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Journal articles on the topic "Tobal No. 1 (Game)"

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Koivisto, Antti, Sari Merilampi, and Andrew Sirkka. "Mobile Games Individualise and Motivate Rehabilitation in Different User Groups." International Journal of Game-Based Learning 5, no. 2 (April 2015): 1–17. http://dx.doi.org/10.4018/ijgbl.2015040101.

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Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by tilting the tablet pc; and Game#3 a modified game version of Trail Making A -memory test played by tapping figures on the tablet pc touch screen. The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.
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Bujtás, Csilla, Michael A. Henning, Vesna Iršič, and Sandi Klavžar. "Total connected domination game." Opuscula Mathematica 41, no. 4 (2021): 453–64. http://dx.doi.org/10.7494/opmath.2021.41.4.453.

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The (total) connected domination game on a graph \(G\) is played by two players, Dominator and Staller, according to the standard (total) domination game with the additional requirement that at each stage of the game the selected vertices induce a connected subgraph of \(G\). If Dominator starts the game and both players play optimally, then the number of vertices selected during the game is the (total) connected game domination number (\(\gamma_{\rm tcg}(G)\)) \(\gamma_{\rm cg}(G)\) of \(G\). We show that \(\gamma_{\rm tcg}(G) \in \{\gamma_{\rm cg}(G),\gamma_{\rm cg}(G) + 1,\gamma_{\rm cg}(G) + 2\}\), and consequently define \(G\) as Class \(i\) if \(\gamma_{\rm tcg}(G) = \gamma_{\rm cg} + i\) for \(i \in \{0,1,2\}\). A large family of Class \(0\) graphs is constructed which contains all connected Cartesian product graphs and connected direct product graphs with minumum degree at least \(2\). We show that no tree is Class \(2\) and characterize Class \(1\) trees. We provide an infinite family of Class \(2\) bipartite graphs.
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Ridley, Kate, and Tim Olds. "Video Center Games: Energy Cost and Children’s Behaviors." Pediatric Exercise Science 13, no. 4 (November 2001): 413–21. http://dx.doi.org/10.1123/pes.13.4.413.

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Time spent playing video games has been linked to increases in childhood obesity and sedentary behavior. However, “new generation” video games require total body movement and greater physical exertion. The aim of this study was to describe children’s behavior and energy expenditure while visiting video game centers. Observations were undertaken on 134 children’s activity patterns while playing at a video game center. The energy cost of 10 children (5 male and 5 female) aged 12.5 ± 0.5 yr, playing 4 popular video games was then measured. Gross energy cost ranged from 7.6 to 26.5 ml · kg−1 · min−1. Based on our observations, we estimate that the gross energy expenditure during a child’s typical session in a video game center will range from 2.3–2.6 METS.
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Fatimah, Siti, and Widyandana Widyandana. "Edukasi kesehatan Gggi dan mulut dengan metode game pada guru TK." Berita Kedokteran Masyarakat 33, no. 9 (September 1, 2017): 449. http://dx.doi.org/10.22146/bkm.26270.

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Dental and oral health education of children through games among kindergarten teachersPurposeThis study aims to determine the differences of knowledge about the dental and oral health of children before and after instruction with the game method called “Rangking I” among kindergarten teachers. MethodsThis research was a quasi experimental study with quantitative data analysis using a one group experimental design. A total of 29 kindergarten teachers were educated by the game method called “Rangking 1”. Changes in knowledge before and after education were measured using a pre-test and post-test. ResultsThe Wilcoxon test showed that education with the “Rangking 1” game method and lectures can be effective in improving the knowledge of kindergarten teachers related to oral and dental health. ConclusionThe game method “Rangking 1” can increase the knowledge of dental and mouth health in kindergarten teachers significantly. Schools need to consider implementing learning methods through games for kindergarten children.
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Montgomery, Paul G., and Brendan D. Maloney. "3×3 Basketball: Performance Characteristics and Changes During Elite Tournament Competition." International Journal of Sports Physiology and Performance 13, no. 10 (November 1, 2018): 1349–56. http://dx.doi.org/10.1123/ijspp.2018-0011.

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Purpose: To determine the changes in game performance during tournament play of elite 3×3 basketball. Methods: A total of 361 men and 208 women competing in selected international tournaments had game demands assessed by wearable technology (global positioning system, inertial sensor, and heart rate) along with postgame blood lactate and perceived responses. Differences in the means for selected variables between games were compared using magnitude-based inferences and reported with effect size and associated confidence limits (CL), along with the percentage difference (ES; ±90% CL, %difference) of log-transformed data. Results: No clear differences were seen over a tournament period in PlayerLoad™ or PlayerLoad·minute−1. Tournament competition elicits variable changes between games for all inertial measures. Average peak heart rate was 198 (10) and 198 (9) beats·min−1, and average game heart rate was 164 (12) and 165 (18) beats·min−1 for men and women, respectively, with no change between games. Average game lactate was 6.3 (2.4) and 6.1 (2.2) mmol·L−1 for men and women, respectively. Average game ratings of perceived exertion were 5.7 (2.1) and 5.4 (2.0) AU for men and women, respectively. Although lactate and ratings of perceived exertion were variable between games, there was no difference over a tournament. Conclusions: The physical and physiological demands of elite 3×3 games over the duration of a tournament are similar regardless of pool or championship rounds. This may imply that maintaining technical and strategic aspects leads to success rather than minimizing fatigue through superior physical preparation. However, the physiological responses are high; caution is warranted in being underprepared for these demands in tournament play.
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Andersson, Helena, Anette Karlsen, Rune Blomhoff, Truls Raastad, and Fawzi Kadi. "Active recovery training does not affect the antioxidant response to soccer games in elite female players." British Journal of Nutrition 104, no. 10 (July 8, 2010): 1492–99. http://dx.doi.org/10.1017/s0007114510002394.

