55 research outputs found
A LONGITUDINAL INVESTIGATION OF CONTENT, RESOURCES, AND INSTRUCTIONAL APPROACHES IN A BASAL READING SERIES WITHIN A RESEARCH AND POLICY CONTEXT
Basals have played an important role in classroom instruction for almost 200 years. Historically, basal programs have been influenced by both important research and policy reports. This study analyzed one publishing company’s basal program across seven editions in order to trace the interaction of research, policy, and publication.
Teacher’s editions for the first level of first grade from 1996 to 2014 were analyzed for the following: (a) research and policy context, (b) features of teacher’s editions, (c) student readers: selection level and word level, (d) instructional approaches for phonemic awareness, phonics, and spelling, (e) vocabulary selection and instructional approaches, (f) instructional approaches for comprehension, (g) supplemental resources.
The analyses revealed (a) a gap between research and uptake by the publisher, (b) direct influence of policy, and (c) influence of authorship. Implications of this investigation related to (a)teacher agency and specialized knowledge, (b) resources for evaluating basal resources, and(c)responsibilities of basal publishers are also discussed
Library Publishing Curriculum Textbook
In the original, modular curriculum (2018) on which this textbook is based, each unit of the Library Publishing Curriculum contained an instructor’s guide, narrative, a slideshow with talking notes, bibliographies, supplemental material, and activities for use in a physical or virtual classroom for workshops and courses. This textbook version, produced in 2021, adapts the original narrative as the primary content (with very little additional editing) and incorporates the bibliographies, appendices, and images from the slideshow into a linear reading and learning experience for use by librarians or students learning on their own or as part of a classroom learning experience. The LPC hopes others use and extend this CC-BY version into even more learning opportunities to help create a more equitable publishing ecosystem
Making the Palace Machine Work
This volume brings the studies of institutions, labour, and material cultures to bear on the history of science and technology by tracing the workings of the Imperial Household Department (Neiwufu) in the Qing court and empire. An enormous apparatus that employed 22,000 men and women at its heyday, the Department operated a "machine" with myriad moving parts. The first part of the book portrays the people who kept it running, from technical experts to menial servants, and scrutinises the paper trails they left behind. Part two uncovers the working principles of the machine by following the production chains of some of its most splendid products: gilded statues, jade, porcelain, and textiles. Part three tackles the most complex task of all, managing living organisms in nature, including lotus plants grown in imperial ponds in Beijing, fresh medicines sourced from disparate regions, and tribute elephants from Southeast Asia
Poetry and the Common Weal: Conceiving Civic Utility in British Poetics of the Long Eighteenth Century
This dissertation pursues a twofold proposition: writers of the long eighteenth century widely presumed that poetry influenced the “common weal” (the common wellbeing, conceived as a national community); and this expectation guided poetic composition even at the level of strategy or “design.” I demonstrate this claim in a series of three case studies, each of which delineates an elaborate, intertextual dialogue in which rival authors developed divergent strategies for civic reform. My analysis emphasizes the category of poiesis (poetic making), negotiated within discursive conventions of neoclassical genres. Chapters 1 and 2 argue that two verse translators of The Works of Virgil exploited to different ends the convention that epic poetry shaped the “manners.” Whereas John Ogilby conceived the Aeneid as a work that inspired “obedience” to an absolute monarch, John Dryden refashioned Virgil’s poetry to serve a limited monarchy in the wake of the English Revolution. Chapters 3 and 4 argue that two satirists of the age of Walpole tackled the “Mandevillean dilemma,” which encouraged satirists, traditionally scourges of vice, to accommodate the controversial idea that private vices had public benefits. Whereas Edward Young imagined vanity as a passion that facilitated its own reform, Alexander Pope’s Dunciad proved that even published expressions of malice might have virtuous effects. Chapters 5 and 6 argue that two West-Indian georgic writers divergently confirmed the commonplace that georgics modeled good agricultural management. Whereas Samuel Martin appealed to local sugarcane planters as “practical philosophers” who made “interest” and “duty” agree, James Grainger courted a metropolitan audience, ebulliently portraying a form of colonial settlement flawed at its core: riddled with disease, neglected by absenteeism, and tragically dependent on transatlantic trade to sustain its human populations. Taken together, these case studies tell a story in which visions of mixed government gradually supplant visions of monarchical absolutism and criticism of powerful public figures is increasingly theorized as a positive force in the polity. By revising our investigation of the relationship between poetry and “politics” in the long eighteenth century, I suggest, we gain access to a sophisticated communitarian discourse about the role of the arts in sustaining government
Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture
Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation
Bridging the divide in heritage?: managing caves as heritage places within the Sepon Gold and Copper Mine, Lao PDR
This thesis applies a Critical Heritage Studies Framework to examine the effectiveness of applying international 'best practice' to identify and manage heritage as part of operations within the Sepon Gold & Copper Mine, Lao PDR. The management of caves as 'heritage places' is applied as a case study to highlight and discuss general heritage management issues as well as issues specific to caves. In particular, this examination will critique the way international 'best practice' applies a 'divided' heritage - the constructed nature-culture dichotomisation, and categorisation of cultural heritage as tangible, intangible, or historical heritage – and will critique the outcomes of applying the 'divide' in practice.
