Search results for: game efficacy
408 Training Isolated Respiratory in Rehabilitation
Authors: Marketa Kotova, Jana Kolarova, Ludek Zalud, Petr Dobsak
Abstract:
A game for training of breath (TRABR) for continuous monitoring of pulmonary ventilation during the patients’ therapy focuses especially on monitoring of their ventilation processes. It is necessary to detect, monitor and differentiate abdominal and thoracic breathing during the therapy. It is a fun form of rehabilitation where the patient plays and also practicing isolated breathing. Finally the game to practice breath was designed to evaluate whether the patient uses two types of breathing or not.
Keywords: Pulmonary ventilation, thoracic breathing, abdominal breathing, breath monitoring using pressure sensors, game TRABR (TRAining of BReath).
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2130407 Academic Achievement Differences in Grandiose and Vulnerable Narcissists and the Mediating Effects of Self-Esteem and Self-Efficacy
Authors: Amber L. Dummett, Efstathia Tzemou
Abstract:
Narcissism is a personality trait characterised by selfishness, entitlement, and superiority. Narcissism is split into two subtypes, grandiose narcissism (GN) and vulnerable narcissism (VN). Grandiose narcissists are extraverted and arrogant, while vulnerable narcissists are introverted and insecure. This study investigates the psychological mechanisms that lead to differences in academic achievement (AA) between grandiose and vulnerable narcissists, specifically the mediating effects of self-esteem and self-efficacy. While narcissism is considered to be a negative trait, this study considers if better AA is one of them. Moreover, further research into VN is essential to fully compare and contrast it with GN. We hypothesise that grandiose narcissists achieve higher marks due to having high self-esteem which in turn boosts their sense of self-efficacy. In comparison, we hypothesise that vulnerable narcissists underperform due to having low self-esteem which limits their self-efficacy. Two online surveys were distributed to undergraduate university students. The first was a collection of scales measuring the mentioned dimensions, and the second investigated end of year AA. Sequential mediation analyses were conducted using the gathered data. Our analysis shows that neither self-esteem nor self-efficacy mediate the relationship between GN and AA. GN positively predicts self-esteem but has no relationship with self-efficacy. Self-esteem does not mediate the relationship between VN and AA. VN has a negative indirect effect on AA via self-efficacy, and VN negatively predicts self-esteem. Self-efficacy positively predicts AA. GN does not affect AA through the mediation of self-esteem and then self-efficacy, and neither does VN in this way. Overall, having grandiose or vulnerable narcissistic traits does not affect students’ AA. However, being highly efficacious does lead to academic success, therefore, universities should employ methods to improve the self-efficacy of their students.
Keywords: Academic achievement, grandiose narcissism, self-efficacy, self-esteem, vulnerable narcissism.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 461406 Self-efficacy, Self-reliance, and Motivation inan Asynchronous Learning Environment
Authors: Linda H. Meyer, Carol S. Sternberger
Abstract:
Self-efficacy, self-reliance, and motivation were examined in a quasi-experimental study with 178 sophomore university students. Participants used an interactive cardiovascular anatomy and physiology CD-ROM, and completed a 15-item questionnaire. Reliability of the questionnaire was established using Cronbach-s alpha. Post-tests and course grades were examined using a t-test, demonstrating no significance. Results of an item-to-item analysis of the questionnaire showed overall satisfaction with the teaching methodology and varied results for self-efficacy, selfreliance, and motivation. Kendall-s Tau was calculated for all items in the questionnaire.Keywords: Asynchronous learning environments, motivation, self-efficacy, self-reliance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3657405 The Competitive Newsvendor Game with Overestimated Demand
Authors: Chengli Liu, C. K. M. Lee
Abstract:
The tradition competitive newsvendor game assumes decision makers are rational. However, there are behavioral biases when people make decisions, such as loss aversion, mental accounting and overconfidence. Overestimation of a subject’s own performance is one type of overconfidence. The objective of this research is to analyze the impact of the overestimated demand in the newsvendor competitive game with two players. This study builds a competitive newsvendor game model where newsvendors have private information of their demands, which is overestimated. At the same time, demands of each newsvendor forecasted by a third party institution are available. This research shows that the overestimation leads to demand steal effect, which reduces the competitor’s order quantity. However, the overall supply of the product increases due to overestimation. This study illustrates the boundary condition for the overestimated newsvendor to have the equilibrium order drop due to the demand steal effect from the other newsvendor. A newsvendor who has higher critical fractile will see its equilibrium order decrease with the drop of estimation level from the other newsvendor.
