469,083 research outputs found
Grounded reality meets machine learning: A deep-narrative analysis framework for energy policy research
Text-based data sources like narratives and stories have become increasingly popular as critical insight generator in energy research and social science. However, their implications in policy application usually remain superficial and fail to fully explo
Currents, Vol.4, No.8 (Jan.13, 1986)
SON: A Healthy Head Start (School of Nursing)--Committee Recommends Independent Engineering--East Meets West (U.S. Soviet Friendship Society)--Portland String Quartet Leads Off Concert Series--Rock Musical Gynt to Benefit--Contemporary Maine Artists at USM--Center for Research and Advanced Study: Eclectic Expertise--ROTC Scholarships Available--Martin Luther King: His Vision and Our Reality (Karen Greaves)--Smoking Policy Announced--Granted...--Art Berry Named Associate Dean of New Schoolhttps://digitalcommons.usm.maine.edu/currents/1178/thumbnail.jp
Do we deliver on Law student expectations? If not, how can we work to achieve this?
Students of higher education, and not just those on law courses, have certain expectations â pre-conceived ideas â about the experience they will have at University. The question posed here is whether there is a disparity between what students expect of us as teachers and the course we provide, and what teachers expect of students? If there is mismatch between student and teacher expectations, how can we try to ensure that reality meets expectation? Achieving this, I would argue, would increase student satisfaction, reduce disappointment and in turn increase teacher satisfaction, knowing that we are meeting the expectations of our students.
This paper is an examination of some of the research conducted on student expectation on law and other courses, and a study carried out at Huddersfield University to find out what student expectations really are.
Finally, a remedial plan is posited to help ensure that student expectations are satisfied
Teaching Global Warming with Millealab Virtual Reality
Virtual Reality (VR) is a new technology in education applied to the learning process. The development of VR technology in education meets several problems. This research develop a learning media based on virtual reality technology developed by Millealab. Millealab is a platform for developing VR media with more specific features to create a good visualization of reality to support the teaching and learning process. The development of VR media named "GoWarm with Millealab" has been made through researching, creating, validating, and trial. The validation process was assessed by six validators (Physics media lecturers, Physics teachers, and media experts) and got an average score of 87%. It means the media is good and very valid. The trial was limited and conducted online because of the COVID-19 pandemic. The result shows that the media is categorized as very good. Indeed, "GoWarm with Millealab" received positive feedback from the respondents (20 high school students). In brief, "GoWarm with Millealab" is successfully developed to gain attention to Global Warming issues. Further research in VR-based physics learning media needs to be done by improving content and evaluation
The Downfall of the Protagonist in Christopher Marloweâs Play Doctor Faustus
This paper is an analysis of the downfall of the protagonist of Christopher Marloweâs drama Dr. Faustus. It talks about a scholar named Dr. Faustus who feels unsatisfied with all the branches of knowledge he has acquired so that he turns to the devil to quench his thirst to reach the level of a deity. The goal of this study is to analyze the causing factors of his downfall. The basis of the research method applied in this research is the qualitative research proposed by Baum (2009). The theory of the downfall is taken from Sinclair (1987) who states that downfall is the failure or ruin of an institution or person when he has previously been successful or powerful. The result shows that Faustusâs downfall is caused by his insatiable passion, inability to distinguish between fantasy and reality, and uncontrollable praxis of necromancy, which later bring his ruin to damnation. The conclusion shows that Faustus appears as a tragic hero of the story, but in reality he is a man who meets his downfall.
