5 research outputs found

    MAM: Método para Agrupamentos Múltiplos em Redes Sociais Online Baseado em Emoções, Personalidades e Textos

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    Um problema importante em análise de redes sociais é o particionamento de seus usuários com o objetivo de descobrir grupos que possuem interesses ou características comuns. Dada uma coleção de objetos, tipicamente não existe apenas uma única maneira de formar as partições. Além disto, quando objetos são usuários de uma rede social, cada objeto pode ser representado por diferentes conjuntos de dados. Esses conjuntos de dados oferecem oportunidades para explorar os comportamentos dos usuários a partir de diferentes perspectivas. Esse trabalho descreve um método agrupamento de múltiplas visões para agrupar objetos que contenham tais propriedades. Os agrupamentos produzidos por nosso método produzem agrupamentos alternativos não-redundantes. Devido a essas diferenças, eles podem revelar novas maneiras de interpretar os dados. Os experimentos conduzidos nesses trabalho usaram uma rede social online brasileira denominada MQD. No MQD os usuários são representados por três conjuntos de dados. Cada um deles corresponde a uma particular perspectiva: emoção, personalidade e postagem. Os resultados experimentais indicam que nosso método é capaz de produzir agrupamentos diferentes que consideram as três perspectivas dos usuários

    Money Basket: A Classroom Game about the basic Mechanics of the Stock Exchange Market

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    This article presents a classroom card game, called Money Basket, that teaches students about the basic mechanics of the stock exchange market and money investing. It attempts to simulate in a simplified way the tasks of choosing the best financial portfolio for each student, making the students handle different economic scenarios.The game aims at its classroom use at high school and undergraduate students of different areas, from business administration to engineering courses. It can also be played outside the classroom, due to its expansion possibilities, including new rules and new cards

    Drama Measures Applied to a Large Scale Business Game

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    We propose different measures for the quality criterion Drama, using a generic game model. Drama can be described as the possibility to win the game for someone in a weaker position. We extend the current criterion, proposed by Thompson and formalized by Browne, for two player games with a single winner to multiplayer games, and validate it in a national football championship, studying the evolution of Drama among different competitions. Also, we evaluate the Maximum Drama Path (MDP) concept in a large scale business game. The analysis investigates how the changes in some of the game parameters influence the overall Drama in different series, at the same tournament edition, and in different tournaments of the game. This paper introduces player position as a feature taken into account in the analysis as well the Maximum Drama Path (MDP) concept. Furthermore, it also shows how the Drama measures can be used as a tool to improve the game’s appeal as well as the players’ engagement in a business game.We propose different measures for the quality criterion Drama, using a generic game model. Drama can be described as the possibility to win the game for someone in a weaker position. We extend the current criterion, proposed by Thompson and formalized by Browne, for two player games with a single winner to multiplayer games, and validate it in a national football championship, studying the evolution of Drama among different competitions. Also, we evaluate the Maximum Drama Path (MDP) concept in a large scale business game. The analysis investigates how the changes in some of the game parameters influence the overall Drama in different series, at the same tournament edition, and in different tournaments of the game. This paper introduces player position as a feature taken into account in the analysis as well the Maximum Drama Path (MDP) concept. Furthermore, it also shows how the Drama measures can be used as a tool to improve the game’s appeal as well as the players’ engagement in a business game

    THE BOSS: A Competitive Game That Shows Some Aspects of the Management of a Software Development Company

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    The Boss simulates aspects of the management of a software development company in a competitive market scenario. It stimulates players to handle different important business functions, such as sales, development, human resources, and administration. During a game session, teams compete for clients, hire employees, control workspace availability, and deal with market variation, from blooming to recession times.Desiring to have the best company, players must manage their resources and pay attention to the competitor

    A Systematic Mapping of Gamification in Higher Education

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    A systematic mapping was performed on gamification in higher education to understand its main benefits, the most investigated gamification techniques and the main characteristics of a gamification design needed to apply in a course. Gamification is a practice adopted to encourage motivation and commitment of individuals involved in a specific activity. The results indicated that gamification designs in high education have positive effect on motivation, engagement and leaning. Gamification provide regular feedback to students and foster student’s interest, attention, attendance and interaction in classroom. The most used game elements in the selected articles were points, achievements and leaderboards, followed by levels, rewards, feedback and challenges. The effectiveness of a gamification design has been often evaluated through students’ results, activities and/or perceptions
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