659 resultados para Experiential


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The hypothesis that the same educational objective, raised as cooperative or collaborative learning in university teaching does not affect students’ perceptions of the learning model, leads this study. It analyses the reflections of two students groups of engineering that shared the same educational goals implemented through two different methodological active learning strategies: Simulation as cooperative learning strategy and Problem-based Learning as a collaborative one. The different number of participants per group (eighty-five and sixty-five, respectively) as well as the use of two active learning strategies, either collaborative or cooperative, did not show differences in the results from a qualitative perspective.

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The present study focuses on the frequency of phrasal verbs with the particle up in the context of crime and police investigative work. This research emerges from the need to enlarge McCarthy and O’Dell’s (2004) scope from purely criminal behavior to police investigative actions. To do so, we relied on a corpus of 504,124 running words made up of spoken dialogues extracted from the script of the American TV series Castle shown on ABC since 2009. Based on Rudzka-Ostyn’s (2003) cognitive motivations for the particle up, we have identified five different meaning extensions for our phrasal verbs. Drawing from these findings, we have designed pedagogical activities for those L2 learners that study English at the Police Academy.

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Despite the apparent benefits of being mindful, people are often not very mindful. There seem to be forces that drive people toward as well as away from mindfulness. These forces are conceptualised in terms of a competition for scarce attentional capacity. To explore these forces and to test this framework, an experience sampling study among people with an explicit intention to be mindful and an ongoing practice to that end (29 participants, 1012 measurements) was done to examine the antecedents of mindfulness in their daily lives. The results generally support the framework. People tend to be more mindful if the intention to be mindful is salient, and if they feel good. They tend to be less mindful when they are in a hurry, experiencing threat, tired, or very busy. A conscious intention to be mindful seems to be very important, and its development may be a key ingredient in the development of mindfulness.

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Community-driven Question Answering (CQA) systems that crowdsource experiential information in the form of questions and answers and have accumulated valuable reusable knowledge. Clustering of QA datasets from CQA systems provides a means of organizing the content to ease tasks such as manual curation and tagging. In this paper, we present a clustering method that exploits the two-part question-answer structure in QA datasets to improve clustering quality. Our method, {\it MixKMeans}, composes question and answer space similarities in a way that the space on which the match is higher is allowed to dominate. This construction is motivated by our observation that semantic similarity between question-answer data (QAs) could get localized in either space. We empirically evaluate our method on a variety of real-world labeled datasets. Our results indicate that our method significantly outperforms state-of-the-art clustering methods for the task of clustering question-answer archives.

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Background: The concerns of undergraduate nursing and medical students’ regarding end of life care are well documented. Many report feelings of emotional distress, anxiety and a lack of preparation to provide care to patients at end of life and their families. Evidence suggests that increased exposure to patients who are dying and their families can improve attitudes toward end of life care. In the absence of such clinical exposure, simulation provides experiential learning with outcomes comparable to that of clinical practice. The aim of this study was therefore to assess the impact of a simulated intervention on the attitudes of undergraduate nursing and medical students towards end of life care.
Methods: A pilot quasi-experimental, pretest-posttest design. Attitudes towards end of life care were measured using the Frommelt Attitudes Towards Care of the Dying Part B Scale which was administered pre and post a simulated clinical scenario. 19 undergraduate nursing and medical students were recruited from one large Higher Education Institution in the United Kingdom.
Results: The results of this pilot study confirm that a simulated end of life care intervention has a positive impact on the attitudes of undergraduate nursing and medical students towards end of life care (p < 0.001).
Conclusions: Active, experiential learning in the form of simulation teaching helps improve attitudes of undergraduate nursing and medical students towards end of life. In the absence of clinical exposure, simulation is a viable alternative to help prepare students for their professional role regarding end of life care.

