word game
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2021 ◽  
pp. 278-297
Author(s):  
N. Nowack ◽  

In the essay devoted to the invention of “machine” (or electromechanical) sound, one tries to rethink the familiar word combination “machine and artificial”. The latter one is not a word game. By the user-friendly separation of an octave into 12 uniform tone steps, the modern tonal system of the western hemisphere is therefore artificial by definition. In contrast to that, the vocal polyphony of the Renaissance is based on an increased usage of acoustically pure or natural intervals. Early attempts to extend instrumental compositions with the benefits of just intonation failed. An unexpected support for microtonal structures within instrumental music came from machines. Primarily by the dynamophone, one of the first electromechanical instruments, developed close to the beginning of the 20th century. Beside its primary task — the additive synthesis — its inventor Thaddeus Cahill aimed for a union of sound art and the laws of acoustics. Therefore, this instrument had the sheer amount of 36 keys per octave. From the point of view of representatives of the musical avant-garde, the control over pitch that came with the mastery of sound synthesis allowed the use of new tonal systems.


2021 ◽  
Vol 56 ◽  
Author(s):  
Наталія [Nataliia] В. [V.] Піддубна [Piddubna]

Biblical Anthroponyms and Toponyms in the Ukrainian Language: Basic Vectors of Research DevelopmentThis article considers the main features of the functioning and development of biblical anthroponyms in the modern Ukrainian language. On the one hand, proper names associated with religion serve to reflect the religious map of the world; on the other – they undergo desacralization and resacralization. This means that their pragmatic potential can expand and they can acquire non-religious semantics.As precedent names, biblical anthroponyms and toponyms reveal their pragmatic potential, first of all, in the belles-lettres style. Despite the conservatism of academic style, biblical anthroponyms function there as well, enriching scientific terminology. In the publicist style, biblical proper names are often used in strong text positions of headings. Most of the analysed units are used as symbols. Semantic and connotative amplitudes of biblical onyms are so wide that they have become the object of word game resulting in polysemy of some units and even their enantiosemy. Biblijne antroponimy i toponimy w języku ukraińskim – główne kierunki rozwojuW artykule analizuje się podstawowe cechy funkcjonowania i rozwoju biblijnych nazw osobowych we współczesnym języku ukraińskim. Nazwy własne związane z religią z jednej strony służą do odzwierciedlenia religijnego obrazu świata, z drugiej strony są poddawane desakralizacji i resakralizacji. Proces ten stwarza możliwość rozszerzenia ich potencjału pragmatycznego i uzyskania przez nie semantyki pozareligijnej.Biblijne antroponimy i toponimy stanowiące precedensowe nazwy własne realizują swój potencjał przede wszystkim w stylu literackim. Pomimo konserwatyzmu charakterystycznego dla stylu naukowego także w nim funkcjonują biblijne antroponimy i toponimy, które wzbogacają terminologię naukową. Biblijne nazwy własne w stylu publicystycznym są często wykorzystywane w wyrazistych tekstowych pozycjach nagłówków. Większość przeanalizowanych jednostek spełnia rolę symbolu. Semantyczne i konotacyjne amplitudy biblijnych onimów są na tyle pojemne, że stały się obiektem gry słownej prowadzącej do wieloznaczności, a nawet enancjosemii niektórych jednostek.


2021 ◽  
Author(s):  
Lydia Flynn

Early mathematical understanding is important for later success in mathematics. Game based interventions can be a successful means by which to help young students to improve their mathematical understandings. The purpose of this study is to examine whether a math game that was to be played at home improved the mathematical understanding of kindergarten students. Kindergarten students, from rural Idaho, were assigned to a group that played math games (n = 15) or a control group that did not (n = 13). The intervention group was given a simple math game and instructed to play 20 times in a 2 week period. The control group played a sight word game with the same instructions for frequency. Results showed that playing the game at home did not improve performance on the math assessment. A survey was also used to gather information about whether or not reported amounts of game playing at home would be correlated to higher scores on a mathematics assessment. Results showed that reported game playing at home was not related to higher scores on a mathematics assessment.


2021 ◽  
Vol 71 ◽  
pp. 319-346
Author(s):  
Divya Koyyalagunta ◽  
Anna Sun ◽  
Rachel Lea Draelos ◽  
Cynthia Rudin

Although board games and video games have been studied for decades in artificial intelligence research, challenging word games remain relatively unexplored. Word games are not as constrained as games like chess or poker. Instead, word game strategy is defined by the players’ understanding of the way words relate to each other. The word game Codenames provides a unique opportunity to investigate common sense understanding of relationships between words, an important open challenge. We propose an algorithm that can generate Codenames clues from the language graph BabelNet or from any of several embedding methods – word2vec, GloVe, fastText or BERT. We introduce a new scoring function that measures the quality of clues, and we propose a weighting term called DETECT that incorporates dictionary-based word representations and document frequency to improve clue selection. We develop BabelNet-Word Selection Framework (BabelNetWSF) to improve BabelNet clue quality and overcome the computational barriers that previously prevented leveraging language graphs for Codenames. Extensive experiments with human evaluators demonstrate that our proposed innovations yield state-of-the-art performance, with up to 102.8% improvement in precision@2 in some cases. Overall, this work advances the formal study of word games and approaches for common sense language understanding.


