排序方式: 共有46条查询结果,搜索用时 31 毫秒
1.
Luciana Duranti 《Archival Science》2001,1(1):39-55
Archival science is to be regarded as a system. The properties of that system can be investigated and integrated. The methodology
to do so has been tested in two research projects which are presented in this article as examples of the way in which the
view of archival science as a system supports the development of new knowledge and as a demonstration of the stability of
archival theory.
This article presupposes that the archival discipline is also a “science”. Many have argued against the idea on the basis
of a common perception that a science is a type of study entirely objective by virtue of the rigorous manner in which it is
carried out and the restricted range of topics to which it applies. In fact, the activity of science is based upon a complex
framework of assumptions that make it possible for the landscape of the scientific endeavour to be redrawn over time, and,
while striving towards objectivity, considers it to be an unattainable ideal. 相似文献
2.
The Archival Bond 总被引:1,自引:0,他引:1
Luciana Duranti 《Archives and Museum Informatics》1997,11(3-4):213-218
This paper presents the concept of archival bond as formulated by archival science and used in a research project carried out at the University of British Columbia, entitled The Preservation of Electronic Records. Being one of the essential components of the record, the concept of archival bond is discussed in the context of the traditional diplomatic and archival definitions of records, and its function in demonstrating the reliability and authenticity of records is shown. The most serious challenge with which we are confronted is to make explicit and preserve intact over the long term the archival bond between electronic and non electronic records belonging in the same aggregations. 相似文献
3.
The Concept of Record in Interactive, Experiential and Dynamic Environments: the View of InterPARES*
This article presents the concept of electronic record as articulated by the first phase of the InterPARES (International research on Permanent Authentic Records in Electronic Systems) Project (1999–2001) and discusses it in light of the findings of the second phase of the Project (2002–2006). While InterPARES 1 focused on records produced and/or maintained in databases and document management systems, InterPARES 2 examined records produced and/or maintained in interactive, experiential and dynamic environments. The authors describe the characteristics of these environments and of the entities found in them in the course of case studies conducted on systems used for carrying out artistic, scientific and e-government activities, and propose the new concept of record that InterPARES 2 is eleborating, which expands on that formulated by InterPARES 1.The authors would like to thank InterPARES 2 research assistant Randy Preston for his careful editing and constructive criticisms. Some of his suggestions have been incorporated in the text of this article. 相似文献
4.
Luciana Benincasa 《Ethnography and Education》2019,14(2):170-191
The paper approaches school parades on national commemorations in Greece as a ‘text’ for storing and transmitting cultural meanings and value hierarchies. The study is based on policy documents and participant observation. The detailed Ministry instructions on how schools should select students for the parade may be viewed as instructions on how to manage dimensions of diversity. Two such dimensions are tallness and achievement, established by law as selection criteria. The latter could point to both intellectual abilities and effort. However, because of the dominance of effort in Greek educational rhetoric, achievement comes to be perceived mainly as an indicator of moral qualities, e.g. hard work. The selected students are distributed along the body of the parade according to ‘syntactic’ rules, i.e. mainly ‘firstness’. Skilful management of bodily and moral ‘diversity’ makes underlying value hierarchies explicit, thus producing cultural meanings and turning the parade into a text about the nation. 相似文献
5.
6.
Vinícius Medina Kern Luciana Martins Saraiva Roberto Carlos dos Santos Pacheco 《Education and Information Technologies》2003,8(1):37-46
This article discusses the application of the peer review process as a pedagogical instrument for the promotion of written expression, collaborative work, critical thinking, and professional responsibility among Informatics and Engineering majors. The approach is introduced with a motivation, followed by a discussion about common principles of current learning paradigms and the peer review process. This work is being conducted in Brazil, where we intend to promote a learning paradigm shift through the application of peer review in education. A framework for this application is outlined, together with an account of results from experiences and a discussion about the skills that this approach exercises, especially with regard to widely accepted curricula and codes of ethics and professional conduct. Further research and development efforts are conjectured. 相似文献
7.
Research, practice and theory in didactics of mathematics: Towards dialogue between different fields
Acknowledging the complex relationships which the field of didactics of mathematics has with other research fields (e.g. mathematics, educational sciences, epistemology, history,psychology, semiotics, sociology, cognitive science), the authors analyze in this paper some cases of fruitful and some of failed dialogue between experts of the different fields. They discuss the results of these dialogues, drawing on research studies carried out by the authors, within the paradigm of the Italian research in Mathematics Education. 相似文献
8.
9.
Melissa Gilliam Patrick Jagoda Erin Jaworski Luciana E. Hebert Phoebe Lyman M. Claire Wilson 《Sex education》2016,16(4):391-404
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab. The outcome, Lucidity, was a multimedia game with a nonlinear narrative that led to two different outcomes based on player decisions. The narrative followed the life of one character, an African American woman named Zaria who remembers and grapples with a sexual assault from her past. The player discovers parts of the story by reading comics, watching videos, navigating interactive websites and playing short videogames. The final evaluation consisted of gameplay, a post-game focus group and follow-up interviews. Twenty-four young people participated in three focus group discussions (n = 9, n = 5, n = 10); 23 participated in the follow-up interviews. Salient themes identified in the focus group discussions included: overall approval of the game, the acquisition of new knowledge and minimal past exposure to conversations or education about sexual violence. At follow-up, almost all (n = 22) had initiated a conversation about sexual violence with a parent, peer and/or teacher. Lucidity succeeded in engaging young people and facilitating communication with adults and peers regarding sexual violence and other sexual health topics. Ultimately, a game-based intervention such as this represents a feasible approach for introducing issues of sexual violence, with potential for future implementation in educational settings. 相似文献
10.
Luciana Laganà 《Educational gerontology》2013,39(9):831-843
This pilot study explored whether a manualized training program could enhance older adults' computer self-efficacy and attitudes toward computers and the Internet. A total of 32 community-dwelling adults 65 years of age or older were randomly assigned to either an experimental or control group, with each group consisting of 8 women and 8 men. The experimental group received 6 weeks of training with two-hour one-on-one sessions once per week. The same training was administered to the control group upon completion of the posttest, 6 weeks after the baseline assessment, to match the procedures on all counts with the exception of training administration. The results of two ANOVAs indicated that participants within the experimental group improved significantly on both their computer self-efficacy (p < .001) and attitudinal scores (p < .001) at the posttraining assessment. No improvements were found in the control group. 相似文献