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Purpose: This paper demystifies the processes, methodologies and outputs of three co-design projects, identifying how and to what extent are aims and principles of the multi-actor approach realised and upheld in the field. Implications from the cases for participatory principles are discussed.

Design/Methodology/approach: A detailed ethnographic account is presented of three multi-actor co-design cases, supporting diverse readers’ interpretations and learnings.

Findings: Three paradoxes were identifiable from the multi-actor processes: (1) outputs can be orphaned when they lack strong identifiers and affiliations with discrete professional communities outside of the co-design team; (2) combining diverse knowledges co-design can generate outputs that are new and strange (rather than familiar and acceptable) to end-users; (3) for Responsible Research and Innovation, co-creating interventions that are challenging (rather than popular) to society may be required.

Practical implications: Awareness of dynamics and paradoxes arising in the implementation of multi-actor co-design supports enhanced facilitation of processes and impacts of outcomes. Together, the paradoxes highlight the critical importance of communications and engagement initiatives across diverse communities in the aftermath of co-design efforts.

Theoretical implications: Although co-design processes are case-dependent, reflexive accounts of how they play out contribute to the body of knowledge of how co-design may be better understood. The cases in this paper identify paradoxes with implications for principles and theory of multi-actor co-design.

Originality/Value: This paper presents a detailed account of three unique co-design processes. Practical and theoretical implications of the cases are identified.  相似文献   

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Responsible Research and Innovation (RRI) is a contemporary approach to promote science with and for society for aligning scientific innovations with societal needs. Literature about education for RRI is limited because it is not a widespread practice at the moment. To explore this gap, this study examines teachers’ views about a novel inquiry game with Augmented Reality to foster inquiry skills for RRI. This game about Genetic-Modified food was used by 18 educators from Secondary and Higher Education who engaged 390 students to form opinions about risks and benefits of GM cereal. The thematic analysis of qualitative data: semi-structured questionnaires, teaching reports and focus groups, revealed motivations and practices that influence teachers’ adoption of OER created with new technologies. Findings revealed that the 3-phase-model approach used in the game engaged students to “CARE” about global issues, “KNOW” science concepts and “DO” actions through an active open schooling network. The key drivers for educators’ adoption of AR inquiry games are to make learning more meaningful and engaging through students-centred approaches and topical resources for them to develop scientific knowledge and skills. However, the key requirements for that are easy-to-use technologies and pedagogical strategies for identifying learner’s achievements and difficulties.  相似文献   
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河南省小麦纹枯病防治关键时间和关键技术研究   总被引:2,自引:0,他引:2  
研究了小麦纹枯病防治关键时间和关键技术。防治关键时期一是冬前防治以拌种为主控制入侵,二是春季药剂防治为关键控制扩展,同时搞好肥水管理。河南省小麦纹枯病在返青-拔节气温上升到20~25℃时防治效果较好,时间为3月10日~4月20日。拌种以三唑酮较好,喷雾以井冈霉素和三唑酮为主,适时喷雾能有效控制小麦纹枯病的流行和发展,此外还应利用抗耐品种和加强农业防治等措施。  相似文献   
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