Keywords: Bias, competitive newsvendor, Nash equilibrium, overestimation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1474404 The Effectiveness of Lesson Study via Learning Communities in Increasing Instructional Self-Efficacy of Beginning Special Educators
Authors: David D. Hampton
Abstract:
Lesson study is used as an instructional technique to promote both student and faculty learning. However, little is known about the usefulness of learning communities in supporting results of lesson study on the self-efficacy and development for tenure-track faculty. This study investigated the impact of participation in a lesson study learning community on 34 new faculty members at a mid-size Midwestern University, specifically regarding implementing lesson study evaluations by new faculty on their reported self-efficacy. Results indicate that participation in a lesson study learning community significantly increased faculty members’ lesson study self-efficacy as well as grant and manuscript production over one academic year. Suggestions for future lesson study around faculty learning communities are discussed.
Keywords: Lesson study, learning community, lesson study self-efficacy, new faculty.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 395403 Energy Efficient Resource Allocation in Distributed Computing Systems
Authors: Samee Ullah Khan, C. Ardil
Abstract:
The problem of mapping tasks onto a computational grid with the aim to minimize the power consumption and the makespan subject to the constraints of deadlines and architectural requirements is considered in this paper. To solve this problem, we propose a solution from cooperative game theory based on the concept of Nash Bargaining Solution. The proposed game theoretical technique is compared against several traditional techniques. The experimental results show that when the deadline constraints are tight, the proposed technique achieves superior performance and reports competitive performance relative to the optimal solution.Keywords: Energy efficient algorithms, resource allocation, resource management, cooperative game theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1789402 The Optimal Equilibrium Capacity of Information Hiding Based on Game Theory
Authors: Ziquan Hu, Kun She, Shahzad Ali, Kai Yan
Abstract:
Game theory could be used to analyze the conflicted issues in the field of information hiding. In this paper, 2-phase game can be used to build the embedder-attacker system to analyze the limits of hiding capacity of embedding algorithms: the embedder minimizes the expected damage and the attacker maximizes it. In the system, the embedder first consumes its resource to build embedded units (EU) and insert the secret information into EU. Then the attacker distributes its resource evenly to the attacked EU. The expected equilibrium damage, which is maximum damage in value from the point of view of the attacker and minimum from the embedder against the attacker, is evaluated by the case when the attacker attacks a subset from all the EU. Furthermore, the optimal equilibrium capacity of hiding information is calculated through the optimal number of EU with the embedded secret information. Finally, illustrative examples of the optimal equilibrium capacity are presented.Keywords: 2-Phase Game, Expected Equilibrium damage, InformationHiding, Optimal Equilibrium Capacity.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1620401 Self-Efficacy Perceptions and the Attitudes of Prospective Teachers towards Assessment and Evaluation
Authors: Münevver Başman, Ezel Tavşancıl
Abstract:
Making the right decisions about students depends on teachers’ use of the assessment and evaluation techniques effectively. In order to do that, teachers should have positive attitudes and adequate self-efficacy perception towards assessment and evaluation. The purpose of this study is to investigate relationship between self-efficacy perception and the attitudes of prospective teachers towards assessment and evaluation and what kind of differences these issues have in terms of a variety of demographic variables. The study group consisted of 277 prospective teachers who have been studying in different departments of Marmara University, Faculty of Education. In this study, ‘Personal Information Form’, ‘A Perceptual Scale for Measurement and Evaluation of Prospective Teachers Self-Efficacy in Education’ and ‘Attitudes toward Educational Measurement Inventory’ are applied. As a result, positive correlation was found between self-efficacy perceptions and the attitudes of prospective teachers towards assessment and evaluation. Considering different departments, there is a significant difference between the mean score of attitudes of prospective teachers and between the mean score of self-efficacy perceptions of them. However, considering variables of attending statistics class and the class types at the graduated high school, there is no significant difference between the mean score of attitudes of prospective teachers and between the mean score of self-efficacy perceptions of them.Keywords: Attitude, perception, prospective teacher, self-efficacy.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1558400 Pure and Mixed Nash Equilibria Domain of a Discrete Game Model with Dichotomous Strategy Space
Authors: A. S. Mousa, F. Shoman
Abstract:
