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Ce qui échappe à la Raison d'État : stratégies discursives des intendants de la Nouvelle France confrontés à la contrebande des fourrures, 1715-1750Roy, Gilles L. 08 1900 (has links)
No description available.
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Culturally Tailoring a Substance Use Intervention Among Southeastern Urban American Indian and Alaska Native YouthUnknown Date (has links)
In the United States, post European-colonial influence and exposure to
substances such as alcohol historically mark the beginning of substance use exposure
and involvement among all American Indian and Alaska Native (AI/AN) people.
Research findings indicate there are strong interrelationships between the origin and
prevalence of substance use and U.S.-European colonization, historical trauma, forced
assimilation, cultural losses, and relocation among urban AI/AN people (Burt, 1986;
Clinton, Chadwick, & Bahr, 1975; Yuan et al., 2010). In an historical sense, the
unsuccessful attempts of relocating AI/AN people to urban areas place the future
generations of urban AI/AN youth at risk for substance use, health conditions, and
health disparities. Nationally, incident rates of substance use among urban AI/AN
populations ages 12 and over is rising steadily, two to three folds higher than other
ethnicities in urban areas within states such as Florida. The overall objective of this study is to culturally tailor the evidence-based Lowe (2013) Cherokee Talking Circle
Intervention for substance use prevention among Cherokee adolescents to that of an
Urban Taking Circle Intervention for use among urban AI/AN adolescents in Florida.
Therefore, the feasibility of culturally tailoring this substance use intervention among a
southeastern urban AI/AN youth was examined and presented within this dissertation. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
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Filosofická reflexe pedagogického vlivu digitálních a informačních technologií se zvláštním zřetelem na fenomén tzv. digitální demence / The Philosophical Reflection of the ICT Influence in the Pedagogical Field with Special Focus on the Digital Dementia PhenomenonSTANĚK, Miroslav January 2016 (has links)
This thesis deals with philosophical questions, related to modern-day technologies and their impact on the future generations education. It specifically focuses on the paradigmatic transformation of everyday empirical experience (of the world) among people who were born into the digital age. They are called "digital natives", and they feel comfortable in the cyberspace´s infosphere. In terms of the philosophy of education, the "digital dementia" is understood as a principal inability and unwillingness to get out of personalised "bubble universe". The goal of education is (in this thesis) understood as a skill how to perform a personal turn-around and how to actively participate their own "philosophy of life", that means to seek for the meaning of the life and live autonomous and authentic lives.
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The use of digital media within gestalt play therapyTruby, Elvir Joan 06 1900 (has links)
The world is dominated by digital media that have become central to many children’s lives. Children born in the last 30 years have become known as ‘digital natives’, as digital technology has always been part of their experiential field. The use of such media in play therapy could offer innovative ways of enhancing dialogue with those children in whose field they are included, as they have been to date unexplored in play therapy interventions, possibly resulting in missed therapeutic opportunities.
