850 resultados para Contribution and subscription games


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Dans cette thèse, je me suis interessé à l’identification partielle des effets de traitements dans différents modèles de choix discrets avec traitements endogènes. Les modèles d’effets de traitement ont pour but de mesurer l’impact de certaines interventions sur certaines variables d’intérêt. Le type de traitement et la variable d’intérêt peuvent être défini de manière générale afin de pouvoir être appliqué à plusieurs différents contextes. Il y a plusieurs exemples de traitement en économie du travail, de la santé, de l’éducation, ou en organisation industrielle telle que les programmes de formation à l’emploi, les techniques médicales, l’investissement en recherche et développement, ou l’appartenance à un syndicat. La décision d’être traité ou pas n’est généralement pas aléatoire mais est basée sur des choix et des préférences individuelles. Dans un tel contexte, mesurer l’effet du traitement devient problématique car il faut tenir compte du biais de sélection. Plusieurs versions paramétriques de ces modèles ont été largement étudiées dans la littérature, cependant dans les modèles à variation discrète, la paramétrisation est une source importante d’identification. Dans un tel contexte, il est donc difficile de savoir si les résultats empiriques obtenus sont guidés par les données ou par la paramétrisation imposée au modèle. Etant donné, que les formes paramétriques proposées pour ces types de modèles n’ont généralement pas de fondement économique, je propose dans cette thèse de regarder la version nonparamétrique de ces modèles. Ceci permettra donc de proposer des politiques économiques plus robustes. La principale difficulté dans l’identification nonparamétrique de fonctions structurelles, est le fait que la structure suggérée ne permet pas d’identifier un unique processus générateur des données et ceci peut être du soit à la présence d’équilibres multiples ou soit à des contraintes sur les observables. Dans de telles situations, les méthodes d’identifications traditionnelles deviennent inapplicable d’où le récent développement de la littérature sur l’identification dans les modèles incomplets. Cette littérature porte une attention particuliere à l’identification de l’ensemble des fonctions structurelles d’intérêt qui sont compatibles avec la vraie distribution des données, cet ensemble est appelé : l’ensemble identifié. Par conséquent, dans le premier chapitre de la thèse, je caractérise l’ensemble identifié pour les effets de traitements dans le modèle triangulaire binaire. Dans le second chapitre, je considère le modèle de Roy discret. Je caractérise l’ensemble identifié pour les effets de traitements dans un modèle de choix de secteur lorsque la variable d’intérêt est discrète. Les hypothèses de sélection du secteur comprennent le choix de sélection simple, étendu et généralisé de Roy. Dans le dernier chapitre, je considère un modèle à variable dépendante binaire avec plusieurs dimensions d’hétérogéneité, tels que les jeux d’entrées ou de participation. je caractérise l’ensemble identifié pour les fonctions de profits des firmes dans un jeux avec deux firmes et à information complète. Dans tout les chapitres, l’ensemble identifié des fonctions d’intérêt sont écrites sous formes de bornes et assez simple pour être estimées à partir des méthodes d’inférence existantes.

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Atout pour la mise en œuvre, atout pour l’évaluation et de manière plus évidente atout pour la motivation, le jeu sérieux se veut une solution pédagogique pertinente dans un contexte d’éducation formel ou informel. Au niveau de la recherche, on peut se questionner quant à la valeur pédagogique d’une telle approche ainsi que sur ses principaux atouts. Dans notre projet, nous nous sommes intéressés plus particulièrement à l’apport du scénario pédagogique dans un jeu sérieux. En utilisant le jeu vidéo Mecanika, développé dans le cadre d’une maîtrise en didactique à l’UQAM et basé sur un questionnaire reconnu permettant d’identifier les conceptions des élèves en mécanique, le Force Concept Inventory (HESTENES et al., 1992), nous tenterons d’extraire l'élément principal du scénario pédagogique afin d’en évaluer l’effet sur l’apprentissage. Notre méthodologie a permis de comparer les performances d’élèves de cinquième secondaire ayant utilisé deux versions différentes du jeu. Dans un premier temps, les résultats obtenus confirment ceux observés par Boucher Genesse qui étaient déjà supérieurs à ceux habituellement cités dans les recherches impliquant le FCI. Nous avons aussi observé qu’il semble exister une relation significative entre le plaisir à jouer et l’apprentissage, ainsi qu’une relation significative entre le nombre d’interactions et la version du jeu sur le gain, ce qui confirme que le jeu produit un effet qui s’ajoute à celui du professeur. La présence d’étoiles dans le jeu original a suscité plus d’actions des élèves que la version orientée simulation qui en est démunie, ce qui semble indiquer que l’utilisation d’un jeu sérieux favorise l’implication des élèves. Cependant, l’absence d’effet significatif associé à la suppression des étoiles indique que la scénarisation n’est peut-être pas la principale cause des apprentissages observés dans le jeu Mecanika. Le choix des autres éléments présents dans chaque tableau doit aussi être considéré. Des recherches futures seraient nécessaires pour mieux comprendre ce qui favorise les apprentissages

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In this lecture we go over the fundamentals of interactive game narratives. Defining what we mean by narrative, and placing games in context with other ergodic literature. We look at non-linear structures, agency, and the narrative paradox. Concluding with a set of mechanisms that games designers use to manage agency in their narrative games.

