Search results for "GAM"

showing 10 items of 5334 documents

Cognitive-behavioral treatment of online role-playing videogames: proposal of treatment and a case study

2014

El propósito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervención en la adicción a video juegos. Se presenta el caso de un varón de 21 años con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, así como los resultados de su eficacia en un estudio de caso. Después de trece semanas de intervención se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminución significativa del tiempo de uso del ordenador y de juego, así como una mejoría del funcionamiento personal y social del paciente. This article provides a proposal of cognitive-be…

terapia cognitivo-conductalVideogame addictiontechnological addictionsaducciones tecnológicasAdicción a videojuegosMassively Multiplayer Online Role Playing Games (MMORPGs)cognitive behavioral therapy
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Health literacy as a learning outcome in schools

2012

PurposeThe aim of this paper is to define health literacy as a learning outcome in schools, and to describe the learning conditions that are relevant for targeting health literacy.Design/methodology/approachThe paper draws on theoretical and empirical educational literature, and also the experiences of the authors.FindingsHealth literacy is defined as consisting of five core components: theoretical knowledge, practical knowledge, critical thinking, self‐awareness, and citizenship. The first three components are rather similar to the commonly‐accepted health literacy concept, but the definition given in this paper expands the concept via two additional – but essential – components. It is emp…

terveyskasvatusoppiminenmedia_common.quotation_subjectHealth literacyschoolsterveysosaaminenOutcome (game theory)EducationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONMedicineCitizenshipmedia_commonopiskelijatbusiness.industryterveyden lukutaitopersonal healthCore componentPublic Health Environmental and Occupational Healthta3141Peer reviewCritical thinkingkouluHealth educationConstruct (philosophy)businessHealth Education
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The N-dimensional N-person chesslike game strategy analysis model

2016

In this research a mathematical, symmetric n-player game model, based on chess is designed. Symmetry in this context refers to players' positions with respect to each other. While the order of move naturally violates the symmetry, this problem may also be solved. The motivation for building this kind of game model stems from the difficulty of finding mathematical solutions for multi-player games in general. The number of varying factors is so huge, that finding optimal strategies is mathematically almost impossible. The best way to attempt this is to use simulation. Once the model has been built, it can be applied in many ways by using computational algorithms based on the created model. Ch…

tetraedritgame theorysymmetriatesselaatiotopologymultinomial formulaverkkoteoriachessgraph theorykombinatoriikkaComputingMilieux_PERSONALCOMPUTINGN-player strategy gamestrategiapelitkaksinpelitmultinomikaavamoninpelitcombinatoricstilingpeliteoriamatemaattiset mallittopologiashakkitetrahedron
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E-Sports y brecha de género: la percepción de las profesionales españolas

2019

The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…

the data on the presence of women are elocuent: few womenhas been focused on the technique of content analysis from a netnographic perspective. It has been spotlighted by the analysis of the testimonies made at the ?Womenfemale participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictionsorganized by the Movistar´s Riders club. In addition to content analysisVideojuegoRocío The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspectiveE-sports and Unicorns? Conferenceinterest in videogames at the amateur level is quite similar. HoweverUNESCO::SOCIOLOGÍAfew women [the data on the presence of women are elocuent]in its professional leveldesigualdad de génerowith much lower wages than men to remunerate same skillsand a general complaint by the female professionals of frequent situations of ?suffocating pressure? during competitions. The methodologygender inequality 139 148La percepción de las profesionales españolas Moldes Farelo [1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género]1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género: La percepción de las profesionales españolas Moldes Farelothree in-depth interviews have been conducted industria videojuegosE-sportsVideo game industrysporting eventsMujeres:SOCIOLOGÍA [UNESCO]within the framework of the campaign ? MynameMygamedeporte espectáculoSociología del deporteEmpleo de las mujeresSociologíawith a qualitative nature
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Multiple Theories of Change for innovation governance

2023

The Theory of Change approach aims to clarify the underlying logic of an intervention by first identifying the problem addressed and the desired outcome, and then backwards mapping the actions taken and the expected results and outcomes. In so doing, it aims to simplify the expression of intermediate goals and indicators and provide a common reference for the participants and stakeholders of the intervention itself. As such, it is similar to corporate ‘mission statements’ in that it aims to provide a single, unifying description of the what, why and how of an intervention. By framing the approach in terms of the ‘change’ required as a means of addressing a problem, Theory of Change is essen…

theory of change co-creation neighborhood gamification.Settore ICAR/13 - Disegno IndustrialeSettore ICAR/21 - Urbanistica
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Applying video games in language learning and teaching : the learner perspective: a case study

2012

Tutkielman tarkoituksena on selvittää oppijoiden näkemyksiä videopelien nykyisistä ja mahdollisista käyttötavoista kieltenopetuksessa ottaen huomioon koehenkilöiden koulutus- ja pelaajataustan. Pelitutkimusta ei ole vielä tehty kauaa, joten ala on hajanainen, mutta tämä tutkimus pohjautuu tietokoneavusteisen oppimisen (CALL) ja videopeleihin perustuvan oppimisen (DGBL) tutkimukseen. CALL ei keskity erikseen pelien käyttöön tai käsittelee enemmän kieltenoppimiseen tehtyjä ohjelmia, kun taas peleihin perustuvassa opetuksessa kielet eivät ole erityisasemassa. Oppimistuloksia ja oppijakokemuksia pelien käytöstä on kerätty lähinnä esikoulu- ja peruskouluikäisiltä, joten lukiolaiskokeilu täydentä…

tietokoneavusteinen opettaminencomputer-assisted learningdigital game-based learningcomputer-assisted teachingpeleihin perustuva opetusVideopelittietokoneavusteinen oppiminenvideo gameslanguage teachingkielen oppiminenlanguage learning
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The effect of using computer literate game in the teaching of reading literacy skills in Zambia

2008

tietokoneavusteinen opetuslukutaitokirjoitustaitoSambiacurriculumZambiacomputer gamesliteracyliterate gameopetusphonemeopetussuunnitelmat
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Does the literate game help 3rd and 4th grade Zambian children learn how to read

2008

tietokoneavusteinen opetusoppiminenlukutaitokirjoitustaitoSambiaZambiacomputer gamesliteracyreading skillsliterate game
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Teaching and learning to read in Afrikaans : teacher competence and computer-assisted support

2018

This thesis is in the form of a monograph consisting of three distinct, but related studies. The three studies examined Grade 1 teachers’ knowledge and perceptions of reading instruction in classrooms in Namibia; and the use of GraphoGame in Afrikaans as a digital learning tool and as an intervention tool for struggling readers. Three data sets were collected: teachers (N = 132), children (N = 202) and struggling readers (N = 19). The results offered three main findings. First, the results revealed that teachers lacked basic knowledge regarding language and reading instruction. Second, the effect of using the GraphoGame Afrikaans digital reading tool in the classroom showed that the gain sc…

tietokoneavusteinen opetusreading instructioncomputer-assisted reading interventionopiskelumotivaatioGraphoGameluokanopettajatafrikaansin kieliNamibialukeminenopetustaitooppimisvaikeudetmotivationlukutaitoopetusmenetelmätreading skillsAfrikaanslukihäiriöttietokonepelit
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Computer-aided game design

2008

tietokoneavusteinen suunnittelupelitsuunnitteluCASE-toolsgame design patternsgame designcomputer-aided design
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