an expanded range of learning processes. This account will be secular and humanistic, thereby circumnavigating the theology of spirituality in favour of psychological models. As spirituality remains "a slippery…

  8. Community-based game intervention to improve South Asian Indian Americans' engagement with advanced care planning.

    PubMed

    Radhakrishnan, Kavita; Van Scoy, Lauren Jodi; Jillapalli, Regina; Saxena, Shubhada; Kim, Miyong T

    2017-07-27

    Advance care planning (ACP) allows individuals to express their preferences for medical treatment in the event that they become incapable of making their own decisions. This study assessed the efficacy of a conversation game intervention for increasing South Asian Indian Americans' (SAIAs') engagement in ACP behaviors as well as the game's acceptability and cultural appropriateness among SAIAs. Eligible community-dwelling SAIAs were recruited at SAIA cultural events held in central Texas during the summer of 2016. Pregame questionnaires included demographics and the 55-item ACP Engagement Survey. Played in groups of 3-5, the game consists of 17 open-ended questions that prompt discussions of end-of-life issues. After each game session, focus groups and questionnaires were used to examine the game's cultural appropriateness and self-rated conversation quality. Postintervention responses on the ACP Engagement Survey and rates of participation in ACP behaviors were collected after 3 months through phone interviews or online surveys. Data were analyzed using descriptive statistics, frequencies, and paired t-tests comparing pre/post averages at a .05 significance level. Of the 47 participants, 64% were female, 62% had graduate degrees, 92% had lived in the U.S. for >10 years, 87% were first-generation immigrants, and 74% had no advance directive prior to the game. At the 3-month follow-up, 58% of participants had completed at least one ACP behavior, 42% had discussed end-of-life issues with loved ones, 15% did so with their healthcare providers, and 18% had created an advanced directive. ACP Engagement Survey scores increased significantly on all four of the process subscales by 3 months postgame. SAIA individuals who played a conversation game had a relatively high rate of performing ACP behaviors 3 months after the intervention. These findings suggest that conversation games may be useful tools for motivating people from minority communities to engage in ACP behaviors.

  9. Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience

    PubMed Central

    Jeffres, Meghan N.; Bhakta, Ragini

    2011-01-01

    Objective To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles. Design Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period. Assessment Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most. Conclusions Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students. PMID:21519422

  10. Educational card games to teach pharmacotherapeutics in an advanced pharmacy practice experience.

    PubMed

    Barclay, Sean M; Jeffres, Meghan N; Bhakta, Ragini

    2011-03-10

    To implement and assess the effectiveness of card games to teach pharmacotherapeutic topics to pharmacy students and to determine the relationship between students' assessment scores and their learning styles. Two card games, Cardiology Go Fish and Infectious Diseases Gin Rummy, were created and taught to pharmacy students enrolled in an advanced pharmacy practice experience (APPE). Students were required to play each game for 1 hour, 3 times over a 6-week period. Forty-five students completed a 90-question assessment administered prior to and after the 6-week period in which the games were played. Students' cardiology and infectious diseases assessment scores improved significantly as compared with scores on pharmacy practice questions, 19.2% vs. 5.1%, (p < 0.001) and 10.3% vs. 5.1% (p = 0.006), respectively. Students learned from participating in the games regardless of their learning preference as determined by the VARK (visual, aural, read/write, kinesthetic) questionnaire; however, the cardiology assessment scores of students with a preference for kinetic learning improved the most. Incorporating innovative learning tools such as card games into the curriculum of APPEs can enhance the educational experience of pharmacy students.

  11. Language games: Advanced R & R packages: Book Review

    DOE PAGES

    Hraber, Peter Thomas

    2016-03-23

    Readers who wrangle answers from data by extended refinement of available computational tools have many options and resources available. Inevitably, they will develop their own methods tailored to the problem at hand.Two new books have recently been published, each of which is useful addition to the library for a scientist who programs with data. The two books reviewed are both written by H. Wickham. The titles are ''Advanced R'' and ''R Packages'', both published in 2015.

  12. Evaluation of a 3D serious game for advanced life support retraining.

    PubMed

    Buttussi, Fabio; Pellis, Tommaso; Cabas Vidani, Alberto; Pausler, Daniele; Carchietti, Elio; Chittaro, Luca

    2013-09-01

    Advanced life support (ALS) knowledge and skills decrease in as little as three months, but only a few ALS providers actually attend retraining courses. We assess the effectiveness of a 3D serious game as a new tool for frequent ALS retraining. We developed a 3D serious game for scenario-based ALS retraining. The serious game, called EMSAVE, was designed to promote self-correction while playing. We organized a retraining course in which 40 ALS providers played two cardiac arrest scenarios with EMSAVE and took a test with 38 multiple-choice questions before and after playing. We administered the same test again 3 months later to evaluate retention. Participants also rated EMSAVE and the overall retraining experience. After using EMSAVE, the number of correct answers per participant increased by 4.8 (95%CI +3.4, +6.2, p<0.001) and all but one participant improved. After 3 months, despite an expected decrease in ALS knowledge and skills (-1.9 correct answers, 95%CI -0.6, -3.3, p<0.01), there was a significant retention benefit (+2.9 correct answers per participant, 95%CI +1.5, +4.2, p<0.001). Moreover, all but one participant regarded EMSAVE as a valuable tool to refresh ALS knowledge and skills, and 85% of participants were also willing to devote 1h/month to retrain with the serious game. A 3D serious game for scenario-based retraining proved effective to retrain in ALS and supported retention of acquired knowledge and skills at 3 months. EMSAVE also positively engaged and motivated participants. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  13. U-Turn to Prosperity

    ERIC Educational Resources Information Center

    Zhao, Yong

    2013-01-01

    The road to success in the new world economy requires more creative thinkers, innovators, and entrepreneurs than ever before. Why is the United States going in the wrong direction? Thanks to globalization and technological advancement, traditional middle-class jobs, such as manufacturing, have been disappearing quickly, offshored to other…

  14. U-Turn to Prosperity

    ERIC Educational Resources Information Center

    Zhao, Yong

    2013-01-01

    The road to success in the new world economy requires more creative thinkers, innovators, and entrepreneurs than ever before. Why is the United States going in the wrong direction? Thanks to globalization and technological advancement, traditional middle-class jobs, such as manufacturing, have been disappearing quickly, offshored to other…

  15. Power for peace, prosperity, and the environment

    SciTech Connect

    EAGAN,ROBERT J.; BAKER,ARNOLD B.; SANDERS,THOMAS L.

    2000-04-13

    The remarkable prosperity and standard of living enjoyed in the US is in large part linked to the use of energy. While high-energy use brings many benefits, it also causes environmental degradation. In the last decade, the potentially devastating effects of degradation of greenhouse gases have received worldwide attention. The tradeoff between sustaining a healthy environment and sustaining a healthy economy is a major challenge of the 21st century. In this paper, the authors explore some of the issues and focus particularly on the option of enhancing nuclear energy as a way to help sustain economic prosperity while decreasing pollution of the atmosphere.

  16. America's Global Prosperity: Planting the Seeds.

    ERIC Educational Resources Information Center

    Forde, Margaret L.

    2003-01-01

    Argues that the future of America's global prosperity is linked to the commitment of higher education to prepare students comprehensively to live and work in a multicultural world community. Suggests that student portfolios are incomplete without an international and intercultural learning toolkit, including language training and a focus on…

  17. Performance assessment of the PNM Prosperity electricity storage project

    SciTech Connect

    Roberson, Dakota; Ellison, James F.; Bhatnagar, Dhruv; Schoenwald, David A.

    2014-05-01

    The purpose of this study is to characterize the technical performance of the PNM Prosperity electricity storage project, and to identify lessons learned that can be used to improve similar projects in the future. The PNM Prosperity electricity storage project consists of a 500 kW/350 kWh advanced lead-acid battery with integrated supercapacitor (for energy smoothing) and a 250 kW/1 MWh advanced lead-acid battery (for energy shifting), and is co-located with a 500 kW solar photovoltaic (PV) resource. The project received American Reinvestment and Recovery Act (ARRA) funding. The smoothing system is e ective in smoothing intermittent PV output. The shifting system exhibits good round-trip efficiencies, though the AC-to-AC annual average efficiency is lower than one might hope. Given the current utilization of the smoothing system, there is an opportunity to incorporate additional control algorithms in order to increase the value of the energy storage system.

  18. Designing informed game-based rehabilitation tasks leveraging advances in virtual reality.

    PubMed

    Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnell, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert

    2012-01-01

    This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.

  19. Dilemma strength as a framework for advancing evolutionary game theory. Reply to comments on "Universal scaling for the dilemma strength in evolutionary games"

    NASA Astrophysics Data System (ADS)

    Wang, Zhen; Kokubo, Satoshi; Jusup, Marko; Tanimoto, Jun

    2015-09-01

    While comprehensive reviews of the literature, by gathering in one place most of the relevant information, undoubtedly steer the development of every scientific field, we found that the comments in response to a review article can be as informative as the review itself, if not more. Namely, reading through the comments on the ideas expressed in Ref. [1], we could identify a number of pressing problems for evolutionary game theory, indicating just how much space there still is for major advances and breakthroughs. In an attempt to bring a sense of order to a multitude of opinions, we roughly classified the comments into three categories, i.e. those concerned with: (i) the universality of scaling in heterogeneous topologies, including empirical dynamic networks [2-8], (ii) the universality of scaling for more general game setups, such as the inclusion of multiple strategies and external features [4,9-11], and (iii) experimental confirmations of the theoretical developments [2,12,13].

  20. Health, nutrition and prosperity: a microeconomic perspective.

    PubMed Central

    Thomas, Duncan; Frankenberg, Elizabeth

    2002-01-01

    A positive correlation between health and economic prosperity has been widely documented, but the extent to which this reflects a causal effect of health on economic outcomes is very controversial. Two classes of evidence are examined. First, carefully designed random assignment studies in the laboratory and field provide compelling evidence that nutritional deficiency - particularly iron deficiency - reduces work capacity and, in some cases, work output. Confidence in these results is bolstered by a good understanding of the underlying biological mechanisms. Some random assignment studies indicate an improved yield from health services in the labour market. Second, observational studies suggest that general markers of nutritional status, such as height and body mass index (BMI), are significant predictors of economic success although their interpretation is confounded by the fact that they reflect influences from early childhood and family background. Energy intake and possibly the quality of the diet have also been found to be predictive of economic success in observational studies. However, the identification of causal pathways in these studies is difficult and involves statistical assumptions about unobserved heterogeneity that are difficult to test. Illustrations using survey data demonstrate the practical importance of this concern. Furthermore, failure to take into account the dynamic interplay between changes in health and economic status has led to limited progress being reported in the literature. A broadening of random assignment studies to measure the effects of an intervention on economic prosperity, investment in population-based longitudinal socioeconomic surveys, and application of emerging technologies for a better measure of health in these surveys will yield very high returns in improving our understanding of how health influences economic prosperity. PMID:11953788

  1. Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…

  2. Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…

  3. Issues and advances in research methods on video games and cognitive abilities

    PubMed Central

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process. PMID:26483717

  4. Issues and advances in research methods on video games and cognitive abilities.

    PubMed

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

  5. The National Economic Strategy: Security and Prosperity Today and Tomorrow

    DTIC Science & Technology

    2007-11-02

    Reagan and Beyond. New York: Simon and Schuster, 1984. Sunstein , Cass R. “Economic Security: A Human Right,” The American Prospect, October 2004, A24...president’s NSS provides the vision to spread economic prosperity through democracy , globalization, and free trade while improving the lives of all...but will create conditions that allow democracy , freedom, security, and prosperity to spread around the globe. 2. The National Economic Strategy in

  6. Computer Game

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.

  7. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    ERIC Educational Resources Information Center

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  8. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    ERIC Educational Resources Information Center

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  9. 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…

  10. New Mexico State University Arrowhead Center PROSPER Project

    SciTech Connect

    Peach, James

    2012-12-31

    This document is the final technical report of the Arrowhead Center Prosper Project at New Mexico State University. The Prosper Project was a research and public policy initiative funded by the National Energy Technology Laboratory (NETL) of the U.S. Department of Energy (DOE). The Prosper project (DOE Grant Number DE-NT0004397) began on October 1, 2008 (FY2009, Quarter 1) and ended on December 31, 2012 (FY2013, Quarter 1). All project milestones were completed on time and within the budget. This report contains a summary of ten technical reports resulting from research conducted during the project. This report also contains a detailed description of the research dissemination and outreach activities of the project including a description of the policy impacts of the project. The report also describes project activities that will be maintained after the end of the project.

  11. Endangering Prosperity: A Global View of the American School

    ERIC Educational Resources Information Center

    Hanushek, Eric A.; Peterson, Paul E.; Woessmann, Ludger

    2013-01-01

    The relative deficiencies of U.S. public schools are a serious concern to parents and policymakers. But they should be of concern to all Americans, as a globalizing world introduces new competition for talent, markets, capital, and opportunity. In "Endangering Prosperity," a trio of experts on international education policy compares the…

  12. Looking to the Future: Will Behavior Analysis Survive and Prosper?

    ERIC Educational Resources Information Center

    Poling, Alan

    2010-01-01

    Behavior analysis as a discipline currently is doing relatively well. How it will do in the future is unclear and depends on how the field, and the world at large, changes. Five current characteristics of the discipline that appear to reduce the probability that it will survive and prosper are discussed and suggestions for improvement are offered.…

  13. Space Technology Mission Directorate Game Changing Development Program FY2015 Annual Program Review: Advanced Manufacturing Technology

    NASA Technical Reports Server (NTRS)

    Vickers, John; Fikes, John

    2015-01-01

    The Advance Manufacturing Technology (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of the Initiative is the Advanced Manufacturing National Program Office (AMNPO), which includes participation from all federal agencies involved in U.S. manufacturing. In support of the AMNPO the AMT Project supports building and Growing the National Network for Manufacturing Innovation through a public-private partnership designed to help the industrial community accelerate manufacturing innovation. Integration with other projects/programs and partnerships: STMD (Space Technology Mission Directorate), HEOMD, other Centers; Industry, Academia; OGA's (e.g., DOD, DOE, DOC, USDA, NASA, NSF); Office of Science and Technology Policy, NIST Advanced Manufacturing Program Office; Generate insight within NASA and cross-agency for technology development priorities and investments. Technology Infusion Plan: PC; Potential customer infusion (TDM, HEOMD, SMD, OGA, Industry); Leverage; Collaborate with other Agencies, Industry and Academia; NASA roadmap. Initiatives include: Advanced Near Net Shape Technology Integrally Stiffened Cylinder Process Development (launch vehicles, sounding rockets); Materials Genome; Low Cost Upper Stage-Class Propulsion; Additive Construction with Mobile Emplacement (ACME); National Center for Advanced Manufacturing.

  14. Patient-Reported Outcome Measures in Safety Event Reporting: PROSPER Consortium guidance.

    PubMed

    Banerjee, Anjan K; Okun, Sally; Edwards, I Ralph; Wicks, Paul; Smith, Meredith Y; Mayall, Stephen J; Flamion, Bruno; Cleeland, Charles; Basch, Ethan

    2013-12-01

    The Patient-Reported Outcomes Safety Event Reporting (PROSPER) Consortium was convened to improve safety reporting by better incorporating the perspective of the patient. PROSPER comprises industry, regulatory authority, academic, private sector and patient representatives who are interested in the area of patient-reported outcomes of adverse events (PRO-AEs). It has developed guidance on PRO-AE data, including the benefits of wider use and approaches for data capture and analysis. Patient-reported outcomes (PROs) encompass the full range of self-reporting, rather than only patient reports collected by clinicians using validated instruments. In recent years, PROs have become increasingly important across the spectrum of healthcare and life sciences. Patient-centred models of care are integrating shared decision making and PROs at the point of care; comparative effectiveness research seeks to include patients as participatory stakeholders; and industry is expanding its involvement with patients and patient groups as part of the drug development process and safety monitoring. Additionally, recent pharmacovigilance legislation from regulatory authorities in the EU and the USA calls for the inclusion of patient-reported information in benefit-risk assessment of pharmaceutical products. For patients, technological advancements have made it easier to be an active participant in one's healthcare. Simplified internet search capabilities, electronic and personal health records, digital mobile devices, and PRO-enabled patient online communities are just a few examples of tools that allow patients to gain increased knowledge about conditions, symptoms, treatment options and side effects. Despite these changes and increased attention on the perceived value of PROs, their full potential has yet to be realised in pharmacovigilance. Current safety reporting and risk assessment processes remain heavily dependent on healthcare professionals, though there are known limitations such

  15. Ambient Intelligence 2.0: Towards Synergetic Prosperity

    NASA Astrophysics Data System (ADS)

    Aarts, Emile; Grotenhuis, Frits

    Ten years of research in Ambient Intelligence have revealed that the original ideas and assertions about the way the concept should develop no longer hold and should be substantially revised. Early scenario's in Ambient Intelligence envisioned a world in which individuals could maximally exploit personalized, context aware, wireless devices thus enabling them to become maximally productive, while living at an unprecedented pace. Environments would become smart and proactive, enriching and enhancing the experience of participants thus supporting maximum leisure possibly even at the risk of alienation. New insights have revealed that these brave new world scenarios are no longer desirable and that people are more in for a balanced approach in which technology should serve people instead of driving them to the max. We call this novel approach Synergetic Prosperity, referring to meaningful digital solutions that balance mind and body, and society and earth thus contributing to a prosperous and sustainable development of mankind.

