925 resultados para Playing cards
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Peer-reviewed
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We deal with a system of prisoner’s dilemma players undergoing continuous motion in a two-dimensional plane. In contrast to previous work, we introduce altruistic punishment after the game. We find punishing only a few of the cooperator-defector interactions is enough to lead the system to a cooperative state in environments where otherwise defection would take over the population. This happens even with soft nonsocial punishment (where both cooperators and defectors punish other players, a behavior observed in many human populations). For high enough mobilities or temptations to defect, low rates of social punishment can no longer avoid the breakdown of cooperation
The art of "touching the kantele" : aspects of the effect of posture and movement in kantele playing
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Exames ginecológicos são especialmente sensíveis tanto para os estudantes inexperientes quanto para a mulher que está sendo examinada. O uso do role-playing ou troca de papéis tem sido cada vez mais reconhecido como forma de aprendizagem das habilidades de comunicação e tem se tornado particularmente importante. Com o intuito de analisar o impacto da troca de papéis nos acadêmicos de Medicina admitidos no módulo de Ginecologia e Obstetrícia do internato, foram realizadas simulações de exame ginecológico durante o ambulatório de ginecologia, com o consentimento dos alunos. A dinâmica foi incorporada e interpretada pelos participantes de modo pleno, demonstrando que as soluções para as questões abordadas podem ser encontradas no íntimo de cada aluno que passa por uma situação de inversão de papéis com sua paciente. Se for possível trazer a experiência do role-playing ou troca de papéis para o ensino médico e para a vida profissional, certamente nos colocaremos no lugar de cada paciente na hora do exame, o que fará da dinâmica realizada um instrumento para a humanização no ensino da ginecologia.
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This study evaluates the use of role-playing games (RPGs) as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group) or a lecture (lecture-based group) on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later), the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.
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The aim of this dissertation is to investigate if participation in business simulation gaming sessions can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. Particularly, the focus is to describe the development of leadership styles when leading virtual teams in computer-supported collaborative game settings and to identify the outcomes of using computer simulation games as leadership training tools. To answer to the objectives of the study, three empirical experiments were conducted to explore if participation in business simulation gaming sessions (Study I and II), which integrate face-to-face and virtual communication (Study III and IV), can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. In the first experiment, a group of multicultural graduate business students (N=41) participated in gaming sessions with a computerized business simulation game (Study III). In the second experiment, a group of graduate students (N=9) participated in the training with a ‘real estate’ computer game (Study I and II). In the third experiment, a business simulation gaming session was organized for graduate students group (N=26) and the participants played the simulation game in virtual teams, which were organizationally and geographically dispersed but connected via technology (Study IV). Each team in all experiments had three to four students and students were between 22 and 25 years old. The business computer games used for the empirical experiments presented an enormous number of complex operations in which a team leader needed to make the final decisions involved in leading the team to win the game. These gaming environments were interactive;; participants interacted by solving the given tasks in the game. Thus, strategy and appropriate leadership were needed to be successful. The training was competition-based and required implementation of leadership skills. The data of these studies consist of observations, participants’ reflective essays written after the gaming sessions, pre- and post-tests questionnaires and participants’ answers to open- ended questions. Participants’ interactions and collaboration were observed when they played the computer games. The transcripts of notes from observations and students dialogs were coded in terms of transactional, transformational, heroic and post-heroic leadership styles. For the data analysis of the transcribed notes from observations, content analysis and discourse analysis was implemented. The Multifactor Leadership Questionnaire (MLQ) was also utilized in the study to measure transformational and transactional leadership styles;; in addition, quantitative (one-way repeated measures ANOVA) and qualitative data analyses have been performed. The results of this study indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. These four studies showed that simulation gaming environment has the potential to be used in higher education to exercise the leadership styles relevant in real-world work contexts. Further, the study indicated that given debriefing sessions, the simulation game context has much potential to benefit learning. The participants who showed interest in leadership roles were given the opportunity of developing leadership skills in practice. The study also provides evidence of unpredictable situations that participants can experience and learn from during the gaming sessions. The study illustrates the complex nature of experiences from the gaming environments and the need for the team leader and role divisions during the gaming sessions. It could be concluded that the experience of simulation game training illustrated the complexity of real life situations and provided participants with the challenges of virtual leadership experiences and the difficulties of using leadership styles in practice. As a result, the study offers playing computer simulation games in small teams as one way to exercise leadership styles in practice.
