19 resultados para Expectations in the popular game


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The purpose of this major research project was to develop a practical tool in the form of a handbook that could facilitate educators’ effective use of technology in primary and junior classrooms. The main goal was to explore the use of iPad devices and applications in the literacy classroom. The study audited available free applications against set criteria and selected only those that promoted 21st-century learning. The researcher used such applications to develop literacy lessons that aligned with curriculum expectations and promoted 21st-century skills and traditional skills alike. The study also created assessment models to evaluate the use of iPads in student work and explored the benefits and limitations of technology usage in student learning.

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Benjamin Rathburn (1790-1873) was a builder, banker and hotel-keeper who was well-known for his work in the development and expansion of Buffalo in the 1830s. He also conducted business in the Village of Niagara Falls. He purchased large tracts of land (largely on credit) with the intent to sell the land at a profit. However, the sales did not meet his expectations and Rathburn found himself over-extended on credit, ultimately leading to his financial ruin. Jesse P. Haines (1793-1877) was an American cartographer who is credited with mapping the Villages of Lockport and Niagara Falls, New York.

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The ability to perform collegial governance is a cornerstone of modern universities in the United States and Canada. This idea of governance is well practiced among faculty members but is not often practiced to the same extent with librarians in those same institutions. In this chapter, I will look at a popular form of collegial governance called the Library Council. Further, I will examine how the Library Council at Brock University has enabled librarians there to perform meaningful collegial self-governance.

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The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.