514,634 research outputs found

    The world of Pokemon: A dynamic ecological classification system.

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    The stimulus for this paper was the recent ISKO 2000 conference in Toronto where papers were presented on exotic classification systems (Olson 2000), ecological work-based classification schemes (Albrechtsen 2000; Pejtersen and Albrechtsen 2000) and self-organizing environments (Dron et al. 2000). The world of Pokermon combines all three ofthese approaches to understanding classification. Because the Pokemon trading game is heavily merchandised and widely played, it has generated a global cohort of young players who have been introduced to classificatory principles through their participation in the game. We propose that their understanding of classification should be explored further, as it may provide insight into the appropriation of mediated worlds in other modalities like the web

    PushPush and Push-1 are NP-hard in 2D

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    We prove that two pushing-blocks puzzles are intractable in 2D. One of our constructions improves an earlier result that established intractability in 3D [OS99] for a puzzle inspired by the game PushPush. The second construction answers a question we raised in [DDO00] for a variant we call Push-1. Both puzzles consist of unit square blocks on an integer lattice; all blocks are movable. An agent may push blocks (but never pull them) in attempting to move between given start and goal positions. In the PushPush version, the agent can only push one block at a time, and moreover when a block is pushed it slides the maximal extent of its free range. In the Push-1 version, the agent can only push one block one square at a time, the minimal extent---one square. Both NP-hardness proofs are by reduction from SAT, and rely on a common construction.Comment: 10 pages, 11 figures. Corrects an error in the conference version: Proc. of the 12th Canadian Conference on Computational Geometry, August 2000, pp. 211-21

    LET’S DANCE: Gardner-Webb Punches NCAA Ticket Sunday With 76-65 Win At Radford

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    DJ Laster scored a career-high 32 points and Gardner-Webb controlled the action from start to finish in a 76-65 win over Radford in the Big South Conference Men’s Basketball Championship Game Sunday. The win punches an NCAA Tournament ticket for Gardner-Webb (23-11) for the first time since the program’s move to NCAA Division I in 2000. The Runnin’ Bulldogs enter the Big Dance on a five-game win streak and have won 11 of their last 13 games overall.https://digitalcommons.gardner-webb.edu/gardner-webb-newscenter-archive/1267/thumbnail.jp

    The world of Pokemon: A dynamic ecological classification system.

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    The stimulus for this paper was the recent ISKO 2000 conference in Toronto where papers were presented on exotic classification systems (Olson 2000), ecological work-based classification schemes (Albrechtsen 2000; Pejtersen and Albrechtsen 2000) and self-organizing environments (Dron et al. 2000). The world of Pokermon combines all three ofthese approaches to understanding classification. Because the Pokemon trading game is heavily merchandised and widely played, it has generated a global cohort of young players who have been introduced to classificatory principles through their participation in the game. We propose that their understanding of classification should be explored further, as it may provide insight into the appropriation of mediated worlds in other modalities like the web

    The Grizzly, May 2, 2000

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    Asbestos Mess Hits Helfferich Hard • Commencement Set for UC Seniors • Douglass Davis, UC Alumnus and Faculty Member, Dead at 81 • Annual Spring Fling a High-Flying Success • Students Selected to Speak at 2000 Ursinus Graduation Ceremonies • Letters from the Editors • Final Exam Schedule • UC Female Reflects on the Horrors of the Freshman Fifteen • The Poet-Tree Grows at Ursinus • A New Chapter in the History Books: Newmaster Hurls the First Perfect Game in Centennial Conference History • UC Track Gears Up for Last Meet • Profile: Lisa Newmaster • Bears Capture Back-to-Back CC Title • Unpredicted Ending for UC Lacrossehttps://digitalcommons.ursinus.edu/grizzlynews/1468/thumbnail.jp

    Literature Review: Learning Through Game-Based Technology Enhances Cognitive Skills

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    Purpose: The goal of this study was to determine that video games can have a variety of effects on players, including improving working memory, cognitive flexibility, planning, spatial memory, emotions, and recognition through Digital Game-Based Learning   Theoretical framework: Recent research has indicated positive outcomes for student performance and engagement in digital gaming in education with a significant impact on intrinsic motivation, game mechanics, and the learning process as a whole, with scientifically confirmed favourable consequences. DGBL is a recent creation, thus there is still a lot to research and discover about it.   Design/methodology/approach: This study's objective was to gather and evaluate all empirical studies on improving cognitive abilities through game technology that had been published between 2000 and 2023. The author discusses a number of earlier research to investigate how game-based learning affects the growth of cognitive skills. 75 journal articles and 10 conference papers are examined by the author. The author also looks at three books about game-based learning. The author condenses his investigations into 58 articles by contrasting the various research gaps and approaches. The 58 articles included in this study were chosen from 30 reputable journals and provided trustworthy information as well as empirical evidence for further examination of the results of the 58 studies. These papers all drew their information from reliable sources with high indexes.   Findings: According to the findings of this study, game-based learning should become an important tool and e-resource for future learning in universities, particularly in academic libraries. This research backs up previous findings that game based will play an important role in learning in the future.   Research, Practical & Social implications:  We Suggest that more studies on game-based learning need to be conducted in the future to produce an effective learning environment based on credible frameworks and ideas.   Originality/value: The results indicate that the number of publications is growing and a consistent research framework and procedures for conducting reliable video game research must be developed. When arbitrary information is necessary to advance toward the objective of the game; the context in which the game is used. The study conclusions may be used as a general guideline to create a game-based technology model by indulging all the game elements and through that game-based technology the user will be tested to understand the enhancement of cognitive ability. This study may present the reader with further intriguing study subjects