We present a discrete game theoretical model with homogeneous individuals who make simultaneous decisions. In this model the strategy space of all individuals is a discrete and dichotomous set which consists of two strategies. We fully characterize the coherent, split and mixed strategies that form Nash equilibria and we determine the corresponding Nash domains for all individuals. We find all strategic thresholds in which individuals can change their mind if small perturbations in the parameters of the model occurs.Keywords: Coherent strategy, split strategy, pure strategy, mixed strategy, Nash Equilibrium, game theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 713399 Strategy Analysis and Creation by Simulation in the General Game
Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang
Abstract:
In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.Keywords: competition, cooperation, finding good strategy, General Game
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1233398 Self-Efficacy, Anxiety, and Performance in the English Language among Middle-School Students in English Language Program in Satri Si Suriyothai School, Bangkok
Authors: Christopher C. Anyadubalu
Abstract:
This study investigated students- perception of self efficacy and anxiety in acquiring English language, and consequently examined the relationship existing among the independent variables, confounding variables and students- performances in the English language. The researcher tested the research hypotheses using a sample group of 318 respondents out of the population size of 400 students. The results obtained revealed that there was a significant moderate negative relationship between English language anxiety and performance in English language, but no significant relationship between self-efficacy and English language performance, among the middle-school students. There was a significant moderate negative relationship between English language anxiety and self-efficacy. It was discovered that general self-efficacy and English language anxiety represented a significantly more powerful set of predictors than the set of confounding variables. Thus, the study concluded that English language anxiety and general self-efficacy were significant predictors of English language performance among middle-school students in Satri Si Suriyothai School.Keywords: Anxiety, English Language Anxiety, Performance inEnglish Language, Self Efficacy.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4683397 Suitable Partner Node Selection and Resource Allocation in Cooperative Wireless Communication Using the Trade-Off Game
Authors: Oluseye A. Adeleke, Mohd. F. M. Salleh
Abstract:
The performance of any cooperative communication system depends largely on the selection of a proper partner. Another important factor to consider is an efficient allocation of resource like power by the source node to help it in forwarding information to the destination. In this paper, we look at the concepts of partner selection and resource (power) allocation for a distributed communication network. A type of non-cooperative game referred to as Trade-Off game is employed so as to jointly consider the utilities of the source and relay nodes, where in this case, the source is the node that requires help with forwarding of its information while the partner is the node that is willing to help in forwarding the source node’s information, but at a price. The approach enables the source node to maximize its utility by selecting a partner node based on (i) the proximity of the partner node to the source and destination nodes, and (ii) the price the partner node will charge for the help being rendered. Our proposed scheme helps the source locate and select the relay nodes at ‘better’ locations and purchase power optimally from them. It also aids the contending relay nodes maximize their own utilities as well by asking proper prices. Our game scheme is seen to converge to unique equilibrium.
Keywords: Cooperative communication, game theory, node, power allocation, trade-off, utility.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1937396 Evaluation of Cognitive Benefits among Differently Abled Subjects with Video Game as Intervention
Authors: H. Nagendra, Vinod Kumar, S. Mukherjee
Abstract:
In this study, the potential benefits of playing action video game among congenitally deaf and dumb subjects is reported in terms of EEG ratio indices. The frontal and occipital lobes are associated with development of motor skills, cognition, and visual information processing and color recognition. The sixteen hours of First-Person shooter action video game play resulted in the increase of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can be attributed to the enhancement of certain aspect of cognition among deaf and dumb subjects.Keywords: Cognitive enhancement, video games, EEG band powers, Deaf and Dumb subjects.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1767395 Food Habits and Nutritional Status of Fiji Rugby Players
Authors: Jimaima Lako, Subramaniam Sotheeswaran, Ketan Christi
Abstract:
The 15-a-side Fiji rugby team trains well in preparations for any rugby competition but rarely performs to expectations. In order to help the Fiji local based rugby players to identify some key basic areas in improving their performance, a series of workshops were conducted to assess their nutritional status and dietary habits in relation to energy demand during rugby matches. The nutrition workshop included the administration of questionnaires to 19 local based rugby players, requesting the following information: usual food intakes, training camp food intakes, carbohydrate loading, pre-game meals and post-game meals. The study revealed that poor eating habits of the players resulted in the low carbohydrate intake, which may have contributed to increase levels of fatigue leading to loss of stamina even before the second half of the game. It appears that the diet of most 15-a-side players does not provide enough energy to enable them to last the full eightyminutes of the game.