  16. The impact of a prevention delivery system on perceived social capital: the PROSPER project.

    PubMed

    Chilenski, Sarah M; Ang, Patricia M; Greenberg, Mark T; Feinberg, Mark E; Spoth, Richard

    2014-04-01

    The current study examined the impact of the PROSPER delivery system for evidence-based prevention programs on multiple indicators of social capital in a rural and semi-rural community sample. Utilizing a randomized blocked design, 317 individuals in 28 communities across two states were interviewed at three time points over the course of 2.5 years. Bridging, linking, and the public life skills forms of social capital were assessed via community members' and leaders' reports on the perceptions of school functioning and the Cooperative Extension System, collaboration among organizations, communication and collaboration around youth problems, and other measures. Longitudinal mixed model results indicate significant improvements in some aspects of bridging and linking social capital in PROSPER intervention communities. Given the strength of the longitudinal and randomized research design, results advance prevention science by suggesting that community collaborative prevention initiatives can significantly impact community social capital in a rural and semi-rural sample. Future research should further investigate changes in social capital in different contexts and how changes in social capital relate to other intervention effects.

  17. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    ERIC Educational Resources Information Center

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  18. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study.

    PubMed

    Tziraki, Chariklia; Berenbaum, Rakel; Gross, Daniel; Abikhzer, Judith; Ben-David, Boaz M

    2017-07-31

    The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results

  19. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study

    PubMed Central

    Gross, Daniel; Abikhzer, Judith

    2017-01-01

    Background The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. Objectives We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. Methods The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes—all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Results Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate

  20. Games for Health 2005

    DTIC Science & Technology

    2005-10-01

    modeling, and interactive training helping to bridge the cultural, technical, and development divides that exist between videogame -based...organizations and non- videogame organizations is critical to the overall advancement of next-generation training, tele-medicine, and personal health tools. 15...SUBJECT TERMS Games for Health, Games, Health, Conference, Virtual Humans, Videogame 16. SECURITY CLASSIFICATION OF: 18. NUMBER OF PAGES 19a

  1. The Command of Space: A National Vision for American Prosperity and Security

    NASA Astrophysics Data System (ADS)

    2000-03-01

    This paper develops a compelling case for a national space vision to advance the American vital interests of prosperity and security. The first half of paper focuses on laying the background for the vision that follows in the second half. In the title, prosperity is listed before security since it is the reason for exploration and eventually requires protection. The paper begins with the premise that space is becoming an information center of gravity that is increasingly important to the commercial sector as well as the military. However, a major stumbling block in this transition is the lack of the means to protect on-orbit space systems. Without this capability, true command of space is not possible. The paper then transitions to a discourse on the current dependence on space in America. Next, the quest for wealth and information by the European powers in the second millennium is discussed. Each of these examples demonstrates a recurring cycle in their quest: knowledge, exploitation, investment, consumption and protection. This same cycle is seen in the early days of space where the focus was almost exclusively on knowledge and exploration. Several who possessed a vision to advance space were Jules Verne, Wernher von Braun and Arthur C. Clark. From the early days of space, the transition is made to reviewing a current focus on investment and consumption.To make the case for protecting space assets, the role of the U.S. Navy in protecting maritime commerce is examined as well as the current threat to the space sector.

  2. Cacao Intensification in Sulawesi: A Green Prosperity Model Project

    SciTech Connect

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-09-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates techniques to improve cacao farming in Sulawesi Indonesia with an emphasis on Farmer Field Schools and Cocoa Development Centers to educate farmers and for train the trainer programs. The study estimates the economic viability of cacao farming if smallholder implement techniques to increase yield as well as social and environmental impacts of the project.

  3. Darwin and inheritance: the influence of Prosper Lucas.

    PubMed

    Noguera-Solano, Ricardo; Ruiz-Gutiérrez, Rosaura

    2009-01-01

    An important historical relation that has hardly been addressed is the influence of Prosper Lucas's Treatise on Natural Inheritance on the development of Charles Darwin's concepts related to inheritance. In this article we trace this historical connection. Darwin read Lucas's Treatise in 1856. His reading coincided with many changes concerning his prior ideas on the transmission and expression of characters. We consider that this reading led him to propose a group of principles regarding prepotency, hereditary diseases, morbid tendencies and atavism; following Lucas, he called these principles: laws of inheritance.

  4. Remote gaming on resource-constrained devices

    NASA Astrophysics Data System (ADS)

    Reza, Waazim; Kalva, Hari; Kaufman, Richard

    2010-08-01

    Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.

  5. Advancing the Assessment of Parent-Child Interactions: Development of the Parent Instruction-Giving Game with Youngsters

    ERIC Educational Resources Information Center

    Hupp, Stephen D. A.; Reitman, David; Forde, Debra A.; Shriver, Mark D.; Kelley, Mary Lou

    2008-01-01

    This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child…

  6. Advancing the Assessment of Parent-Child Interactions: Development of the Parent Instruction-Giving Game with Youngsters

    ERIC Educational Resources Information Center

    Hupp, Stephen D. A.; Reitman, David; Forde, Debra A.; Shriver, Mark D.; Kelley, Mary Lou

    2008-01-01

    This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child…

  7. Advanced theoretical and experimental studies in automatic control and information systems. [including mathematical programming and game theory

    NASA Technical Reports Server (NTRS)

    Desoer, C. A.; Polak, E.; Zadeh, L. A.

    1974-01-01

    A series of research projects is briefly summarized which includes investigations in the following areas: (1) mathematical programming problems for large system and infinite-dimensional spaces, (2) bounded-input bounded-output stability, (3) non-parametric approximations, and (4) differential games. A list of reports and papers which were published over the ten year period of research is included.

  8. Prosper Ménière and his disease.

    PubMed

    Baloh, R W

    2001-07-01

    In 1861, Prosper Ménière presented a paper before the French Academy of Medicine in which he described a series of patients with episodic vertigo and hearing loss. He also mentioned the postmortem examination of a young girl who experienced vertigo after a hemorrhage into the inner ear. Prior to that time, vertigo was thought to be a cerebral symptom similar to epileptic seizures. Ménière pointed out that vertigo frequently had a benign course and that common treatments, such as bleeding, often did more harm than good. He was not attempting to define a disease or syndrome but rather to emphasize that vertigo could originate from damage to the inner ear. Confusion regarding the clinical and pathologic features of Ménière disease persisted well into the 20th century.

  9. Looking to the Future: Will Behavior Analysis Survive and Prosper?

    PubMed Central

    Poling, Alan

    2010-01-01

    Behavior analysis as a discipline currently is doing relatively well. How it will do in the future is unclear and depends on how the field, and the world at large, changes. Five current characteristics of the discipline that appear to reduce the probability that it will survive and prosper are discussed and suggestions for improvement are offered. The areas of concern are (a) the small size and limited power of the discipline, (b) the growing focus of applied behavior analysis on autism spectrum disorders and little else, (c) the esoteric nature of much basic research, (d) the proliferation of “applied” research that really isn't applied, and (e) the widespread use of imprecise and potentially harmful technical language. PMID:22479123

  10. 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…

  11. Reflections on the Design of Exertion Games.

    PubMed

    Mueller, Florian Floyd; Altimira, David; Khot, Rohit Ashot

    2015-02-01

    The design of exertion games (i.e., digital games that require physical effort from players) is a difficult intertwined challenge of combining digital games and physical effort. To aid designers in facing this challenge, we describe our experiences of designing exertion games. We outline personal reflections on our design processes and articulate analyses of players' experiences. These reflections and analyses serve to highlight the unique opportunities of combining digital games and physical effort. The insights we seek aim to enhance the understanding of exertion game design, contributing to the advancement of the field, and ultimately resulting in better games and associated player experiences.

  12. Aligning Instruction and Assessment with Game and Simulation Design. CRESST Report 780

    ERIC Educational Resources Information Center

    Wainess, Richard; Koenig, Alan; Kerr, Deirdre

    2011-01-01

    Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…

  13. The Genomic Medicine Game.

    PubMed

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

    2016-01-01

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

  14. Security-Oriented and Load-Balancing Wireless Data Routing Game in the Integration of Advanced Metering Infrastructure Network in Smart Grid

    SciTech Connect

    He, Fulin; Cao, Yang; Zhang, Jun Jason; Wei, Jiaolong; Zhang, Yingchen; Muljadi, Eduard; Gao, Wenzhong

    2016-11-21

    Ensuring flexible and reliable data routing is indispensable for the integration of Advanced Metering Infrastructure (AMI) networks, we propose a secure-oriented and load-balancing wireless data routing scheme. A novel utility function is designed based on security routing scheme. Then, we model the interactive security-oriented routing strategy among meter data concentrators or smart grid meters as a mixed-strategy network formation game. Finally, such problem results in a stable probabilistic routing scheme with proposed distributed learning algorithm. One contributions is that we studied that different types of applications affect the routing selection strategy and the strategy tendency. Another contributions is that the chosen strategy of our mixed routing can adaptively to converge to a new mixed strategy Nash equilibrium (MSNE) during the learning process in the smart grid.

  15. 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.

  16. Wealth and happiness across the world: material prosperity predicts life evaluation, whereas psychosocial prosperity predicts positive feeling.

    PubMed

    Diener, Ed; Ng, Weiting; Harter, James; Arora, Raksha

    2010-07-01

    The Gallup World Poll, the first representative sample of planet Earth, was used to explore the reasons why happiness is associated with higher income, including the meeting of basic needs, fulfillment of psychological needs, increasing satisfaction with one's standard of living, and public goods. Across the globe, the association of log income with subjective well-being was linear but convex with raw income, indicating the declining marginal effects of income on subjective well-being. Income was a moderately strong predictor of life evaluation but a much weaker predictor of positive and negative feelings. Possessing luxury conveniences and satisfaction with standard of living were also strong predictors of life evaluation. Although the meeting of basic and psychological needs mediated the effects of income on life evaluation to some degree, the strongest mediation was provided by standard of living and ownership of conveniences. In contrast, feelings were most associated with the fulfillment of psychological needs: learning, autonomy, using one's skills, respect, and the ability to count on others in an emergency. Thus, two separate types of prosperity-economic and social psychological-best predict different types of well-being.

  17. America's Prosperity: The Academic Success of Hispanics. Tomás Rivera Lecture Series

    ERIC Educational Resources Information Center

    Donado, Yvette

    2014-01-01

    In the 2014 Tomás Rivera lecture, Yvette Donado, Senior Vice President and Chief Administrative Officer of Educational Testing Service, discusses the need to create educational opportunities for Hispanic Americans in order to create prosperity for all Americans.

  18. 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…

  19. 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…

  20. 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)…

  1. A Serious Game of Success

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  2. A Serious Game of Success

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  3. Violence in teen-rated video games.

    PubMed

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  4. 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

  5. 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.

  6. Are "extreme consumption games" drinking games? Sometimes it's a matter of perspective.

    PubMed

    Zamboanga, Byron L; Pearce, Marc W; Kenney, Shannon R; Ham, Lindsay S; Woods, Olivia E; Borsari, Brian

    2013-09-01

    Drinking games are widespread on college campuses and pose health risks to their players. Although there has been considerable research progress in the college drinking games literature, there does not appear to be a standard definition of the term "drinking games." Researchers, however, have attempted to classify and categorize drinking games in a systematic manner. For example, one category of drinking games (e.g., chugging, keg stands) is often referred to as consumption or extreme consumption games. Questions remain as to whether or how these types of games align with researchers' definitions of drinking games or the categorization systems advanced by researchers in the field. Potential challenges regarding the definition and categorization of drinking games, particularly with respect to extreme consumption types of games, are discussed.

  7. Game Changing Development Program Office

    NASA Image and Video Library

    The Game Changing Development Program is a part of NASA's Space Technology Mission Directorate. The Program advances space technologies that may lead to entirely new approaches for the Agency's fut...

  8. Game Jams: Community, Motivations, and Learning among Jammers

    ERIC Educational Resources Information Center

    Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair

    2012-01-01

    Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…

  9. Game Jams: Community, Motivations, and Learning among Jammers

    ERIC Educational Resources Information Center

    Preston, Jon A.; Chastine, Jeff; O'Donnell, Casey; Tseng, Tony; MacIntyre, Blair

    2012-01-01

    Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated…

  10. Teaching Spatial Awareness In Small-Sided Games

    ERIC Educational Resources Information Center

    Phillips, David; Hannon, James C.; Molina, Sergio

    2015-01-01

    This article supports the use of strategy and tactics at games stage three (how to teach basic offensive and defensive strategy using small-sided games) as a best practices in physical education. Potential learning through game stages three and four (full-sided games) is only possible when teachers have advanced content knowledge to teach the…

  11. Role-play games, experiments, workshops, blog posts: how community activities in HEPEX contribute to advance hydrologic ensemble prediction

    NASA Astrophysics Data System (ADS)

    Ramos, Maria-Helena; Wetterhall, Fredrik; Wood, Andy; Wang, Qj; Pappenberger, Florian; Verkade, Jan

    2017-04-01

    Since 2004, HEPEX (Hydrologic Ensemble Prediction Experiment) has been fostering a community of researchers and practitioners around the world. Through the years, it has contributed to establish a more integrative view of hydrological forecasting, where data assimilation, hydro-meteorological modelling chains, post-processing techniques, expert knowledge, and decision support systems are connected to enhance operational systems and water management applications. Here we present the community activities in HEPEX that have contributed to strengthening this unfunded/volunteer effort for more than a decade. It includes the organization of workshops, conference sessions, testbeds and inter-comparison experiments. More recently, HEPEX has also prompted the development of several publicly available role-play games and, since 2013, it has been running a blog portal (www.hepex.org), which is used as an intersection point for members. Through this website, members can continuously share their research, make announcements, report on workshops, projects and meetings, and hear about related research and operational challenges. It also creates a platform for early career scientists to become increasingly involved in hydrological forecasting science and applications.

  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.

  14. 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)

  15. PROSPER: An Integrated Feature-Based Tool for Predicting Protease Substrate Cleavage Sites

    PubMed Central

    Perry, Andrew J.; Akutsu, Tatsuya; Webb, Geoffrey I.; Whisstock, James C.; Pike, Robert N.

    2012-01-01

    The ability to catalytically cleave protein substrates after synthesis is fundamental for all forms of life. Accordingly, site-specific proteolysis is one of the most important post-translational modifications. The key to understanding the physiological role of a protease is to identify its natural substrate(s). Knowledge of the substrate specificity of a protease can dramatically improve our ability to predict its target protein substrates, but this information must be utilized in an effective manner in order to efficiently identify protein substrates by in silico approaches. To address this problem, we present PROSPER, an integrated feature-based server for in silico identification of protease substrates and their cleavage sites for twenty-four different proteases. PROSPER utilizes established specificity information for these proteases (derived from the MEROPS database) with a machine learning approach to predict protease cleavage sites by using different, but complementary sequence and structure characteristics. Features used by PROSPER include local amino acid sequence profile, predicted secondary structure, solvent accessibility and predicted native disorder. Thus, for proteases with known amino acid specificity, PROSPER provides a convenient, pre-prepared tool for use in identifying protein substrates for the enzymes. Systematic prediction analysis for the twenty-four proteases thus far included in the database revealed that the features we have included in the tool strongly improve performance in terms of cleavage site prediction, as evidenced by their contribution to performance improvement in terms of identifying known cleavage sites in substrates for these enzymes. In comparison with two state-of-the-art prediction tools, PoPS and SitePrediction, PROSPER achieves greater accuracy and coverage. To our knowledge, PROSPER is the first comprehensive server capable of predicting cleavage sites of multiple proteases within a single substrate sequence using

  16. 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.

  17. 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

  18. 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…

  19. Playful Gaming.

    ERIC Educational Resources Information Center

    Makedon, Alex

    1984-01-01

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

  20. 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,…

  1. 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,…

  2. Advancing the assessment of parent-child interactions: development of the Parent Instruction-Giving Game with Youngsters.

    PubMed

    Hupp, Stephen D A; Reitman, David; Forde, Debra A; Shriver, Mark D; Kelley, Mary Lou

    2008-03-01

    This study investigates the validity of the Parent Instruction-Giving Game with Youngsters (PIGGY), a newly developed direct-observation system. The PIGGY is a derivative of the Dyadic Parent-Child Interaction Coding System II [DPICS-II; Eyberg, S. M., Bessmer, J., Newcomb, K., Edwards, D., Robinson, E. (1994). Manual for the Dyadic Parent-Child Interaction Coding System-II. Social and Behavioral Sciences Documents (Ms. No. 2897)] and the Behavior Coding System [BCS; Forehand, R. L., McMahon, R. J. (1981). Helping the noncompliant child. New York: Guilford Press] and utilizes a format similar to the more structured Compliance Test [Roberts, M. W., Powers, S. W. (1988). The Compliance Test. Behavioral Assessment, 10, 375-398]. Using the PIGGY, parents provide standardized commands to their child (e.g., "Put the book on the table"). The parenting skills used to gain compliance (e.g., instruction giving, praise, discipline techniques) as well as child behavior (e.g., noncompliance) are coded on an observation form. In Study 1, 14 "noncompliant" and 14 "compliant" children and their mothers were selected based on parent report of child behavior. The PIGGY differentiated between the two groups on repeat commands, defiant child behavior, and over-reactive parenting. Other forms of validity are also reported. In Study 2, the PIGGY was used to monitor the effectiveness of behavioral parent training with a mother and her 3-year-old daughter with oppositional-defiant disorder. Changes in both child and parent behavior were reflected in PIGGY scores. Overall, these studies suggest that the PIGGY may be valuable as both a screening tool and a measure of response to treatment.

  3. 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.

  4. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

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

  5. Requirements and design of the PROSPER protocol for implementation of information infrastructures supporting pandemic response: a Nominal Group study.

