Geometry -- Study and teaching. ICTs, including mobile devices, are changing rapidly, and so is the application of these technologies in various disciplines.
From the literature it was determined that mobile devices have an influence on information behaviour, whether it be in the form of information seeking, searching, use, sharing, collaboration, or any other information behaviour activity. This study focused on the influence of mobile devices on the information behaviour of undergraduate and postgraduate students in the Department of Information Science at the University of Pretoria.
Understanding the influence that mobile devices have on information behaviour might improve the effective use of mobile devices in education, and might be of use to library services. A mixed methods approach was followed, consisting of questionnaires for the collection of quantitative data and focus group interviews for the collection of qualitative data. Convenience sampling was used to select undergraduate and postgraduate students in the Department of Information Science. This was followed by a census approach in which all students were invited to participate in completing the electronic self-administered questionnaire.
The questionnaire collected data on mobile devices and information behaviour, mobile devices and academic studies, mobile devices and clickUP, mobile devices and the Blackboard App and mobile devices and communication. Purposive sampling was used to invite focus group participants. The focus groups were guided by four topics: general use of mobile devices to find, access, share and use information; differences in using mobile devices to find, access, share and use information for academic purposes; different mobile devices used for different purposes; and recommendation s to other students for using mobile devices for academic purposes.
Five focus group interviews were conducted with a total of 32 participants between 20 August and 09 September It was found that mobile devices have an influence on the information behaviour of students, confirming what was found in the literature. Mobile devices are used more in a general and social environment than in an academic one. They however hold much value for the academic environment.
Participants in the study stressed the importance, the advantages, and the potential that the mobile devices have, and still could have in the future. Participants made use of multiple mobile devices in their day-to-day activities. Furthermore, it is clear that information should be available quickly, allowing access from anywhere and at any time in order to satisfy the changing demands of the information user. It may be because of this constant need for information in its various formats, that the lines between the different contexts are being blurred.
Information Science. Information Behaviour. Mobile Devices. Academic Studies. Technology integration continues to be a professional development concern, especially in elementary schools.
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It remains unclear why there is a difference between how teachers talk about using technology and how they apply it in teaching reading. The purpose of this study was to explore professional development options that would help teachers connect theory to practice by studying their decision-making process. The conceptual framework was based on elements of the knowing-doing gap and reflective practices.
The research questions explored a the decision-making process, b reflective practices used during decision-making, c professional development that facilitates closing the knowing-doing gap, and d recommendations from participants to improve upon professional development.
In a case study design, 10 K-4 teachers participated in one minute interview, one follow-up interview, and one minute focus group.
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With the use of typological analysis, transcripts were coded for initial and emerging themes. Results indicated that integrating mobile devices was highly dependent upon teachers being self-directed learners. Teachers relied on informal collegial interactions when deciding to use mobile devices. Continuous professional development that addresses adult learning styles was recommended by the teachers to support technology adoption.
Improvements to reading instruction lead to positive social change by increasing student achievement, thereby preparing students to be world citizens in a competitive global market. Elementary Reading. Knowing-Doing Gap. Professional Development. Teacher Reflection. Educational Methods.
Elementary Education and Teaching. Instructional Media Design.
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Hypotheses: 1. Students and teachers opinion about to creativity education about physical education lessons is different. Girls and boys attitudes towards the education of creativity in physical education lessons are different. Research target — find out teachers and students attitudes towards the education of creativity in physical education lessons.
Research objectives: 1. Analyze scientific literature and discuss the concept of creativity, factors influencing and inhibit creativity and creativity in education physical education classes. Compare girls and boys attitude about creativity education. Set the physical education teacher's approach to creativity education during physical education lessons.
Comparison of physical culture teachers' and students' attitudes towards the education of creativity in physical education lessons.
Conclusions: 1. Consensus in the scientific literature on the concept of creativity is not, but in my opinion, this is a person's ability to solve tasks and issues an original, flexible and efficient. Creativity leads to inheritance, environmental influences, and both factors together. Creativity inhibits criticism, evaluation and personal growth Physical education. Determinants of creativity. Methods of educating creativity.
Modern school is required to organize the educational process by creating human values-based relationship.
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After starting the school junior schoolchildren expand their cognitive opportunities, enrich their emotional world, and form their empathy and behavior. However, primary school pupils often experience difficulty in communicating, because the relationship between this age group children often lacks support, attentiveness and respect for each other.
Junior school age is the most important phase of developing humanistic values of an individual, because it is an intense period of child's personality development, their relationship with oneself and the world, the collection of new experience and information. Therefore, a scientific problem emerges Physical education lesson. Tessituras temporais em jogos pervasivos. Abstract: The purpose of this paper is to draw a comparison between the two types of temporality in pervasive games that explore diegese the chronos ordinary everyday life, the aion of the object and image of the fictional filmic records of these games, from the contributions of Deleuze.
As an object, we will analyze some audiovisual records to reflect on the temporal organization of narrative in the events surrounding the event. We seek, therefore, to argue that there is a relationship between the aesthetic and filmic record game action in relation to the ordinary time. This paper proposes a discussion on particular aspects of production and circulation of Brazilian Although not limited to the following characteristics, we assume that fangames are game productions that are not directly related to proit purposes; also, the production of these games is mainly based upon successful mainstream games.
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From this hypothesis, we observe that fangames and mods are essentially the result of today's participatory culture, in which tribute and resistance — two concepts that will be properly treated throughout the paper — are two important engagement forms of the prosumer public. Abstract The purpose of this paper is to analyze the strategy of transmedia storytelling, Blizzard Entertainment used by the company to explore the fictional universe of the Diablo franchise of computer games, trying to understand how aesthetic categories were called and how these can be considered metaphors for understanding of the user experience of transmedia narratives whose central axis is a digital game.
Keywords: Transmedia Narratives. Magic Circle. The purpose, therefore, is to understand how experiential marketing has become an investment strategy of contemporary advertising and what were the social changes that underlie this social transformation, aiming to analyze how advertising teaches consumers about ways to use the objects of consumption. Thus, a mixed survey was applied in order to understand how the reconfiguration of consumption practices of serial audiovisual productions have influenced the circulation and consumption of spoilers.
In this way, this research was divided according to the following emphases: the relationship between production and consumption of spoilers on multiple platforms; voluntary and involuntary consumption of spoilers and possible typologies; spoiler's aesthetics, and the emotional reactions of its consumers.