70 research outputs found

    The impact of place-based pedagogy on teachers' professional identities, instructional decisions, and collaborations

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    This design study uses a design-based, formative approach to consider teachers' understanding and use of place-based pedagogical practices. The study focuses on teachers' awareness, understanding and use of place as they implemented classroom instruction and built a professional development experience for colleagues. The research spans three months as the team of six teachers (colleagues at a local district) planned, implemented, and reflected on place-based pedagogical shifts. At the heart of the research is the question of how a place-based instructional perspective impacts teaching and professional growth. Ultimately, findings suggest that this group, both collectively and individually, has come to value place as it affects meaningful understanding. Not satisfied with strictly textbook-driven instruction, this team has developed ways to expand school walls, create meaningful experiences for educational colleagues and secure community partnerships valuable to all aspects of this professional growth. These teachers believe that understandings of the importance of place will transcend course titles and school boundaries in order to actively engage learners.Includes bibliographical reference

    Gambling on high streets in Britain: the government should take action to protect customers from what may be the predatory targeting of the disenfranchised

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    Barry Sheerman MP examines the proliferation of betting machines in the UK and the social consequences of this. Compounding this, it seems that the industry is targeting the most vulnerable, with betting shops disproportionately present in areas of high unemployment. The onus is on the betting shops to prove that their products are not damaging the lives of British citizens and in doing this they have fallen short

    Civic Leadership for Cities in Transition.

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    rem • press twenty one years on

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    A dialogue between Karlien Van-Den-Beukel and Lucy Sheerman on the work and impact of rem press (Rempress), a Cambridge small press specialising in experimental women's poetry

    Feature selection of facial displays for detection of non verbal communication in natural conversation

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    Recognition of human communication has previously focused on deliberately acted emotions or in structured or artificial social contexts. This makes the result hard to apply to realistic social situations. This paper describes the recording of spontaneous human communication in a specific and common social situation: conversation between two people. The clips are then annotated by multiple observers to reduce individual variations in interpretation of social signals. Temporal and static features are generated from tracking using heuristic and algorithmic methods. Optimal features for classifying examples of spontaneous communication signals are then extracted by AdaBoost. The performance of the boosted classifier is comparable to human performance for some communication signals, even on this challenging and realistic data set

    What role can videogames play in the COVID-19 pandemic?

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    Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders
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