Keywords: Fiji rugby, Food habits, Physical fitness, Training meals
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4311394 Innovation in Traditional Game: A Case Study of Trainee Teachers' Learning Experiences
Authors: Malathi Balakrishnan, Cheng Lee Ooi, Chander Vengadasalam
Abstract:
The purpose of this study is to explore a case study of trainee teachers’ learning experience on innovating traditional games during the traditional game carnival. It explores issues arising from multiple case studies of trainee teachers learning experiences in innovating traditional games. A qualitative methodology was adopted through observations, semi-structured interviews and reflective journals’ content analysis of trainee teachers’ learning experiences creating and implementing innovative traditional games. Twelve groups of 36 trainee teachers who registered for Sports and Physical Education Management Course were the participants for this research during the traditional game carnival. Semi structured interviews were administrated after the trainee teachers learning experiences in creating innovative traditional games. Reflective journals were collected after carnival day and the content analyzed. Inductive data analysis was used to evaluate various data sources. All the collected data were then evaluated through the Nvivo data analysis process. Inductive reasoning was interpreted based on the Self Determination Theory (SDT). The findings showed that the trainee teachers had positive game participation experiences, game knowledge about traditional games and positive motivation to innovate the game. The data also revealed the influence of themes like cultural significance and creativity. It can be concluded from the findings that the organized game carnival, as a requirement of course work by the Institute of Teacher Training Malaysia, was able to enhance teacher trainers’ innovative thinking skills. The SDT, as a multidimensional approach to motivation, was utilized. Therefore, teacher trainers may have more learning experiences using the SDT.Keywords: Learning experiences, innovation, traditional games, trainee teachers.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2442393 Strategic Information in the Game of Go
Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder
Abstract:
We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1522392 Proposal of a Virtual Reality Dynamism Augmentation Method for Sports Spectating
Authors: Clara Hertzog, Sho Sakurai, Koichi Hirota, Takuya Nojima
Abstract:
It is common to see graphics appearing on television while watching a sports game to provide information, but it is less common to see graphics specifically aiming to boost spectators’ dynamism perception. It is even less common to see such graphics designed especially for virtual reality (VR). However, it appears that even with simple dynamic graphics, it would be possible to improve VR sports spectators’ experience. So, in this research, we explain how graphics can be used in VR to improve the dynamism of a broadcasted sports game and we provide a simple example. This example consists in a white halo displayed around the video and blinking according to the game speed. We hope to increase people’s awareness about VR sports spectating and the possibilities this display offers through dynamic graphics.
Keywords: Broadcasting, graphics, sports spectating, virtual reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 445391 An HCI Template for Distributed Applications
Authors: Xizhi Li
Abstract:
Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. This article proposes a Human Computer Interface (HCI) template from three representative applications we have developed. These applications include a Multi-Agent System based software, a 3D Internet computer game with distributed game world logic, and a programming language environment used in constructing distributed neural network and its visualizations. HCI concepts that are common to these applications are described in abstract terms in the template. These include off-line presentation of global entities, entities inside a hierarchical namespace, communication and languages, reconfiguration of entity references in a graph, impersonation and access right, etc. We believe the metaphor that underlies an HCI concept as well as the relationships between a bunch of HCI concepts are crucial to the design of software systems and vice versa.
Keywords: HCI, MAS, computer game, programming language
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1531390 Game-Tree Simplification by Pattern Matching and Its Acceleration Approach using an FPGA
Authors: Suguru Ochiai, Toru Yabuki, Yoshiki Yamaguchi, Yuetsu Kodama
Abstract:
In this paper, we propose a Connect6 solver which adopts a hybrid approach based on a tree-search algorithm and image processing techniques. The solver must deal with the complicated computation and provide high performance in order to make real-time decisions. The proposed approach enables the solver to be implemented on a single Spartan-6 XC6SLX45 FPGA produced by XILINX without using any external devices. The compact implementation is achieved through image processing techniques to optimize a tree-search algorithm of the Connect6 game. The tree search is widely used in computer games and the optimal search brings the best move in every turn of a computer game. Thus, many tree-search algorithms such as Minimax algorithm and artificial intelligence approaches have been widely proposed in this field. However, there is one fundamental problem in this area; the computation time increases rapidly in response to the growth of the game tree. It means the larger the game tree is, the bigger the circuit size is because of their highly parallel computation characteristics. Here, this paper aims to reduce the size of a Connect6 game tree using image processing techniques and its position symmetric property. The proposed solver is composed of four computational modules: a two-dimensional checkmate strategy checker, a template matching module, a skilful-line predictor, and a next-move selector. These modules work well together in selecting next moves from some candidates and the total amount of their circuits is small. The details of the hardware design for an FPGA implementation are described and the performance of this design is also shown in this paper.Keywords: Connect6, pattern matching, game-tree reduction, hardware direct computation
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1972389 Grounded Theory of Consumer Loyalty, a Perspective through Video Game Addiction
Authors: Bassam Shaikh, R. S. A. Jumain
Abstract:
Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.
