49 research outputs found
Representations of the family in postwar British amateur film: family histories in the Lane and Scrutton collection at the East Anglian Film Archive
This article examines the construction of the postwar British family in amateur film with reference to the Sidney Lane and Cecil Scrutton collection held at the East Anglian Film Archive (EAFA), particularly the films covering 1948 – 1961. Heather Norris Nicholson argues that home movies contribute to 'an understanding of leisure and visual-related practices of consumption as well as the social processes by which people came to give themselves, and others, identities' in the mid-twentieth century (Nicholson, 2004, p. 323). By considering the social and historical contexts in which these home movies were produced, and using accompanying notes by one of the filmmaker’s sons, the leisure time films of Lane and Scrutton can be analysed in order to understand how the amateur cine hobby ideologically constructed family, community and national identity in postwar Britain. The images of Christmas parties, daytrips and holidays in these films reveal much about this particular family, and are therefore very illuminating to the social historian and film scholar of today
Community Health Teams: a qualitative study about the factors influencing the decision-making process
Abstract Background The purpose of this study was to explore the factors influencing how individual Community Health Teams (CHTs) make decisions about what services to offer and how to allocate their resources. Methods We conducted thirteen semi-structured interviews with all 13 CHTs program managers between January and March, 2021. We analyzed interviewees descriptions of their service offerings, resources allocation, and decision-making process to identify themes. Results Four major themes emerged from the interview data as factors influencing community health team program managers’ decision-making process: commitment to offering high-quality care coordination, Blueprint’s stable and flexible structure, use of data in priority setting, and leveraging community partnerships and local resources. Conclusions Community-based CHTs with flexible funding allowed programs to tailor service offerings in response to community needs. It is important for teams to have access to community-level data. Teams are cultivating and leveraging community partners to increase their care coordination capacity, which is focus of their work. CHTs are a model for leveraging community partnerships to increase service capacity and pubic engagement in health services for other states to replicate
SeCG
International audiencen this paper, we describe important elements and key features of the next generation Alternate Reality Environments/Alternate Reality Games (AREs/ARGs). The aim of the project is to provide a framework able to help to solve research problems through cyber-games
Could the Player’s Engagement in a Video Game Increase His/Her Interest in Science?
International audienceOur work is to analyze how the practice of chosen video games may influence the player's interest. A set of video games was selected by a group of experts according to their qualities as games and their relations with scientific knowledge. A focus test experiment has been set up to evaluate the correlation between teenagers engagement and their interest in scientific domains. The analysis of the results shows that the desire to pursue the game and the sentiment of responsibility has, respectively, a direct and an indirect influence on the player's scientific interest. Considering that interest is known to be an important motivational factor in learning, these results have important implications for the serious games design. 1 Introduction The present study is a part of the project, Recensement /INMEDIATS 1 , which main goals are to understand the relationship between digital entertainment and the interest in scientific knowledge. Our work is to analyze how the practice of chosen video games may influence the player's interest. Interest is defined to be an emotional and motivational variable [1]. Furthermore, it has been established that the student's personal, situational and topic interest influence positively his/her learning outcomes [2,3]. Finally, in cognitive science, interest is considered to be very closely associated to a person's engagement in a given cognitive activity [4]. Engagement is associated with sensations such as immersion or, even more so, presence: Essentially, the sensation to "be there" [5,6,7]. In particular, Brockmyer & al. establish the relation between engagement and emotions, as fear, in their game engagement questionnaire. Furthermore, some theoretical video game studies observed that emotion can be considered as a component of engagement [8,9]. On the 1 Recensement/INMEDIATS is partly funded by the Government agency ANRU with Universcience, CNAM, the University of Paris 8 as partners