161,564 research outputs found
I Admire His Willingness In Helping Others…": Lesson Learned By A Peer Buddy In an Inclusive Classroom
As argued by Lewis (1 995) that regular student can gain advantage from interaction with special needs students. One of the interaction model can be achieved through peer buddy. Peer buddy is an approach which can be used to create a mutual relationship between regular students and students with variation of disability. The purpose of this study is to describe the belief, attitude, behavior of a peer buddy toward his special needs mate, and to portray his perception of what he gaim from this relationship. The authors used a qualitative case study design. Data was gathered from interview toward a peer buddy of a special need student with Cerebral Palsy in an inclusive classroom. The data was analyzed compared to interview data of the special needs mate, also data from classroom teacher and special needs teacher. Transcribed interview texts were analyzed to identify themes and key issues related to peer buddy characteristics, his belief, attitude and behavior toward the special needs student. The study produced findings, i.e, first, positive belief tend to lead to positive attitude and behavioral intention toward special need friends. Secondly, the benefit for peer buddy is increase in awareness of diversity and their friends' unique capabilities. As it is reflected by the peer buddy, as followed "Usually kid like him is the one who receives helps, but instead he helps other.. .. I admire his willingness in helping others ... .. " The findings from this study suggest that in order to provide the special students better, there are a need in enhancing classmate comprehension of special needs, improvement in school accessibility and facilities for special needs, and factors to be considered in peer buddy selection
Squats (1992)
Playwright: Martin Jones
Director: Buddy Butler
Set Design: Dusty Reeds
Costumes: Elizabeth Poindexter
Academic Year: 1991-1992https://scholarworks.sjsu.edu/productions_1990s/1030/thumbnail.jp
Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults
Background
Mobile health technology can improve medication safety for older adults, for instance, by educating patients about the risks associated with anticholinergic medication use.
Objective
This study's objective was to test the usability and feasibility of Brain Buddy, a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergics.
Methods
Twenty-three primary care patients aged ≥60 years and using anticholinergic medications participated in summative, task-based usability testing of Brain Buddy. Self-report usability was assessed by the System Usability Scale and performance-based usability data were collected for each task through observation. A subset of 17 participants contributed data on feasibility, assessed by self-reported attitudes (feeling informed) and behaviors (speaking to a physician), with confirmation following a physician visit.
Results
Overall usability was acceptable or better, with 100% of participants completing each Brain Buddy task and a mean System Usability Scale score of 78.8, corresponding to “Good” to “Excellent” usability. Observed usability issues included higher rates of errors, hesitations, and need for assistance on three tasks, particularly those requiring data entry. Among participants contributing to feasibility data, 100% felt better informed after using Brain Buddy and 94% planned to speak to their physician about their anticholinergic related risk. On follow-up, 82% reported having spoken to their physician, a rate independently confirmed by physicians.
Conclusion
Consumer-facing technology can be a low-cost, scalable intervention to improve older adults’ medication safety, by informing and empowering patients. User-centered design and evaluation with demographically heterogeneous clinical samples uncovers correctable usability issues and confirms the value of interventions targeting consumers as agents in shared decision making and behavior change
Study Buddy Tutoring Program: Partnership Leads to Students’ Academic Success
The Study Buddy tutoring program places college students with grade-school students who have been identified by their teacher or principal as struggling in school or unsuccessful in passing the ISTEP test. College students work with the grade-school students for one college semester. At Parkview Elementary School, the program has been particularly successful and standardized test scores have risen significantly. This project\u27s purpose is to record and study the success of the Study Buddy tutoring program at Parkview Elementary both in the classroom and in raising standardized test scores. The research includes both quantitative and qualitative research. The quantitative research is primarily composed of previously collected data (e.g. ISTEP scores) which I have synthesized to examine elements such as the number of students in the program passing the ELA and/or math standardized tests and a comparison of those students\u27 scores throughout their time in the program. The qualitative research has been conducted via focus sessions with the teachers of Parkview Elementary. The transcripts of these focus sessions will be analyzed for potential reasons for the success of the Study Buddy program at Parkview Elementary. These will be compared to associated research and literature written by professionals in the educational field
Complex Care Management Program Overview - Technology
This report provides an overview of technology based complex care management programs, including:Cook County Health and Hospitals System - Computer Assisted Quality of Life and Symptom Assessment of Complex PatientsUniversity of Missouri - TigerPlaceWenatchee Valley Medical Center - Health Buddy -- Patient Telemonitoring Progra
Cooperative learning: Buddy system in an advanced accounting subject
Co-operative learning in the form of a buddy system was adopted in teaching third year advanced accounting subject.Length of lectures were limited to incorporate more co-operative learning activities such as oral and poster presentations, jigsaws and buddy discussions.Mid-way through the course, students wrote a short reflection on their buddy experience.At the end of the course, a survey was conducted on the perceptions of students towards the buddy system and teamwork. The result of the survey indicated a positive rating towards students’ perceptions on the buddy system and teamwork and the chances of improving their grades.Findings also suggested that although there had been some resistance by the students towards the pre-selection of buddies and issues in its implementation, co-operative learning appeared to create a safer and conducive environment for students in achieving the learning outcomes
Cyber Buddy is Better than No Buddy: A Test of the Köhler Motivation Effect in Exergames.
Objective: Although exergames are popular, few people take advantage of the potential of group dynamics to
motivate play (and achieve associated health bene?ts). One motivation gain phenomenon has shown promise for
motivating greater effort in partnered exergames: The Koehler effect (working at a task with a more capable partner
where one’s performance is indispensable to the group). This article examines whether a Koehler effect can be
demonstrated in an exergame by exercising with a moderately superior humanoid, software-generated partner.
Materials and Methods: Male and female (n = 120; mean age, 19.41 years) college students completed a series
of plank exercises using ‘‘CyBuddy Exercise,’’ a program developed speci?cally for this study. In a lab in an
academic building, participants completed the exercises individually and, after a rest, were randomly assigned
to complete the same exercises again, but with a ‘‘live’’ human partner (HP) presented virtually, a nearlyhuman-like,
humanoid partner (NHP), a hardly human-like, software-generated partner (HHP), or a no-partner
control condition (IC), with equal numbers in each group (i.e., n = 30). Exercise persistence, perceived exertion,
self-ef?cacy beliefs, enjoyment, and intentions to exercise were recorded and analyzed.
Results: A 4X2 analysis of variance on the (Block 2 – Block 1) difference scores showed that a signi?cant
Koehler motivation gain was observed in all partner conditions (compared with IC), but persistence was signi?cantly
greater with HPs than with either NHP or HHP humanoid partners (P < 0.05). By the conclusion of the
study, there were no signi?cant differences among the partnered conditions in perceived exertion, self-ef?cacy,
enjoyment, or future intentions to exercise.
Conclusions: These results suggest that a software-generated partner can elicit the Koehler motivation gain in
exergames, but not as strongly as a partner who is thought to be human
The Determinants of NFL Ticket Prices: What Managers May Consider when Pricing Tickets
Our purpose of this study is to determine what factors contribute to NFL ticket prices across teams and over time. After creating a theoretically sound model based on past economic studies, a panel data set was constructed based on the 32 NFL teams from the 2002 through the 2010 season. Results of this study show that a team’s previous season’s winning percentage, the average income of the area, the population of the area, and playing in a new stadium all have a positive, and significant, influence on ticket price. This study’s outcome allows fans and others to observe what team managers may consider when making price-changing decisions, and also by what percent a change in each factor will potentially change price. The study also shows what contributes to ticket price over time, an interesting observation given the rapid increase in the demand for football in the last decade
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