125 resultados para Serious game


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Background
While much cross-sectional data is available, there have been few longitudinal investigations of patterns of electronic media use in children. Further, the possibility of a bi-directional relationship between electronic media use and body mass index in children has not been considered. This study aimed to describe longitudinal patterns of television viewing and electronic game/computer use, and investigate relationships with body mass index (BMI).
Methods
This prospective cohort study was conducted in elementary schools in Victoria, Australia. 1278 children aged 5–10 years at baseline and 8–13 years at follow-up had their BMI calculated, from measured height and weight, and transformed to z-scores based on US 2000 growth data. Weight status (non-overweight, overweight and obese) was based on international BMI cut-off points. Weekly television viewing and electronic game/computer use were reported by parents, these were summed to generate total weekly screen time. Children were classified as meeting electronic media use guidelines if their total screen time was ≤14 hrs/wk.
Results
Electronic media use increased over the course of the study; 40% met guidelines at baseline but only 18% three years later. Television viewing and electronic game/computer use tracked moderately and total screen time was positively associated with adiposity cross-sectionally. While weaker relationships with adiposity were observed longitudinally, baseline z-BMI and weight status were positively associated with follow-up screen time and baseline screen time was positively associated with z-BMI and weight status at follow-up. Children who did not meet guidelines at baseline had significantly higher z-BMI and were more likely to be classified as overweight/obese at follow-up.

Conclusion
Electronic media use in Australian elementary school children is high, increases with age and tracks over time. There appears to be a bi-directional association suggesting that interventions targeting reductions in either screen time or adiposity may have a positive effect on both screen time and adiposity.

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Recognizing as children’s input in game design and development process is critical, we applied cooperative inquiry experiences working with young children as game design partners. The computer-based games specifically were designed and developed for the acquisition of survival literacy by 12-14 year old intellectually disabled children. During the design and development game process, children learnt game design techniques without their acknowledgement. Importantly, the development process will be undertaken by the students with the minimum guidance of team members. The experiences, challenges and lesson learned through game design process are discussed.

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This paper explores the rapid escalation of demand for information in both complex and convergent forms of accessible technology. The authors contend that this growth creates a concomitant demand for a highly skilled information technology workforce. To ensure the preservation and continued development of this workforce, education of the information technology professional is increasingly acknowledged as one of the primary challenges
confronting educators and educational institutions. Many institutions have sought solutions to this educational conundrum in populist concepts of e-learning

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Provides an idea on how to devise a mathematical game for primary students. Requirement of an effective mathematical game; Design of the game; Criteria for judging.

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Within a climate of policy hysteria, it is often claimed that a 'preoccupation with performance' develops, focussing on individual success stories, resulting in 'fad-like waves of adoption and abandonment'. Within this increasing pace and intensity of reform, new networks are formed and new relationships developed, with key players taking on new forms of identity to morph into the constantly changing policy climate. Despite continued evidence of young people's pathways from school being more like mosaic than linear, new policy still seeks to define and limit the possible lines of flight and trajectories, closely managing the education and training of young people at risk. In Victoria, the major policy initiative has involved the establishment of LLENs, the local all purpose solution to young people who might not be sticking to the linear policy pathway. So are we involved in 'an avoidance game', filling up the post compulsory policy space with more and more policies, which in fact seek to continue to regulate and constrain young people, rather than supporting them? This paper interrogates the policies and practices which have created the learning networks, of the SGR LLEN through policy analysis and case studies.

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Game theory is a rapidly advancing approach to structure and understand complex management problems in the natural resources sector in both the developed and developing countries. Many natural resource problems are complex due to common property and public goods characteristics. Despite these limitations many researchers have used game theory to analyze water shed management, irrigation water management, grazing land management, and managing other ecological resources. The prisoner’s dilemma game has been widely used. The work of Runge shows that collective action is feasible if a critical mass of people can cooperate. The use of game theory is hindered by lack of information, paucity of empirical applications and the lack of interest by policy makers who wish quick answers to critical policy issues. The potential still remains high for game theory to be productively used both in developing and developed countries.

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Computer games are among the most visible texts of the new information and communication technologies. For many parents, teachers and other adults, computer games have become a focus for their fears about social and technological change, including the changing nature of childhood and the threats to Australia's national and cultural heritage and identity posed by the multinational (and predominantly American) products that saturate the market. However, there are several alternative ways of 'reading' computer games and interpreting their possible effects. These lesson ideas invite students to explore some of these alternatives by examining the storylines and other characteristics of selected games. Through these activities students will:
• experiment with alternative ways of 'reading' selected computer games
• explore issues of gender, violence and cultural values in selected computer games
• discuss and debate the fears held by many adults about the possible effects of computer games on young people
• cooperate with others in justifying a position.

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W)reading, wrangling and the rhythm of the text: enhancing the education of young boys with game-based learning Connecting curriculum content to young people's engagement with texts outside of the classroom is increasingly recognised as a method of providing challenging learning environments (Beavis 1999). The introduction of games-based learning in areas such as literacy provides young people with a structural and conceptual framework with which many, particularly young males, may be familiar...

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The soil-borne plant pathogen Phytophthora cinnamomi occurs in most Australian states. It is pathogenic to many Australian species, particularly the Proteaceae, Fabaceae, Dillineaceae and Epacridaceae. In Western Australia, c. 2000 of the 9000 endemic plant species are directly affected by the disease. The epidemic of plant deaths caused by P. cinnamomi is recognised as one of 11 Key Threatening Processes to the Australian Environment, and is now also acknowledged as a potential threat fauna in a range of communities. The implications of landscape modification due to the effects of P. cinnamomi dieback prompted our research, designed to measure the distribution and abundance of small mammals in disease-affected ecosystems. This study was in the Jarrah (Eucalyptus marginata) forests in the Darling Range, Western Australia and measured the distribution and abundance of one small mammal species, the Mardo (Antechinus flavipes) by Elliott trapping in forests with (1) high, (2) mixed and (3) no evidence of Phytophthora dieback. Trap success was highest in sites with no effect of Phytophthora (7.3 animals per 100 trap nights), whereas the lowest trap success was recorded at the high impact sites (0.67 animals per 100 trap night). There was a significant difference in trap success of Mardos in Elliott trapping over 1800 trap nights (x2= 23.19, d.f = 5, p < 0.001). An examination of the distribution of individuals and sexes suggests that Phytophthora-affected sites act as sinks for Mardos, while source areas are healthy, unaffected Jarrah forest.

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This essay examines the role of soccer in Australian popular life, emphasizing the game's position of secondary importance to rugby or Australian Rules in different regions. It draws on international comparisons with the USA or white British colonies to argue that in a uniquely multicultural country like Australia with established sporting traditions, domestic experience of the game could shape the past, present and future of soccer in the country. Given the cultural diversity of the state, it should work towards a strategic competitive advantage for the popularization of soccer in contemporary Australia

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The “light” and uplifting film, Bend it Like Beckham (2002), is deconstructed to expose its passive ideologies that equate physical darkness with regressive cultural and social outlooks and practices. While Bend it Like Beckham constructs itself as a modern fairy tale of a girl achieving her dream of athletic opportunity and success (with a nice side-dish of romance), the film’s privileging of whiteness is both a cultural and a gendered norm that must be desired and achieved before that dream may come true.