    PubMed

    Timpka, Toomas; Eriksson, Henrik; Gursky, Elin A; Strömgren, Magnus; Holm, Einar; Ekberg, Joakim; Eriksson, Olle; Grimvall, Anders; Valter, Lars; Nyce, James M

    2011-03-28

    Advanced technical systems and analytic methods promise to provide policy makers with information to help them recognize the consequences of alternative courses of action during pandemics. Evaluations still show that response programs are insufficiently supported by information systems. This paper sets out to derive a protocol for implementation of integrated information infrastructures supporting regional and local pandemic response programs at the stage(s) when the outbreak no longer can be contained at its source. Nominal group methods for reaching consensus on complex problems were used to transform requirements data obtained from international experts into an implementation protocol. The analysis was performed in a cyclical process in which the experts first individually provided input to working documents and then discussed them in conferences calls. Argument-based representation in design patterns was used to define the protocol at technical, system, and pandemic evidence levels. The Protocol for a Standardized information infrastructure for Pandemic and Emerging infectious disease Response (PROSPER) outlines the implementation of information infrastructure aligned with pandemic response programs. The protocol covers analyses of the community at risk, the response processes, and response impacts. For each of these, the protocol outlines the implementation of a supporting information infrastructure in hierarchical patterns ranging from technical components and system functions to pandemic evidence production. The PROSPER protocol provides guidelines for implementation of an information infrastructure for pandemic response programs both in settings where sophisticated health information systems already are used and in developing communities where there is limited access to financial and technical resources. The protocol is based on a generic health service model and its functions are adjusted for community-level analyses of outbreak detection and progress, and

  6. Requirements and Design of the PROSPER Protocol for Implementation of Information Infrastructures Supporting Pandemic Response: A Nominal Group Study

    PubMed Central

    Timpka, Toomas; Eriksson, Henrik; Gursky, Elin A.; Strömgren, Magnus; Holm, Einar; Ekberg, Joakim; Eriksson, Olle; Grimvall, Anders; Valter, Lars; Nyce, James M.

    2011-01-01

    Background Advanced technical systems and analytic methods promise to provide policy makers with information to help them recognize the consequences of alternative courses of action during pandemics. Evaluations still show that response programs are insufficiently supported by information systems. This paper sets out to derive a protocol for implementation of integrated information infrastructures supporting regional and local pandemic response programs at the stage(s) when the outbreak no longer can be contained at its source. Methods Nominal group methods for reaching consensus on complex problems were used to transform requirements data obtained from international experts into an implementation protocol. The analysis was performed in a cyclical process in which the experts first individually provided input to working documents and then discussed them in conferences calls. Argument-based representation in design patterns was used to define the protocol at technical, system, and pandemic evidence levels. Results The Protocol for a Standardized information infrastructure for Pandemic and Emerging infectious disease Response (PROSPER) outlines the implementation of information infrastructure aligned with pandemic response programs. The protocol covers analyses of the community at risk, the response processes, and response impacts. For each of these, the protocol outlines the implementation of a supporting information infrastructure in hierarchical patterns ranging from technical components and system functions to pandemic evidence production. Conclusions The PROSPER protocol provides guidelines for implementation of an information infrastructure for pandemic response programs both in settings where sophisticated health information systems already are used and in developing communities where there is limited access to financial and technical resources. The protocol is based on a generic health service model and its functions are adjusted for community-level analyses

  7. 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.…

  8. Spatial Evolutionary Game Theory: Hawks and Doves Revisited

    NASA Astrophysics Data System (ADS)

    Killingback, Timothy; Doebeli, Michael

    1996-09-01

    We consider a spatial generalization of evolutionary game theory in which strategies are distributed over a spatial array of sites. We assume that the strategy corresponding to a given site has local interactions with the strategies sitting on neighbouring sites, and that the strategies change if neighbouring strategies are doing better. After briefly setting the stage with a formal definition of spatial evolutionary game theory, we consider the spatial extension of the Hawk-Dove game, and we show that the results are qualitatively different from those obtained from classical evolutionary game theory. For example, the proportion of Hawks in the population is in general lower in the spatial game than in the classical one. We also consider spatial generalizations of the extensions of the Hawk-Dove game obtained by including strategies such as Retaliator and Bully. Here, too, the results from the spatial game are very different from the classical results. In particular, with space Retaliator is a much more successful strategy than one would expect from classical considerations. This suggests that, in general, spatial structure may facilitate the evolution of strategies such as Retaliator, which do not necessarily prosper classically, and which are reminiscent of the `nice', `provokable' and `forgiving' strategies which seem to play a central role in the evolution of cooperation. The results indicate that including spatial structure in evolutionary game theory is a fruitful extension.

  9. An Energy Systems Perspective on Sustainability and the “Prosperous Way Down”

    EPA Science Inventory

    Energy Systems Theory provides a theoretical context for understanding, evaluating and interpreting shared social visions like “Growth”, “Sustainability” and “The Prosperous Way Down”. A social vision becomes dominant within society when a sufficient number of people recognize t...

  10. An Energy Systems Perspective on Sustainability and the “Prosperous Way Down”

    EPA Science Inventory

    Energy Systems Theory provides a theoretical context for understanding, evaluating and interpreting shared social visions like “Growth”, “Sustainability” and “The Prosperous Way Down”. A social vision becomes dominant within society when a sufficient number of people recognize t...

  11. The Pathways to Prosperity Network: A State Progress Report, 2012-2014

    ERIC Educational Resources Information Center

    Jobs For the Future, 2014

    2014-01-01

    In 2011, the Harvard Graduate School of Education released "Pathways to Prosperity: Meeting the Challenge of Preparing Young Americans for the 21st Century." The report argued that the current education system was too narrowly focused on the goal of preparing all young people to pursue a four-year college or university degree immediately…

  12. Strategic Plans in Higher Education: Planning to Survive and Prosper in the New Economy

    ERIC Educational Resources Information Center

    Luu, Hung Nguyen Quoc

    2006-01-01

    In the era of globalization, many schools have recognized strategic planning as the key factor to enhance their organizational performance. To survive and prosper in this hyper-competitive environment, institutional leaders are to implement strategic planning to help match all activities of the school to its environment and to its resource…

  13. C-reactive protein and genetic variants and cognitive decline in old age: The PROSPER Study

    USDA-ARS?s Scientific Manuscript database

    Plasma concentrations of C-reactive protein (CRP), a marker of chronic inflammation, have been associated with cognitive impairment in old age. However, it is unknown whether CRP is causally linked to cognitive decline. Within the Prospective Study of Pravastatin in the Elderly at Risk (PROSPER) tri...

  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…

  15. Small game

    Treesearch

    John C. Kilgo

    2005-01-01

    Although small game currently is not harvested on the Savannah river Site(SRS) soutside of the Crackerneck Wildlife Management area and logical Reserve (CWMA), several species of small game occur on SRS. these include snipe (Gallinago gallinago), American woodcock (Scolopax minor), morning dove (Zenaida macroura...

  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. 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…

  18. 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…

  19. 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…

  20. 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…

  1. Fun & Games

    ERIC Educational Resources Information Center

    Jacobs, Amy; Kohl, Julie

    2007-01-01

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

  2. Stochastic games

    PubMed Central

    Solan, Eilon; Vieille, Nicolas

    2015-01-01

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

  3. 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…

  4. 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.

  5. Advanced Education and Technology Business Plan, 2010-13. Highlights

    ERIC Educational Resources Information Center

    Alberta Advanced Education and Technology, 2010

    2010-01-01

    The Ministry of Advanced Education and Technology envisions Alberta's prosperity through innovation and lifelong learning. Advanced Education and Technology's mission is to lead the development of a knowledge-driven future through a dynamic and integrated advanced learning and innovation system. This paper presents the highlights of the business…

  6. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  7. Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design

    ERIC Educational Resources Information Center

    Warren, Scott J.; Jones, Greg

    2008-01-01

    There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…

  8. Preparing Instructional Designers for Game-Based Learning: Part 2

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…

  9. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  10. Hitting Restart: Learning and Gaming in an Australian Classroom

    ERIC Educational Resources Information Center

    Altura, Gerard J.; Curwood, Jen Scott

    2015-01-01

    Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…

  11. Hitting Restart: Learning and Gaming in an Australian Classroom

    ERIC Educational Resources Information Center

    Altura, Gerard J.; Curwood, Jen Scott

    2015-01-01

    Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…

  12. eSports Gaming and You

    ERIC Educational Resources Information Center

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  13. Birka: A Trading Game for Economics Students

    ERIC Educational Resources Information Center

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  14. Simulation and Gaming: Directions, Issues, Ponderables.

    ERIC Educational Resources Information Center

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  15. Simulation and Gaming: Directions, Issues, Ponderables.

    ERIC Educational Resources Information Center

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  16. Teaching Social Studies with Video Games

    ERIC Educational Resources Information Center

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  17. Commercial Video Games in the Science Classroom

    ERIC Educational Resources Information Center

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  18. Birka: A Trading Game for Economics Students

    ERIC Educational Resources Information Center

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  19. Commercial Video Games in the Science Classroom

    ERIC Educational Resources Information Center

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  20. Teaching Social Studies with Video Games

    ERIC Educational Resources Information Center

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  1. 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)

  2. 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)

  3. Resource Consumption of a Diffusion Model for Prevention Programs: The PROSPER Delivery System

    PubMed Central

    Crowley, Daniel M.; Jones, Damon E.; Greenberg, Mark T.; Feinberg, Mark E.; Spoth, Richard L.

    2012-01-01

    Purpose To prepare public systems to implement evidence-based prevention programs for adolescents, it is necessary to have accurate estimates of programs’ resource consumption. When evidence-based programs are implemented through a specialized prevention delivery system, additional costs may be incurred during cultivation of the delivery infrastructure. Currently, there is limited research on the resource consumption of such delivery systems and programs. In this article, we describe the resource consumption of implementing the PROSPER (PROmoting School–Community–University Partnerships to Enhance Resilience) delivery system for a period of 5 years in one state, and how the financial and economic costs of its implementation affect local communities as well as the Cooperative Extension and University systems. Methods We used a six-step framework for conducting cost analysis, using a Cost–Procedure–Process–Outcome Analysis model (Yates, Analyzing costs, procedures, processes, and outcomes in human services: An introduction, 1996; Yates, 2009). This method entails defining the delivery System; bounding cost parameters; identifying, quantifying, and valuing systemic resource Consumption, and conducting sensitivity analysis of the cost estimates. Results Our analyses estimated both the financial and economic costs of the PROSPER delivery system. Evaluation of PROSPER illustrated how costs vary over time depending on the primacy of certain activities (e.g., team development, facilitator training, program implementation). Additionally, this work describes how the PROSPER model cultivates a complex resource infrastructure and provides preliminary evidence of systemic efficiencies. Conclusions This work highlights the need to study the costs of diffusion across time and broadens definitions of what is essential for successful implementation. In particular, cost analyses offer innovative methodologies for analyzing the resource needs of prevention systems. PMID

  4. Donor Tag Game

    MedlinePlus

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

  5. Game Animals of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

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

  6. Imitation games

    NASA Astrophysics Data System (ADS)

    Suzuki, Junji; Kaneko, Kunihiko

    1994-08-01

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

  7. 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. © 2014 John Wiley & Sons, Ltd.

  8. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries.

    PubMed

    Hruschka, Daniel J; Hadley, Craig; Hackman, Joseph

    2017-01-01

    Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries-Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala-across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities.

  9. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries

    PubMed Central

    Hadley, Craig; Hackman, Joseph

    2017-01-01

    Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries—Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala—across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities. PMID:28886176

  10. 13th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    EPA Pesticide Factsheets

    The EPA, as part of the P3-People, Prosperity and the Planet Award Program, is seeking applications proposing to research, develop, and design solutions to real world challenges involving the overall sustainability of human society.

  11. 14th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    EPA Pesticide Factsheets

    EPA as part of its People, Prosperity and the Planet (P3) Award Program – is seeking applications proposing to research, develop, and design solutions to real world challenges involving sustainability.

  12. Game Changing Development Demonstration Video 2014

    NASA Image and Video Library

    The Game Changing Development Program is a part of NASA’s Space Technology Mission Directorate. The Program advances space technologies that may lead to entirely new approaches for the Agency’s fut...

  13. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    ERIC Educational Resources Information Center

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  14. Serious Games: Incorporating Video Games in the Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  15. Serious Games: Incorporating Video Games in the Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  16. Practical quantum retrieval games

    NASA Astrophysics Data System (ADS)

    Arrazola, Juan Miguel; Karasamanis, Markos; Lütkenhaus, Norbert

    2016-06-01

    Complex cryptographic protocols are often constructed from simpler building blocks. In order to advance quantum cryptography, it is important to study practical building blocks that can be used to develop new protocols. An example is quantum retrieval games (QRGs), which have broad applicability and have already been used to construct quantum money schemes. In this work, we introduce a general construction of quantum retrieval games based on the hidden matching problem and show how they can be implemented in practice using available technology. More precisely, we provide a general method to construct (1-out-of-k ) QRGs, proving that their cheating probabilities decrease exponentially in k . In particular, we define QRGs based on coherent states of light, which can be implemented even in the presence of experimental imperfections. Our results constitute a tool in the arsenal of the practical quantum cryptographer.

  17. Advances in video game methods and reporting practices (but still room for improvement): a commentary on Strobach, Frensch, and Schubert (2012).

    PubMed

    Boot, Walter R; Simons, Daniel J

    2012-10-01

    Strobach, Frensch, and Schubert (2012) presented evidence that action video game experience improves task-switching and reduces dual-task costs. Their design commendably adhered to many of the guidelines proposed by Boot, Blakely and Simons (2011) to overcome common method and interpretation problems in this literature. Adherence to these method guidelines is necessary in order to reduce the influence of demand characteristics, placebo effects, and underreporting that might otherwise produce false positive findings. In their paper, Strobach et al. (2012) appear to have misinterpreted some of these proposed guidelines, meaning that their methods did not eliminate possible sources of demand characteristics and differential placebo effects. At this important, early stage of video game research, reducing the likelihood of false positive findings is essential. In this commentary we clarify our methodological critiques and guidelines, identify ways in which this new study did and did not meet these guidelines, and discuss how these methodological issues should constrain the interpretation of the reported evidence.

  18. Playing Newtonian Games with Modellus

    ERIC Educational Resources Information Center

    Teodoro, Vitor Duarte

    2004-01-01

    This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP "Advancing Physics" course) to build physics games using Newton's laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college…

  19. Le Jeu du Budget (The Budget Game). Promoting Functional Language Use Through a Simulation Game.

    ERIC Educational Resources Information Center

    Harbour, Leslie J.

    Materials and directions for classroom simulation of the formulation and upkeep of a typical French family's budget are presented. The game is intended for intermediate and advanced students of French and adaptable for various class sizes. It is a communicative game, designed to provide an enjoyable atmosphere for true-to-life information exchange…

  20. Le Jeu du Budget (The Budget Game). Promoting Functional Language Use Through a Simulation Game.

    ERIC Educational Resources Information Center

    Harbour, Leslie J.

    Materials and directions for classroom simulation of the formulation and upkeep of a typical French family's budget are presented. The game is intended for intermediate and advanced students of French and adaptable for various class sizes. It is a communicative game, designed to provide an enjoyable atmosphere for true-to-life information exchange…

  1. 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…

  2. Games, Game-Playing and Technology.

    ERIC Educational Resources Information Center

    Avedon, Elliott M.

    1982-01-01

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

  3. Are You Game for a Game?

    ERIC Educational Resources Information Center

    McKnight, Regis Q.; Harnapp, Vern

    1979-01-01

    Describes a game construction model which can be applied to an instructional game or a simulation game for elementary and junior high social studies classes. The game deals with motivations and hardships of the Pilgrims as they traveled to the New World. Journal availability: see SO 507 149. (Author/DB)

  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. Violence in E-rated video games.

    PubMed

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  6. Pathways to Sustainability: 8-Year Follow-Up From the PROSPER Project.

    PubMed

    Welsh, Janet A; Chilenski, Sarah M; Johnson, Lesley; Greenberg, Mark T; Spoth, Richard L

    2016-06-01

    The large-scale dissemination of evidence-based practices (EBPs) is often hindered by problems with sustaining initiatives past a period of initial grant funding. Communities often have difficulty generating resources needed to sustain and grow their initiatives, resulting in limited public health impact. The PROSPER project, initiated in 2001, provided community coalitions with intensive technical assistance around marketing, communications, and revenue generating strategies. Past reports from PROSPER have indicated that these coalitions were successful with sustaining their programming, and that sustainability could be predicted by early aspects of team functioning and leadership. The current study examines financial sustainability 8 years following the discontinuation of grant funding, with an emphasis on sources of revenue and the relationships between revenue generation, team functioning, and EBP participation. This study used four waves of data related to resource generation collected between 2004 and 2010 by PROSPER teams in Iowa and Pennsylvania. Teams reported annually on the amount and sources of funding procured, as well as annual reports of team functioning and leadership and annual reports of EBP participation by youth and parents. Data revealed that teams' overall revenue generation increased over time. There was significant variation in success with revenue generation at both the community level and across the two states. Teams accessed a variety of sources. Cash revenue generation was positively and predictively associated with EBP participation, but relationships with team functioning and leadership ratings varied significantly by state. State level differences in in-kind support were also apparent. The results indicated that there are different pathways to sustainability, and that no one method works for all teams. The presence of state level infrastructures available to support prevention appeared to account for significant differences in

  7. Pathways to Sustainability: 8-year follow-up from the PROSPER Project

    PubMed Central

    Welsh, Janet A.; Chilenski, Sarah M.; Johnson, Lesley; Greenberg, Mark T.; Spoth, Richard L.