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Changes in plasma endogenous and dietary antioxidants and oxidative stress markers were studied following two 90 min elite female soccer games separated by 72 h of either active or passive recovery. The active recovery group (n 8) trained for 1 h at 22 and 46 h after the first game (low-intensity cycling and resistance training), while the passive group rested (n 8). Blood samples were taken before the games; immediately after the games; 21, 45 and 69 h after the first game; and immediately after the second game. The oxidative stress markers and antioxidants were not affected by active recovery. The oxidative stress marker GSSG increased by the same extent after both the games, while the lipid peroxidation marker diacron-reactive oxygen metabolite remained unchanged. The endogenous antioxidants total glutathione and uric acid and ferric reducing/antioxidant power increased immediately after both the games with the same amplitude, while increases in cysteine, cysteine–glycine and total thiols reached significant levels only after the second game. The changes in dietary antioxidants after the first game were either rapid and persistent (tocopherols and ascorbic acid (AA) increased; polyphenols decreased) or delayed (carotenoids). This resulted in high pre-second game levels of tocopherols, AA and carotenoids. Polyphenols returned to baseline at 69 h, and were not affected by the second game. In conclusion, the soccer-associated dietary antioxidant defence, but not the endogenous antioxidant defence, is persistent. Similar acute oxidative stress and endogenous antioxidant responses and dissimilar dietary antioxidant reactions occur during two repeated female soccer games. Finally, the complex antioxidant response to soccer is not affected by active recovery training.
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Fox, Jordan L., Jesse Green, and Aaron T. Scanlan. "Not All About the Effort? A Comparison of Playing Intensities During Winning and Losing Game Quarters in Basketball." International Journal of Sports Physiology and Performance 16, no. 9 (September 1, 2021): 1378–81. http://dx.doi.org/10.1123/ijspp.2020-0448.

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Purpose: To compare peak and average intensities encountered during winning and losing game quarters in basketball players. Methods: Eight semiprofessional male basketball players (age = 23.1 [3.8] y) were monitored during all games (N = 18) over 1 competitive season. The average intensities attained in each quarter were determined using microsensors and heart-rate monitors to derive relative values (per minute) for the following variables: PlayerLoad, frequency of high-intensity and total accelerations, decelerations, changes of direction, jumps, and total inertial movement analysis events combined, as well as modified summated-heart-rate-zones workload. The peak intensities reached in each quarter were determined using microsensors and reported as PlayerLoad per minute over 15-second, 30-second, 1-minute, 2-minute, 3-minute, 4-minute, and 5-minute sample durations. Linear mixed models and effect sizes were used to compare intensity variables between winning and losing game quarters. Results: Nonsignificant (P > .05), unclear–small differences were evident between winning and losing game quarters in all variables. Conclusions: During winning and losing game quarters, peak and average intensities were similar. Consequently, factors other than the intensity of effort applied during games may underpin team success in individual game quarters and therefore warrant further investigation.
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ETHIER, S. N., and JIYEON LEE. "PARRONDO GAMES WITH SPATIAL DEPENDENCE." Fluctuation and Noise Letters 11, no. 02 (June 2012): 1250004. http://dx.doi.org/10.1142/s0219477512500046.

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Toral introduced so-called cooperative Parrondo games, in which there are N ≥ 3 players arranged in a circle. At each turn one player is randomly chosen to play. He plays either game A or game B. Game A results in a win or loss of one unit based on the toss of a fair coin. Game B results in a win or loss of one unit based on the toss of a biased coin, with the amount of the bias depending on whether none, one, or two of the player's two nearest neighbors have won their most recent games. Game A is fair, so the games are said to exhibit the Parrondo effect if game B is losing or fair and the random mixture (1/2)(A + B) is winning. With the parameter space being the unit cube, we investigate the region in which the Parrondo effect appears. Explicit formulas can be found if 3 ≤ N ≤ 6 and exact computations can be carried out if 7 ≤ N ≤ 19, at least. We provide numerical evidence suggesting that the Parrondo region has nonzero volume in the limit as N → ∞.
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Ermidis, Georgios, Rasmus C. Ellegard, Vincenzo Rago, Morten B. Randers, Peter Krustrup, and Malte N. Larsen. "Exercise Intensity and Technical Involvement in U9 Team Handball: Effect of Game Format." International Journal of Environmental Research and Public Health 18, no. 11 (May 25, 2021): 5663. http://dx.doi.org/10.3390/ijerph18115663.

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The purpose of this study was to quantify the exercise intensity and technical involvement of U9 boys’ and girls’ team handball during different game formats, and the differences between genders. Locomotor activity (total distance, distance in speed zones, accelerations, and decelerations), heart rate (HR), and technical involvement (shots, goals, and duels) metrics were collected during various 15 min game formats from a total of 57 Danish U9 players (37 boys and 20 girls). Game formats were a small size pitch (20 × 13 m) with 3 vs. 3 players and offensive goalkeepers (S3 + 1) and 4 vs. 4 players (S4), a medium size pitch (25.8 × 20 m) with 4 vs. 4 (M4) and 5 vs. 5 (M5) players, and a large size pitch (40 × 20 m) with 5 vs. 5 (L5) players. Boys and girls covered a higher total distance (TD) of high-speed running (HSR) and sprinting during L5 games compared to all other game formats (p < 0.05; ES = (−0.9 to −2.1), (−1.4 to −2.8), and (−0.9 to −1.3) respectively). Players covered the highest amount of sprinting distance in L5 games compared to all other game formats (p < 0.01; ES = 0.8 to 1.4). In all the game formats, players spent from 3.04 to 5.96 min in 180–200 bpm and 0.03 min to 0.85 min in >200 bpm of the total 15 min. In addition, both genders had more shots in S3 + 1 than M5 (p < 0.01; ES = 1.0 (0.4; 1.7)) and L5 (p < 0.01; ES = 1.1 (0.6; 2.2)). Team handball matches have high heart rates, total distances covered, and high-intensity running distances for U9 boys and girls irrespective of the game format. Locomotor demands appeared to be even higher when playing on larger pitches, whereas the smaller pitch size and fewer players led to elevated technical involvement.
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Mayo, Benjamin C., Adam Miller, Michael J. Patetta, Garrett R. Schwarzman, Jeffrey W. Chen, Marshall Haden, Erwin Secretov, and Mark R. Hutchinson. "Preventing Tommy John Surgery: The Identification of Trends in Pitch Selection, Velocity, and Spin Rate Before Ulnar Collateral Ligament Reconstruction in Major League Baseball Pitchers." Orthopaedic Journal of Sports Medicine 9, no. 6 (June 1, 2021): 232596712110123. http://dx.doi.org/10.1177/23259671211012364.

