4 resultados para Implicitness


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The notion of implicature was first introduced by Paul Grice (1967, 1989), who defined it essentially as what is communicated less what is said. This definition contributed in part to the proliferation of a large number of different species of implicature by neo-Griceans. Relevance theorists have responded to this by proposing a shift back to the distinction between "explicit" & "implicit" meaning (corresponding to "explicature" & "implicature," respectively). However, they appear to have pared down the concept of implicature too much, ignoring phenomena that may be better treated as implicatures in their overgeneralization of the concept of explicature. These problems have their roots in the fact that explicit & implicit meaning intuitively overlap & thus do not provide a suitable basis for distinguishing implicature from other types of pragmatic phenomena. An alternative conceptualization of implicature based on the concept of "implying" with which Grice originally associated his notion of implicature is thus proposed. From this definition, it emerges that implicature constitutes something else inferred by the addressee that is not literally said by the speaker. Instead, it is meant in addition to what the speaker literally says & is consequently defeasible like all other types of pragmatic phenomena. 1 Figure, 60 References. Adapted from the source document

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Parent-child sexual health communication can be beneficial. Many factors affect such communication in Chinese immigrant families. This qualitative study explored the influences of acculturation, parenting, and parental participation in the Raising Sexually Healthy Children Program (RSHC) on such communication. With a hermeneutic framework, the purpose was to develop understanding based on the topic, context, and researcher interpretations. Twelve interviews elicited data from six parent-child dyads, three from the RSHC. Analysis involved coding processes; data were compared repeatedly and organized into themes. Perceived personality differences between generations were confounded with cultural communicative differences. Parents used implicitness observed in Chinese culture to establish "open" communication; children expected explicitness observed in Western culture. Post- RSHC, parents perceived themselves as more open to talking about sex; children did not perceive such parental changes. Future research should include joint interviews and longitudinal program evaluation. Future practice should focus on cross-cultural communication and involving children in RSHC.

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The aim of this paper is to show a cognitive semantic investigation on the idea of expectation, defined as a mental construct which organizes the thinking and works as specific motivation in the process of communication. Expectation is an idea that may be created in the speaker's or in the listener's mind. It may be verbalized or not. Its semantic information may not be realized in real life, bringing frustration to communication. This study of expectation suggested that it is useful to have a theory to explain what other approaches left over. The working methodology focused in the gathering of data related to the phenomenon and the procedures to explain them inside a cognitive approach. The utterances are directly dependent of how the mind words. Therefore, studying speech we can have an access to people's mind. The idea of expectation may be interpreted under different traditional semantic labels. However, there are some peculiarities that can be explained only by a cognitive approach to language. We find words and phrases in the languages which reveal the presence of an expectation, such as "I think that...", "there has been an expectation about..." All answers are expected to fulfill an expectation. This investigation brought evidence that the mental expectation is essential to the act of communication. Therefore, the study of expectation in languages and in people's mind is important for the researches on cognitive semantics.

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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.