    2016-01-01

    The large-scale dissemination of evidence-based practices (EBPs) is often hindered by problems with sustaining initiatives past a period of initial grant funding. Communities often have difficulty generating resources needed to sustain and grow their initiatives, resulting in limited public health impact. The PROSPER project, initiated in 2001, provided community coalitions with intensive technical assistance around marketing, communications, and revenue generating strategies. Past reports from PROSPER have indicated that these coalitions were successful with sustaining their programming, and that sustainability could be predicted by early aspects of team functioning and leadership. The current study examines financial sustainability eight years following the discontinuation of grant funding, with an emphasis on sources of revenue and the relationships between revenue generation, team functioning, and EBP participation. This study used four waves of data related to resource generation collected between 2004-2010 by PROSPER teams in Iowa and Pennsylvania. Teams reported annually on the amount and sources of funding procured, as well as annual reports of team functioning and leadership and annual reports of EBP participation by youth and parents. Data revealed that teams' overall revenue generation increased over time. There was significant variation in success with revenue generation at both the community level and across the two states. Teams accessed a variety of sources. Cash revenue generation was positively and predictively associated with EBP participation, but relationships with team functioning and leadership ratings varied significantly by state. State level differences in in-kind support were also apparent. The results indicated that there are different pathways to sustainability, and that no one method works for all teams. The presence of state level infrastructures available to support prevention appeared to account for significant differences in

  8. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER): Screening Experience and Baseline Characteristics

    PubMed Central

    Ford, Ian; Blauw, Gerard Jan; Murphy, Michael B; Shepherd, James; Cobbe, Stuart M; Bollen, Edward LEM; Buckley, Brendan M; Jukema, J Wouter; Hyland, Michael; Gaw, Allan; Lagaay, A Margot; Perry, Ivan J; Macfarlane, Peter; Norrie, John; Meinders, A Edo; Sweeney, Brian J; Packard, Chris J; Westendorp, Rudi GJ; Twomey, Cillian; Stott, David J

    2002-01-01

    Background PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. Methods The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER) is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg/day) will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. Results In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women), aged 70 to 82 years (average 75 years) and with baseline cholesterol 4.0–9.0 mmol/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol/l (men) and 6.0 mmol/l (women). Conclusions Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002. PMID:12097148

  9. Combining Modeling and Gaming for Predictive Analytics

    SciTech Connect

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22

    Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.

  10. Got Game

    ERIC Educational Resources Information Center

    Lum, Lydia

    2007-01-01

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

  11. 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…

  12. 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)

  13. Got Game

    ERIC Educational Resources Information Center

    Lum, Lydia

    2007-01-01

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

  14. 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.

  15. 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…

  16. Shell Games.

    ERIC Educational Resources Information Center

    Atkinson, Bill

    1982-01-01

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

  17. 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)

  18. Teaching Using Computer Games

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  19. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

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

  20. What Are Simulation Games?

    ERIC Educational Resources Information Center

    Heyman, Mark

    1982-01-01

    Simulation games are instructional techniques which create a social environment in which participants become involved with whatever resources they have. Discusses: (1) definitions of game, simulation, simulation game, and role playing; (2) advantages/disadvantages of simulation games; and (3) grading simulation games. (Author/JN)

  1. The cognitive psychology of Internet gaming disorder.

    PubMed

    King, Daniel L; Delfabbro, Paul H

    2014-06-01

    Internet gaming disorder (IGD) has received nomenclatural recognition as a potential mental health disorder, despite evident variability in its core psychopathology and psychometric assessment. Although cognitive-behavioural therapy (CBT) is considered an efficacious treatment for IGD, the underlying cognitions of the disorder are not well understood. This review aimed to synthesise research evidence on Internet gaming cognition toward identification of cognitive factors underlying IGD. A systematic review of 29 quantitative studies on Internet gaming cognition and 7 treatment studies employing cognitive therapy for IGD was conducted. Four cognitive factors underlying IGD were identified. Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. It is proposed that IGD-related cognition may be more complex than "preoccupation" (i.e., criterion A of IGD). IGD cognition may involve the persistent overvaluation of video gaming rewards, activities, and identities, combined with a need to adhere to maladaptive rules governing use and completion of video games. Greater understanding of the proposed cognitive factors may advance clinical research agendas on identification of individuals with IGD, as well as the expansion and improvement of cognitive therapies for the disorder.

  2. Power law for the duration of recession and prosperity in Latin American countries

    NASA Astrophysics Data System (ADS)

    Redelico, Francisco O.; Proto, Araceli N.; Ausloos, Marcel

    2008-11-01

    Ormerod and Mounfield [P. Ormerod, C. Mounfield, Power law distribution of duration and magnitude of recessions in capitalist economies: Breakdown of scaling, Physica A 293 (2001) 573] and Ausloos et al. [M. Ausloos, J. Mikiewicz, M. Sanglier, The durations of recession and prosperity: Does their distribution follow a power or an exponential law? Physica A 339 (2004) 548] have independently analyzed the duration of recessions for developed countries through the evolution of the GDP in different time windows. It was found that there is a power law governing the duration distribution. We have analyzed data collected from 19 Latin American countries in order to observe whether such results are valid or not for developing countries. The case of prosperity years is also discussed. We observe that the power law of recession time intervals, see Ref. [1], is valid for Latin American countries as well. Thus an interesting point is discovered: the same scaling time is found in the case of recessions for the three data sets (ca. 1 year), and this could represent a universal feature. Other time scale parameters differ significantly from each other.

  3. Implementation of quantum game theory simulations using Python

    NASA Astrophysics Data System (ADS)

    Madrid S., A.

    2013-05-01

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

  4. Blood Type Game

    MedlinePlus

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

  5. 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,…

  6. 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,…

  7. Obliging Games

    NASA Astrophysics Data System (ADS)

    Chatterjee, Krishnendu; Horn, Florian; Löding, Christof

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

  8. Sparky's Firehouse (Games)

    MedlinePlus

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

  9. Interlopers 3D: experiences designing a stereoscopic game

    NASA Astrophysics Data System (ADS)

    Weaver, James; Holliman, Nicolas S.

    2014-03-01

    Background In recent years 3D-enabled televisions, VR headsets and computer displays have become more readily available in the home. This presents an opportunity for game designers to explore new stereoscopic game mechanics and techniques that have previously been unavailable in monocular gaming. Aims To investigate the visual cues that are present in binocular and monocular vision, identifying which are relevant when gaming using a stereoscopic display. To implement a game whose mechanics are so reliant on binocular cues that the game becomes impossible or at least very difficult to play in non-stereoscopic mode. Method A stereoscopic 3D game was developed whose objective was to shoot down advancing enemies (the Interlopers) before they reached their destination. Scoring highly required players to make accurate depth judgments and target the closest enemies first. A group of twenty participants played both a basic and advanced version of the game in both monoscopic 2D and stereoscopic 3D. Results The results show that in both the basic and advanced game participants achieved higher scores when playing in stereoscopic 3D. The advanced game showed that by disrupting the depth from motion cue the game became more difficult in monoscopic 2D. Results also show a certain amount of learning taking place over the course of the experiment, meaning that players were able to score higher and finish the game faster over the course of the experiment. Conclusions Although the game was not impossible to play in monoscopic 2D, participants results show that it put them at a significant disadvantage when compared to playing in stereoscopic 3D.

  10. Methane for Power Generation in Muaro Jambi: A Green Prosperity Model Project

    SciTech Connect

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-07-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates electricity generation from the organic content of wastewater at a palm oil mill in Muaro Jambi, Sumatra. Palm mills use vast amounts of water in the production process resulting in problematic waste water called palm oil mill effluent (POME). The POME releases methane to the atmosphere in open ponds which could be covered to capture the methane to produce renewable electricity for rural villages. The study uses average Indonesia data to determine the economic viability of methane capture at a palm oil mill and also evaluates technology as well as social and environmental impacts of the project.

  11. [PROSPERE randomized controlled trial: laparoscopic sacropexy versus vaginal mesh for cystocele POP repair].

    PubMed

    Lucot, J-P; Fritel, X; Debodinance, P; Bader, G; Cosson, M; Giraudet, G; Collinet, P; Rubod, C; Fernandez, H; Fournet, S; Lesavre, M; Deffieux, X; Faivre, E; Trichot, C; Demoulin, G; Jacquetin, B; Savary, D; Botchorichvili, R; Campagne Loiseau, S; Salet-Lizee, D; Villet, R; Gadonneix, P; Delporte, P; Ferry, P; Aucouturier, J S; Thirouard, Y; de Tayrac, R; Fatton, B; Wagner, L; Nadeau, C; Wattiez, A; Garbin, O; Youssef Azer Akladios, C; Thoma, V; Baulon Thaveau, E; Saussine, C; Hermieu, J F; Delmas, V; Blanc, S; Tardif, D; Fauconnier, A

    2013-06-01

    Cystocele is a frequent and invalidating type of genital prolapse in woman. Sacropexy using synthetic mesh is considered the surgical gold standard, and the laparoscopic approach has supplanted the open abdominal route because it offers the same anatomical results with a lower morbidity. The use of mesh through the vaginal route may have many advantages: easiness to perform, shorter operative time and recovery, but may increase morbidity. In France, both laparoscopic sacropexy and vaginal mesh are commonly used to treat cystoceles. The French Haute Autorité de santé (HAS) has highlighted the lack of evaluation of safety assessment for vaginal meshes. The main objective of the study is to compare the morbidity of laparoscopic sacropexy with vaginal mesh for cystocele repair. The primary endpoint will be the rate of surgical complications greater or equal to grade 2 of the Clavien-Dindo classification at 1-year follow-up. The secondary aims are to compare the functional results in the medium term (sexuality, urinary and bowel symptoms, pain), the impact on quality of life as well as anatomical results. PROSPERE is a randomized controlled trial conducted in 12 participating French hospitals. 262 patients, aged 45 to 75years old, with cystocele greater or equal to stage 2 of the POP-Q classification (isolated or not) will be included. Exclusion criterias are a previous surgical POP repair, and inability or contra-indication to one or the other technique. We have designed this study to answer the question of the choice between laparoscopic sacropexy and vaginal mesh for the treatment of cystocele. The PROSPERE trial aims to help better determine the indications for one or the other of these techniques, which are currently based on subjective choices or school attitudes. This is the reason why competent authorities have asked for such studies. Copyright © 2013 Elsevier Masson SAS. All rights reserved.

  12. Are “extreme consumption games” drinking games? Sometimes it's a matter of perspective

    PubMed Central

    Zamboanga, Byron L.; Pearce, Marc W.; Kenney, Shannon R.; Ham, Lindsay S.; Woods, Olivia E.; Borsari, Brian

    2013-01-01

    Drinking games are widespread on college campuses and pose health risks to their players. Although there has been considerable research progress in the college drinking games literature, there does not appear to be a standard definition of the term “drinking games.” Researchers, however, have attempted to classify and categorize drinking games in a systematic manner. For example, one category of drinking games (e.g., chugging, keg stands) is often referred to as consumption or extreme consumption games. Questions remain as to whether or how these types of games align with researchers' definitions of drinking games or the categorization systems advanced by researchers in the field. Potential challenges regarding the definition and categorization of drinking games, particularly with respect to extreme consumption types of games, are discussed. PMID:23968169

  13. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  14. Communication Games in Print.

    ERIC Educational Resources Information Center

    Schneiderman, Ellen

    1990-01-01

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

  15. 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…

  16. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

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

  17. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

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

  18. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

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

  19. 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…

  20. Environmental Games and Simulations.

    ERIC Educational Resources Information Center

    Eckman, Tom, Comp.

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

  1. Frame Games: An Evaluation.

    ERIC Educational Resources Information Center

    Thiagaragan, Sivasailam; Stolovitch, Harold D.

    1979-01-01

    Presents an overview of frame games developed to provide a content-free instructional structure on which can be loaded locally relevant content. Included are an analysis and comparison of selected games on the basis of eight important characteristics, overall evaluations of selected games, and advantages and disadvantages of frame games. (CMV)

  2. 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)

  3. 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…

  4. State Strategies for Sustaining and Scaling Grades 9-14 Career Pathways: Toward a Policy Set for Pathways to Prosperity

    ERIC Educational Resources Information Center

    Cahill, Charlotte; Hoffman, Nancy; Loyd, Amy; Vargas, Joel

    2014-01-01

    This brief begins with a discussion of the composition of state leadership teams and organizing structures for supporting a Pathways to Prosperity Network initiative, and then describes effective strategies currently at play in the network states for jumpstarting work in the regions. It goes on to review state policies that support 9-14…

  5. PROSPER Partnership Delivery System: Effects on Adolescent Conduct Problem Behavior Outcomes Through 6.5 Years Past Baseline

    PubMed Central

    Spoth, Richard L.; Trudeau, Linda S.; Redmond, Cleve R.; Shin, Chungyeol; Greenberg, Mark T.; Feinberg, Mark E.; Hyun, Gee-Hong

    2015-01-01

    We report long-term effects of the PROSPER delivery system for universal evidence-based preventive interventions on adolescent conduct problem behaviors (CPBs). A cluster randomized trial included 28 school districts assigned to PROSPER or a control condition. Community-based teams in PROSPER condition school districts selected evidence-based interventions—a family-focused intervention in sixth grade and a school-based intervention the next year; follow-up assessments were conducted through 12th grade. CPBs were measured with 12 self-report items derived from the National Youth Survey. Intervention-control differences were tested via a multi-level Zero-Inflated Poisson (ZIP) model. Differences were significant from 9th through 12th grades; Relative Reduction Rates were between 10.1% and 14.5%. The intervention group was delayed in reaching a 10th grade reference level of CPBs by 10.7 months. Moderation analyses indicated stronger effects for early substance initiators. Findings suggest that the PROSPER delivery system has the potential to reduce CPBs in general populations. PMID:26356808

  6. Research Universities and the Future of America: Ten Breakthrough Actions Vital to Our Nation's Prosperity and Security

    ERIC Educational Resources Information Center

    National Academies Press, 2012

    2012-01-01

    "Research Universities and the Future of America" presents critically important strategies for ensuring that our nation's research universities contribute strongly to America's prosperity, security, and national goals. Widely considered the best in the world, our nation's research universities today confront significant financial…

  7. PROSPER partnership delivery system: Effects on adolescent conduct problem behavior outcomes through 6.5 years past baseline.

    PubMed

    Spoth, Richard L; Trudeau, Linda S; Redmond, Cleve; Shin, Chungyeol; Greenberg, Mark T; Feinberg, Mark E; Hyun, Gee-Hong

    2015-12-01

    We report long-term effects of the PROSPER delivery system for universal evidence-based preventive interventions on adolescent conduct problem behaviors (CPBs). A cluster randomized trial included 28 school districts assigned to PROSPER or a control condition. Community-based teams in PROSPER condition school districts selected evidence-based interventions-a family-focused intervention in sixth grade and a school-based intervention the next year; follow-up assessments were conducted through 12th grade. CPBs were measured with 12 self-report items derived from the National Youth Survey. Intervention-control differences were tested via a multi-level Zero-Inflated Poisson (ZIP) model. Differences were significant from 9th through 12th grades; Relative Reduction Rates were between 10.1% and 14.5%. The intervention group was delayed in reaching a 10th grade reference level of CPBs by 10.7 months. Moderation analyses indicated stronger effects for early substance initiators. Findings suggest that the PROSPER delivery system has the potential to reduce CPBs in general populations.

  8. Research Universities and the Future of America: Ten Breakthrough Actions Vital to Our Nation's Prosperity and Security

    ERIC Educational Resources Information Center

    National Academies Press, 2012

    2012-01-01

    "Research Universities and the Future of America" presents critically important strategies for ensuring that our nation's research universities contribute strongly to America's prosperity, security, and national goals. Widely considered the best in the world, our nation's research universities today confront significant financial…

  9. 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)

  10. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  11. The effect of online violent video games on levels of aggression.

    PubMed

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  12. Individual behavior and social wealth in the spatial public goods game

    NASA Astrophysics Data System (ADS)

    Teng, Xian; Yan, Shu; Tang, Shaoting; Pei, Sen; Li, Weihua; Zheng, Zhiming

    2014-05-01

    Group interactions on structured populations can be represented by the public goods game on networks. During the evolutionary games, selective investment mechanism fosters social cooperative behavior. First we focus on star-like graphs to provide some light on why selective investment mechanism can promote collective cooperation. Then we implement public goods game with this mechanism on scale free networks to investigate behavior properties of individuals within different social environments. We indicate that high-degree nodes are predominantly inert owning largely to their satisfaction with their status, while low-degree nodes are very active due to their strive towards higher prosperity. Besides, we introduce the Gini coefficient to describe social inequality and find that large multiply factor r favors social fairness. Our work is applicable for community supervision and social wealth regulation.

