2,903 research outputs found
Person to Person in Costa Rica
While still in the midst of their study abroad experiences, students at Linfield College write reflective essays. Their essays address issues of cultural similarity and difference, compare lifestyles, mores, norms, and habits between their host countries and home, and examine changes in perceptions about their host countries and the United States. In this essay, David Mack describes his observations during his study abroad program at Centro Cultural e Histórico José Figueres Ferrer, in San Ramón, Costa Rica
Core-periphery analysis: a tale of two nations
Bias, unreliability and omission have been documented in traditional sources of trade
data; the lack of service data in trade statistics is the most frequently cited
shortcoming. Current trade liberalization is likely to exacerbate these deficiencies.
This paper develops and applies a location quotient based methodology for
analysing core-periphery dualism, thus obviating the use of trade data. Our
application to the European Union shows agglomeration in core areas of high
technology, large scale manufacturing, and producer service industries. Peripheral
countries are shown to specialize in agriculture, extractives, low technology
manufacturing, and standardized production. Detailed examination of two peripheral
economies, Ireland and Denmark, finds that each departs from the mean of
peripheral nations. A comparison of proxied trade data to actual trade data indicates
that the location quotient method is a statistically viable means of proxying trade
patterns
Personality, payoff information and behaviour in a two-person bargaining game
Previous studies of the influence of personality on behaviour in experimental games have provided conflicting and inconclusive results. The present investigation was designed to search on a broad front for personality correlates of behaviour in a two-person bargaining game, the one used being a derivation of the Deutsch and Krauss Trucking Game. Five personality tests, covering fifty-three personality traits, were administered to 192 undergraduate students attending courses at The University of Stirling, and from these the experimental groups were randomly chosen, the only constraint being the sex of the subjects. The tests were The Sixteen Personality Factor Questionnaire, The Guilford/Zimmerman Temperament Survey, The Study of Values Test, The Edwards Personal Preference Schedule, and The Test of Social Insight. The trucking game was played for 30 trials by two groups of subjects, each containing 24 male dyads and 24 female dyads, under two experimental conditions: Condition I, where subjects had access to full information regarding the other's payoffs, and Condition II, where only incomplete information of the other's payoffs was available. It was hypothesized that behaviour in the game would be influenced by (i) amount of information available about the payoffs of the other; (ii) sex of the players (comparing single-sexed dyads); and (iii) players' personality. No differences due to either amount of information available about the other's payoffs, or sex of the players, were found. An analysis of the data provided by the combined experimental groups, however, successfully located indications of personality effects on behaviour in the game, as measured by total joint payoff summed over 30 trials, total time taken, the number of concessions made to the other player, and first strategy-choice on individual trials. The personality variables concerned were Emotional Stability and Radicalism/Conservatism, (Factors C and Ql of The Sixteen Personality Factor Questionnaire); Personal Relations, (Factor P of The Guilford/Zimmerman Temperament Survey); Theoretical Value, (T scale of The Study of Values Test); Exhibition, ('exh' variable of The Edwards Personal Preference Schedule); and Cooperativeness, (Scale III of The Test of Social Insight). It is suggested that the relationship of these personality variables to game-playing behaviour should be the subject of further investigation
Improving Fidelity of Implementation of a Tier I Phonics Program: an Improvement Science Study
The purpose of this research was to enhance the fidelity of the Tier 1 phonics program at an elementary school in Southwest Bakersfield, California. I used an explanatory mixed methods approach and the Improvement Science Dissertation in Practice as the research design. To improve the implementation fidelity of the Tier 1 phonics program, I employed the plan-do- study-act framework. During the cycle, the network improvement community convened to proactively identify problems and develop change ideas to enhance the overall fidelity of implementation of the Tier 1 phonics program. The study also involved a root cause analysis to determine the underlying issues responsible for the inadequate fidelity with which the Tier 1 phonics program had been implemented. The study conducted a systematic observation of 12 teachers of kindergarten to Grade 3 to assess the implementation of all program components. Furthermore, a pre- and postintervention interview protocol was used to gather information from the participating teachers on instructional delivery time, required resources, necessary support systems, progress reporting, and modifications to implement the intervention with fidelity. The results of the survey data indicated an increase in implementation fidelity after the network improvement community implemented the change ideas
Silo filling methods and costs
Cover title.Includes bibliographical references
WE-MAP: Crowdsourced map based mobile application for the wheelchair accessibility
Ce travail de Bachelor fait partie du projet WE-MAP de lâInstitut dâinformatique de gestion. Dans ce travail, nous nous sommes tout dâabord penchĂ©s sur lâĂ©tat de lâart des techniques de calcul dâitinĂ©raire. Nous avons Ă©tudiĂ© les outils existants pour la manipulation de cartes. Puis nous avons ajoutĂ© une fonctionnalitĂ© dâitinĂ©raire Ă la plateforme existante de lâInstitut dâinformatique de gestion. Cette fonctionnalitĂ© tient compte des particularitĂ©s liĂ©es aux personnes Ă mobilitĂ© rĂ©duite. Lâapplication WE- MAP dispose dâune base de donnĂ©es contenant des informations sur les difficultĂ©s dâaccĂšs, telles que pente trop raide, trottoir trop Ă©troit ou obstacle, et sur les services, tels que parking ou toilettes pour handicapĂ©s ou accĂšs sans marches. Cette base de donnĂ©es a dĂ©jĂ Ă©tĂ© complĂ©tĂ©e par les facteurs de Sierre, du Val dâAnniviers et de Sion qui ont recensĂ© environ 800 points. Nous avons ensuite Ă©tudiĂ© les mĂ©thodes permettant de motiver les utilisateurs Ă saisir des informations, car le point fort de lâapplication est la possibilitĂ© dâamĂ©liorer la base de donnĂ©es grĂące au crowdsourcing. Nous avons terminĂ© ce travail par une analyse qualitative de lâapplication dans sa forme actuelle. Cette analyse a Ă©tĂ© faite en focus groups. Elle a permis dâapporter quelques amĂ©liorations Ă lâapplication dans le cadre de ce travail
The effects of video game play on the characteristics of saccadic eye movements
AbstractVideo game play has become a common leisure activity all around the world. To reveal possible effects of playing video games, we measured saccades elicited by video game players (VGPs) and non-players (NVGPs) in two oculomotor tasks. First, our subjects performed a double-step task. Second, we asked our subjects to move their gaze opposite to the appearance of a visual target, i.e. to perform anti-saccades. As expected on the basis of previous studies, VGPs had significantly shorter saccadic reaction times (SRTs) than NVGPs for all saccade types. However, the error rates in the anti-saccade task did not reveal any significant differences. In fact, the error rates of VGPs were actually slightly lower compared to NVGPs (34% versus 40%, respectively). In addition, VGPs showed significantly higher saccadic peak velocities in every saccade type compared to NVGP. Our results suggest that faster SRTs in VGPs were associated with a more efficient motor drive for saccades. Taken together, our results are in excellent agreement with earlier reports of beneficial video game effects through the general reduction in SRTs. Our data clearly provides additional experimental evidence for an higher efficiency of the VGPs on the one hand and refutes the notion of a reduced impulse control in VGPs on the other
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