Search results for "PLAYING"

showing 10 items of 68 documents

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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Language acquisition through interaction between gamers in digital gaming environments

2014

Internetin kautta pelattavat moninpelit tarjoavat monenlaisia mahdollisuuksia harjoitella Englannin kielitaitoa, sekä käyttää sitä hyväksi erilaisissa kommunikointitilanteissa. Pelien hyötyä kieltenoppimisessa on jo jonkin verran tutkittu, mutta tutkimus rajoittuu suurelta osin itse pelien sisältöihin. Lähivuosina internetin kautta pelaaminen yhdessä toisten pelaajien kanssa on yleistynyt, mikä on avannut keskustelua myös pelien interaktiivisuuden vaikutuksista kielitaitoon. Internetissä tapaa usein pelaajia monista erilaisista kulttuureista ja taustoista, mikä rikastuttaa kielikulttuuria sekä mahdollistaa kielenkäytön harjoittelun matalan kynnyksen tilanteissa. Suomalaiset pelaavat interne…

language acquisitiononline gaminglearningplayingdigital gamesEFLinteractionextramuralthe English language
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Tratamiento cognitivo-conductual de la adicción a videojuegos de rol online: fundamentos de propuesta de tratamiento y estudio de caso

2014

Resumen: El proposito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervencion en la adiccion a videojuegos. Se presenta el caso de un varon de 21 anos con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, asi como los resultados de su eficacia en un estudio de caso. Despues de trece semanas de intervencion se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminucion significativa del tiempo de uso del ordenador y de juego, asi como una mejoria del funcionamiento personal y social del paciente. Palabras clave: Adiccion a videojuegos; …

lcsh:BF1-990Massively Multiplayer Online Role Playing Games (MMORPGs)terapia cognitivo-conductalTerapia cognitivo-conductual159.9 - Psicologíalcsh:Psychologyaducciones tecnológicasAdicción a videojuegosPsychologyHumanitiesMMORPGGeneral PsychologyAdicciones tecnológicas
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Report on the 10th International Conference of Students of Systematic Musicology (SysMus17)

2018

The 10th annual International Conference of Students of Systematic Musicology (SysMus) took place on September 13–15, 2017, at Queen Mary University of London (UoL). The SysMus series has established itself as an international, student-run conference series aimed at introducing graduate students to networking and discussing their work in an academic conference environment. The term “Systematic Musicology,” first coined by Guido Adler (1885), nowadays covers a wide range of systematic or empirical approaches to theoretical, psychological, neuroscientific, ethnographic, and computational methodologies in music research. Presentations for SysMus17 focused on three central topics in relation t…

lcsh:M1-5000Musicologylcsh:Musiclcsh:PsychologyMusic theorylcsh:BF1-990Systematic musicologyMusic educationQueen (playing card)Visual artsMusic & Science
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The Impact of Personality and Motivation on Immersion in Simulation Games

2020

The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model…

media_common.quotation_subject05 social sciences050301 education0506 political scienceEducation050602 political science & public administrationDevelopmental and Educational PsychologyImmersion (virtual reality)PersonalityRole playingBig Five personality traitsPsychology0503 educationSocial psychologymedia_commonInternational Journal of Game-Based Learning
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Experimental macroeconomics: a role-playing experience among bachelor students

2020

This current innovative education project has the main goal of introducing students to experimental economics to help them better understand complex macroeconomic concepts. For this purpose, it is used an online experimental platform to develop a role-playing dynamic with which students become real economic agents. This gamified technique allows students to interact with each other in the goods and production factors markets and, thus, generate a circular flow studied as one of the main macroeconomic principles. The online platform is conceived as a two-sided website: on one hand, students are assigned a role and asked to make decisions; and, on the other, professors can instantaneously acc…

media_common.quotation_subjectMacroeconomicsDocumentationBachelorGamificationDocumentationRole playingMathematics educationRole playingInnovationExperimentsPsychologyTeaching Technologiesmedia_commonProceedings INNODOCT/20. International Conference on Innovation, Documentation and Education
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"Kun siihen pystyy kuitenkin, ei oo mitään järkee olla tekemättä" : oppimisen vaikeudet pianonsoiton opiskelussa - oppilaiden kokemuksia ja opetuksen…

2017

Music is a strong element of the empirical world of the young. Playing an instrument creates meanings, and it can help to feel and deal with emotions. Music itself is a source of immense joy and motivation for young players, even when learning is not easy. Year after year, the piano is the most popular instrument chosen by Music Institute applicants. The aim of this study was to investigate the difficulties encountered by piano students who are slower to learn than might be assumed from their talent and practising. The study also examined whether the piano teach- er’s observations about the student's learning difficulties in piano playing tally with the results of tests measuring learning d…

motivaatioerityispedagogiikkalearningmusiikkikasvatusoppiminenpiano playingmusiikkioppilaitoksetmusiikkipianoopetuslearning problemsoppilaatteachingsoittaminenoppimisvaikeudetmotivationnuoretopiskeluSuomimusicopettaja-oppilassuhdelapset
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You can't do crime if you do music : soittoharrastuksen vaikutus eteläafrikkalaisen STTEP-musiikkikoulun oppilaiden elämänkuvaan

2004

music schoolsoittaminenSouth Africaplaying as a hobbymusiikkioppilaitoksetidentiteettielämäEtelä-Afrikkafigure of lifeidentity
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Students’ experiences of their agency in whole-class playing

2022

The agency of primary school students has been studied increasingly in recent years; yet, we know relatively little about student agency in music educational settings or how students experience their participation in joint musical action. This study explores sixth-grade students’ experiences of their agency in whole-class playing. Qualitative content analysis of 11 pair interviews identified vulnerability as an essential element of participating in whole-class playing, highlighting the intrinsically emotional nature of the process, the immediacy of the musically shared moment and the safe place of entrainment. This study elucidates the enactment of agency and the resources facilitating and …

musiikin esittäminenmusiikkikasvatustunteetagencyyhteismusisointiwhole-class playingalakoululaisetmusic educationtoimijuusprimary school
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Teacher beliefs about student agency in whole-class playing

2022

This study explores music teachers’ beliefs of student agency in whole-class playing and investigates what characterises student agency through teachers’ values, actions and observations within this unique multimodal and -dimensional learning environment. Our abductive analysis of 11 interviews reveals that the role of teacher support is significant in enacting students’ agency. This study provides insights into student agency through the eyes and actions of teachers within the context of whole-class playing and suggests that the enactment of different aspects of student agency is an essential feature necessary for whole-class playing to succeed. peerReviewed

oppimisympäristövuorovaikutusmusiikkikasvatusopiskelijatcomprehensive schoolmusiikinopettajatmusiikkimusical agencysosiaalinen tukitoimijuusilmapiiriopettajatEducationsoittaminenarvot (käsitykset)uskomuksetwhole-class playingstudent agencymusic educationmusic teacheropettaja-oppilassuhdeMusicMusic Education Research
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