5 resultados para Game on circle
em Repositório Institucional da Universidade de Aveiro - Portugal
Resumo:
Atualmente é necessário preparar os alunos para que sejam cidadãos críticos, reflexivos e capazes de resolverem problemas. Para tal é necessário modificar algumas práticas que decorrem nas nossas salas de aulas. Nomeadamente o incentivo do questionamento por parte do aluno. Esta capacidade é imprescindível para a vida futura de cada estudante/cidadão que se forma. A presente investigação tem como principal objetivo averiguar a influência do jogo didático na promoção e desenvolvimento do questionamento nos alunos. Desenvolveu-se uma atividade didática para um dos conteúdos da Geologia do 11ºano, designadamente as rochas. Recorreu-se ao estudo de caso como método de investigação. Os participantes do estudo foram os alunos das turmas de uma escola do distrito de Aveiro, nas quais a professora-investigadora realizou a PES. Para a recolha de dados recorreu-se a inquéritos por questionário, observação e análise de documentos. A maioria dos estudantes considerou que o jogo melhorou a sua capacidade de questionar, apesar do jogo didático ter aspetos que podem ser melhorados.
Resumo:
We consider a mechanical problem concerning a 2D axisymmetric body moving forward on the plane and making slow turns of fixed magnitude about its axis of symmetry. The body moves through a medium of non-interacting particles at rest, and collisions of particles with the body's boundary are perfectly elastic (billiard-like). The body has a blunt nose: a line segment orthogonal to the symmetry axis. It is required to make small cavities with special shape on the nose so as to minimize its aerodynamic resistance. This problem of optimizing the shape of the cavities amounts to a special case of the optimal mass transfer problem on the circle with the transportation cost being the squared Euclidean distance. We find the exact solution for this problem when the amplitude of rotation is smaller than a fixed critical value, and give a numerical solution otherwise. As a by-product, we get explicit description of the solution for a class of optimal transfer problems on the circle.
Resumo:
Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.
Resumo:
In this paper, we focus on a Riemann–Hilbert boundary value problem (BVP) with a constant coefficients for the poly-Hardy space on the real unit ball in higher dimensions. We first discuss the boundary behaviour of functions in the poly-Hardy class. Then we construct the Schwarz kernel and the higher order Schwarz operator to study Riemann–Hilbert BVPs over the unit ball for the poly- Hardy class. Finally, we obtain explicit integral expressions for their solutions. As a special case, monogenic signals as elements in the Hardy space over the unit sphere will be reconstructed in the case of boundary data given in terms of functions having values in a Clifford subalgebra. Such monogenic signals represent the generalization of analytic signals as elements of the Hardy space over the unit circle of the complex plane.
Resumo:
Within the business context, communication and interaction tends to be considerably rooted in the use of English (as lingua franca), as well as in ICT use. Thus, professionals have to be able to speak the English language, resorting to specific, internationally recognised terminology and be proficient in the use of manifold ICT tools. In fact, the tendency is for the great majority of higher education (HE) students to own mobile devices (laptops, smartphones and/or tablets) and use them to access information and communicate/interact with content and other people. Bearing this in mind, a teaching and learning strategy was designed, in which m-learning (i.e. learning in which the delivery platform is a mobile device) was used to approach Business English Terminology (BET). The strategy was labelled as ‘BET on Top Hat’, once the selected application was Top Hat (https://tophat.com/) and the idea was for students to face it as if it were a game/challenge. In this scenario, the main goals of this exploratory study were to find evidence as to: i) the utility of m-learning activities for learning BET and ii) if and how m-learning activities can generate intrinsic motivation in students to learn BET. Participants (n=23) were enrolled in English II, a curricular unit of the 1st cycle degree in Retail Management offered at Águeda School of Technology and Management – University of Aveiro (2014/15 edition). The data gathered included the students’ results in quizzes and their answers to a short final evaluation questionnaire regarding their experience with BET on Top Hat. Consequently, data were treated and analysed resorting to descriptive statistical analysis, and, when considered pertinent, the teacher’s observation notes were also considered. The results unveil that, on the one hand, the strategy had a clear positive impact on the students’ intrinsic motivation and, on the other hand, the students’ performance as to BET use tended to improve over time.