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PL
Matthias Nawrat, born in 1979 in Opole, has been living in Germany since 1989. In his latest novel Die vielen Tode unseres Opas Jurek (2015) the author returns to the country of his birth in order to recount one century of the Polish as well as of the Polish-German history. The ghastly-comical family-story uses mobile parts of stage scenery from a picaresque novel – in the centre stands a man (grandfather Jurek) who, in spite of all the atrocities of the 20th century, won’t let others prevent him from leading a joyful life. While staging the story of a struggling artist, he refers back to stereotypes, obviously with the intention of strenghtening the existing models. This contribution poses a question if the game has been successful.
EN
The popularity of games, both computer ones and those with a board, does not surprise anyone these days. They are played by both youngest children as well as adults. It may thus be worthwhile to introduce games into academic education as one of educational activities. For thanks to a game, one can better understand a given problem, actively participate in its resolution, but also study material from a given lesson unit. Whether educational games work out as tools in educating students and whether they can be recommended to learners at the primary level of education - it will turn out in the further part of the article. Our intention is to carry out an experiment in which we wish to compare two groups of students, one of which (the experimental group) is using games during their classes, whilst the other one (the control group) is not using such games and acquires material in the traditional form.
EN
The article discusses a range of phenomena for which 19th-century literature established the name of “game”. In the study of symbolic behaviour, one of the most confusing questions is that of the relationship between game and ritual. Fluid boundaries between them and lack of clear idea of the nature of these phenomena have often lead to a widening of the scope of the concepts: “game” has been thought to include ritual behaviours, and the other way round.
EN
In this paper the authors focus on the crucial change of thinking about what computer really is, and then attempt to determine the essential elements of new games designed specifically for mobile computers. The authors characterize this type of entertainment, which enables them to outline potential scenarios for the development of this technological sphere and its impact on contemporary cultural life.
EN
The article deals with the comparative analysis of two plays, “The Winners’ Feast” by Aleksandr Solzhenitsyn and “Maria’s Field” by Oleg Bogayev which, being united by the war theme, belong to different generations. More or less explicit implications present in both plays make it possible to view the Russian history as a form of national mythology.
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Content available Romans z Balladyną
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EN
The aim of the article is to interpret Ignacy Karpowicz’s novel Balladyny i romanse in the context of romantic literature. The concept of romantic irony becomes the main theme and here in this article it distinguishes, in Karpowicz’s work, the aesthetic features that are characteristic of such romantic texts as Balladyna or Beniowski by Juliusz Słowacki. The contradictions that are characteristic of romantic irony in Karpowicz’s novel exist as a process of creating and destroying, where interweaving and complicating cultures and orders result in creating a chaotic but deliberate reality. The digressive character of the novel, metaliterary reflections and self­reference, reveal the author’s attitude to the creative process as an intellectual, romantic and ironic game.
EN
The most adapted tools of inclusive education is a game, it facilitates the integration of a child with special needs in the community and normal children at the same time helps to interact with peers who have developmental problems. Pedagogic Potential of Game It includes some game resources:socializing, developmental, diagnostic, didactic, psychotherapeutic, recreational and others resources. The use of games in inclusive education improves social сcompetence and communication skills of children with special needs. In the game, these children have more opportunities for social interaction with their healthy peers. The education process of children with special needs can be accompanied with some difficulties suppressing their development, social adaptation and academic success. Education by means of entertainment afford to model the reality and “to change it” in the conditions of game situation. Game can provide a moment of entertainment to an education process which is very important while children with special needs education. Nowadays in some Russian schools foreign methods of teaching children with special needs are widely accepted by teachers and psychologists. Teachers in kinder-gardens and schools use Montessori method, George Cuisenaire’s game complexes, Zoltan Dienes’s special game, Marianne Frostig’s psychological games. Such gaming methods are used quite often in team and individual work at the lessons and after classes times among groups of children with special needs and learning disabilities. Russian teachers using the experience of foreign colleagues, develop own game methods, easing the acquisition of writing, counting, reading for children with special needs, transforming serious study into funny game. Among them the most effective are: Nikolay Zaytcev’s special cubes for teaching reading, Evgeniy Chaplygin's dynamic cubes, Boris and Elena Nikitins’ game complexes for developing the skills of construction and logical thinking, Elena Danilova’s toys, Valeriy Rudenko’s brain-crackers, Viktor Kaie's (an inventor) games, Vyaceslav Voskobovich's special didactic game. In solving the problems of inclusive education in Russian schools are widely used computer game programs: «Peace outside your window»,«Games for Tigra»,«Sunny Castle»" logopaedic simulator «Delfa-142». The use of computer gaming technology in the educational process of inclusive school facilitates the assimilation of children with special needs educational content subjects. All the discussed methods are easy to adapt not only in the process of education but also in leisure activities of children with special needs. The methods can be applied in team-work as well as individual, changing the atmosphere of education into entertainment. Game complex using in inclusion education process of class/school make study easy and help children with special needs to improve the results and achievements.
