Showing 1 - 10 of 240
Persistent link: https://www.econbiz.de/10010896468
We consider a stochastic version of the Stackelberg-Nash-Cournot model proposed by Murphy et al. (1983). In the first stage, the leader chooses and announces his production level taking into account the reaction of the followers. The decision of the leader is taken when market demand is...
Persistent link: https://www.econbiz.de/10005008138
Persistent link: https://www.econbiz.de/10012653362
This article investigates tactile interaction on smartphones with adults aged 65 or older who were considered to have a novice level of skill with technology. Two experiments with two different groups of 40 Portuguese adults adds empirical evidence to the field and shows that older adult...
Persistent link: https://www.econbiz.de/10012043657
of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest … way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the … limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to …
Persistent link: https://www.econbiz.de/10012044064
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States)...
Persistent link: https://www.econbiz.de/10012044869
learning with games. Game-based learning enables an optimal learning environment for students. The purpose of this article is … to examine representation of games in social studies in primary school. The research sample consisted of 290 students of … showed that teachers rarely use didactic games in social studies. Results show that teachers rarely use game-based learning …
Persistent link: https://www.econbiz.de/10012044918
situations, using real tools to solve real/realistic problems. A growing number of learning games are making use of context in … this way: initially focused around serious games (many close in character to simulations) and most recently distilled into … immersive and pervasive games, which mix real and imagined contexts for apparently deep learning experiences. This article …
Persistent link: https://www.econbiz.de/10012044925
Educational technology programs from across the United States are offering graduate courses in games, simulations, and … and Constructivism, Instructor's Prior Experience with Games, Heterogeneous Student Populations, and Range of Technology …
Persistent link: https://www.econbiz.de/10012044957
eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas....
Persistent link: https://www.econbiz.de/10012044967