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Background: Ulnar collateral ligament (UCL) reconstruction is a common surgery among Major League Baseball (MLB) pitchers that results in a significant number of missed games. Little has been reported regarding game-by-game trends that can identify those on the verge of becoming injured. Purpose: To determine if there is a patterned change in MLB pitchers’ pitch selection, velocity, or spin rate in games leading up to Tommy John surgery that may predict subsequent UCL surgery. Study Design: Case series; Level of evidence, 4. Methods: A retrospective review of MLB pitchers who underwent primary UCL reconstruction between 2009 and 2019 was performed. Pitch characteristics were evaluated on a game-by-game basis for the 15 games leading up to surgery. A Mann-Kendall trend test was used to identify trends in pitch selection, velocity, and spin rate for multiple pitch types. A Kendall τb correlation coefficient was identified, with values closer to 1 or –1 signifying a stronger monotonic trend. Results: A total of 223 MLB pitchers underwent UCL reconstruction in the time period. In the 15 games leading up to surgery, decreases in pitch velocity for 4-seam fastballs (τb = –0.657; P < .001), 2-seam fastballs (τb = –0.429; P = .029), and sliders (τb = –0.524; P = .008) were significantly associated with game number closer to injury. There was a significant positive association in the spin rate for cutters (τb = 0.410; P = .038) and a significant negative association in spin rate for 4-seam fastballs over the course of these 15 games (τb = –0.581; P = .003). In addition, there was a significant positive association in the percentage of curveballs thrown (τb = 0.486; P = .013). Conclusion: The study results suggest that there is a patterned change in certain pitch statistics in MLB pitchers in the games leading up to Tommy John surgery. Although the absolute change from game to game may be small, it may be possible for these trends to be monitored before a player becomes injured, thus reducing the significant burden Tommy John surgery places on these athletes.
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Dissertations / Theses on the topic "Tobal No. 1 (Game)"

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Honda, Jun. "Games with the Total Bandwagon Property." WU Vienna University of Economics and Business, 2015. http://epub.wu.ac.at/4582/1/wp197.pdf.

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We consider the class of two-player symmetric n x n games with the total bandwagon property (TBP) introduced by Kandori and Rob (1998). We show that a game has TBP if and only if the game has 2^n - 1 symmetric Nash equilibria. We extend this result to bimatrix games by introducing the generalized TBP. This sheds light on the (wrong) conjecture of Quint and Shubik (1997) that any n x n bimatrix game has at most 2^n - 1 Nash equilibria. As for an equilibrium selection criterion, I show the existence of a ½-dominant equilibrium for two subclasses of games with TBP: (i) supermodular games; (ii) potential games. As an application, we consider the minimum-effort game, which does not satisfy TBP, but is a limit case of TBP. (author's abstract)
Series: Department of Economics Working Paper Series
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Eberhartinger, Eva, and Matthias Petutschnig. "CCCTB - The Employment Factor Game." WU Vienna University of Economics and Business, Universität Wien, 2014. http://epub.wu.ac.at/4093/1/SSRN%2Did2397283.pdf.

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The draft for a Common Consolidated Corporate Tax Base Directive in the European Union includes the suggestion for an apportionment formula which allocates taxable group profits to group member corporations. These allocated profits shall then be taxed in the respective Member States. The draft directive delegates the right to define one factor of the apportionment formula, the term "Employee" to the Member States, who are therefore free to choose a narrow or a broad definition, the latter including also atypical employment schemes. Using a game-theoretic approach the paper shows that the individually rational strategy of any Member State to define "Employee" broadly so as to maximize the volume of the apportionment factor and thus maximize the allocated share of taxable income is only the best solution when tax rate differences and differences in the volume of atypical employment schemes are disregarded. If such differentials and the corporate groups' reactions to different Member States' definitions are included in modelling the game's pay-offs a narrow definition of "Employee" yields the highest individual pay-offs to the Member States involved. This change of dominant strategies is triggered by the corporate group's shifting of the employment factor from high-tax to low-tax Member States. Our paper differs from previous research on the economic effects of the CCCTB apportionment formula as it is the first paper identifying and analysing the employment factor and its distorting effects. The paper discusses possible tax minimizing strategies for corporate groups by shifting workforce and develops a model to quantify these potential relocations. Furthermore the paper presents advice to policy makers in their "Employee" definition decision and shows how Member States could use this definition to both minimize outward factor shifting and maximize inward factor shifting.(authors' abstract)
Series: WU International Taxation Research Paper Series
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Berger, Ulrich, Silva Hannelore De, and Gerlinde Fellner-Röhling. "Cognitive Hierarchies in the Minimizer Game." WU Vienna University of Economics and Business, 2016. http://epub.wu.ac.at/4805/1/wp211.pdf.

