658 resultados para academic journal publishing


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Numerous studies have found a positive connection between learners’ motivation towards foreign language and foreign language achievement. The present study examines the role of motivation in receptive vocabulary breadth (size) of two groups of Spanish learners of different ages, but all with 734 hours of instruction in English as a Foreign Language (EFL): a CLIL (Content and Language Integrated Learning) group in primary education and a non-CLIL (or EFL) group in secondary education. Most students in both groups were found to be highly motivated. The primary CLIL group slightly overcame the secondary non-CLIL group with respect to the mean general motivation but this is a non-significant difference. The secondary group surpass significantly the primary group in receptive vocabulary size. No relationship between the receptive vocabulary knowledge and general motivation is found in the primary CLIL group. On the other hand, a positive significant connection, although a very small one, is identified for the secondary non-CLIL group. We will discuss on the type of test, the age of students and the type of instruction as variables that could be influencing the results.

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Expanding on the growing movement to take academic and other erudite subjugated knowledges and distill them into some graphic form, this “cartoon” is a recounting of the author’s 2014 article,  “Big Data, Actionable Information, Scientific Knowledge and the Goal of Control,” Teknokultura, Vol. 11/no. 3, pp. 529-54.  It is an analysis of the idea of Big Data and an argument that its power relies on its instrumentalist specificity and not its extent. Mind control research in general and optogenetics in particular are the case study. Noir seems an appropriate aesthetic for this analysis, so direct quotes from the article are illustrated by publically available screen shots from iconic and unknown films of the 20th century. The only addition to the original article is a framing insight from the admirable activist network CrimethInc. 

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The following text captures an interview, conducted over three evenings, between a practicing architect (male) and an architecture academic (female and feminist). This is a conversation between two long-standing friends who did their Part 3 professional exam together more than twenty-five years ago. Since then, they have taken different career paths and lived lives at different paces and in different places. Every so often they meet over coffee to laugh and argue about architecture, bemoan failures, and share successes.

The academic initiated the interview in order to hear an honest and open account of the career experience of a male architect. She hoped that their longstanding friendship would lead to less guarded responses. The answers to the questions were always going to be personally challenging to the interviewer and possibly to their friendship. The interview is a form of ethnographic study: a structured, qualitative process within a long term, immersed context. But when ‘the immersed context’ is a much-valued friendship, it is a precarious action. Nevertheless, for the future of gendered relationships both protagonists accepted the risks.

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Sociologisk Forsknings digitala arkiv

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Utilizing wearable technology in sport allows for the collection of motor behavior data during task engagement. This data can be assessed in real-time or retrospectively. Although enriching the scope of performance data, the consequences of wearable technology on the athlete-user, specifically the cognitive effects, has not been fully investigated, hence the purpose of this study. This qualitative study examines the cognitions of 57 professional baseball players who wore eye tracking technology whilst engaged in batting practice. Their verbal self-reports were framed by temporal context: before-during-after task. Three themes emerged during the pre-task segment: social appearance anxiety, claimed self-handicapping, and curiosity. During the task of batting, verbal behavior contained motivational and instructional overt self-talk while claimed self-handicapping was sustained. The final, post-performance segment was marked by the re-emergence of curiosity from the pre-task period as well as self-evaluation/appraisal. Given the participants were professional athletes, their performance has greater career implications than amateur competitors. Nonetheless, the verbal behavior elicited while wearing eye tracking technology indicates an awareness of the equipment by the user. This study found cognitive effects from wearable technology; more research is required to under-stand the scope and nature of those effects on cognitive and motor behaviors.

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This paper presents a multi-class AdaBoost based on incorporating an ensemble of binary AdaBoosts which is organized as Binary Decision Tree (BDT). It is proved that binary AdaBoost is extremely successful in producing accurate classification but it does not perform very well for multi-class problems. To avoid this performance degradation, the multi-class problem is divided into a number of binary problems and binary AdaBoost classifiers are invoked to solve these classification problems. This approach is tested with a dataset consisting of 6500 binary images of traffic signs. Haar-like features of these images are computed and the multi-class AdaBoost classifier is invoked to classify them. A classification rate of 96.7% and 95.7% is achieved for the traffic sign boarders and pictograms, respectively. The proposed approach is also evaluated using a number of standard datasets such as Iris, Wine, Yeast, etc. The performance of the proposed BDT classifier is quite high as compared with the state of the art and it converges very fast to a solution which indicates it as a reliable classifier.

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Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.