EN
This article provides information about possible usage of mechanisms known from games in issues that are not related to games. A relatively new phenomenon, which still does not have its official name in Polish language, has recently become more popular. At the beginning of this article one will find the description of the main changes that have led to the increase of interest of this phenomenon. Next the definition of gamification, together with the description of its main features, will be provided. The final part contains the set of rules, which every system that is implementing gamification elements should contain. There is also a list of threats that should be omitted. Together with theoretical description, examples that show already implemented systems are presented in this paper.
EN
Several ideas of M. Bakhtin’s literary theories can provide better understanding of musical works. Using Bakhtin’s concepts of carnival, dialogism and chronotope, this paper tries to analyze contemporary musical works in the genre of the concerto.
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Content available remote The ground tree transducer game with identical tree automata
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EN
We study that version of the ground tree transducer game where the same tree automaton appears as the first and second component of the associated ground tree transducer. We give conditions which imply that Beta has a winning strategy. Furthermore, we show the following decidability result. Given a ground tree transducer game where the underlying tree automaton A cannot evaluate some tree into a state or A is deterministic, we can decide which player has a winning strategy. Moreover, whatever player has a winning strategy, we can effectively construct a partial recursive winning strategy for him.
EN
Solving equations is one of the central topics in mathematics curricula. Teachers would like to pay more attention to building formulas and formulating algebraic models because modern students dare to translate a problem situation into algebra, but very often their students are helpless because of the lack of practice. There is not much time for exercises. The problem is how to help students with acquiring algebraic skills, like transforming expressions and solving equations. There is a new medium in education that can be used for this – video games. Could they help? I designed a special learning arrangement using a special game that was built for learning algebra. The results suggest that This can be a really relevant didactic medium for teaching mathematics.
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Content available remote The ground tree transducer game
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EN
We introduce the ground tree transducer game (gtt game) played by Alpha and Beta. We deduce from the possibility of embedding gtt games into abstract games that for any gtt game there is either a winning Alpha-strategy or a winning Beta-strategy. We present several examples for the game, and show that any abstract game can be simulated by some gtt game G, a set S1 of Alpha-strategies for G, and a set S2 of Beta-strategies for G. Among several decidability and undecidability results, we show the following. It is decidable, givengtt games G1 and G2, whether G1 and G2 are equivalent. There is no algorithm to determine, given a gtt game G and an Alpha-strategy , whether is a winning Alpha-strategy. There is no algorithm to determine, given a recursive set S of gtt games, whether or not there exists a game GÎS such that Alpha has a winning strategy for G.
EN
The aim of this research was to examine whether the development of cognitive abilities of students can be encouraged under the influence of didactic games. The research was conducted on a sample of 163 first grade primary school pupils and an experiment with parallel groups was applied. The results obtained have shown that there is a statistically significant difference (r=0.000 < 0.05) between the achievements of the experimental and control groups in recognizing, naming, abstracting, forming and defining geometric shapes. Hence, this proved that the possibility of applying this approach at the beginning of schooling should be considered.
