7 resultados para Creativity and curriculum
em University of Queensland eSpace - Australia
Resumo:
The social history of a language or variety, and its emergence, consolidation and stabiliza tion, allow us to combine the formal data of the language (principally its sound structure, grammar and lexis) with the external conditions in which they have evolved. The advance of Australian English in terms of its differentiation (Kloss's abstand) and elaboration of roles (Kloss's ausbau) pose problems of chronology, periodization, description and expla nation. This paper extends the conventional scope of abstand and ausbau to the analysis of the social history of Australian English. It argues that two factors are central to the emerging identification of Australian English: creativity, in the sense of morphological innovation, especially here in diminutives like reffo ('refugee') and pollie ('politician'); and in ludicity, defined as a deep-rooted playfulness with language. While these character istics are only part of the overall dynamics of the social history of Australian English, the evidence is sufficiently extensive to warrant further investigation. An earlier version of this paper was given at the Mitchell Symposium at Macquarie University on 26 April 2002 under the title ‘E pluribus plures? Diversity and integrity in Australian English’. I am grateful to members of the Symposium, and to two anonymous reviewers, for valuable comments and criticism
Resumo:
Greatly increased competition in the professional services and marketing sectors has reinforced the need for firms to develop an organisational culture that facilitates adaptation to changing conditions and competitive threats. More generally, competitive changes within business environments require new and creative ways of organising and managing firms. In order for marketing practitioners to be ahead of competitors in identifying and meeting customer needs, creative thought is essential. An organisational culture that supports creativity and facilitates the adoption of innovative practices, products and services, improves a firm’s ability to remain competitive within an uncertain environment. This paper presents a conceptual model of an organisational culture supporting creativity and innovation. The model posits relationships between creativity and innovation and organisational performance. The main contribution of the paper is to build a foundation for future research directed primarily towards exploring the relationships in the theoretical model of interest. Implications for marketing practitioners are also considered.
Resumo:
A change in curriculum permitted a direct and simultaneous comparison between first and second year responses to group project work while assuming similar prior experience with this method of learning. Responses were obtained by a survey form and by meetings with individual groups. Overall, there were no differences between first and second year responses, although analyses of gender responses suggested trends whereby males indicated they had developed greater creativity and felt they had contributed more to the group. The majority of students responded that group project work was a positive experience and a useful learning experience.
Resumo:
In this article, recent developments in the creation of web content, such as blogs and wikis, are surveyed with a focus on their role in technological and social innovation. The innovations associated with blogs and wikis are important in themselves, and the process of creative collaboration they represent is becoming central to technological progress in general. The internet and the world wide web, which have driven much of the economic growth of the past decade, were produced in this way. Standard assumptions about the competitive nature of innovation are undersupported in the new environment. If governments want to encourage the maximum amount of innovation in social production, they need to de-emphasize competition and emphasize creativity and cooperation.
Resumo:
There is still a great deal of opportunity for research on contextual interactive immersion in virtual heritage environments. The general failure of virtual environment technology to create engaging and educational experiences may be attributable not just to deficiencies in technology or in visual fidelity, but also to a lack of contextual and performative-based interaction, such as that found in games. However, there is little written so far on exactly how game-style interaction can help improve virtual learning environments.