41 research outputs found

    Gifted Assessments and Underrepresented Students: What is the Best Means of Assessment?

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    Evaluating Assessments for Elementary Level Gifted Students In the elementary level, the issue of underrepresentation of gifted students is commonly overlooked. Although we recognize that this issue is multi-determined, we focus on assessments that are currently used and might be considered ideal for detecting giftedness in elementary school students. Through detailed evaluation of six quantitative and qualitative assessments, we examine factors that may limit each assessment’s accuracy at identifying gifted students. Our analysis highlights how each measure gauges giftedness by addressing the purpose of each measure, its uses, and psychometric features. We suggest that multiple means of assessment may be the best way to accurately identify gifted students from culturally and economically diverse backgrounds. Incorporating a mix of both quantitative and qualitative assessments in the identification process is needed to reflect the multi-potentiality of students’ giftedness. Our findings have implications for practice as well as for the development and use of these assessments for research purposes

    "They’re Just Tixel Pits, Man": Disputing the 'Reality' of Virtual Reality Pornography through the Story Completion Method

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    Pornography is a substantial part of humans' everyday interaction with computers, yet to date the topic has been underconsidered by HCI. Here, we examine some of the common cultural ideals non-experts constructed of a 'new' pornographic experience - Virtual Reality (VR) Porn - through use of the 'Story Completion Method'. Forty five participants completed a story stem about a male character who was about to have his "very first virtual reality porn experience". Through our analysis, we demonstrate a narrative of a 'perfect', idealised sexual experience, as well as one which emphasised the imagined 'precarious' and dangerous consequences around this technology use. We indicate how the stories reproduced ideals around heteronormativity and hegemonic masculinity, suggesting an agenda of 'Designing for Eroticism' as a tactic which could avoid such problematic discourses. We also suggest the opportunities and challenges presented through use of the 'Story Completion Method'

    Sex Talk: Designing for Sexual Health with Adolescents

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    In this paper, we describe a user-centred design process, where we engaged with 58 adolescents over an 18-month period to design and evaluate a multiplayer mobile game which prompts peer-led interactions around sex and sexuality. Engagement with our design process, and response to our game, has been enthusiastic, highlighting the rich opportunities for HCI to contribute constructively to how HCI may contribute to sexual health in adolescents. Based on our experiences we discuss three lessons learnt: lightweight digital approaches can be extremely successful at facilitating talk among young people about sex; sharing control of the conversation between all stakeholders is a fair and achievable approach; even problematic interactions can be opportunities to talk about sex

    What works in investigative interviewing? Using Systematic Maps to examine the evidence base

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    Competent investigative interviewing skills are key to securing reliable information from victims, witnesses, informants, and suspects. Information obtained in interviews often plays an important role in directing an investigation, informing effective decision-making, promoting efficient allocation of resources, as well as securing reliable prosecutions and mitigating risk of miscarriages of justice. However, effective investigative interviewing is a complex skill to master; demanding a sound understanding of the many cognitive, social, and environmental factors that influence the content and accuracy of witness and suspect accounts. To ensure that investigative interviewing and intelligence gathering produces usable, credible, and reliable information in an effective and ethically defensible manner, training and practice must be evidence-based. This short article outlines how practitioners, trainers and policy makers can navigate the best available research evidence to evaluate ‘what works?’ in investigative interviewing

    The United States COVID-19 Forecast Hub dataset

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    Academic researchers, government agencies, industry groups, and individuals have produced forecasts at an unprecedented scale during the COVID-19 pandemic. To leverage these forecasts, the United States Centers for Disease Control and Prevention (CDC) partnered with an academic research lab at the University of Massachusetts Amherst to create the US COVID-19 Forecast Hub. Launched in April 2020, the Forecast Hub is a dataset with point and probabilistic forecasts of incident cases, incident hospitalizations, incident deaths, and cumulative deaths due to COVID-19 at county, state, and national, levels in the United States. Included forecasts represent a variety of modeling approaches, data sources, and assumptions regarding the spread of COVID-19. The goal of this dataset is to establish a standardized and comparable set of short-term forecasts from modeling teams. These data can be used to develop ensemble models, communicate forecasts to the public, create visualizations, compare models, and inform policies regarding COVID-19 mitigation. These open-source data are available via download from GitHub, through an online API, and through R packages

    Finishing the euchromatic sequence of the human genome

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    The sequence of the human genome encodes the genetic instructions for human physiology, as well as rich information about human evolution. In 2001, the International Human Genome Sequencing Consortium reported a draft sequence of the euchromatic portion of the human genome. Since then, the international collaboration has worked to convert this draft into a genome sequence with high accuracy and nearly complete coverage. Here, we report the result of this finishing process. The current genome sequence (Build 35) contains 2.85 billion nucleotides interrupted by only 341 gaps. It covers ∼99% of the euchromatic genome and is accurate to an error rate of ∼1 event per 100,000 bases. Many of the remaining euchromatic gaps are associated with segmental duplications and will require focused work with new methods. The near-complete sequence, the first for a vertebrate, greatly improves the precision of biological analyses of the human genome including studies of gene number, birth and death. Notably, the human enome seems to encode only 20,000-25,000 protein-coding genes. The genome sequence reported here should serve as a firm foundation for biomedical research in the decades ahead

    Genomic Dissection of Bipolar Disorder and Schizophrenia, Including 28 Subphenotypes

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    publisher: Elsevier articletitle: Genomic Dissection of Bipolar Disorder and Schizophrenia, Including 28 Subphenotypes journaltitle: Cell articlelink: https://doi.org/10.1016/j.cell.2018.05.046 content_type: article copyright: © 2018 Elsevier Inc

    On Looking at the Vagina through Labella

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    Women's understandings of their own intimate anatomy has been identified as critical to women's reproductive health and sexual wellbeing. However, talking about it, seeking medical help when necessary as well as examining oneself in order to 'know' oneself is complicated by social-cultural constructions of the vagina, i.e. it is something private, shameful and not to be talked about. In response to this, we designed Labella, an augmented system that supports intimate bodily knowledge and pelvic fitness in women. It combines a pair of underwear and a mobile phone as a tool for embodied intimate self-discovery. In this paper, we describe Labella, and its evaluation with fourteen women, aged 25-63. We show how through situated embodied perception Labella empowers 'looking'. We highlight how the simple act of augmented looking enables the construction of knowledge which ranges from establishing the 'very basics' through to a nuanced understanding of pelvic muscle structure. Finally, we highlight the role of awkwardness and humour in the design of interactions to overcome taboo
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