This mixed methods research took the form of an email questionnaire sent out to play therapists in South Africa to ascertain whether digital technology is being used in therapy and, if so, which digital media are being used and how. Additionally, a focus group interview was conducted using the same questionnaire to ensure data triangulation. The data gathered were analysed qualitatively, and an understanding was gained regarding the current use of digital media in play therapy. / Social Work / M. Diac. (Play Therapy)
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Formação da Rede Urbana do Sertão de Piranhas e Piancó da Capitania da Paraíba SetecentistaSoares, Maria Simone Morais 18 October 2012 (has links)
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Previous issue date: 2012-10-18 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This dissertation investigates the formation of the urban network in the Hinterland of
Piranhas and Piancó throughout the eighteenth century. The urban network is understood
from the urbanizing policy implemented by colonial agents, the State, the Church and the
economic agents, that sparked the occurrence of fixed points (villages to indoctrinate the
natives, barracks, villages, towns and cities) and communication routes, linked to the flows
generated by the expansion process of cattle ranching. The main objective is to check how
was the structure of this urban network in the Hinterland of Piranhas and Piancó in the
eighteenth century, through the activities of colonization agents. This is a research of
historical synthesis that adopted, as the main procedure, an analysis of historiography and
written documentation and cartographic on the issue. Was concluded that the formation of
an urban network, in Hinterland of Piranhas and Piancó, occurred in the first half of the
eighteenth century, linked to the process of War of the Barbarians", resulting in barracks
and in villages to indoctrinate the natives; and, in the second half of the eighteenth century,
marked by post-war, was implemented a policy of forming villages, initially established in
Pombal's Period (1750 - 1777) and conducted to the rest of the century. In parallel,
throughout the eighteenth century, was verified a formation of chapels for the installation of
settlements, as a result of the interests of landowners in their local setting, through
donations of land assets, which gave the initial apparatus for its existence. It is intended to
contribute to the study of eighteenth-century urban history of Paraíba from these findings. / A presente dissertação tem por objeto de investigação a formação da rede urbana no Sertão
de Piranhas e Piancó ao longo do século XVIII. A rede urbana é entendida a partir da política
urbanizadora executada pelos agentes coloniais, o Estado, a Igreja e os agentes econômicos,
que proporcionou o surgimento de pontos fixos (aldeamentos, arraiais, povoações, vilas e
cidades) e de vias de comunicação, vinculados aos fluxos gerados pelo processo de
expansão da pecuária. O objetivo central é verificar como se deu a estruturação dessa rede
urbana no Sertão de Piranhas e Piancó no século XVIII, através da atuação dos agentes da
colonização. Trata-se de um trabalho de síntese histórica que adotou, como procedimento
principal, uma análise da história e da documentação escrita e cartográfica sobre o tema. O
resultado identificou que a formação de uma rede urbana, no Sertão de Piranhas e Piancó,
ocorreu na primeira metade do século XVIII, vinculada ao processo de Guerra dos
Bárbaros , tendo como resultado os arraiais e os aldeamentos de índios em missões; e, na
segunda metade do século XVIII, marcada pelo pós-guerra, houve a realização de uma
política de formação de vilas, instituída inicialmente no Período Pombalino (1750 1777) e
conduzida ao restante do século. Em paralelo, ao longo de todo o século XVIII, foi verificada
a formação de capelas para instalação de povoações, pelos interesses dos proprietários
rurais em definir seu poder local, através de doações de patrimônios de terras, que dava o
aparato inicial para a sua existência. Busca-se, a partir de tais constatações, contribuir para
os estudos da história urbana na Paraíba setecentista.
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Ações de aprendizagem empregadas pelo nativo digital para interagir em redes hipermidiáticas tendo o inglês como língua francaPescador, Cristina Maria 25 March 2010 (has links)
Esta investigação teve como objetivo principal identificar as ações de aprendizagem utilizadas por jovens nativos digitais em sua interação com redes hipermidiáticas, em especial jogos computacionais disponíveis na Internet, mais conhecidos como games, que têm o inglês como língua de comunicação comum a todos seus usuários, com características próprias do que Crystal (1997) e Graddol (2006) descrevem como uma língua franca. O trabalho se propôs a realizar um estudo exploratório descritivo, com base em pesquisa de natureza qualitativa cujos dados foram obtidos em 03 (três) sessões individuais de observação nãoparticipativa, seguidas de entrevistas semi-estruturadas de autoconfrontação com cada um dos sujeitos. Foram selecionados para a investigação, 03 (três) sujeitos de 21 anos de idade, alunos do 3º semestre de diferentes cursos universitários, cujo nível de proficiência em língua inglesa, à época da coleta, correspondia ao nível intermediário ou B1 do Quadro Comum Europeu de Referência (QCER). As sessões de observação consistiram em sessões individuais de videogravação da interação do sujeito enquanto jogava um game online. Segmentos videogravados dessa sessão foram exibidos aos sujeitos durante a entrevista em que a pesquisadora perguntava a respeito das ações e opções do sujeito durante sua interação com o jogo. A análise do corpus foi feita à luz de um quadro teórico que incluiu conceitos de hipermídia, hipertexto e jogos eletrônicos abordados a partir das idéias de Lévy (2000a, 2000b, 2003 e 2006), Santaella (2004 e 2009) e Johnson (1997, 2005), bem como algumas características do perfil da geração das tecnologias de interação, descritos como nativos digitais por Marc Prensky (2001a, 2001b e 2006). As ações dos sujeitos em sua interação foram analisadas sob o ponto de vista da aprendizagem a partir da teoria Vygotskiana, associando ainda à interpretação os conceitos de língua franca. Os procedimentos de videogravação e autoconfrontação permitiram que a pesquisadora pudesse vislumbrar como esses jovens utilizam ações como cooperação e exploração com o fim de aprender e construir conhecimento. Foi possível, por exemplo, perceber como o nativo digital aprende enquanto explora, ação descrita como learning on the fly ; isto é, eles aprendem enquanto estão usando um recurso digital. Em seus relatos, também foi possível identificar o uso que fazem de recursos como fóruns, listas de discussão, ferramentas de mensagens instantâneas, como meios para interagir de forma colaborativa e cooperativa em busca de soluções para problemas comuns e para aperfeiçoamento de seu desempenho nos games. A análise que se faz, à luz do quadro teórico, é que essas relações que os nativos digitais estabelecem em suas redes sociais podem contribuir para suas formas de aprender. A posição da pesquisadora é que, pais e educadores, precisam começar a enxergar além da tela dos computadores dos nossos jovens e compreender a influência dessa forma de interagir em sua aprendizagem para poder repensar e modificar algumas práticas pedagógicas. / Submitted by Marcelo Teixeira (mvteixeira@ucs.br) on 2014-05-30T19:30:43Z
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Dissertacao Cristina Maria Pescador.pdf: 2204255 bytes, checksum: 477d88d7828029b94fd32acfd6479748 (MD5) / The main purpose of this research was to identify learning actions employed by digital native youngsters on their interaction with hypermediatic environments, especially computer games available on the Internet, which have English as the language used for communication amongst all users featuring what Crystal (1997) and Graddol (2006) have described as a lingua franca. The study carried out a qualitative research which was based on data collected during 3 sessions of non-participant observation, followed by semi-structured interviews of self-confrontation. Subjects selected for the research were 3 (three) 21-year-old college students, on the third semester of their major programs, and whose proficiency level in English, at the time, corresponded to the intermediate level or to the B1 descriptor of the Common European Framework of Reference. Observation sessions were individual recorded sessions of the subject´s interaction while playing a game online. Later, segments of that session were shown to each subject during the interview and the researcher would then ask the subject questions about his/her actions and choices during the game. The corpus was analyzed at the light of a theoretical framework that included concepts regarding hypermedia, hypertext and electronic games, based on Lévy (2000a, 2000b, 2003, and 2006), Santaella (2004 and 2009) and Johnson (1997, 2005), as well as some characteristics that describe the profile of the generation of the interaction technologies, the digital natives as Marc Prensky (2001a, 2001b e 2006) calls them. The subjects´ actions and their interactions were analyzed from the Vygotskian point of view, and concepts related to a lingua franca were associated to the interpretation. The procedures adopted video recording and self-confrontation enabled the researcher to catch a glimpse of how these youngsters use actions such as cooperation and exploration with the purpose of learning and building knowledge. It was possible, for instance, to observe how digital natives can learn while they explore, which is described as learning on the fly; i.e. they learn how to use digital resources while using them. In their interviews, it was also possible to identify how they use resources such as forums, discussions lists, instant message tools, as means to interact collaboratively and cooperatively, aiming at solutions for problems they might have in common and at the improvement of their performance in the games. Analyzing that at the light of theory it is thought that the relationships that digitals natives establish in their social networks may contribute towards how they learn. It is the researcher´s opinion that parents and educators need to start looking beyond the computer screen of these kids and understand the influence this way of interacting may have on their learning in order to be able to rethink and modify a few teaching practices.
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Waskapiwin Nahitatowin ou comment résoudre les conflits internes d’une manière légitime dans la communauté des Atikamekw Nehirowisiwok d’OpitciwanPicard, Isabelle 04 1900 (has links)
No description available.