Findings from this thesis indicate that caves located within the Sepon Mine support a range of natural and cultural uses and values that often overlap or are interdependent. Caves are also identified to hold past, present and future uses and values and remain significant to local community groups. From this perspective, caves can be managed for a range of 'living', 'plural', and 'sacred' heritage significance. Heritage management practices at the Sepon Gold & Copper Mine are guided by international regulatory processes, with Archaeological Heritage Management predominately applied to identify and manage heritage in operations. Following international 'best practice' and Lao heritage legislation, caves remain generally managed for natural or cultural tangible, intangible and historical heritage values independently, rather than as integrated 'living', 'plural', and 'sacred' places, that support a range of cross-cutting past, present, and future uses and values.
Mining activity is also found to have increased the threat of damage and destruction to caves and other locally significant natural and cultural heritage. Unmitigated mining activity and application of a 'divided' heritage increase the risk to the sustainability of natural places like caves and their associated local heritage knowledge and practices. Overall, mining is a
transnational commercial context that has arguably supported the alteration, and in some cases destruction, of aspects of local community heritage and the knowledge and practices associated with them. Mining and heritage together act as agents of change that together engender a process of 'reterritorialization' of the physical natural environment and associated local cultural knowledge and practices. The current context however represents a new phase in an ongoing process of change and interaction between human society and natural landscapes/places in the region in the Lao 'frontier' uplands as a result of social, economic or political interactions and influences.
Managing present interactions and change sustainably will require stronger national regulation advocating for heritage management and protection within mining operations and after operations cease to support longer-term and sustainable management practices. To alleviate impacts and produce sustainable and longer-term management practices the application of local 'heritage' values in conjunction with regional and international 'best practice' approaches for heritage management is required. To meet local management needs in the present and future this will involve moving beyond application of international 'best practice' outright. Further, applying multi-lateral heritage management practices that integrate community knowledge and participation with international 'best practice' approached within mining operations can embrace a broader interpretation and management of caves as 'living' places, with 'plural' uses and values, and 'sacred' qualities. Community-based control of heritage can support efforts to localise identification and management of heritage, supporting effort to 'bridge the divide' in how heritage is defined, managed, and lived with
Digital Classical Philology
The buzzwords “Information Society” and “Age of Access” suggest that information is now universally accessible without any form of hindrance. Indeed, the German constitution calls for all citizens to have open access to information. Yet in reality, there are multifarious hurdles to information access – whether physical, economic, intellectual, linguistic, political, or technical. Thus, while new methods and practices for making information accessible arise on a daily basis, we are nevertheless confronted by limitations to information access in various domains. This new book series assembles academics and professionals in various fields in order to illuminate the various dimensions of information's inaccessability. While the series discusses principles and techniques for transcending the hurdles to information access, it also addresses necessary boundaries to accessability.This book describes the state of the art of digital philology with a focus on ancient Greek and Latin. It addresses problems such as accessibility of information about Greek and Latin sources, data entry, collection and analysis of Classical texts and describes the fundamental role of libraries in building digital catalogs and developing machine-readable citation systems
Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture
Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation
- …