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371.
The CinBA Live Project sought to engage students of contemporary craft courses in the UK with Bronze Age creativity. We aimed to explore the ways in which the creativity inherent in prehistoric craft may be used as inspiration in contemporary making. It simultaneously offered institutions a unique opportunity to offer a practice‐led, research‐based live project which was distinct to those generally known to be available to art and design institutions. It offered a different experience within this established pedagogical model in art and design education by using the Bronze Age as a source of inspiration for creative practice through practice‐based research in contemporary craft within the framework of an international academic research project, and suggesting new roles for the interpretation of the prehistoric past through creative work. This article reports on the CinBA Live Project. It outlines the context of the opportunity, details our methods of facilitation, describes the activities undertaken by the students and considers the outputs and post‐project impact of the activity.  相似文献   
372.
The aim of the present study was to investigate the influence of different types of tasks performed with or without an electronic device (tablet) on pre-sleep alertness, subsequent sleep quality and next-day athletic performance. Eight highly trained netball players attended a sleep laboratory for pre-sleep testing, polysomnographic sleep monitoring and next-day physical performance testing on 5 separate occasions (1 familiarisation and 4 experimental sessions). For 2 h prior to bedtime, athletes completed cognitively stimulating tasks (puzzles) or passive tasks (reading) with or without a tablet. Sleepiness tended to be greater after reading compared to completing puzzles without a tablet (= 0.80), but not with a tablet. Melatonin concentration increased more so after reading compared to completing puzzles on a tablet (P = 0.02). There were no significant differences in sleep quality or quantity or next-day athletic performance between any of the conditions. These data suggest that using a tablet for 2 h prior to sleep does not negatively affect subsequent sleep or next-day performance in athletes.  相似文献   
373.
Lifelong learning is intentional learning that people engage in throughout their lives for personal and professional fulfillment and to improve the quality of their lives. In today's climate of continual change and innovation, lifelong learning is a critical educational goal. In order to prepare people for lifelong learning, educational opportunities must develop their capacity for self‐direction, metacognitive awareness, and disposition toward lifelong learning. Several instructional features facilitate the development of metacognitive and self‐directed learning skills, and the disposition to lifelong learning: (1) student autonomy, responsibility, and intentionality; (2) intrinsically motivating learning activities; (3) enculturation; (4) discourse and collaboration among learners; and (5) reflection. This article describes and presents examples of how three teaching methodologies—problem‐based learning, intentional learning environments, and cognitive apprenticeship—employ these instructional features.  相似文献   
374.
This paper has two core purposes. First, building on Nelson and Sampat's work, we outline the social technology conceptual framework and explain why we favour using it to explore two global health initiatives. Second, we discuss the evolution of those initiatives through the lens of the interaction between social technologies, physical technologies and general institutions. Thus we reflect both on evolving conceptual landscapes on the one hand and organisational and institutional terrains on the other.The first section of the paper presents an intellectual journey and outlines our understanding and adoption of the social technology conceptual framework. This framework we argue has a number of advantages over alternative theoretical approaches and perspectives. The second section describes the context in which product development partnerships (PDPs), a type of global health initiative based on a public–private partnership (PPP), have arisen. The third section develops case studies of the International AIDS Vaccine Initiative (IAVI) and the Malaria Vaccines Initiative (MVI) as social technology experiments and looks at the complex dynamics between organisation, management, scientific and R&D success and general institutional environments. We look at these social technologies as having ‘integrator’ and ‘broker’ roles; classifications which we argue are useful in analysing the different roles taken on by these PDPs. In the conclusion we reflect on the useful ways in which the concept of social technologies can shed light on complex and networked initiatives.  相似文献   
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