992 resultados para Teaching manual
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The purpose of this manual is to guide operation of the Case Management Program for Frail Elders. After Background, Program Administration, Definitions, Consumer Eligibility, and Program Standards, the order follows the flow of a consumer entering the pro-gram from referral through ongoing case activities. The manual is written assuming the reader is the Case Manager. The effective date will appear in the bottom left hand corner of each page. This manual will be updated as needed via Iowa Aging Program Instructions (IAPI). This manual is used in conjunction with the Department of Human Services’ manuals which provide more detail about policies and procedures within the Medicaid elderly waiver program.
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This manual captures the experience of practitioners in the Iowa Department of Transportation’s (Iowa DOT’s) Office of Location and Environment (OLE). It also documents the need for coordinated project development efforts during the highway project planning, or location study phase and engineering design. The location study phase establishes: * The definition of, and need for, the highway improvement project * The range of alternatives and many key attributes of the project’s design * The recommended alternative, its impacts, and the agreed-to conditions for project approval The location study process involves developing engineering alternatives, collecting engineering and environmental data, and completing design refinements to accomplish functional designs. The items above also embody the basic content required for projects compliant with the National Environmental Policy Act (NEPA) of 19691, which directs federal agencies to use a systematic, interdisciplinary approach during the planning process whenever proposed actions (or “projects”) have the potential for environmental impacts. In doing so, NEPA requires coordination with stakeholders, review, comment, and public disclosure. Are location studies and environmental studies more about the process or the documents? If properly conducted, they concern both—unbiased and reasonable processes with quality and timely documents. In essence, every project is a story that needs to be told. Engineering and environmental regulations and guidance, as documented in this manual, will help project staff and managers become better storytellers.
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Comentari crític a la segona edició del Manual del CATMARC. Es comenta la nova estructura adoptada i els criteris que sembla que s'han seguit. Si a la primera edició (1987) el format estava recolzat en l'Instltut Cátala de Bibliografía, la segona no presenta cap institució que l'avali. Al format originari s'afegeixen, sense aparent justificado, nous camps, alguns adaptáis d'USMARC. Camps d'ús local del SICAB que trenquen el caràcter de norma acceptadaque tenia CATMARC. El format d'autoritats modifica el d'USMARC, en el qual es basa. Un apéndix llista els canvis introduïts a la nova edició del format, tot indicant lurs fonts.
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This handbook provides a page-by-page reference for navigating the eSCREENER PLUS (eSPTM ) data system.
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INTRODUCTION: Auscultatory nonmercury manual devices seem good alternatives for the mercury sphygmomanometers in the clinic and for research settings, but individual internal validation of each device is time-consuming. The aim of this study was to validate a new technique capable of testing two devices simultaneously, based on the International protocol of the European Society of Hypertension. METHODS: The concept of the new technique is to measure blood pressure alternatively by two observers using a mercury sphygmomanometer and by two observers using the A&D UM-101 and Accoson Greenlight 300 devices, connected by Y-tube to obtain simultaneous readings with both nonmercury devices. Thirty-three participants were enrolled (mean age 47.2±14.0 years). Nine sequential blood pressure measurements were performed for each participant. RESULTS: Both devices passed phase 1 using 15 participants. In phase 2.1 (n=33), on a maximum of 99 measurements, the Accoson device produced 81/95/99 measurements within 5/10/15 mmHg for systolic blood pressure (SBP) and 87/98/99 for diastolic blood pressure (DBP). The A&D device produced 86/96/99 for SBP and 94/99/99 for DBP. In phase 2.2 (n=33), 30 participants had at least 2 out of 3 SBP obtained with Accoson device within 5 mmHg of the mercury device, as compared with 29 of 33 participants with the A&D device. For DBP, this was 33 of 33 participants for both devices. CONCLUSION: Both the nonmercury devices passed the International protocol. The new technique of simultaneous device testing using a Y-tube represents a time saving application of the International protocol.
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There is a federal requirement that each state have minimum standards for the licensing of commercial drivers. This manual provides driver license testing information for drivers who wish to have a commercial driver license (CDL). This manual does NOT provide information on all the federal and state requirements needed before you can drive a commercial motor vehicle (CMV). You may have to contact your state driver licensing authority for additional information.
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Embora existam vários estudos ligados às questões ambientais voltadas para a poluição atmosférica, ao uso crescente da biotecnologia e à mecanização do processo de colheita da cana-de-açúcar, a mesma atenção não tem sido dada aos impactos ambientais negativos promovidos pela erosão laminar. O presente trabalho teve como objetivo avaliar a concentração de matéria orgânica (MO) e nutrientes (P, K, Ca e Mg) em sedimentos e na água da enxurrada proveniente de erosão entre sulcos em diferentes sistemas de manejo na colheita da cana-de-açúcar utilizados no Estado de Mato Grosso do Sul (cana crua e queimada), sob um Latossolo Vermelho distrófico de textura média. Os tratamentos estudados foram colheita manual de cana queimada, colheita mecanizada de cana crua e colheita mecanizada de cana queimada. Aplicou-se chuva simulada com intensidade de 60 mm h-1, durante 50 min. As concentrações de sedimentos na enxurrada resultantes da erosão entre sulcos, bem como de MO, P, K, Ca e Mg, foram maiores no sistema com colheita mecanizada de cana queimada e menores no sistema com colheita mecanizada de cana crua. A qualidade física do solo sofre influência negativa do sistema de manejo com colheita mecânica de cana queimada, devido ao efeito da pressão exercida pelo tráfego de máquinas na colheita. No entanto, os resíduos vegetais de colheita distribuídos na superfície do solo pela colheita mecânica de cana crua reduzem as perdas de nutrientes e de MO no sedimento, além de aumentarem a capacidade do solo em resistir à degradação física ocasionada pelo tráfego de máquinas na colheita mecanizada de cana.