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From 4 to 7 April 2016, 24 researchers from 8 countries and from a variety of academic disciplines gathered in Snekkersten, Denmark, to reach evidence-based consensus about physical activity in children and youth, that is, individuals between 6 and 18 years. Physical activity is an overarching term that consists of many structured and unstructured forms within school and out-of-school-time contexts, including organised sport, physical education, outdoor recreation, motor skill development programmes, recess, and active transportation such as biking and walking. This consensus statement presents the accord on the effects of physical activity on children's and youth's fitness, health, cognitive functioning, engagement, motivation, psychological well-being and social inclusion, as well as presenting educational and physical activity implementation strategies. The consensus was obtained through an iterative process that began with presentation of the state-of-the art in each domain followed by plenary and group discussions. Ultimately, Consensus Conference participants reached agreement on the 21-item consensus statement.

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This paper investigates the differences in privacy policy functions among 90 online pharmacy websites in nine countries in Europe, Asia and North America. Results from this study show that the majority of websites do have privacy policies, but the level of functional protection of consumers varies widely. Even in those countries where strong privacy laws exist, the level of privacy protection adherence is often very low. Most studies of privacy policy issues have concentrated on websites from developed nations, with few studies of the pharmacy industry. A better understanding of this industry, as well as understanding the differences in privacy policy implementation among developing and developed countries, provides important lessons for both businesses and consumers.

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Purpose – The purpose of this paper is to identify the key determinants of organisational silence from the perspective of non-standard workers (NSWs). The study focuses on three research themes: first, analysing the experiences motivating NSWs to remain silent; second, analysing the role of the NSW life cycle in the motivation to remain silent, the final theme is evaluation of the impact on organisational voice of an organisation employing a workforce in which NSWs and standard workers (SWs) are blended. Design/methodology/approach – The study utilises a phenomenological approach, as defined by Van Manen (2007), to collect and analyse the phenomenon of organisational silence from the perspective of NSWs. The NSWs are defined as individuals operating via Limited Liability UK registered companies created for the purpose of delivering services to organisations via a contract of services. This study employed a combination of phenomenology and hermeneutics to collect and analyse the data collected from the NSWs using semi-structured interviews (Lindseth and Norberg, 2004). Findings – The study concludes with three core findings. NSWs experience similar motivational factors to silence as experienced by standard workers (SWs). The key differential between a SW and a NSW is the role of defensive silence as a dominant motivator for a start-up NSW. The study identified that the reasons for this is that new NSWs are defensive to protect their reputation for any future contract opportunities. In addition, organisations are utilising the low confidence of new start up NSWs to suppress the ability of NSWs to voice. The research indicates how experienced NSWs use the marketing stage of their life cycle to establish voice mechanisms. The study identified that NSWs, fulfiling management and supervisory roles for organisations, are supporting/creating climates of silence through their transfer of experiences as SWs prior to becoming NSWs. Research limitations/implications – This study is a pilot study, and the findings from this study will be carried forward into a larger scale study through engagement with further participants across a diverse range of sectors. This study has identified that there is a need for further studies on organisational silence and NSWs to analyse more fully the impact of silence on the individuals and the organisation itself. A qualitative phenomenological hermeneutical study is not intended to be extrapolated to provide broad trends. The focus of the phenomenological hermeneutic research methodology is on describing and analysing the richness and depth of the NSW’s experiences of silence in organisational settings. Originality/value – This paper draws together the studies of worker classification, motivators for organisational silence, and the impact of blending SWs and NSWs in an organisational setting. The study demonstrates that academic research to date has focused predominantly on SWs to the exclusion of the 1.5 million, and growing, NSWs in the UK. This study examines these under-represented workers to analyse the participants’ experiences of organisational silence, and its consequences in organisational settings, demonstrating a need for further studies.

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Discusses the roles that subject librarians (or 'subject specialists') play in contemporary UK academic libraries. Argues that subject librarians, who still form a significant grouping of senior staff in most UK academic libraries, continue to have a significant role to play in the delivery of library services and that applies to both traditional and electronic library services. Discusses the traditional role of subject librarians and analyzes the way in which this role is changing. Those areas where the changing responsibilities are extensions of traditional roles into new areas are pinpointed, together with examples of where subject librarians are performing new roles and adopting new ways of working. Areas where the changing role of subject librarians can be specifically identified include: greater emphasis on liaison with users; advocacy of the collections; adopting new roles; dealing with user enquiries in new ways; working with technical staff; selecting electronic library materials; carrying out more information skills training; having a greater involvement in the implementation of educational technology; team working and project working. Presents practical examples based on experiences at Nottingham university and other UK research libraries. The redesign and relaunch of Nottingham University Library Web site is described to illustrate many of these points.