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Experimental tests of choice predictions in one-shot games show only little support for Nash equilibrium (NE). Poisson Cognitive Hierarchy (PCH) and level-k (LK) are behavioral models of the thinking-steps variety where subjects differ in the number of levels of iterated reasoning they perform. Camerer et al. (2004) claim that substituting the Poisson parameter tau = 1.5 yields a parameter-free PCH model (pfPCH) which predicts experimental data considerably better than NE. We design a new multi-person game, the Minimizer Game, as a testbed to compare initial choice predictions of NE, pfPCH and LK. Data obtained from two large-scale online experiments strongly reject NE and LK, but are well in line with the point prediction of pfPCH.
Series: Department of Economics Working Paper Series
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Hammerschmidt, Anna. "A strategic investment game with endogenous absorptive capacity." Inst. für Volkswirtschaftstheorie und -politik, WU Vienna University of Economics and Business, 2006. http://epub.wu.ac.at/106/1/document.pdf.

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R&D plays a dual role: First, it generates new knowledge and second, it develops a firm's absorptive capacity. Most of the existing strategic investment game models neglect, however, the second role of R&D. The aim of this paper is to incorporate the absorptive capacity hypothesis in such a model by endogenizing the spillover. A two-stage game is established and subsequently solved, looking for the subgame perfect Nash equilibria. Considering the comparative static properties of the model as well as the simulation results, a new effect appears: The "free-rider effect" of the models with exogenous spillover, which deteriorates the higher the spillover becomes, is now counteracted by the "absorptive capacity effect". It is found that firms will invest more in R&D to strengthen absorptive capacity when the spillover parameter is higher. (author's abstract)
Series: Department of Economics Working Paper Series
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Ribeiro, Rafael João. "Game design aplicado em simulações interativas educacionais." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2536.

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Acompanha: Guia prático de programação de simulações PhET para o ensino de ciência e matemática: básico e avançado
Esta pesquisa teve como objetivo investigar os efeitos da aplicação de game design em uma simulação interativa do projeto PhET no processo de ensino e aprendizagem, e quanto ao interesse dos estudantes em acessarem, espontaneamente, as simulações. A metodologia envolveu 75 estudantes do Ensino Médio em um design experimental com grupo de controle (S) e grupo experimental (G). A análise dos dados apontou que a aplicação de game design não afeta (p = 0,16) a aquisição de conhecimento e a atitude dos alunos ao final da aula. Porém, uma diferença com significância (p < 0,01 e r = 0,34) foi observada para o teste de retenção, sendo maior para o grupo G. A diferença entre o teste de retenção e o pós-teste (p <0,001 e r = 0,38) foi favorável para o grupo G. As curvas de regressão para a retenção apresentaram-se inclinadas e com um gap positivo para o grupo G, quando comparado com o grupo S, utilizando o conhecimento prévio como covariante. O experimento foi replicado em um design quase-experimental com 64 participantes, a comparação com o teste de retenção, manteve-se favorável para o grupo G, reforçando a validade externa do experimento. O efeito positivo na retenção de conhecimento, proporcionado pela seção de jogo é discutido com referência na Teoria da Carga Cognitiva. A seção de jogo presente na simulação potencializa a sua função como material instrucional, facilitando a construção e automatização de esquemas cognitivos na memória de trabalho dos estudantes. Um maior interesse dos estudantes, em acessarem as simulações PhET, foi observado após a aplicação de elemento de game design sociointerativo, no caso, com um placar de pontuações. Esse resultado foi discutido com referência no conceito de Homo ludens. Tendo como referência o escopo teórico de Richard E. Mayer, é possível compreender as observações obtidas nesta pesquisa, o qual destaca que: métodos de aprendizagem por descoberta, sem orientação, geralmente, são ineficientes e ineficazes para promoverem a aprendizagem conceitual. A aplicação de game design permite que a simulação seja utilizada tanto em espaços formais de ensino, com foco na aprendizagem pela descoberta guiada, como em situações adversas, em uma aprendizagem baseada em jogos digitais. Como contribuição para a área de Design Instrucional no ensino de Ciência, conclui-se nesta tese: a presença de uma seção de jogo em uma simulação interativa de Física possui efeitos positivos na retenção de conhecimento (d = 0,81), na motivação dos estudantes em acessarem, espontaneamente, as simulações, e não há evidências de aumento de carga cognitiva na memória de trabalho dos aprendizes.
This research aimed to investigate the effects of applying game design to a PhET interactive simulation on the teaching and learning process, and on student interest in spontaneously accessing the simulation. The methodology involved 75 high school students in an experimental design with a control group (S) and an experimental group (G). Data analysis highlighted that applying game design did not affect the acquisition of knowledge and student attitudes at the end of the class (p = 0.16). However, a significant difference (p <0.01 and r = 0.34) was observed for the retention test, being greater for the G group. The difference between the retention test and the post-test (p <0.001 and r = 0.38) was favorable for the G group. The regression curves for retention were inclined with a positive gap for the G group when compared with the S group, using previous knowledge as a covariate. The experiment was replicated in a quasiexperimental design with 64 participants, and the retention test comparison remained favorable for the G group, reinforcing the external validity of the experiment. The positive effect on knowledge retention provided by the game section is discussed with reference to cognitive load theory. The game section present in the simulation enhances its function as instructional material, facilitating the construction and automation of cognitive schemes in students' working memory. Greater student interest in accessing the PhET simulation was observed after adding a sociointeractive game design element, in this case, a high score board. This result was discussed with reference to the concept of Homo ludens. With reference to the theoretical scope of Richard E. Mayer, it is possible to understand the results obtained: learning methods by discovery, without guidance, are generally inefficient and ineffective in promoting conceptual learning. Applying game design allows the simulation to be used in both formal teaching spaces focused on learning by guided discovery and in adverse situations with digital game-based learning. As a contribution to the area of instructional design in science teaching, this thesis concludes that the game section present in a physics interactive simulation positively affects the retention of knowledge (d = 0.81) and student motivation to spontaneously access the simulation, with no evidence of cognitive load increases in students’ working memory.
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Cichelero, Marcos. "GAME OVER: O CORPO (EM) DELITO NA ARTE CONTEMPORÂNEA." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/5234.

