910 resultados para Games not play


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Resumen tomado de la publicaci??n

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Videogames, and young people's engagement with them, are of growing interest to education. This paper reports on initial find ings from the study: Literacy in the Digital World of the Twenty First Century: Leaming from computer games, focussing on the opportunities offered by studying young people's immersion in game play for understanding more about contemporary forms of  engagement and textuality, new forms of literacy,community and identity multimodality, and the implications of such forms and changes for contemporary literacy and English education. Taking videogames as examples of global, ICT-based popular culture, where meaning is built from muhimodal elements, and where young players have to he actively teaming and involved in order to play, the project asks how English and literacy education might benefit from examining videogames, as rich exemplars of contemporary digital culture, and the ways in which young people make use of them, to improve the teaching of print and multi modal forms of literacy.

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Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions.

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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego

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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego

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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego

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This paper explores how mobile games can transform everyday places into dynamic learning spaces filled with information and inspiration. It discusses the motivation inherent in playing games and creating games for others, and how this stimulates an iterative process of creation and reflection and evokes a natural desire to engage in learning. The use of MiLK at the Adelaide Botanic Gardens is offered as a case in point. MiLK is an authoring tool that allows students and teachers to create and share SMS games for mobile phones. A group of South Australian high school students used MiLK to play a game, create their own games and play each other’s games during a day at the gardens. This paper details the learning processes involved in these activities and how the students reflected on their learning, conducted peer assessment, and engaged in a two-way discussion with their teacher about new technologies and their implications for learning. The paper concludes with a discussion of the needs and requirements of 21st Century learners and how MiLK can support constructivist and connectivist teaching methods that engage learners and may produce an appropriately skilled future workforce.

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Alcohol use disorders (AUDs) are a major public health problem, and the few treatment options available to those seeking treatment offer only modest success rates. There remains a need to identify novel targets for the treatment of AUDs. The neuronal nicotinic acetylcholine receptors (nAChRs) represent a potential therapeutic target in the brain, as recent human genetic studies have implicated gene variants in the α5 nAChR subunit as high risk factors for developing alcohol dependence. Here, we evaluate the role of 5* nAChR for ethanol-mediated behaviors using α5+/+ and α5-/- mice. We characterized the effect of hypnotic doses of ethanol and investigated drinking behavior using an adapted Drinking-in-the Dark (DID) paradigm that has been shown to induce high ethanol consumption in mice. We found the α5 subunit to be critical in mediating the sedative effects of ethanol. The α5-/- mice showed slower recovery from ethanol-induced sleep, as measured by loss of righting reflex. Additionally the α5-/- mice showed enhanced impairment to ethanol-induced ataxia. We found the initial sensitivity to ethanol and ethanol metabolism to be similar in both α5+/+ and α5-/- mice. Hence the enhanced sedation is likely due to a difference in the acute tolerance of ethanol in mice deficient of the α5 subunit. However the α5 subunit did not play a role in ethanol consumption for ethanol concentrations ranging from 5% to 30% in the DID paradigm. Additionally, varenicline (Chantix®) was effective in reducing ethanol intake in α5-/- mice. Together, our data suggest that the α5 nAChR subunit is important for the sedative hypnotic doses of ethanol but does not play a role in ethanol consumption. Varenicline can be a treatment option even when there is loss of function of the α5 nAChR subunit.

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No romance A defesa Lujin, de Vladimir Nabokov, publicado em russo em 1930, o texto procura levar o leitor a adotar processos mentais similares ao de um jogador de xadrez e de um esquizofrênico, características do personagem-título do romance. Delineiam-se as expectativas e circunstâncias de um ser de papel que se vê jogando um xadrez em que também é peça e traçam-se paralelos com as expectativas e circunstâncias do leitor perante esse texto literário. O prefácio de Nabokov à edição em inglês de 1964 é tomado como indício de um leitor e um autor implícitos que ele procura moldar. Para análise dos elementos textuais e níveis de abstração mental envolvidos, recorre-se à estética da recepção de Wolfgang Iser e a diversas ideias do psiquiatra e etnólogo Gregory Bateson, entre elas o conceito de duplo vínculo, com atenção às distinções entre mapa/território e play/game. Um duplo duplo vínculo é perpetrado na interação leitor-texto: 1) o leitor é convidado a sentir empatia pela situação do personagem Lujin e a considerá-lo lúcido e louco ao mesmo tempo; e 2) o leitor é colocado como uma instância pseudo-transcendental incapaz de comunicação com a instância inferior (Lujin), gerando uma angústia diretamente relacionável ao seu envolvimento com a ficção, replicando de certa forma a loucura de Lujin. A sinestesia do personagem Lujin é identificada como um dos elementos do texto capaz de recriar a experiência de jogar xadrez até para quem não aprecia o jogo. Analisa-se a conexão entre a esquizofrenia ficcional do personagem Lujin e a visão batesoniana do alcoolismo

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PURPOSE: Milk fat globule-epidermal growth factor-factor VIII (MFGE8) is necessary for diurnal outer segment phagocytosis and promotes VEGF-dependent neovascularization. The prevalence of two single nucleotide polymorphisms (SNP) in MFGE8 was studied in two exsudative or "wet" Age-related Macular Degeneration (AMD) groups and two corresponding control groups. We studied the effect of MFGE8 deficiency on retinal homeostasis with age and on choroidal neovascularization (CNV) in mice. METHODS: The distribution of the SNP (rs4945 and rs1878326) of MFGE8 was analyzed in two groups of patients with "wet" AMD and their age-matched controls from Germany and France. MFGE8-expressing cells were identified in Mfge8(+/-) mice expressing ß-galactosidase. Aged Mfge8(+/-) and Mfge8(-/-) mice were studied by funduscopy, histology, electron microscopy, scanning electron microscopy of vascular corrosion casts of the choroid, and after laser-induced CNV. RESULTS: rs1878326 was associated with AMD in the French and German group. The Mfge8 promoter is highly active in photoreceptors but not in retinal pigment epithelium cells. Mfge8(-/-) mice did not differ from controls in terms of fundus appearance, photoreceptor cell layers, choroidal architecture or laser-induced CNV. In contrast, the Bruch's membrane (BM) was slightly but significantly thicker in Mfge8(-/-) mice as compared to controls. CONCLUSIONS: Despite a reproducible minor increase of rs1878326 in AMD patients and a very modest increase in BM in Mfge8(-/-) mice, our data suggests that MFGE8 dysfunction does not play a critical role in the pathogenesis of AMD.

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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.