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1.
A model of informal training which combines learning from own experience and learning from others is proposed in this paper. It yields a closed-form solution that revises Mincer–Jovanovic's [Mincer, J., Jovanovic, B., 1981. Labor mobility and wages. In: Rosen, S. (Ed.), Studies in Labor Markets. Chicago University Press, Chicago, pp. 21–64] treatment of tenure in the human capital earnings function. We estimate the structural parameters of this non-linear model on a large French cross-section with matched employer–employee data. We find that workers on average can learn from others 10% of their own human capital on entering one plant, and catch half of their learning from others’ potential in just 2 years. The private marginal returns to education are declining with education as more educated workers have less to learn from others and share the social returns of their own education with their less qualified co-workers. The potential for learning from others on the job varies across jobs and establishments, and this provides a new distinction between imitation jobs and experience jobs. Workers in imitation jobs, who learn most from others, tend to have considerably longer tenure than workers in experience jobs. Although workers in experience jobs can learn little from others, we find that they learn a lot by themselves. We document several analogies between the imitation jobs/experience jobs “dualism” and the primary/secondary jobs and firms’ dualism implied by the dual labor market theory. However, our binary classification of jobs depicts the data more closely than the dual theory categorization into primary-type and secondary-type establishments. Competition prevails between jobs and firms but jobs differ by their learning technology.  相似文献   

2.
The main aim of this article is to investigate the behavioral consequences of the provision of subject-specific information in the group effort levels chosen by players in an experimental CPR game. We examine two basic treatments, one with incomplete information and the other with complete information. In the former, subjects are informed only about their own individual payoffs and the aggregate extraction effort level of the group, and in the latter they are also informed about the individual effort levels and payoffs of each subject. Given this setting, the basic question we attempt to answer is: Will the provision of subject-specific performance information (i.e. individual’s effort levels and payoffs) improve or worsen the tragedy of the commons (i.e. an exploitation effort level greater than the socially optimum level)? In order to motivate our hypotheses and explain our experimental results at the individual level, we make use of the theory of learning in games, which goes beyond standard non-cooperative game theory, allowing us to explore the three basic benchmarks in the commons context: Nash equilibrium, Pareto efficient, and open access outcomes. We use several learning and imitation theoretical models that are based on contrasting assumptions about the level of rationality and the information available to subjects, namely: best response, imitate the average, mix of best response and imitate the average, imitate the best and follow the exemplary learning rules. Finally, in order to econometrically test the hypotheses formulated from the theoretical predictions we use a random-effects model to assess the explanatory power of the different selected behavioral learning and imitation rules.  相似文献   

3.
Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts for identity, rather than transforms it.  相似文献   

4.
Developmental changes in learning from peers and adults during the second year of life were assessed using an imitation paradigm. Independent groups of 15‐ and 24‐month‐old infants watched a prerecorded video of an unfamiliar child or adult model demonstrating a series of actions with objects. When learning was assessed immediately, 15‐month‐old infants imitated the target actions from the adult, but not the peer whereas 24‐month‐old infants imitated the target actions from both models. When infants’ retention was assessed after a 10‐min delay, only 24‐month‐old infants who had observed the peer model exhibited imitation. Across both ages, there was a significant positive correlation between the number of actions imitated from the peer and the length of regular peer exposure reported by caregivers. Length of peer exposure was not related to imitation from the adult model. Taken together, these findings indicate that a peer‐model advantage develops as a function of age and experience during the second year of life.  相似文献   

5.
Over the last two decades, crucial factors for Information and Communication Technology (ICT) in education have improved significantly in Vietnam. Nevertheless, it is clear that, as in other countries, no educational revolution is taking place. We argue that there is a need for a broad dialogue on the future of ICT in education in Vietnam as discussion of ideas about future possibilities can be instrumental in rationalizing and generating educational change. We explore how a group of key players representing the public and private sector as well as development partners in the field look at the future of ICT in education in the country. Following the Delphi method, these key players assessed in different survey rounds the current situation of ICT in education, identified a series of targets and were asked to assess these targets in respect of their importance. The key players reached a consensus that the purpose of technology integration is to achieve learning goals and enhance learning. However, there is more controversy on targets that could potentially transform education practice in Vietnam. We discuss the value of the Delphi technique and argue for increased participation of all involved stakeholders in policy development on ICT in education.  相似文献   

6.
《Journal of Socio》2006,35(5):854-867
There currently exists a scarcity of church organ players even though they have traditionally been paid. This paper presents an empirical investigation into the factors that affect the church organ player's willingness to play. Results suggest pay does not attract the organ player to the position but being paid in situ increases their willingness to play, as do larger choir sizes and a better instrument quality. We also identify that organ players should be taught when they are young, as the younger the church organ player starts learning the instrument then the greater their willingness to play.  相似文献   

