719 research outputs found

    Compressed School Week Cultural Bias against English Second Language Student Performance on Standardized Exams

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    Financial constraints have driven K-12 schools in the isolated mountain regions of USA to reduce costs by shortening the teaching week These regions have a high relative population of Hispanic Mexican immigrants who are English Language Learners ELL Hispanic immigrants come to USA to work but generally at low wages so it is a financial strain to pay childcare during the week to avoid losing a day of work At the same time teachers are under pressure from the No Child Left Behind national initiative to ensure all students pass standardized tests There is some evidence that shorter school weeks does not negatively impact student learning However we argue that a shorter school week negatively impacts ELL student performance on standardized exams and if this were true it would be unfair to immigrants so the practice should be changed We empirically tested the effectiveness of various school week formats using a large sample of rural schools in Oregon with a high concentration of ELL students from Hispanic Mexican cultures N 62

    Contrasting styles in cognition and behaviour in bumblebees and honeybees.

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    Bumblebees and honeybees have been the subjects of a great deal of recent research in animal cognition. Many of the major topics in cognition, including memory, attention, concept learning, numerosity, spatial cognition, timing, social learning, and metacognition have been examined in bumblebees, honeybees, or both. Although bumblebees and honeybees are very closely related, they also differ in important ways, including social organization, development, and foraging behaviour. We examine whether differences between bumblebees and honeybees in cognitive processes are related to differences in their natural history and behaviour. There are differences in some cognitive traits, such as serial reversal learning and matching-to-sample, that appear related to differences between bumblebees and honeybees in foraging and social behaviour. Other cognitive processes, such as numerosity, appear to be very similar. Despite the wealth of information that is available on some aspects of bumblebee and honeybee cognition and behaviour, there are relatively few instances, however, in which adequate data exist to make direct comparisons. We highlight a number of phenomena, including concept learning, spatial cognition, timing, and metacognition, for which targeted comparative research may reveal unexpected adaptive variation in cognitive processes in these complex animals. This article is part of a Special Issue entitled: In Honor of Jerry Hogan

    Transmission+Interference: A New Materialist and Machine-Oriented Approach to Collectively Make-With Noise

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    This thesis explores the materiality at play within installation and performance artworks from across the interdisciplinary fields of media arts, digital arts and contemporary technological arts and is positioned at the noisier end of the artistic spectrum of these disciplines. The practice-led research presented here deals with the shift away from clean digital media environments of production in order to embrace a more material focused approach that has emerged within recent years (see the emergence of physical computing and electronics practices), especially across sonic arts practices (see also the re-emergence of modular synthesis). The aim is to unfold an understanding of the creative potential within the movement and flow of noise in machines or systems utilising light and sound. Central to this aim is the discussion around the physical objects at play within tools / devices / technological machines in order to realise the power in the non-human object and its extended interactions. This is not meant in order to ignore the human but rather as a case to present a more entangled discourse of human, object and machine where the influence of minuscule particles over actions and activities of a machine are viewed as equally important as the hand, flesh and brain that engages with them for creative, artistic purposes. This approach engages with fields of theoretical discourse emerging from post-humanism, in particular Object-Oriented Ontology (OOO) and New Materialism. This theoretical discourse offers the platform for dealing with the fields of assemblages, territories, resonance, noise, in-between, interference, interaction, and agency through the writings of, among others, Deleuze and Guattari, Ian Bogost, Levi Bryant, Jane Bennett, Elisabeth Grosz, and Michel Serres. In order to deal with the creative complexity in the topic and to aid the contextualisation of the discourse a variety of practical projects are introduced throughout as examples of and influences upon this practice-led research. These works range from historically influential media and sonic artists such as Nam June Paik and John Cage through to contemporary media and sonic artists and makers such as Martin Howse and John Richards. Entangled throughout this discourse the author presents the collaborative practical research project by David Strang and Vincent Van Uffelen: transmission+interference. This practice develops noise devices through open, collaborative workshops exploring the creative potential of noise in light and sound. As many of these devices are constructed for sonic output they suggest the term ā€˜instrumentā€™ but that seems to carry too much of a classical connotation of standard musical practice or too scientific - for the purposes of this thesis, the discourse, following Levi Bryant (2014), engages with the term of the ā€˜machineā€™. The term ā€˜machineā€™ does not ignore the technical objects entangled together and suggests a physicality in support of the materiality of the objects. It also encourages thought around the imperfections of machines (they are not scientific) and suggests that they are, in someway, following from Deleuze and Guattari and Manuel Delandaā€™s discourse of assemblages, appropriated to arrive at the form they take. The creative art practices that are discussed each offer a unique discourse within the themes of the thesis. The practice of transmission+interference is introduced at the start of this thesis in order to contextualise later discussions around the project. It is here where we first encounter the combinations of objects, things, materials, noise and workshop practices at a surface level before dealing with the complexities of that matter in later sections. This section acts to frame the thesis and subsequent discourse by mapping out the territories of the practice-led research in order to understand what is being made (what objects, things, materials are involved), how it is being made (what forms of collaboration are involved) and what the overall outcomes from the practice are (performances or installations). The thesis then shifts to deal with the physical matter of things, objects and materials at play within the practice of transmission+interference to focus on what Jane Bennett calls ā€˜the power of thingsā€™ (2010) in order to examine the influence and impact of objects across creative workshops and begin to flatten the ontology between the human and non-human components interacting within. The fields of OOO and New Materialism are introduced here as the core theoretical grounding for the thesis as the discourse navigates from objects and things and vibrant units (Bogost) to more complex assemblages (Deleuze and Guattari, DeLanda) and structurally open machines (Bryant). Following on from this materials focused discourse the thesis then presents the largest object at play within the practice: noise. This section explores the capacities of and for noise from within the fields of sonic arts, avant-garde music, and information theory to present the creative potential of noise within the making process. Presented here is a noisy vitalism (a form of resonance) drawn from the objects and things of the previous section that is now acting within systems to form new emergent machines. Finally, the thesis discusses the making process itself - the creative workshop, where the physical materials of chapter one and the noise of chapter two are entangled in an assemblage of interactive and intra-active (Barad, 2007) making. This section engages in discourse that has recently moved away from the limiting field of D.I.Y (Do It Yourself) practices to the more openly collaborative D.I.W.O (Doing It With Others). It is here where the entanglement of human and non-human is most richly experienced as the ā€˜Othersā€™ is ontologically flattened to include all objects, things, materials, and humans. What is presented here in this practice-led research is anew methodology embracing in the noisy entanglements of human and non-human materiality that is influenced by sonic arts practices. Through OOO and New Materialism humans are opened up to the inner powers and intra-actions of objects and materials through chance wanderings to reveal new creative potential for sonic arts performances and interactive installations

