994 resultados para MATCH


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Limited academic attention has been given to the nexus between corruption in soccer and its impact on fandom. Consequently, the purpose of this qualitative study was to better understand the lived experiences of highly identified soccer fanatics living through this era of match fixing in the sport. Social networking site Twitter was utilized to recruit participants from three continents – Africa, Europe, and North America – based on submissions to the site in response to a perceived fix from a high-profile March, 2013 match. A total of 12 semi-structured interviews were conducted with highly identified soccer fans in accordance with Funk and James’ (2001) Psychological Continuum Model (PCM). Despite the majority of participants feeling skepticism about the purity of soccer today, half of the participants’ fandom remained unchanged in the face of perceived match fixing. Directions for future research and recommendations are considered and discussed.

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This pewter hinged flip-top box is 9 cm x 7 cm and has a 2 cm depth. It contains lit and unlit matches. It is worn and slightly dented.

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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal

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Resumen basado en el del autor. Monográfico titulado: Acondicionamiento físico

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Tomás Motos se ha encargado de la adaptación y versión castellana

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Se enseña a los niños las diferencias entre los conceptos de mezclar y combinar objetos, también les aparecen en las ilustraciones las distinciones entre pares de objetos y objetos complementarios, así como, disfraces de cuentos de hadas. Los adhesivos reutilizables les ayudan a practicar las actividades repetidas veces y aprender jugando.

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Los niños de hasta 5 años de edad aprenden a distinguir: colores, dibujos, formas, tamaños y números; así como, a clasificar y mezclar objetos, mientras, al mismo tiempo, juegan y se divierten con las imágenes que les presenta el libro.

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En este artículo se descubre el Match de Improvisación como una herramienta privilegiada en Teatro Social. Sus características de juego y de parodia del deporte hacen del Match una técnica muy atractiva y que fácilmente engancha con muchas colectividades, incluso con los adolescentes. Su dinámica cooperativa y el ser un espacio de expresión, y en particular de improvisación, nos aportan muchas posibilidades educativas. Y además el Match es una herramienta 'cómoda' para un educador, ya que sus normas y reglamentos le permiten moverse seguro y con un liderazgo que no se cuestiona, por tanto ideal para iniciarse en Teatro Social.

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Given the non-monotonic form of the radiocarbon calibration curve, the precision of single C-14 dates on the calendar timescale will always be limited. One way around this limitation is through comparison of time-series, which should exhibit the same irregular patterning as the calibration curve. This approach can be employed most directly in the case of wood samples with many years growth present (but not able to be dated by dendrochronology), where the tree-ring series of unknown date can be compared against the similarly constructed C-14 calibration curve built from known-age wood. This process of curve-fitting has come to be called "wiggle-matching." In this paper, we look at the requirements for getting good precision by this method: sequence length, sampling frequency, and measurement precision. We also look at 3 case studies: one a piece of wood which has been independently dendrochronologically dated, and two others of unknown age relating to archaeological activity at Silchester, UK (Roman) and Miletos, Anatolia (relating to the volcanic eruption at Thera).

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The Kasparov-World match was initiated by Microsoft with sponsorship from the bank First USA. The concept was that Garry Kasparov as White would play the rest of the world on the Web: one ply would be played per day and the World Team was to vote for its move. The Kasparov-World game was a success from many points of view. It certainly gave thousands the feeling of facing the world’s best player across the board and did much for the future of the game. Described by Kasparov as “phenomenal ... the most complex in chess history”, it is probably a worthy ‘Greatest Game’ candidate. Computer technology has given chess a new mode of play and taken it to new heights: the experiment deserves to be repeated. We look forward to another game and experience of this quality although it will be difficult to surpass the event we have just enjoyed. We salute and thank all those who contributed - sponsors, moderator, coaches, unofficial analysts, organisers, technologists, voters and our new friends.

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