Search results for "pelit"

showing 10 items of 484 documents

Textural-chemical changes and deformation conditions registered by phyllosilicates in a fault zone (Pic de Port Vieux thrust, Pyrenees)

2017

International audience; Synkinematic phyllosilicates in fault zones can be used to deduce the deformation mechanisms and the conditions of fault activity, as their chemical composition, crystal structure and texture can record the different stages of deformation and fluid-rock interactions. The Pic de Port Vieux, a second-order thrust related to the major Gavarnie thrust in the southern central part of the Pyrenees Axial Zone, juxtaposes Triassic pelites of the hanging wall and Cretaceous limestones of the footwall. In order to investigate the mineralogical and geochemical changes and constrain the deformation conditions of thrusting, characterization of phyllosilicates was performed along …

010504 meteorology & atmospheric sciences[SDV]Life Sciences [q-bio]GeochemistryFault (geology)engineering.material010502 geochemistry & geophysics01 natural sciences[ SDE ] Environmental Scienceschemistry.chemical_compoundGeochemistry and PetrologyPeliteThrust faultQuartzChlorite0105 earth and related environmental sciencesgeographygeography.geographical_feature_categoryK-white micaThrust fault[ SDV ] Life Sciences [q-bio]MuscovitePyreneesGeologyHematitePhyllosilicatesFluid-rock interactionsDiagenesischemistry[SDU]Sciences of the Universe [physics]visual_art[SDE]Environmental Sciencesvisual_art.visual_art_mediumengineeringChloriteGeology[ SDU ] Sciences of the Universe [physics]
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Why Digital Games Can Be Advantageous in Vocabulary Learning

2021

Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…

050101 languages & linguisticsLinguistics and LanguageVocabularyComputer sciencemedia_common.quotation_subject0211 other engineering and technologies02 engineering and technologycomputer.software_genrelanguage learningLanguage and LinguisticsInteractivitysanavarastoEncoding (memory)0501 psychology and cognitive sciencessanatword learningkielen oppiminenmedia_commonStructure (mathematical logic)digital game-based learningRepetition (rhetorical device)business.industrydigital game05 social sciences021107 urban & regional planningDUAL (cognitive architecture)Language acquisitionvocabulary learningVocabulary learningArtificial intelligencebusinesscomputerdigitaaliset pelitNatural language processingTheory and Practice in Language Studies
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Gambling and gaming during COVID-19 : The role of mental health and social motives in gambling and gaming problems

2022

Background: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated. Material and methods: Finnish adults (N = …

515 PsychologyCOVID-19Social motivesCOVID-19 anxietyongelmapelaaminenmielenterveysongelmatPsychiatry and Mental healthClinical PsychologymielenterveysGambling problemspoikkeusolot5141 SociologyrahapelitGaming problemsahdistushuman activitiesverkkopelit
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Johdanto: Pelit kulttuurina ja kulttuurissa

2022

publishedVersion Peer reviewed

518 Media- ja viestintätieteetpelaaminenelektroninen urheilu6131 Teatteri tanssi musiikki muut esittävät taiteetleikitpelitutkimusviihdepeliturheilurahapelitpeliteollisuus113 Tietojenkäsittely ja informaatiotieteetkulttuurintutkimuslautapelit
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Sanailua, suunsoittoa ja syrjintää : Nuorten kokemuksia pelikäytöksestä

2022

Artikkelissa tarkastellaan laadullisen kyselyaineiston (N=180) avulla suomenkielisten, 15–25-vuotiaiden nuorten kokemuksia pelikäytöksestä digitaalisten pelien parissa. Teema-analyysin avulla rakennetut teemat valottavat epäasiallisen pelikäytöksen syitä ja seurauksia, kilpailullisten pelien suunsoittokulttuuria, pelikulttuureissa esiintyvää rakenteellista syrjintää, sekä myönteistä pelikäytöstä. Pelikäytös näyttäytyy artikkelissa monipuolisena ja monimutkaisena kokonaisuutena, johon vaikuttavat niin yksilöiden ominaisuudet ja mieltymykset kuin pelikulttuurien ja yhteiskunnan rakenteet. Artikkelin lopussa esitetään ehdotuksia keinoista vähentää asiatonta pelikäytöstä. This article explores …

518 Media- ja viestintätieteetpelaaminennuoretsyrjintäkielenkäyttö6131 Teatteri tanssi musiikki muut esittävät taiteetennaltaehkäisyvihamielisyyskäyttäytyminenverkkopelitpelikulttuuridigitaaliset pelit
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Linkages Between Gameplay Preferences and Fondness for Game Music