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In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.

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An analytic method to evaluate nuclear contributions to electrical properties of polyatomic molecules is presented. Such contributions control changes induced by an electric field on equilibrium geometry (nuclear relaxation contribution) and vibrational motion (vibrational contribution) of a molecular system. Expressions to compute the nuclear contributions have been derived from a power series expansion of the potential energy. These contributions to the electrical properties are given in terms of energy derivatives with respect to normal coordinates, electric field intensity or both. Only one calculation of such derivatives at the field-free equilibrium geometry is required. To show the useful efficiency of the analytical evaluation of electrical properties (the so-called AEEP method), results for calculations on water and pyridine at the SCF/TZ2P and the MP2/TZ2P levels of theory are reported. The results obtained are compared with previous theoretical calculations and with experimental values

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With increasing emphasis being placed on concentrating development in urban areas and improving the quality of life in British cities and towns, the importance of accommodating necessary development without compromising the valued heritage and architectural quality of urban areas is now becoming central to sustainable urban development. Urban conservation policy and practice has the potential to contribute to this and other aspects of sustainability. This paper explores this contribution and develops an analytical framework which draws out the key linkages between conservation area policy and sustainable development. The framework is then used to research the potential and actual contribution of urban conservation policy and practice in England, using a selective survey and two case studies (i.e. Winchester and Basingstoke). The main conclusions from the research are that: Conservation area policy can make a significant contribution to the principles of sustainable development; Most local planning authorities in England have not fully woken-up to this potential and have not developed policies or practices to address it; and Urban conservation policy needs to develop a more proactive approach in which local planning authorities actively guide and encourage new development with regard to use, design, layout, methods of construction, materials and energy efficiency.

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The internalisation theory of the multinational enterprise is a significant intellectual legacy of Ronald Coase. US direct investment in Europe became highly political in the 1960s, and neoclassical trade theory had no explanation. A theory of the multi-plant enterprise was required, and internalisation theory filled this gap. Using Coasian economics to explain the ownership of production plants, and the geography of trade to explain their location, internalisation theory offered a comprehensive account of MNEs and their role in the international economy. This paper outlines the development of the theory, explains the Coasian contribution, and examines in detail the early work of Hymer, McManus and Buckley and Casson. It then reviews the current state of internalisation theory and suggests some future developments.

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Miliary Exercises, Command Post Exercises and War Games serve to test procedures, but in some forms also serve to signal ability to defend against aggression, or to intimidate neighbours with the threat of aggression. Some indicators suggest that the solidarity of NATO and the EU is decreasing, and with it a plausible nuclear deterrence posture. This article discusses whether recent exercises and TV war games make matters better or worse.

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The aim of this degree thesis is to see what research says about the use of computer and video games to support upper elementary pupils’ development in English reading comprehension in Swedish schools. Other goals are to see how online and offline gaming can be integrated in the Swedish schools and what attitudes teachers have towards gaming. The method used is a systematic literature review and the purpose is to analyze chosen articles and to find relevant content that answers the research questions. Five articles were chosen from different databases and were systematically analyzed in this thesis. The results show that online gaming as support for education can be rewarding for some upper elementary pupils in English learning. However, in English reading comprehension there is not much research found which means that more research needs to be made within this area. Moreover, involving online gaming in English language learning seems to be a challenge for teachers mostly because of their lack of knowledge about the subject, even though they are positive to gaming. The lack of knowledge about the subject could be altered with more education and courses in the area.

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The study investigated the possibility of organizing a didactics unit for formation of hability of identifying and explaining the popular traditional games in the process of licensed formation in physical education. Had basic premised, the thesis formulated by Piorte Yakovleviche Galperin that the fundamental condition that mode determines the student s way of thinking and the theoretical structures thought. Is given by the method of organization activity that form the basis of guiding skills assimilates from this assumption the study defended the thesis that the contents of popular traditional games can be organizeds according the systemic functional-structural focus. As a method to plan a didactics unit that contributes to development of theoretical thought and the professional development of graduates in physical education. In this sense the general goal was studied and develop a training proposal of ability to identify and explain the popular traditional games for physical education teachers oriented to contribute to the development of theoretical thought. In the construction process of the thesis in a first moment was determined the invariant conceptual of popular traditional games from the method of analysis of activity, after was organized the content of popular traditional games according to the structural-functional systems revealing the essential properties elements and levels of relationship.These procedures provided to the construction elements of the concept popular traditional games, and was the basis for planning a didactical unit to the formation of ability to study. These strategies enable to build a set of prepositions to argue, as a result of the increases in the knowledge of the professional formation in physical education. The study was introduced the fallowing contributions; formulated a teaching proposal to develop the ability to identify popular traditional games, as a cultural and historical contribution and the development of an individual, in initial formation of physical education teacher, attuned to the demands of training and use of knowledge that requires this level of education, defined and organized the knowledge of popular traditional games , this enables a teaching able to raise the cognitive abilities and the theoretical concept of personality of graduated in physical education

