Search results for "GAME"

showing 10 items of 1663 documents

Social Entrepreneurship as a Form of Institutional Entrepreneurship

2021

Bureaucracy as a form of structuring and working of current organizations may be seen as the result of a set of circumstances. For Weberians, bureaucracy is the consequence of the principles of protestant values applied to the market. For institutionalists, bureaucracy is the outcome of the replication of practices in organizations, that is, bureaucracy is due to isomorphism among organizations. Following the institutional approach, organizations act by imitation. This imitation provides a certain way to compete and work necessary to survival, meaning that this imitation gives stability and equilibrium to the context in which organizations operate. Nevertheless, this equilibrium may not be …

media_common.quotation_subjectEconomicsSocial entrepreneurshipContext (language use)BureaucracyMeaning (existential)Positive economicsSet (psychology)ImitationOutcome (game theory)Isomorphism (sociology)media_common
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Individual differences in behavioral consistency are related to sequential access to resources and body condition in a producer-scrounger game

2014

Investigating the evolution of consistent between-individual behavioral differences necessitates to explain the emergence of within-individual consistency. Relying on a recent mathematical model, we here test the prediction that the emergence of differences in within-individual consistency is related to the sequential access to resources in a frequency-dependent foraging game. To this end we used flocks of zebra finches (Taeniopygia guttata) engaged in a producer-scrounger foraging game. Tactic investment (i.e., the proportion of hops with the head down) significantly predicted successful tactic use (i.e., the proportion of seeds produced). In support of predictions, we found that individua…

media_common.quotation_subjectForaginglcsh:EvolutionEcology and EvolutionVariation (game tree)explorationConsistency (negotiation)lcsh:QH540-549.5state-dependencelcsh:QH359-425PersonalityBig Five personality traitsTaeniopygia guttataEcology Evolution Behavior and Systematicsmedia_commonbehavioral flexibilitybiologyEcologyEcologyFlexibility (personality)biology.organism_classificationSequential accessintra-individual variabilitypersonalitylcsh:Ecologybody conditionPsychologysocial foragingTaeniopygiaCognitive psychologyFrontiers in Ecology and Evolution
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Commitment and choice of partner in a negotiation with a deadline

2002

This paper analyses the effects of partially revocable endogenous commitments of a seller in a negotiation with a deadline. In particular, we examine when commitment is a source of strength, a source of inefficiency and when it does not affect the bargaining outcome at all. We show that when commitment possesses a minimum amount of irrevocability this crucially determines the bargaining outcome. In the bilateral bargaining case, commitment becomes a source of inefficiency since it causes a deadline effect. In the choice of partner framework, however, the deadline effect disappears and there is an immediate agreement and, moreover, commitment becomes a source of strength since it increases t…

media_common.quotation_subjectStochastic gamejel:C78jel:D43Affect (psychology)Outcome (game theory)jel:J52MicroeconomicsCompetition (economics)NegotiationEconomicsComputingMilieux_COMPUTERSANDSOCIETYInefficiencyBargaining revocable commitment thin market deadline effectmedia_common
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La integración del videojuego educativo con el folklore. Una propuesta de aplicación en Educación Primaria

2016

El artículo se centra en una experiencia de innovación en Educación Primaria que forma parte del trabajo práctico de la asignatura Música y nuevas tecnologías del Grado en maestro de Educación Primaria impartida en la Escuela Universitaria de Educación y Turismo de Avila (Universidad de Salamanca), enmarcada en el programa Prácticas de campo. Modalidad II (2015/2016_OP4) del Campus de Excelencia Internacional Studii Salamantini. Consiste en la aplicación del videojuego La granja musical a 46 alumnos de primero y segundo de Educación Primaria del CEIP Santa Ana de Avila con la finalidad de recuperar la tradición popular del pasado, interpretarla en el presente y proyectarla hacia las nuevas …

media_common.quotation_subjectcultura popularVideogamePrimary educationetnologíaenseñanza primaria050801 communication & media studiesEducació primàriaMusicalVideojuegolcsh:Education (General)Educationjuego de ordenador0508 media and communicationsExcellenceEducación primariaSociologyuso didáctico del ordenadorFolkloreSchool educationmedia_commonFolkloreJocs educatius05 social sciences050301 educationFirst educationFolklortecnología de la educaciónvídeo interactivoinnovación pedagógicalcsh:L7-9910503 educationHumanitiesJocs per ordinador
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GraphoGame – a catalyst for multi-level promotion of literacy in diverse contexts