Keywords: Consumer Loyalty, Video Games Addiction, Video Games, Grounded Theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2687388 A Study of Hamilton-Jacobi-Bellman Equation Systems Arising in Differential Game Models of Changing Society
Authors: Weihua Ruan, Kuan-Chou Chen
Abstract:
This paper is concerned with a system of Hamilton-Jacobi-Bellman equations coupled with an autonomous dynamical system. The mathematical system arises in the differential game formulation of political economy models as an infinite-horizon continuous-time differential game with discounted instantaneous payoff rates and continuously and discretely varying state variables. The existence of a weak solution of the PDE system is proven and a computational scheme of approximate solution is developed for a class of such systems. A model of democratization is mathematically analyzed as an illustration of application.Keywords: Differential games, Hamilton-Jacobi-Bellman equations, infinite horizon, political-economy models.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1056387 Markov Game Controller Design Algorithms
Authors: Rajneesh Sharma, M. Gopal
Abstract:
Markov games are a generalization of Markov decision process to a multi-agent setting. Two-player zero-sum Markov game framework offers an effective platform for designing robust controllers. This paper presents two novel controller design algorithms that use ideas from game-theory literature to produce reliable controllers that are able to maintain performance in presence of noise and parameter variations. A more widely used approach for controller design is the H∞ optimal control, which suffers from high computational demand and at times, may be infeasible. Our approach generates an optimal control policy for the agent (controller) via a simple Linear Program enabling the controller to learn about the unknown environment. The controller is facing an unknown environment, and in our formulation this environment corresponds to the behavior rules of the noise modeled as the opponent. Proposed controller architectures attempt to improve controller reliability by a gradual mixing of algorithmic approaches drawn from the game theory literature and the Minimax-Q Markov game solution approach, in a reinforcement-learning framework. We test the proposed algorithms on a simulated Inverted Pendulum Swing-up task and compare its performance against standard Q learning.Keywords: Reinforcement learning, Markov Decision Process, Matrix Games, Markov Games, Smooth Fictitious play, Controller, Inverted Pendulum.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1520386 Assessing Stages of Exercise Behavior Change, Self Efficacy and Decisional Balance in Iranian Nursing and Midwifery Students
Authors: Mahnaz Shafakhah, Marzieh Moattari, Rahelae Sabet Sarvestani
Abstract:
Regular physical activity contributes positively to physiological and psychological health. This study aimed to identify exercise behavior changes, self efficacy and decisional balance in nursing and midwifery students. This was a cross-sectional study carried out in Iran.300undergraduate nursing and midwifery students participated in this study. Data were collected using a questionnaire including demographic information, exercise stages of change, exercise self efficacy and pros and cons exercise decisional balance. The analysis was performed using the SPSS.A p-value of less than 0.05 was considered as statistically significant.
Keywords: Exercise, Behavior, Student, Self efficacy.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2576385 Enhancement of Higher Order Thinking Skills among Teacher Trainers by Fun Game Learning Approach
Authors: Malathi Balakrishnan, Gananathan M. Nadarajah, Saraswathy Vellasamy, Evelyn Gnanam William George
Abstract:
The purpose of the study is to explore how the fun game-learning approach enhances teacher trainers’ higher order thinking skills. Two-day fun filled fun game learning-approach was introduced to teacher trainers as a Continuous Professional Development Program (CPD). 26 teacher trainers participated in this Transformation of Teaching and Learning Fun Way Program, organized by Institute of Teacher Education Malaysia. Qualitative research technique was adopted as the researchers observed the participants’ higher order thinking skills developed during the program. Data were collected from observational checklist; interview transcriptions of four participants and participants’ reflection notes. All the data were later analyzed with NVivo data analysis process. The finding of this study presented five main themes, which are critical thinking, hands on activities, creating, application and use of technology. The studies showed that the teacher trainers’ higher order thinking skills were enhanced after the two-day CPD program. Therefore, Institute of Teacher Education will have more success using the fun way game-learning approach to develop higher order thinking skills among its teacher trainers who can implement these skills to their trainee teachers in future. This study also added knowledge to Constructivism learning theory, which will further highlight the prominence of the fun way learning approach to enhance higher order thinking skills.
