821 resultados para Cooperative games (Mathematics)


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Despite 2 Ontario Ministry of Education policy documents which mandate that regular program effectiveness surveys be completed in secondary school co-op programs, research was either not occurring or data were not being made available. A lack of co-op research also existed at the postsecondary level. The primary reason for this study was to determine the perspectives of current secondary school co-op employers in the Hamilton-Wentworth District School Board (HWDSB) and to identify any program strengths as well as any areas in which improvement can be made. A secondary aim of the study was to discover the reasons that some employers decline to participate in the co-op program, and why other employers decide to discontinue their co-op partnerships. An online survey was utilized with 2 Likert scales and open-ended questions to solicit responses from the 100 participants. The findings from this study strongly supported previous secondary and postsecondary co-op research. Overall, the HWDSB co-op program was found to be very strong, and employer satisfaction very high. There were, however, areas in which improvement could be made. Although most employers felt supported by institutions and felt that expectations were clearly communicated and were reasonable, there was evidence that many employers perceived a lack of institutional support which included factors such as communication, student placement and fit, and institutional responsiveness. In addition, some employers felt that students were underprepared for the workplace and lacked basic employability skills such as dependability and responsibility.

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The purpose of the research study was to increase understanding about the potential benefits of combining target activities with striking-fielding games for individuals with high functioning autism spectrum disorder. A comparative case study was conducted to understand if target activities can assist in improving the skills of striking and throwing, aid the learning of tactics and add to current understanding of how certain teaching skills might be linked to the transfer between target and striking-fielding games. Data was collected through observations, student journals and interviews and were analyzed using both inductive and deductive methods. Results show an appearance of improvement in throwing, striking, bowling and badminton for overall skill levels. In regards to teaching skills, appropriate and effective teaching techniques, appropriate and effective equipment, dynamic of participants and student-instructors and consistency of attendance are vital. Future research should further look at the transferability to outdoor settings and interview the participants.

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This article explores how characters in The Hunger Games trilogy are portrayed relative to Connell's gendered discourses of hegemonic masculinity, marginal masculinity, and emphasized femininity. We briefly review the plot of The Hunger Games trilogy and then discuss the ways in which three of the characters are represented with respect to societal gendered discourses, heteronormativity, and the use of violence. We argue that the ways in which these aspects are portrayed relate to the main characters' performance of discourses of hegemonic masculinity (Gale), marginalized masculinity (Peeta), and a complex amalgamation of the two that also draws somewhat on emphasized femininity (Katniss). Finally, we conclude that, while the trilogy could be read as taking a feminist stance with a strong female protagonist, it nonetheless also constrains Katniss in heteronormative ways.

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The Ontario Winter Games began in 1970. This four day sporting event features amateur athletes from across the province, with the majority of the athletes being between the ages of 14-18. The event is held every two years and averages 3,500 participants, including athletes, coaches and officials. It provides an opportunity for young athletes to showcase and develop their skills, often preparing them for sports competitions at the national and international level. The 1985 Ontario Winter Games were held in St. Catharines, Ontario, from March 14-17.

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The purpose of this research study was to determine if the instructional model, Teaching Games for Understanding (TGfU), would allow for the successful teaching of sport to disengaged female students in Physical Education (PE) classes. An instrumental case study research design was used to determine grade nine female students’ experiences with TGfU, the factors of TGfU that facilitated their engagement, and the ways in which these students resisted engaging in TGfU. Data was collected through a pre and post TGfU unit focus group, participant observation, in-depth interviews, and researcher reflections. Results showed that TGfU caused an increase in the participants’ engagement in PE physically, mentally, and socially/emotionally. Future researchers could structure their entire study holistically and should examine TGfU’s impact on student engagement over the course of an entire semester. Subsequent studies should moreover examine the presence of disengagement within physically skilled students in PE.

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This project addressed the need for more insightful, current, and applicable resources for intermediate math teachers in Canadian classrooms. A need for a handbook in this division seemed warranted by a lack of government resource support. Throughout an extensive review of the literature, themes and topics for the handbook emerged. The handbook was designed to not only provide educators with examples of effective teaching strategies within the mathematics classroom but to also inform them about the ways in which their personal characteristics and personality type could affect their students and their own pedagogical practices. Three teaching professionals who had each taught in an intermediate math class within the past year evaluated the handbook. The feedback received from these educators was directly applied to the first draft of the handbook in order to make it more accessible and applicable to other math teachers. Although the handbook was written with teachers in mind, the language and format used throughout the manual also make it accessible to parents, tutors, preservice education students, and educational administrators. Essentially, any individual who is hoping to inspire and educate intermediate math students could make use of the content within the handbook.