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The study investigated the possibility of organizing a didactics unit for formation of hability of identifying and explaining the popular traditional games in the process of licensed formation in physical education. Had basic premised, the thesis formulated by Piorte Yakovleviche Galperin that the fundamental condition that mode determines the student s way of thinking and the theoretical structures thought. Is given by the method of organization activity that form the basis of guiding skills assimilates from this assumption the study defended the thesis that the contents of popular traditional games can be organizeds according the systemic functional-structural focus. As a method to plan a didactics unit that contributes to development of theoretical thought and the professional development of graduates in physical education. In this sense the general goal was studied and develop a training proposal of ability to identify and explain the popular traditional games for physical education teachers oriented to contribute to the development of theoretical thought. In the construction process of the thesis in a first moment was determined the invariant conceptual of popular traditional games from the method of analysis of activity, after was organized the content of popular traditional games according to the structural-functional systems revealing the essential properties elements and levels of relationship.These procedures provided to the construction elements of the concept popular traditional games, and was the basis for planning a didactical unit to the formation of ability to study. These strategies enable to build a set of prepositions to argue, as a result of the increases in the knowledge of the professional formation in physical education. The study was introduced the fallowing contributions; formulated a teaching proposal to develop the ability to identify popular traditional games, as a cultural and historical contribution and the development of an individual, in initial formation of physical education teacher, attuned to the demands of training and use of knowledge that requires this level of education, defined and organized the knowledge of popular traditional games , this enables a teaching able to raise the cognitive abilities and the theoretical concept of personality of graduated in physical education

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This study proposes to ascertain the importance of each alimentary category in the Tetrapturus albidus diet composition, as well as to propose the use of the Bayesian approach for analysis of these data. The stomachs were collected during fishing cruises carried out by the Santos-SP longliner from July 2007 to June 2008. For Bayesian model formulation, each alimentary item was clustered in four food categories as: teleost, cephalopod, crustaceans, and others. To estimate the proportion of each food category, the multinomial model with Dirichlet conjugate prior distribution was used. After the stomach contents analysis, 133 food items were identified, which belonged to 9 taxa. The most important food category is constituted by cephalopod molluscs, followed by teleost fishes. The food category comprised of crustaceans presents a low contribution and in this case it could be considered to be an accidental food item. The Bayesian approach means a distinct view in relation to traditional methods, as it permits one to incorporate information obtained from the literature. It should be useful to analyse great top predators, which are usually caught in small numbers.

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This research aimed do verify the contribution of the games of rules to the development and learning of the mathematics of a philantropic institution for preschool children – Centro de Educação Infantil Santo Antônio (CEISA) - from March to September 2010. The overall universe comprehends one teacher, one class auxiliary, one trainee, the organization teaching coordinator and twenty six students. The main objective was to explore games as a strategic resource for the development and learning, by searching auxiliary contributions for teaching the mathematics, and ways to wake and keep the interest of the students for the games as tools of development and learning; to identify important points for such development and learning by using games; to detect the difficulties of the students in the process of teaching-learning mathematics; to use games as a moment for fun; to show the teachers the possibilities of using ludic materials as methodic resources and to make interventions, by means of the games, to enhance the process of teaching-learning the matematics, through a qualitative approach, using the interview as instrument by means of an observation and study of case

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The perspective of the present project can be inscribed in the so-called “Social Cognition” framework, that in the last years moved from a focus on the individual mind toward embodied and participatory aspects of social understanding. Among the topics relevant for social cognition, the aim of the thesis was to shed more light on motor resonance and joint action, by using two well-known effects of cognitive psychology: “Affordance” and “Simon”. In the first part of the project, the Affordance effect has been considered, starting from Gibson to some post-Gibsonian theorizations. Particular attention has received the notion of “Micro-affordance”. The theoretical and empirical overview allows to understand how it can be possible to use the affordance effect to investigate the issue of motor resonance. A first study employed a priming paradigm and explored both in adults and school-age children the influence of a micro-affordance that can be defined dangerousness, and how motor resonance develops. The second part of the thesis focused on the Simon effect, starting with the presentation of the “stimulus–response (S–R) compatibility effect” to introduce the “Simon effect”. Particular attention has been dedicated to recent studies on the “joint Simon effect”. The reviewed empirical findings have been discussed in a wider theoretical perspective on joint action. The second study was aimed at investigating whether shared representations, as indexed by the presence of the joint Simon effect, are modulated by minimal ingroup–outgroup distinctions and by experienced interdependence between participants. The third study explored to what extent prior experience could modulate performance in task sharing, combining two paradigms of cognitive psychology, the joint Simon and the joint transfer-of-learning. In a general discussion the results obtained in the three studies have been summarized, emphasizing their original contribution and their importance within the Social Cognition research.