787 resultados para Reality Games


Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The subject of my research is the romantic dating culture, the practice of 'going with', among preadolescents ('tweens') in Finland during the 1990s. Preadolescence is a cultural construction of the post-industrial period, experienced by school students between the ages of 7 to 13. Deemed by researchers as a shallow, unchallenging and uninteresting period, it has been shadowed in previous studies by early childhood and puberty. This study combines paradigms of the folkloristic research of children's lore, which began in the 1970s, with those of later, turn-of-the-century girls study. The phenomena of romantic girl culture are studied in several ways, through ample and varied subject materials collected in different places at different times. The research material was collected directly from schoolchildren through interviews, questionnaires and the observations of preadolescents' behavior in discos, among other methods. Part of the material consists of reminiscent thematic writings and parts have been quoted from tween message boards. A general picture of romantic preadolescent dating culture is formed in this study from five previously published articles and a summary. The influence of western culture, with its respect for relationships, is evident in tween dating culture. Seven- to thirteen-year olds use the elements of the society around them to construct an appropriate way for themselves to 'go out' with someone. Many expressions in preadolescent dating culture are contrary to the models of adult relationships. For example, a couple isn't necessarily expected to meet each other even once, or the other party, the boy, doesn't even need to know he's dating someone. Girls organize and experience relationships by playing card fortune-telling, calculating 'Love Percentages', and other methods. Categorizing tween dating culture and its related emotional qualities from an adult point of view as simply a play is one example of the hierarchical system of generations where childhood emotions, actions and conceptions of reality aren't valued as highly as the 'real life' of adults. Lowest on the totem pole are little girls, who in this study get their voices backed up by the researcher's adulthood and research-based sisterhood. Keywords: childhood, children's lore, dating culture, girls and boys, girls study, fortune-telling games, preadolescence/tweens

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Prior to the 1980s, arthropod pest control in Queensland strawberries was based entirely on calendar sprays of insecticides (mainly endosulfan, triclorfon, dimethoate and carbaryl) and a miticide (dicofol). These chemicals were applied frequently and spider mite outbreaks occurred every season. The concept of integrated pest management (IPM) had not been introduced to growers, and the suggestion that an alternative to the standard chemical pest control recipe might be available, was ignored. Circumstances changed when the predatory mite, Phytoseiulus persimilis Athios-Henriot, became available commercially in Australia, providing the opportunity to manage spider mites, the major pests of strawberries, with an effective biological agent. Trials conducted on commercial farms in the early 1980s indicated that a revolution in strawberry pest management was at hand, but the industry generally remained sceptical and afraid to adopt the new strategy. Lessons are learnt from disasters and the consequent monetary loss that ensues, and in 1993, such an event relating to ineffective spider mite control, spawned the revolution we had to have. Farm-oriented research and evolving grower perspectives have resulted in the acceptance of biological control of spider mites using Phytoseiulus persimilis and the 'pest in first' technique, and it now forms the basis of an IPM system that is used on more than 80% of the Queensland strawberry crop.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Background There is some apparent confusion regarding similarities and differences between two popular physical education (PE) pedagogical frameworks, that is, the Constraints-Led Approach (CLA) and Teaching Games for Understanding (TGfU). Purpose Our aim in this commentary is to detail important theoretical and pedagogical concepts that distinguish these approaches, as well as to recognise where commonalities exist. Findings In particular, we note that TGfU had its roots in the 1960s in the absence of a substantial theoretical framework, although several attempts to retrospectively scaffold theories around TGfU have subsequently emerged in the literature. TGfU is a learner-centred approach to PE in which teachers are encouraged to design modified games to develop the learner's understanding of tactical concepts. In contrast, the CLA has arisen more recently from the umbrella of Nonlinear Pedagogy (NLP), emerging from the empirically rich theoretical framework of ecological dynamics. The CLA adopts a ‘learner–environment’ scale of analysis in which practitioners are encouraged to identify and modify interacting constraints (of task, environment and learner) to facilitate the coupling of each learner's perceptual and action systems during learning. The CLA is a broader framework which has been adapted for the design of (re)learning environments in PE, sport and movement therapy. Other key distinctions between the approaches include: the overall goals; the way in which the learner and the learning process are modelled; the use of questioning as a pedagogical tool; the focus on individual differences vs. generic concepts; and how progressions and skill interjections are planned and implemented. Conclusions Despite such distinctions, the two approaches are somewhat harmonious and key similarities include: their holistic perspective of the learner; the proposed role of the teacher and the design characteristics of learning tasks in each. Both TGfU and the CLA have a powerful central focus on the nature of learning activities undertaken by each individual learner. This clarification of TGFU and the CLA is intended to act as a catalyst for more empirical work into the complementarity of these juxtaposed pedagogical approaches to learning design.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Regenerative sustainability is emerging as an alternative discourse around the transition from a ‘mechanistic’ to an ‘ecological’ or living systems worldview. This view helps us to re-conceptualize relationships among humans’ technological, ecological, economic, social and political systems. Through exploration of ‘net positive’ or ‘regenerative’ development lenses and the traditional sustainability literature, the conceptualization and approaches to achieve sustainable development and ecological modernization are expanded to articulate and to explore the evolving sustainability discourse, ‘regenerative sustainability’. This Special Volume of Journal of Cleaner Production (SV) is focused upon various dimensions of regenerative sustainability (e.g. regenerative design, regenerative development, and positive development) applied to the urban built environment at scales, which range from individual buildings, neighborhoods, and urban developments to integrated regional sustainable development. The main focus is on how these approaches and developments are evolving, how they can help us to prevent or adapt to climate change and how these approaches are likely to evolve in the next two to three decades. These approaches are addressed in four themes: (1) reviewing the theoretical development of the discourse of regenerative sustainability, its emerging principles and practices, (2) explaining how it can be measured and monitored, (3) providing encouraging practical pathways and examples of its implementation in multiple cultural and climatic contexts, and (4) mapping obstacles and enablers that must be addressed to help to ensure that more rapid progress is made in implementing the transitions towards an urban built environment that supports genuinely sustainable societies.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In a marketplace where millions of dollars are spent on the design of mobile games (m-games), social marketers are now using this technology as a tool for behaviour change. Despite high expenditure by governments and non-profits on social marketing m-games, little is known about their effectiveness in terms of creating value. Value creation has been demonstrated to have an important impact on satisfaction and behaviour. This paper reports the results of a qualitative study involving four focus groups with 23 participants to reveal two categories of experiential value, entertainment and behaviour. Additionally, it was discovered that entertainment could be characterised by amusement and social value dimensions. Whereas, behaviour could be made up of information, simulation and distraction value dimensions. The categories of value, as well as the dimensions of information, simulation and distraction are entirely new to the social marketing literature and thus represents a unique contribution to social marketing.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The rapid change of technological trends in the marketplace has increased the difficulty for social marketers to reach consumers using traditional marketing channels (Della et al., 2008). Traditionally, social marketing interventions have typically used more conventional supporting products and services such as water counters for water conservation or condoms for sex safety. However, recently social marketers are witnessing the diminishing effectiveness of more traditional social products and services in encouraging the uptake and maintenance of behaviour. In light of the technological trends in the marketplace and diminishing effect of previous social products and services (Lefebvre, 2009), social marketers have been encouraged to look to alternate means of delivering valuable offerings...

