149 resultados para Sophie Eleonore <Hessen-Darmstadt, Landgräfin>Sophie Eleonore <Hessen-Darmstadt, Landgräfin>

em Deakin Research Online - Australia


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The purpose of this study was to examine the impact of strategies to both decrease weight and increase muscle tone on negative (depression, anxiety) and positive affect among adolescent males and females. The respondents were 1185 adolescents (587 males, 598 females) who were enrolled in grades 7 and 9 (mean age for MALES=13.22 years; mean age for FEMALES=13.21 years). Respondents completed the Body Image and Body Change Inventory that assessed body image satisfaction, body image importance, body change strategies to decrease weight, body change strategies to increase muscle tone, and food supplements. Respondents also completed the Pubertal Development Scale, the depression and anxiety scales of the Depression Anxiety and Stress Scale, and the positive affect items from the Positive and Negative Affect Scale. Structural equation modelling was used to determine how body satisfaction and importance, body change strategies, and puberty impacted on depression, anxiety, and positive affect. The results demonstrated that for both boys and girls, there was a strong association between body change strategies and negative affect. For boys, body dissatisfaction did not predict negative affect, although this was a strong predictor for girls. Body change strategies did not strongly predict positive affect for either boys or girls, although body image satisfaction was a strong predictor for both genders. The implications of these findings for obtaining a better understanding of the role of pubertal development, body image, and body change strategies in predicting positive and negative affect among adolescent males and females are discussed.

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Factors related to three types ofExtra Relationship Involvement (ERI) in women were explored: emotional ERI, sexual ERJ, and II combination ofsexual and emotional ERIs . A model, based on a decision-making model of male ERI and the additional variable of commitment, was evaluated. The research involved two studies with female participants (N = 112, N = 44) who had been involved in heterosexual relationships of at least 6-month duration. The major finding was that women engage in emotional and combined ERIs but rarely enter into solely sexual ERIs. It was demonstrated that social norms, planning, relationship satisfaction, and commitment were influential in predicting emotional and combined ERI intentions. Past ERI behavior was a strong predictor offuture emotional and combined ERI behavior, but planning also added to the prediction of combined ERI behavior. Women who had engaged in emotional ERIs and combined ERIs indicated romantic affect as the main reasonfor their ERI behavior. Overall, it was demonstrated that women's intentions to engage in ERI were related to cognitive processes and relationship variables, and that ERI behavior, although generally habitual, was also predicted by cognitive processes.

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Provides information on two studies which were designed to evaluate the efficacy of a multidimensional model of body image that incorporated the dimensions of perception, effect, cognition and behavior. Methodology used in the study; Results and general discussion.

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The School Innovation in Science intiative is operating in more than 300 schools in Victoria. It has achieved considerable success in transforming science teaching and learning in primary and secondary schools. This paper describes the core elements of SIS, and provides an overview of the different types of initiatives pursued by secondary schools arising out of an action planning process. case studies of initiatives illustrate the richness and range of innovation in schools. It is argued that the SIS model provides the conditions for deep seated change and innovation in schools' science programs.

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In this paper the authors explore the use and adaptation of a language specifically developed for, and by, a community of young people who play computer games. Leet speak or 1337 5p34k, the language used by the participants in this study, incorporates symbols and numbers as substitutes for the letters contained in words. Described by the group as an ‘elite’ language or ‘leet speak’, the authors’ interest was captured by the derisive and ironic use of the language in an online forum for a tertiary first year unit of study. Rather than merely defining its participants within an elite cultural boundary, ‘leet speak’ is utilised ironically to unearth ‘wannabees’ (those seeking entrance and acceptance into the game world, generally 12 –16 year olds). Of particular fascination to the authors was that despite the clear self- demarcation of the group from the users of ‘leet speak’, and their insistence on its use solely by ‘newbs and wannabees’, the group continued to use the language to communicate with each other online. In this research, language defines the cultural group of games technology students in terms of the group’s continual subversion of the language’s very foundations whilst still using it to communicate. Perhaps most interesting was the group’s nonchalant admission that they perceived this to be the function of all languages ‘all languages are created purely for communication so dont [sic] have a cry about ppl been [sic] lazy’.

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Is the way being lost in teaching science? Many primary schools do not have a well developed culture of science teaching and learning, there is a declining interest in science over the years 7 to 10, and there are proportionally fewer students continuing onto science in the senior years. In response to these concerns, the Victorian Department of Education, Employment and Training (DEET) established a major initiative, the Science in Schools (SiS) Research Project, to enhance and invigorate science teaching and learning. During 2000 and 2001 the project team has worked with teachers in primary and secondary schools across Victoria to introduce new initiatives into their science programs. Central to the project are the SiS Components, a framework that describes effective science teaching, and the SiS Strategy, a process by which schools implement change. This paper outlines the SiS Components and Strategy and describes some of the findings that have emerged from the project.