    Principal Trade-off Analysis

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    How are the advantage relations between a set of agents playing a game organized and how do they reflect the structure of the game? In this paper, we illustrate "Principal Trade-off Analysis" (PTA), a decomposition method that embeds games into a low-dimensional feature space. We argue that the embeddings are more revealing than previously demonstrated by developing an analogy to Principal Component Analysis (PCA). PTA represents an arbitrary two-player zero-sum game as the weighted sum of pairs of orthogonal 2D feature planes. We show that the feature planes represent unique strategic trade-offs and truncation of the sequence provides insightful model reduction. We demonstrate the validity of PTA on a quartet of games (Kuhn poker, RPS+2, Blotto, and Pokemon). In Kuhn poker, PTA clearly identifies the trade-off between bluffing and calling. In Blotto, PTA identifies game symmetries, and specifies strategic trade-offs associated with distinct win conditions. These symmetries reveal limitations of PTA unaddressed in previous work. For Pokemon, PTA recovers clusters that naturally correspond to Pokemon types, correctly identifies the designed trade-off between those types, and discovers a rock-paper-scissor (RPS) cycle in the Pokemon generation type - all absent any specific information except game outcomes.Comment: 17 pages, 8 figure

    Exploring Socio-Cultural Factors Impacting Agriculture in Information System Acceptance

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    Agricultural Information Systems (AIS) can provide several advantages for farmers in taking informed decisions regarding land, labour, livestock, and crop planning. However, there are not many empirical studies in examining the adoption of these AIS by farmers, especially in developing countries in Africa. This study adopts an unconventional socio-cultural approach in examining if the farmers think the use of AIS improves economic production, at the individual level of analysis. The purpose of this qualitative ethnographic study is to explore the socio-cultural success factors that improve employee acceptance of agriculture information system at some rural Nigerian farms. The results of this study could be disseminated to all rural Nigerian farm owners so they will know the critical success factors that improve employee acceptance of agriculture information system thereby increasing wheat production to reduce their national agricultural crisis. Another positive social change implication of the results of this on-going research would be to inspire researchers to replicate and extend this study in regions experiencing agricultural crises

    B2C Decisions in Multi-Dialect Markets: Proposed Sequential Mixed-Method Multiple Case Grounded-Theory Study

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    This paper is a conceptual proposal for conducting a mixed-method multiple case study on a consumer behaviour topic in an emerging nation. Government administrators and marketing managers need current, reliable consumer behaviour models to serve the public and to achieve a profitable return on investment in Nigeria. There is a shortage of online consumer behaviour research in some highly populated emerging economies in Africa, such as in Nigeria, especially concerning the influence of demographic and socio-cultural factors. The purpose of this study will be to produce a visual, conceptual model of consumer decision making factors for the unique socio-cultural population. The purpose of this study is to scientifically explore the ground truth of Nigerian consumer online purchasing decisions to build a practical model for e-commerce stakeholders. The results of this study should be interesting for other researchers due to the novel sequential mixed-method grounded theory and multiple case study literal replication design. Nigerian e-commerce marketing managers and policymakers in the population could benefit financially from this extension to the body of knowledge

    Rainwater harvesting and social networks: Visualising interactions for niche governance, resilience and sustainability

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    Ā© 2016 by the authors. Visualising interactions across urban water systems to explore transition and change processes requires the development of methods and models at different scales. This paper contributes a model representing the network interactions of rainwater harvesting (RWH) infrastructure innovators and other organisations in the UK RWH niche to identify how resilience and sustainability feature within niche governance in practice. The RWH network interaction model was constructed using a modified participatory social network analysis (SNA). The SNA was further analysed through the application of a two-part analytical framework based on niche management and the safe, resilient and sustainable ('Safe and SuRe') framework. Weak interactions between some RWH infrastructure innovators and other organisations highlighted reliance on a limited number of persuaders to influence the regime and landscape, which were underrepresented. Features from niche creation and management were exhibited by the RWH network interaction model, though some observed characteristics were not represented. Additional Safe and SuRe features were identified covering diverse innovation, responsivity, no protection, unconverged expectations, primary influencers, polycentric or adaptive governance and multiple learning-types. These features enable RWH infrastructure innovators and other organisations to reflect on improving resilience and sustainability, though further research in other sectors would be useful to verify and validate observation of the seven features
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