6,655 research outputs found
"Personality and Earnings"
This paper studies personality as a potential explanation for wage differentials between apparently similar workers. This follows initial studies by Jencks (1979) that suggest that certain personality traits, such as industriousness and leadership, have an impact on earnings. The paper aims to provide a theoretical framework within which these effects may be analyzed. The study begins by outlining four issues as a backdrop to the model: rationality, the industry, firms, and workers. A crucial factor to the model is the memeÑa mental gene that affects personality. Taking these four factors into consideration, the Contested Exchange model from Bowles and Gintis (1990) is used. Then, it is adapted to study memetic effects on the wage rate. This is followed by an analysis of how memes may affect personality and thus earnings. The issues that require further study and resolution are 1) which traits create wage differentials, and 2) two-way causality: does personality affect the wage, or does a wage premium become an incentive for a person to adopt new memes?
The quantum correlation between the selection of the problem and that of the solution sheds light on the mechanism of the quantum speed up
In classical problem solving, there is of course correlation between the
selection of the problem on the part of Bob (the problem setter) and that of
the solution on the part of Alice (the problem solver). In quantum problem
solving, this correlation becomes quantum. This means that Alice contributes to
selecting 50% of the information that specifies the problem. As the solution is
a function of the problem, this gives to Alice advanced knowledge of 50% of the
information that specifies the solution. Both the quadratic and exponential
speed ups are explained by the fact that quantum algorithms start from this
advanced knowledge.Comment: Earlier version submitted to QIP 2011. Further clarified section 1,
"Outline of the argument", submitted to Phys Rev A, 16 page
Strengthening Primary and Chronic Care: State Innovations to Transform and Link Small Practices
Presents case studies of state policies for reorganizing and improving primary and chronic care delivery among small practices, including leadership and convening, payment incentives, infrastructure support, feedback and monitoring, and certification
Motivations, experiences and outcomes of playing videogames
The current research examined gaming within a leisure context to examine the motivational and experiential value of the activity, to better understand the range of outcomes of playing videogames. Flow theory was used as a theoretical framework for examining positive gaming experiences, and how these were associated with gaming motivations, and potential positive psychological and affective outcomes. The research utilised a mixed-methodological approach with samples of gamers. These included focus groups, an experiment and online questionnaires. The findings showed that immersion and achievement-orientated gaming motivations predicted flow in gaming, and could also predict some dimensions of psychological well-being. Flow in gameplay interacted with increases in positive mood and activation. This suggests that the processes involved in gaming are influential to positive gaming outcomes. Specific game aspects were influential to the nature of gaming experiences, although these were largely dependent on game-type. The findings also showed that social gaming contexts were influential towards gaming experiences, and the associated affective outcomes. This suggests the dynamic nature of gaming experiences, and the importance of acknowledging the wider social contexts in which gaming occurs. Aspects of personality (i.e. trait aggression and competitiveness) influenced negative mood after gameplay, suggesting the importance of considering internal factors when examining gaming outcomes. Further, because gaming motivations, experiences and the associated effects were largely individual and game-specific, this highlights the need for future research to adopt more idiographic approaches. Based on the findings, the research presents a Process Model of Gameplay to examine the dynamic nature of gameplay processes for a range of outcomes. The current research highlights the effectiveness of considering gaming within the wider context of leisure, to identify gaming processes as a way of examining the influence of gaming motivations and experiences on positive outcomes of the activity
Cross-sectional Structure of the Central Spindle of Diatoma vulgare Evidence for Specific Interactions between Antiparallel Microtubules
During the transition from prometaphase to metaphase, the cross-sectional area of the central spindle of Diatoma decreases by a factor of nearly two, both at the poles and at the region of overlapping microtubules (MTs) near the spindle equator. The density of spindle MT packing stays approximately constant throughout mitosis. Optical diffraction analysis of electron micrographs shows that the packing of the MTs at the poles at all stages of mitosis is similar to that expected for a two-dimensional liquid. Analysis of the region of overlap reveals more packing regularity: during prometaphase, a square packing emerges that displays sufficient organization by late metaphase to generate five orders of diffraction; during anaphase the packing in the overlap region shifts to hexagonal; at telophase, it returns to square. From the data provided by serial section reconstructions of the central spindle, it is possible to identify the polarity of almost every spindle MT, that is, to identify one pole with which the MT is associated. Near neighbor analyses of MTs in cross sections of the overlap region show that MTs prefer antiparallel near neighbors. These near neighbors are most often found at a spacing of approximately 40 nm center-to-center, while parallel near neighbors in the zone of overlap are spaced essentially at random. These results are evidence for a specific interaction between antiparallel MTs. In some sections definite bridges between MTs can be seen. Our findings show that certain necessary conditions for a sliding filament model of anaphase spindle elongation are met
Moving beyond “Us” versus “Them”: Social identities in digital gaming
This was an invited submission for a special focus issue on gender and gaming for the Psychology of Women Section Review (British Psychological Society)
Promoting Student Success in the Flipped Online Classroom: Learning and Accountability Through Homework Strategies
As online and hybrid classes have become increasingly more prevalent in higher education, the flipped classroom structure has emerged as a viable, evidence-based, option for healthcare programs. In a flipped classroom, students view pre-recorded video lectures and complete reading assignments before class, and synchronous class time can then be used for active learning activities. Class sessions offer opportunities for group work, review of complex content, and access to instructor assistance with assignments. To effectively implement a flipped classroom approach, students must prepare prior to class time. One method for encouraging student accountability is to assign preparatory homework. This experimental study compared two types of accountability homework on measures of achievement, satisfaction, ease of use, and perceived learning from two types of assignments: concept maps or question-and-answer homework. Study participants included 46 first year occupational therapy students attending an online foundational occupational therapy course. Treatment included weekly completion of either a concept map or a set of three question-and-answer homework assignments over a period of three weeks. Findings suggested that accountability homework assignments of either type were helpful in promoting achievement. Results further revealed that satisfaction and perceived learning were greater in the concept map group as compared to the question-and-answer group. It is recommended that occupational therapy and other allied health instructors use accountability homework to reinforce student learning in the flipped classroom. The use of concept map assignments in particular has the potential to improve schema acquisition, critical thinking, and deep learning, which in turn can support educational success
Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender.
Despite relatively equal participation rates between females and males in casual gaming, females often report stigmatisation and prejudice towards their gaming competency within this sub-domain. Applying the theoretical framework of “stereotype threat”, this research examined the influence of explicit stereotype priming on females' casual gameplay performance and related attitudes. It also investigated whether the gender of the game avatar heightens susceptibility to stereotype threat. One hundred and twenty females were allocated randomly to one of four experimental conditions in a 2 (Condition: Stereotype threat, Control) x 2 (Avatar gender: Feminine, Masculine) between-subjects design. They completed a short gaming task and measures of social identity, competence beliefs, gameplay self-efficacy and self-esteem. Findings indicate that priming explicitly a negative gender-related stereotype did not appear to have a significant detrimental impact on gameplay performance or gameplay-related attitudes. Additionally, gameplay performance was not affected significantly by manipulating the gender of the gaming avatar. These findings suggest that, although females appear to be knowledgeable about negative gender-gaming stereotypes, these might not impact performance. Moreover, females tend not to endorse these beliefs as a true reflection of their gaming ability, representing a positive finding in view of the prevailing negative attitudes they face in gaming domains
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