  13. Academics' Attitudes toward Using Digital Games for Learning & Teaching in Malaysia

    ERIC Educational Resources Information Center

    Noraddin, Enas Mohamed; Kian, Neo Tse

    2014-01-01

    Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…

  14. Exploring Media Literacy and Computational Thinking: A Game Maker Curriculum Study

    ERIC Educational Resources Information Center

    Jenson, Jennifer; Droumeva, Milena

    2016-01-01

    While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…

  15. Artificial Intelligence in a German Adventure Game: Spion in PROLOG.

    ERIC Educational Resources Information Center

    Molla, Steven R.; And Others

    1988-01-01

    Spion, an adventure game for intermediate and advanced college German students, requires players to communicate with a fictitious agent in complete, correct German sentences. The spy game was written in PROLOG, runs on an IBM-PC, and is available at no cost for noncommercial purposes. (Author/CB)

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  17. Introduction to Special Issue on Games + Learning + Society

    ERIC Educational Resources Information Center

    Squire, Kurt; Gaydos, Matthew; DeVane, Ben

    2016-01-01

    Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…

  18. Assessment through Achievement Systems: A Framework for Educational Game Design

    ERIC Educational Resources Information Center

    Evans, Monica; Jennings, Erin; Andreen, Michael

    2011-01-01

    Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and…

  19. Introduction to Special Issue on Games + Learning + Society

    ERIC Educational Resources Information Center

    Squire, Kurt; Gaydos, Matthew; DeVane, Ben

    2016-01-01

    Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…

  20. The Musical Dice Game as a Composition Exercise.

    ERIC Educational Resources Information Center

    Robertson, Thomas

    This paper describes how the musical dice game can be used with beginning, intermediate, or advanced students. In the musical dice game, the student composes six separate musical compositions of five measures each. Each measure of the musical compositions is written on a separate, numbered card. The performance of each measure is determined by…

  1. Artificial Intelligence in a German Adventure Game: Spion in PROLOG.

    ERIC Educational Resources Information Center

    Molla, Steven R.; And Others

    1988-01-01

    Spion, an adventure game for intermediate and advanced college German students, requires players to communicate with a fictitious agent in complete, correct German sentences. The spy game was written in PROLOG, runs on an IBM-PC, and is available at no cost for noncommercial purposes. (Author/CB)

  2. 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.

  3. Bacterial Games

    NASA Astrophysics Data System (ADS)

    Frey, Erwin

    2012-02-01

    Microbial laboratory communities have become model systems for studying the complex interplay between evolutionary selection forces, stochastic fluctuations, and spatial organization. Two fundamental questions that challenge our understanding of evolution and ecology are the origin of cooperation and biodiversity. Both are ubiquitous phenomena yet conspicuously difficult to explain since the fitness of an individual or the whole community depends in an intricate way on a plethora of factors, such as spatial distribution and mobility of individuals, secretion and detection of signaling molecules, toxin secretion leading to inter-strain competition and changes in environmental conditions. We discuss two possible solutions to these questions employing concepts from evolutionary game theory, nonlinear dynamics, and the theory of stochastic processes. Our work provides insights into some minimal requirements for the evolution of cooperation and biodiversity in simple microbial communities. It further makes predictions to be tested by new microbial experiments.

  4. Designing a serious game for historical heritage: a case study of Heerlen Roman bathhouse

    NASA Astrophysics Data System (ADS)

    Qi, Wen

    2014-01-01

    The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations and to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities in a constructive and meaningful way, we designed a video game about the Heerlen bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning.

  5. Replication of LDL GWAs hits in PROSPER/PHASE as validation for future (pharmaco)genetic analyses

    PubMed Central

    2011-01-01

    Background The PHArmacogenetic study of Statins in the Elderly at risk (PHASE) is a genome wide association study in the PROspective Study of Pravastatin in the Elderly at risk for vascular disease (PROSPER) that investigates the genetic variation responsible for the individual variation in drug response to pravastatin. Statins lower LDL-cholesterol in general by 30%, however not in all subjects. Moreover, clinical response is highly variable and adverse effects occur in a minority of patients. In this report we first describe the rationale of the PROSPER/PHASE project and second show that the PROSPER/PHASE study can be used to study pharmacogenetics in the elderly. Methods The genome wide association study (GWAS) was conducted using the Illumina 660K-Quad beadchips following manufacturer's instructions. After a stringent quality control 557,192 SNPs in 5,244 subjects were available for analysis. To maximize the availability of genetic data and coverage of the genome, imputation up to 2.5 million autosomal CEPH HapMap SNPs was performed with MACH imputation software. The GWAS for LDL-cholesterol is assessed with an additive linear regression model in PROBABEL software, adjusted for age, sex, and country of origin to account for population stratification. Results Forty-two SNPs reached the GWAS significant threshold of p = 5.0e-08 in 5 genomic loci (APOE/APOC1; LDLR; FADS2/FEN1; HMGCR; PSRC1/CELSR5). The top SNP (rs445925, chromosome 19) with a p-value of p = 2.8e-30 is located within the APOC1 gene and near the APOE gene. The second top SNP (rs6511720, chromosome 19) with a p-value of p = 5.22e-15 is located within the LDLR gene. All 5 genomic loci were previously associated with LDL-cholesterol levels, no novel loci were identified. Replication in WOSCOPS and CARE confirmed our results. Conclusion With the GWAS in the PROSPER/PHASE study we confirm the previously found genetic associations with LDL-cholesterol levels. With this proof-of-principle study we show

  6. 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…

  7. 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…

  8. Water quality in the proposed Prosperity Reservoir area, Center Creek Basin, Missouri

    USGS Publications Warehouse

    Barks, James H.; Berkas, Wayne R.

    1979-01-01

    Water in Center Creek basin, Mo., upstream from the proposed Prosperity Reservoir damsite is a calcium bicarbonate type that is moderately mineralized, hard, and slightly alkaline. Ammonia and organic nitrogen, phosphorus, total organic carbon, chemical oxygen demand, and bacteria increased considerably during storm runoff, probably due to livestock wastes. Nitrogen and phosphorus concentrations are probably high enough to cause the proposed lake to be eutrophic. Minor-element concentrations were at or near normal levels in Center and Jones Creeks. The only pesticides detected were 0.01 micrograms per liter of 2, 4, 5-T in one base-flow sample and 0.02 to 0.04 micrograms per liter of 2, 4, 5-T and 2, 4-D in all storm-runoff samples. Fecal coliform and fecal streptococcus densities ranged from 2 to 650 and 2 to 550 colonies per 100 milliliters, respectively, during base flow , but were 17,000 to 45,000 and 27,000 to 70,000 colonies per 100 milliliters, respectively, during storm runoff. Water in Center Creek about 2.5 miles downstream from the proposed damsite is similar in quality to that upstream from the damsite except for higher concentrations of sodium, sulfate, chloride, fluoride, nitrogen, and phosphorus. These higher concentrations are caused by fertilizer industry wastes that enter Center Creek about 1.0 mile downstream from the proposed damsite. (Woodard-USGS).

  9. Effects of PROSPER on the influence potential of prosocial versus antisocial youth in adolescent friendship networks.

    PubMed

    Osgood, D Wayne; Feinberg, Mark E; Gest, Scott D; Moody, James; Ragan, Daniel T; Spoth, Richard; Greenberg, Mark; Redmond, Cleve

    2013-08-01

    We test the hypothesis that an evidence-based preventive intervention will change adolescent friendship networks to reduce the potential for peer influence toward antisocial behavior. Altering adolescents' friendship networks in this way is a promising avenue for achieving setting-level prevention benefits such as expanding the reach and durability of program effects. Beginning in 2002, the Promoting School-University Partnerships to Enhance Resilience (PROSPER) randomized control trial assigned two entire sixth-grade cohorts of 14 rural and small town school districts in Iowa and Pennsylvania to receive the intervention and of 14 to control. A family-based intervention was offered in sixth grade and a school-based intervention was provided in seventh grade. More than 11,000 respondents provided five waves of data on friendship networks, attitudes, and behavior in sixth through ninth grade. Antisocial influence potential was measured by the association between network centrality and problem behavior for each of 256 networks (time, grade cohort, and school specific). The intervention had a beneficial impact on antisocial influence potential of adolescents' friendship networks, with p < .05 for both of the primary composite measures. Current evidence-based preventive interventions can alter adolescents' friendship networks in ways that reduce the potential for peer influence toward antisocial behavior. Copyright © 2013 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  10. Universal Prevention Exposure as a Moderator of the Community Context: Findings from the PROSPER Project

    PubMed Central

    Chilenski, Sarah M; Welsh, Janet A.; Perkins, Daniel F; Feinberg, Mark E.; Greenberg, Mark T.

    2016-01-01

    This study examined how participation in a universal family skills-building program may interact with community risks and resources to produce youth outcomes. Prior research has noted community-level variability in risk and protective factors, but thus far no study has examined the role that participation on a community-wide intervention may play in moderating the effects of community risks or resources. The study included 14 communities (7 in Iowa, 7 in Pennsylvania) that implemented a family focused evidence-based program as part of the PROSPER project. Community level variables included both risk factors (percent of low income families, the availability of alcohol and tobacco, norms regarding adolescent substance use, incidence of drug-related crimes) and community resources (proactive school leadership, availability of youth-serving organizations, and student involvement in youth activities). The proximal youth and family outcomes included youth perceptions of their parents’ management skills, parent-child activities, and family cohesion. Results indicated that the Strengthening Families Program:10-14 may have moderated the impact of the community risks and resources on community-level youth outcomes; risk levels meaningfully associated with community-level change of program participants, though these results varied somewhat by outcome. Generally, higher levels of resources also meaningfully associated with more positive change after participating in the family-focused intervention. These results suggest that the effect of some evidence-based programs may be even stronger in some communities than others; more research in this area is needed. PMID:27217308

  11. Universal Prevention Exposure as a Moderator of the Community Context: Findings from the PROSPER Project.

    PubMed

    Chilenski, Sarah M; Welsh, Janet A; Perkins, Daniel F; Feinberg, Mark E; Greenberg, Mark T

    2016-03-01

    This study examined how participation in a universal family skills-building program may interact with community risks and resources to produce youth outcomes. Prior research has noted community-level variability in risk and protective factors, but thus far no study has examined the role that participation on a community-wide intervention may play in moderating the effects of community risks or resources. The study included 14 communities (seven in Iowa, seven in Pennsylvania) that implemented a family focused evidence-based program as part of the PROSPER project. Community level variables included both risk factors (percent of low income families, the availability of alcohol and tobacco, norms regarding adolescent substance use, incidence of drug-related crimes) and community resources (proactive school leadership, availability of youth-serving organizations, and student involvement in youth activities). The proximal youth and family outcomes included youth perceptions of their parents' management skills, parent-child activities, and family cohesion. Results indicated that the Strengthening Families Program:10-14 may have moderated the impact of the community risks and resources on community-level youth outcomes; risk levels meaningfully associated with community-level change in program participants, though these results varied somewhat by outcome. Generally, higher levels of resources also meaningfully associated with more positive change after participating in the family-focused intervention. These results suggest that the effect of some evidence-based programs may be even stronger in some communities than others; more research in this area is needed.

  12. An Overture for eCAM: Science, Technology and Innovation Initiation for Prosperous, Healthy Nepal.

    PubMed

    Kaphle, Krishna; Bhuju, Dinesh Raj; Jha, Pramod Kr; Bhattarai, Hom Nath

    2011-01-01

    Nepal the "Shangri-La" in the lap of the Himalayas is gearing up for modern times as it starts rebuilding after a decade of senseless violence and destruction. The nation one of the poorest in the global development index is rich in natural resources and biodiversity. Reports of medicinal plants far exceeding those recorded and reported so far are encouraging and at the same time concerns for medicinal plants under threat as a result of overexploitation are emerging from Nepal. The harsh mountain terrains, lack of industrialization and harnessing potentiality of its areas of strength; water; natural resources and tourism make it poor in per capita income which averages ~ 300 US$, with half the population living under >1$ a day. Nepal is beginning to realize that the way ahead is only possible through the path of Science and Technology (ST). Nepal Academy of Science and Technology formerly known as Royal Academy of Science and Technology organized the fifth national conference held every 4 years that took place in the capital Kathmandu during November 10-12, 2008. The ST initiation event saw the participation of ~ 1400 people representing over 150 organizations from the country and experts from abroad. The theme for the fifth national meet was "Science, Technology and Innovation for Prosperous Nepal". Complementary and Alternative Medicine (CAM) was an important theme in the event as the realization for the need of ST research focused in CAM for harnessing the chemo diversity potential was univocally approved.

  13. Impact of video games on plasticity of the hippocampus.

    PubMed

    West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D

    2017-08-08

    The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.

  14. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

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

  15. 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)

  16. The Molecular Model Game

    NASA Astrophysics Data System (ADS)

    Myers, Stephanie A.

    2003-04-01

    The Molecular Model Game is used to review Lewis structures and VSEPR theory. In this game, teams of students compete to complete problems quickly. Variations with other types of problems involving stoichiometry or equilibria are also possible.

  17. Quantum game theory

    NASA Astrophysics Data System (ADS)

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  18. Introduction to the special issue on college drinking games.

    PubMed

    Zamboanga, Byron L; Tomaso, Cara C

    2014-09-01

    Drinking games are high-risk, social drinking activities comprised of rules that promote participants' intoxication and determine when and how much alcohol should be consumed. Despite the negative consequences associated with drinking games, this high-risk activity is common among college students, with participation rates reported at nearly 50% in some studies. Empirical research examining drinking games participation in college student populations has increased (i.e. over 40 peer-reviewed articles were published in the past decade) in response to the health risks associated with gaming and its prevalence among college students. This Special Issue of The American Journal of Drug and Alcohol Abuse seeks to advance the college drinking games literature even further by addressing understudied, innovative factors associated with the study of drinking games, including the negative consequences associated with drinking games participation; contextual, cultural, and psychological factors that may influence gaming; methodological concerns in drinking games research; and recommendations for intervention strategies. This Prologue introduces readers to each article topic-by-topic and underscores the importance of the continued study of drinking games participation among college students.

  19. A systematic review of serious games in asthma education.

    PubMed

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  20. Factors that predict financial sustainability of community coalitions: five years of findings from the PROSPER partnership project.

    PubMed

    Greenberg, Mark T; Feinberg, Mark E; Johnson, Lesley E; Perkins, Daniel F; Welsh, Janet A; Spoth, Richard L

    2015-01-01

    This study is a longitudinal investigation of the Promoting School-community-university Partnerships to Enhance Resilience (PROSPER) partnership model designed to evaluate the level of sustainability funding by community prevention teams, including which factors impact teams' generation of sustainable funding. Community teams were responsible for choosing, implementing with quality, and sustaining evidence-based programs (EBPs) intended to reduce substance misuse and promote positive youth and family development. Fourteen US rural communities and small towns were studied. Data were collected from PROSPER community team members (N = 164) and prevention coordinators (N = 10) over a 5-year period. Global and specific aspects of team functioning were assessed over six waves. Outcome measures were the total funds (cash and in-kind) raised to implement prevention programs. All 14 community teams were sustained for the first 5 years. However, there was substantial variability in the amount of funds raised, and these differences were predicted by earlier and concurrent team functioning and by team sustainability planning. Given the sufficient infrastructure and ongoing technical assistance provided by the PROSPER partnership model, local sustainability of EBPs is achievable.

  1. Factors That Predict Financial Sustainability of Community Coalitions: Five Years of Findings from the PROSPER Partnership Project

    PubMed Central

    Greenberg, Mark T.; Feinberg, Mark E.; Johnson, Lesley E.; Perkins, Daniel F.; Welsh, Janet A.; Spoth, Richard L.

    2014-01-01

    This study is a longitudinal investigation of the PROSPER partnership model designed to evaluate the level of sustainability funding by community prevention teams, including which factors impact teams’ generation of sustainable funding. Community teams were responsible for choosing, implementing with quality, and sustaining evidence-based programs (EBPs) intended to reduce substance misuse and promote positive youth and family development. Fourteen US rural communities and small towns were studied. Data were collected from PROSPER community team members (N=164) and Prevention Coordinators (N=10), over a 5-year period. Global and specific aspects of team functioning were assessed over 6 waves. Outcome measures were the total funds (cash and in-kind) raised to implement prevention programs. All 14 community teams were sustained for the first five years. However, there was substantial variability in the amount of funds raised and these differences were predicted by earlier and concurrent team functioning and by team sustainability planning. Given the sufficient infrastructure and ongoing technical assistance provided by the PROSPER partnership model, local sustainability of EBPs is achievable. PMID:24706195

  2. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    NASA Astrophysics Data System (ADS)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  3. Assessing Game Experiences

    ERIC Educational Resources Information Center

    Gaydos, Matthew; Harris, Shannon; Squire, Kurt

    2016-01-01

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

  4. Stay Teen: Games

    MedlinePlus

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

  5. 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…

  6. 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…

  7. Kids and Games.

    ERIC Educational Resources Information Center

    McKnight, Regis Q.; McBride, Susan

    1980-01-01

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

  8. 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.…

  9. 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…

  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. 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)

  12. Reputations and Games

    DTIC Science & Technology

    2009-11-04

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

  13. Playing against the Game

    ERIC Educational Resources Information Center

    Remmele, Bernd

    2017-01-01

    The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…

  14. Inventing Music Education Games

    ERIC Educational Resources Information Center

    Ghere, David; Amram, Fred M. B.

    2007-01-01

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

  15. 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. 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…

  17. 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)

  18. Simulation Games in Learning.

    ERIC Educational Resources Information Center

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

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

  19. 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.…

  20. 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)

  1. [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. Copyright © 2010 Elsevier Masson SAS. All rights reserved.

  2. 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)

  3. 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…

  4. 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…

  5. 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…

  6. Gaming: An Emergent Discipline.

    ERIC Educational Resources Information Center

    Duke, Richard D.

