944 resultados para Role-Playing Game


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Economic Literacy ist ein politischer und demokratischer Ansatz. Er entstand in den 1980er Jahren im Kontext der Internationalen Frauenbewegung. Angelehnt an die Pädagogik der Befreiung von Paulo Freire, soll dabei Wirtschaftswissen in gemeinschaftlicher Auseinandersetzung gestaltet und veränderbar gemacht werden. Die beiden Autorinnen stellen in diesem Beitrag ihre Bildungsarbeit vor. Sie plädieren in der Tradition eines feministisch inspirierten Hinterfragens neoliberaler Konzepte für ein Wirtschaftswissen, das die Lebensdienlichkeit der Ökonomie ins Zentrum stellt. Mittels der Methode des Psychodramas suchen sie Antwort auf Fragen wie: Wem wird die Kompetenz (nicht) zugeschrieben, über Wirtschaft zu sprechen? Welche AkteurInnen mit welchen Interessen bekommen den Raum, ihre wirtschaftlichen Positionen kundzutun? Wer hält die Deutungsmacht über das "richtige" Wirtschaftswissen, wer die Macht zu entscheiden? Wirtschaftswissen soll so neu verhandelt werden, die Wirtschaftsexpertise von Frauen sichtbar gemacht und letztlich die Frage virulent werden: Wie wollen wir, als Gesellschaft, die Bereitstellung von lebensnotwendigen Gütern und Dienstleistungen gestalten? (DIPF/Orig.)

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En esta ponencia se ha mostrado un ejemplo de intervención mediante ejemplos prácticos del día a día del Terapeuta Ocupacional en su trabajo con las personas con discapacidad y enfermedad mental. Los puntos abordados han sido: 1. Terapia Ocupacional y discapacidad intelectual 2. Habilidades de comunicación. - Limitaciones de las personas con discapacidad en las habilidades de comunicación. Entrenamiento de habilidades de comunicación 3. Habilidades sociales -La importancia de la comunicación en las relaciones sociales - Limitaciones de las personas con discapacidad en habilidades sociales - Entrenamiento de habilidades sociales - Influencia de las habilidades sociales en la Calidad de vida 4. Role playing: Participación de los oyentes.

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Education in entrepreneurship is a relatively new addition to the curriculum of institutions of higher education in Portugal. Forty-one percent of the current courses were first offered in 2003 or 2004. This recent awakening to the importance of entrepreneurship education is both reactive to the needs of the market as well as pro-active through the interests of professors. As the developing phenomenon of entrepreneurship education grows there is an urgent need to better understand and develop this area through academic research. Pedagogy, course content, the use of technology as well as other parallel initiatives related to entrepreneurship education in Portugal are the primary focus of this national survey of academic year 2004/2005. The majority (76.5%) of professors surveyed stated that their university has plans to create an entrepreneurship/innovation center. However, it is believed that roles and activities that a “center” must have to be effective are, as of yet, not well-defined in the Portuguese context. In developing future initiatives, Portugal could benefit by looking at models from other countries that have well-developed entrepreneurship educational offerings and support structures. Findings indicate that current course pedagogy in Portugal relies heavily on business plan creation and theoretical lectures and seldom makes use of computer business simulations, role-playing or internships. In addition, greater use of the Internet as a method for disseminating information to students and entrepreneurs could help “market” entrepreneurship education better and improve the perception of those students not currently taking an entrepreneurship course.

