4 resultados para Never the Hope Itself

em Worcester Research and Publications - Worcester Research and Publications - UK


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Successful participation in competitive endurance activities requires continual regulation of muscular work rate in order to maximise physiological performance capacities, meaning that individuals must make numerous decisions with regards to the muscular work rate selected at any point in time. Decisions relating to the setting of appropriate goals and the overall strategic approach to be utilised are made prior to the commencement of an event, whereas tactical decisions are made during the event itself. This review examines current theories of decision-making in an attempt to explain the manner in which regulation of muscular work is achieved during athletic activity. We describe rational and heuristic theories, and relate these to current models of regulatory processes during self-paced exercise in an attempt to explain observations made in both laboratory and competitive environments. Additionally, we use rational and heuristic theories in an attempt to explain the influence of the presence of direct competitors on the quality of the decisions made during these activities. We hypothesise that although both rational and heuristic models can plausibly explain many observed behaviours in competitive endurance activities, the complexity of the environment in which such activities occur would imply that effective rational decision-making is unlikely. However, at present, many proposed models of the regulatory process share similarities with rational models. We suggest enhanced understanding of the decision-making process during self-paced activities is crucial in order to improve the ability to understand regulation of performance and performance outcomes during athletic activity.

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Until comparatively recently there has been little systematic effort to record the contribution to British theatre history of the diversity represented by Black British and British South and East Asian theatre makers. That failure to ‘see’ and acknowledge this lacuna within the academy reflected what in 2001 was condemned as widespread institutional racism within the theatre industry itself. The other ‘faces’ had been rendered effectively invisible. This chapter considers the ethical and evidential challenges associated with the task of recovering the history of a project created to enhance an important concept of cultural identity: the little-documented failure in the 1990s of the Nia Centre, the UK’s first black arts centre which opened in Hulme, Manchester in 1991. My exploration raises a number of key ethical challenges: How in the aftermath of the Nia’s collapse and in the almost complete absence of archival records, is the historian to mediate what inevitably are multiple truths coming from different perspectives? Whose, and what values were, and remain, at stake both at the time of the project itself, and in the telling of the history? How does the historian deal with failure especially if the circumstances were obscure and little regarded? The dream of the Nia died more than a decade ago, but the participants in that history are very much alive and their sensitivities have to be respected as part of the ethical challenge.

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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.