4,599 research outputs found

    Visual Motion Detection in Tethered Flying Flies

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    Top-down and Bottom-up Processing in L2 Listening Comprehension

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    Mathematical Modeling Experiences: Narratives from a Preservice Teacher and an Instructor

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    Regardless of the benefits of engaging in mathematical modeling, few preservice teachers (PTs) have experienced mathematical modeling firsthand. This study offers an example of how to make sense of the interaction between the teaching and learning of mathematical modeling by examining a teacher educator’s decision making, her analysis of 36 PTs’ learning, and an in-depth narrative from a PT. Findings show the value of engaging with structurally relevant mathematical modeling tasks and considering social issues via mathematical modeling, resulting in task designs which aim to deepen students’ understanding of society and mathematics

    Introduction to Sociology (GSU)

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    This Grants Collection for Introduction to Sociology was created under a Round Ten ALG Textbook Transformation Grant. Affordable Learning Georgia Grants Collections are intended to provide faculty with the frameworks to quickly implement or revise the same materials as a Textbook Transformation Grants team, along with the aims and lessons learned from project teams during the implementation process. Documents are in .pdf format, with a separate .docx (Word) version available for download. Each collection contains the following materials: Linked Syllabus Initial Proposal Final Reporthttps://oer.galileo.usg.edu/psychology-collections/1025/thumbnail.jp

    The Impact of Cultural Authenticity on Brand Uniqueness and Willingness to Try: The Case of Chinese Brands and US Consumers

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    Purpose – In response to today’s marketplace in which many Asian brands are trying to expand their businesses into Western nations, this study investigated the strategic use of cultural authenticity that Asian brands may employ for their success. Although the benefits of using cultural heritage in brand strategies have been noted by past literature, the efficacies of how Asian brands can use brand logo designs to positively influence their brand success have not been studied. To fill this gap, the purpose of this paper is to examine how Chinese brands can increase willingness to try among US consumers by establishing brand uniqueness via culturally authentic brand logo designs. Design/methodology/approach – The data from 289 respondents via online between-subjects factorial experimental research surveys were collected using a national US population as the sample frame. The Chinese brand logos communicating Asian heritage were created by manipulating the cultural authenticity of the brand logo mark and the language of the logotype. Findings – The results suggested that the Asian-themed brand logo is an important tool in exuding a Chinese brand’s sense of cultural authenticity to US consumers. In turn, the perception of cultural authenticity for the Chinese brand positively influenced the US consumers’ perceptions of the brand’s uniqueness, which led to greater willingness to try the brand. Originality/value – The research provides empirical insights into how “Asian-ness” can be manifested via brand logos to convey cultural authenticity as well as to build perceived brand uniqueness and the willingness to try among US consumers

    Gamification as a Means to Improve Stakeholder Management in Urban Planning Participation

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    As cities and urban areas grow, the stakeholders involved in urban planning processes increase and diversify. Communication between these different stakeholders is paramount to successful architectural and urban planning. Public participation has gained on significance over the last 60 years as a means to incorporate their local knowledge in planning processes. Public participation forms an essential part as a form of democratic decision-making and in building trust between stakeholders. However, public participation offers do not meet the needs of all stakeholder groups at different planning stages. This is most evident when projects provoke resistance from the general population. This research investigated the misalignment of expert offers and public needs in urban planning public participation at early planning phases as well as the possibility and user acceptance of gamification in addressing these

    E-Learning Nutrition Education Program for Low-Income Adults: Perspectives of Key Stakeholders

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    Through focus group interviews, we examined the perceptions of Extension peer nutrition educators (n = 6) and low-income adults (n = 8) regarding the feasibility of an e-learning nutrition education program, titled Food eTalk, tailored to Georgians eligible for Supplemental Nutrition Assistance Program Education (SNAP-Ed). Findings indicated two themes: (a) Participants have regular smartphone-based Internet access, and nutrition education e-learning programs should be designed to match typical smartphone use patterns and (b) recommendations to increase Food eTalk engagement involve carefully selected content and consideration to mandate SNAP-Ed participation. These findings are informing user-centered development of Food eTalk and may be of use to others creating such programs
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