10,900 research outputs found

    From scaling to governance of the land system: bridging ecological and economic perspectives

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    One of the main unresolved problems in policy making is the step from scale issues to effective governance. What is appropriate for a lower level, such as a region or location, might be considered undesirable at a global scale. Linking scaling to governance is an important issue for the improvement of current environmental management and policies. Whereas social–ecological science tends to focus on adaptive behavior and aspects of spatial ecological data, new institutional economics focuses more on levels in institutional scales and temporal dimensions. Consequently, both disciplines perceive different scaling challenges while aiming at a similar improvement of effective governance. We propose that future research needs to focus on four themes: (1) How to combine spatial properties such as extent and grain with the economic units of market and agent; (2) How to combine the different governance instruments proposed by both perspectives; (3) How to communicate the different scaling perspectives (hierarchy vs. no hierarchy) and meanings to policy makers and other stakeholders; and (4) How to deal with the non-equilibrium conditions in the real world and the disciplinary perspectives. Here, we hypothesize that a combined system perspective of both disciplines will improve our understanding of the missing link between scaling and governanc

    The role of social networks in students’ learning experiences

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    The aim of this research is to investigate the role of social networks in computer science education. The Internet shows great potential for enhancing collaboration between people and the role of social software has become increasingly relevant in recent years. This research focuses on analyzing the role that social networks play in students’ learning experiences. The construction of students’ social networks, the evolution of these networks, and their effects on the students’ learning experience in a university environment are examined

    Dyslexia and Minecraft Education. A qualitative study exploring Minecraft Education as a tool for working with English literature for students with dyslexia

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    The following thesis aims to explore the experiences pupils with dyslexia have when using Minecraft Education to work with English literature. The study used a qualitative approach where 10 pupils with dyslexia had to complete different tasks in Minecraft education after reading a chapter from the novel The Absolutely True Diary of a Part-Time Indian. The participants’ experiences were captured using screen recording and interviews following the pupil’s completion of the tasks related to the reading. Thematic analysis of the collected data revealed three themes with codes: multimodal visualization, creativity, and game literacy. The findings from the themes showed that pupils benefited from the visual aspects of Minecraft Education, as it is often not present in combination with English literature. Further, the creative aspect combined with feelings of mastery made the experience more motivational for the pupils. The pupils also placed a high value on cooperation and wanted it incorporated into the tasks. However, while this could benefit some pupils, it could also impose difficulties for teachers as they have to prevent unvented gaming behavior

    Multimedia technologies and online task-based foreign language teaching-learning

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    Teaching and learning a foreign language at a distance implies many challenges, namely regarding oral skills. At Universidade Aberta (the Portuguese Open University), and taking into account its virtual pedagogical model (Pereira, 2007) and the Common European Framework of Reference for Languages (Alves, 2001), we suggest curricular paths which include online communicative practices, both oral and written, within the present pedagogical offer, following a student- centred, task-oriented approach. Thus, in this text, we share some examples of training activities in German, French and English, focusing on oral practice, and based on digital resources. These digital resources comprise multimedia materials, either produced by the teachers or the students, as well as other materials available on the web 2.0. Our teaching and research practice within the field of foreign languages and in e-learning, in particular, leads us to conclude that the multimedia resources used are suitable for the online teaching and learning of foreign languages (see third question of questionnaire), especially for professionally engaged adults, as is the case with Universidade Aberta’s students, providing them with real-life situations that foster the teaching-learning of languages in the virtual environment. We include responses to a questionnaire survey filled out by a group of students.info:eu-repo/semantics/publishedVersio
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