Search results for "Game playing"

showing 4 items of 4 documents

A Review of Early Numeracy Interventions for Children at Risk in Mathematics

2015

This study reviewed early numeracy interventions for four- to seven-year-old children at risk for mathematics difficulties. The search yielded 19 peer-reviewed studies with pre- and post-treatment control designs. The interventions were categorised as either core or supplemental instruction. The study analysed the effectiveness and identified the pedagogical components of the interventions: setting, duration, numeracy content used for intervention training and progress measurement, conductor and professional developmental support offered, and instructional design features. The interventions showed, to various degrees, the promising effect of improving the early numeracy skills of at-risk ch…

Supplemental instructionGame playingInstructional designmathematics4. EducationeducationPsychological interventionreviewAt-risk childrenearly numeracyinterventionmathematicsreviewlcsh:Education (General)EducationNumeracyIntervention (counseling)Early numeracyMathematics educationDevelopmental and Educational Psychologyearly numeracy516 Educational sciencesDuration (project management)lcsh:L7-991interventionat-risk children
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On Addressing the Challenges of Complex Stochastic Games Using “Representative” Moves

2018

The problem of achieving competitive game play in a board game, against an intelligent opponent, is a well-known and studied field of Artificial Intelligence (AI). This area of research has seen major breakthroughs in recent years, particularly in the game of Go. However, popular hobby board games, and particularly Trading Card Games, have unique qualities that make them very challenging to existing game playing techniques, partly due to enormous branching factors. This remains a largely unexamined domain and is the arena we operate in. To attempt to tackle some of these daunting requirements, we introduce the novel concept of “Representative” Moves (RMs). Rather than examine the complete l…

Game playingComputer scienceNode (networking)Branching factorComputingMilieux_PERSONALCOMPUTINGContext (language use)02 engineering and technology010501 environmental sciencesAdversary01 natural sciencesField (computer science)Domain (software engineering)Human–computer interaction0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingHobby0105 earth and related environmental sciences
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Consolidation by Game-Playing: a Gamesmanship Inquiry into Forestry Industry

2006

If one takes a flight in Finland from the country’s capital, Helsinki, for instance, north to Rovaniemi, the ‘Gateway to Lapland’, the scenery below consists typically of lakes, rivers and marshland, but most of all of forests. Wood in all its forms has been for centuries the core of the national character as well as the locomotive of business in Finland. Over the years the Finns have come to understand that the forest sector is perhaps the strongest guarantor of the Finnish economy and identity. The old saying ‘Finland earns its living from its forests’ can even be interpreted to mean ‘what is good for the forest sector is good for Finland’. Lilja, Tainio and Rasanen (1991a) encapsulated t…

geographyGame playingMarshgeography.geographical_feature_categorymedia_common.quotation_subjectForestryStandard of livingConsolidation (business)Working classPolitical scienceRevenueForest industrySophisticationmedia_common
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1999

Since the 1980s there have been a number of studies that investigate the use of computers in homes. Many of these focused on the adults or adolescents in the family. Few studies have focused on children, particularly those between the ages of five and twelve. If children of these ages were included in a study they were usually situated within a study of the family and its dynamics, and often their experiences were viewed through the eyes of the adults in the family. The study described in this paper is unique in that the children‘s perceptions, beliefs and practices were the major focus and the children themselves were the informants. The study investigated children‘s computer experiences w…

Game playingmedia_common.quotation_subjectEducational technologyLibrary and Information SciencesEducationDevelopmental psychologyTask (project management)Dynamics (music)PerceptionSituatedPedagogyHome computingExploratory learningPsychologymedia_commonEducation and Information Technologies
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