16,095 research outputs found

    The Ifugaos and the Rice Terraces : a third grade social studies curriculum about a Philippine ethnic community

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    The author created an original integrated social studies curriculum for third grade students in an urban community learning about the Ifugaos and the Rice Terraces of the Philippine Cordilleras. The various experiential activities are designed to immerse students in the life and culture of the Ifugao community

    Mars Mysteries: Landform Pictograms

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    Graphic organizers are a way for teachers to accommodate students with disabilities such as poor memory or emotional disorders. This technique allows organization of thoughts and visual representation of relationships between ideas and facts. Indeed, poor memory affects students’ reflection and retention of information while emotional disorders can cause a lack of focus in the classroom. Accommodations for students with these disabilities is important because students with emotional disorders may experience social isolation, which in turn may negatively affect their levels of academic achievement. Twenty high-achieving doctoral students participated in a teaching experience designed to introduce gifted students with learning disabilities to using de Bono thinking skills to mediate the possible negative effects of the disabilities through an arts-integrated project focused on some of the mysteries of the planet Mars. The results of this practical lesson showed that the students used their previous experiences in most cases to interpret the different photographs presented. Graphic organizers helped them organize their thought processes and the learning experience. Instruction needs to be woven tightly with the use of interactive materials and graphic organizers

    Enriching the Experience : Content Analysis on the Twitter Usage of Professional Esports Athletes

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    The thesis studied the Twitter usage of 50 professional esports athletes by means of a content analysis of the 19-21 tweets on the athletes' Twitter frontpages, 1014 tweets in total. The athletes’ tweets were categorised into a primary category as well as a secondary and tertiary category, when applicable. The research questions were: 1. How do the most followed esports athletes employ Twitter in terms of the main properties in their tweets? 2. In addition to the main property, what additional features do the athletes’ tweets contain? 3. What are the differences and similarities in the emphases of the athletes’ tweets’ main properties and additional features, when examined by game of the athlete? The results showed that the category that the tweets were annotated most frequently into in the primary categorisation was INFORMATION SHARING, indicating that the athletes’ tweets’ main property was most often to share information on topics related to esports. The second most frequent primary category was ENTERTAINMENT CONTENT, signalling that the athletes did at times post tweets with esports-related photos, videos or humorous language as the most prominent property in the tweet. The third most frequently occurring category was DIVERSION, demonstrating that the athletes did post tweets that were unlinked to their status as professional athletes. PROMOTIONAL category was the fourth most frequent. Thus, the athletes employed Twitter also in promoting for their own and their teams’ financial gain by tweeting sponsored material. The two categories with the least tweets were INTERACTIVITY and FANSHIP, indicating that the athletes relatively rarely asked direct esports-related questions or commented on competing athletes and teams as the main property in their tweet. The three most frequent categories in the secondary and tertiary categorisations were ENTERTAINMENT CONTENT, PROMOTIONAL and INFORMATION SHARING. The result showed that that the athletes were prone to include photos, videos and humorous language as a feature in their tweets. The athletes relatively often used promotional aspects in the form of mentioning and tagging esports professionals, events as well as their own teammates in their tweets. Information was a common feature even when it was not the main property of the tweet or when the information was unrelated to esports. There were statistically significant differences in the categorisation results, when compared in groups based on the game played professionally by the athlete (Call of Duty, Fortnite, League of Legends, Counter-Strike and Dota 2 as the games in the study). The only category where there were no statistically significant differences across categorisations was PROMOTIONAL, in terms of which the tweets did not differ enough across games for the differences to be statistically significant

    volume 17, no. 2 (April 2014)

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    Tourist product in experience economy

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    Przełom XX i XXI w. to rozwoju tzw. gospodarki doznań, w której podstawowym towarem stają się nie konkretne produkty, ale emocje, przeżycia i doświadczenia klientów. Turystyka była i jest swoistym "przemysłem wakacyjnych doświadczeń". W ostatnich latach jednak jeszcze wyraźniej niż do tej pory kładzie się nacisk na świadome kreowanie produktów turystycznych silnie nasyconych emocjami. Usilnie dąży się do multiplikowania oraz intensyfikacji wrażeń turystów. Do najważniejszych działań w tym zakresie zaliczono: przekształcanie infrastruktury turystycznej w unikatowe atrakcje turystyczne, wzbogacanie tradycyjnych usług/pakietów usług o dodatkowe elementy zapewniające dodatkowe doznania i satysfakcje, wykorzystanie nowoczesnych technologii wzbogacania realnej przestrzeni turystycznej o wirtualne byty (rozszerzona rzeczywistość), a także wygodnego zapisywania doświadczeń turystycznych oraz dzielenia się wrażeniami z masową publicznością.The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers' emotions, impressions and experiences. Tourism has always been a particular "holiday experience industry". In recent years, however, the importance of the conscious creation of emotional tourist products has become even greater, we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public

    Spartan Daily, October 31, 2013

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    Volume 141, Issue 28https://scholarworks.sjsu.edu/spartandaily/1447/thumbnail.jp

    Chief Kerry's moose : a guidebook to land use and occupancy mapping, research design, and data collection

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    Aboriginal peoples in Canada have been mapping aspects of their cultures for more than a generation. Indians, Inuit, Métis, non-status Indians and others have called their maps by different names at various times and places: land use and occupancy; land occupancy and use; traditional use; traditional land use and occupancy; current use; cultural sensitive areas; and so on. I use “land use and occupancy mapping” in a generic sense to include all the above. The term refers to the collection of interview data about traditional use of resources and occupancy of lands by First Nation persons, and the presentation of those data in map form. Think of it as the geography of oral tradition, or as the mapping of cultural and resource geography. (PDF contains 81 pages.

    The Cowl - v.81 - n.17 - Feb 16, 2017

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    The Cowl - student newspaper of Providence College. Volume 81, Number 17 - February 16, 2017. 28 pages

    Picture This! Community-Led Production of Alternative Views of the Heritage of Gwynedd

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    The digital camera has become ubiquitous. Every mobile phone has one built in, almost everyone has a mobile phone, and people use them constantly for all kinds of things, including taking pictures. In a new collaborative project, funded by the Arts and Humanities Research Council (AHRC), Bangor, Aberystwyth and Manchester Metropolitan Universities have teamed up with Gwynedd Archaeological Trust to develop tools to allow communities to picture their heritage and upload the images to an automated photogrammetry server to create metrical 3D models of the sites and objects they are recording. The data created will then feed into the local Historic Environment Record, providing a valuable tool for monitoring changes to heritage sites, while providing communities with added information and alternative views of their heritage. This paper is not intended to provide a formal research design or a fully developed prototype. Rather, it is intended to outline an experimental and collaborative approach that is situated as both practice and research, with neither enterprise being privileged over the other. The activities outlined here will be developed and evaluated over the next year and a half, after which we will report on whether or how the contingent aims and outcomes expressed were realized
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