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This research in visual poetics aims to contribute to the formulation of reflections in contemporary art regarding the production in Art and Technology, through the creation of a gameart called Game Over and the presentation of this as interactive installation. This gameart was produced in immersive and interactive virtual environment, through the free Open Simulator platform that promotes the creation of virtual worlds. These environments are consisted as experimental places in contemporary art, being also called possible worlds and through his presentation in the form of interactive installation, search convergence between the material world and the virtual world. Virtual environments, created by numerical technology, are universes full of singularities to be explored, giving rise to new reflections in the field of art. The game in question will have as its main element body of evidence , which is in essence the criminal fact. Through an examination of body of evidence takes place the criminal forensics to determine the factors that attempt to clarify what has happened. It is intended to relate issues intrinsic to gameart as the simulation and subversion of reality, temporality, among others, issues that arise from the body of evidence and the interaction of this in the digital environment. To clarify the proposition presented in this study, we start from a research in art, through a constant dialogue between the theoretical reflection and artistic practice. Begins this research from one approach to the game concepts and gameart that target the potential of virtual environments and its relation to the body of evidence .
A presente pesquisa em poéticas visuais visa contribuir para a formulação de reflexões na arte contemporânea no que tange à produção em Arte e Tecnologia, especialmente em gamearte, por meio da criação de um gamearte denominado Game Over e a apresentação deste como instalação interativa. Tal gamearte foi produzido em ambiente virtual imersivo e interativo, através da plataforma livre Open Simulator que propicia a criação de mundos virtuais. Estes ambientes se constituem enquanto lugares de experimentação na arte contemporânea, sendo também chamados de mundos possíveis; e através de sua apresentação na forma de instalação interativa, busca a convergência entre o mundo físico e o mundo digital. Os ambientes virtuais, criados pela tecnologia numérica, são universos repletos de singularidades a serem exploradas, dando origem a novas reflexões no campo da arte. O gamearte em questão tem como elemento principal o conceito corpo de delito , que é em essência o fato criminal. Através do exame de corpo de delito realiza-se a perícia criminal a fim de determinar os fatores que visam esclarecer o ocorrido. Pretendeu-se relacionar questões intrínsecas à gamearte como a simulação e subversão da realidade, a temporalidade, entre outras, com questões que advêm do corpo de delito e a interação deste no meio digital. Para esclarecer a proposição apresentada neste estudo, partimos de uma pesquisa em arte, através de um diálogo constante entre a reflexão teórica e a prática artística. Iniciou-se esta pesquisa a partir de uma abordagem sobre os conceitos de jogo e de gamearte que se direcionam as potencialidades dos ambientes virtuais e sua relação com o corpo de delito .
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Fan, Ying. "A game theoretic modeling framework for decentralised transmission planning." Thesis, Imperial College London, 2016. http://hdl.handle.net/10044/1/31399.

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During the last two decades, significant efforts towards the deregulation of the electricity industry have been observed worldwide, involving the unbundling of vertically integrated monopoly utilities, the introduction of competition in the generation and supply sectors, and the open access to the electricity network. In contrast with traditionally regulated paradigm, deregulation calls for more involving participants for bringing more competition. In order to facilitate the participation of large number of players, a novel market structure, where individual player seeking for its own interest, is proposed by a project called 'Autonomic Power System'; according to which, the new structure will accommodate both the operation(short-term) and investment(long-term) need for the future complex electricity market in decentralised pattern. Specifically, players are encouraged to enter the market and participate in the sectors they are interested in. Players can be existing and new generating units, demand suppliers that represent aggregated customers and even merchant companies who are neither generating units nor demand suppliers. The sectors they could participate include power scheduling, generation investment and transmission network investment etc. Game theory and Agent-based modelling are both good tools to model the behaviours of numerous players and their mutual effect with each other. A central entity will be present for reconciling conflicting objectives if necessary. In this thesis, due to the incompetence in allocating investment cost among system users given traditional centralised planning paradigm, we mainly focus on proposing methods for decentralised investing in the network; under which circumstance, transmission planning will rely on market forces and profit-driven decisions of self-interested players. This paradigm will gain continuous grounds as it accounts for the interests of the different market agents and is deemed as a further step towards the liberalisation and efficient operation of the electricity industry. An iterative method is employed to search for Nash equilibrium of the game and a heuristic approach is adopted for deriving a coordinated solution when no or multiple NE are reached. Case studies will demonstrate the individual investment intentions for different situations and the physical/economic significance of the obtained solutions.
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Berger, Ulrich. "Simple scaling of cooperation in donor-recipient games." Elsevier, 2009. http://epub.wu.ac.at/5590/1/2009_BioSys.pdf.

