7,814 research outputs found
Affinities and Beyond! Developing Ways of Seeing in Online Spaces
This article presents an insider view of an online community of adults involved in sharing digital photography through a host website, Flickr. It describes how reciprocal teaching and learning partnerships in a dynamic multimodal environment are achieved through the creation of a âThird Spaceâ or âAffinity Spaceâ, where âFunds of Knowledgeâ are shared and processed in such a way that new meanings and discourses are generated. It is argued that this process is evidence of valuable learning and of the deepening of global understandings within the local space of Flickr. The new understandings are at least partly identifiable on the Flickr space, through the co-constructed âfolksonomyâ or âonline taxonomyâ of ways of looking at the world. Further, the article provides evidence for broadening existing definitions of literacy, at a time when the visual mode increasingly works interactively with verbal cues and explanations
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School-Based Telemedicine Interventions for Asthma: A Systematic Review.
BackgroundSchool health systems are increasingly investing in telemedicine platforms to address acute and chronic illnesses. Asthma, the most common chronic illness in childhood, is of particular interest given its high burden on school absenteeism.ObjectiveConduct a systematic review evaluating impact of school-based telemedicine programs on improving asthma-related outcomes.Data sourcesPubMed, Cochrane CENTRAL, CINAHL, ERIC, PsycINFO, Embase, and Google Scholar.Study eligibility criteriaOriginal research, including quasi-experimental studies, without restriction on the type of telemedicine.ParticipantsSchool-aged pediatric patients with asthma and their families.InterventionsSchool-based telemedicine.Study appraisal and synthesis methodsTwo authors independently screened each abstract, conducted full-text review, assessed study quality, and extracted information. A third author resolved disagreements.ResultsOf 371 articles identified, 7 were included for the review. Outcomes of interest were asthma symptom-free days, asthma symptom frequency, quality of life, health care utilization, school absences, and spirometry. Four of 7 studies reported significant increases in symptom-free days and/or decrease in symptom frequency. Five of 6 reported increases in at least one quality-of-life metric, 2 of 7 reported a decrease in at least 1 health care utilization metric, 1 of 3 showed reductions in school absences, and 1 of 2 reported improvements in spirometry measures.LimitationsVariability in intervention designs and outcome measures make comparisons and quantitative analyses across studies difficult. Only 2 of 7 studies were randomized controlled trials.Conclusions and implications of key findingsHigh-quality evidence supporting the use of school-based telemedicine programs to improve patient outcomes is limited. While available evidence suggests benefit, only 2 comparative trials were identified, and the contribution of telemedicine to these studies' results is unclear
The victorious English language: hegemonic practices in the management academy
This study explores hegemonic linguistic processes, that is, the dominant and unreflective use of the English language in the production of textual knowledge accounts. The authors see the production of management knowledge as situated in central or peripheral locations, which they examine from an English language perspective. Their inquiry is based on an empirical study based on the perspectives of 33 management academics (not English language speakers) in (semi) peripheral locations, who have to generate and disseminate knowledge in and through the English language. Although the hegemony of the center in the knowledge production process has long been acknowledged, the specific contribution of this study is to explore how the English language operates as part of the âideological complexâ that produces and maintains this hegemony, as well as how this hegemony is manifested at the local level of publication practices in peripherally located business and management schools
Pupil-linked phasic arousal predicts a reduction of choice bias across species and decision domains
Pupil-linked Phasic Arousal Predicts a Reduction of Choice Bias Across Species and Decision Domains
Decisions are often made by accumulating ambiguous evidence over time. The brain's arousal systems are activated during such decisions. In previous work in humans, we found that evoked responses of arousal systems during decisions are reported by rapid dilations of the pupil and track a suppression of biases in the accumulation of decision-relevant evidence (de Gee et al., 2017). Here, we show that this arousal-related suppression in decision bias acts on both conservative and liberal biases, and generalizes from humans to mice, and from perceptual to memory-based decisions. In challenging sound-detection tasks, the impact of spontaneous or experimentally induced choice biases was reduced under high phasic arousal. Similar bias suppression occurred when evidence was drawn from memory. All of these behavioral effects were explained by reduced evidence accumulation biases. Our results point to a general principle of interplay between phasic arousal and decision-making
Does Human Predation Risk Affect Harvest Susceptibility of White-Tailed Deer During Hunting Season?