Keywords: Constructivism, game-learning approach, higher order thinking skill, teacher trainer.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2816384 Personal Factors and Career Adaptability in a Call Centre Work Environment: The Mediating Effects of Professional Efficacy
Authors: Nisha Harry
Abstract:
The study discussed in this article sought to assess whether a sense of professional efficacy mediates the relationship between personal factors and career adaptability. A quantitative cross-sectional survey approach was followed. A non–probability sample of (N = 409) of which predominantly early career and permanently employed black females in call centres in Africa participated in this study. In order to assess personal factors, the participants completed sense of meaningfulness and emotional intelligence measures. Measures of professional efficacy and career adaptability were also completed. The results of the mediational analysis revealed that professional efficacy significantly mediates the meaningfulness (sense of coherence) and career adaptability relationship, but not the emotional intelligence–career adaptability relationship. Call centre agents with professional efficacy are likely to be more work engaged as a result of their sense of meaningfulness and emotional intelligence.
Keywords: Call centre, professional efficacy, career adaptability, emotional intelligence.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 634383 Rating and Generating Sudoku Puzzles Based On Constraint Satisfaction Problems
Authors: Bahare Fatemi, Seyed Mehran Kazemi, Nazanin Mehrasa
Abstract:
Sudoku is a logic-based combinatorial puzzle game which people in different ages enjoy playing it. The challenging and addictive nature of this game has made it a ubiquitous game. Most magazines, newspapers, puzzle books, etc. publish lots of Sudoku puzzles every day. These puzzles often come in different levels of difficulty so that all people, from beginner to expert, can play the game and enjoy it. Generating puzzles with different levels of difficulty is a major concern of Sudoku designers. There are several works in the literature which propose ways of generating puzzles having a desirable level of difficulty. In this paper, we propose a method based on constraint satisfaction problems to evaluate the difficulty of the Sudoku puzzles. Then we propose a hill climbing method to generate puzzles with different levels of difficulty. Whereas other methods are usually capable of generating puzzles with only few number of difficulty levels, our method can be used to generate puzzles with arbitrary number of different difficulty levels. We test our method by generating puzzles with different levels of difficulty and having a group of 15 people solve all the puzzles and recording the time they spend for each puzzle.
Keywords: Constraint satisfaction problem, generating Sudoku puzzles, hill climbing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3201382 The Intensity of Load Experienced by Female Basketball Players during Competitive Games
Authors: Tomáš Vencúrik, Jiří Nykodým
Abstract:
This study compares the intensity of game load among player positions and between the 1st and the 2nd half of the games. Two guards, three forwards, and three centers (female basketball players) participated in this study. The heart rate (HR) and its development were monitored during two competitive games. Statistically insignificant differences in the intensity of game load were recorded between guards, forwards, and centers below and above 85% of the maximal heart rate (HRmax) and in the mean HR as % of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%, respectively). Moreover, when the 1st and the 2nd half of the games were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of HRmax), no statistical significance was recorded. This information can be useful for coaching staff, to manage and to precisely plan the training process.Keywords: Game load, heart rate, player positions, the 1st and the 2nd half of the games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2342381 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System
Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi
Abstract:
Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.
Keywords: Real time game, sensor, learning games, LabVIEW
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1729380 The Game of Synchronized Quadromineering
Authors: Alessandro Cincotti
Abstract:
In synchronized games players make their moves simultaneously rather than alternately. Synchronized Quadromineering is the synchronized version of Quadromineering, a variants of a classical two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n < 15) and some theoretical results for general k × n boards (with k = 4, 5, 6) are presented. Moreover, some Synchronized Quadromineering variants are also investigated.Keywords: Combinatorial games, Synchronized games, Quadromineering.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1205379 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities
Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd
Abstract:
In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.
Keywords: Fire Safety, healthcare, serious game, training.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1192