952 resultados para Role Playing Game


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Education in entrepreneurship is a relatively new addition to the curriculum of institutions of higher education in Portugal. Forty-one percent of the current courses were first offered in 2003 or 2004. This recent awakening to the importance of entrepreneurship education is both reactive to the needs of the market as well as pro-active through the interests of professors. As the developing phenomenon of entrepreneurship education grows there is an urgent need to better understand and develop this area through academic research. Pedagogy, course content, the use of technology as well as other parallel initiatives related to entrepreneurship education in Portugal are the primary focus of this national survey of academic year 2004/2005. The majority (76.5%) of professors surveyed stated that their university has plans to create an entrepreneurship/innovation center. However, it is believed that roles and activities that a “center” must have to be effective are, as of yet, not well-defined in the Portuguese context. In developing future initiatives, Portugal could benefit by looking at models from other countries that have well-developed entrepreneurship educational offerings and support structures. Findings indicate that current course pedagogy in Portugal relies heavily on business plan creation and theoretical lectures and seldom makes use of computer business simulations, role-playing or internships. In addition, greater use of the Internet as a method for disseminating information to students and entrepreneurs could help “market” entrepreneurship education better and improve the perception of those students not currently taking an entrepreneurship course.

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Dissertação de Mestrado, Educação Pré-Escolar, Escola Superior de Educação e Comunicação, Universidade do Algarve, 2016

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Dans un contexte de prévention secondaire, les interventions motivationnelles brèves (IMB) effectuées par les infirmières ont le potentiel de réduire les facteurs de risque cardiovasculaires. De par sa flexibilité, la formation en ligne s’impose aujourd’hui comme une méthode pédagogique essentielle au développement des habiletés cliniques des professionnels de la santé. Le but de ce projet était d’évaluer la faisabilité, l’acceptabilité et l’effet préliminaire d’une plateforme de formation en ligne sur les IMB (MOTIV@CŒUR) sur les habiletés perçues et l’utilisation clinique des IMB chez des infirmières en soins cardiovasculaires. Pour ce faire, une étude pilote pré-post à groupe unique a été menée. MOTIV@CŒUR est composée de deux sessions d’une durée totale de 50 minutes incluant des vidéos d’interactions infirmière-patient. Dans chaque session, une introduction théorique aux IMB est suivie de situations cliniques dans lesquelles une infirmière évalue la motivation à changer et intervient selon les principes des IMB. Les situations ciblent le tabagisme, la non-adhérence au traitement médicamenteux, la sédentarité et une alimentation riche en gras et en sel. Il était suggéré aux infirmières de compléter les deux sessions de formation en ligne en moins de 20 jours. Les données sur la faisabilité, l'acceptabilité et les effets préliminaires (habiletés perçues et utilisation clinique auto-rapportée des IMB) ont été recueillies à 30 jours (± 5 jours) après la première session. Nous avons recruté 27 femmes et 4 hommes (âge moyen 37 ans ± 9) en mars 2016. Vingt-quatre des 31 participants (77%) ont terminé les deux sessions de formation en moins de 20 jours. À un mois suite à l’entrée dans l’étude, 28 des 31 participants avaient complété au moins une session. Un haut niveau d’acceptabilité a été observé vu les scores élevés quant à la qualité de l'information, la facilité d'utilisation perçue et la qualité de la plateforme MOTIV@CŒUR. Le score d'utilisation clinique auto-rapporté des interventions visant la confiance était plus élevé après les deux sessions qu’avant les sessions (P = .032). Bien que tous les scores fussent plus élevés après les deux sessions qu’au début, les autres résultats n’étaient pas statistiquement significatifs. En conclusion, l’implantation d’une plateforme de formation en ligne sur les IMB est à la fois faisable et acceptable auprès d’infirmières en soins aigus cardiovasculaires. De plus, une telle formation peut avoir un effet positif sur l'utilisation clinique d’interventions motivationnelles visant la confiance face au changement de comportement de santé.

