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

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    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

    Get PDF
    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

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    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

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    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

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    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

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    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

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    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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