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We present a simple argument which proves a general version of the scaling phenomenon recently observed in donor-recipient games by Tanimoto [Tanimoto, J., 2009. A simple scaling of the effectiveness of supporting mutual cooperation in donor-recipient games by various reciprocity mechanisms. BioSystems 96, 29-34].
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MACHADO, LUCAS EUZEBIO. "PARALLEL ALGORITHMS FOR MULTICORE GAME ENGINES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16309@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Esse tese apresenta diversas técnicas sobre tecnologia paralela em jogos eletrônicos. A tese inicia apresentando diversas arquiteturas possíveis para um motor de jogos. Uma nova arquitetura é proposta, mais flexível e adequada para processadores do futuro que terão um grau maior de paralelismo. Em seguida, uma nova técnica para processar uma octree, uma estrutura de dados clássica da computação gráfica, é apresentada. As últimas técnicas apresentadas são relacionadas a detecção de colisão. Novas ténicas para processamento de grids hieráquicos e balanceamento de detecção colisãom um conjunto de objetos são apresentadas.
This thesis presents several techniques about parallel technology on electronic games. The thesis begins presenting several possible architectures for a game engine. A new architecture is presented, more flexible and adequate for the processors of the future that will have a higher level of parallelism. Following, a new technique for processing an octree, a classic data structure for computer graphics, is presented. The last techniques presented are related to collision detection. New techniques for processing hierarquical grids and balancing collision detection on a set of objets are presented.
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Ferreira, Tiago Keller. "Um processo para produção de game concept com base em planejamento estratégico." Universidade Federal de Santa Maria, 2010. http://repositorio.ufsm.br/handle/1/8144.

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In a general context, electronic games have been evolving into more complex software, as well as development cost and resources invested in them have been also increased despite the considerable technological advances and new software tools being produced and deployed. The Brazilian context regarding game development gives a picture of how it currently operates with restricted resources and still shows the clear need for improved financial support. In order to fill this gap and overcome the lack of sufficient funds, the Brazilian companies usually turn their attention to creactivity, management and strategy to reach the status of a real competitive company. This article aims to present the use of strategic planning in the process of creating game concepts so it can be applied to maximize the chance of success of a low-budget game, approching the development to a more strategic process. This work presents a case study in which strategic planning is applied to the process of creating the game concept in a game developer company.
Em um contexto geral, os jogos digitais estão cada vez mais complexos e seu custo de desenvolvimento e investimentos têm se mostrado bastante elevados apesar do avanço tecnológico e de novas ferramentas de desenvolvimento de software. A realidade Brasileira no desenvolvimento de jogos eletrônicos ainda carece de investimentos de porte e operam com recursos limitados. Para compensar esta ausência de recursos financeiros, as empresas brasileiras investem em criatividade, gerência e estratégia para alcançar o sucesso necessário para atingir a competitividade. Esse artigo propõe a utilização de Planejamento Estratégico no processo de elaboração de Game Concept, buscando maximizar a chance de sucesso de jogos de baixo custo, estabelecendo um processo estratégico que irá direcionar o desenvolvimento do projeto. Esse trabalho apresenta um estudo de caso de aplicação de Planejamento Estratégico no processo de criação de Game Concept de uma empresa de desenvolvimento de jogos.
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Books on the topic "Tobal No. 1 (Game)"

1

Nick, Roberts. Tobal No. 1: The official strategy guide. Rocklin, Calif: Prima Pub., 1996.

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Long, Loren. Game 1. New York: Simon & Schuster Books for Young Readers, 2007.

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Conrad, Lauren. The Fame Game (Fame Game #1). New York: HarperCollins, 2012.

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Winick, Judd. Catwoman volume 1: The game. New York: DC Comics, 2012.

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Muro, Martin De. Free cell game solutions #1. [United States]: Free Cell Game Solutions, 2000.

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Winick, Judd. Catwoman volume 1: The game. New York: DC Comics, 2012.

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Lang, Christoph. Panda3D 1. 7 Game Developer's Cookbook. Birmingham: Packt Publishing, Limited, 2011.

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King, Steven A. Training manual for the airsoft ranger-1: TM-ASR-1 (training manual-air soft ranger-1). [California?]: Steven A. King, 1999.

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Chʻoesin paduk chʻŏtkŏrŭm: 1-chuil wansŏng. Sŏul Tʻŭkpyŏlsi: Haengnim Chʻulpʻan, 1985.

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Enid, Blyton, ed. The Famous Five Adventure Game Book 1. London: Hodder Children's Books, 2010.

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Book chapters on the topic "Tobal No. 1 (Game)"

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Buxton, Marilynn L. Rapp. "Game 1." In Math Bafflers, 69–70. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003236382-38.

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Cracknell, H. L., and G. Nobis. "Game." In The New Catering Repertoire, 389–403. London: Macmillan Education UK, 1989. http://dx.doi.org/10.1007/978-1-349-20391-8_9.

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Murnighan, J. Keith. "Game Theory." In The Palgrave Encyclopedia of Strategic Management, 1–5. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-349-94848-2_416-1.

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Aumann, R. J. "Game Theory." In The New Palgrave Dictionary of Economics, 1–40. London: Palgrave Macmillan UK, 1987. http://dx.doi.org/10.1057/978-1-349-95121-5_942-1.

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Robinson, Ciarán. "Game Engines." In Game Audio with FMOD and Unity, 1–7. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-1.

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Engelstein, Geoffrey, and Isaac Shalev. "Game Structure." In Building Blocks of Tabletop Game Design, 1–27. Boca Raton, FL : Taylor & Francis, 2019.: CRC Press, 2019. http://dx.doi.org/10.1201/9780429430701-1.

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Gillman, Richard Alan, and David Housman. "Models and Games." In Game Theory, 1–10. Boca Raton : CRC Press, Taylor & Francis Group, 2019. | Series: Textbooks in mathematics: Chapman and Hall/CRC, 2019. http://dx.doi.org/10.1201/9781315156880-1.

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Schreiber, Ian, and Brenda Romero. "The Foundations of Game Balance." In Game Balance, 3–24. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9781315156422-1.

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Armstrong, David. "From Clinical Gaze to Regime of Total Health." In Health and Wellbeing, 55–67. London: Macmillan Education UK, 1993. http://dx.doi.org/10.1007/978-1-349-22493-7_6.

