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Nach einer Einführung in die Geschichte der Strategiespiele und im Speziellen von 4X-Spielen wird das Phänomen der „Hands-off-Games“ erläutert. Im Anschluss wird ein Vorschlag unterbreitet, wie 4X-Geschichtsspiele im Unterricht eingesetzt werden können. Dabei soll ein 4X-Strategiespiel zu einem historischen Thema entworfen werden. Die Modellierung erfolgt in drei Arbeitsschritten: Themenfindung, Modellfindung, Parametrierung. In den Entwurf des Modells fließen viele Überlegungen ein, die zentrale Fragen der Gemeinschaftskunde betreffen.
The higher education structure in Malaysia has experienced significant changes since the implementation of the Private Higher Educational Institutions Act of 1996. The unprecedented expansion of the higher education sector and the increasing autonomy conferred to universities have created a huge demand for competent university leadership that supports the development of higher education in Malaysia. This article discusses the very first national multiplication training in Malaysia in 2014 and analyses such out-comes as the identification of good practices for future initiatives and applications in university leadership training.
Carbon nitride and poly(ionic liquid)s (PILs) have been successfully applied in various fields of materials science owing to their outstanding properties. This thesis aims at the successful application of these polymers as innovative materials in the interfaces of hybrid organic–inorganic perovskite solar cells. A critical problem in harnessing the full thermodynamic potential of halide perovskites in solar cells is the design and modification of interfaces to reduce carrier recombination. Therefore, the interface must be properly studied and improved. This work investigated the effect of applying carbon nitride and PILs on a perovskite surface on the device performance. The facile synthetic method for modifying carbon nitride with vinyl thiazole and barbituric acid (CMB-vTA) yields 2.3 nm layers when solution processing is performed using isopropanol. The nanosheets were applied as a metal-free electron transport layer in inverted perovskite solar cells. The application of carbon nitride layers (CMB-vTA) resulted in negligible current-voltage hysteresis with a high open circuit voltage (Voc) of 1.1 V and a short-circuit current (Jsc) of 20.28 mA cm-2, which afforded efficiencies of up to 17%. Thus, the successful implementation of a carbon nitride-based structure enabled good charge extraction with minimized interface recombination between the perovskite and PCBM. Similarly, PILs represent a new strategy of interfacial modification using an ionic polymer in an n-i-p perovskite architecture.. The application of PILs as an interfacial modifier resulted in solar cell devices with an extraordinarily high efficiency of 21.8% and a Voc of 1.17 V. The implementation reduced non-radiative recombination at the perovskite surface through defect passivation. Finally, our work proposes a novel method to efficiently suppress non-radiative charge recombination using the unexplored properties of carbon nitride and PILs in the solar cell field. Additionally, the method for interfacial modification has general applicability because of the simplicity of the post-treatment approach, and therefore has potential applicability in other solar cells. Thus, this work opens the door to a new class of materials to be implemented.
Der Beitrag beschäftigt sich mit dem Potential von Computerspielen für den Politikunterricht. Im Mittelpunkt steht die Frage, ob sich die Politiksimulation DEMOCRACY 3 für einen Einsatz in der gymnasialen Oberstufe eignet. Es wird herausgearbeitet, dass sich die Spieler von DEMOCRACY 3 mit den Auswirkungen politischer Entscheidungen auf die ökonomische, soziale und kulturelle Lage eines westlichen Landes auseinandersetzen, während die Komplexität politischer Aushandlungs- und Entscheidungsprozesse in demokratischen Regierungssystemen nicht erfahrbar wird. Die hier festgestellte Unvollständigkeit der politischen Simulation wird für die pädagogische Praxis aber nicht nur als Problem, sondern vor allem auch als didaktische Chance gesehen. Denn es sind gerade die Leer- und Schwachstellen der Simulation des Spieles, die besondere Anknüpfungsmöglichkeiten für den Unterricht bieten, da sie eine kritische Analyse der Simulation bzw. einen Vergleich mit der Realität politischer Prozesse und damit eine tiefe Auseinandersetzung mit Politik im Allgemeinen herausfordern. Schließlich werden drei konkrete Ideen für die schulische Praxis vorgestellt.