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Dissertação de Mestrado, Educação Pré-Escolar, Escola Superior de Educação e Comunicação, Universidade do Algarve, 2016

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Dans un contexte de prévention secondaire, les interventions motivationnelles brèves (IMB) effectuées par les infirmières ont le potentiel de réduire les facteurs de risque cardiovasculaires. De par sa flexibilité, la formation en ligne s’impose aujourd’hui comme une méthode pédagogique essentielle au développement des habiletés cliniques des professionnels de la santé. Le but de ce projet était d’évaluer la faisabilité, l’acceptabilité et l’effet préliminaire d’une plateforme de formation en ligne sur les IMB (MOTIV@CŒUR) sur les habiletés perçues et l’utilisation clinique des IMB chez des infirmières en soins cardiovasculaires. Pour ce faire, une étude pilote pré-post à groupe unique a été menée. MOTIV@CŒUR est composée de deux sessions d’une durée totale de 50 minutes incluant des vidéos d’interactions infirmière-patient. Dans chaque session, une introduction théorique aux IMB est suivie de situations cliniques dans lesquelles une infirmière évalue la motivation à changer et intervient selon les principes des IMB. Les situations ciblent le tabagisme, la non-adhérence au traitement médicamenteux, la sédentarité et une alimentation riche en gras et en sel. Il était suggéré aux infirmières de compléter les deux sessions de formation en ligne en moins de 20 jours. Les données sur la faisabilité, l'acceptabilité et les effets préliminaires (habiletés perçues et utilisation clinique auto-rapportée des IMB) ont été recueillies à 30 jours (± 5 jours) après la première session. Nous avons recruté 27 femmes et 4 hommes (âge moyen 37 ans ± 9) en mars 2016. Vingt-quatre des 31 participants (77%) ont terminé les deux sessions de formation en moins de 20 jours. À un mois suite à l’entrée dans l’étude, 28 des 31 participants avaient complété au moins une session. Un haut niveau d’acceptabilité a été observé vu les scores élevés quant à la qualité de l'information, la facilité d'utilisation perçue et la qualité de la plateforme MOTIV@CŒUR. Le score d'utilisation clinique auto-rapporté des interventions visant la confiance était plus élevé après les deux sessions qu’avant les sessions (P = .032). Bien que tous les scores fussent plus élevés après les deux sessions qu’au début, les autres résultats n’étaient pas statistiquement significatifs. En conclusion, l’implantation d’une plateforme de formation en ligne sur les IMB est à la fois faisable et acceptable auprès d’infirmières en soins aigus cardiovasculaires. De plus, une telle formation peut avoir un effet positif sur l'utilisation clinique d’interventions motivationnelles visant la confiance face au changement de comportement de santé.

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Dans un contexte de prévention secondaire, les interventions motivationnelles brèves (IMB) effectuées par les infirmières ont le potentiel de réduire les facteurs de risque cardiovasculaires. De par sa flexibilité, la formation en ligne s’impose aujourd’hui comme une méthode pédagogique essentielle au développement des habiletés cliniques des professionnels de la santé. Le but de ce projet était d’évaluer la faisabilité, l’acceptabilité et l’effet préliminaire d’une plateforme de formation en ligne sur les IMB (MOTIV@CŒUR) sur les habiletés perçues et l’utilisation clinique des IMB chez des infirmières en soins cardiovasculaires. Pour ce faire, une étude pilote pré-post à groupe unique a été menée. MOTIV@CŒUR est composée de deux sessions d’une durée totale de 50 minutes incluant des vidéos d’interactions infirmière-patient. Dans chaque session, une introduction théorique aux IMB est suivie de situations cliniques dans lesquelles une infirmière évalue la motivation à changer et intervient selon les principes des IMB. Les situations ciblent le tabagisme, la non-adhérence au traitement médicamenteux, la sédentarité et une alimentation riche en gras et en sel. Il était suggéré aux infirmières de compléter les deux sessions de formation en ligne en moins de 20 jours. Les données sur la faisabilité, l'acceptabilité et les effets préliminaires (habiletés perçues et utilisation clinique auto-rapportée des IMB) ont été recueillies à 30 jours (± 5 jours) après la première session. Nous avons recruté 27 femmes et 4 hommes (âge moyen 37 ans ± 9) en mars 2016. Vingt-quatre des 31 participants (77%) ont terminé les deux sessions de formation en moins de 20 jours. À un mois suite à l’entrée dans l’étude, 28 des 31 participants avaient complété au moins une session. Un haut niveau d’acceptabilité a été observé vu les scores élevés quant à la qualité de l'information, la facilité d'utilisation perçue et la qualité de la plateforme MOTIV@CŒUR. Le score d'utilisation clinique auto-rapporté des interventions visant la confiance était plus élevé après les deux sessions qu’avant les sessions (P = .032). Bien que tous les scores fussent plus élevés après les deux sessions qu’au début, les autres résultats n’étaient pas statistiquement significatifs. En conclusion, l’implantation d’une plateforme de formation en ligne sur les IMB est à la fois faisable et acceptable auprès d’infirmières en soins aigus cardiovasculaires. De plus, une telle formation peut avoir un effet positif sur l'utilisation clinique d’interventions motivationnelles visant la confiance face au changement de comportement de santé.

