نتایج جستجو برای: participatory learning

تعداد نتایج: 617045  

2014
Collins Okello Stefania Pindozzi Salvatore Faugno Lorenzo Boccia

Poor access to clean and reliable energy technologies is a major challenge to most developing countries. The decision to introduce new technologies is often faced by low adoption rates or even public opposition. In addition, the data required for effective decision making is often inadequate or even lacking, thus constraining the planning process. In this study, a methodology for participatory ...

Journal: :CoRR 2017
Haris Aziz Barton Lee Nimrod Talmon

Participatory budgeting is one of the exciting developments in deliberative grassroots democracy. We concentrate on approval elections and propose proportional representation axioms in participatory budgeting, by generalizing relevant axioms for approval-based multi-winner elections. We observe a rich landscape with respect to the computational complexity of identifying proportional budgets and...

2014
Douglas Duckworth

In this article, I chart a trajectory from deconstruction to embodiment in the intellectual history of Buddhist traditions in Tibet. I focus on embodiment as a participatory approach to radically deconstructed and unthematized meaning, in contrast to an interpretation of truth as purely an analytic category or an approach to meaning that deals with values, such as emptiness, as simply truth cla...

Introduction: The importance of learning English as a foreign language among nations in the age of science and technology and communication is not overlooked by anyone, but learning it in the community is always accompanied by psychological barriers. The purpose of this study was to investigate and compare the effectiveness of interactive and work-oriented teaching methods on reducing the psych...

Journal: :New Media & Society 2015
Paul Booth

The digital environment has opened up new opportunities for fans to engage with the production process of their favoured texts. The successful Kickstarter campaigns for Rob Thomas and Kristen Bell’s Veronica Mars film and Zach Braff’s film Wish I Was Here, and the failed Kickstarter campaign for Melissa Joan Hart’s film Darci’s Walk of Shame, each illustrate how the entertainers drew (or did no...

Journal: :journal of medical education 0
azita goshtasebi

background and purpose: small group teaching(sgt) in is a known method for developing intellectual skills, changing attitudes and encouraging the taking of responsibilities for learning. this study was an attempt to compare students’ attitudes and knowledge scores on sgt and lecture -based teaching (lbt). methods: 22 first year medical students were enrolled in a course using two methods (lectu...

  Background: Because of the importance of community health and the growing need for health care Health organizations have expanded their scope and with an entrepreneurial approach seeking to upgrade their performance. Knowledge is the most important capital of organizations and key factor in economics. The purpose of this study was to investigate the effect of knowledge management on organizat...

2014
Anna Janssen Tracy Robinson Tim Shaw

BACKGROUND The Opioid Treatment Accreditation Course (OTAC) is a mandatory accreditation requirement in New South Wales, Australia, and aims to prepare medical practitioners for the provision of safe and effective Opioid Substitution Treatment to people with opioid dependence. The course has a strong focus on safe prescribing practices and the course design includes a Professional Practice Foru...

2011
Derek Lomas Kishan Patel Dhirubhai Ambani

This paper presents evidence describing how a single player typing game, designed for use on a low-cost (~US$10) computing platform, was utilized as a computer-supported collaborative learning activity. The group computer interaction was found to consistently induce verbal language experiences that extended the potential educational utility of the highly limited 8-bit computing platform. Buildi...

2013
Kim J. Hyatt Jessica L. Barron Michaela A. Noakes

The focus of this chapter is how video games can be utilized for instructional purposes, specifically in the STEM areas (Science, Technology, Engineering, and Mathematics). Gaming, as an instructional tool, enables educators to create participatory learning activities, assess understanding of complex and ill-formed situations, facilitate critical thinking and problem solving capabilities, and e...

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