941 resultados para Serious leisure


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This thesis examines, by way of phenomenographic methodology, the qualitatively different ways in which people engaged in Serious Leisure activities (within the area of 'heritage') experience information literacy. The study identified the presence of four distinct categories of information literacy experience, each with variation in regard to the serious leisure participant's experience of learning and information. In addition it also identified the existence of a further dimension of variation pertaining to the way in which individual identity is experienced during engagement with a serious leisure activity.

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Research on social network sites has examined how people integrate offline and online life, but with a particular emphasis on their use by friendship groups. We extend earlier work by examining a case in which offline ties are non-existent, but online ties strong. Our case is a study of bodybuilders, who explore their passion with like-minded offline 'strangers' in tightly integrated online communities. We show that the integration of offline and online life supports passion-centric activities, such as bodybuilding.

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La présente thèse porte sur l’interface entre les pratiques de loisir sportif des élites professionnelles au Québec et l’évolution récente du capitalisme cognitif. En se concentrant sur les activités récréatives de l’élite de prestige (Coenen-Huther 2004) composée de diplômés universitaires en début de carrière, population nommée ici jeunes professionnels hypermodernes (JPH), l’étude vise à décrire l’articulation entre l’espace social du loisir sérieux (Stebbins 1982) et les transformations des modes de vie hypermodernes. L’enquête qualitative menée est composée d’entretiens biographiques conduits auprès de jeunes adultes professionnels amateurs de sport et d’une observation participante réalisée à Montréal au sein de deux équipes d’Ultimate. Elle pose un regard critique vis-à-vis des théories qui prônent l’émergence d’un individu réflexif et autonome qui serait épargné de toute forme de contrainte normative extérieure. Contrairement à ce genre d’interprétation, l’approche configurationnelle développée par Norbert Elias (1991) est mobilisée pour montrer comment les maillages d’interrelations entre JPH nous permettent de comprendre de manière relationnelle l’évolution des processus de socialisation propres à la « classe créative » du capitalisme post-industriel.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Understanding the sense of authenticity of heritage attractions is important for tourism management and marketing because presentation, interpretation and verification has a direct bearing on motivations to visit and engage with heritage tourism sites. This paper establishes relationships among the concepts of culturally specific motivation, perception of authenticity, engagement and attendant behavioral consequences based on domestic visitors' experiences at Japanese heritage sites. It further extends Kolar and Zabkar's (2010) model of authenticity by including concepts of serious leisure, heritage related behaviors, self-connection and their effects over engagement using Partial Least Square, whereby both formative and reflective scales are included. The structural model is tested with a sample of 768 visitors in a culturally specific setting of Japanese heritage sites. The empirical validation of the conceptual model supports the research hypotheses. These findings contribute to a better understanding of visitors' perceptions and valuation of authenticity in Japanese tourist attractions. Several implications can be drawn from the study findings and interesting directions for future research are provided.

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Although many scholars recognise the great potential of games for teaching and learning, the EU-based industry for such “serious” games” is highly fragmented and its growth figures remain well behind those of the leisure game market. Serious gaming has been designated as a priority area by the European Commission in its Horizon 2020 Framework Programme for Research and Innovation. The RAGE project, which is funded as part of the Horizon 2020 Programme, is a technology-driven research and innovation project that will make available a series of self-contained gaming software modules that support game studios in the development of serious games. As game studios are a critical factor in the uptake of serious games, the RAGE projects will base its work on their views and needs as to achieve maximum impact. This paper presents the results of a survey among European game studios about their development related needs and expectations. The survey is aimed at identifying a baseline reference for successfully supporting game studios with advanced ICTs for serious games.

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.

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Substance misuse in people with serious mental disorders is common and has a wideranging negative impact. The multiplicity of problems suggests that this comorbidity is better conceptualized as a type of complex disorder than by ‘dual diagnosis’. Problems with sequential and parallel treatments have led to the development of integrated approaches, with one practitioner or team addressing both the substance use and mental disorder. These treatments are typically characterized by motivation enhancement, minimizing treatment-related stress, emphasizing harm reduction as well as abstinence, and assertive outreach. A review of published randomized trials demonstrates that superior effects to controls are rarely consistent across treatment foci and over time. While motivational interventions assist engagement, more intervention is usually required for integrated treatment programs to improve long-term outcomes more than control conditions. More intensive case management does not consistently improve impact, but extended cognitive-behavioral therapies have promise. Suggestions for maximizing treatment effects and improving research evidence are provided.

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Virtual world platforms such as Second Life have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using Second Life for an urban planning project. Young people are traditionally an under-represented demographic when it comes to participating in urban planning and decision making processes. The research team developed activities that combined technology with a constructivist approach to learning. Real world experiences and purposes ensured that the workshop enabled students to see the relevance of their learning. Our design also ensured that play remained an important part of the learning. By conceiving of the workshop as a ‘serious playground’ we investigated the ludic potential of learning in a virtual world.