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Weik, Martin H. "game port." In Computer Science and Communications Dictionary, 670. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7867.

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Conference papers on the topic "Tobal No. 1 (Game)"

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Tomášek, Petr, Karel Horák, Aditya Aradhye, Branislav Bošanský, and Krishnendu Chatterjee. "Solving Partially Observable Stochastic Shortest-Path Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/575.

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We study the two-player zero-sum extension of the partially observable stochastic shortest-path problem where one agent has only partial information about the environment. We formulate this problem as a partially observable stochastic game (POSG): given a set of target states and negative rewards for each transition, the player with imperfect information maximizes the expected undiscounted total reward until a target state is reached. The second player with the perfect information aims for the opposite. We base our formalism on POSGs with one-sided observability (OS-POSGs) and give the following contributions: (1) we introduce a novel heuristic search value iteration algorithm that iteratively solves depth-limited variants of the game, (2) we derive the bound on the depth guaranteeing an arbitrary precision, (3) we propose a novel upper-bound estimation that allows early terminations, and (4) we experimentally evaluate the algorithm on a pursuit-evasion game.
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Kedzierski, Jakub, Edward Nowak, Meikei Ieong, Thomas Kanarsky, and Diane Boyd. "Dual workfunction metal-gate FinFET devices fabricated using total gate silicidation." In 2003 International Conference on Solid State Devices and Materials. The Japan Society of Applied Physics, 2003. http://dx.doi.org/10.7567/ssdm.2003.a-1-1.

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Li, Minming, Pinyan Lu, Yuhao Yao, and Jialin Zhang. "Strategyproof Mechanism for Two Heterogeneous Facilities with Constant Approximation Ratio." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/34.

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In this paper, we study the two-facility location game with optional preference where the acceptable set of facilities for each agent could be different and an agent's cost is his distance to the closest facility within his acceptable set. The objective is to minimize the total cost of all agents while achieving strategyproofness. For general metrics, we design a deterministic strategyproof mechanism for the problem with approximation ratio of 1+2alpha, where alpha is the approximation ratio of the optimization version. In particular, for the setting on a line, we improve the earlier best ratio of n/2+1 to a ratio of 2.75.
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Lewis, Kemper, and Farrokh Mistree. "Collaborative, Sequential, and Isolated Decisions in Design." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/dtm-3883.

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Abstract The Massachusetts Institute of Technology (MIT) Commission on Industrial Productivity, in their report Made in America, found that six recurring weaknesses were hampering American manufacturing industries. The two weaknesses most relevant to product development were 1) technological weakness in development and production, and 2) failures in cooperation. The remedies to these weaknesses are considered the essential twin pillars of CE: 1) improved development process, and 2) closer cooperation. In the MIT report, it is recognized that total cooperation among teams in a CE environment is rare in American industry, while the majority of the design research in mathematically modeling CE has assumed total cooperation. In this paper, we present mathematical constructs, based on game theoretic principles, to model degrees of collaboration characterized by approximate cooperation, sequential decision making and isolation. The design of a pressure vessel and a passenger aircraft are included as illustrative examples.
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Wesson, Elizabeth N., and Richard H. Rand. "Alternate Models of Replicator Dynamics." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12046.

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Models of evolutionary dynamics are often approached via the replicator equation, which in its standard form is given by x.i=xifix-ϕ,i = 1,…, n, where xi is the frequency, or relative abundance, of strategy i, fi is its fitness, and ϕ=∑i=1nxifi is the average fitness. A game-theoretic aspect is introduced to the model via the payoff matrix A, where Ai,j is the expected payoff of i vs. j, by taking fi(x) = (A·x)i. This model is based on the exponential model of population growth, ẋi = xifi, with ϕ introduced in order both to hold the total population constant and to model competition between strategies. We analyze the dynamics of analogous models for the replicator equation of the form x.i=gxifi-ϕ, for selected growth functions g.
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Kurkovsky, Stan. "Mobile game development projects in CS 1." In the 17th ACM annual conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2325296.2325405.

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Lee, Fred C. "Keynote 1: Is GaN a Game Changing Device ?" In 2014 16th International Power Electronics and Motion Control Conference (PEMC). IEEE, 2014. http://dx.doi.org/10.1109/epepemc.2014.6980498.

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Prakash, Edmond, Colin Dodd, Md Salihan, and Adam Heppenstall. "Game Development." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-1.

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Kyfonidis, Charalampos, and Marilyn R. Lennon. "Digital Educational Game for Children With Type 1 Diabetes." In BCS Health Informatics Scotland (HIS). BCS Learning & Development, 2015. http://dx.doi.org/10.14236/ewic/his2015.6.

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Zhao, Jingyang, and Mingyu Xiao. "The Traveling Tournament Problem with Maximum Tour Length Two: A Practical Algorithm with An Improved Approximation Bound." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/578.

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The Traveling Tournament Problem is a well-known benchmark problem in tournament timetabling, which asks us to design a schedule of home/away games of n teams (n is even) under some feasibility requirements such that the total traveling distance of all the n teams is minimized. In this paper, we study TTP-2, the traveling tournament problem where at most two consecutive home games or away games are allowed, and give an effective algorithm for n/2 being odd. Experiments on the well-known benchmark sets show that we can beat previously known solutions for all instances with n/2 being odd by an average improvement of 2.66%. Furthermore, we improve the theoretical approximation ratio from 3/2+O(1/n) to 1+O(1/n) for n/2 being odd, answering a challenging open problem in this area.
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Reports on the topic "Tobal No. 1 (Game)"

1

Grometstein, Alan A. Colonel Richard's Game. Part 1. Elementary Version. Fort Belvoir, VA: Defense Technical Information Center, January 1987. http://dx.doi.org/10.21236/ada178384.