    1995-01-01

    This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…

  7. 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)

  8. Learning Mathematics through Games

    ERIC Educational Resources Information Center

    Gough, John

    2015-01-01

    When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…

  9. 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…

  10. Energy parity games.

    PubMed

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-11-02

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

  11. 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)

  12. 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…

  13. Incident venous thromboembolic events in the Prospective Study of Pravastatin in the Elderly at Risk (PROSPER)

    PubMed Central

    2011-01-01

    Background Venous thromboembolic events (VTE), including deep venous thrombosis and pulmonary embolism, are common in older age. It has been suggested that statins might reduce the risk of VTE however positive results from studies of middle aged subjects may not be generalisable to elderly people. We aimed to determine the effect of pravastatin on incident VTE in older people; we also studied the impact of clinical and plasma risk variables. Methods This study was an analysis of incident VTE using data from the Prospective Study of Pravastatin in the Elderly at Risk (PROSPER), a randomized, double-blind, placebo-controlled trial of pravastatin in men and women aged 70-82. Mean follow-up was 3.2 years. Risk for VTE was examined in non-warfarin treated pravastatin (n = 2834) and placebo (n = 2865) patients using a Cox's proportional hazard model, and the impact of other risk factors assessed in a multivariate forward stepwise regression analysis. Baseline clinical characteristics, blood biochemistry and hematology variables, plasma levels of lipids and lipoproteins, and plasma markers of inflammation and adiposity were compared. Plasma markers of thrombosis and hemostasis were assessed in a nested case (n = 48) control (n = 93) study where the cohort was those participants, not on warfarin, for whom data were available. Results There were 28 definite cases (1.0%) of incident VTE in the pravastatin group recipients and 20 cases (0.70%) in placebo recipients. Pravastatin did not reduce VTE in PROSPER compared to placebo [unadjusted hazard ratio (95% confidence interval) 1.42 (0.80, 2.52) p = 0.23]. Higher body mass index (BMI) [1.09 (1.02, 1.15) p = 0.0075], country [Scotland vs Netherlands 4.26 (1.00, 18.21) p = 0.050 and Ireland vs Netherlands 6.16 (1.46, 26.00) p = 0.013], lower systolic blood pressure [1.35 (1.03, 1.75) p = 0.027] and lower baseline Mini Mental State Examination (MMSE) score [1.19 (1.01, 1.41) p = 0.034] were associated with an increased risk of

  14. Using Games to Engage Students in Inquiry

    ERIC Educational Resources Information Center

    Byrne, Martha

    2017-01-01

    This paper discusses the author's experiences of getting advanced undergraduate math students to engage in mathematical inquiry by using games as a vehicle for exploration. The students explored the mathematics behind SET®1, Spot it!®2, Blokus®3, and Six®4. Specifically, we present the experience of the instructor and students and how the games…

  15. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  16. A Historical Perspective of the Paralympic Games

    ERIC Educational Resources Information Center

    DePauw, Karen P.

    2012-01-01

    Athletes with disabilities are more visible in the 21st century than they used to be, including in the world of sport. Today, one hears about the Paralympic Games, can find media coverage of them, can read about athletes who compete in the Paralympics and about advancements in sport prosthetic devices in science and sport magazines, and can even…

  17. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  18. Using Games to Engage Students in Inquiry

    ERIC Educational Resources Information Center

    Byrne, Martha

    2017-01-01

    This paper discusses the author's experiences of getting advanced undergraduate math students to engage in mathematical inquiry by using games as a vehicle for exploration. The students explored the mathematics behind SET®1, Spot it!®2, Blokus®3, and Six®4. Specifically, we present the experience of the instructor and students and how the games…

  19. A Historical Perspective of the Paralympic Games

    ERIC Educational Resources Information Center

    DePauw, Karen P.

    2012-01-01

    Athletes with disabilities are more visible in the 21st century than they used to be, including in the world of sport. Today, one hears about the Paralympic Games, can find media coverage of them, can read about athletes who compete in the Paralympics and about advancements in sport prosthetic devices in science and sport magazines, and can even…

  20. No way out? The double-bind in seeking global prosperity along with mitigated climate change

    NASA Astrophysics Data System (ADS)

    Garrett, T. J.

    2011-04-01

    In a prior study (Garrett, 2011), I introduced a simple thermodynamics-based economic growth model. By treating civilization as a whole, it was found that the global economy's current rate of energy consumption can be tied through a constant to its current accumulation of wealth. The value of the constant is λ = 9.7 ± 0.3 milliwatts per 1990 US dollar. Here, this model is coupled to a linear formulation for the evolution of atmospheric CO2 concentrations. Despite the model's extreme simplicity, multi-decadal hindcasts of trajectories in gross world product (GWP) and CO2 agree closely with recent observations. Extending the model to the future, the model implies that the well-known IPCC SRES scenarios substantially underestimate how much CO2 levels will rise for a given level of future economic prosperity. Instead, what is shown is that, like a long-term natural disaster, future greenhouse warming should be expected to retard the real growth of wealth through inflationary pressures. Because wealth is tied to rates of energy consumption through the constant λ, it follows that dangerous climate change should be a negative feedback on CO2 emission rates, and therefore the ultimate extent of greenhouse warming. Nonetheless, if atmospheric CO2 concentrations are to remain below a "dangerous" level of 450 ppmv (Hansen et al., 2007), there will have to be some combination of an unrealistically rapid rate of energy decarbonization and a near immediate collapse of civilization wealth. Effectively, civilization is in a double-bind. If civilization does not collapse quickly this century, then CO2 levels will likely end up exceeding 1000 ppmv; but, if CO2 levels rise by this much, then the danger is that civilization will gradually tend towards collapse.

  1. [Quantitative models between canopy hyperspectrum and its component features at apple tree prosperous fruit stage].

    PubMed

    Wang, Ling; Zhao, Geng-xing; Zhu, Xi-cun; Lei, Tong; Dong, Fang

    2010-10-01

    Hyperspectral technique has become the basis of quantitative remote sensing. Hyperspectrum of apple tree canopy at prosperous fruit stage consists of the complex information of fruits, leaves, stocks, soil and reflecting films, which was mostly affected by component features of canopy at this stage. First, the hyperspectrum of 18 sample apple trees with reflecting films was compared with that of 44 trees without reflecting films. It could be seen that the impact of reflecting films on reflectance was obvious, so the sample trees with ground reflecting films should be separated to analyze from those without ground films. Secondly, nine indexes of canopy components were built based on classified digital photos of 44 apple trees without ground films. Thirdly, the correlation between the nine indexes and canopy reflectance including some kinds of conversion data was analyzed. The results showed that the correlation between reflectance and the ratio of fruit to leaf was the best, among which the max coefficient reached 0.815, and the correlation between reflectance and the ratio of leaf was a little better than that between reflectance and the density of fruit. Then models of correlation analysis, linear regression, BP neural network and support vector regression were taken to explain the quantitative relationship between the hyperspectral reflectance and the ratio of fruit to leaf with the softwares of DPS and LIBSVM. It was feasible that all of the four models in 611-680 nm characteristic band are feasible to be used to predict, while the model accuracy of BP neural network and support vector regression was better than one-variable linear regression and multi-variable regression, and the accuracy of support vector regression model was the best. This study will be served as a reliable theoretical reference for the yield estimation of apples based on remote sensing data.

  2. First Video Game

    ScienceCinema

    Takacs, Peter

    2016-07-12

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

  3. The pharmacology game.

    PubMed

    Batscha, Catherine

    2002-09-01

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

  4. 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.

  5. Gaming science: the "Gamification" of scientific thinking.

    PubMed

    Morris, Bradley J; Croker, Steve; Zimmerman, Corinne; Gill, Devin; Romig, Connie

    2013-09-09

    Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  6. Games and Game Settings for the Preschool Child.

    ERIC Educational Resources Information Center

    Liedtke, Werner; Stott, Gwen

    1979-01-01

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

  7. Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

    PubMed

    Fleming, Theresa M; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah

    2016-01-01

    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.

  8. Gaming in Early Childhood Education.

    ERIC Educational Resources Information Center

    Trueblood, Cecil R.; Yawkey, Thomas Daniels

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

  9. 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…

  10. 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…

  11. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    ERIC Educational Resources Information Center

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  12. 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)

  13. MapReduce SVM Game

    DOE PAGES

    Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.; ...

    2015-08-10

    Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore » recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less

  14. MapReduce SVM Game

    SciTech Connect

    Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.; Aimone, James B.; Heileman, Gregory L.

    2015-08-10

    Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently and recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.

  15. The Circle of Prosperity: Tribal Colleges, Tradition, and Technology -- Building Synergistic Cross-Community Collaborations

    NASA Astrophysics Data System (ADS)

    Billy, C. L.

    2003-12-01

    For more than three decades, American Indian Tribal Colleges and Universities have been working to sustain what is ours: our land, our language, our communities, and our culture. Tribal Colleges have achieved success by helping our communities, located in some of the poorest and most geographically remote areas of the country, develop systems for higher education, research, and economic development that are accessible, culturally responsive, and place-based. American Indian higher education is holistic, focused on the mind, body, spirit, and family. Research is respectful of culture, mindful of community values, and essential to community well-being. Economic development strategies are based on national and international trends, but focused on relationships between local people and their land. In this environment, applied research flourishes and new knowledge, integrating traditional ways of knowing with western science, is created and used. In the 1990s, the American Indian Higher Education Consortium, which is composed of 35 Tribal Colleges and Universities in the U.S. and Canada, launched a major initiative to expand and enhance this capacity through new collaborations and state-of-the-art information and communications technologies. Through a multi-phase effort, the Tribal Colleges developed and are currently implementing a dynamic and broad-based strategic plan. The goal: to reach a "Circle of Prosperity," a place where tribal traditions and new technologies are woven together to build stronger and more sustainable communities through enhanced STEM education and research programs. Our plan, the "Tribal College Framework for Community Technology," is a framework of strategic partnerships, resources, and tools that is helping us create locally based economic and social opportunities through information and communications technology and use of the Internet. During this presentation, we will: (a) discuss the innovative collaborative process we are using to build

  16. No way out? The double-bind in seeking global prosperity alongside mitigated climate change

    NASA Astrophysics Data System (ADS)

    Garrett, T. J.

    2012-01-01

    In a prior study (Garrett, 2011), I introduced a simple economic growth model designed to be consistent with general thermodynamic laws. Unlike traditional economic models, civilization is viewed only as a well-mixed global whole with no distinction made between individual nations, economic sectors, labor, or capital investments. At the model core is a hypothesis that the global economy's current rate of primary energy consumption is tied through a constant to a very general representation of its historically accumulated wealth. Observations support this hypothesis, and indicate that the constant's value is λ = 9.7 ± 0.3 milliwatts per 1990 US dollar. It is this link that allows for treatment of seemingly complex economic systems as simple physical systems. Here, this growth model is coupled to a linear formulation for the evolution of globally well-mixed atmospheric CO2 concentrations. While very simple, the coupled model provides faithful multi-decadal hindcasts of trajectories in gross world product (GWP) and CO2. Extending the model to the future, the model suggests that the well-known IPCC SRES scenarios substantially underestimate how much CO2 levels will rise for a given level of future economic prosperity. For one, global CO2 emission rates cannot be decoupled from wealth through efficiency gains. For another, like a long-term natural disaster, future greenhouse warming can be expected to act as an inflationary drag on the real growth of global wealth. For atmospheric CO2 concentrations to remain below a "dangerous" level of 450 ppmv (Hansen et al., 2007), model forecasts suggest that there will have to be some combination of an unrealistically rapid rate of energy decarbonization and nearly immediate reductions in global civilization wealth. Effectively, it appears that civilization may be in a double-bind. If civilization does not collapse quickly this century, then CO2 levels will likely end up exceeding 1000 ppmv; but, if CO2 levels rise by this much

  17. Ranking games.

    PubMed

    Osterloh, Margit; Frey, Bruno S

    2015-02-01

    Research rankings based on bibliometrics today dominate governance in academia and determine careers in universities. Analytical approach to capture the incentives by users of rankings and by suppliers of rankings, both on an individual and an aggregate level. Rankings may produce unintended negative side effects. In particular, rankings substitute the "taste for science" by a "taste for publication." We show that the usefulness of rankings rests on several important assumptions challenged by recent research. We suggest as alternatives careful socialization and selection of scholars, supplemented by periodic self-evaluations and awards. The aim is to encourage controversial discourses in order to contribute meaningful to the advancement of science. © The Author(s) 2014.

  18. 78 FR 15738 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-12

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

  19. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

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

  20. 76 FR 8375 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-14

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

  1. 77 FR 43110 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-23

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

  2. 77 FR 45371 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-31

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

  3. 75 FR 55823 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-09-14

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

  4. 76 FR 33341 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-06-08

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

  5. 75 FR 61511 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-05

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

  6. 76 FR 52968 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-24

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

  7. 78 FR 11221 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-15

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

  8. 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.

  9. Multiple choice minority game

    NASA Astrophysics Data System (ADS)

    Chow, F. K.; Chau, H. F.

    2003-03-01

    Minority game is a model of heterogeneous players who think inductively. In this game, each player chooses one out of two alternatives every turn and those who end up in the minority side wins. It is instructive to extend the minority game by allowing players to choose one out of many alternatives. Nevertheless, such an extension is not straight-forward due to difficulties in finding a set of reasonable, unbiased and computationally feasible strategies. Here, we propose a variation of the minority game where every player has more than two options. Results of numerical simulations agree with the expectation that our multiple choices minority game exhibits similar behavior as the original two-choice minority game.

  10. 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…

  11. 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.

  12. 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

  13. Healthy Gaming - Video Game Design to promote Health.

    PubMed

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

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  14. Serious Games and Gamification for Mental Health: Current Status and Promising Directions

    PubMed Central

    Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah

    2017-01-01

    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. PMID:28119636

  15. Quantum computer games: Schrödinger cat and hounds

    NASA Astrophysics Data System (ADS)

    Gordon, Michal; Gordon, Goren

    2012-05-01

    The quantum computer game 'Schrödinger cat and hounds' is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. 'Schrödinger cat and hounds' demonstrates the effects of superposition, destructive and constructive interference, measurements and entanglement. More advanced concepts, like particle-wave duality and decoherence, can also be taught using the game as a model. The game that has an optimal solution in the classical version, can have many different solutions and a new balance of powers in the quantum world. Game-aided lectures were given to high-school students which showed that it is a valid and entertaining teaching platform.

  16. Games that Enlist Collective Intelligence to Solve Complex Scientific Problems

    PubMed Central

    Burnett, Stephen; Furlong, Michelle; Melvin, Paul Guy; Singiser, Richard

    2016-01-01

    There is great value in employing the collective problem-solving power of large groups of people. Technological advances have allowed computer games to be utilized by a diverse population to solve problems. Science games are becoming more popular and cover various areas such as sequence alignments, DNA base-pairing, and protein and RNA folding. While these tools have been developed for the general population, they can also be used effectively in the classroom to teach students about various topics. Many games also employ a social component that entices students to continue playing and thereby to continue learning. The basic functions of game play and the potential of game play as a tool in the classroom are discussed in this article. PMID:27047610

  17. Games that Enlist Collective Intelligence to Solve Complex Scientific Problems.

    PubMed

    Burnett, Stephen; Furlong, Michelle; Melvin, Paul Guy; Singiser, Richard

    2016-03-01

    There is great value in employing the collective problem-solving power of large groups of people. Technological advances have allowed computer games to be utilized by a diverse population to solve problems. Science games are becoming more popular and cover various areas such as sequence alignments, DNA base-pairing, and protein and RNA folding. While these tools have been developed for the general population, they can also be used effectively in the classroom to teach students about various topics. Many games also employ a social component that entices students to continue playing and thereby to continue learning. The basic functions of game play and the potential of game play as a tool in the classroom are discussed in this article.

  18. [The effects of video games on cognitive aging].

    PubMed

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-03-01

    Advancing age is associated with cognitive decline, which, however, remains a very heterogeneous phenomenon. Indeed, several extrinsic factors seem to modulate the effect of aging on cognition. Recently, several studies have provided evidence that the practice of video games could engender many benefits by favoring the maintenance of cognitive vitality in the elderly. This review of the literature aims to establish a precise inventory of the relations between the various types of video games and cognitive aging, including both sedentary video games (i.e., classics as well as brain training) and active video games (i.e., exergames). The largest benefits seem to be provided by exergames which combine game play with significant physical exercise. This article also tries to define the determinants of the training programs which could be responsible for the observed improvements.

  19. 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.

  20. Stochastic game theory: For playing games, not just for doing theory

    PubMed Central

    Goeree, Jacob K.; Holt, Charles A.

    1999-01-01

    Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions. PMID:10485862

  1. Dominion. A game exploring information exploitation

    SciTech Connect

    Hobbs, Jacob Aaron

    2015-03-01

    FlipIt is a game theoretic framework published in 2012[1] to investigate optimal strategies for managing security resources in response to Advanced Persistent Threats. It is a two-player game wherein a resource is controlled by exactly one player at any time. A player may move at any time to capture the resource, incurring a move cost, and is informed of the last time their opponent has moved only upon completing their move. Thus, moves may be wasted and takeover is considered \\stealthy", with regard to the other player. The game is played for an unlimited period of time, and the goal of each player is to maximize the amount of time they are in control of the resource minus their total move cost, normalized by the current length of play. Marten Van Dijk and others[1] provided an analysis of various player strategies and proved optimal results for certain subclasses of players. We extend their work by providing a reformulation of the original game, wherein the optimal player strategies can be solved exactly, rather than only for certain subclasses. We call this reformulation Dominion, and place it within a broader framework of stealthy move games. We de ne Dominion to occur over a nite time scale (from 0 to 1), and give each player a certain number of moves to make within the time frame. Their expected score in this new scenario is the expected amount of time they have control, and the point of the game is to dominate as much of the unit interval as possible. We show how Dominion can be treated as a two player, simultaneous, constant sum, unit square game, where the gradient of the bene t curves for the players are linear and possibly discontinuous. We derive Nash equilibria for a basic version of Dominion, and then further explore the roles of information asymmetry in its variants. We extend these results to FlipIt and other cyber security applications.