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Dans un contexte de prévention secondaire, les interventions motivationnelles brèves (IMB) effectuées par les infirmières ont le potentiel de réduire les facteurs de risque cardiovasculaires. De par sa flexibilité, la formation en ligne s’impose aujourd’hui comme une méthode pédagogique essentielle au développement des habiletés cliniques des professionnels de la santé. Le but de ce projet était d’évaluer la faisabilité, l’acceptabilité et l’effet préliminaire d’une plateforme de formation en ligne sur les IMB (MOTIV@CŒUR) sur les habiletés perçues et l’utilisation clinique des IMB chez des infirmières en soins cardiovasculaires. Pour ce faire, une étude pilote pré-post à groupe unique a été menée. MOTIV@CŒUR est composée de deux sessions d’une durée totale de 50 minutes incluant des vidéos d’interactions infirmière-patient. Dans chaque session, une introduction théorique aux IMB est suivie de situations cliniques dans lesquelles une infirmière évalue la motivation à changer et intervient selon les principes des IMB. Les situations ciblent le tabagisme, la non-adhérence au traitement médicamenteux, la sédentarité et une alimentation riche en gras et en sel. Il était suggéré aux infirmières de compléter les deux sessions de formation en ligne en moins de 20 jours. Les données sur la faisabilité, l'acceptabilité et les effets préliminaires (habiletés perçues et utilisation clinique auto-rapportée des IMB) ont été recueillies à 30 jours (± 5 jours) après la première session. Nous avons recruté 27 femmes et 4 hommes (âge moyen 37 ans ± 9) en mars 2016. Vingt-quatre des 31 participants (77%) ont terminé les deux sessions de formation en moins de 20 jours. À un mois suite à l’entrée dans l’étude, 28 des 31 participants avaient complété au moins une session. Un haut niveau d’acceptabilité a été observé vu les scores élevés quant à la qualité de l'information, la facilité d'utilisation perçue et la qualité de la plateforme MOTIV@CŒUR. Le score d'utilisation clinique auto-rapporté des interventions visant la confiance était plus élevé après les deux sessions qu’avant les sessions (P = .032). Bien que tous les scores fussent plus élevés après les deux sessions qu’au début, les autres résultats n’étaient pas statistiquement significatifs. En conclusion, l’implantation d’une plateforme de formation en ligne sur les IMB est à la fois faisable et acceptable auprès d’infirmières en soins aigus cardiovasculaires. De plus, une telle formation peut avoir un effet positif sur l'utilisation clinique d’interventions motivationnelles visant la confiance face au changement de comportement de santé.

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Los juegos de rol conocidos como “Modelos de Naciones Unidas” permiten construir una perspectivacognitiva y cultural innovadoras, puesto que nos obligan a posicionarnos frente a los actualesdesafíos internacionales desde un nuevo lugar: el del Otro. El mayor desafío pasa por representarfielmente la política exterior de aquel país que se representa, y así este ejercicio abre ventanas amundos desconocidos que rompen con estructuras mentales e imaginarios colectivos sobre los quese asientan el prejuicio y la discriminación negativa. Debe sumarse el enfoque interdisciplinariosobre el que se construye la práctica: las situaciones por problematizar exigen un esfuerzo conceptual ampliado y holístico para obtener una propuesta superadora.Tomando como caso testigo el 4º MONUUNQ (2009) se intentará sostener la idea de que la actuaciónlogra habilitar saberes, competencias y perspectivas cognitivas nuevas para la persona que,en su insistencia y ejercicio, progresivamente consigue ir construyendo un empoderamiento real.Tarde o temprano, el sujeto activo en dichas prácticas, trasladará el aprendizaje a su vida cotidianay potenciará una verdadera educación en derechos humanos.La “mediación normativa” sucede en el espacio público, lugar desde donde se debe luchar por serreconocido por los pares, con y desde los otros, puesto que para obtener una negociación activa y unliderazgo fructífero que se plasme en el documento escrito final, el estudiante deberá mantenerse en el margen de los códigos de la diplomacia internacional: oratoria, respeto al protocolo, conocimientode los procedimientos, y defensa irrenunciable a los valores constituyentes de la ONU.AbstractRole plays known as ‘United Nations Models’ allow us to build an innovative cognitive and cultural perspective,since they make us be positioned in front of contemporary international challenges from a new place:the other’s place. The biggest challenge is to truly represent the international policy of the country being represented, and that is how this exercise opens windows to unknown worlds which break mental structuresand collective imaginaries, above which prejudice and negative discrimination settle. The interdisciplinaryfocus upon which the practice is built has to be added: the simulated situations demand a wider and holisticconceptual effort to obtain an overcoming proposal.Taking as a model 4th MONUUNQ (2009), it is intended to sustain the idea that role playing habilitatesnew skills, competences and cognitive perspectives for the person who, with insistence and exercise, willprogressively build a real empowerment. Sooner or later, the active subject on those practices will move thelearnt contents to his everyday life and will propel an actual Human Rights Education.‘Normative mediation’ takes place in the public space, the place from which people should fight to be recognizedby equals, ‘with and from other people’, since to obtain an active negotiation and fruitful leadershipwhich will turn into a final written document, the student will have to abide by the codes of internationaldiplomacy – oratory, protocol respect, procedure acknowledge, and defense of the constitutive values of United Nations Organization.