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This paper explores the importance of online communities designed to support the creativity of tertiary students enrolled in Computer Science studies. Online discussion forums provide university students with a supportive and nurturing environment and a community where they can share knowledge and ideas. The authors draw on findings derived from a study of first year Computer Science students enrolled in a Games Design and Development unit. Of particular interest is the ways in which the participants develop and control the environment in order to enhance their own creative expression.

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This paper explores the importance of purpose built combined technological and social collaborative environments in supporting the development of creativity in a cohort of students not generally associated with creative abilities. A supportive and nurturing environment provides these university students with a community where they can share knowledge and ideas, and subsequently engage in creative activities and behaviours. Such an environment directly impacts on the levels of engagement with which students� participate in their learning process. The authors draw on findings derived from a study of first year computer science students enrolled in a games design and development unit at an Australian university. This paper will focus on the ways in which the participants negotiate and regulate the exercise of power and control in the environment in order to enhance their own creative expression.

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This paper explores the application of four elements deemed to be essential to immersive learning; immersion, engagement, risk/creativity and agency. The authors discuss the implementation of these four elements within two very different classroom environments, one secondary and one tertiary, to illustrate the importance of students' active participation in the planning, design and development processes of their own learning environments. By transforming both the conceptual and operational environments of both cohorts the authors illustrate the benefits of the development of immersive learning environments. Importantly, such environments must reflect the choices and preferences of the learner as they negotiate their way through the learning journey that best suits their needs. Rather than the imposition of a learning regime considered to be irrelevant, but more importantly 'boring' to the student cohort, the authors argue that immersive learning environments are successful because they are reliant on the students' enthusiastic creation of their own knowledge in collaboration with adults and student colleagues. This study can be applied in all spectrums of education (primary, secondary and tertiary), and in this case, specifically engineering education.

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Recognizing as children’s input in game design and development process is critical, we applied cooperative inquiry experiences working with young children as game design partners. The computer-based games specifically were designed and developed for the acquisition of survival literacy by 12-14 year old intellectually disabled children. During the design and development game process, children learnt game design techniques without their acknowledgement. Importantly, the development process will be undertaken by the students with the minimum guidance of team members. The experiences, challenges and lesson learned through game design process are discussed.

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This paper explores the implementation of a creativity support system for tertiary students studying games design and development at Deakin University, Victoria, Australia. The students at the centre of this study are the ‘next’ generation of learners and are often called the net generation because of their pre-imposed affinity for all things ‘online’. The creativity support system for the games students is designed within a ‘whole’ systems context. Focusing on only one tool to augment a person’s creativity does not take into consideration social factors that are pertinent on a person ability to grow their creative behaviours. This study will present a set of factors that each creativity support system should employ to facilitate creative abilities within people, with particular focus on how social activities help to enhance creativity.

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Background and Aim: The toxic milk (tx) mouse is a non-fatal animal model for the metabolic liver disorder, Wilson's disease. The tx mouse has a mutated gene for a copper-transporting protein, causing early copper accumulation in the liver and late accumulation in other tissues. The present study investigated the efficacy of liver cell transplantation (LCT) to correct the tx mouse phenotype.

Methods: Congenic hepatocytes were isolated and intrasplenically transplanted into 3–4-month-old tx mice, which were then placed on various copper-loaded diets to examine its influence on repopulation by transplanted cells. The control animals were age-matched untransplanted tx mice. Liver repopulation was determined by comparisons of restriction fragment length polymorphism ratios (DNA and mRNA), and copper levels were measured by atomic absorption spectroscopy.

Results: Repopulation in recipient tx mice was detected in 11 of 25 animals (44%) at 4 months after LCT. Dietary copper loading (whether given before or after LCT, or both) provided no growth advantage for donor cells, with similar repopulation incidences in all copper treatment groups. Overall, liver copper levels were significantly lower in repopulated animals (538 ± 68 µg/g, n = 11) compared to non-repopulated animals (866 ± 62 µg/g, n = 14) and untreated controls (910 ± 103 µg/g, n = 6; P < 0.05). This effect was also seen in the kidney and spleen. Brain copper levels remained unchanged.

Conclusion: Transplanted liver cells can proliferate and correct a non-fatal metabolic liver disease, with some restoration of hepatic copper homeostasis after 4 months leading to reduced copper levels in the liver and extrahepatic tissues, but not in the brain.