63,240 research outputs found
How a Non-hierarchical Neutrino Mass Matrix Can Arise
One puzzle of neutrino masses and mixings is that they do not exhibit the
kind of strong "hierarchy" that is found for the quarks and charged leptons.
Neutrino mass ratios and mixing angles are not small. A possible reason for
this is proposed here. It is based on the fact that typical realistic grand
unified models contain particles with unification-scale masses which, when
integrated out, can yield a neutrino mass matrix that is not of the standard
seesaw form.Comment: 12 pages, 5 figures, LaTe
Finding Higgs bosons heavier than 2 m_W in dileptonic W-boson decays
We reconsider observables for discovering a heavy Higgs boson (with m_h >
2m_W) via its di-leptonic decays h -> WW -> l nu l nu. We show that observables
generalizing the transverse mass that take into account the fact that both of
the intermediate W bosons are likely to be on-shell give a significant
improvement over the variables used in existing searches. We also comment on
the application of these observables to other decays which proceed via
narrow-width intermediates.Comment: v1:4 pages, 1 figure; v2: 6 pages, 2 figures, substantially revise
A superweak solution of the Strong CP Problem
A non-axion solution to the Strong CP Problem is proposed that works even in
the context of gravity-mediated supersymmetry breaking. Both
and indirect CP violation in the are predicted
to be unobservably small. is predicted to arise,
typically, with branching ration . A new source of dark
matter is also predicted in the model.Comment: LaTex 12 page
Using Video Games to Develop Communication Skills in Higher Education
Employers are increasingly concerned that university graduates possess the transferable skills â sometimes termed âgraduate attributesâ (Barrie, 2006) â necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable âsoft skillsâ such as communication competence may be developed in higher education.
The pilot was conducted over eight weeks, with a small group of undergraduate student volunteers asked to complete psychometric tests relating to communication skill in weeks one and eight. In the intervening period, students were asked to play selected commercial video games, for two hours per week. Each week, students were given loosely-defined tasks to carry out using the specified game. Games that rely upon some form of communication were selected with input from a panel of academic and industry experts and included Minecraft, Gone Home, Portal 2 and Never Alone. In Minecraft, for example, pairs of participants were asked to perform a number of loosely-defined collaborative tasks, such as building a home for both players. Portal 2, on the other hand, required participants to work together in order to solve a series of puzzles. All such in-game activities were thought to require some form of communication.
Lab activities closed with a short group discussion, and participants were encouraged to blog about their experiences. It is possible that group discussions also had an effect on participantsâ communication competence, and such discussions may form part of any future interventions. Few participants opted to blog about the project, so the impact of this activity on the communication skill measured here is considered to be slight.
The Self-Perceived Communication Competence Scale (McCroskey & McCroskey, 1988) and the Communicative Adaptability Scale (Duran, 1992) were used to measure self-reported communication skill before and after volunteers had played the selected games. In addition, the Rosenberg Self Esteem Scale (Rosenberg, 1979), General Self-Efficacy Scale (Schwarzer & Jerusalem, 1995) and Big Five Inventory (John et al., 2008) were administered to gather data potentially related to communication skill.
For each measure, the change in the associated test score was recorded, for each participant, over the course of the eight-week study. Mean values of both communication measures were observed to increase between testing sessions. 95% confidence intervals for change in mean communication scores did not cross zero, suggesting this was not a chance occurrence. While the lack of a control group means it is difficult to prove that the games played were the cause of gains in communication skill, this finding is consistent with such a hypothesis, and motivates a further, hypothesis-testing, controlled study.
In addition to the calculated confidence intervals, the correlation coefficients between each measure were calculated using Pearson's r. Correlation between the two communication measures was moderately strong (r = 0.76), which, as they are intended to measure aspects of the same attribute, indicates good validity.
The pilot proved instructive and highlighted a number of challenges and concerns that must be addressed in any subsequent study. In the absence of a control group, it is unclear how much of the effect is a result of the intervention. However, the pilot did provide some indication of the measures that should be employed in a subsequent study. A more robust approach to student recruitment must be taken if any study that builds on this work is to attract and maintain a large cohort of volunteers, and meaningful statistical analyses are to be performed on the data. Logistical concerns must also be addressed: a greater number of participants would place greater demands on limited hardware and software available for gaming sessions.