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Los juegos de rol conocidos como “Modelos de Naciones Unidas” permiten construir una perspectivacognitiva y cultural innovadoras, puesto que nos obligan a posicionarnos frente a los actualesdesafíos internacionales desde un nuevo lugar: el del Otro. El mayor desafío pasa por representarfielmente la política exterior de aquel país que se representa, y así este ejercicio abre ventanas amundos desconocidos que rompen con estructuras mentales e imaginarios colectivos sobre los quese asientan el prejuicio y la discriminación negativa. Debe sumarse el enfoque interdisciplinariosobre el que se construye la práctica: las situaciones por problematizar exigen un esfuerzo conceptual ampliado y holístico para obtener una propuesta superadora.Tomando como caso testigo el 4º MONUUNQ (2009) se intentará sostener la idea de que la actuaciónlogra habilitar saberes, competencias y perspectivas cognitivas nuevas para la persona que,en su insistencia y ejercicio, progresivamente consigue ir construyendo un empoderamiento real.Tarde o temprano, el sujeto activo en dichas prácticas, trasladará el aprendizaje a su vida cotidianay potenciará una verdadera educación en derechos humanos.La “mediación normativa” sucede en el espacio público, lugar desde donde se debe luchar por serreconocido por los pares, con y desde los otros, puesto que para obtener una negociación activa y unliderazgo fructífero que se plasme en el documento escrito final, el estudiante deberá mantenerse en el margen de los códigos de la diplomacia internacional: oratoria, respeto al protocolo, conocimientode los procedimientos, y defensa irrenunciable a los valores constituyentes de la ONU.AbstractRole plays known as ‘United Nations Models’ allow us to build an innovative cognitive and cultural perspective,since they make us be positioned in front of contemporary international challenges from a new place:the other’s place. The biggest challenge is to truly represent the international policy of the country being represented, and that is how this exercise opens windows to unknown worlds which break mental structuresand collective imaginaries, above which prejudice and negative discrimination settle. The interdisciplinaryfocus upon which the practice is built has to be added: the simulated situations demand a wider and holisticconceptual effort to obtain an overcoming proposal.Taking as a model 4th MONUUNQ (2009), it is intended to sustain the idea that role playing habilitatesnew skills, competences and cognitive perspectives for the person who, with insistence and exercise, willprogressively build a real empowerment. Sooner or later, the active subject on those practices will move thelearnt contents to his everyday life and will propel an actual Human Rights Education.‘Normative mediation’ takes place in the public space, the place from which people should fight to be recognizedby equals, ‘with and from other people’, since to obtain an active negotiation and fruitful leadershipwhich will turn into a final written document, the student will have to abide by the codes of internationaldiplomacy – oratory, protocol respect, procedure acknowledge, and defense of the constitutive values of United Nations Organization.