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The increasing variety and complexity of video games allows players to choose how to behave and represent themselves within these virtual environments. The focus of this dissertation was to examine the connections between the personality traits (specifically, HEXACO traits and psychopathic traits) of video game players and player-created and controlled game-characters (i.e., avatars), and the link between traits and behavior in video games. In Study 1 (n = 198), the connections between player personality traits and behavior in a Massively Multiplayer Online Roleplaying Game (World of Warcraft) were examined. Six behavior components were found (i.e., Player-versus-Player, Social Player-versus-Environment, Working, Helping, Immersion, and Core Content), and each was related to relevant personality traits. For example, Player-versus-Player behaviors were negatively related to Honesty-Humility and positively related to psychopathic traits, and Immersion behaviors (i.e., exploring, role-playing) were positively related to Openness to Experience. In Study 2 (n = 219), the connections between player personality traits and in-game behavior in video games were examined in university students. Four behavior components were found (i.e., Aggressing, Winning, Creating, and Helping), and each was related to at least one personality trait. For example, Aggressing was negatively related to Honesty-Humility and positively related to psychopathic traits. In Study 3 (n = 90), the connections between player personality traits and avatar personality traits were examined in World of Warcraft. Positive player-avatar correlations were observed for all personality traits except Extraversion. Significant mean differences between players and avatars were observed for all traits except Conscientiousness; avatars had higher mean scores on Extraversion and psychopathic traits, but lower mean scores on the remaining traits. In Study 4, the connections between player personality traits, avatar traits, and observed behaviors in a life-simulation video game (The Sims 3) were examined in university students (n = 93). Participants created two avatars and used these avatars to play The Sims 3. Results showed that the selection of certain avatar traits was related to relevant player personality traits (e.g., participants who chose the Friendly avatar trait were higher in Honesty-Humility, Emotionality, and Agreeableness, and lower in psychopathic traits). Selection of certain character-interaction behaviors was related to relevant player personality traits (e.g., participants with higher levels of psychopathic traits used more Mean and fewer Friendly interactions). Together, the results of the four studies suggest that individuals generally behave and represent themselves in video games in ways that are consistent with their real-world tendencies.

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Developed by Hindson, Gidlow, and Peebles (1994), the trickle-down effect and more specifically, the demonstration effect, are based on the idea that performances of a host nation’s athletes will inspire the population to become active in sport. The Vancouver 2010 Olympic Winter Games presented an opportunity for Canadian sport organizations to promote sport participation. The purpose of this study was to determine if the demonstration effect occurred in Canada, and determine the reasons why or why not. The sport of figure skating was selected. Quantitative data were collected from Skate Canada on club membership rates from 2003 to 2013. Results showed small increases in participation, however there was little change following the Vancouver 2010 Olympic Winter Games. Qualitative data showed that already active sport participants became more active, following these Games. The findings demonstrate that the demonstration effect occurred, however only for a select group of individuals.

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This is a study of the implementation and impact of formative assessment strategies on the motivation and self-efficacy of secondary school mathematics students. An explanatory sequential mixed methods design was implemented where quantitative and qualitative data were collected and analyzed sequentially in 2 different phases. The first phase involved quantitative data from student questionnaires and the second phase involved qualitative data from individual student and teacher interviews. The findings of the study suggest that formative assessment is implemented in practice in diverse ways and is a process where the strategies are interconnected. Teachers experience difficulty in incorporating peer and self-assessment and perceive a need for exemplars. Key factors described as influencing implementation include teaching philosophies, interpretation of ministry documents, teachers’ experiences, leadership in administration and department, teacher collaboration, misconceptions of teachers, and student understanding of formative assessment. Findings suggest that overall, formative assessment positively impacts student motivation and self-efficacy, because feedback is provided which offers encouragement and recognition by highlighting the progress that has been made and what steps need to be taken to improve. However, students are impacted differently with some considerations including how students perceive mistakes and if they fear judgement. Additionally, the impact of formative assessment is influenced by the connection between self-efficacy and motivation, namely how well a student is doing is a source of both concepts.

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Neither democracy nor globalization can explain the doubling of the peacetime public share in many Western countries between World Wars I and II. Here we examine two other explanations that are consistent with the timing of the observed changes, namely, (1) a shift in the demand for public goods and (2) the effect of war on the willingness to share. We first model each of these approaches as a contingency-learning phenomenon within Schelling’s Multi-Person Dilemma. We then derive verifiable propositions from each hypothesis. National time series of public spending as a share of GNP reveal no unit root but a break in trend, a result shown to favor explanation (2) over (1).

