Current Issue : April - June Volume : 2021 Issue Number : 2 Articles : 5 Articles
Pursuit-evasion games are used to define guidance strategies for multi-agent planning problems. Although optimal strategies exist for deterministic scenarios, in the case when information about the opponent players is imperfect, it is important to evaluate the effect of uncertainties on the estimated variables. This paper proposes a method to characterize the game space of a pursuit-evasion game under a stochastic perspective. The Mahalanobis distance is used as a metric to determine the levels of confidence in the estimation of the Zero Effort Miss across the capture zone. This information can be used to gain an insight into the guidance strategy. A simulation is carried out to provide numerical results....
The purpose of the study was to examine the effects of verbal interaction between students on skill development and soccer game performance within a socio-constructivist perspective and a cooperative learning model in team-sport teaching. In addition, the usefulness of open verbalization was manifested as follows: (1) a social tool for both actors (teachers and students) to collect and manage reports on their thought processes; (2) a tool to stimulate reflection and critical reflection on performance to induce transformation during game action projects. Participants were 18 boys and 12 girls aged (15 ± 0.4 years) from a Tunisian school (ninth grade). They were placed in either the experimental group (with verbal interaction) or the comparison group (without verbal interaction) and then were tested before and after a 12-lesson soccer unit (approximately two hours/week). Skill competence was assessed using three tests: a 15 m ball dribbling test, the Loughborough Soccer Passing Test (LSPT) and a shooting accuracy test. Game performance was measured using the Game Performance Assessment Instrument (GPAI) in which the outcome variables assessed included (a) decision-making (DM), (b) skill execution (SE), (c) support (S), (d) game performance (GP), and (e) game involvement (GI). While both groups showed significant improvements in their short-passing ability, no such improvements were found in dribbling and shooting. In contrast, only the verbal interaction group produced significant improvements in overall game performance. In conclusion, if the objectives of the physical education curriculum are to promote team-sport teaching methods and quality game play, and create a reflexive learner, verbal interaction may be an effective tool for developing tactical understanding through cooperative learning....
Hypothesis testing has been pointed out as one of the statistical topics in which students present more misconceptions. In this article, an approach based on the divide-and-conquer methodology is proposed to facilitate its learning. The proposed strategy is designed to sequentially explain and evaluate the different concepts involved in hypothesis testing, ensuring that a new concept is not presented until the previous one has been fully assimilated. The proposed approach, which contains several gamification elements (i.e., points or a leader-board), is implemented into an application via a modern game engine. The usefulness of the proposed approach was assessed in an experiment in which 89 first-year students enrolled in the Statistics course within the Industrial Engineering degree participated. Based on the results of a test aimed at evaluating the acquired knowledge, it was observed that students who used the developed application based on the proposed approach obtained statistically significant higher scores than those that attended a traditional class (p-value < 0.001), regardless of whether they used the learning tool before or after the traditional class. In addition, the responses provided by the students who participated in the study to a test of satisfaction showed their high satisfaction with the application and their interest in the promotion of these tools. However, despite the good results, they also considered that these learning tools should be considered as a complement to the master class rather than a replacement....
Players’ choices in quantum game schemes are often correlated by a quantum state. This enables players to obtain payoffs that may not be achievable when classical pure or mixed strategies are used. On the other hand, players’ choices can be correlated due to a classical probability distribution, and if no player benefits by a unilateral deviation from the vector of recommended strategies, the probability distribution is a correlated equilibrium. The aim of this paper is to investigate relation between correlated equilibria and Nash equilibria in the MW-type schemes for quantum games....
A significant proportion of trans and gender diverse (TGD) young people report membership of the gaming community and resultant benefits to wellbeing. To date their experiences and needs regarding a key feature of games, the avatar, are largely unexplored, despite increasing interest in the therapeutic role of avatars in the general population. The aim of this study was to better understand the role of the avatar in gaming, its impact on TGD young people’s mental health, and their unique needs regarding avatar design. N = 17 TGD young people aged 11–22 years (M = 16.3 years) participated in four focus groups. A general inductive approach was used to thematically analyze the transcribed data. TGD young people report considerable therapeutic benefits of using avatars with positive mental health implications. Importantly, TGD young people use avatars to explore, develop and rehearse their experienced gender identities, often as a precursor to coming out in the offline world. They also report negative experiences of feeling excluded due to the constraints of conventional notions of gender that are widely reflected in game design. Participants described simple design features to better reflect gender diversity, such as increased customization. Such changes would facilitate the positive gains reported by participants and better reflect the diversity of young people who use games. The findings have important implications for both recreational and serious or therapeutic game design....
Loading....