2015

GraphoGame (GG) is originally a technology-based intervention method for supporting children with reading difficulties. It is now known that children who face problems in reading acquisition have difficulties in learning to differentiate and manipulate speech sounds and consequently, in connecting these sounds to corresponding letters. GG was developed to provide intensive training in matching speech sounds and larger units of speech to their written counterparts. GG has been shown to benefit children with reading difficulties and the game is now available for all Finnish school children for literacy support. Presently millions of children in Africa fail to learn to read despite years of pr…

media_common.quotation_subjectlcsh:BF1-990GAMECHILDRENGraphoGameliteracyLiteracyPromotion (rank)READING-RELATED SKILLSReading (process)Intervention (counseling)Mathematics educationmedicineMethodsPsychologyMobile technologyGeneral Psychologyta515media_commonreading interventionRISKACQUISITION4. EducationLanguages of AfricaDyslexiamedicine.diseaseLinguisticsgame-based learninglcsh:Psychologymobile technologyWriting systemORTHOGRAPHIESSCHOOLlukutaitoAfrica516 Educational sciencesPsychologyDIFFICULTIESINTERVENTIONDYSLEXIAFrontiers in Psychology
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Supporting Acquisition of Spelling Skills in Different Orthographies Using an Empirically Validated Digital Learning Environment

2021

This paper discusses how the association learning principle works for supporting acquisition of basic spelling and reading skills using digital game-based learning environment with the Finland-based GraphoLearn (GL) technology. This program has been designed and validated to work with early readers of different alphabetic writing systems using repetition and reinforcing connections between spoken and written units. Initially GL was developed and found effective in training children at risk of reading disorders in Finland. Today GL training has been shown to support learning decoding skills among children independent of whether they face difficulties resulting from educational, social, or bi…

media_common.quotation_subjectlcsh:BF1-990kirjoitusjärjestelmätFace (sociological concept)GraphoGameReview050105 experimental psychologydigital learning gamekielellinen kehitysReading (process)dyslexiakielen omaksuminenmedicineMathematics educationdysleksiaPsychology0501 psychology and cognitive sciencesAssociation (psychology)interventioGeneral Psychologyinterventionmedia_commonorthographyreading acquisitionLearning environment05 social sciencesDyslexia050301 educationoikeinkirjoitusmedicine.diseaseoppimispelitSpellinglcsh:PsychologyWriting systemGraphoLearn technologylukutaitowriting systemlukihäiriötPsychology0503 educationdigitaaliset pelitOrthographyFrontiers in Psychology
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Blame game or dialogue? Financial, professional and democratic accountabilities in a complex health care setting

2018

Purpose The purpose of this paper is to investigate how the complexity of the network governance setting affects accountability practices. The authors pay particular attention to the organizational characteristics that may enable a common understanding of multiple accountability relationships, or lead to problems in reconciling competing forms of accountability, thereby appearing as blame game-type behavior. Design/methodology/approach The authors conducted a case study with 31 semi-structured interviews in a Finnish health care organization (FHC) that offers basic public health care services. The organization represents a co-operative arrangement with the main city and three smaller munic…

media_common.quotation_subjectvastuullisuusEconomics Econometrics and Finance (miscellaneous)Context (language use)terveydenhoitoBlameblame gametapaustutkimusStatutory lawAccountingPolitical science0502 economics and businessHealth caremedia_commonFinancenetwork governancetilivelvollisuusbusiness.industryCorporate governance05 social sciencesStakeholder050201 accountingAccountabilityNetwork governanceresponsibilitybusiness050203 business & management
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Il razionale e il ragionevole nei procedimenti di mediazione

2011

mediazione civile e commerciale conflitto legame
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Data from: Reproductive isolation among allopatric Drosophila montana populations

2014

An outstanding goal in speciation research is to trace the mode and tempo of the evolution of barriers to gene flow. Such research benefits from studying incipient speciation, in which speciation between populations has not yet occurred but where multiple potential mechanisms of reproductive isolation (RI: i.e. premating, postmating-prezygotic (PMPZ), and postzygotic barriers) may act. We used such a system to investigate these barriers among allopatric populations of Drosophila montana. In all heteropopulation crosses we found premating (sexual) isolation which was either symmetric or asymmetric depending on the population pair compared. Postmating isolation was particularly strong in cros…

medicine and health careDrosophila montanasexual isolationLife SciencesMedicineGametic isolationpostmating-prezygotic isolationspeciation phenotypes
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Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients.

2020

The aim of this study was to assess whether a virtual rehabilitation program using Nintendo Wii added to conventional physical therapy improved functionality, balance, and daily activities in chronic stroke survivors, when compared with conventional physical therapy.We undertook a randomized controlled clinical trial. The participants of this study were randomized to 2 groups: (1) conventional physical therapy (CPTG), which included exercises related to functionality, balance, and activities of daily living; and (2) virtual reality with Nintendo Wii (VRWiiG), which included balance training with the Wii Balance Board and upper limb exercises with the Wii Sports package, added to conventiona…

medicine.medical_specialtyActivities of daily living03 medical and health sciences0302 clinical medicinePost-hoc analysisActivities of Daily LivingMedicineHumans030212 general & internal medicineStrokePostural BalanceGeneral NursingPhysical Therapy ModalitiesBalance (ability)business.industryHealth PolicyTinetti testStroke RehabilitationGeneral Medicinemedicine.diseaseExercise TherapyClinical trialStrokeVideo GamesBerg Balance ScalePhysical therapyVirtual rehabilitationGeriatrics and Gerontologybusiness030217 neurology & neurosurgeryJournal of the American Medical Directors Association
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