71,551 research outputs found
A Question of Evidence: A Critique of Risk Assessment Models Used in the Justice System
This report explores the problems with the present state of risk assessment in the justice field as we at NCCD see them. The critique offered here is the result of many conversations with others in the justice community as well as a review of predictive research conducted in other fields. We recognize that much of what is presented is contrary to current understanding and acceptance, but we hope that it clarifies what evidence is required for the designation of best practice
Activities of kinding in scientific practice
Discussions over whether these natural kinds exist, what is the nature of their existence, and whether natural kinds are themselves natural kinds aim to not only characterize the kinds of things that exist in the world, but also what can knowledge of these categories provide.
Although philosophically critical, much of the past discussions of natural kinds have often answered these questions in a way that is unresponsive to, or has actively avoided, discussions of the empirical use of natural kinds and what I dub “activities of natural kinding” and “natural kinding practices”. The natural kinds of a particular discipline are those entities, events, mechanisms, processes, relationships, and concepts that delimit investigation within it—but we might reasonably ask: How are these natural kinds discovered?, How are they made?, Are they revisable?, and Where do they come from? A turn to natural kinding practices reveals a new set of questions open for investigation: How do natural kinds explain through practice?, What are natural kinding practices and classifications and why should we care?, What is the nature of natural kinds viewed as a set of activities?, and How do practice approaches to natural kinds shape and reconfigure scientific disciplines?
Natural kinds have traditionally been discussed in terms of how they classify the contents of the world. The metaphysical project has been one which identifies essences, laws, sameness relations, fundamental properties, and clusters of family resemblances and how these map out the ontological space of the world. But actually how this is done has been less important in the discussion than the resultant categories that are produced. I aim to rectify these omissions and suggest a new metaphysical project investigating kinds in practice
Methodologies for the Automatic Location of Academic and Educational Texts on the Internet
Traditionally online databases of web resources have been compiled by a human editor, or though the submissions of authors or interested parties. Considerable resources are needed to maintain a constant level of input and relevance in the face of increasing material quantity and quality, and much of what is in databases is of an ephemeral nature. These pressures dictate that many databases stagnate after an initial period of enthusiastic data entry. The solution to this problem would seem to be the automatic harvesting of resources, however, this process necessitates the automatic classification of resources as ‘appropriate’ to a given database, a problem only solved by complex text content analysis.
This paper outlines the component methodologies necessary to construct such an automated harvesting system, including a number of novel approaches. In particular this paper looks at the specific problems of automatically identifying academic research work and Higher Education pedagogic materials. Where appropriate, experimental data is presented from searches in the field of Geography as well as the Earth and Environmental Sciences. In addition, appropriate software is reviewed where it exists, and future directions are outlined
Educational Technologies. Analysis of Master dissertations carried out in Portugal
Acknowledging the importance scientific research may have in terms of the foundation, orientation and evaluation of the use of technologies in an educational context, it is only natural that there should also be greater knowledge on the research carried out in this particular field. This is what we set out to achieve in a recent conference held in Portugal on the theme Research in Education (1).
Using the theme of the conference itself – Research in Education between 1960 and 2005 – as our basis, we decided to focus on what has actually been the object of research in our country within the framework of Educational Technology.
We realised, at a very early stage, that there were hardly any studies in this field before Portuguese universities took on a more active role, nor in the field of educational technologies, particularly after the appearance of the first Masters courses at the University of Minho in 1987. Even though we are not aware of any in-depth study to characterise scientific research developed in Portugal in this area, several Portuguese authors have referred to this issue in some way or another (Abrantes, 1981, 1998; Blanco & Silva, 1993; Caldas, 2001; Fernandes, 1969;Ponte, 1994; Silva, 2000).
On the other hand, since we have stated that a considerable part of research, in this particular field, focuses precisely on this academic qualification, we have decided to construct our analysis around this aspect. Therefore, in this article we present the result of the studies on Masters dissertations carried out in Portugal, with a view to furthering understanding of the studied themes, their theoretical and methodological frameworks, and to finding out where they are carried out, who does the research, what the collection techniques are and the type of data analysis used, just to mention some of the aspects around which our analysis is centred.
This is an exploratory analysis within a restricted context, however, we hope that it may contribute to the acquisition of more profound knowledge regarding research practices in this specific field of Educational Sciences in Portugal
Learning Through Rich Environments
Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context of designing learning scenarios. Many papers propose taxonomies of game style and criteria for good game design, tending to list good ideas and observed issues, but meeting difficulties when trying to generalise. We review some of the more important contributions in the area, and distil these into models to help us understand what's involved by defining the concept of a “Rich Environment.” We conclude with an example of how these models may be applied to the design of a learning environment
Methodologies for the Automatic Location of Academic and Educational Texts on the Internet
Traditionally online databases of web resources have been compiled by a human editor, or though the submissions of authors or interested parties. Considerable resources are needed to maintain a constant level of input and relevance in the face of increasing material quantity and quality, and much of what is in databases is of an ephemeral nature. These pressures dictate that many databases stagnate after an initial period of enthusiastic data entry. The solution to this problem would seem to be the automatic harvesting of resources, however, this process necessitates the automatic classification of resources as ‘appropriate’ to a given database, a problem only solved by complex text content analysis.
This paper outlines the component methodologies necessary to construct such an automated harvesting system, including a number of novel approaches. In particular this paper looks at the specific problems of automatically identifying academic research work and Higher Education pedagogic materials. Where appropriate, experimental data is presented from searches in the field of Geography as well as the Earth and Environmental Sciences. In addition, appropriate software is reviewed where it exists, and future directions are outlined
Education alignment
This essay reviews recent developments in embedding data
management and curation skills into information technology,
library and information science, and research-based
postgraduate courses in various national contexts. The essay
also investigates means of joining up formal education with
professional development training opportunities more
coherently. The potential for using professional internships as a
means of improving communication and understanding between
disciplines is also explored. A key aim of this essay is to identify
what level of complementarity is needed across various
disciplines to most effectively and efficiently support the entire
data curation lifecycle
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games
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