161 resultados para repeated game


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This thesis found that light exercise between repeated sprints improved performance in a subsequent bout. This was attributed to a reduction in potentially fatiguing by-products within the muscle and an increased aerobic metabolism in the second sprint.

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Aims to ascertain whether a relationship exists between repeated sprint ability (RSA) and aerobic fitness. RSA was assessed by 3 repeated sprint sessions departing avery 15, 30, or 60 seconds. Peak oxygen uptake and running velocity at VO2peak assessed aerobic fitness. When recovery time was increased between sprints, running velocity was better maintained, repeated sprint time was faster and the decrement in running velocity was smaller. Higher Vmax scores appear related to improved RSA as measured by the better maintainance of sprinting velocity.

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This thesis examined the perceptions of police and legal professionals regarding how police officers should and do interview children about repeated abuse. It also examined the actual performance of police interviewers in mock and field interviews to understand the reason for interviewer's difficulties and how interview strategy can be improved. The portfolio examines and discusses the complexities associated with assessing the risk of sexual recidivism among different sex offender populations - adult sex offenders, sex offenders with an intellectual disability, adolescent sex offenders and indigenous sex offenders. Four case studies are presented.

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The results of three studies suggest that repeated interviews assist in retaining information over a 6 week interval without increasing suggestibility. In addition prompting was also efficient in retaining information over 6 weeks. The implications of this study were that repeated interviews at intervals less than 4 weeks, could assist children to improve recall at a court appearance.

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The efficacy of mental reinstatement of context in facilitating six-year-old children's recall of one occurence of a repeated event was explored. Results demonstrated a beneficial effect of mental reinstatement of a unique contextual feature of one occurence of a repeated event on children's recall of details specific to that occurence.

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Communication is frequently characterized by a sequence of questions and answers. Little is known about how well students who are deaf or hard of hearing (deaf/HH) understand their hearing classmates in the context of an inclusive setting. This study explored the communication skills used by deaf/HH children when asking and answering questions in a “trivia” game with their hearing peers. Thirty-four children with normal hearing and 34 children with a hearing loss ranging from mild to profound (>90 dB HL) participated in this study. Each of the 34 dyads included 1 child with normal hearing and 1 child with hearing loss, matched by gender and grade level at school. Dyads were videotaped and analyzed. Pairs were compared in terms of their capacity to repeat the question, strategies used to seek information, and accuracy of responses. Results showed that the group of hearing children was able to repeat more questions verbatim compared to the deaf/HH children. The deaf/HH group required a significantly greater number of repetitions, sought a greater number of general clarifications, and correctly answered more questions compared with the group of hearing children. The implications of these findings are discussed in terms of peer communication and pragmatic skill development.

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This study examined the effects of game situation information, manipulated in terms of time and score, on decisions made in a video-based perceptual test in basketball. The participants were undergraduate university students (n=159) who viewed 21 offensive basketball plays, under two test conditions (low decision criticality; high decision criticality). To manipulate the conditions, prior to each clip, the
participants were presented with a description of the remaining time and score differential. High decision criticality situations were characterised by a remaining time of 60 seconds or less and score differentials of 2 points or less. Low decision criticality situations were characterised by remaining time of 5 minutes or more and score differentials of 5 points or more. The participants indicated their decision (pass, shoot, dribble) after the visual display had been occluded for each clip. The results indicated that decision profiles differed under the low and high decision criticality conditions. More pass decisions were made under high decision criticality situations and more shoot decisions under low decision criticality situations. These variations differed according to the type of main sport played but not for the basketball competition level. It was concluded that game situation information does influence decision making and should be considered in video-based testing and training.

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In this paper, we propose technology uncertainty as a new factor relevant to market collusion. We analyze an infinitely repeated quantity game where, for each firm, the marginal productivity of the input employed in the production process is affected by an unobservable shock. Each firm faces technology uncertainty, measured by the variance of the shocks, in every period. We show that, under both grim trigger strategies and optimal punishments, technology uncertainty enhances cartel stability, suggesting that, in industries characterized by technology uncertainty, the actions of the antitrust authorities should be intensified. We also show that collusion is less likely when technology shocks are highly correlated, implying that regulators interested in deterring collusion should promote the formation of industrial clusters.

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Issue addressed: To describe the demographic and health-related characteristics (physical activity, self-reported health status, quality of life and falls history) of older people who enroll in a team-based game, Lifeball, and examine associations between continuation and participant characteristics. Reasons for stopping, participants' perceptions of the game and changes in health-related characteristics over 12 months were examined.

Methods: Telephone surveys were conducted with a cohort of Lifeball players at: baseline, soon after commencing playing and 12 months later.

Results:
At baseline, participants were aged 40 to 96 years (mean 67). Most were female (84%), in good to excellent health (86%) and reported being sufficiently (>150 minutes per week) physically active (69%). Almost half (43%) were still playing 12 months later (continuers). Continuers were more likely to perceive Lifeball had helped them to: feel fitter and healthier (91%); improve their social life (73%); and be more active (53%). No significant changes in continuers' physical activity, self-reported health status and quality of life measures were reported. The main reason for stopping playing was illness/injury unrelated to Lifeball.

Conclusions:
Lifeball mainly appealed to healthy, active older people.

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Collaboration literally means working together. Collaborative improvement is an extension of continuous improvement and can be defined as a purposeful inter-company interactive process that focuses on continuous incremental innovation aimed at enhancing the collaboration’s overall performance. Developing collaborative improvement is a protracted and difficult process. Previous research has identified a number of factors affecting that process and suggested that it is not so much the individual factors, but rather their interplay that determines the successful development of collaborative improvement. This article reports research aimed at developing a deeper understanding of that interplay. Ten relationships between ten factors are presented and discussed. It appears that vision, approach, trust and commercial reality are the strongest factors. These factors are, however, influenced by, or affect the other factors, notably national culture, partner characteristics and competences, the use of power, individual behaviour and commitment. The way this interplay develops varies from case to case and has great influence on the development of collaborative improvement.

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When children allege repeated abuse, they are required to provide details about specific instances. This often results in children confusing details from different instances, therefore the aim of this study was to examine whether mental context reinstatement (MCR) could be used to improve children’s accuracy. Children (N ¼ 120, 6–7-yearolds) participated in four activities over a 2-week period and were interviewed about the last (fourth) time with a standard recall or MCR interview. They were then asked questions about specific details, and some questions contained false information. When interviewed again 1 day later, children in the MCR condition resisted false suggestions that were consistent with the event more than false suggestions that were inconsistent; in contrast, children in the standard interview condition were equally suggestible for both false detail types and showed a yes bias. The results suggest a practical way of eliciting more accurate information from child witnesses.

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Games are enjoyable, and research shows that learning to play games can boost learning. Many games use mathematical processes and strategies; this book outlines the context for using mathematics games in classrooms to promote active mathematics learning, curiosity and engaged thinking. There are suggestions for suitable commercially available games and explanations of the rules for card games, dominoes, alphabet games, dice games, drawing games and others. Ways of making a new game, or modifying an existing game are explored, and there are scores of ideas for using games to support mathematical concepts while having fun.