Large carnivores are considered a primary source of mortality for many ungulate populations, but harvest by hunters is the primary means of population management. However, research is needed to evaluate how human predation risk influences observability (a surrogate to harvest susceptibility) of ungulates. We determined how hunting intensity and duration influence observation rates of white-tailed deer (Odocoileus virginianus) and how deer behavior (i.e., movement rate and resource selection) affects observation rates. We sampled 37 adult (â„2 yr) male deer at 2 levels of risk (i.e., low-risk = 1 hunter/101 ha; and high-risk = 1 hunter/30 ha) during 3 exposure periods (i.e., first, second, and third weekend of hunting) on a 1,861-ha property in Oklahoma, USA, during the 2008 and 2009 rifle deer-seasons. Observation rates (collared deer/hunter-hr/day) were greatest during the first weekend in both the low- and high-risk treatments, but declined each weekend thereafter in both treatments. Immediately prior to hunter observation, movement rate of observed collared deer was greater than that of unobserved collared deer, but only when hunting risk was high. Greater movement rates of deer in the high-risk treatment also led to a greater probability of observation. Hunters also had a greater probability of observing collared deer at higher elevations. Overall, deer modified their behavior to avoid detection by hunters. These results can be used to explain decreased observation rates to hunters and to modify harvest rates by altering timing and intensity of human predation risk during the recreational hunting season to help achieve population management goals through harvest
Reading Videogames as (authorless) Literature
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame L.A. Noire (Rockstar Games, 2011) was studied within the orthodox framing of the English Literature curriculum at A Level (pre-University) and Undergraduate (degree level). There is a plethora of published research into the kinds of literacy practices evident in videogame play, virtual world engagement and related forms of digital reading and writing (Gee, 2003; Juul, 2005; Merchant, Gillen, Marsh and Davies, 2012; Apperley and Walsh, 2012; Bazalgette and Buckingham, 2012) as well as the implications of such for home / school learning (Dowdall, 2006; Jenkins, 2006; Potter, 2012) and for teachersâ own digital lives (Graham, 2012). Such studies have tended to focus on younger children and this research is also distinct from such work in the field in its exploration of the potential for certain kinds of videogame to be understood as 'digital transformations' of conventional âschooledâ literature. The outcomes of this project raise implications of such a conception for a further implementation of a âreframedâ literacy (Marsh, 2007) within the contemporary curriculum of a traditional and conservative âsubjectâ. A mixed methods approach was adopted. Firstly, students contributing to a gamplay blog requiring them to discuss their in-game experience through the âlanguage gameâ of English Literature, culminating in answering a question constructed with the idioms of the subjectâs set text âfinal examinationâ. Secondly, students taught their teachers to play L.A. Noire, with free choice over the context for this collaboration. Thirdly, participants returned to traditional roles in order to work through a set of study materials provided, designed to reproduce the conventions of the âstudy guideâ for literature education. Interviews were conducted after each phase and the outcomes informed a redrafting of the study materials which are now available online for teachers â this being the âpracticalâ outcome of the research (Berger and McDougall, 2012). In the act of inserting the study of L.A. Noire into the English Literature curriculum as currently framed, this research moves, through a practical âimplementationâ beyond longstanding debates around narratology and ludology (Frasca, 2003; Juul, 2005) in the field of game studies (Leaning, 2012) through a direct connection to new literacy studies and raises epistemological questions about âsubject identityâ, informed by Bernstein (1996) and Bourdieu (1986) and the implications for digital transformations of texts for both ideas about cultural value in schooled literacy (Kendall and McDougall, 2011) and the politics of âexpertiseâ in pedagogic relations (Ranciere, 2009, Bennett, Kendall and McDougall, 2012a)
The Value of Literacy Practices
The concepts of literacy events and practices have received considerable attention in educational research and policy. In comparison, the question of value, that is, âwhich literacy practices do people most value?â has been neglected. With the current trend of cross-cultural adult literacy assessment, it is increasingly important to recognise locally valued literacy practices. In this paper we argue that measuring preferences and weighting of literacy practices provides an empirical and democratic basis for decisions in literacy assessment and curriculum development and could inform rapid educational adaptation to changes in the literacy environment. The paper examines the methodological basis for investigating literacy values and its potential to inform cross-cultural literacy assessments. The argument is illustrated with primary data from Mozambique. The correlation between individual values and respondentsâ socio-economic and demographic characteristics is explored
Stimulating the innovation potential of 'routine' workers through workplace learning
Governments worldwide seek to upgrade the âbasic skills' of employees deemed to have low literacy and numeracy, in order to enable their greater productivity and participation in workplace practices. A longitudinal investigation of such interventions in the United Kingdom has examined the effects on employees and on organizations of engaging in basic skills programmes offered in and through the workplace. âTrackingâ of employees in selected organizational contexts has highlighted ways in which interplay between formal and informal workplace learning can help to create the environments for employees in lower grade jobs to use and expand their skills. This workplace learning is a precondition, a stimulus and an essential ingredient for participation in employee-driven innovation, as workers engage with others to vary, and eventually to change, work practices. © 2010, SAGE Publications. All rights reserved
âItâs like my life but more, and better!â - Playing with the Cathaby Shark Girls: MMORPGs, young people and fantasy-based social play
This article is available open access through the publisherâs website at the link below. Copyright @ 2011 A B Academic Publishers.Digital technology has opened up a range of new on-line leisure spaces for young people. Despite their popularity, on-line games and Massive Multiplayer Online Role Playing Games in particular are still a comparatively under-researched area in the fields of both Education and more broadly Youth Studies. Drawing on a Five year ethnographic study, this paper considers the ways that young people use the virtual spaces offered by MMORPGs. This paper suggests that MMORPGs represent significant arenas within which young people act out a range of social narratives through gaming. It argues that MMORPG have become important fantasy spaces which offer young people possibilities to engage in what were formally material practices. Although this form of play is grounded in the everyday it also extends material practices and offers new and unique forms of symbolic experimentation, thus I argue that game-play narratives cannot be divorced from the everyday lives of their participants
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