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We derive conditions that must be satisfied by the primitives of the problem in order for an equilibrium in linear Markov strategies to exist in some common property natural resource differential games. These conditions impose restrictions on the admissible form of the natural growth function, given a benefit function, or on the admissible form of the benefit function, given a natural growth function.

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We show that every additively representable comparative probability order on n atoms is determined by at least n - 1 binary subset comparisons. We show that there are many orders of this kind, not just the lexicographic order. These results provide answers to two questions of Fishburn et al (2002). We also study the flip relation on the class of all comparative probability orders introduced by Maclagan. We generalise an important theorem of Fishburn, Peke?c and Reeds, by showing that in any minimal set of comparisons that determine a comparative probability order, all comparisons are flippable. By calculating the characteristics of the flip relation for n = 6 we discover that the regions in the corresponding hyperplane arrangement can have no more than 13 faces and that there are 20 regions with 13 faces. All the neighbours of the 20 comparative probability orders which correspond to those regions are representable. Finally we define a class of simple games with complete desirability relation for which its strong desirability relation is acyclic, and show that the flip relation carries all the information about these games. We show that for n = 6 these games are weighted majority games.

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Cette thèse est constituée de trois articles. Le premier étudie le problème de pollution globale dans un contexte environnemental incertain. Le deuxième article traite des accords internationaux sur l'environnement. Le troisième article montre comment la libéralisation du commerce peut affecter le bien-être et les taxes sur la pollution dans un monde où les pays sont hétérogènes et la pollution transfrontalière. Dans le premier article, je considère un monde dans lequel les pays souffrent uniformément de la pollution globale. Ils font face à une menace continuelle de voir les dommages causés par cette pollution globale s'accroître subitement de façon irréversible. Je caractérise le niveau des émissions, le stock de pollution, et le niveau de bien-être actualisé en équilibres coopératif et non-coopératif. L'objectif visé est d'analyser l'impact de ce type d'incertitude sur les équilibres issus des comportements stratégiques des pays. Je trouve que cette incertitude peut avoir un effet significatif sur ces équilibres. Les pays réduisent leurs émissions pour atténuer leur exposition à cette menace. Plus la menace est grande, plus les pays ajustent leurs émissions afin de réduire le stock de pollution globale. Cependant, en dépit du fait que cette incertitude diminue le bien-être net initial, elle peut à long terme avoir un effet net positif sur le bien-être. Le deuxième article étend la classe des modèles dynamiques standards traitant des accords internationaux sur l'environnement au cas où la durée de la période d'engagement à de tels accords est un paramètre que l'on peut varier de façon exogène. Nous y étudions les évolutions dans le temps de la taille des coalitions stables, du stock de pollution et du taux d'émissions en fonction de la durée d'engagement. Nous montrons que la longueur de la période d'engagement a un effet très significatif sur l'équilibre. Trois intervalles de durée d'engagement sont identifiés pour lesquels l'équilibre et sa dynamique diffèrent considérablement. Alors que pour des durées de la période d'engagement très longues on observe des coalitions stables constituées d'un petit nombre de pays, si ces durées sont suffisamment courtes on peut observer un niveau de coopération élevé. Les durées d'engagement entre ces deux extrêmes sont caractérisées par une relation inverse entre la durée de la période d'engagement et la taille des coalitions stables. Ces faits portent à croire qu'il faudrait accorder une attention toute particulière au choix de la durée d'engagement lors de l'élaboration de tels accords internationaux. Le troisième article s'inscrit dans un contexte où les activités de production des pays potentiellement hétérogènes génèrent de la pollution qui peut traverser les frontières et nuire au bien-être des pays impliqués. Dans chacun de ces pays, l'état impose des taxes sur la pollution aux firmes polluantes et des tarifs à l'importation afin de corriger cette distorsion. Ce papier a pour but d'évaluer les effets que pourrait avoir une diminution des tarifs douaniers sur la production, les taxes sur la pollution et le bien-être de ces pays. La littérature existante a étudié ce problème, mais seulement dans le cadre d'un commerce bilatéral entre pays identiques. Cet article fournit un cadre d'analyse plus réaliste dans lequel les pays ne seront pas nécessairement identiques et où le commerce pourra être multilatéral. Il devient alors possible de mettre en évidence le biais introduit en négligeant ces deux facteurs. Dans ce nouveau contexte, je montre qu'une réduction des tarifs d'importation n'augmente pas nécessairement la production; elle peut aussi nuire au bien-être, même si la pollution est purement locale.

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Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal