458 research outputs found

    Mustang Daily, November 30, 2007

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    Student newspaper of California Polytechnic State University, San Luis Obispo, CA.https://digitalcommons.calpoly.edu/studentnewspaper/7684/thumbnail.jp

    Crosswords at a Crossroad: The Puzzle Turns 100. What Is the Clue to Its Survival?

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    Celebrating the 100th anniversary of the crossword on Dec. 21, 2013 will be a dedicated, demanding and outspoken following – an online community that may be the key to its future as a popular American pastime. The crossword puzzle has always had a tight-knit core of fans, even in its earliest years. But, for the most part, doing a crossword was a solitary pursuit. That has changed with the advent of a burgeoning fan community on the internet, a virtual community of crossword enthusiasts. It is not far-fetched to regard the saga of the crossword as a microcosm of modern community building, a case history on how a traditional pastime can adapt to new media. In this paper, my intent is to show – through research, interview and my own longtime amateur participation in puzzling – the importance of community to a leisure-time pursuit; and specifically how cyber-fans use their collective voice to influence crossword output both creatively and economically. Creatively because blogs and other web resources have raised the volume and reach of an active crossword fan base, allowing it to exert more far-reaching pushback on puzzle creators and content. Economically because with the dramatic decline of the crossword\u27s longtime medium, the print newspaper, this traditionally paper-and-pencil pastime is moving online. Complicating the discussion is a growing generation gap, a tug-of-war between younger and older puzzlers for what they see as relevant and acceptable content. Thus, the crossword is at a crossroad: an older generation forms a core part of the fan base while younger puzzlers are charged with adapting and shaping the crossword for survival in the future

    Daily Eastern News: October 17, 2016

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    https://thekeep.eiu.edu/den_2016_oct/1009/thumbnail.jp

    Daily Eastern News: October 17, 2016

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    https://thekeep.eiu.edu/den_2016_oct/1009/thumbnail.jp

    Ghigliottin-AI @ EVALITA2020: Evaluating Artificial Players for the Language Game “La Ghigliottina”

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    Evaluating Artificial Players for the Language Game “La Ghigliottina” (Ghigliottin-AI) task is one of the tasks organized in the context of the 2020 EVALITA edition, a periodic evaluation campaign of Natural Language Processing (NLP) and speech tools for the Italian language. Ghigliottin-AI participants are asked to build an artificial player able to solve “La Ghigliottina”, namely the final game of an Italian TV show called “L’Eredità”. The game involves a single player who is given a set of five words unrelated to each other, but related with a sixth word that represents the solution to the game. Fourteen teams registered to Ghigliottin-AI. Nevertheless, only two teams submitted their run. In order to evaluate the submitted systems, we rely on an API base methodology, via a Remote Evaluation Server (RES). In this report we describe the Ghigliottin-AI task, the data, the evaluation and we discuss results

    Digital games to improve english basic vocabulary skills to students of eighth grade at unidad educativa La Libertad, La Libertad, Santa Elena province, 2015-2016.

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    At the moment of starting learning English as a second/foreign language, it is essential that learners gradually improve in the four main English language skills: listening, speaking, reading and writing. However, for achieving the complete domain of these skills, learners need to acquire as much vocabulary as possible because without vocabulary learners will never be able to listen, speak, read nor write in English. Therefore, it is fundamental to mention that vocabulary is the basis in the English language acquisition. As it was established, vocabulary is really needed for the entire English langaue acquisition and this research attempts to improve the vocabulary instruction of students of eighth grade at unidad educativa La Libertad through the application of digital as a dynamic and technological proposal. Nowadays, technology is being more used in classrooms in order to enhance the teaching and learning process. Moreover, this investigation followed the qualitative and quantitative methods because the researcher applied different techniques and instruments, such as interviews to English language teaching experts, observation sessions, questionnaires, observation guide in order to collect information, then analyze it and finally summarized it in this paper. This investigation is also quantitative because the researcher applied surveys to eighth grade students and English teachers in order to collect useful information from the direct beneficiaries and then present results in statistical graphics and charts. Finally, it was demonstrated that the application of digital games improved the English vocabulary instruction and students had the opportunity to practice and increase their vocabulary knowledge in a technological and motivational way

    Daily Eastern News: October 17, 2016

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    https://thekeep.eiu.edu/den_2016_oct/1009/thumbnail.jp
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