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Ações de aprendizagem empregadas pelo nativo digital para interagir em redes hipermidiáticas tendo o inglês como língua francaPescador, Cristina Maria 25 March 2010 (has links)
Esta investigação teve como objetivo principal identificar as ações de aprendizagem utilizadas por jovens nativos digitais em sua interação com redes hipermidiáticas, em especial jogos computacionais disponíveis na Internet, mais conhecidos como games, que têm o inglês como língua de comunicação comum a todos seus usuários, com características próprias do que Crystal (1997) e Graddol (2006) descrevem como uma língua franca. O trabalho se propôs a realizar um estudo exploratório descritivo, com base em pesquisa de natureza qualitativa cujos dados foram obtidos em 03 (três) sessões individuais de observação nãoparticipativa, seguidas de entrevistas semi-estruturadas de autoconfrontação com cada um dos sujeitos. Foram selecionados para a investigação, 03 (três) sujeitos de 21 anos de idade, alunos do 3º semestre de diferentes cursos universitários, cujo nível de proficiência em língua inglesa, à época da coleta, correspondia ao nível intermediário ou B1 do Quadro Comum Europeu de Referência (QCER). As sessões de observação consistiram em sessões individuais de videogravação da interação do sujeito enquanto jogava um game online. Segmentos videogravados dessa sessão foram exibidos aos sujeitos durante a entrevista em que a pesquisadora perguntava a respeito das ações e opções do sujeito durante sua interação com o jogo. A análise do corpus foi feita à luz de um quadro teórico que incluiu conceitos de hipermídia, hipertexto e jogos eletrônicos abordados a partir das idéias de Lévy (2000a, 2000b, 2003 e 2006), Santaella (2004 e 2009) e Johnson (1997, 2005), bem como algumas características do perfil da geração das tecnologias de interação, descritos como nativos digitais por Marc Prensky (2001a, 2001b e 2006). As ações dos sujeitos em sua interação foram analisadas sob o ponto de vista da aprendizagem a partir da teoria Vygotskiana, associando ainda à interpretação os conceitos de língua franca. Os procedimentos de videogravação e autoconfrontação permitiram que a pesquisadora pudesse vislumbrar como esses jovens utilizam ações como cooperação e exploração com o fim de aprender e construir conhecimento. Foi possível, por exemplo, perceber como o nativo digital aprende enquanto explora, ação descrita como learning on the fly ; isto é, eles aprendem enquanto estão usando um recurso digital. Em seus relatos, também foi possível identificar o uso que fazem de recursos como fóruns, listas de discussão, ferramentas de mensagens instantâneas, como meios para interagir de forma colaborativa e cooperativa em busca de soluções para problemas comuns e para aperfeiçoamento de seu desempenho nos games. A análise que se faz, à luz do quadro teórico, é que essas relações que os nativos digitais estabelecem em suas redes sociais podem contribuir para suas formas de aprender. A posição da pesquisadora é que, pais e educadores, precisam começar a enxergar além da tela dos computadores dos nossos jovens e compreender a influência dessa forma de interagir em sua aprendizagem para poder repensar e modificar algumas práticas pedagógicas. / The main purpose of this research was to identify learning actions employed by digital native youngsters on their interaction with hypermediatic environments, especially computer games available on the Internet, which have English as the language used for communication amongst all users featuring what Crystal (1997) and Graddol (2006) have described as a lingua franca. The study carried out a qualitative research which was based on data collected during 3 sessions of non-participant observation, followed by semi-structured interviews of self-confrontation. Subjects selected for the research were 3 (three) 21-year-old college students, on the third semester of their major programs, and whose proficiency level in English, at the time, corresponded to the intermediate level or to the B1 descriptor of the Common European Framework of Reference. Observation sessions were individual recorded sessions of the subject´s interaction while playing a game online. Later, segments of that session were shown to each subject during the interview and the researcher would then ask the subject questions about his/her actions and choices during the game. The corpus was analyzed at the light of a theoretical framework that included concepts regarding hypermedia, hypertext and electronic games, based on Lévy (2000a, 2000b, 2003, and 2006), Santaella (2004 and 2009) and Johnson (1997, 2005), as well as some characteristics that describe the profile of the generation of the interaction technologies, the digital natives as Marc Prensky (2001a, 2001b e 2006) calls them. The subjects´ actions and their interactions were analyzed from the Vygotskian point of view, and concepts related to a lingua franca were associated to the interpretation. The procedures adopted video recording and self-confrontation enabled the researcher to catch a glimpse of how these youngsters use actions such as cooperation and exploration with the purpose of learning and building knowledge. It was possible, for instance, to observe how digital natives can learn while they explore, which is described as learning on the fly; i.e. they learn how to use digital resources while using them. In their interviews, it was also possible to identify how they use resources such as forums, discussions lists, instant message tools, as means to interact collaboratively and cooperatively, aiming at solutions for problems they might have in common and at the improvement of their performance in the games. Analyzing that at the light of theory it is thought that the relationships that digitals natives establish in their social networks may contribute towards how they learn. It is the researcher´s opinion that parents and educators need to start looking beyond the computer screen of these kids and understand the influence this way of interacting may have on their learning in order to be able to rethink and modify a few teaching practices.