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As many countries are moving toward water sector reforms, practical issues of how water management institutions can better effect allocation, regulation, and enforcement of water rights have emerged. The problem of nonavailability of water to tailenders on an irrigation system in developing countries, due to unlicensed upstream diversions is well documented. The reliability of access or equivalently the uncertainty associated with water availability at their diversion point becomes a parameter that is likely to influence the application by users for water licenses, as well as their willingness to pay for licensed use. The ability of a water agency to reduce this uncertainty through effective water rights enforcement is related to the fiscal ability of the agency to monitor and enforce licensed use. In this paper, this interplay across the users and the agency is explored, considering the hydraulic structure or sequence of water use and parameters that define the users and the agency`s economics. The potential for free rider behavior by the users, as well as their proposals for licensed use are derived conditional on this setting. The analyses presented are developed in the framework of the theory of ""Law and Economics,`` with user interactions modeled as a game theoretic enterprise. The state of Ceara, Brazil, is used loosely as an example setting, with parameter values for the experiments indexed to be approximately those relevant for current decisions. The potential for using the ideas in participatory decision making is discussed. This paper is an initial attempt to develop a conceptual framework for analyzing such situations but with a focus on the reservoir-canal system water rights enforcement.

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Session 7: Playing with Roles, images and improvising New States of Awareness, 3rd Global Conference, 1st November – 3rd November, 2014, Prague, Czech Republic.

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In this paper, I look at the interaction between social learning and cooperative behavior. I model this using a social dilemma game with publicly observed sequential actions and asymmetric information about pay offs. I find that some informed agents in this model act, individually and without collusion, to conceal the privately optimal action. Because the privately optimal action is socially costly the behavior of informed agents can lead to a Pareto improvement in a social dilemma. In my model I show that it is possible to get cooperative behavior if information is restricted to a small but non-zero proportion of the population. Moreover, such cooperative behavior occurs in a finite setting where it is public knowledge which agent will act last. The proportion of cooperative agents within the population can be made arbitrarily close to 1 by increasing the finite number of agents playing the game. Finally, I show that under a broad set of conditions that it is a Pareto improvement on a corner value, in the ex-ante welfare sense, for an interior proportion of the population to be informed.

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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

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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 computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept. In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model. It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.

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Many studies investigating the relationship between hormones and competition have focused on athletic competition. The athletic setting enables r researchers to investigate the hormone-behaviour relationship in a relatively controlled environment. However, research to date has been based on observations made from single status contests and/or weekend tournaments and as such, does not provide a clear picture of an individual's average hormonal responses to both victory and defeat. In appreciation of this limitation, the current study tracked elite hockey players throughout a hockey season, measuring pre- and post-game salivary testosterone and Cortisol as well as psychological measures. I was interested in determining whether status outcome (win vs. loss) would influence an individual's testosterone and Cortisol responses to competition. Furthermore, I was also interested in assessing whether testosterone and Cortisol responses were specific to the competitive environment or whether similar hormonal responses would occur during non-competitive practice sessions. Last, I was interested in whether there were any differences in pre-game hormonal and psychological states depending on where the status contest was held: home versus away. The results indicated that game outcome moderated the testosterone responses to competition. That is, testosterone increased significantly more after a victory compared to a defeat. Furthermore, a loss of status produced significantly hreports, the players did not show an anticipatory rise in either Cortisol or testosterone prior to competition. In addition to the effects of status outcome on hormonal levels, it was also found that these hormonal responses were specific to competition. The athletes in the current study did not demonstrate any hormonal responses to the practice sessions. Last, there were significant differences in pre-game testosterone as well as in selfconfidence, cognitive, and somatic anxiety levels depending on the location at which the status contest took place. Pre-game testosterone and self-confidence levels were significantly higher prior to games played in the home venue. In contrast, pre-game somatic and cognitive anxiety levels were significantly higher prior to games played in the away venue. The current findings add to the developing literature on the relationship between hormones and competition. This was the first study to detect a moderating effect of status outcome on testosterone responses in a team sport. Furthermore, this was also the first study in humans to demonstrate that post-contest Cortisol levels were significantly higher after a loss of status. Last, the current study also adds to the sport psychology literature by demonstrating that pre-game psychological variables differ depending on where the status contest is being held: higher self-confidence at home and higher somatic and cognitive anxiety away. Taken together, the results from the current thesis may have important practical relevance to coaches, trainers and sport psychologists who are always trying to find ways to maximize performance. post-game Cortisol levels than did an increase in status. In contrast to previous