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Despite the explosion of mobile games (m-games) and the uptake of games as a social marketing tool for behaviour change, little is known about which game attributes (design factors within a game) are preferred by consumers for social marketing m-games. This research reports the findings of four focus groups (n=23) to propose three new categories of game attributes along with seven preferred game attributes for social marketing m-games. These results provide a unique contribution to social marketing theory given the goal of a social marketing m-game game is both entertainment and behaviour change. Further, the findings suggest strategies for practitioners seeking to develop, design and build social marketing m-games.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Obverse: Emblem of the games, inscription. Reverse: Figures of four athletes engaged in various sports.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Purpose This paper discusses the development of a strategy game for enterprise education. It is argued that requiring students to initially struggle with the game’s rules and strategies results in a worthwhile test of their persistence and ability to manage ambiguity. Further, that in the absence of uncertainty, students will not benefit from the game’s potential contribution to their overall learning. Approach The paper is constructed around the infusion of student narratives and the author’s self-reflective thoughts. The papers explores the process of developing a game that; - 1) provides the students with access to an enterprise reality, - 2) strengthens their engagement with the theoretical foundations of their studies, and; - 3) provides a process for serious self-reflection. Findings Despite the mixed views presented in this paper, the game’s development thus far has been very successful. Students do enjoy and benefit from enduring the frustration of a pure contest. Having to work through uncertainty is a good practice for students in Higher Education, especially those engaged in enterprise education. Practical Implications Whilst the use of games in experiential education is not uncommon, consideration of how and why they are developed is not always well understood. This paper suggests that enterprise educators have significant opportunities to develop games that genuinely provide student access to the entrepreneur’s way of life. Value of Paper This paper provides evidence of how a game can be constructed to add significant value to an existing curriculum. It also provides evidence of the inner thoughts of students frustrated by a challenge they refuse to give up on. As such, it provides a valuable window through which to contemplate the minds of tomorrow’s nascent entrepreneurs.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this thesis we study a few games related to non-wellfounded and stationary sets. Games have turned out to be an important tool in mathematical logic ranging from semantic games defining the truth of a sentence in a given logic to for example games on real numbers whose determinacies have important effects on the consistency of certain large cardinal assumptions. The equality of non-wellfounded sets can be determined by a so called bisimulation game already used to identify processes in theoretical computer science and possible world models for modal logic. Here we present a game to classify non-wellfounded sets according to their branching structure. We also study games on stationary sets moving back to classical wellfounded set theory. We also describe a way to approximate non-wellfounded sets with hereditarily finite wellfounded sets. The framework used to do this is domain theory. In the Banach-Mazur game, also called the ideal game, the players play a descending sequence of stationary sets and the second player tries to keep their intersection stationary. The game is connected to precipitousness of the corresponding ideal. In the pressing down game first player plays regressive functions defined on stationary sets and the second player responds with a stationary set where the function is constant trying to keep the intersection stationary. This game has applications in model theory to the determinacy of the Ehrenfeucht-Fraisse game. We show that it is consistent that these games are not equivalent.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Mixed reality stories (MRS) unfold simultaneously in the physical and the virtual world. Advancements in digital technologies, which are now able to capture more contextual information about our physical environments, are enabling novel ways of blending the two worlds. To explore the process of creating stories from this perspective, we conducted a study with creative writers, in which we asked them to write a MRS script for outdoor running. While we saw instances of intentional connections between physical and virtual worlds in their work, we also observed the use of ambiguity or even deliberate contradiction with available contextual information. In this paper we discuss how these approaches can be beneficial for MRS and propose directions for future work.