261,289 research outputs found
The Effectiveness of the Discovery Learning Model Assisted by Video Games to Improve Student Learning Outcomes on the Concept of Momentum and Impulse in High School
This study aims to determine the effectiveness of the discovery learning model with the help of video games on student learning outcomes on the concept of momentum and impulse in high school. This research is using an experimental method. The research design used was a pretest-posttest control group design. In this study there was an experimental group and a control group. Data collection using essay test and multiple choice tests. Data analysis using the mean difference analysis and N-Gain. The results showed that the t-value on the multiple-choice test was 2.183 and on the essay test was 2.811, which was greater than t-table 2.037. Referring to the rule of testing the hypothesis that if tcount ttable, then H0 is rejected, H1 is accepted, which means there is a significant influence. So it can be concluded that learning using the discovery learning model with the help of video games has a significant effect on student learning outcomes on the concept of momentum and impulse in high school. Through the n-gain test on the multiple choice test it can be seen that the N-gain value for the experimental class is 0.713 and the control class is 0.582. While on the essay test for the experimental class 0.777 and 0.667 for the control class. So it can be concluded that the increase in student learning outcomes using the discovery learning model with the help of video games is higher than the use of the discovery learning model on the concept of momentum and impulse in high school
The Effectiveness of the Discovery Learning Model Assisted by Video Games to Improve Student Learning Outcomes on the Concept of Momentum and Impulse in High School
This study aims to determine the effectiveness of the discovery learning model with the help of video games on student learning outcomes on the concept of momentum and impulse in high school. This research is using an experimental method. The research design used was a pretest-posttest control group design. In this study there was an experimental group and a control group. Data collection using essay test and multiple choice tests. Data analysis using the mean difference analysis and N-Gain. The results showed that the t-value on the multiple-choice test was 2.183 and on the essay test was 2.811, which was greater than t-table 2.037. Referring to the rule of testing the hypothesis that if tcount ttable, then H0 is rejected, H1 is accepted, which means there is a significant influence. So it can be concluded that learning using the discovery learning model with the help of video games has a significant effect on student learning outcomes on the concept of momentum and impulse in high school. Through the n-gain test on the multiple choice test it can be seen that the N-gain value for the experimental class is 0.713 and the control class is 0.582. While on the essay test for the experimental class 0.777 and 0.667 for the control class. So it can be concluded that the increase in student learning outcomes using the discovery learning model with the help of video games is higher than the use of the discovery learning model on the concept of momentum and impulse in high school
Coalition Formation in a Global Warming Game: How the Design of Protocols Affects the Success of Environmental Treaty-Making
We combine the newest concepts of non-cooperative coalition theory with a computable general equilibrium model close to the seminal RICE-model of Nordhaus and Yang (1996) to determine stable coalition structures in a global warming game. We consider three coalition games that allow for the formation of multiple coalitions. The coalition games represent different designs of climate treaty protocols. Counterintuitively, it turns out that treaties based on a unanimous decision rule and exclusive membership lead to superior outcomes than treaties with open membership. We also demonstrate that if coalition formation is not restricted to a single coalition, as this has been done previously in the literature, coalition structures with multiple coalitions will emerge in equilibrium. Most of the regional agreements are superior to single agreements. Moreover, our findings confirm those derived from simpler theoretical models that a cleverly designed transfer scheme can foster cooperation and that from the number of participants the success of a treaty cannot be inferred. They also support a conjecture of theory that in the case of greenhouse gases stable coalition structures (partial cooperation) can close the gap between the global optimum (full cooperation) and the Nash equilibrium (no cooperation) by a substantial amount.design of climate treaty protocol, coalition formation, non-cooperative game theory
Switching Costs in Frequently Repeated Games
We show that the standard results for finitely repeated games do not survive the combination of two simple variations on the usual model. In particular, we add a small cost of changing actions and consider the effect of increasing the frequency of repetitions within a fixed period of time. We show that this can yield multiple subgame perfect equilibria in games like the Prisoners' Dilemma which normally have a unique equilibrium. Also, it can yield uniqueness in games which normally have multiple equilibria. For example, in a two by two coordination game, if the Pareto dominant and risk dominant outcomes coincide, the unique subgame perfect equilibrium for small switching costs and frequent repetition is to repeat this outcome every period. Also, in a generic Battle of the Sexes game, there is a unique subgame perfect equilibrium for small switching costs.Repeated games, Switching costs, Folk theorems
An Oracle Method to Predict NFL Games
Multiple models are discussed for ranking teams in a league and introduce a new model called the Oracle method. This is a Markovian method that can be customized to incorporate multiple team traits into its ranking. Using a foresight prediction of NFL game outcomes for the 2002–2013 seasons, it is shown that the Oracle method correctly picked 64.1% of the games under consideration, which is higher than any of the methods compared, including ESPN Power Rankings, Massey, Colley, and PageRank
Policy Coordination in an Ecology of Water Management Games
Policy outcomes in all but the simplest policy systems emerge from a complex of ecology of games featuring multiple actors, policy institutions, and issues, and not just single policies operating in isolation. This paper updates Long\u27s (1958) ecology of games framework with Scharpf\u27s (1997) actor-centered institutionalism to analyze the coordinating roles of actors and institutions on the context of the ecology of water management games in the San Francisco Bay. Actors participating in multiple institutions are analyzed using exponential random graph models for bipartite networks representing different assumptions about policy behavior, including geographic constraints. We find that policy coordination is facilitated mostly by Federal and state agencies, and collaborative institutions that span across geographic boundaries. Network configurations associated with closure show the most significant departures from the predicted model values, consistent with the Berardo and Scholz (2010) risk hypothesis that closure is important for solving cooperation problems
A Multiresolution Stochastic Process Model for Predicting Basketball Possession Outcomes
Basketball games evolve continuously in space and time as players constantly
interact with their teammates, the opposing team, and the ball. However,
current analyses of basketball outcomes rely on discretized summaries of the
game that reduce such interactions to tallies of points, assists, and similar
events. In this paper, we propose a framework for using optical player tracking
data to estimate, in real time, the expected number of points obtained by the
end of a possession. This quantity, called \textit{expected possession value}
(EPV), derives from a stochastic process model for the evolution of a
basketball possession; we model this process at multiple levels of resolution,
differentiating between continuous, infinitesimal movements of players, and
discrete events such as shot attempts and turnovers. Transition kernels are
estimated using hierarchical spatiotemporal models that share information
across players while remaining computationally tractable on very large data
sets. In addition to estimating EPV, these models reveal novel insights on
players' decision-making tendencies as a function of their spatial strategy.Comment: 31 pages, 9 figure
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