883 resultados para LISTENING SKILL
Resumo:
Sammanfattning Studiens fokus var dels vilka kategorier av innehåll som framkom i lärarnas kommunikation dels vilka förändringar i innehållet som uttolkades i matematiklärares kommunikation i början och i slutet av ett kompetensutvecklingsprojekt. Kontexten i kompetensutvecklingsprojektet var i form av modellen learning study, där sju lärarlag, sammanlagt 20 lärare deltagit. Ramverket i studien var tematisk analys, analys av matematiska kompetenser samt funktionell textanalys. Studiens resultat visar på flera förändringar, till exempel att de fem uttolkade huvudkategorierna innefattade fler underkategorier i slutet av kompetensutvecklingsprojektet. När det gäller matematiskt innehåll så visar analysen att lärarna kommunicerade matematika kompetenser på ett mer mångfacetterat sätt i slutet av kompetensutvecklingsprojektet. Då lärarna kommunicerade matematikundervisning använde de sig till viss del av ett annat sätt att uttrycka sig i slutet än i början av kompetensutvecklingsprojektet. I början talade de till exempel om att höra vad eleverna uttrycker till att i slutet använda sig av ordet lyssna. Resultatet visade även förändringar avseende hur lärarna samtalade om laborativt material. Fokus har flyttats från det laborativa materialet till att lärarna funderade över vilken matematik som eleverna uttryckte med hjälp av det laborativa materialet.
Resumo:
In this paper we explore the interrelationship between technological progress and the formation of industry-specific skills by analysing the evolution of the video-game industry in three countries: Japan, the United States, and the United Kingdom. We argue that the cross-sectoral transfer of skills occurs differently depending on national contexts, such as the social legitimacy and strength of preexisting industries, the socioeconomic status of entrepreneurs or pioneer firms in an emerging industry, and the sociocultural cohesiveness between the preexisting and emerging industries. Each country draws on a different set of creative resources, which results in a unique trajectory. Whereas Japan's video-game industry emerged out of corporate sponsorships in arcades, toys, and consumer electronics industries and drew skills from the comic book and animated-film sectors, the video-game industry in the United States evolved from arcades and personal computers. In the United Kingdom the video-game industry developed bottom-up, through a process of skills formation in the youth culture of 'bedroom coders' that nurtured self-taught programmers in their teens throughout the country.
Resumo:
A re-examination of fundamental concepts and a formal structuring of the waveform analysis problem is presented in Part I. eg. the nature of frequency is examined and a novel alternative to the classical methods of detection proposed and implemented which has the advantage of speed and independence from amplitude. Waveform analysis provides the link between Parts I and II. Part II is devoted to Human Factors and the Adaptive Task Technique. The Historical, Technical and Intellectual development of the technique is traced in a review which examines the evidence of its advantages relative to non-adaptive fixed task methods of training, skill assessment and man-machine optimisation. A second review examines research evidence on the effect of vibration on manual control ability. Findings are presented in terms of percentage increment or decrement in performance relative to performance without vibration in the range 0-0.6Rms'g'. Primary task performance was found to vary by as much as 90% between tasks at the same Rms'g'. Differences in task difficulty accounted for this difference. Within tasks vibration-added-difficulty accounted for the effects of vibration intensity. Secondary tasks were found to be largely insensitive to vibration except secondaries which involved fine manual adjustment of minor controls. Three experiments are reported next in which an adaptive technique was used to measure the % task difficulty added by vertical random and sinusoidal vibration to a 'Critical Compensatory Tracking task. At vibration intensities between 0 - 0.09 Rms 'g' it was found that random vibration added (24.5 x Rms'g')/7.4 x 100% to the difficulty of the control task. An equivalence relationship between Random and Sinusoidal vibration effects was established based upon added task difficulty. Waveform Analyses which were applied to the experimental data served to validate Phase Plane analysis and uncovered the development of a control and possibly a vibration isolation strategy. The submission ends with an appraisal of subjects mentioned in the thesis title.