Understanding Dogs' Engagement with Interactive Games

Author(s):  
Elizabeth Cox ◽  
Clara Mancini ◽  
Luisa Ruge
Keyword(s):  
2020 ◽  
Vol 145 (2) ◽  
pp. AB147
Author(s):  
Sarah Alonzi ◽  
Khushi Parikh ◽  
Sara Varadharajulu ◽  
Sharad Chandra ◽  
Shu Cao ◽  
...  

2020 ◽  
Vol 9 (3) ◽  
pp. 290
Author(s):  
Banan Hassan Alhajaji ◽  
Jalila Saleh Algmadi ◽  
Amal Abdelsattar Metwally

Vocabulary is an essential element of language learning. Wide ranges of vocabulary along with grammatical competence guarantee learners to communicate in the language effectively. This study proposes an edutainment method for learning vocabulary by simply combining education and entertainment. This study aims to gain insights about learners’ opinions and perspectives about the use of a technique developed by the researchers as well as how participants feel about their learning. The study investigates the effect of employing Games, Mind-mapping and Twitter Hashtags as the GMT technique, on female Saudi university students’ achievement in English vocabulary. The study suggests that this technique which consists of interactive games, cognitive mind-mapping and the exploitation of technology in the form of twitter hashtags, all employed together, constitute a unified framework for activating students’ vocabulary learning. The sample in the study consisted of 150 students enrolled in the vocabulary building course during the second semester of the academic year 2018/2019. The participants were asked to respond to the questionnaire and they also took variant assessment tests, then their scores were compared to the results of other students who were not taught vocabulary using the technique in question. The findings ascertain the improvement and significant in the experimental group. In addition, the results reveal that the learners had mostly positive opinions on implementing the GMT technique which facilitated their language learning experience. The researchers conclude that the GMT technique can be an effective tool to promote students’ active engagement, motivation, and interaction in vocabulary learning.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jonny Engebø ◽  
Torbjørn Torsheim ◽  
Ståle Pallesen

The purpose of gambling regulation can be to ensure revenue for the public, to prevent crime and gambling problems. One regulatory measure involves restriction of what games can be offered in a market. In this study, the effects of two regulatory market changes are investigated: First, a restriction of availability when slot machines were banned from the Norwegian market in 2007, and second the introduction of regulated online interactive games to the same market in 2014. Data collected from the general population in the period from 2005 through 2018, comprising 2,000 respondents every year, are used to investigate how participation in gambling changed over time. The respondents were asked if they took part in various games or lotteries. Logistic regression analyses were used to predict the proportion participating in five groups of games and if changes in participation coincided with major market changes. The first change was associated with a reduction in gambling on slot machines as well as a reduction in gambling participation overall. Following the slot machine ban, results show an increase in women participating in games offered in land-based bingo premises. A general increase in gambling on foreign websites was also seen, albeit much smaller than the reduction in slot machine gambling. The increases can partly be explained as substitution of one type of gambling with another. New regulated online interactive games were introduced in 2014. Despite the relatively large growth of such games internationally, Norway included, increased online gambling in general and an increased marketing of foreign gambling websites, the participation on foreign websites seemed stable. However, the overall participation in online interactive games increased. The introduction of the regulated alternative seems to have had a channelizing effect. Overall, the changes in gambling participation coinciding with two major regulatory changes can be explained by transformations of physical and social availability, and in terms of mechanisms outlined by the model of total consumption.


Author(s):  
Claudia Araceli Figueroa ◽  
Fernando Félix Solís Cortés ◽  
Susana Corral Hurtado

ABSTRACTThe teachers’ interest for creating an innovative and interactive learning approach has fostered the curiosity for creating Learning Objects in the form of interactive games that can be adapted to any topic and educational level by using digital resources such as Interactive Whitebords (IWBs).Taking into consideration that using the traditional IWBs involves a high economic investment, same that leads to a limited availability for teachers, a low-cost alternative has been found that can replicate the same features of interactivity that can be found in the leader commercial brands of IWBs. Such implementa-tion was carried out in conjunction with the development of a Learning Object (LO) in the form of a digital interactive game, which was the result of a final draft of the 'design of learning objects' class belonging to the Faculty of Education and Educa-tional Innovation of Universidad Autónoma de Baja California, in Mexicali, Baja California, Mexico.RESUMENEl interés de los docentes por generar un aprendizaje en forma innovadora e interactiva con sus alumnos ha incentivado la inquietud de elaborar Objetos de Aprendizaje (OA) en forma de juegos interactivos que puedan ser adaptados a cualquier tema y nivel educativo, utilizando recursos tecnológicos tales como las denominadas Pizarras Digitales Interac-tivas (PDI). Tomando en consideración que hacer uso de las tradicionales PDI implica generalmente una alta inversión económica, misma que conlleva a una limitada disponibilidad para los docentes, se presenta una alternativa de bajo costo que permite replicar las mismas características de interactividad que se podrían encontrar en las marcas comerciales líde-res en PDI. Dicha implementación se llevó a cabo en conjunto con el desarrollo de un Objeto de Aprendizaje (OA) en forma de juego digital interactivo, producto de un proyecto final de la materia llamada diseño de objetos de aprendizaje pertene-ciente a la Facultad de Pedagogía e Innovación Educativa de la Universidad Autónoma de Baja California, localizada en la ciudad de Mexicali Baja California, México.


2021 ◽  
Vol 29 (1) ◽  
Author(s):  
Miroslava Petkova ◽  
◽  
◽  

The effectiveness of mental training depends largely on the conviction and active participation of both parties – student and educator. Hence the need to form a positive attitude towards mental training in general. For this purpose it is necessary for the pedagogue to have appropriate mental literacy and readiness to apply the various means and methods of mental preparation. The aim of the study is to identify and compare the changes that occurred in the mental preparedness of 9-10-year-old students from Gorna Oryahovitsa and Veliko Tarnovo after applying two different game models in physical education and sports.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Juliann Saquib ◽  
Haneen A. AlMohaimeed ◽  
Sally A. AlOlayan ◽  
Nora A. AlRebdi ◽  
Jana I. AlBulaihi ◽  
...  

Abstract Objectives Scientific evidence suggests that virtual reality (VR) could potentially help patients tolerate painful medical procedures and conditions. The aim of this study was to evaluate the efficacy of virtual reality on pain tolerance and threshold. Methods A within-subjects experimental study design was conducted on 53 female students at Qassim University in Saudi Arabia. Each participant completed three rounds of assessment: one baseline (no VR) and two VR immersion (passive and interactive) in random order sequence. During each round, participants submerged their non-dominant hand into an ice bath; pain threshold and tolerance were measured as outcomes and analyzed using repeated measures ANOVA. Results Participants had both higher pain threshold and tolerance during interactive and passive VR rounds in comparison to the non-VR baseline assessment (p<0.05). Participants had greater pain tolerance during the interactive VR condition compared to the passive VR condition (p<0.001). Conclusions VR experiences increase pain threshold and tolerance with minimal side effects, and the larger effects were demonstrated using interactive games. Interactive VR gaming should be considered and tested as a treatment for pain.


1994 ◽  
pp. 377-391 ◽  
Author(s):  
Warren Giles ◽  
Ralph Schroeder ◽  
Bryan Cleal

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