2021

In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…

Attractivenessmusic preferencesAggressionComputer sciencevideopelitmieltymyksetgenretComputingMilieux_PERSONALCOMPUTINGfactor analysiskyselytutkimusContext (language use)Citizen journalismMusic listeningPreferenceAestheticsmedicineplayer preferencesSurvey data collectionsurveypelimusiikkimedicine.symptomgame music
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Multi-Resource Management for Multi-Tier Space Information Networks: A Cooperative Game

2019

With the drastic increase of space information network (SIN) traffic and the diversity of network traffic types, the optimal allocation of the scarce network resources is of great significance for optimizing the SIN system capability. In this paper, we propose a multi-resource management method for multi-tier SIN using the cooperative Nash bargaining solution. Since the original problem is a non-convex problem, we firstly make logarithmic transition, and then find a tightest lower bound function to convert the initial problem into a convex one. In order to carry out the optimal bandwidth and power allocation in SIN, we construct a joint bandwidth and power allocation (JBPA) algorithm. Simul…

Bargaining problemMathematical optimizationspace information networkComputer sciencetietoliikennesatelliititresource allocation020302 automobile design & engineering020206 networking & telecommunications02 engineering and technologyFunction (mathematics)Upper and lower boundslangaton tiedonsiirtooptimointi0203 mechanical engineeringConvergence (routing)Nash bargaining solutions0202 electrical engineering electronic engineering information engineeringBandwidth (computing)peliteoriaResource allocationtightest lower bound function2019 15th International Wireless Communications & Mobile Computing Conference (IWCMC)
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Mobiiliopetuksen käyttömahdollisuuksia : oppilaiden omien mobiililaitteiden käyttö peruskoulun alakoulun opetuksessa

2015

Muutaman viime vuoden aikana mobiililaitteiden käyttö kouluissa on yleistynyt. Tämä on osittain aiheuttanut ristiriitaista keskustelua laitteiden käytöstä opetuksessa. Osa opettajista on ottanut mobiililaitteet opetuskäyttöön innokkaasti. Mobiiliopetuksen mahdollisuuksia ei kuitenkaan ole vielä kovin paljon tutkittu. Tällä tutkimuksella oli tarkoitus selvittää, mitä mahdollisuuksia oppilaiden omat mobiililaitteet tarjoavat opetukseen. Aineiston analyysissa pyrittiin etsimään tietoa siitä, miten ongelma-perustaisen opetuksen menetelmä ja pelillisyys vaikuttavat opetus- ja oppimisprosessissa, kun opiskelumenetelmänä käytetään mobiilioppimista ja oppilaiden omia mobiililaitteita. Tutkimus teht…

Bring Your Own Deviceongelmalähtöinen oppiminenoppiminenBYODfuture schoolBring Your Own Technologypelillisyysopetusverkko-oppiminenoppimispelitmobile learningpelillistäminenmobiililaitteetmobiilioppiminenBYOTPBLongelmaperustainen oppiminengamificationm-learningmobiiliopetus
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Similarities between Playing World of Warcraft and CLIL

2012

This article argues that playing World of Warcraft (WoW) and Content and Language Integrated Learning (CLIL) have a number of similar features. We base our argument on findings from three studies. The first (Sylvén 2004/2010) is about CLIL and non-CLIL students at upper secondary level and aims to investigate what effect, if any, CLIL has on the incidental acquisition of vocabulary. The second (Sundqvist 2009) is about extramural English and aims to examine its potential impact on learners’ oral proficiency and vocabulary. Extramural English is broadly defined as any type of contact that learners have with English outside the classroom. The third is a joint study focusing on young learners …

CLILvieraan kielen oppiminencomputer gamessecond language acquisitiontietokonepelit
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MINIMALIST THEORY OF FICTION AND THE ICTHINKING® METHOD AS A BACKGROUND FOR NEW INSIGHTS TO AUTISM

2021

The standard approach to conceptual understanding in the case of autism uses the distinction of abstract versus concrete thinking. This approach has its benefits but fails to explain all features of language use. For example, some concepts change their meaning in different contexts in contrast to concepts that are more rigid in their uses, such as mathematical concepts. This idea has its background in Minimalist theory of fiction (MTF), a theory that considers ‘skills to use words’ essential for understanding fiction, contrasting with theories that require pretending or make believe to understand fiction. From this background, the theory of Integrative Complexity (IC), and the method animat…

Cognitive scienceEducational methodintegrative complexityfiktioIntegrative complexityPsychological interventionautismfictionMetacognitionContrast (statistics)merkitykset (semantiikka)medicine.diseasekäsitteetmetakognitiokielellinen kehitysautismimedicineAutismmentalisaatiokielipelitMeaning (existential)kognitiivinen kehitysPsychologymetacognitionmake.believeEuropean Journal of Special Education Research
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