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Purpose: This research investigates the effectiveness of an experiential learning approach, available to students in all disciplines that combined a hands-on entrepreneurial and enterprise experience with professional consultant mentoring by using a competition to win business start-up funding. Design/methodology/approach: Students at a UK university had the chance to enter a competition in which they developed an entrepreneurial idea and then designed and presented a business plan to win business start-up capital. Students who were entrepreneurially motivated, but who lacked capital to start up their business, were targeted, as these students have been argued to benefit the most from a combination of business plan training and entrepreneurial development. Feedback and data was obtained from the students at each stage of the process and was thematically analysed to assess the development of students’ entrepreneurial skills and knowledge through the experience. Findings: The research found that the benefits gained from this approach included both enterprising and entrepreneurial skills, with the greatest impact being on student confidence and belief in their ability to start a business. The practical skills had a ‘demystifying’ effect on students that made them feel like entrepreneurship and enterprise start-up were attainable. Research limitations/implications: The research focused on students at one UK University and centered on entrepreneurship in a retail business. The competition thus appealed mainly to students who were interested in retail start-up, thus leaving out some enterprising students whose feedback may have been different. In addition, while entrepreneurial skills are assessed in the data, the students who would be interested in the competition would be assumed to be proactive, and this skill was not able to be analyzed. This research is a single case, and thus could be enhanced by more cases and looking at other enterprise start-up means beyond retail. Originality/value: This research makes a case that, in light of literature critical of the use of business plan training in entrepreneurship education, certain students are appropriate candidates for this approach. Specific skills and knowledge can be developed in university students using a live enterprise experience, supported by entrepreneurial mentoring. By making the event extracurricular, the study sought to capture the feedback of students who self-selected into the program, who can benefit most from combined entrepreneurial and business-plan development experience.

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The Sustainable Strategies Game (SSG) is being developed as ‘edutainment’ in response to the need to understand sustainable futures and advocate sustainability within workplaces in Higher Education. SSG seeks to both deliver experiential teaching and learning for business sustainability and enhance students’ learning experiences within Worcester Business School. This paper presents findings from action research undertaken to formally investigate two aspects of SSG within edutainment for ESD: firstly, it explores the value students obtain from game playing as an approach to sustainability learning. Secondly, it establishes students’ suggestions for evolutions to SSG, e.g. game design and additional features such as social media interventions or legal challenges, to increase its value as a tool for teaching and learning. Informal feedback following sessions playing SSG suggests games generally generate positive effects on students’ learning. Students highlighted SSG offered an enjoyable alternative approach to learning and could drive changes to sustainability thinking. Introducing such gameplay offers the potential to engage participants in collaborative behaviours and encourage consideration of profitability through strategies which carry less impact on the environment; vital to create a sustainable future. This paper presents qualitative evidence from game players that can enhance SSG as a tool to further improve students’ learning experience and its value as edutainment rather than entertainment within ESD.