The present paper looks into the grammaticalization of the definite article in the history of German. Starting with the well-known emergence of the definite article from a demonstrative pronoun over the course of Old High German (750–1050), I will consider the rise of so-called weak definites in Early New High German (1350–1650) as a new piece of evidence for the grammaticalization process. Here, the subclass of possessive weak definites is of particular interest for the grammaticalization of the definite article in German, because of a word order change affecting the position of possessor phrases. As soon as the possessor systematically follows the head noun (except for proper names), we observe three alternatives for the prenominal determiner slot: it may remain empty, or it may be filled either by the indefinite or the definite article in Early New High German. In Present-Day German, the definite article is used in the unmarked case, thus pointing to a second stage in the grammaticalization process of the definite article in German, which has so far not been acknowledged in the literature.
This article collected the results of a qualitative study focused on Colombian Higher Education Institutions’ representatives partaking in the training ‘Internationalisation for Peacebuilding 2018’. The selected Higher Education Institutions and representatives were all located in regions acutely affected by the Colombian armed conflict, now experiencing multifaceted challenges and opportunities in a post-conflict scenario. Interviews with participants of the training were conducted to analyse the skills acquired and to identify possible improvements brought about by the training at the institutions. The article further identifies specific needs of the institutions, to be taken into account for future courses on internationalisation for higher education institutions.
This study sought to analyze the relationship between in-season training workload with changes in aerobic power (VO2max), maximum and resting heart rate (HRmax and HRrest), linear sprint medium (LSM), and short test (LSS), in soccer players younger than 16 years (under-16 soccer players). We additionally aimed to explain changes in fitness levels during the in-season through regression models, considering accumulated load, baseline levels, and peak height velocity (PHV) as predictors. Twenty-three male sub-elite soccer players aged 15.5 ± 0.2 years (PHV: 13.6 ± 0.4 years; body height: 172.7 ± 4.2 cm; body mass: 61.3 ± 5.6 kg; body fat: 13.7% ± 3.9%; VO2max: 48.4 ± 2.6 mL⋅kg–1⋅min–1), were tested three times across the season (i.e., early-season (EaS), mid-season (MiS), and end-season (EnS) for VO2max, HRmax, LSM, and LSS. Aerobic and speed variables gradually improved over the season and had a strong association with PHV. Moreover, the HRmax demonstrated improvements from EaS to EnS; however, this was more evident in the intermediate period (from EaS to MiS) and had a strong association with VO2max. Regression analysis showed significant predictions for VO2max [F(2, 20) = 8.18, p ≤ 0.001] with an R2 of 0.45. In conclusion, the meaningful variation of youth players’ fitness levels can be observed across the season, and such changes can be partially explained by the load imposed.
Der Beitrag befasst sich mit der Möglichkeit, Computerspiele aufgrund der bildlichen Stilmittel parallel zu Entwicklungen der Kunstgeschichte zu untersuchen. Hierzu wird auf die Stilanalyse des Schweizer Kunstwissenschaftlers Heinrich Wölfflin zurückgegriffen, der den Wandel der realistischen Malerei von der Renaissance zum Barock am Übergang von ‚flachen‘ zu ‚tiefen‘ Darstellungen festmacht. In einem zeitlich wesentlich kürzeren Abstand lässt sich die gleiche Veränderung am Übergang früher realistischer Computerspiele vom Anfang der 1990er Jahre bis zu den 2000er Jahren feststellen. Damit zeigt sich sowohl die Relevanz der kunstgeschichtlichen Auseinandersetzung mit Computerspielen, wie sich auch eine neue Perspektive auf die Frage nach digitalen Spielen ‚als Kunst‘ eröffnet.