    A systematic literature review of methodology used to measure effectiveness in digital game-based learning

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    In recent years, a growing number of studies is being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, however, it remains difficult to draw general conclusions due to the disparities in methods and reporting. Guidelines or a standardized procedure for conducting DGBL effectiveness research would allow to compare results across studies and provide well-founded and more generalizable evidence for the impact of DGBL. This study presents a first step in this process by mapping current practices through a systematic literature review. The review included peer-reviewed journal and conference publications between 2000 and 2012. Other inclusion criteria were that (1) the study’s primary aim was effectiveness measurement of cognitive learning outcomes, (2) the focus was on digital games and (3) a pre-post design with a control group was used. Twenty-five publications were found eligible for this study. Important differences were found in the number of control groups used and the type of intervention implemented in the control group (e.g. traditional classroom teaching, use of multimedia, computer-based learning, paper exercises, other games, or no intervention). Regarding the implementation method of the DGBL intervention in the experimental group, two approaches can be distinguished: stand-alone intervention or as part of a larger program. Moreover, a wide variety of effectiveness measures was used: measures for learning outcomes were complemented with time measurements and/or with self-reported measurements for self-efficacy and motivation. Learning effect calculation also varied, introducing pre-test scores in the analysis, conducting a separate analysis on pre- and post-test scores or conducting an analysis on difference scores. Our study thus indicates that a variety of methods is being used in DGBL effectiveness research opening a discussion regarding the potential and requirements for future procedural guidelines

    Northern Iowa Women\u27s Basketball 1999-2000

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    Contents: --1999-2000 Northern Iowa Women\u27s Basketball Schedule --Team Photo--General Information --1--Media Information --2--1999-2000 Outlook --3-5--Head Coach Tony DiCecco --6-7--DiCecco\u27s Record at Northern Iowa --6-- Tony D. on UNI Basketball --7--Colleen Heimstead Assistant Coach --8--Tanya E. Warren Assistant Coach --8--Assistant Coaches --9--1999-2000 Roster --10--Allison Starr --12-13--Ky Petersen --14--Barb Bennett --15--Nadine Brandt --16--Kary Dawson --17--Jill Seidl --18--Nikki Spettel --19--Fran Reis --20--Katie Sorrell --21--Angela Bock --22--Kate Cline --22--Katie Miller --23--Kara Opp --23--Abbi Schutte --24--1998-99 Year in Review --25-26--1998-99 Schedule/Results & Leaders --27--1998-99 Individual Statistics --28--1998-99 Game-by-Game Team Statistics --28--1998-99 Individual Game Highs --29--1998-99 Team Highs and Lows --29--1998-99 Final Valley Standings --30--1999 Preseason Women\u27s NIT Bracket --32--1999-2000 Opponents --33-35--This is the Missouri Valley Conference --36--1999-2000 MVC Composite Schedule --37--Panthers Give Back to the Cedar Valley --38--UNI Individual Records --40--UNI Team and Opponent Records --41--Single-Game Records --42--Miscellaneous Records and Awards --43--All-Time Stats/Roster --44-45--Series History vs. Opponents --46--Season-by-Season Results --47-50--The University of Northern Iowa - Where Great Teaching Makes the Difference --52--Northern Iowa Facilities --53--UNI Administration --54-55--Radio/Television Roster --56--On the Road With UNI --57https://scholarworks.uni.edu/amg/1258/thumbnail.jp

    Bowled out for a duck before picking up a bat: identifying women’s perceived barriers and lived experiences of cricket within the City of Lincoln

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    Gender inequality in sport has received significant attention from sports development initiatives and sociologists of sport. Gender inequality describes the structuring of aspects of society that favours one gender over another. Feminist academic literature is heavily focused around how the inequality is perpetuated in society (Hargreaves, J. (2000) Heroines of Sport: ‘The politics of difference and identity’. London: Routledge.). The prevalence of gender inequality is reflected in women’s participation levels in typically masculine sports such as cricket. Approximately 0.08% of the female population take part in cricket in the UK, which suggests there are inherent barriers to women’s participation (Sport England, 2011, Active People Survey 2011). This problem is something that has been highlighted as a substantial aim that the legacy of the 2012 London Olympics can help overcome (London Organising Committee of the Olympic and Paralympics games Ltd (2008) Diversity and Inclusion strategy). The present study builds on previous work to increase opportunities for women to participate in cricket (Hibberd et al 2011; ‘Not Just a Boys Game’: Programme evaluation of a multi-agency cricket intervention designed to reduce gender inequity in a city in the East of England.’Paper presented at the student BASES 2011 conference). The principal aim of this study is to investigate the perceived barriers that active women feel prevent or inhibit their participation in cricket. A case study approach will be adopted, focusing on six women’s community and University sports clubs in Lincoln, in conjunction with Lincolnshire Cricket board (LCB). Women will be recruited from an array of social backgrounds, with different abilities, ages and experiences of sport. A mixed method approach utilising both questionnaires and semi-structured group interviews will be employed (Bryman, A. (1988) Quantity and Quality in Social Research. London: Routledge). A theory driven approach to understanding women’s perceived barriers to participation in cricket will be adopted. The project will enable researchers to gain a better understanding of the reasons why women find access to certain sports easier than others. This information will allow researchers to make recommendations for widening participation in women’s cricket, with a view to increasing the viability of women’s participation in cricket locally
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