Technical issues encountered during the pilot were infrequent and relatively slight. Researchers were familiar with the chosen platforms (PC and PlayStation 3) and most of the games. Where there were unknown factors, such as the restrictions imposed by the universityâs IT infrastructure, extensive testing of configurations was undertaken in advance. Other issues related primarily to participantsâ attitudes towards the selected games. For example, a small proportion of our volunteers were somewhat dismissive of Gone Home, as the experience did not align with their own personal definition of what constitutes a video game. While these players rushed to complete the game without pause for reflection, the majority of players did, however, appear to become engrossed in the gameâs elusive narrative. This situation is illustrative of one of the problems that can arise when using a prescribed game within a formal learning environment: not every game is to every playerâs taste. Squire, for example, has documented similar problems (2011, p.117), where some proportion of the class in question isnât interested in playing video games, or fails to see the educational value in doing so.
The limited data described here, however, do appear to warrant further investigation. These data, coupled with informal feedback from student participants, suggest that commercial video games may have a role to play in developing communication skills in our graduates. Based on a small sample size, the pilotâs highly promising results have motivated a further, hypothesis-testing, controlled study which is currently underway
Management of interstate rail rollingstock
The Study Group was asked to develop a methodology to allow more efficient and effective direction of empty wagon movements. The Study Group chose to develop two linear programming approaches. One was for allocating empty wagons, and the other modelled both empty and full wagons. Although large in size, the models were otherwise feasible, showing that, conceptually, the method would work. However, there is still a major amount of development work required to implement the system
Using Video Games to Develop Graduate Attributes: a Pilot Study
It may be argued that most higher education courses are not explicitly designed to teach or develop desirable soft skills such as critical thinking, communication, resourcefulness or adaptability. While such skills â often referred to as âgraduate attributesâ â are assumed to be developed as a by-product of a university education, there is little empirical evidence to support this assumption. Furthermore, traditional didactic teaching methods do not typically require students to exhibit such skills, while prevalent assessment methods such as examinations are ill-suited to measure them. Many commercial video games, on the other hand, require players to exercise a range of very similar skills and competencies in order to progress.
The pilot project described here sought to explore the use of video games to develop graduate attributes and to identify suitable instruments for measuring such elusive conceptions. A small group of undergraduate students were recruited and asked to play selected video games for two hours per week over an eight week period. A range of psychometric tests were administered at the beginning and the end of the experiment period in order to gather empirical data relating to the participantsâ graduate attributes. Mean differences in the pre- and post-intervention scores associated with each measure were obtained and 95% confidence intervals calculated to provide an indication of whether results obtained might be indicative of a wider population. Participants were also asked to discuss their experience as a group following each session and to blog about it if they were so inclined.
Despite the small scale of the pilot, the results were sufficiently encouraging to warrant a larger study, which is now underway. The challenges involved in obtaining empirical data on the effectiveness of a game-based intervention such as this are addressed and implications for the subsequent study are discussed
Press Start: the value of an online student-led, peer-reviewed game studies journal
In this article, an online student journal is described, and the ways in which student participants value the journal are discussed. Press Start is a peer-reviewed international journal of game studies, which aims to publish the best student work related to the academic study of video games. Content analysis of qualitative survey data (n = 29) provides insights into what students value about the journal, revealing six broad themes: community and support, inclusiveness and accessibility, the published research, feedback from peer review, experience of conducting peer review and the opportunity to publish. The article concludes by suggesting that engagement with online student journals should not be limited in terms of geography or the level of study, unless there are robust pedagogical reasons for doing so
Learning through collaboration: video game wikis
The wiki, wherein community-spirited players meticulously document their gaming experiences for the benefit of others, from simple guides to complex theories and strategies, has become the de facto online reference medium for video game players. This study sought to examine how players learn from one another about the systems that underpin their favourite games and how they engaged with social media â wikis, in particular â to facilitate this collaborative learning. It is argued that in collating, synthesizing and disseminating the often complex behaviours observed in a modern video game, the wiki author is displaying academic proficiency in a non-academic field. Drawing on a series of interviews with gaming wiki contributors and users, the practices of those engaged in using gaming wikis are discussed, together with an account of the research methods used. In undertaking such research, a number of challenges and concerns were encountered: these, too, are described
Games for Communication Final Report. Working Papers of the Communities & Culture Network+ No. 6
No abstract available
âAn Italian of the Vatican typeâ : The Roman formation of Cardinal Paul Cullen, Archbishop of Dublin
Peer reviewedPublisher PD
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