37 resultados para language games


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La sociedad está sometida a un proceso de cambio constante y las metodologías docentes deben adaptarse también a estos cambios. Hemos decidido realizar el presente Trabajo de Fin de Grado con el fin de poner en valor la utilidad de las metodologías docentes más innovadoras que consigan adaptar la docencia a la sociedad moderna. Así pues, explicamos lo que son los Serious Games y los usos que pueden tener en la docencia desde el punto de vista del emprendimiento empresarial. Como ejemplo más cercano de Serious Game, utilizamos el simulador del concurso E-mprende, un concurso diseñado para estudiantes que enfrenta a los usuarios a través de un Simulador empresarial. Se trata de un Business Game desarrollado entre otros por la Universidad del País Vasco que intenta enseñar a los jugadores lo que es dirigir una empresa de nueva creación dándoles el control virtual de la misma a través de una plataforma web donde deberán tomar una serie de rondas de decisiones. Para comenzar, realizamos un análisis bibliográfico con el fin de dar una correcta explicación de lo que son los juegos, los Serious Games y los Business Games. Básicamente, un Serious Game se diferencia de un Juego ordinario en su finalidad. Mientras que un juego ordinario se ha diseñado con el único fin de divertir, el Juego Serio también tiene el objetivo de formar, entrenar o educar. Por su parte, Un Business Game es un Serious Game diseñado para el ámbito de los negocios en el que se pretende formar al jugador en materia de empresas. Realizando ese análisis bibliográfico, obtenemos una serie de conclusiones que podremos contrastar utilizando como ejemplo el simulador del concurso emprende. Para conseguir datos totalmente verídicos, elaboramos un cuestionario a medida destinado a los participantes del concurso que se entregó al finalizar el concurso. Dado que este Trabajo de Fin de Grado se enmarca en el ámbito del emprendimiento, lo que nos interesa contrastar por encima de todo es si el hecho de participar en un Business Game como el del concurso E-mprende ayuda a fomentar el espíritu emprendedor en el alumno más allá de complementar conocimientos teóricos y prácticos, lo cual no deja de ser importante.

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The aim of the present study was to investigate the functional role of syllables in sign language and how the different phonological combinations influence sign production. Moreover, the influence of age of acquisition was evaluated. Deaf signers (native and non-native) of Catalan Signed Language (LSC) were asked in a picture-sign interference task to sign picture names while ignoring distractor-signs with which they shared two phonological parameters (out of three of the main sign parameters: Location, Movement, and Handshape). The results revealed a different impact of the three phonological combinations. While no effect was observed for the phonological combination Handshape-Location, the combination Handshape-Movement slowed down signing latencies, but only in the non-native group. A facilitatory effect was observed for both groups when pictures and distractors shared Location-Movement. Importantly, linguistic models have considered this phonological combination to be a privileged unit in the composition of signs, as syllables are in spoken languages. Thus, our results support the functional role of syllable units during phonological articulation in sign language production.

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Throughout this undergraduate thesis, a study of intercultural management and leadership will be carried out with a special focus on language academies. We begin by analyzing the importance of cultural values and their effects on the perception of a leader. We then study the role of Strategic Human Resources Management in an intercultural environment. Finally, as an original contribution to this thesis, an investigation is performed that examines three local language academies and their management practices. After reviewing the findings, we hope to propose a sort of ‘best practices’ for language academies that could lead to a more harmonious relationship between teachers and their managers.

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The purpose of this study was to compare the effects of Small-Sided Games (SSG) vs. Interval Training (IT) in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 +/- 0.6 years, and 8.5 years of experience) of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9) and IT group (n = 8). In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ). At the end of the study, players answered the physical activity enjoyment scale (PACES). During the study, heart rate (HR) and session perceived effort (sRPE) were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 +/- 1.07). Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.

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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.

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We introduce and analyze a new solution concept for TU games:The Surplus Distributor Prekernel. Like the prekermel, the new solu- tion is based on the an alternative motion of complaint of one player against other with respect to an allocation. The SD-prekernel contains the SD-prenucleolus and they coincide in the class of convex games. This result allows us to prove that in bankruptcy problems the SD-prekernel and the Minimal Overlapping rule select the same allocation.