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This paper represents a new theorization of the role of location-based games (LBGs) as potentially playing specific roles in peoples’ access to the culture of cities [22]. A LBG is a game that employs mobile technologies as tools for game play in real world environments. We argue that as a new genre in the field of mobile entertainment, research in this area tends to be preoccupied with the newness of the technology and its commercial possibilities. However, this overlooks its potential to contribute to cultural production. We argue that the potential to contribute to cultural production lies in the capacity of these experiences to enhance relationships between specific groups and new urban spaces. Given that developers can design LBGs to be played with everyday devices in everyday environments, what new creative opportunities are available to everyday people?

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In contemporary game development circles the ‘game making jam’ has become an important rite of passage and baptism event, an exploration space and a central indie lifestyle affirmation and community event. Game jams have recently become a focus for design researchers interested in the creative process. In this paper we tell the story of an established local game jam and our various documentation and data collection methods. We present the beginnings of the current project, which seeks to map the creative teams and their process in the space of the challenge, and which aims to enable participants to be more than the objects of the data collection. A perceived issue is that typical documentation approaches are ‘about’ the event as opposed to ‘made by’ the participants and are thus both at odds with the spirit of the jam as a phenomenon and do not really access the rich playful potential of participant experience. In the data collection and visualisation projects described here, we focus on using collected data to re-include the participants in telling stories about their experiences of the event as a place-based experience. Our goal is to find a means to encourage production of ‘anecdata’ - data based on individual story telling that is subjective, malleable, and resists collection via formal mechanisms - and to enable mimesis, or active narrating, on the part of the participants. We present a concept design for data as game based on the logic of early medieval maps and we reflect on how we could enable participation in the data collection itself.

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GO423 was initiated in 2012 as part of a community effort to ensure the vitality of the Queensland Games Sector. In common with other industrialised nations, the game industry in Australia is a reasonably significant contributor to Gross National Product (GNP). Games are played in 92% of Australian homes and the average adult player has been playing them for at least twelve years with 26% playing for more than thirty years (Brand, 2011). Like the games and interactive entertainment industries in other countries, the Australian industry has its roots in the small team model of the 1980s. So, for example, Beam Software, which was established in Melbourne in 1980, was started by two people and Krome Studios was started in 1999 by three. Both these companies grew to employing over 100 people in their heydays (considered large by Antipodean standards), not by producing their own intellectual property (IP) but by content generation for off shore parent companies. Thus our bigger companies grew on a model of service provision and tended not to generate their own IP (Darchen, 2012). There are some no-table exceptions where IP has originated locally and been ac-quired by international companies but in the case of some of the works of which we are most proud, the Australian company took on the role of “Night Elf” – a convenience due to affordances of the time zone which allowed our companies to work while the parent companies slept in a different time zone. In the post GFC climate, the strong Australian dollar and the vulnerability of such service provision means that job security is virtually non-existent with employees invariably being on short-term contracts. These issues are exacerbated by the decline of middle-ground games (those which fall between the triple-A titles and the smaller games often produced for a casual audience). The response to this state of affairs has been the change in the Australian games industry to new recognition of its identity as a wider cultural sector and the rise (or return) of an increasing number of small independent game development companies. ’In-dies’ consist of small teams, often making games for mobile and casual platforms, that depend on producing at least one if not two games a year and who often explore more radical definitions of games as designed cultural objects. The need for innovation and creativity in the Australian context is seen as a vital aspect of the current changing scene where we see the emphasis on the large studio production model give way to an emerging cultural sector model where small independent teams are engaged in shorter design and production schedules driven by digital distribution. In terms of Quality of Life (QoL) this new digital distribution brings with it the danger of 'digital isolation' - a studio can work from home and deliver from home. Community events thus become increasingly important. The GO423 Symposium is a response to these perceived needs and the event is based on the understanding that our new small creative teams depend on the local community of practice in no small way. GO423 thus offers local industry participants the opportunity to talk to each other about their work, to talk to potential new members about their work and to show off their work in a small intimate situation, encouraging both feedback and support.

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This paper outlines the initial results from a pilot study into the educational use of the board game Monopoly City™ in a first year property economics unit. This game play was introduced as a fun and interactive way of achieving a number of desired outcomes including: enhanced engagement of first year students; introduction of foundational threshold concepts in property education; introduction of problem solving and critical analysis skills; early acculturation of property students to enhance student retention; and early team building within the Property Economics cohort, all in an engaging and entertaining way. Preliminary results in this research project are encouraging. The students participating in this initial cycle have demonstrated explicit linkages between their Monopoly City™ experiences and foundation urban economic and valuation theories. Students are also recognising the role strategy and chance play in the property sector. However, linking Monopoly City™ activities to assessment has proved important in student attendance and hence engagement.

