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ESTOCASTIC MODELIZATION OF THE ELECTION OF UNIVERSITY CAREER AND OF THE RESULTS OBTAINED IN THE FIRST COURSE OF THE DEGREES OF PEDAGOGY AND MAGISTRY
Este trabajo presenta modelizaciones logit-binomial de la «demanda de Educación Superior
» y de los «resultados obtenidos en primer curso» de los graduados en Enseñanzas Medias
que se matriculan en la Facultad de Educación de la Universidad de Murcia en las titulaciones
de Magisterio y Pedagogía. Utilizando dichos modelos se intenta establecer los condicionantes
de la elección de alternativas por parte de los estudiantes. Incorporamos, entre otras, aquellas
variables que la «teoría del capital humano» considera como relevantes en las decisiones de
invertir en educación. Los modelos estimados explican: por un lado, las elecciones educativas de
los estudiantes en función de los logros educativos de sus madres, el expediente académico y la
opción de COU; y por otro, los resultados obtenidos por los estudiantes en primer curso
observando que las calificaciones previas y la Opción de COU son las variables que mejor
explican el éxito o el fracaso.This research presents the logit-binomial modelling of the demand for High Education and
of the secondary first year students´ results, who have registered at the Education Faculty at
the University of Murcia. Using such models, it has been tried to establish the conditioning
factors which influence the students´s election of course options. We introduce, among others, those variables the «human capital theory» considers most relevant to the decisions for investing
in Education. The estimated models explain, in one hand, the students´ educational
choices considering their mothers´s educational success, their academic performance and COU
option students choose; on the other hand, these models explain the results students obtain in
their first year at university, taking into account that their previous results and the COU
option are the variables which best explain and reflect the students´ success or failure.Administración y Dirección de EmpresasEducació
Diplomacia de la Santa Sede, ayer y hoy : Lección inaugural 2000/2001
Lección inaugural del curso académico 2000/2001Ciencias Religiosa
Educación Sociosanitaria : Un compromiso para el tercer milenio : Lección inaugural 1999/2000
Lección inaugural del curso académico 1999/2000EnfermeríaPsicologíaEducació
La prensa murciana ante el desastre del 98
El propósito de este artículo es mostrar la influencia de la prensa murciana en la exaltación patriótica de la opinión pública durante la guerra de Cuba y Filipinas y su reacción ante el desastre del 98. El Diario de Murcia fue uno de los pocos periódicos en denunciar el sistema de reclutamiento.Ciencias de la Comunicació
El cuerpo humano visto a través de la historia : Lección inaugural 1998/1999
Lección inaugural del curso académico 1998/1999Arte y HumanidadesMedicinaCiencias Religiosa
Hombre y sociedad en San Antonio de Padua : influjo de los paradigmas antropológicos en los procesos históricos y económicos según el franciscanismo de los siglos XIII-XIV : Lección inaugural del Curso Académico 1997-1998
Arte y HumanidadesCiencias Religiosa
An implicit research methodology to evaluate advertising effectiveness in Esports streaming based on viewers’ gaze, cognitive and emotional responses
The video game industry has experienced an exponential increase during the last decade. Some
gaming events have even become major sporting events worldwide, compared in magnitude to sport
mega events (Hamari & Sjoblom, 2017). This new discipline is called esports, which refers to a different concept: esports players sit in front of a computer instead of utilizing physical capacity or
effort, which is characteristic of traditional sports (Grao, 2017). Although integration into an academicscientific field of electronic sports is still in its infancy (Faust &Griffiths, 2013; Hamari &Sjoblom,
2017), there is consensus regarding the significant business being generated (Newzoo, 2019). The main
channel of esports is the internet, as all esports events are transmitted via streaming on the internet
(Mirón &Lago, 2017). Thus, a live esports broadcast is usually followed by millions of viewers (mainly
young audiences). For instance, the peak of viewers of the League of Legends World Championship
in 2018 was USD 205 million, surpassing traditional sports events such as the Super Bowl (USD 98.2
million) or Wimbledon (USD 56 million) (https://escharts.com). Although these figures are still far
from FIFA’s World Cup viewers (USD 3.572 billions), many large soccer teams are trying to enter the
esports market right now due to the incredible growth experienced in recent years (Wolf, 2016).
The ability of esports to reach young audiences has made brands recognize esports as a new
penetration channel. This explains why advertising revenue was USD 155.3 million in 2017 and has
increased to USD 189.2 million in 2019 (Newzoo, 2019). However, to the best of the authors’
knowledge, there are no research methodologies developed to understand the effectiveness of
advertisements in the esports industry defining effectiveness as the ability to achieve the desired or
expected effect over the brand experience (Moreno & Martín, 2016; Zajonc, 1968). Esports is still a
very young market that is evolving very quickly, leading to the necessity of further investigation on
the effectiveness of ads, which will be approached herein.Actividad Física y Deport