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Introdução: A presença do diagnóstico de autismo numa criança é algo marcante no seio familiar. Implica inúmeros desafios para os seus pais/progenitores, podendo influenciar os objetivos delineados para as suas vidas e a satisfação na relação conjugal. Os nossos objetivos foram: caraterizar progenitores de crianças com autismo quanto aos objetivos de vida e satisfação na vida conjugal e explorar as associações existentes entre estas duas variáveis (e com variáveis sociodemográficas e relativas ao apoio recebido). Não deixamos de explorar os níveis de depressão, ansiedade, e stress, vivenciados por estes pais. Metodologia: 66 progenitores (sexo feminino, n = 52, 78,8%; idade média, M = 40,2, DP = 6,45) de crianças com autismo preencheram um questionário sociodemográfico, o Teste dos objetivos de vida/PIL-R, a Escala de Avaliação da Satisfação em Áreas da Vida Conjugal/EASAVIC e a Depression, Anxiety and Stress Scale-21/DASS-21. Resultados: Os progenitores revelaram valores médios de objetivos de vida (PIL-R). Foi na dimensão vivencial (PIL-R) e nas dimensões Comunicação e Intimidade Emocional (satisfação em áreas da vida conjugal/EASAVIC) que os progenitores apresentaram valores médios mais elevados. No caso da DASS-21, foi na escala Stress que os progenitores apresentaram valores mais elevados. Porém, em todas as dimensões da DASS-21, os níveis encontrados foram normais. Não se verificaram diferenças estatisticamente significativas por sexo em todas as dimensões do PIL-R, da EASAVIC e DASS-21. Ambas as dimensões do PIL-R, dimensional e existencial, bem como a sua pontuação total mostraram estar associadas com todas as dimensões da EASAVIC (satisfação em áreas da vida conjugal). As três dimensões da DASS-21 (Depressão, Ansiedade e Stress) revelaram estar associada (negativamente) com praticamente todas as dimensões da EASAVIC e do PIL-R. Os progenitores que pertenciam a associações de apoio apenas se diferenciaram dos progenitores que pertenciam a um grupo (de apoio e partilha) numa rede social na dimensão Ansiedade, com estes últimos a apresentarem um nível mais elevado. Discussão: Neste estudo (ainda que numa amostra de tamanho reduzido), inovador pelo tema explorado, os níveis dos objetivos de vida e de satisfação em áreas da vida conjugal (bem como de sintomas de psicopatologia) pareceram “não sofrer” o impacto associado ao facto dos progenitores terem um filho com autismo. Os objetivos de vida mantidos por estes pais influenciam a sua satisfação com a vida conjugal e vice-versa, indicando a importância das equipas que trabalham com estes pais não esquecerem a promoção destas variáveis. / Introduction: The presence of the diagnosis of autism in a child is something remarkable in the family. Involves many challenges for parents/progenitors, which can influence the goals they define in their lives and their satisfaction with the marital relationship. Our objectives were to characterize parents of children with autism on the objectives of life and satisfaction with marital life and explore the associations between these two variables (and with sociodemographic and support variables). We will not forget to explore the levels of depression, anxiety, and stress, experienced by these parents. Methodology: 66 parents (females, n = 52, 78.8%, mean age, M = 40.2, SD = 6.45) of children with autism completed a sociodemographic questionnaire, the Test of Life Goals/PIL-R, the Areas of Marital Satisfaction Rating Scale/EASAVIC and the Depression, Anxiety and Stress Scale-21/DASS-21. Results: Parents showed a mean value of life goals (PIL-R). Was in the experiential dimension (PIL-R) and the Communication and Emotional Intimacy dimensions (satisfaction in areas of marital life/EASAVIC) that the parents presented higher mean values. Regarding DASS-21, Stress was the scale in which the parents had higher values. However, in all the DASS-21, levels were “normal”. There were no statistically significant differences by gender in all the PIL-R, EASAVIC and DASS-21 scales. Both dimensions of the PIL-R, dimensional and existential, as well as the total score were found to be associated with all the dimensions of EASAVIC (satisfaction in areas of marital life). The three dimensions of the DASS-21 (Depression, Anxiety and Stress) revealed to be associated (negatively) with virtually all dimensions of the EASAVIC and the PIL-R. Parents who belonged to associations only differed from the parents from a social network group (of support and sharing) in the anxiety dimension, with the later presenting an higher level. Discussion: In this study (even if in a small sample size), innovative by the theme explored, levels of life goals and satisfaction in areas of marital life (as well as symptoms of psychopathology) seemed not to suffer from the impact of the parents having a child with autism. The life goals held by these parents influence their satisfaction with marital life and vice versa, indicating the importance of teams working with these parents of not forgetting the promotion of these variables.

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Thesis (Master's)--University of Washington, 2016-08

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This paper aims to crystallize recent research performed at the University of Worcester to investigate the feasibility of using the commercial game engine ‘Unreal Tournament 2004’ (UT2004) to produce ‘Educational Immersive Environments’ (EIEs) suitable for education and training. Our research has been supported by the UK Higher Education Academy. We discuss both practical and theoretical aspects of EIEs. The practical aspects include the production of EIEs to support high school physics education, the education of architects, and the learning of literacy by primary school children. This research is based on the development of our novel instructional medium, ‘UnrealPowerPoint’. Our fundamental guiding principles are that, first, pedagogy must inform technology, and second, that both teachers and pupils should be empowered to produce educational materials. Our work is informed by current educational theories such as constructivism, experiential learning and socio-cultural approaches as well as elements of instructional design and game principles.

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Purpose - To examine the leisure cruise service environment—the shipscape—and its effects on cruisers’ emotions, meaning-making, and onboard behavior. Design/methodology/approach - This paper uses qualitative data from 260 cruise customers that was mined from archived online discussion boards. Data were analyzed based on grounded theory and interpretive methods to derive an understanding of shipscape meanings and influences from the cruiser’s perspective. Research limitations/implications - Given the exploratory research objective and interpretive methodology, generalizability beyond the cruise context is limited. However, research findings suggest not only that ambient shipscape conditions influence cruisers’ pleasure, but also that ship layout, décor, size, facilities, and social factors influence the meanings cruisers attach to cruise brands and to the overall cruise experience. Originality/value - This paper explores atmospheric effects on consumer behavior in a context as yet examined by tourism and hospitality scholars. The findings extend Bitner’s (1992) servicescape framework and reveal novel atmospheric and social effects that influence cruise travelers’ experience.