  2. Content and ratings of teen-rated video games.

    PubMed

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. 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 ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

  3. Gender Differences and Styles in the Use of Digital Games

    ERIC Educational Resources Information Center

    Bonanno, Philip; Kommers, P. A. M.

    2005-01-01

    This paper reports work in progress investigating gender differences and styles in the use of digital games amongst advanced level biology students. It is an elaboration on previous work exploring the relationship between cognitive style and academic performance in Maltese students taking biology at advanced level. In this previous work the…

  4. Gender Differences and Styles in the Use of Digital Games

    ERIC Educational Resources Information Center

    Bonanno, Philip; Kommers, P. A. M.

    2005-01-01

    This paper reports work in progress investigating gender differences and styles in the use of digital games amongst advanced level biology students. It is an elaboration on previous work exploring the relationship between cognitive style and academic performance in Maltese students taking biology at advanced level. In this previous work the…

  5. Community and team member factors that influence the early phase functioning of community prevention teams: the PROSPER project.

    PubMed

    Greenberg, Mark T; Feinberg, Mark E; Meyer-Chilenski, Sarah; Spoth, Richard L; Redmond, Cleve

    2007-11-01

    This research examines the early development of community teams in a specific university-community partnership project called PROSPER (Spoth et al., Prev Sci 5:31-39, 2004). PROSPER supports local community teams in rural areas and small towns to implement evidence-based programs intended to support positive youth development and reduce early substance use. The study evaluated 14 community teams and included longitudinal data from 108 team members. Specifically, it examined how community demographics and team member characteristics, perceptions, and attitudes at initial team formation were related to local team functioning 6 months later, when teams were planning for prevention program implementation. Findings indicate that community demographics (poverty), perceived community readiness, characteristics of local team members (previous collaborative experience) and attitudes toward prevention played a substantial role in predicting the quality of community team functioning 6 months later. EDITORS' STRATEGIC IMPLICATIONS: The authors identify barriers to successful long-term implementation of prevention programs and add to a small, but important, longitudinal research knowledge base related to community coalitions.

  6. Hiding inequality beneath prosperity: patterns of cranial injury in middle period San Pedro de Atacama, Northern Chile.

    PubMed

    Torres-Rouff, Christina

    2011-09-01

    The Middle Period in San Pedro de Atacama (AD 400-1000) stands out as a time of great prosperity that was, in part, associated with high levels of interaction with foreign polities, including the highland state of Tiwanaku. Although previous studies have demonstrated an increase in rates of violence during the subsequent Regional Developments Period (AD 1000-1400), this does not mean that the Middle Period was a time of peace and tranquility. Here, the prevalence of violence in four contemporary cemeteries is analyzed, exploring potential sources of conflict, including social inequality. Cranial trauma was documented through the presence, location, size, and state of healing of all wounds and was found in 14.7% of the sample (61/415; including two cases of perimortem trauma). Skeletal remains were also analyzed for demographic data to investigate differences in patterns of violence related to sex and age. Notably, most of the trauma centered on the anterior portion of the skull, suggesting the prominence of face-to-face confrontations that involved both sexes. Correlations between trauma and items in the mortuary assemblage that may have been associated with prestige or an elevated social standing in two cemeteries from the Solcor ayllu indicate that individuals from the more elite cemetery were subjected to significantly less traumatic injury. These data suggest that people did not share equally in the benefits of this period's affluence and that there were tensions in Atacameño society despite seemingly widespread prosperity. 2011 Wiley-Liss, Inc.

  7. Video Game Device Haptic Interface for Robotic Arc Welding

    SciTech Connect

    Corrie I. Nichol; Milos Manic

    2009-05-01

    Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

  8. The Effect of Online Violent Video Games on Levels of Aggression

    PubMed Central

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    Background In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Methods/Principal Findings Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. Conclusions/Significance These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression. PMID:25391143

  9. HackAttack: Game-Theoretic Analysis of Realistic Cyber Conflicts

    SciTech Connect

    Ferragut, Erik M; Brady, Andrew C; Brady, Ethan J; Ferragut, Jacob M; Ferragut, Nathan M; Wildgruber, Max C

    2016-01-01

    Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant s actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, players have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one s opponent s possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies.

  10. Computer Games as Therapy for Persons with Stroke.

    PubMed

    Lauterbach, Sarah A; Foreman, Matt H; Engsberg, Jack R

    2013-02-01

    Stroke affects approximately 800,000 individuals each year, with 65% having residual impairments. Studies have demonstrated that mass practice leads to regaining motor function in affected extremities; however, traditional therapy does not include the repetitions needed for this recovery. Videogames have been shown to be good motivators to complete repetitions. Advances in technology and low-cost hardware bring new opportunities to use computer games during stroke therapy. This study examined the use of the Microsoft (Redmond, WA) Kinect™ and Flexible Action and Articulated Skeleton Toolkit (FAAST) software as a therapy tool to play existing free computer games on the Internet. Three participants attended a 1-hour session where they played two games with upper extremity movements as game controls. Video was taken for analysis of movement repetitions, and questions were answered about participant history and their perceptions of the games. Participants remained engaged through both games; regardless of previous computer use all participants successfully played two games. Five minutes of game play averaged 34 repetitions of the affected extremity. The Intrinsic Motivation Inventory showed a high level of satisfaction in two of the three participants. The Kinect Sensor with the FAAST software has the potential to be an economical tool to be used alongside traditional therapy to increase the number of repetitions completed in a motivating and engaging way for clients.

  11. 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)

  12. 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…

  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. Mixed Reality Games

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  15. 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,…

  16. 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…

  17. 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…

  18. The Campus Information Game

    ERIC Educational Resources Information Center

    Martin, Andrew

    2006-01-01

    The primary purpose of THE CAMPUS INFORMATION GAME is to help to induct new students into their unfamiliar study environment. Typically it forms an early element of an overall induction program for their course of study. THE CAMPUS INFORMATION GAME has a key secondary theme of information quality that is particularly appropriate for students of…

  19. Chemistry Game Shows

    NASA Astrophysics Data System (ADS)

    Campbell, Susan; Muzyka, Jennifer

    2002-04-01

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

  20. Environmental Education Games.

    ERIC Educational Resources Information Center

    Pennsylvania State Dept. of Education, Harrisburg. Bureau of General and Academic Education.

    Six environmental education simulation games are presented in this manual, developed by Project SESAME G (Susquehanna ESEA Synergetic Activities for Maximal-involvement via Education Games). The simulations are models of social situations which provide an opportunity for social interaction in the classroom, maximize student involvement, and change…

  1. 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…

  2. 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)

  3. 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…

  4. 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…

  5. 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…

  6. A Calculus Game.

    ERIC Educational Resources Information Center

    Wigley, Neil M.

    1984-01-01

    Discusses a computer calculus game which follows the path of a parabola in stepwise progression. The educational value of the game is a simple example of nonlinearity, a subject which is just beginning to earn some attention in the mathematical community. The Applesoft program listing is included. (JN)

  7. Game Theory .net.

    ERIC Educational Resources Information Center

    Shor, Mikhael

    2003-01-01

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

  8. 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…

  9. 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…

  10. Cournot and Bertrand Games.

    ERIC Educational Resources Information Center

    Beckman, Steven R.

    2003-01-01

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

  11. 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…

  12. Games Professors Play

    ERIC Educational Resources Information Center

    Kenny, James A.; Herzing, Thomas W.

    1969-01-01

    The games are Build a Reputation (REP), Confuse the Student (CON), Blame the Opposition (BOP), and Pass the Buck (BUCK). Professors play these games because they "want to show off on occasion, . . . want to get off the hook and avoid responsibility, . . . are prone to blame others, or simply because they are lazy. (WM)

  13. Games and childhood obesity

    USDA-ARS?s Scientific Manuscript database

    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...

  14. 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…

  15. Games for Health, 2011

    DTIC Science & Technology

    2011-06-01

    games for health literacy John Pollock & Joana Ricou, Duquesne University Out & About : Mobile Games for Health Report Out Dave Warhol, Realtime... Diabetes Center An instrumented Glove for In Home Therapy (DEMO Too) Croinna Lathan, AnthroTronix Standing Growing Blooming Tree - Rehabilium...RISK Youth for HIV Monique Richert, Protect Yourself 1 SLIDES (Second Life Improves Diabetes Education and Support) : A Virtual Community

  16. 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)

  17. The Clean Air Game.

    ERIC Educational Resources Information Center

    Avalone-King, Deborah

    2000-01-01

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

  18. The Work Ethic Game.

    ERIC Educational Resources Information Center

    Nelson, Kate

    1992-01-01

    Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)

  19. 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…

  20. The Chinese House Game.

    ERIC Educational Resources Information Center

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  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. Mixed Reality Games

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  3. 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…

  4. Games Learners Will Play

    ERIC Educational Resources Information Center

    Boyce, Byrl N.; And Others

    1971-01-01

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

  5. 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…

  6. Soccer Games that Work!

    ERIC Educational Resources Information Center

    Stewart, Craig

    1989-01-01

    This article offers teachers and coaches ideas to help them provide their students with soccer games that are not only fun but also develop the fundamental skills needed for improvement at all levels. The learning games are organized by specific soccer concepts and level of difficulty. (IAH)

  7. 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…

  8. 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…

  9. 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)

  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. Games Learners Will Play

    ERIC Educational Resources Information Center

    Boyce, Byrl N.; And Others

    1971-01-01

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

  12. Games Graffiti: Language Arts Games to Make for Young Children.

    ERIC Educational Resources Information Center

    Christenberry, Mary Anne; And Others

    This document contains materials for games which are intended to give teachers and parents of young children ideas for making learning games which will provide experiences appropriate to their interests and abilities. While the games may be used by children in small groups, they were designed primarily for the child to explore alone. The games are…

  13. Evolutionary game theory

    NASA Astrophysics Data System (ADS)

    Smith, John Maynard

    1986-10-01

    It is often the case that the best thing for an animal or plant to do depends on what other members of the population are doing. In more technical language, the fitnesses of different phenotypes are frequency-dependent. Evolutionary game theory has been developed to analyse such cases. In this paper I aim to do three things. First, I describe the concepts of evolutionary game theory in the context of a simple game, the Hawk-Dove game, and compare them with the concepts of classical game theory originating with Von Neumann and Morgenstern (1953) [1]. Second, I list some of the applications of the theory. Finally, I suggest how the theory can tell us something about the evolution of learning.

  14. 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.

  15. 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.

  16. Partnering for a Prosperous & Secure Future: The Federal Government and Research Universities

    ERIC Educational Resources Information Center

    Association of American Universities, 2012

    2012-01-01

    With the Presidential election two months away, this paper presents a set of actions the Association of American Universities (AAU) believes the President and his Administration can take to advance the partnership between the federal government and research universities--as well as actions that universities themselves need to take to ensure that…

  17. Stages for Children Inventing Games

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

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

  18. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

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

  19. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

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

  20. Play Chinese Games. 1987, Revised.

    ERIC Educational Resources Information Center

    White, Caryn

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

  1. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

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

  2. Situating Ethics in Games Education

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

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

  3. Stages for Children Inventing Games

    ERIC Educational Resources Information Center

    Butler, Joy

    2013-01-01

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

  4. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

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

  5. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

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

  6. Video Games: Competing with Machines.

    ERIC Educational Resources Information Center

    Hanson, Jarice

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

  7. Video Games and Civic Engagement

    ERIC Educational Resources Information Center

    Perkins-Gough, Deborah

    2009-01-01

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

  8. Video Games: Competing with Machines.

    ERIC Educational Resources Information Center

    Hanson, Jarice

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

  9. Play Chinese Games. 1987, Revised.

    ERIC Educational Resources Information Center

    White, Caryn

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

  10. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

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

  11. 76 FR 65208 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-10-20

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

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

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

  13. Games and Diabetes

    PubMed Central

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

    2015-01-01

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

  14. Effects of the proposed Prosperity Reservoir on ground water and water quality in lower Center Creek basin, Missouri

    USGS Publications Warehouse

    Berkas, Wayne R.; Barks, James H.

    1980-01-01

    Effects of the proposed Prosperity Reservoir on groundwater and water quality in lower Center Creek basin, Mo., depend partly on the effectiveness of Grove Creek as a hydrologic boundary between the reservoir site and the Oronogo-Duenweg mining belt. Results of two dye traces indicate that Grove Creek probably is not an effective boundary. Therefore, higher water levels near the reservoir could cause more groundwater to move into the mining belt and cause a greater discharge of zinc-laden mine water into Center Creek. Fertilizer industry wastes discharged into Grove Creek resulted in significant increases of nitrogen and phosphorus in lower Center Creek. Results of seepage runs confirm that mine-water discharge and seepage account for the increased zinc concentrations in Center Creek during base flow. The nutrient and zinc concentrations in Center Creek, after the completion of the proposed reservoir, would depend upon the release schedule. (USGS)

  15. Video game epilepsy.

    PubMed

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

    2001-12-01

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

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

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

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

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

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

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

  18. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    PubMed

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  19. Choice of Interactive Dance and Bicycle Games in Overweight and Nonoverweight Youth

    PubMed Central

    Epstein, Leonard H.; Beecher, Meghan D.; Graf, Jennifer L.; Roemmich, James N.

    2008-01-01

    Background: Interactive video games are a popular alternative to physical activity in youth. One advancement in computer games are interactive games that use physical activity as a game playing controller, combining exercise and entertainment, or exertainment. Purpose: This study tested the reinforcing value and activity levels of interactive dance and bicycle race games in 18 overweight and 17 nonoverweight 8- to 12-year-old youth. Methods: Reinforcing value was studied using a behavioral choice paradigm that provided children the opportunity to respond on progressive ratio schedules of reinforcement for a choice of either playing the video dance or bicycle game using a handheld video game controller or one of three options: dancing or bicycling alone, dancing or bicycling while watching a video, or playing the interactive dance or bicycle game. Reinforcing value was defined in relationship to the amount of responding children engaged in for either choice. Results: Results showed the interactive dance game was more reinforcing than dancing alone or dancing while watching the video (p = .003), but there was no difference across bicycling conditions. Nonoverweight youth were more active when given the opportunity to play the interactive dance game than overweight children (p = .05). Conclusions: These results suggest that children may be motivated to be active when given the opportunity to play an interactive dance game. PMID:17447864

  20. Dragonfly: strengthening programming skills by building a game engine from scratch

    NASA Astrophysics Data System (ADS)

    Claypool, Mark

    2013-06-01

    Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While games can be made from scratch, to simplify the programming required game development often uses game engines that handle complicated or frequently used components of the game. These game engines present the opportunity to strengthen programming skills and expose students to a range of fundamental computer science topics. While educational efforts have been effective in using game engines to improve computer science education, there have been no published papers describing and evaluating students building a game engine from scratch as part of their course work. This paper presents the Dragonfly-approach in which students build a fully functional game engine from scratch and make a game using their engine as part of a junior-level course. Details on the programming projects are presented, as well as an evaluation of the results from two offerings that used Dragonfly. Student performance on the projects as well as student assessments demonstrates the efficacy of having students build a game engine from scratch in strengthening their programming skills.

  1. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    ERIC Educational Resources Information Center

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  2. MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias

    ERIC Educational Resources Information Center

    Dunbar, Norah E.; Wilson, Scott N.; Adame, Bradley J.; Elizondo, Javier; Jensen, Matthew L.; Miller, Claude H.; Kauffman, Abigail Allums; Seltsam, Toby; Bessarabova, Elena; Vincent, Cindy; Straub, Sara K.; Ralston, Ryan; Dulawan, Christopher L.; Ramirez, Dennis; Squire, Kurt; Valacich, Joseph S.; Burgoon, Judee K.

    2013-01-01

    This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is…

  3. Just Running Around: Some Reminiscences of Early Simulation/Gaming in the United Kingdom

    ERIC Educational Resources Information Center

    van Ments, Morry

    2011-01-01

    The article begins with an abbreviated CV of the author and then recounts the formation of Society for the Advancement of Games and Simulation in Education and Training (SAGSET) and the early days of simulation and gaming in the United Kingdom. Four strands of elements of development are described together with the key events of the 1970s and…

  4. 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…

  5. The Research and Evaluation of Serious Games: Toward a Comprehensive Methodology

    ERIC Educational Resources Information Center

    Mayer, Igor; Bekebrede, Geertje; Harteveld, Casper; Warmelink, Harald; Zhou, Qiqi; van Ruijven, Theo; Lo, Julia; Kortmann, Rens; Wenzler, Ivo

    2014-01-01

    The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer-based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social…

  6. Monitoring and Fostering Learning through Games and Embedded Assessments. Research Report. ETS RR-08-69

    ERIC Educational Resources Information Center

    Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego

    2008-01-01

    To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…

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

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

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

  9. More than Child's Play: Games Have Potential Learning and Assessment Tools

    ERIC Educational Resources Information Center

    Phillips, Vicki; Popovic, Zoran

    2012-01-01

    There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…

  10. 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…

  11. More than Child's Play: Games Have Potential Learning and Assessment Tools

    ERIC Educational Resources Information Center

    Phillips, Vicki; Popovic, Zoran

    2012-01-01

    There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…

  12. Brains on video games.

    PubMed

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

    2011-11-18

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

  13. Brains on video games

    PubMed Central

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

    2015-01-01

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

  14. Play the Mosquito Game

    MedlinePlus

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

  15. The Game of Writing

    ERIC Educational Resources Information Center

    Perron, John D.