Author(s):  
Rosie Jane P. Siosan ◽  
Josephine R. Lavilla ◽  
Ma. Asuncion Christine V. Dequilla ◽  
Joel T. De Castro

As ownership of mobile devices increases, the trend in the use of information and communications technology (ICT) in education also advances. In line with the mandate of the department of education to develop interactive strategies, this study aimed to design, develop, and evaluate an android interactive word game in Mother Tongue on the level of acceptability of the system based on content, instructional quality, technical quality, presentation and organization, and accuracy and up-to-dateness to address the gap for interactive mobile learning. This study used developmental and quasi-experimental research. The first phase of the study used developmental research to design, develop, and evaluate the acceptability of the android word game. The second phase of the study used quasi-experimental to evaluate the effectiveness of the developed android word game on the pupils' academic performance in mother tongue. The evaluation of the information technology (IT) experts resulted to a very acceptable rating for the android interactive word game, which was observed to be effective based on the higher post-test mean score or higher mean score of the pupils in the spelling skills after their exposure to the android interactive word game.


2021 ◽  
Vol 72 (1) ◽  
pp. 37-46
Author(s):  
Peter Ernst

Abstract Up to now, proper names are mainly seen as linguistic signs with some special systemic features. This paper wants to show that there are other possibilities to approach the theory of names. They can be seen as symbols used in a speech act, which means that every utterance of a name represents a single speech act of namegiving, even with those names, which are already known by the partners of communication. A name is what is accepted as a name in a language community. This tautology is not just a word game, but situates a proper name in the system of speech acts at the moment of communication.


HUMANIS ◽  
2021 ◽  
Vol 25 (2) ◽  
pp. 177
Author(s):  
Anak Agung Gede Bawa ◽  
I Nyoman Sukartha

Research on aesthetics as a motivation for memorizing the oral of mabebasan in Bali uses a qualitative approach. Data collection uses the methods of reading and listening to parwa, kakawin, kidung, and geguritan when mabebasan activity takes place. Mabebasan is a traditional sound art that functions to accompany ceremonies and also as entertainment. The method of analysis was carried out with a qualitative conceptual using descriptive-analytic techniques based on the working stages of the semiotic theory which correlates with the theory of needs motivation. The result of the analysis is presented using informal method with systematic and structured explanations as well as the formal method. The result of the research provide the answer that aesthetics in the form of sound game, word game, meaning game, language style (stylistics/ alamkara), and art sound are the motivators for oral (mabebasan). The existence of stylistics / alamkara is sung with melodious and chanting rhythms as well as the value causing the memorization of the oral in mabebasan.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Philipus Be Naisau
Keyword(s):  

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa yang disebabkan karena kurangnya minat belajar, serta minimnya sarana pendukung seperti media pembelajaran yang digunakan dalam pembelajaran IPS. Pada penelitian ini bertujuan mengembangkan produk yaitu pengembangan media permainan ludo word game. Pada model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan ADDIE. Metode yang digunakan dalam pengumpulan data yaitu metode wawancara, pencatatan dokumen, observasi dan kuesioner. Hasil penelitian pengembangan yaitu (1) hasil pengembangan media permainan ludo word game pada mata pelajaran IPS dengan menggunakan model penelitian ADDIE. (2) hasil uji validasi yang dilakukan oleh para ahli dan subyek uji coba produk yang terdiri dari perorangan, serta kelompok kecil yang menunjukkan bahwa media permainan ludo word game pada pembelajaran IPS valid berdasarkan: (a) hasil review ahli isi pembelajaran dengan kualifikasi sangat baik  (95%), (b) hasil review ahli desain pembelajaran dengan kualifikasi sangat baik (90%), (c) hasil review ahli media pembelajaran dengan kualifikasi sangat baik (94%), (d) hasil uji coba perorangan dengan kualifikasi sangat baik (94%), (e) dan hasil uji coba kelompok kecil dengan kualifikasi sangat baik (91,96%). Sehingga pada penelitian ini menunjukkan bahwa media permainan ludo word game berada pada kualifikasi sangat baik, dan layak digunakan sebagai salah satu alternatif sumber belajar.


2021 ◽  
Vol 7 (16) ◽  
pp. eabb2376
Author(s):  
M. Smerlak

Even if they have no impact on phenotype, neutral mutations are not equivalent in the eyes of evolution: A robust neutral variant—one which remains functional after further mutations—is more likely to spread in a large, diverse population than a fragile one. Quasispecies theory shows that the equilibrium frequency of a genotype is proportional to its eigenvector centrality in the neutral network. This paper explores the link between the selection for mutational robustness and the navigability of neutral networks. I show that sequences of neutral mutations follow a “maximal entropy random walk,” a canonical Markov chain on graphs with nonlocal, nondiffusive dynamics. I revisit M. Smith’s word-game model of evolution in this light, finding that the likelihood of certain sequences of substitutions can decrease with the population size. These counterintuitive results underscore the fertility of the interface between evolutionary dynamics, information theory, and physics.


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