56 resultados para experiential avoidance


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This article compares two Information and Communication Technologies (ICTs) used in the Faculty of Arts, Deakin University Australia, and investigates the relationships between technology, pedagogy and key issues in the teaching and practice of public relations, in a media studies context. The online role-play ‘Save Wallaby Forest’ and the e-simulation ‘PRessure Point! Getting Framed (GF), in their different ways, afford learning  environments with capabilities that present public relations and media students with opportunities to discover a critical consciousness, break out of naturalised world-views, and explore alternative approaches to organisational communication. Furthermore, they present students with complex ethical issues to investigate based around the idea that media industries are powerful discursive producers and reproducers of social norms, values and beliefs which in turn shape notions of identity and influence the formation of public opinion in society (Fairclough 1999; Habermas 1995). This article explores the intersections and differences between these distinct ICTs in their relationships to a constructivist learning approach and ethical questions about how public relations both produces and reproduces world views through practice. This interacting nexus – between technology, pedagogy and theme – is significant because “what happens in the learning process” relates to the learning outcome and therefore has the potential to develop holistic reflexivity in studies of public relations (Laurillard 2003, p.42).

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The challenge of human-computer interaction forces educationalists to think of new ways to understand the social, historical and contextual nature of learning. Discussion and exchange of ideas enable learners to learn together. However, the granularity of the Webbased learning context is extensive; consequently, e- Courseware design faces new dilemmas. Only through targeted research will it be known with any certainty whether Web-based learning gives rise to a new type of learning dissonance [1]. It has been proposed that converged theoretical paradigms that underpin particular digitised or context-mediated learning systems are forcing learners into new ways of thinking [2]. This paper presents an overview of the plans for an experimental project designed to understand the ontological requirements for experiential instructional environments. This project is a joint research initiative involving three Universities in the Asia/Pacific region. Results will be used to inform educationalists interested in developing instructional strategies for a global community.

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Within a climate of policy hysteria, it is often claimed that a 'preoccupation with performance' develops, focussing on individual success stories, resulting in 'fad-like waves of adoption and abandonment'. Within this increasing pace and intensity of reform, new networks are formed and new relationships developed, with key players taking on new forms of identity to morph into the constantly changing policy climate. Despite continued evidence of young people's pathways from school being more like mosaic than linear, new policy still seeks to define and limit the possible lines of flight and trajectories, closely managing the education and training of young people at risk. In Victoria, the major policy initiative has involved the establishment of LLENs, the local all purpose solution to young people who might not be sticking to the linear policy pathway. So are we involved in 'an avoidance game', filling up the post compulsory policy space with more and more policies, which in fact seek to continue to regulate and constrain young people, rather than supporting them? This paper interrogates the policies and practices which have created the learning networks, of the SGR LLEN through policy analysis and case studies.

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Creative arts research is often motivated by emotional, personal and subjective concerns; it operates not only on the basis of explicit and exact knowledge, but also on that of tacit and experiential knowledge. Experience operates within in the domain of the aesthetic and knowledge produced through aesthetic experience is always contextual and situated. The continuity of artistic experience with normal processes of living is derived from an impulse to handle materials and to think and feel through their handling. The key term for understanding the relationship between experience, practice and knowledge is ‘aesthetic experience’, not as it is understood through traditional eighteenth century accounts, but as ‘sense activity’. In this article, I will draw on the work of John Dewey, Michael Polanyi and others to argue that creative arts practice as research is an intensification of everyday experiences from which new knowledge or knowing emerges. The ideas presented here will be illustrated with reference to case studies based on reflections, by the artists themselves, on successful research projects in dance, creative writing and visual art.

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This study examines the relationship between students’ satisfaction with a core undergraduate marketing unit, preference for online or face-to-face mode of teaching delivery and intent to major in marketing. The core undergraduate marketing unit was offered only in a wholly online mode, although many of the students had experienced traditional face-to-face classes in previous units. The sample was 112 undergraduate students. Findings indicated students’ preference for face-to-face mode of teaching delivery did not affect satisfaction with the marketing unit, but there was a significant relationship between unit satisfaction and students preference for online mode of teaching delivery. Mode of teaching delivery preferences suggested neither the online or face-to-face mode affected students’ choice in majoring in the marketing discipline, however, there was a significant relationship between student satisfaction and intent to major in marketing.

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In this paper, we propose that there is a direct relationship between risk management and goods (or goal) promotion in the treatment of sexual offenders. We argue that the causal conditions required to promote specific goods are likely, in turn, to eliminate or modify dynamic risk factors (i.e., criminogenic needs). First, the concepts of risk and goals are briefly discussed and their important dimensions clarified. Second, the relationship between criminogenic needs and goals are analyzed in depth. Third, we further clarify our arguments by focusing on four classes of criminogenic needs recently identified in the sexual offending literature: sexual self-regulation, offense supportive cognitions, level of interpersonal functioning, and general self-management problems. Finally, we conclude the paper with some suggestions for future research and treatment.

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Social entrepreneurship is a growing, but currently ill-defined area of innovation and business development. It is about accountability not just to commercial imperatives but to the wide range of stakeholders in a social enterprise, potentially an area of great tension. Social responsibility is about a commitment to society, entrepreneurship is usually understood to provide a business outlook on the enterprise – it needs to be sustainable commercially.

To educate the modern or millennial learner (born after about 1980 and grappling with burgeoning youth needs for creative employment development) into developing a small to medium enterprise with a social responsibility, modern postgraduate coursework programs have looked closely at experiential learning. This provides a performative learning through transforming theory into applied situations. The workplace based projects used for the postgraduate programs are effective immersive learning. This paper will include a case study of two postgraduate coursework units New Ventures in Creative Enterprise, and Building Creative Teams, part of a Masters in Communication/Creative Enterprise. These provide experiential learning about strategic planning for startup creative businesses, and work-based projects which build on interpersonal skills for ongoing success.

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A great deal of learning associated with specially nursing roles occurs informally and experientially. Here, the authors explore experience and experiential learning in the professional development of nurse diabetes educators. The role of experiential learning in the acquisition of diabetes education and management skills and the ways in which experiential learning can be quantified for the purposes of demonstrating professional competency, are discussed in the light of data collected from two questionnaires distributed to diabetes educators, and endocrinologists, and a series of focus groups.

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Social enterprises and entrepreneurship are about accountability not just to commercial imperatives but to the wide range of stakeholders in a social enterprise, potentially an area of great tension. Social responsibility is about a commitment to society or community, entrepreneurship is usually understood to provide a business outlook on the enterprise - it needs to be sustainable commercially and balanced carefully.
To educate the modem or millenniallearner (born after about 19t1O and grappling with burgeoning youth needs for creative employment developmem) into developing a small to medium enterprise with a social responsibility, modem postgraduate coursework programs have looked closely at experiential learning. This provides a transformative learning through workplace-based projects and strategic business conceptuaUsing. This paper will include a case study of two postgraduate coursework units New Ventures in Creative Enterprise, and Building Creative Teams, part of a Masters in Communication/Creative Enterprise. These provide experiential learning about strategic planning for startup creative businesses, and work-based projects which build on interpersonal skills for ongoing success.