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2021 ◽  
Vol 12 ◽  
Author(s):  
Chi-Pu Chou ◽  
Kuo-Wei Chen ◽  
Chia-Jen Hung

From the popularity of flipped teaching in United States primary and high schools, it is thought that students have more learning control to adjust to the learning progress and are assisted in problem solving and learning guidance during class period. It is believed that flipped teaching could prompt underachieving learners’ active learning and thereby enhance learning effectiveness. A total of 386 high school students in Chungli, Taiwan, were part of an experimental study and the research results are summarized below: (1) Students who participated in the flipped teaching models demonstrated better comprehension levels with the teaching content due to this change in learning style and attitude, which in turn, enhanced learning effectiveness. (2) To eliminate poor language performance of underachieving students, it is necessary to lay solid foundations to gradually enhance language learning effectiveness regarding this particular group of students. Films suitable for students’ individual ability could be combined with new language learned in the unit to genuinely assist underachieving learners’ language learning effectiveness. (3) For students who care about their performance, a “system of play” style grouping should be determined in order to enable the tracking of group performance and term performance. According to the results, further developments regarding active learning ability, boosts in learning interests, enhanced learning effectiveness, and the prompting of creativity resulting in a shift from passive learner to active learner have been proposed.


2021 ◽  
Author(s):  
Pierre Le Pelletier de Woillemont ◽  
Remi Labory ◽  
Vincent Corruble

Author(s):  
Doo Heon Song ◽  
Seunghun Lee

Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns with respect to the role of players in the team–attacker, defender, and supporter. It shows that attackers think avatar as an ‘object, but the defenders show more ‘avatar as others’ than the attackers. The supporters show high responsibility for the avatar and their play style is most like ‘avatar as symbiote’ manner.


2019 ◽  
Vol 8 (2) ◽  
pp. 378
Author(s):  
Wahyu Eka Saputra ◽  
Agusti Efi

AbstrakPenelitian ini bertujuan untuk mengetahui pelaksanaan pembelajaran gaya belajar aural play di Yamaha musik Padang. Metode yang digunakan dalam mengetahui pelaksanaan pembelajaran aural play di Yamaha musik Padang ini adalah metode kualitatif natural observasi, dimana peneliti sebagai instrument utama penelitian. Siswa Yamaha musik padang memiliki kecendrungan menggunakan indra pendengaran untuk belajar dan mempraktekkan alat musik dengan menirukan kembali apa saja yang dilakukan oleh guru mereka. Walaupun telah adanya buku penunjang berisi notasi musik yang dipelajari dengan cara membaca, siswa lebih senang mendengarkan dan menirukan cara guru mereka mempraktekan materi musik yang sedang dipelajarinya. Oleh sebab itu perlu untuk dicari tahu kenapa siswa Yamaha musik padang sangat cendrung menggunakan gaya belajar aural play dalam mempelajari dan mempraktekkan instrument musik mereka. Penelitian ini diharapkan dapat menambah wawasan kajian pembelajaran musik tentang penerapan gaya belajar aural kepada siswa di lembaga pendidikan musik, mampu memperkaya teori tentang gaya belajar aural dan terhadap pengembangan ilmu pengetahuan yang berkaitan dengan gaya belajar aural.  Kata Kunci: gaya belajar, musik, aural, play.AbstractThis research study is to study the implementation of aural play style learning in Yamaha Padang music. The method used in studying the implementation of learning to play in Yamaha Padang music is a qualitative method of natural observation, where the researcher as the main research instrument. Yamaha Padang students have a tendency to use the sense of hearing to learn and practice musical instruments by imitating whatever their teacher does. Although there are supporting books containing music notation that are learned by reading, students prefer to listen and imitate the way their teacher practices the music material that they are learning. Therefore it is necessary to know why Yamaha Padang students are so inclined to use aural learning learning styles in discussions and practice their musical instruments. This research is expected to add insight into music learning about the application of aural learning styles to students in music education institutions, able to enrich theories about aural learning styles and to the development of knowledge related to aural learning styles. Keywords: learning style, music, aural, play. 


Author(s):  
Peyman Honarmandi ◽  
Lisa Toscano ◽  
Michael Calicchia ◽  
Miguel Diaz ◽  
Emma Kaishian ◽  
...  

Abstract Concussions in athletes can be brought on by a hit to the head or sudden change in direction of the neck or head. This causes the brain to oscillate in the cranium hitting against the skull. Two common scenarios that result in a concussion in women’s lacrosse were studied: lacrosse ball to head contact and stick to head contact. Current Manhattan College student athletes on the Women’s Lacrosse team were used to obtain data regarding the average velocity of the ball, stick, and players. A pitching machine was utilized to accurately control the velocity of the ball when striking the dummy’s head to obtain the time of impact. The first step of this research is computational, as the collision scenarios were modeled and analyzed from a mechanical point of view. A linear acceleration value was obtained for a wide range of potential impact scenarios between the ball and player. When a linear acceleration greater than 50g is sustained, a concussion is likely to occur. The maximum linear acceleration calculated in this research was roughly 75.46g for ball to head contact and 62.3g for stick to head contact. Therefore, it was concluded that there is a high risk that a player will suffer a concussion in these scenarios. The results highlight the dangers in a gameplay setting, which indicates a potential need for alteration to game play style or regulations.


The aim of this paper is to create an adaptive Artificial Intelligence implemented within our own video game which learns from players and uniquely adapts its playstyle in order to counter the play style of the current player in real time. This is done by creating a basic AI using the AI packages that come with Unreal Engine, which is what is being used to implement this technique. This AI is then trained with many different possible moves in the game represented within a tree. The end goal is to have the AI learn the moves that the user is using most frequently or most effectively and begin countering it more and more effectively as the level rises. This is done by training the AI to various movesets and giving it a sizeable sample space in order to understand and predict as required


Author(s):  
Dawn G. Blasko ◽  
Heather C. Lum ◽  
Mason McGuire ◽  
Tiffany Eichler ◽  
Kameron Landers ◽  
...  

Researchers in spatial navigation have the difficult task of finding ecologically valid measures while maintaining a reasonable degree of internal validity. This often means simulating wayfinding and navigation task in the laboratory which increases control but eliminates the experience of walking around a natural environment. Augmented reality games like Pokémon Go allow researchers a novel way to study individual differences in cognitive and social factors in wayfinding with a game already designed to motivate players to move around in the real world. In the current study, Pokémon Go was played either individually or socially (2 players) while a map of the player’ speed and location was created in real time. We measured play style preference, game experience and basic spatial skills (mental rotation). Mental rotation performance was correlated with enjoying the game and being more motivated to play. Although games scores and distances traveled did not differ between the individual and cooperative groups, participates reported a strong preference for playing with a group over playing alone.


2018 ◽  
Author(s):  
Boyan Bontchev ◽  
Dessislava Vassileva ◽  
Adelina Aleksieva-Petrova ◽  
Milen Petrov
Keyword(s):  

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