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Nadine Jay 《Support for Learning》2003,18(1):24-28
A ‘circle of support’ is a concept with wide application in a range of circumstances and is developing as an important means of promoting social inclusion. In this article Nadine Jay describes the development of ‘circles of support’ for young people with disabilities. She provides an illuminating account of how they function, and of the powerful part the family and community can play in complementing the work of professionals. 相似文献
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Clifford A. Lynch 《Archives and Museum Informatics》1997,11(1):5-13
Digital documents in the networked information environment fundamentally change the ways that visual materials can be used in education and scholarly discourse. These new uses raise questions about research library strategies with regard to digitized visual materials as a part of their collections, challenge assumptions underlying intellectual property rights for images and their scope, and offer ways in which visual literacy can become a more integral part of the common educational experience. 相似文献
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Douglas A. Guiffrida 《Counselor Education & Supervision》2005,44(3):201-213
The author presents a critical review of counselor education literature that has focused on student acquisition of theoretical orientations in order to identify the potential of these practices to facilitate critical self‐reflection and theoretical fit among students. Two reflective, awareness‐based pedagogical models—radical constructivism (E. von Glasersfeld, 1984) and transformative learning (J. Mezirow, 1997)—are also examined. The author concludes by briefly outlining an alternative pedagogical framework called the “Emergence Model,” which may enhance the ability of counselor educators to facilitate self‐reflection and theoretical fit among counseling students. 相似文献
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The special issue aims at exploring, with an economic perspective, the interconnections between cultural participation, in all its expressions, and tourism organization and patterns with the purpose of understanding economic effects, emerging trends and policy implications. The expanding notion of the cultural consumption of tourists makes the definition of cultural tourism increasingly elusive. Empirical investigations of the relationships between cultural participation and cultural heritage and tourism offer interesting hints in many directions. This introduction briefly overviews the premise of this special issue, the literature and the several perspectives taken by the included articles. Aside from their cultural topics—general, intangible or temporary—these essays all tackle some important economic dimensions of tourism. We encourage cultural economists to invest more in these fascinating areas as more than just intellectual tourists. 相似文献
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Jason Power Raymond Lynch Oliver McGarr 《British journal of educational technology : journal of the Council for Educational Technology》2020,51(1):281-296
Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self-regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self-efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5-days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self-efficacy for the task. Self-efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self-efficacy and associated positive outcomes. Implications for future serious games and self-efficacy research are discussed. 相似文献