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This article details an approach to teaching entrepreneurship to Higher National Diploma (HND) students that combines lecture-based and experiential learning processes to increase student learning, comprehension, and entrepreneurial skills. A UK university redesigned an entrepreneurship course to have students design and implement business plans for a pop-up shop and an event in the local community, while working closely with instructors and outside stakeholders. The lectures used in the lessons were designed to complement the enterprise activities and be immediately applied in group work settings. Data was collected from student reflections and analyzed against instructor reflections to highlight both the success and challenges of this approach, as well as any areas of dissonance between student and instructor observations. While literature on the benefits of active and experiential learning processes are highlighted in the literature, this article examines these teaching methods specifically in a HND context, an area in which research on the benefits of these teaching methods for developing entrepreneurial students and for developing students prepared for undergraduate education has been limited.

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This research takes a practice-based approach to exploring perceptual matters that often go unnoticed in the context of everyday lived experience. My approach focuses on the experiential possibilities of knowledge emerging through artistic enquiry, and uses a variety of modes (like textiles, sound, physical computing, programming, video and text) to be conducted and communicated. It examines scholarship in line with the ecological theory of perception, and is particularly informed by neurobiological research on sensory integration as well as by cultural theories that examine the role of sensory appreciation in perception. Different processes contributing to our perceptual experience are examined through the development of a touch-sensitive, sound-generating rug and its application in an experimental context. Participants’ interaction with the rug and its sonic output allows an insight into how they make sense of multisensory information via observation of how they physically respond to it. In creating possibilities for observing the two ends of the perceptual process (sensory input and behavioural output), the rug provides a platform for the study of what is intangible to the observer (perceptual activity) through what can actually be observed (physical activity). My analysis focuses on video recordings of the experimental process and data reports obtained from the software used for the sound generating performance of the rug. Its findings suggest that attentional focus, active exploration, and past experience actively affect the ability to integrate multisensory information and are crucial parameters for the formation of a meaningful percept upon which to act. Although relational to the set experimental conditions and the specificities of the experimental group, these findings are in resonance with current cross-disciplinary discourse on perception, and indicate that art research can be incorporated into the wider arena of neurophysiological and behavioural research to expand its span of resources and methods.