14
Content available On anxiety – a few thoughts
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PL
The article constitutes a voice in the interdisciplinary discussion on anxiety. The phenomenon of anxiety is illustrated through three research fields: medical (psychiatric) discourse, theological discourse and philosophical discourse. The ambition of the author is to outline how philosophy serves to complement the research problem, referring to sources of anxiety in the modern man as well as possible ways out of the situations dominated by anxiety.
15
Content available For a metaphorical tool to evoke identity: the tomen
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EN
In my contribution I want to investigate, from a theoretical point of view but also with methodological and practical consequences, the qualitative role of metaphor in social research. As tool able to improve and facilitate the visualization of complex ideas and states of mind, this rhetorical figure permits to obtain more information from interviewed people about topics hard to access in common interviews. This goal can be achieved by the build of the so called “tomen”, an artifact/experience design created by the subject(s) interviewed which represents a gate point from which explore hidden dimensions, individual as diffused. Furthermore, the metaphor offers a strong link to another concept that now in sociology needs an operative dimension, the game: a buzz word that I intend as social frame of experience positioned in an artificial setting, a “magic circle”, able to represent in its operations a collective metaphor which gives us enormous possibilities to configure and set the ground of analysis.
EN
The evolution of strategic cooperation between competitive countries in international relations may be effectively modeled by the iterated Prisoner's Dilemma. Win-stay-lose-shift (WSLS) might be considered the most successful strategy since the seminal computer tournaments organized by Robert Axelrod. However, WSLS as a strategy to explain the evolution of cooperation is a failure in the sense that, whereas it cooperates with unconditional defection (ALLD) in every second round, WSLS ruthlessly exploits unconditional cooperation (ALLC) after an error of his own. Here we propose a promising cooperative strategy of No-Tricks, which wins against WSLS and some other well-known strategies, particularly inhibiting the evolution of ALLD. Remarkably, the prevalence of No-Tricks ensures the survival of ALLC, while the survival of ALLC is the toehold for a plethora of other strategies, which in turn render impossible the ALLC invasion of No-Tricks by neutral drift.
17
Content available Les silences dans la dramaturgie giralducienne
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EN
Technical and rhetorical devices used by Giraudoux to indicate silence varyduring its dramatic production. Silences have to do with relationships of the characters, both emotionally and dialogal, and are sometimes loaded the unspoken or unspeakable. By their relationship to the word and to the game, they are at the heart of a dramaturgy that oscillates between mimesis and rupture. And certain silences are like the limit assigned to the power of words in a theater yet claimed as literary.
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Content available remote Hopscotch
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EN
How to play the city game in the greatest city in the world? Build, do not ask for anything. And how to locate skyscrapers? Far enough away from each other, to ensure that the worse does not fall on the good one. And what to do when the territory ends? O ccupy another, and call it all Mexico City. And how do you plan the development of this city? Do not plan, development will be faster. And is this city inhabitable at all?
PL
Jak bawić się w największe miasto świata? Budować, nie pytać o cokolwiek. A jak lokalizować wieżowce? N a tyle daleko od siebie, aby ten gorszy nie upadł na ten lepszy. A co robić, gdy się kończy teren? Zajmować kolejne i nazywać to wszystko Mexico. A czy planować rozwój takiego miasta? Nie planować, rozwój będzie szybszy. A czy w takim mieście można w ogóle żyć?
EN
My aim in this paper is to use a formal approach to the Turing test. This approach is based on a tool developed within Inferential Erotetic Logic, so called erotetic search scenarios. First, I reconstruct the setting of the Turing test proposed by A.M. Turing. On this basis, I build a model of the test using erotetic search scenarios framework. I use the model to investigate one of the most interesting issues of the TT setting - the interrogator’s perspective and role in the test.
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