71 research outputs found

    An empirical analysis of ‘challenge’ as a motivational factor for educational games

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    Since one of the most basic and important predictors of student achievement is the amount of time a student spends engaged in learning (or time-on-task; Karweit, 1984; Frederick & Walberg, 1980); and because computer games are hugely successful at motivating users to spend time-on-task (Dondlinger, 2007; Gee, 2003; Mayo, 2007), there has understandably been a great deal of recent interest in harnessing the motivational qualities of computer games in order to create powerful, engaging educational tools (i.e., Gee, 2003; Pivec, 2007; Ruben, 1999). However, to date very little empirical academic research has investigated how, exactly, games achieve these motivational qualities. If we are to create games that produce genuinely educational outcomes, we must understand what exactly it is about games that make them so good at maintaining the player’s motivation to continue playing

    Direct Chain-End Functionalization of Living Polyisobutylene With Phenoxyalkyl(meth)acrylates

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    This volume describes efforts toward the synthesis and employment of phenoxyalkyl (meth)acrylates, which were used to end-quench 1sobutylene polymers m1tiated from 2-chloro-2,4,4-tnmethylpentane (TMPCl), and 5-tert-butyl-1 ,3-d1(1-chlorol- methylethyl)benzene (bDCC), respectively, at -70 °C in 40/60 (v/v) hexane/methyl chlonde. The quencher/cham end molar rat10s typically ranged from 2.5-4, while the ratio of Lewis ac1d/cham end was vaned from approximately 3 5-6 In all cases, alkylation occurred exclusively at the para position of the quencher and no cham degradat10n was observed, even at high concentrations of TiC14 and long reaction times. Prellmmary qualitative studies mvolved the reaction of quenchers of varymg alkyl tether length, with pre-synthesized, tert-chlonde monofunct10nal poly1sobutylenes (Pills) and large excesses of TiC14, m order to establish proof of concept. Subsequent quant1tat1ve studies ensued, ut1lizmg bDCC as an mternal NMR reference, which enabled the momtonng of quenchmg kmetics and the extent of side reactions, 1f any, for each quencher It was determmed that quenchers with 2 and 3 carbon tether lengths alkylated too slowly to be of practical use, despite thelf low cost. However, quenchers with tether lengths of 4 carbons or greater, proved highly effective, with the longer tethers yieldmg faster kmetics Finally, selected quenchmg reactions were performed in situ, 1rnrnediately followmg polymenzat1on, after FTIR spectroscopic measurements md1cated that all of the isobutylene monomer had been consumed. All difunct10nal, telechehc macromonomers obtamed were charactenzed by proton (1H) and carbon (13C) NMR, GPC and MALDI-TOF MS This study represents a novel method of generatmg telechehc polyisobutylene (meth)acrylate-functional macromonomers ma one-pot, one step synthesis

    A behavioural framework for designing educational computer games

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    Research has indicated that computer games can be innovative and powerful tools for education. Indeed, combining psychological research and games design principles offers a framework for developing educational games that promote learning while maintaining high motivation of the players. If designed correctly, it appears that games can utilize the inherent motivation demonstrated by game players to teach skills that are of immediate practical benefit. The current paper explores “the edges of gaming” in terms of proposing a novel theoretical and methodological framework for the design of educational games

    Gamification as behavioral psychology

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    Network Latency in On-Line Gaming: An Engineering or a Psychological Problem?

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    Ongoing research attempts to find engineering-based solutions to the problem of network latency in multiplayer computer games. However, few studies have been conducted to examine the end-users' experience of latency from a psychological perspective. The current study examines the roles of network latency and game complexity on the subjective experience of participants playing a specially designed computer game. Results suggest that participants prefer complex over simple games, regardless of the level of latency experienced. These findings suggest the possibility of a psychological solution to some of the negative effects of network latency. It is suggested that by manipulating Relational Complexity, it may be possible to maintain a satisfactory gaming experience in the presence of latency

    The Unfolding of the Relational Operant: A Real-time Analysis Using Electroencephalography and Reaction Time Measures

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    The current study attempted to capture in real time the unfolding of the relational operant using electroencephalography (EEG) and reaction time measures. Participants were exposed to relational pretraining to establish the contextual cues of Same and Opposite for two arbitrary stimuli. These cues were then used to establish a series of contextually controlled discriminations in order to create a simple relational network among a series of arbitrary stimuli. During the test for derived relations of Same and Opposite, EEG and reaction time measures were recorded for each individual test task during the acquisition of a stable derived relational response pattern. Participants were then exposed to an identical set of relational training and testing tasks with the important difference that an entirely different set of stimuli was used. EEG and reaction time measures were again recorded during the relational test phase. Results showed that reaction times decreased for all subjects across successive test tasks and from the first to the second stimulus set. EEG data also suggested that there was increasingly less higher cognitive activity during the derivation of successive stimulus relations within and across stimulus sets. Taken together these findings provide support for the idea that derived relational responding can be viewed as an operant activity that both develops and generalizes

    A review of paratuberculosis in dairy herds — Part 1: Epidemiology

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    Bovine paratuberculosis is a chronic infectious disease of cattle caused by Mycobacterium avium subspecies paratuberculosis (MAP). This is the first in a two-part review of the epidemiology and control of paratuberculosis in dairy herds. Paratuberculosis was originally described in 1895 and is now considered endemic among farmed cattle worldwide. MAP has been isolated from a wide range of non-ruminant wildlife as well as humans and non-human primates. In dairy herds, MAP is assumed to be introduced predominantly through the purchase of infected stock with additional factors modulating the risk of persistence or fade-out once an infected animal is introduced. Faecal shedding may vary widely between individuals and recent modelling work has shed some light on the role of super-shedding animals in the transmission of MAP within herds. Recent experimental work has revisited many of the assumptions around age susceptibility, faecal shedding in calves and calf-to-calf transmission. Further efforts to elucidate the relative contributions of different transmission routes to the dissemination of infection in endemic herds will aid in the prioritisation of efforts for control on farm

    A review of paratuberculosis in dairy herds — Part 2: On-farm control

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    Bovine paratuberculosis is a chronic infectious disease of cattle, caused by Mycobacterium avium subspecies paratuberculosis (MAP). This is the second in a two-part review of the epidemiology and control of paratuberculosis in dairy herds. Several negative production effects associated with MAP infection have been described, but perhaps the most significant concern in relation to the importance of paratuberculosis as a disease of dairy cattle is the potential link with Crohn’s disease in humans. Milk is considered a potential transmission route to humans and it is recognised that pasteurisation does not necessarily eliminate the bacterium. Therefore, control must also include reduction of the levels of MAP in bulk milk supplied from dairy farms. There is little field evidence in support of specific control measures, although several studies seem to show a decreased prevalence associated with the implementation of a combined management and test-and-cull programme. Improvements in vaccination efficacy and reduced tuberculosis (TB) test interference may increase uptake of vaccination as a control option. Farmer adoption of best practice recommendations at farm level for the control of endemic diseases can be challenging. Improved understanding of farmer behaviour and decision making will help in developing improved communication strategies which may be more efficacious in affecting behavioural change on farm
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