7.
《Journal of Socio》2002,31(4):423-429
Game theory has provided a rigorous conceptual support to analyse strategic decisions and bargaining behaviour. But it shares with competitive equilibrium three basic assumptions. The players are fully rational; they comprehend the faced situation; and they know all the relevant institutional parameters. Thus disregarding the social dimension of bargaining. In this paper we advocate for a consilient focus of economics, psychology and sociology. We argue that it is necessary and possible to experiment within a Multi-Agent Systems (MAS) with bounded rational agents endorsed with explicit social behaviour. The observed behaviour is obtained from a laboratory experiment with human agents and can be captured in a cognitive multi-agent modelling with artificial agents. The approach can accommodate both declarative and procedural rationality; i.e., rationality as a process and as a product of learning.  相似文献   

8.
Assuming that consumers value both the absolute and relative quality of play, I compare the choice of ticket prices, team qualities, and number of games played in a noncooperative outcome versus that chosen by a social planner. I find that the nature of consumer preferences regarding the quality of play determines whether the demand for talented players are strategic complements or substitutes. A strong preference by fans for a superior team makes players strategic substitutes, and a concern for a high quality of play and competitive balance make players strategic complements. Moreover, when fans only value the relative quality of play, there is an overemployment of talented players in the noncooperative outcome versus the socially optimal outcome; when they only value the absolute quality of play then there is an underemployment of talented players in the noncooperative outcome.  相似文献   

9.
In dynamic contests, strategic momentum and psychological momentum potentially coexist, which makes it difficult to distinguish between the two. We employ the setting of professional tennis, which allows us to separate psychological from strategic momentum. In tennis, converting a break point potentially triggers both strategic momentum—due to a change in the relative position of the players—and psychological momentum—due to a change in the perception of the players. To distinguish between these two momentum types, we employ exogenously given interruptions. Interruptions are predicted to affect psychological momentum negatively, while leaving strategic momentum unaffected. Using 4930 game-by-game observations from 141 Grand Slam men’s single matches, we show that the breaking players’ probability of winning a game increases after converting a break point, which provides evidence for momentum. Moreover, we show that this momentum effect is negatively affected by an interruption. Thus, psychological momentum seems to be the main trigger leading to a performance increase after a converted break point.  相似文献   

10.
We propose a procedure for dividing a set of indivisible items between two players. We assume that each player’s preference over subsets of items is consistent with a strict ranking of the items, and that neither player has information about the other’s preferences. Our procedure ensures an envy-free division—each player receives a subset of items that it values more than the other player’s complementary subset—given that an envy-free division of “contested items,” which the players would choose at the same time, is possible. We show that the possibility of one player’s undercutting the other’s proposal, and implementing the reduced subset for himself or herself, makes the proposer “reasonable,” and generally leads to an envy-free division, even when the players rank items exactly the same. Although the undercut procedure is manipulable and its envy-free allocation may be Pareto-inferior, each player’s maximin strategy is to be truthful. Applications of the procedure are discussed briefly.  相似文献   

11.
The new information and communications technologies (ICTs) have stimulated a wide-ranging debate on the future of learning institutions in the age of the 'network society'. Recent academic commentary has tended to equate globalized information networks with commodification, the delocalization of learning, and threats to the public service traditions of higher education. This paper investigates the extensive programme of digitisation now under way at the British Library (BL), one of the world's largest knowledge providers and a key player in the UK research libraries network. The findings presented in the paper do not reflect the belief that the spread of global information networks will undermine the public service remit of large knowledge providers such as the BL - but the evidence does show that these providers are becoming more connected to other players in the digital environment, with inherently complex, and potentially far-reaching implications for the production of knowledge in the emergent 'network society'.  相似文献   

12.
It is suggested that commercial video-games (e.g.Nintendo &Sega) and gambling activities have similar attractive features and intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children. One hundred and four children aged 9 to 14, from grades 4, 6, and 8, participated. A questionnaire exploring issues related to video-game playing and gambling behavior in children and adolescents was completed and a computerized blackjack game was individually administered. High frequency video-game players were compared to low frequency video-game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Of particular concern is the risk-taking strategies used by avid video-game players, whether or not children perceive gambling and video-games as involving similar amounts of skill or whether they realize that gambling is primarily a game of chance. The findings, in general, suggest that high frequency video-game players gamble more than low frequency video-game players, report that gambling makes them feel more important, and take greater risks on the blackjack gambling task although no overall differences in success were found. Males exhibited greater risk-taking tendencies on the blackjack task than females. The clinical implications of the findings are addressed.This research was partially supported by a grant from the McGill University Social Science Computer Committee.This is a revision of a paper presented at the Ninth International Conference on Gambling and Risk Taking, Las Vegas, 1994.The authors would like to thank the administration, staff, and students in T.H. Bowes, Prince Charles, Souvenir, Gerald McShane, Our Lady of Pompei, Pierrefonds Comprehensive High School, and Western Laval High School, for their participation and cooperation in this study.  相似文献   

13.
Although adaptations to variable ratio scheduling are an inevitable aspect of sustained gambling, the long term significance of this phenomena has not been researched adequately. Linking ethnographic data collection and social learning analysis, the author presents a career portrayal of regular horse race gamblers that describes how they deal with differential reinforcement. Over time, most horse players develop strategies that allow them to continue their gambling careers despite the low probability of financial success. The career portrayal also identifies reward factors that help explain the persistence at gambling demonstrated by inveterate horse players.  相似文献   

