7,996 research outputs found

    Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research

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    Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling ā€“ researchers, game producers and operators, and players ā€“ while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis of the knowledge attached to mathematical models of games of chance and the act of modeling, arguing that such knowledge holds potential in the prevention and cognitive treatment of excessive gambling, and I propose further research in this direction

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI

    Toward an integrated conceptualization of the service and service system concepts: a systems approach

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    Service and service systems concepts are fundamental constructs for the development of the emergent SSME, ITSM, and Service Oriented Software (SOS) knowledge streams. A diversified literature has provided a richness of findings, but at the same time, the lack of standardized conceptualizations is a source of confusion to IT practitioners and academics. Given this problematic situation, we pose that a systems approach is useful to address it. In this article, we review and synthesize key studies in these knowledge streams to design: (i) a framework to characterize both concepts under a system view and, (ii) harmonized definitions (e.g. identification of shared and essential properties) for such fundamental concepts. Our main contribution is scholastic, but we are confident that the posed conceptual artifacts can be further used to elaborate standardized definition for the IT service and IT service system constructs, as well as analysis tools for describe real service systems

    Developing crossā€cultural communicative competence via computerā€assisted language learning: The case of preā€service ESL/EFL teachers

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    Based on a qualitative research project, this article presents a view on the use of computer technology to develop a critical crossā€cultural communicative competence in English as a Second Language (ESL) / English as a Foreign Language (EFL) for preā€service teachers. The article includes a brief critical theoretical framework, some classroom pedagogical implications, and a dataā€based discussion of preā€service teachersā€™ views. These views included: (1) critical views and an awareness of cultural power relations in computerā€assisted language learning (CALL), (2) uncritical views and a lack of awareness of cultural power relations in CALL, and (3) uses of metaphors in CALL. The powerful contribution of CALL can be found in its potential for providing ways to connect people and build communities, for offering opportunities for crossā€cultural communicative competence to be developed and used, and for improving processes of democratization via computerā€mediated communication. However, a socioā€cultural criticism revealed that this powerful tool, like any other media, is nonā€neutral because it can serve to reinforce further the hegemonic aspects of education, that is, the dominant culture will be strengthened and protected via computer technology. Computerā€based technologies and software are increasingly incorporated into the curricula of ESLIEFL teacher education programmes. However, this integration is often done in ways that seem to leave unquestioned the potential cultural and hegemonic ramifications of such technology. Hence there is a need for a more critical technological competence

    Defining the Competencies, Programming Languages, and Assessments for an Introductory Computer Science Course

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    The purpose of this study was to define the competencies, programming languages, and assessments for an introductory computer science course at a small private liberal arts university. Three research questions were addressed that involved identifying the competencies, programming languages, and assessments that academic and industry experts in Californiaā€™s Central Valley felt most important and appropriate for an introduction to computer science course. The Delphi methodology was used to collect data from the two groups of experts with various backgrounds related to computing. The goal was to find consensus among the individual groups to best define aspects that would best comprise an introductory CS0 course for majors and non-majors. The output would be valuable information to be considered by curriculum designers who are developing a new program in software engineering at the institution. The process outlined would also be useful to curriculum designers in other fields and geographic regions who attempt to address their local education needs. Four rounds of surveys were conducted. The groups of experts were combined in the first round to rate the items in the straw models determined from the literature and add additional components when necessary. The academic and industry groupings were separated for the remainder of the study so that a curriculum designer could determine not only the items deemed most important, but also their relative importance among the two distinct groups. The experts selected items in each of the three categories in the second round to reduce the possibilities for subsequent rounds. The groups were then asked to rank the items in each of the three categories for the third round. A fourth round was held as consensus was not reached by either of the groups for any of the categories as determined by Kendallā€™s W. The academic experts reached consensus on a list of ranked competencies in the final round and showed a high degree of agreement on lists of ranked programming languages and assessments. Kendallā€™s W, values, however, were just short of the required 0.7 threshold for consensus on these final two items. The industry experts did not reach consensus and showed low agreement on their recommendations for competencies, programming languages, and assessments
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