846 resultados para Serious Game Edutainment GWAP Applicazione Gamification Apache Cordova


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I guess the impetus for laws in our state, really was the action of the city of Boston in 1963, when the Parks and Recreation Department felt that it was time to do something about massive populations of pigeons on the Boston Commons and in the city. The Parks Department came to our agency to find out what could be done. We immediately found as a result of a reorganization and recodification of the laws some 20 years before, that it was illegal to use or apply poisons for the purpose of killing any birds or mammals in the Commonwealth of Massachusetts. Property owners were given the privilege to destroy animals that were doing damage to their property, but only through mechanical means, certainly not by the use of toxicants. We helped the city of Boston draft a bill in 1963, which allowed our agency, the Division of Fisheries and Game, the agency responsible for all wildlife species in the state, the opportunity to issue certain permits for the use of poison, giving full authority to the director of Fisheries and Game with, of course, approval of my board. This allowed certain discretion on our part.

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This paper discusses the power allocation with fixed rate constraint problem in multi-carrier code division multiple access (MC-CDMA) networks, that has been solved through game theoretic perspective by the use of an iterative water-filling algorithm (IWFA). The problem is analyzed under various interference density configurations, and its reliability is studied in terms of solution existence and uniqueness. Moreover, numerical results reveal the approach shortcoming, thus a new method combining swarm intelligence and IWFA is proposed to make practicable the use of game theoretic approaches in realistic MC-CDMA systems scenarios. The contribution of this paper is twofold: (i) provide a complete analysis for the existence and uniqueness of the game solution, from simple to more realist and complex interference scenarios; (ii) propose a hybrid power allocation optimization method combining swarm intelligence, game theory and IWFA. To corroborate the effectiveness of the proposed method, an outage probability analysis in realistic interference scenarios, and a complexity comparison with the classical IWFA are presented. (C) 2011 Elsevier B.V. All rights reserved.

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When a stable matching rule is used for a college admission market, questions on incentives facing agents of both sides of the market naturally emerge. This note states and proves four important results which fill a gap in the theory of incentives for the college admission model. Two of them have never been demonstrated but have been used along the years and are responsible for the success that this theory has had in explaining empirical economic phenomena.

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Abstract Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention.

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Severe Combined Immunodeficiency (SCID) is one of the most severe forms of primary immunodeficiency (PID). Complications of BCG vaccination, especially disseminated infection and its most severe forms, are known to occur in immunodeficient patients, particularly in SCID. A carefully taken family history before BCG injection as well as delaying vaccination if PID is suspected could be a simple and effective method to avoid inappropriate vaccination of an immunodeficient child in some cases until the prospect of newborn screening for SCID has been fully developed. We describe a patient with a very early diagnosis of SCID, which was suspected on the basis of the previous death of two siblings younger than one year due to severe complications secondary to the BCG vaccine. We suggest that a family history of severe or fatal reactions to BCG should be included as a warning sign for an early diagnosis of SCID.

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This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collected shortly after their experiences, related to the overall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towards BG1: (a) better for testing strategies, (b) offering better business and market models, (c) based on a pace that better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This study fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to their managerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready and motivated to explore the new, to try and err, and to learn collaboratively in order to perform.

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[ES] PokerTrainer es una aplicación para dispósitivos móviles con Android como sistema operativo. Está dirigida a aquellos jugadores de póker en su variante Texas Hold'em que quieran aprender ciertos conceptos básicos que les van a ayudar a mejorar su juego. Se basa en la gamificación mediante un sistema de quiz de contenidos teóricos referidos al póker.




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[ES] El siguiente trabajo de fin de grado consiste en el análisis, desarrollo e implementación de una pequeña parte de un  videojuego, que tiene como título Darkest Nights, que se basa en la defensa de una plataforma, haciendo uso del motor gráfico Unity 3D. Con este trabajo se pretenden analizar los distintos componentes que influyen en el proceso de desarrollo e implementación del mismo, haciendo uso de distintas herramientas como, el canvas gamificado o una ficha de concepto que nos permitan definir y establecer un conjunto de características que nos servirán como punto de partida, desde el cual podremos identificar desde una temprana fase las partes más importantes y que requerirán más atención del videojuego. Dentro de este proyecto también se pretende realizar la implementación de distintos tipos de controles de un jugador en un entorno 3D, el jugador debe realizar distintas acciones como moverse, esquivar y atacar a sus enemigos para defender con éxito una plataforma. Estos controles se implementaran con la finalidad de analizar y evaluar su viabilidad en las pantallas táctiles de los dispositivos móviles. En concreto se realiza la implementación y explicación de 4 tipos distintos de controles donde se comentan sus  ventajas, desventajas y las sensaciones que causaban en los jugadores, llevándonos a sacar conclusiones que nos permitían mejorar las siguientes implementaciones.  Además se explica con detalle la generación de personajes y enemigos en 3D con sus respectivas animaciones, explicando los distintos componentes necesarios para su implementación, al igual que la lógica básica necesaria para que sigan un determinado comportamiento.

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Il lavoro è incentrato sull’applicazione ed integrazione di differenti tecniche di indagine geofisica in campo ambientale e ingegneristico/archeologico. Alcuni esempi sono stati descritti al fine di dimostrare l’utilità delle metodologie geofisiche nella risoluzione di svariate problematiche. Nello specifico l’attenzione è stata rivolta all’utilizzo delle tecniche del Ground Penetrating Radar e del Time Domain Reflectometry in misure condotte su un corpo sabbioso simulante una Zona Insatura. L’esperimento è stato realizzato all’interno di un’area test costruita presso l’azienda agricola dell’Università La Tuscia di Viterbo. Hanno partecipato al progetto le Università di Roma Tre, Roma La Sapienza, La Tuscia, con il supporto tecnico della Sensore&Software. Nello studio è stato condotto un approccio definito idrogeofisico al fine di ottenere informazioni da misure dei parametri fisici relativi alla Zona Insatura simulata nell’area test. Il confronto e l’integrazione delle due differenti tecniche di indagine ha offerto la possibilità di estendere la profondità di indagine all’interno del corpo sabbioso e di verificare l’utilità della tecnica GPR nello studio degli effetti legati alle variazioni del contenuto d’acqua nel suolo, oltre a determinare la posizione della superficie piezometrica per i differenti scenari di saturazione. Uno specifico studio è stato realizzato sul segnale radar al fine di stabilire i fattori di influenza sulla sua propagazione all’interno del suolo. Il comportamento dei parametri dielettrici nelle condizioni di drenaggio e di imbibizione del corpo sabbioso è stato riprodotto attraverso una modellizzazione delle proprietà dielettriche ed idrologiche sulla base della dimensione, forma e distribuzione dei granuli di roccia e pori, nonché sulla base della storia relativa alla distribuzione dei fluidi di saturazione all’interno del mezzo. La modellizzazione è stata operata sulle basi concettuali del Differential Effective Medium Approximation.