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Entrevoir la construction de niche des Iroquoiens du Saint-Laurent dans les paysages de la vallée laurentienne aux XVIe et XVIIe siècles : quels enseignements pouvons-nous tirer des feux contrôlés dans la gestion des milieux naturels?Fortin, Daniel 03 1900 (has links)
Ce mémoire a pour objectif général d’apporter une contribution à la compréhension de la nature et l’étendue des modifications du paysage par les Iroquoiens du Saint-Laurent dans la vallée laurentienne au XVIe siècle. Comme « organismes vivants », ce groupe culturel apparenté qui occupait un grand territoire entre l’embouchure des Grands Lacs et le golfe du Saint-Laurent constituant une vaste zone de captage de ressources, a créé des niches pour assurer sa reproduction. Nous nous intéressons particulièrement à l’empreinte que ces niches réalisées ont laissé sur leur environnement en prenant spécifiquement le paysage comme objet d’étude. Nous avons cherché à évaluer l’importance ou l’étendue de cette « transformation ». Puisqu’il est difficile de « voir » ces paysages du passé, nous avons tenté de les décrire en utilisant des descriptions des premiers explorateurs, missionnaires, aventuriers, administrateurs et colonisateurs européens, d’une part, et à des études paléoécologiques et archéologiques plus récentes, de l’autre.
La démarche adoptée est celle de la multidisciplinarité. Les études protohistoriques sur le paysage étant relativement peu fréquentes en écologie végétale et dans les disciplines de l’aménagement, nous nous appuierons principalement sur une revue de littérature dans les domaines de l’ethnologie, de l’ethnohistoire, de l’histoire, de l’ethnologie comparative, de la géographie, de l’écologie, de l’agronomie, de la palynologie, de l’étude des charbons de bois fossiles, de l’archéologie et de l’archéologie du paysage, considérant certains paysages comme une niche réalisée. Au final, plus de 400 textes ont été consultés dont 160 ont été cités dans ce mémoire.
Les illustrations de l’explorateur et du cartographe Samuel de Champlain, sur la côte est de la Nouvelle-Angleterre, et celles de la vallée du Saint-Laurent ont été étudiées pour déterminer à la fois leur valeur de « vérité » et leur valeur de « connaissances » et, ainsi nous permettre de mieux comprendre les paysages anthropiques de ces territoires.
Un des outils les plus efficaces pour défricher de larges pans des forêts pour ainsi ouvrir le paysage et permettre, en autre, la mise en culture de la terre est l’utilisation du feu. Nous avons recensé un certain nombre d’observations dans ce sens dans le nord-est de l’Amérique, mais pas strictement dans la vallée du Saint-Laurent. La niche réalisée par les Iroquoiens du Saint-Laurent devait constituer un ou des paysages de type mosaïque. C’est-à-dire que de grandes étendues de forêts denses pouvaient alterner avec des forêts de type « parc ». Les sources historiques retenues dans notre mémoire tendent à confirmer ce type de paysages dans certaines parties de la vallée laurentienne et autour des Grands Lacs. / The purpose of this thesis is to contribute to the understanding of the nature and extent of landscape changes by the Iroquoians of the St. Lawrence in the Laurentian Valley in the sixteenth century. As a "living organism" (Homo sapiens), this related cultural group, which occupied a vast territory between the mouth of the Great Lakes and the Gulf of St. Lawrence, was a large resource catchment area and created niches to ensure its reproduction. We are particularly interested in the « footprint » that these niches made to leave on their environment by specifically taking the landscape as a scale of study. We sought to assess the importance or extent of this "transformation". Since it is impossible to "see" these landscapes of the past, we have tried to describe them using descriptions of early explorers, missionaries, adventurers, administrators and European colonizers, on the one hand, and more recent paleoecological and archaeological studies, on the other hand.