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Résumé: Les pratiques du Sensible sont des pratiques d’accompagnement formatives et soignantes. Elles permettent d’apprendre comment l’expérience du corps et de son mouvement interne conduit au développement de la conscience et de la présence à soi ainsi qu’à l’autre, des qualités enviables pour des professionnelles et professionnels de la relation d’aide du secteur de la santé. Dans ces pratiques, le corps joue un rôle central à travers quatre types d’intervention : la thérapie manuelle, la gymnastique sensorielle, l’introspection sensorielle et l’entretien verbal à propos de l’expérience corporelle. Selon Large (2009), une qualité de présence particulière se construit chez les participantes et le participant aux pratiques du Sensible. Selon lui, ceux-ci se rapprochent de leur intériorité, parviennent à verbaliser à autrui ce qu’ils ressentent et en arrivent à poser des actions qui expriment ce qu’ils deviennent. Large (2009) constate qu’ils acquièrent de la stabilité, de l’adaptabilité et de l’autonomie. À la fois plus affirmatifs, ils gagnent aussi en proximité à l’autre. Bois (2007) note un changement de représentation lié aux idées, aux valeurs, à l’image de soi et au rapport perceptif à soi. Une chercheure et des chercheurs constatent un changement de conception de la santé (Duval, 2010; Laemmlin-Cencig et Humpich, 2009). À notre connaissance, il n’y a pas eu d’étude antérieure concernant l’influence des pratiques du Sensible auprès de médecins. Nous avons exploré, le cas échéant, comment une formation aux pratiques du Sensible, suivie par des médecins, a modifié leur rapport à leur corps, à leur propre santé, à leur conception de la santé, à la qualité de leur présence à eux-mêmes, aux autres professionnelles et professionnels et aux patientes et patients. Des entretiens semi-structurés d’une durée de 90 à 105 minutes ont été effectués auprès de six médecins français (cinq femmes et un homme) ayant été formés aux pratiques du Sensible entre 2005 et 2012. Deux types d’entretiens à visée compréhensive (Kaufmann, 2011) et d’explicitation (Vermersch, 2010; 2012) ont été réalisés. Des informations ont aussi été recueillies sur la formation et les activités professionnelles des participantes et du participant. Deux démarches d’analyse ont été utilisées, entre autres pour vérifier la cohérence des résultats et augmenter la rigueur de notre projet. Notre première démarche d’analyse a été conçue à partir de deux méthodes : au départ avec l’analyse thématique et par la suite une analyse avec les catégories conceptualisantes afin de déboucher sur une théorisation ancrée. La deuxième démarche d’analyse a consisté à créer une liste de vingt-six phénomènes présents pour la majorité des entretiens suite à des discussions tenues avec notre équipe de direction. Selon nos résultats, suite à la formation aux pratiques du Sensible, les cinq participantes témoignent d’une plus grande proximité et attention à leur corps et d’une meilleure écoute de celui-ci. Cet ancrage corporel de leur présence les informe davantage sur leur mode de vie et d’existence. Il en ressort ainsi des prises de conscience importantes grâce auxquelles les participantes font des choix nouveaux pour une vie plus cohérente et recentrée sur leur intériorité. Par le fait même, elles récupèrent leur pouvoir sur leur vie comme sur leur santé. En outre, parmi les six médecins, quatre ont modifié leur conception de la santé. Celle-ci s’est en effet élargie pour inclure de nouveaux éléments, dont la qualité du rapport à soi et l’accordage entre le corps et la pensée. Le corps semble être une voie souterraine à partir de laquelle se sont réalisées des transformations dans la personne, comme si le corps devenait une interface ayant des effets sur plusieurs facettes de la personne. Ces transformations semblent avoir une influence sur la manière dont celle-ci exerce sa profession, comme si un savoir-être renouvelé de la personne transformait son savoir-faire au sein de sa pratique. Au plan de la qualité de la présence aux autres, il est rapporté que les relations professionnelles se sont améliorées pour la majorité des participantes. Des transformations personnelles semblent avoir eu des effets sur leurs relations professionnelles. Par exemple, tous témoignent d’une meilleure qualité de présence et de disponibilité aux patientes et patients. La plupart signalent l’apprentissage d’une juste distance thérapeutique et, en même temps, d’une relation plus singulière avec chaque patiente et patient. Nous constatons par notre analyse que la relation aux patientes et patients est modifiée aux plans de la communication, du toucher et de l’écoute. Le parcours de formation des étudiantes et étudiants en médecine semble créer des conditions favorisant l’épuisement (Brazeau, Schroeder, Rovi et Boyd, 2010; Colombat, Altmeyer, Barruel, Bauchetet, Blanchard, Colombat et al., 2011; Ishak, Nikravesh, Lederer, Perry, Ogunyemi et Bernstein, 2013; Llera et Durante, 2014; Rodrigues, Albiges et Blanchard, 2012). Certaines interventions de type corps / esprit semblent pouvoir minimiser cet impact (Elder, Rakel, Heitkemper, Hustedde, Harazduk, Gerik et al., 2007; Hewson, Copeland, Mascha, Arrigain, Topol et Fox, 2006; Irving, Park-Saltzman, Fitzpatrick, Dobkin, Chen et Hutchinson, 2014; Maclaughlin, Wang, Noone, Liu, Harazduk, Lumpkin et al., 2011; Motz, Graves, Gross, Saunders, Amri, Harazduk et al., 2012; Rosenzweig, Reibel, Greeson, Brainard et Hojat, 2003; Saunders, Tractenberg, Chaterji, Amri, Harazduk, Gordon et al., 2007). Notre recherche démontre chez nos participantes et notre participant que la formation aux pratiques du Sensible leur a permis de faire plusieurs gains pour leur propre santé. Il semble qu’en amont des apprentissages liés à la profession médicale, une qualité de savoir-être puisse solidifier la personne, ses apprentissages et sa future pratique médicale. Les étudiantes et étudiants en médecine seraient ainsi mieux outillés pour traverser ce cursus de formation exigent et épuisant. Il serait intéressant de reprendre la recherche auprès d’un plus grand nombre de médecins ou d’étudiantes et étudiants en médecine afin d’y observer les éléments de théorisation répétitifs inclus dans la théorisation ancrée de notre étude exploratoire. Ainsi, selon les résultats, il serait alors plus aisé de promouvoir l’apprentissage expérientiel d’approches de type corps / esprit (dont les PS) dans les cursus universitaires en médecine.

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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”.