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We present an approach to teaching evidence-based management (EBMgt) that trains future managers how to produce local evidence. Local evidence is causally interpretable data, collected on-site in companies to address a specific business problem. Our teaching method is a variant of problem-based learning, a method originally developed to teach evidence-based medicine. Following this method, students learn an evidence-based problem-solving cycle for addressing actual business cases. Executing this cycle, students use and produce scientific evidence through literature searches and the design of local, experimental tests of causal hypotheses. We argue the value of teaching EBMgt with a focus on producing local evidence, how it can be taught, and what can be taught. We conclude by outlining our contribution to the literature on teaching EBMgt and by discussing limitations of our approach.
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The purpose of this manual is to provide design guidelines for low water stream crossings (LWSCs). Rigid criteria for determining the applicability of a LWSC to a given site are not established since each site is unique in terms of physical, social, economic, and political factors. Because conditions vary from county to county, it is not the intent to provide a "cook-book" procedure for designing a LWSC. Rather, engineering judgment must be applied to the guidelines contained in this manual.
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Developed as a more detailed follow up at a 2009 briefing document,Building Sustainable Pavement with Concrete, this guide provides a clear, concise and cohesive discussion of pavement sustainability concepts and of recommended practices for maximizing the sustainability of concrete pavements. The intended audience includes decisions makers and practitioners in both owner-agencies and supply, manufacturing consulting and contractor businesses. Readers will find individual chapters with the most recent technical information and best practices related to concrete pavement deign, materials, construction, use/operations, renewal and recycling. In addition, they will find chapters addressing issues specific to pavement sustainability in the urban environment and to the evaluation of pavement sustainability.
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Games are powerful and engaging. On average, one billion people spend at least 1 hour a day playing computer and videogames. This is even more true with the younger generations. Our students have become the < digital natives >, the < gamers >, the < virtual generation >. Research shows that those who are most at risk for failure in the traditional classroom setting, also spend more time than their counterparts, using video games. They might strive, given a different learning environment. Educators have the responsibility to align their teaching style to these younger generation learning styles. However, many academics resist the use of computer-assisted learning that has been "created elsewhere". This can be extrapolated to game-based teaching: even if educational games were more widely authored, their adoption would still be limited to the educators who feel a match between the authored games and their own beliefs and practices. Consequently, game-based teaching would be much more widespread if teachers could develop their own games, or at least customize them. Yet, the development and customization of teaching games are complex and costly. This research uses a design science methodology, leveraging gamification techniques, active and cooperative learning theories, as well as immersive sandbox 3D virtual worlds, to develop a method which allows management instructors to transform any off-the-shelf case study into an engaging collaborative gamified experience. This method is applied to marketing case studies, and uses the sandbox virtual world of Second Life. -- Les jeux sont puissants et motivants, En moyenne, un milliard de personnes passent au moins 1 heure par jour jouer à des jeux vidéo sur ordinateur. Ceci se vérifie encore plus avec les jeunes générations, Nos étudiants sont nés à l'ère du numérique, certains les appellent des < gamers >, d'autres la < génération virtuelle >. Les études montrent que les élèves qui se trouvent en échec scolaire dans les salles de classes traditionnelles, passent aussi plus de temps que leurs homologues à jouer à des jeux vidéo. lls pourraient potentiellement briller, si on leur proposait un autre environnement d'apprentissage. Les enseignants ont la responsabilité d'adapter leur style d'enseignement aux styles d'apprentissage de ces jeunes générations. Toutefois, de nombreux professeurs résistent lorsqu'il s'agit d'utiliser des contenus d'apprentissage assisté par ordinateur, développés par d'autres. Ceci peut être extrapolé à l'enseignement par les jeux : même si un plus grand nombre de jeux éducatifs était créé, leur adoption se limiterait tout de même aux éducateurs qui perçoivent une bonne adéquation entre ces jeux et leurs propres convictions et pratiques. Par conséquent, I'enseignement par les jeux serait bien plus répandu si les enseignants pouvaient développer leurs propres jeux, ou au moins les customiser. Mais le développement de jeux pédagogiques est complexe et coûteux. Cette recherche utilise une méthodologie Design Science pour développer, en s'appuyant sur des techniques de ludification, sur les théories de pédagogie active et d'apprentissage coopératif, ainsi que sur les mondes virtuels immersifs < bac à sable > en 3D, une méthode qui permet aux enseignants et formateurs de management, de transformer n'importe quelle étude de cas, provenant par exemple d'une centrale de cas, en une expérience ludique, collaborative et motivante. Cette méthode est appliquée aux études de cas Marketing dans le monde virtuel de Second Life.