The approach adopted is that of multidisciplinarity. Protohistorical studies on landscape are relatively infrequent in plant ecology and in the disciplines of planning, we will rely primarily on a literature review in the fields of ethnology, ethnohistory, history, comparative ethnology, geography, ecology, agronomy, palynology, the study of fossil charcoal, archeology and landscape archeology, considering certain landscapes as a realized niche construction. In the end, more of 400 texts were consulted, of which 160 were cited in this master thesis.
Illustrations by Samuel de Champlain, explorer and cartographer, on the east coast of New England, and those of the St. Lawrence Valley were studied to determine both their value as "truth" and their value as "knowledge" and thus allow us to "see" the anthropic landscapes of these territories.
One of the most effective tools for clearing large part of forests to open up the landscape and allow, among other things, the cultivation of the land is the use of fire. We have identified a number of observations along these lines in northeastern America, but not strictly in the St. Lawrence Valley. The niche created by the Iroquoians of the St. Lawrence was to constitute one or more mosaic-type landscapes. That is, large areas of dense forest could alternate with "park" type forests. The historical sources retained in our memory tend to confirm this type of landscape in certain parts of the Laurentian valley and around the Great Lakes.
As part of this master thesis, we are looking to know if the use of fires controlled by Aboriginals for the creation of a niche or for the maintenance of the niche created could be used in the management of natural environments by taking for example the speckled alder (Alnus incana ssp. rugosa) overgrowth in marsh of Lake Saint-François National Wildlife Area.
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Online-Gemeinschaften zur Studienvorbereitung: Eine empirische Studie zu computerbezogenen Einstellungen sächsischer GymnasialschülerSchaarschmidt, Nadine, Dietsch, Sindy, Köhler, Thomas January 2012 (has links)
1 EINLEITUNG
Digitale Medien, insbesondere internetfähige Computer, nehmen für Jugendliche einen bedeutenden Stellenwert in ihrer Freizeit ein. Den hohen Nutzungszeiten des Internets1 werden größtenteils unterhaltungsorientierte Nutzungsweisen zugeordnet. Die Situation unterscheidet sich damit nur gering von Beobachtungen aus der Zeit der Einführung des Internet an Schulen Ende der 1990er Jahre [Lit1].
Neben dem Einsatz des Computers als Unterhaltungs- und Kommunikationsmedium ist dieser auch Lern- und Arbeitsmittel. Insbesondere E-Learning-Szenarien können neue Möglichkeiten schaffen, Lerngemeinschaften einzurichten, welche den Gruppenmitgliedern das medienvermittelte und selbstgesteuerte Lernen erfahrbar machen und den Austausch sowohl über Lerninhalte als auch Erfahrungen ermöglichen. Schüler sind in diesem Kontext eine besondere Gruppe, da sich gerade unter Berücksichtigung der immer stärkeren Verbreitung der Online-Technologien im Alltag Jugendlicher die Frage stellt, ob sich die sogenannten „digital natives“2 auch in der Schule3 – bei der Nutzung des Computers als Lernwerkzeug – wiederfinden. Viele Veröffentlichungen zur Netzgeneration schließen direkt von der Mediennutzung auf die computerbezogenen Einstellungen der Jugendlichen, ohne diese Phänomene eingehend zu untersuchen [Lit2]. Eine gründliche, auch empirische Betrachtung dieser Einstellungen zur Überprüfung des Konstrukts der „digital natives“ ist somit unerlässlich und Untersuchungsgegenstand des Beitrages.
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