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Individuals with limb amputation fitted with conventional socket-suspended prostheses often experience socket-related discomfort leading to a significant decrease in quality of life. Bone-anchored prostheses are increasingly acknowledged as viable alternative method of attachment of artificial limb. In this case, the prosthesis is attached directly to the residual skeleton through a percutaneous fixation. To date, a few osseointegration fixations are commercially available. Several devices are at different stages of development particularly in Europe and the US.[1-15] Clearly, surgical procedures are currently blooming worldwide. Indeed, Australia and Queensland in particular have one of the fastest growing populations. Previous studies involving either screw-type implants or press-fit fixations for bone-anchorage have focused on fragmented biomechanics aspects as well as the clinical benefits and safety of the procedure. [16-25] However, very few publications have synthetized this information and provided an overview of the current developments in bone-anchored prostheses worldwide, let alone in Australia. The purposes of the presentation will be: 1. To provide an overview of the state-of-art developments in bone-anchored prostheses with as strong emphasis on the design of fixations, treatment, benefits, risks as well as future opportunities and challenges, 2. To present the current international developments of procedures for bone-anchored prostheses in terms of numbers of centers, number of cases and typical case-mix, 3. To highlight the current role Australia is playing as a leader worldwide in terms of growing population, broadest range of case-mix, choices of fixations, development of reimbursement schemes, unique clinical outcome registry for evidence-based practice, cutting-edge research, consumer demand and general public interest.

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Social media is now an integral part of modern sports broadcasting, which combines old and new media into a redefined and multidimensional experience for fans. The popularity of social media has particular implications for professional women's sports due to this convergence, and may be utilised by organisations to address some of the issues women's sports face from a lack of traditional broadcast coverage. This article discusses Twitter activity surrounding the ANZ Championship netball competition and analyses the ways social media can help transcend the structural challenges that “old” media has placed on professional women's sports.

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This paper outlines the results from a study into the educational use of the board game Monopoly City™ in a first year real estate unit. This game play was introduced as a fun and interactive way of achieving a number of desired outcomes including: introduction of foundational threshold concepts in real estate education; introduction of problem solving and critical analysis skills; early acculturation of real estate students to enhance student retention; early team building within the student cohort; and enhanced engagement of first year students and, all in an engaging and entertaining way. Results from this two-stage research project are encouraging. The students participating in this project have demonstrated explicit linkages between their Monopoly City™ experiences and foundation urban economic and valuation theories. Students are also recognising the role strategy and chance play in the real estate sector. Findings from this project and key success factors are presented.

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- Objective To progress nutrition policy change and develop more effective advocates, it is useful to consider real-world factors and practical experiences of past advocacy efforts to determine the key barriers and enablers to nutrition policy change. This review aimed to identify and synthesize the enablers and barriers to public policy change within the field of nutrition. - Design Electronic databases were searched systematically for studies examining policymaking in public health nutrition. An interpretive synthesis was undertaken. Setting: International, national, state and local government jurisdictions within high-income, democratic countries. - Results Sixty-three studies were selected for inclusion. Numerous themes were identified explaining the barriers and enablers to policy change, all of which fell under the overarching category, ‘political will’, underpinned by a second major category, ‘public will’. Sub-themes, including pressure from industry; neoliberal ideology; use of emotions and values, and being visible were prevalent in describing links between public will, political will and policy change. - Conclusions The frustration around lack of public policy change in nutrition frequently stems from a belief that policymaking is a rational process in which evidence is used to assess the relative costs and benefits of options. The findings from this review confirm that evidence is only one component of influencing policy change. For policy change to occur there needs to be the political will, and often the public will, for the proposed policy problem and solution. This review presents a suite of enablers which can assist health professionals to influence political and public will in future advocacy efforts.

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Two systems of mixed oxides, La2-xSrxCuO4 +/- lambda (0.0 less than or equal to x less than or equal to 1.0) and La(2-x)Tn(x)CuO(4 +/-) (lambda) (0.0 less than or equal to x less than or equal to 0.4), with K2NiF4 structure were prepared. The average valence of Cu ions and oxygen nonstoichiometry (lambda) were determined by means of chemical analysis. Meanwhile, the adsorption and activation of nitrogen monoxide (NO) and the mixture of NO + CO over the mixed oxide catalysts were studied by means of mass spectrometry temperature-programmed desorption (MS-TPD). The catalytic behaviors in the reactions of direct decomposition of NO and its reduction by CO were investigated, and were discussed in relation with average valence of Cu ions, A and the activation and adsorption of reactant molecules. It has been proposed that both reactions proceed by the redox mechanism, in which the oxygen vacancies and the lower-valent Cu ions play important roles in the individual step of the redox cycle. Oxygen vacancy is more significant for NO decomposition than for NO + CO reaction. For the NO + CO reaction, the stronger implication of the lower-valent Cu ions or oxygen vacancy depends on reaction temperature and the catalytic systems (Sr- or Th-substituted). (C) 2000 Elsevier Science B.V. All rights reserved.