14.
Research universities in the USA are complex, expensive organizations that perform multiple interrelated tasks and serve numerous constituencies. The value structure that has evolved for these universities is one that creates very high barriers to entry for new players and numerous impediments to rapid change. Consequently, real competitive pressures on universities have been minimal. However, new types of for-profit and non-profit organizations are beginning to provide competition in targeted segments of higher education. The arrival of Internet-mediated distance learning will greatly increase both market penetration by these new organizations and competition between traditional institutions of higher learning. Because this new competition targets only selected activities of the research university, it risks to destabilize their organization and structure. Ways in which this destabilization might occur are analysed and possible responses are discussed.  相似文献   

15.
This paper draws on world systems and resource dependency theories to show how the changing recruitment practices of English League clubs have deepened the brawn drain from Irish football, thereby compounding its underdevelopment. An analysis of the origins, method of recruitment and destinations of Irish players (North and South) who appeared in the English League between 1946 and 1995 shows that English clubs imported large numbers of Irish players throughout the second half of the twentieth century. However, it was the inclusion of Irish teenagers within the youth policies of the largest clubs in the period after the 1970s that marked a break from the traditional pattern of buyer-supplier relations. Instead of continuing to purchase players who had established reputations within the Irish leagues, English clubs began to hire the most promising schoolboys before they joined Irish sides. As this practice spread, it eventually eliminated a valuable source of income: the selling of players to English clubs. Despite this development it would, however, be inappropriate to view the relationship between the Irish and English football industries as a simple zero sum game as Irish clubs benefit from employing highly trained young players who return home after failing to establish careers in England.  相似文献   

16.
When the number of players is small in a weighted majority voting game, it can occur that one of the players has no influence on the result of the vote, in spite of a strictly positive weight. Such a player is called a “dummy” player in game theory. The purpose of this paper is to investigate the conditions that give rise to such a phenomenon and to compute its likelihood. It is shown that the probability of having a dummy player is surprisingly high and some paradoxical results are observed.  相似文献   

17.
In this paper we first explore the predictive power of the solution notion called conservative stable standard of behaviour (CSSB), introduced by Greenberg (The theory of social situations, 1990), in environments with farsighted players (as modelled in Xue, Econ Theory 11:603–627, 1998) as intuitively it is quite nice. Unfortunately, we find that CSSB has a number of undesirable properties: most importantly, it makes vacuous predictions for most natural social environments. Therefore, we introduce an intuitive refinement of this solution which we call conservative stable weak predictor. In settings of proper voting games, we explore some existence properties of this new solution and also show that it may not be unique. However, unfortunately, this refinement may also lead to non-intuitive vacuous predictions.  相似文献   

18.
王燕 《职业时空》2014,(6):142-144
通过对山东传媒职业学院大一新生大学英语自主学习动机、学习方法、策略、学习过程中的自我监控和调整以及学习结果的自我总结和评价等相关数据的统计调查,了解传媒类专业高职学生大学英语自主学习现状,分析学生英语自主学习存在的问题,为提出解决对策提供参考依据。  相似文献   

19.
Over the first years of life, infants gradually develop the ability to retrieve their memories across cue and contextual changes. Whereas maturational factors drive some of these developments in memory ability, experiences occurring within the learning event may also impact infants' ability to retrieve memories in new situations. In 2 experiments we examined whether it was possible to facilitate 12‐month‐old infants' generalization of learning in the deferred imitation paradigm by varying experiences before or during the demonstration session, or during the retention interval. In Experiment 1, altering the length, timing, or variability of training had no impact on generalization; infants showed a low, but consistent level of memory retrieval. In Experiment 2, infants who experienced a unique context for encoding and retrieval exhibited generalization; infants who experienced the context prior to the demonstration session, or during the retention interval, did not. Specificity is a robust feature of infant memory and is not substantially altered by encoding experiences in an observational learning paradigm. Previous history with a learning environment can, however, impact the flexibility of memory retrieval.  相似文献   

20.
Social work as a profession, social work practitioners and organisations, as well as social work educators are under strain due to global, economic, social and political changes and workplace pressures. Field education is recognised as pivotal in preparing social work students for professional practice. As social work practitioners, organisations and social work educators are exposed to external and internal pressures, social work practice learning with off-site supervision is becoming more prevalent. This paper reports on research that explored the experiences of key stakeholders in social work practice learning with external or, in other words, off-site supervision. This paper explores the experiences of university liaison persons who provided supported field education arrangements with off-site supervision. A range of themes have emerged, including reflections about bringing the university to the placement experience, creating student centred placement opportunities, the complexity of connecting the various players and the extra support and resources needed to support placements with off-site supervision. Findings suggest that quality learning experiences are about more than modes of supervision, that placements with off-site supervision increase the workload of liaison persons and that clear models and structures need to be developed to support emerging field education models.  相似文献   

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