4 resultados para weighted majority game

em Universidad de Alicante


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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.

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Let vv be a weight sequence on ZZ and let ψ,φψ,φ be complex-valued functions on ZZ such that φ(Z)⊂Zφ(Z)⊂Z. In this paper we study the boundedness, compactness and weak compactness of weighted composition operators Cψ,φCψ,φ on predual Banach spaces c0(Z,1/v)c0(Z,1/v) and dual Banach spaces ℓ∞(Z,1/v)ℓ∞(Z,1/v) of Beurling algebras ℓ1(Z,v)ℓ1(Z,v).

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This study aimed to determine the level of computer practical experience in a sample of Spanish nursing students. Each student was given a Spanish language questionnaire, modified from an original used previously with medical students at the Medical School of North Carolina University (USA) and also at the Education Unit of Hospital General Universitario del Mar (Spain). The 10-item self-report questionnaire probed for information about practical experience with computers. A total of 126 students made up the sample. The majority were female (80.2%; n=101). The results showed that just over half (57.1%, n=72) of the students had used a computer game (three or more times before), and that only one third (37.3%, n=47) had the experience of using a word processing package. Moreover, other applications and IT-based facilities (e.g. statistical packages, e-mail, databases, CD-ROM searches, programming languages and computer-assisted learning) had never been used by the majority of students. The student nurses' practical experience was less than that reported for medical students in previous studies.

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The aim of this study was to assess the way volleyball teams score with regard to: whether or not they won the game, whether they were the home or away team, the level of the opposing teams, and the type of confrontation. The sample was composed of 118,083 plays from 794 men’s volleyball matches and 125,751 plays from 719 women’s matches of Spain’s first division clubs (from the 2002-2003 season to the 2006-2007 season). The variables studied were: the way points were obtained in each play, being the home or away team, the level of the teams, the result of the match, and the type of confrontation between the teams with regard to their level. The results demonstrate that for both men’s and women’s teams, the majority of the points were obtained in attack and by opponent errors. Differences were found with regard to the way points were obtained when winning or losing the match was taken into account as well as when considering the level of the teams. This paper discusses the differences found with regard to whether the team is home or visiting and the type of confrontation.