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The aim of this Master’s Thesis was to examine the determinants of intention and behavior of playing sports betting games in order to explain the intention to play in a more precise way and to be able to understand the behavior of playing. The theory of planned behavior was applied in explaining the intention of young Finnish adults aged 18 to 34. A quantitative research method was applied and an online survey was sent to the students of Lappeenranta University of Technology and to the subscribers of Urheilulehti in order to reach a sample that present the young population of Finland. The theory of the study focused on the theory of planned behavior and its antecedents, attitude towards behavior, subjective norms, perceived behavioral control as well as motivation. By analyzing the data, causal relationships were found through which the explanation of intention was possible. The results showed that attitude towards playing, subjective norms, perceived behavioral control and motivation impact the formation of intention significantly. The results also indicated that intention impacts significantly to the playing frequency.
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In this study of 109 adolescents from the eighth grade of seven public elementary schools in Ontario, the relationship among adolescents’ violent video game playing patterns, habits and attitudes, their levels of moral reasoning, and their attitudes towards violence in real life was investigated. In addition, gender differences were addressed. The mixed-methodology was employed combining qualitative and quantitative data. The research results confirmed that playing video games in general is a very popular activity among those adolescents. Significant negative relationship was found between adolescents’ amount of time playing violent video games during the day and their scores on The Sociomoral Reflection Measure. Significant difference was also found between adolescents who play violent video games and those who do not play violent video games on their scores on The Attitudes Towards Violence Scale. Boys and girls significantly differed in the amount of playing video games during the day, the reasons for playing video games, their favourite video game choices, and their favourite video game character choices. Boys and girls also significantly differed on their choices of personality traits of selected video game characters, the identification with video game characters, and their mood experiences while playing video games. The findings are put into the educational context and the context of normal development, and suggestions are given for parents, for educators, and for future violent video game research.
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Numerous place setting cards with the following names: Mrs. Hamilton K. Woodruff (several), Miss. Addie M. Shaw, Miss Lucilla C. Harris.
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This collection contains 40 stereo cards of Niagara Falls and the Niagara River. Images include Niagara Falls in winter (the ice bridge); Prospect Point; the Whirlpool Rapids and the Whirlpool; the Upper River rapids; the Maid of the Mist; and Dixon crossing the Niagara River on a tightrope below the Great Cantilever Bridge. Twenty of the cards were published by Underwood & Underwood. The remaining cards are from various publishers including Keystone View Company, American Stereoscopic, Griffith & Griffith, H.C. White Company, E. & H.T. Anthony & Company, and Realistic Travels Publisher. George E. Curtis and Geo. Barker are listed as photographers on a few of the cards.
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1. Notice of a testimonial to Samuel Zimmerman to be held at Moffatt’s Hotel, Niagara Falls on Feb. 13th 1854. Members of the committee were Walter H. Dickson, Daniel McDougal, William Kingsmill and Joseph A. Woodruff, 1854. 2. Business card of Granger and Billings House, Sign and Ornamental Painters of Queen Street, Niagara Falls, 1855. 3. Membership card of Agricultural Society, Electoral Division No. 25 of the Town and Township of Niagara made out to W. S. Winterbottom, 1881. 4. Invitation to the Centennial Celebration of the settlement of the Niagara District by the United Empire Loyalists to be held on Aug. 14, 1884. The card is from Dan Servos, secretary of the committee, June 1884.
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1. Invitation and program to the Merritton Hose Co. No. 1 Grand Masquerade Ball and Supper. The invitation is for Mrs. J. Wilson. Ladies are by invitation only. Ladies without masks are charged 10 cents. The supper was held at the Union Hall and the dance was held in the Merritton Town Hall. Phalen’s Full Orchestra was providing the music, Feb. 16, 1900. 2. Business card of Long’s Hotel of Niagara. Rooms were $1.50 per day and the proprietor was Wm. Long, n.d. 3. Business card of Niagara Tannery of Niagara, Ontario. Blake and Burk were the proprietors. They were wholesale manufacturers of oak tanned, hose, belting and harness leather, n.d. 4. Business card of James B. Secord of Niagara, Ontario. His office was in the town hall. He was a notary public, conveyancer, clerk of first division court and Commissioner. He also had money to loan, n.d.