362 research outputs found

    Administration of a Unix computer network

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    http://www.worldcat.org/oclc/3193042

    Early Holocene Warm Interval In Northern Alaska

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    Reports a radiocarbon date of 8400 ± 300 BP for a poplar log found 6 m below surface near the Sagavanirktok River and close to the Itkillik glaciation type area. This confirms the correlation of dates reported earlier by others in the Seward Peninsula, Pt Barrow and along the Anaktuvuk River, with a warm period between the Antler valley and Anivik Lake advances of the Itkillik glaciation

    Glaciation on the Arctic Slope of the Brooks Range, Northern Alaska

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    Reconstructs glacial history of the area (approx. 68-69 30 N, 147-162 W) on the basis of observations during 1944-1953 of the nature and extent of glacial deposits in the central part of the Range between Shainin and Itkillik Lakes and in the southern part of the Foothills Province from the Shaviovik River west to Etivluk River. Distribution is mapped and characteristics described of deposits from six glaciations for which a tentative chronological sequence is established: Anaktuvuk and Sagavanirktok of Pre-Wisconsin age; Itkillik and Echooka of Early Wisonsin; Alapah Mountain of Late Wisconsin; and Fan Mountain of Recent age. Terrace deposits and Pleistone alluviations are mentioned

    Does chess need intelligence? – A study with young chess players

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    Although it is widely acknowledged that chess is the best example of an intellectual activity among games, evidence showing the association between any kind of intellectual ability and chess skill has been remarkably sparse. One of the reasons is that most of the studies investigated only one factor (e.g., intelligence), neglecting other factors relevant for the acquisition of chess skill (e.g., amount of practice, years of experience). The present study investigated the chess skill of 57 young chess players using measures of intelligence (WISC III), practice, and experience. Although practice had the most influence on chess skill, intelligence explained some variance even after the inclusion of practice. When an elite subsample of 23 children was tested, it turned out that intelligence was not a significant factor in chess skill, and that, if anything, it tended to correlate negatively with chess skill. This unexpected result is explained by a negative correlation between intelligence and practice in the elite subsample. The study demonstrates the dangers of focusing on a single factor in complex real-world situations where a number of closely interconnected factors operate

    Testing sleep consolidation in skill learning: a field study using an online game

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    Using an observational sample of players of a simple online game (n > 1.2 million), we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night’s sleep and those whose breaks in practice probably did not contain a night’s sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but fails to find any additional benefit of sleeping during a break from practice. We discuss reasons why the well established phenomenon of sleep consolidation might not manifest in an observational study of skill development. We put the spacing effect into the context of the other known influences on skill learning: improvement with practice, and individual differences in initial performance. Analysis of performance data from games allows experimental results to be demonstrated outside of the lab, and for experimental phenomenon to be put in the context of the performance of the whole task

    Simulation games as tools for integrative dynamic learning: The case of the management course at the University of Algarve

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    Today, in order to people or organizations survive in a changing environment it is essential to adapt. Learning provided to people is a key feature for an active response since it implies acquiring knowledge, skills and competencies to cope successfully with different circumstances. Literature has focused on how digital games support education because simulators represent dynamic models of real situations; so, their goal is to ensure that the player denotes his decisions consequences. When teaching certain skills through these games, a reflection stage is crucial to evaluate the experiences gathered during the simulation and promote knowledge appliance by participants into the real world. Due to its multiple scientific contributions, gaming can overlap a valid solution to prepare learners understanding regarding complex contexts. This research denotes an ongoing PhD research about the characteristics of a management course unit (at the University of Algarve, Portugal) that explores a business simulator- Cesim Global Challenge- for learning purposes, as well as the effectiveness of an integrative approach (new learning environments) on students’ engagement and dynamic learning outcomes. From the earlier empirical data is understandable game-based learning advantages and disadvantages within Management and Entrepreneurship courses
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