    1972-01-01

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

  16. The Atomic Dating Game.

    ERIC Educational Resources Information Center

    Cummo, Evelyn; Matthews, Catherine E.

    2002-01-01

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

  17. The Atomic Dating Game.

    ERIC Educational Resources Information Center

    Cummo, Evelyn; Matthews, Catherine E.

    2002-01-01

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

  18. Rethinking Fair Games

    ERIC Educational Resources Information Center

    Coffey, David C.; Richardson, Mary G.

    2005-01-01

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

  19. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

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

  20. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

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

  1. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

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

  2. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  3. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

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

  4. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

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

  5. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

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

  6. Cyclic dominance in evolutionary games: a review

    PubMed Central

    Szolnoki, Attila; Mobilia, Mauro; Jiang, Luo-Luo; Szczesny, Bartosz; Rucklidge, Alastair M.; Perc, Matjaž

    2014-01-01

    Rock is wrapped by paper, paper is cut by scissors and scissors are crushed by rock. This simple game is popular among children and adults to decide on trivial disputes that have no obvious winner, but cyclic dominance is also at the heart of predator–prey interactions, the mating strategy of side-blotched lizards, the overgrowth of marine sessile organisms and competition in microbial populations. Cyclical interactions also emerge spontaneously in evolutionary games entailing volunteering, reward, punishment, and in fact are common when the competing strategies are three or more, regardless of the particularities of the game. Here, we review recent advances on the rock–paper–scissors (RPS) and related evolutionary games, focusing, in particular, on pattern formation, the impact of mobility and the spontaneous emergence of cyclic dominance. We also review mean-field and zero-dimensional RPS models and the application of the complex Ginzburg–Landau equation, and we highlight the importance and usefulness of statistical physics for the successful study of large-scale ecological systems. Directions for future research, related, for example, to dynamical effects of coevolutionary rules and invasion reversals owing to multi-point interactions, are also outlined. PMID:25232048

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

    PubMed

    Hashimoto, Koh

    2006-08-07

    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.

  8. New Systems for the Realization of a Comfortable and Prosperous Society in the 21st Century

    NASA Astrophysics Data System (ADS)

    Hara, G.

    In the wake of the Great Northern Japan Earthquake and Tsunami, the Japanese people have impressed the world with their strong spirit of cooperation and optimism in the midst of crisis. Japan is now poised to lead the world toward a new economic paradigm and into the age of Public Interest Capitalism which can replace short-termism and shareholder centric capitalism. As the legacy economic and social systems that have dominated advanced countries reach a critical juncture, Japan now stands at the crux of a great opportunity. In the past, Japan's success was driven by the skillful exportation of ``Hard'' (manufactured goods) and ``Soft'' (entertainment/culture) products. In the coming era, the key to Japan's success lies with our ability to leverage our inherent values and disseminate new economic and social systems that trigger innovation, create new industries, and promote a more comfortable, balanced, and sustainable form of global development.

  9. World prosperity, global warming and nuclear power: a possible South Carolina role.

    PubMed

    Chaput, Ernest S

    2007-12-01

    Global population and demand for energy have increased in the past fifteen years, and these trends will continue. One consequence of increased energy production has been the buildup of greenhouse gasses in the atmosphere and heightened concern over global warming. Nations are actively seeking energy sources which minimize the release of greenhouse gasses. Nuclear power is one energy source which can safely meet this requirement. The United States is proposing the Global Nuclear Energy Partnership (GNEP), an advanced nuclear strategy with reduced waste and greater protection against using materials in a weapons activity. GNEP activities are consistent with capabilities existing at the Savannah River Site, and two locations in South Carolina are being considered as the location to test these new fuel and reactor concepts.

  10. Application and Evaluation of Analytic Gaming

    SciTech Connect

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

    2009-08-31

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

  11. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

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

  12. College Drinking Games and Observed Consequences.

    ERIC Educational Resources Information Center

    Newman, Ian M.; Crawford, Janet K.

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

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

    ERIC Educational Resources Information Center

    Abt, Clark C.

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

  14. Differential Game Logic for Hybrid Games

    DTIC Science & Technology

    2012-03-01

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

  15. War-gaming application for future space systems acquisition

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  16. Top 10 Research Questions Related to Teaching Games for Understanding

    PubMed Central

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the “teaching games for understanding” (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches’ learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools. PMID:26452580

  17. Top 10 Research Questions Related to Teaching Games for Understanding.

    PubMed

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the "teaching games for understanding" (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches' learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools.

  18. 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

  19. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  20. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

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

    ERIC Educational Resources Information Center

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

    2005-01-01

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

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

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

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

  4. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

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

  6. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

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

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

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

  8. 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…

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

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

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

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

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

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

  11. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  12. Fractal Patterns and Chaos Games

    ERIC Educational Resources Information Center

    Devaney, Robert L.

    2004-01-01

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

  13. 78 FR 17428 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-21

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

  14. Nuclear Power Plant Simulation Game.

    ERIC Educational Resources Information Center

    Weiss, Fran

    1979-01-01

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

  15. 78 FR 62649 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-10-22

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

  16. Fractal Patterns and Chaos Games

    ERIC Educational Resources Information Center

    Devaney, Robert L.

    2004-01-01

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

  17. Nuclear Power Plant Simulation Game.

    ERIC Educational Resources Information Center

    Weiss, Fran

    1979-01-01

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

  18. 76 FR 56466 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-13

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

  19. 78 FR 44146 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-07-23

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

  20. 77 FR 76514 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-12-28

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

  1. The impact of economic austerity and prosperity events on suicide in Greece: a 30-year interrupted time-series analysis

    PubMed Central

    Branas, Charles C; Kastanaki, Anastasia E; Michalodimitrakis, Manolis; Tzougas, John; Kranioti, Elena F; Theodorakis, Pavlos N; Carr, Brendan G; Wiebe, Douglas J

    2015-01-01

    Objectives To complete a 30-year interrupted time-series analysis of the impact of austerity-related and prosperity-related events on the occurrence of suicide across Greece. Setting Greece from 1 January 1983 to 31 December 2012. Participants A total of 11 505 suicides, 9079 by men and 2426 by women, occurring in Greece over the study period. Primary and secondary outcomes National data from the Hellenic Statistical Authority assembled as 360 monthly counts of: all suicides, male suicides, female suicides and all suicides plus potentially misclassified suicides. Results In 30 years, the highest months of suicide in Greece occurred in 2012. The passage of new austerity measures in June 2011 marked the beginning of significant, abrupt and sustained increases in total suicides (+35.7%, p<0.001) and male suicides (+18.5%, p<0.01). Sensitivity analyses that figured in undercounting of suicides also found a significant, abrupt and sustained increase in June 2011 (+20.5%, p<0.001). Suicides by men in Greece also underwent a significant, abrupt and sustained increase in October 2008 when the Greek recession began (+13.1%, p<0.01), and an abrupt but temporary increase in April 2012 following a public suicide committed in response to austerity conditions (+29.7%, p<0.05). Suicides by women in Greece also underwent an abrupt and sustained increase in May 2011 following austerity-related events (+35.8%, p<0.05). One prosperity-related event, the January 2002 launch of the Euro in Greece, marked an abrupt but temporary decrease in male suicides (−27.1%, p<0.05). Conclusions This is the first multidecade, national analysis of suicide in Greece using monthly data. Select austerity-related events in Greece corresponded to statistically significant increases for suicides overall, as well as for suicides among men and women. The consideration of future austerity measures should give greater weight to the unintended mental health consequences that may follow and the public

  2. The impact of economic austerity and prosperity events on suicide in Greece: a 30-year interrupted time-series analysis.

    PubMed

    Branas, Charles C; Kastanaki, Anastasia E; Michalodimitrakis, Manolis; Tzougas, John; Kranioti, Elena F; Theodorakis, Pavlos N; Carr, Brendan G; Wiebe, Douglas J

    2015-02-02

    To complete a 30-year interrupted time-series analysis of the impact of austerity-related and prosperity-related events on the occurrence of suicide across Greece. Greece from 1 January 1983 to 31 December 2012. A total of 11 505 suicides, 9079 by men and 2426 by women, occurring in Greece over the study period. National data from the Hellenic Statistical Authority assembled as 360 monthly counts of: all suicides, male suicides, female suicides and all suicides plus potentially misclassified suicides. In 30 years, the highest months of suicide in Greece occurred in 2012. The passage of new austerity measures in June 2011 marked the beginning of significant, abrupt and sustained increases in total suicides (+35.7%, p<0.001) and male suicides (+18.5%, p<0.01). Sensitivity analyses that figured in undercounting of suicides also found a significant, abrupt and sustained increase in June 2011 (+20.5%, p<0.001). Suicides by men in Greece also underwent a significant, abrupt and sustained increase in October 2008 when the Greek recession began (+13.1%, p<0.01), and an abrupt but temporary increase in April 2012 following a public suicide committed in response to austerity conditions (+29.7%, p<0.05). Suicides by women in Greece also underwent an abrupt and sustained increase in May 2011 following austerity-related events (+35.8%, p<0.05). One prosperity-related event, the January 2002 launch of the Euro in Greece, marked an abrupt but temporary decrease in male suicides (-27.1%, p<0.05). This is the first multidecade, national analysis of suicide in Greece using monthly data. Select austerity-related events in Greece corresponded to statistically significant increases for suicides overall, as well as for suicides among men and women. The consideration of future austerity measures should give greater weight to the unintended mental health consequences that may follow and the public messaging of these policies and related events. Published by the BMJ Publishing Group

  3. Game theory in models of pedestrian room evacuation.

    PubMed

    Bouzat, S; Kuperman, M N

    2014-03-01

    We analyze the pedestrian evacuation of a rectangular room with a single door considering a lattice gas scheme with the addition of behavioral aspects of the pedestrians. The movement of the individuals is based on random and rational choices and is affected by conflicts between two or more agents that want to advance to the same position. Such conflicts are solved according to certain rules closely related to the concept of strategies in game theory, cooperation and defection. We consider game rules analogous to those from the Prisoner's Dilemma and Stag Hunt games, with payoffs associated to the probabilities of the individuals to advance to the selected site. We find that, even when defecting is the rational choice for any agent, under certain conditions, cooperators can take advantage from mutual cooperation and leave the room more rapidly than defectors.

  4. Mobile game development: improving student engagement and motivation in introductory computing courses

    NASA Astrophysics Data System (ADS)

    Kurkovsky, Stan

    2013-06-01

    Computer games have been accepted as an engaging and motivating tool in the computer science (CS) curriculum. However, designing and implementing a playable game is challenging, and is best done in advanced courses. Games for mobile devices, on the other hand, offer the advantage of being simpler and, thus, easier to program for lower level students. Learning context of mobile game development can be used to reinforce many core programming topics, such as loops, classes, and arrays. Furthermore, it can also be used to expose students in introductory computing courses to a wide range of advanced topics in order to illustrate that CS can be much more than coding. This paper describes the author's experience with using mobile game development projects in CS I and II, how these projects were integrated into existing courses at several universities, and the lessons learned from this experience.

  5. Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness

    PubMed Central

    Boot, Walter R.; Champion, Michael; Blakely, Daniel P.; Wright, Timothy; Souders, Dustin J.; Charness, Neil

    2013-01-01

    Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a “brain fitness” game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants’ ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why. PMID:23378841

  6. Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness.

    PubMed

    Boot, Walter R; Champion, Michael; Blakely, Daniel P; Wright, Timothy; Souders, Dustin J; Charness, Neil

    2013-01-01

    Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a "brain fitness" game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.

  7. Guest editorial: Introduction to the special issue on modern control for computer games.

    PubMed

    Argyriou, Vasileios; Kotsia, Irene; Zafeiriou, Stefanos; Petrou, Maria

    2013-12-01

    A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.

  8. Learning historical heritage with a serious game: a user study of Heerlen Roman bathhouse

    NASA Astrophysics Data System (ADS)

    Qi, Wen

    2015-03-01

    The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations, to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information or knowledge about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities, we designed a video game about the Heerlen Roman bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning. In addition, we have carried out a user study to observe and measure the learning effects of this game. Both quantitative and qualitative data are collected to analyze the performance of the learners. The results have shown that this game indeed can help learners understand the important historical facts and the related knowledge of the heritage being studied. Further directions include converting the first-person game into a third-person or multiple players' game.

  9. Theory of Atomic Games

    NASA Astrophysics Data System (ADS)

    Zhang, Yikun

    2003-04-01

    A new atomic theory is proposed based on radiation mechanics. Atoms cannot be regarded as unrelated individuals, but in a game of claiming to emit photons. Every atom aims to minimize its expected energy by using mixed strategy in the game. Equilibrium points exist as the non-cooperative solution of an atomic game. In a gas composed of same atoms, every equilibrium point determines an optimum probability distribution of energy of each atom as well as of all atoms. The individual optimum is equivalent to the over-all optimum. In an ideal gas of identical atoms, the spin angular momentum of an electron in each atom can only take a series of discrete numerical values between the ground and excited states. There are two fundamental kinds of phase transitions, accomplished respectively by aggregation of atoms to form larger coalitions or by transformation of preexisting coalitions into new configurations. For the first kind, atomic games in both phases have the unique solution. The expected energies of two phases are equal at the critical point. For the second kind, atomic games have multiple solutions. There is often a fall of the expected energies between two phases at the critical point.

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

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

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

  11. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  12. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  13. Enhancing cognition with video games: a multiple game training study.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

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

  14. Evaluating the Impact of Player Experience in the Design of a Serious Game for Upper Extremity Stroke Rehabilitation.

    PubMed

    Cordeiro d'Ornellas, Marcos; Cargnin, Diego João; Cervi Prado, Ana Lúcia

    2015-01-01

    Video games have become a major entertainment industry and one of the most popular leisure forms, ranging from laboratory experiments to a mainstream cultural medium. Indeed, current games are multimodal and multidimensional products, relying on sophisticated features including not only a narrative-driven story but also impressive graphics and detailed settings. All of these elements helped to create a seamless and appealing product that have resulted in a growing number of players and in the number of game genres. Although video games have been used in education, simulation, and training, another application that exploits serious gaming is the exploration of player experience in the context of game research. Recent advances in the natural user interfaces and player experience have brought new perspectives on the in-game assessment of serious games. This paper evaluates the impact of player experience in the design of a serious game for upper extremity stroke rehabilitation. The game combines biofeedback and mirror neurons both in single and multiplayer mode. Results have shown that the game is a feasible solution to integrate serious games into the physical therapy routine.

  15. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

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

  16. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

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

  17. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

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

  18. Game Plan: Save Lives, Winterize!

    ERIC Educational Resources Information Center

    Children & Animals, 1988

    1988-01-01

    Describes a learning center game which deals with the needs of dogs and cats in the winter months. Provides background information on the potential risks to pets during cold weather. Contains the game cards, along with assembly instructions and the rules of the games. (TW)

  19. 77 FR 5566 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-02-03

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal--State Class III Gaming Compact Taking Effect. SUMMARY: This publishes notice of the Tribal-State... Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240...

  20. 75 FR 38834 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-06

    ...: 2010-16214] DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian... Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under Section 11 of the Indian Gaming Regulatory Act of 1988...

  1. 75 FR 38833 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-07-06

    ... Doc No: 2010-16213] DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development...

  2. 76 FR 165 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-01-03

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

  3. 76 FR 49505 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-10

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal-State Class III Gaming Compact taking effect. SUMMARY: This publishes notice of the Tribal-State... Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240...

  4. 76 FR 42722 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-19

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

  5. 77 FR 41200 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-12

    ... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes approval by the Department of an extension to the Class III Gaming Compact between the State of California and the Federated...

  6. 75 FR 61511 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-05

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

  7. 75 FR 68618 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-08

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

  8. Gaming and Gamification Part II

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

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

  9. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

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

  10. "Voyager": An Educational Card Game

    ERIC Educational Resources Information Center

    Smith, David Ryan

    2003-01-01

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

  11. "Voyager": An Educational Card Game

    ERIC Educational Resources Information Center

    Smith, David Ryan

    2003-01-01

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

  12. Communication Within Infant Social Games.

    ERIC Educational Resources Information Center

    Ross, Hildy S.; Lollis, Susan P.

    1987-01-01

    Explored infants' capability to request a partner's participation in social games. Nineteen infants who were 9, 12, 15, and 18 months old played games for 30 minutes in a laboratory setting with an adult partner. Children's nonverbal behavior and vocalizations after the adult discontinued play were compared with behavior during game-playing…

  13. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

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

  14. Can Video Games Be Educational?

    ERIC Educational Resources Information Center

    Criswell, Chad

    2009-01-01

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

  15. Make Your Own Table Games.

    ERIC Educational Resources Information Center

    Maurer, Mary E.

    1997-01-01

    Advocates hand making games to save money, and tailoring them to meet individual children's needs, introduce new concepts, develop children's interests, and reinforce curriculum concepts. Provides guidelines for identifying goals and creating self-directing games. Includes specific game ideas and supply lists for a variety of matching, board,…

  16. Simulation Gaming: A Critical Review.

    ERIC Educational Resources Information Center

    Roberts, Nancy

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

  17. Gaming and Gamification Part II

    ERIC Educational Resources Information Center

    Mallon, Melissa

    2013-01-01

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

  18. 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.…

  19. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

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

  20. Alliances in "The Hunger Games"

    ERIC Educational Resources Information Center

    Painter, Judith

    2012-01-01

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