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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, April 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with information that they can use to plan tutoring sessions. A randomized controlled trial investigated the research question: Do students who participate in online tutoring and a related mathematical game learn more about fractions than students who only have access to the game? Participants were 144 students from four schools, all serving low-income students with low prior mathematics achievement. In the Treatment condition, students received 20-25 minute tutoring sessions twice per week for an average of 18 sessions and also played the FogStone Isle game. In the Control condition, students had access to the game, but did not play it often. Control students did not receive tutoring. Students were randomly assigned to condition after being matched on pre-test scores. The same diagnostic assessment was used as a pre-test and as a post-test. The planned analysis looked for differences in gain scores ( post-test minus pre-test scores) between conditions. We conducted a t-test on the aggregate gain scores, comparing conditions; the results were statistically significant (t = 4.0545, df = 132.66, p-value < .001). To determine an effect size, we treated each site as a study in a meta-analysis. Using gain scores, the effect size was g=+.66. A more sophisticated treatment of the pooled standard deviation resulted in a corrected effect size of g=.46 with a 95% confidence interval of [+.23,+.70]. Students who received online tutoring and played the related Fog Stone Isle game learned more; our research found the approach to be efficacious. The Pelligrini et al. (2018) meta-analysis of elementary math tutoring programs found g = .26 and was based largely on face-to-face tutoring studies. Thus, this study compares favorably to prior research on face-to-face mathematics tutoring with elementary students. Limitations are discussed; in particular, this is an initial study of an intervention under development. Effects could increase or decrease as development continues and the program scales. Although this study was planned long before the current pandemic, results are particularly timely now that many students are at home under shelter-in-place orders due to COVID-19. The approach taken here is feasible for students at home, with tutors supporting them from a distance. It is also feasible in many other situations where equity could be addressed directly by supporting students via online tutors.
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Phillips, Jake. Understanding the impact of inspection on probation. Sheffield Hallam University, 2021. http://dx.doi.org/10.7190/shu.hkcij.05.2021.

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This research sought to understand the impact of probation inspection on probation policy, practice and practitioners. This important but neglected area of study has significant ramifications because the Her Majesty’s Inspectorate of Probation has considerable power to influence policy through its inspection regime and research activities. The study utilised a mixed methodological approach comprising observations of inspections and interviews with people who work in probation, the Inspectorate and external stakeholders. In total, 77 people were interviewed or took part in focus groups. Probation practitioners, managers and leaders were interviewed in the weeks after an inspection to find out how they experienced the process of inspection. Staff at HMI Probation were interviewed to understand what inspection is for and how it works. External stakeholders representing people from the voluntary sector, politics and other non-departmental bodies were interviewed to find out how they used the work of inspection in their own roles. Finally, leaders within the National Probation Service and Her Majesty’s Prisons and Probation Service were interviewed to see how inspection impacts on policy more broadly. The data were analysed thematically with five key themes being identified. Overall, participants were positive about the way inspection is carried out in the field of probation. The main findings are: 1. Inspection places a burden on practitioners and organisations. Practitioners talked about the anxiety that a looming inspection created and how management teams created additional pressures which were hard to cope with on top of already high workloads. Staff responsible for managing the inspection and with leadership positions talked about the amount of time the process of inspection took up. Importantly, inspection was seen to take people away from their day jobs and meant other priorities were side-lined, even if temporarily. However, the case interviews that practitioners take part in were seen as incredibly valuable exercises which gave staff the opportunity to reflect on their practice and receive positive feedback and validation for their work. 2. Providers said that the findings and conclusions from inspections were often accurate and, to some extent, unsurprising. However, they sometimes find it difficult to implement recommendations due to reports failing to take context into account. Negative reports have a serious impact on staff morale, especially for CRCs and there was concern about the impact of negative findings on a provider’s reputation. 3. External stakeholders value the work of the Inspectorate. The Inspectorate is seen to generate highly valid and meaningful data which stakeholders can use in their own roles. This can include pushing for policy reform or holding government to account from different perspectives. In particular, thematic inspections were seen to be useful here. 4. The regulatory landscape in probation is complex with an array of actors working to hold providers to account. When compared to other forms of regulation such as audit or contract management the Inspectorate was perceived positively due to its methodological approach as well as the way it reflects the values of probation itself. 5. Overall, the inspectorate appears to garner considerable legitimacy from those it inspects. This should, in theory, support the way it can impact on policy and practice. There are some areas for development here though such as more engagement with service users. While recognising that the Inspectorate has made a concerted effort to do this in the last two years participants all felt that more needs to be done to increase that trust between the inspectorate and service users. Overall, the Inspectorate was seen to be independent and 3 impartial although this belief was less prevalent amongst people in CRCs who argued that the Inspectorate has been biased towards supporting its own arguments around reversing the now failed policy of Transforming Rehabilitation. There was some debate amongst participants about how the Inspectorate could, or should, enforce compliance with its recommendations although most people were happy with the primarily relational way of encouraging compliance with sanctions for non-compliance being considered relatively unnecessary. To conclude, the work of the Inspectorate has a significant impact on probation policy, practice and practitioners. The majority of participants were positive about the process of inspection and the Inspectorate more broadly, notwithstanding some of the issues raised in the findings. There are some developments which the Inspectorate could consider to reduce the burden inspection places on providers and practitioners and enhance its impact such as amending the frequency of inspection, improving the feedback given to practitioners and providing more localised feedback, and working to reduce or limit perceptions of bias amongst people in CRCs. The Inspectorate could also do more to capture the impact it has on providers and practitioners – both positive and negative - through existing procedures that are in place such as post-case interview surveys and tracking the implementation of recommendations.
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