Keywords: downfall, passion, fantasy, necromanc
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATA PELAJARAN SBDP MATERI TARI TRADISIONAL KELAS V SDN 015 LOA KULU KABUPATEN KUTAI KARTANEGARA
The use of instructional media which is limited to the SBdP subject of traditional dance makes students at SDN 015 Loa Kulu feel less interested and experience learning difficulties. As many as 100% of students have never used media-based learning augmented reality. Therefore, it is necessary to develop media-based learning augmented reality. This study aims to determine the product in the form of media-based learning augmented reality in SBdP learning traditional dance material for class V SDN 015 Loa Kulu has met the valid, practical, and effective criteria.The research method used is Research and Development (R&D) with the ADDIE development model. The research instrument is in the form of product validation, item questions posttest and response questionnaires which were validated by media experts, material experts and grade V teachers. The selection of respondents was carried out using the method purposive sampling and involved 10 students of class V as the research sample. Data analysis was performed using Aiken's V and descriptive statistics.The results showed that the product met the very valid criteria with a validation percentage of material experts of 97.5%, media experts of 100%, and class V teacher validation of 100%. The results of the student response questionnaire have fulfilled the very practical criteria with an average percentage of 98.88% and an average percentage value posttest 93% which met the very effective criteria. Thus, learning media based augmented reality can be used in the learning process, because it meets valid, practical and effective criteria
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATA PELAJARAN SBDP MATERI TARI TRADISIONAL KELAS V SDN 015 LOA KULU KABUPATEN KUTAI KARTANEGARA
The use of instructional media which is limited to the SBdP subject of traditional dance makes students at SDN 015 Loa Kulu feel less interested and experience learning difficulties. As many as 100% of students have never used media-based learning augmented reality. Therefore, it is necessary to develop media-based learning augmented reality. This study aims to determine the product in the form of media-based learning augmented reality in SBdP learning traditional dance material for class V SDN 015 Loa Kulu has met the valid, practical, and effective criteria.The research method used is Research and Development (R&D) with the ADDIE development model. The research instrument is in the form of product validation, item questions posttest and response questionnaires which were validated by media experts, material experts and grade V teachers. The selection of respondents was carried out using the method purposive sampling and involved 10 students of class V as the research sample. Data analysis was performed using Aiken's V and descriptive statistics.The results showed that the product met the very valid criteria with a validation percentage of material experts of 97.5%, media experts of 100%, and class V teacher validation of 100%. The results of the student response questionnaire have fulfilled the very practical criteria with an average percentage of 98.88% and an average percentage value posttest 93% which met the very effective criteria. Thus, learning media based augmented reality can be used in the learning process, because it meets valid, practical and effective criteria
DEVELOPING AUGMENTED REALITY PLACES OF INTEREST APPLICATION OF UNIVERSITI TEKNOLOGI PETRONAS (UTP)
This report is a preliminary step onto developing Augmented Reality places of
interest application of Universiti Teknologi PETRONAS (UTP). As of 2007, UTP
holds the recognition with the prestigious Aga Khan Award for Architecture in
Malaysia. Having said that, domestic as well as international visitors annually visit
UTP to apprehend the unique and award winning design of its campus. But the
current problem which persists for visitors is the need for a guide and lack of a
general source of information regarding the university's campus during their visits.
With such problem in place, it is therefore extremely pivotal to have an Augmented
Reality mobile application that will help them find significant places within the
campus itself. This allows them to explore the entire university through their mobile
phones and have useful information at the touch of their fingertips. The project will
involve several phases; firstly the construction of the Augmented Reality application
itself, followed by the analysis and design of the rules for the Augmented Reality
application, the development of the Augmented Reality application, further testing
and finally the implementation of the Augmented Reality application. These
implementations, using the Rapid Application Development methodology with the
Prototyping approach was further refmed through the research and studies as well as
feedback obtained from colleagues until it appropriately meets the objectives
Principals\u27 Emotional Intelligence and Its Impact on Adequate Yearly Progress
Colleges and universities prepare candidates with theory and leadership scenarios, enabling them to become leaders of successful schools. However, some principals do not lead their schools to success. Cognizant of this reality, it would be beneficial to know why principals with equivalent leadership training often experience different outcomes of school success based upon student academic achievement. The literature claims that emotional intelligence influences leadership in an organization. Indeed, some scholars assert that leaders who possess high levels of emotional intelligence have a greater effect on their organizations than their counterparts who have lower levels of emotional intelligence.
This research sought to ascertain the degree of correlation between Georgiaâs elementary and middle school principalsâ emotional intelligence and school status of âmeetsâ or âdoes not meetâ Adequate Yearly Progress. A successful school and principal are identified through the criterion of meets Adequate Yearly Progress. It was postulated that principals with high levels of emotional intelligence would be leaders of schools that meet Adequate Yearly Progress, and those with low levels would be associated with schools that did not meet Adequate Yearly Progress. A binary logistic regression model was used to analyze data obtained from 125 elementary and middle school principals. Five research questions were formulated to guide the inquiry. A key question was: Is there a correlation between a principalsâ emotional intelligence and a schoolâs status of meets or does not meet Adequate Yearly Progress
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
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