Author:
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 520
Book Description
Canadiana
Author:
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 520
Book Description
Publisher:
ISBN:
Category : Canada
Languages : en
Pages : 520
Book Description
Intercultural Competence
Author: Gerhard Neuner
Publisher: Council of Europe
ISBN: 9789287151704
Category : Language Arts & Disciplines
Languages : en
Pages : 152
Book Description
Publisher: Council of Europe
ISBN: 9789287151704
Category : Language Arts & Disciplines
Languages : en
Pages : 152
Book Description
Collaborative Professionalism
Author: Andy Hargreaves
Publisher: Corwin Press
ISBN: 1506328172
Category : Education
Languages : en
Pages : 132
Book Description
Ensure Conversations About Collaboration Get Results. This book lays out the theory and practice of Collaborative Professionalism. Through five international case studies, the authors distinguish Collaborative Professionalism from professional collaboration by highlighting intentional collaborative designs and providing concrete examples for how to be more purposeful with collaboration. Additionally, the book makes Collaborative Professionalism accessible to all educators through clear take-aways including: Ten core tenets, including Collective Efficacy, Collaborative Inquiry, and Collaborating With Students. Graphics indicating how educators can move from mere professional collaboration to the deep and transformative work of Collaborative Professionalism. Analysis of which collaborative practices educators should start doing, keep doing, and stop doing Collaboration can be one of your most powerful educational tools when used correctly, and turned into action. This book shows you how.
Publisher: Corwin Press
ISBN: 1506328172
Category : Education
Languages : en
Pages : 132
Book Description
Ensure Conversations About Collaboration Get Results. This book lays out the theory and practice of Collaborative Professionalism. Through five international case studies, the authors distinguish Collaborative Professionalism from professional collaboration by highlighting intentional collaborative designs and providing concrete examples for how to be more purposeful with collaboration. Additionally, the book makes Collaborative Professionalism accessible to all educators through clear take-aways including: Ten core tenets, including Collective Efficacy, Collaborative Inquiry, and Collaborating With Students. Graphics indicating how educators can move from mere professional collaboration to the deep and transformative work of Collaborative Professionalism. Analysis of which collaborative practices educators should start doing, keep doing, and stop doing Collaboration can be one of your most powerful educational tools when used correctly, and turned into action. This book shows you how.
Doing Business 2020
Author: World Bank
Publisher: World Bank Publications
ISBN: 1464814414
Category : Business & Economics
Languages : en
Pages : 241
Book Description
Seventeen in a series of annual reports comparing business regulation in 190 economies, Doing Business 2020 measures aspects of regulation affecting 10 areas of everyday business activity.
Publisher: World Bank Publications
ISBN: 1464814414
Category : Business & Economics
Languages : en
Pages : 241
Book Description
Seventeen in a series of annual reports comparing business regulation in 190 economies, Doing Business 2020 measures aspects of regulation affecting 10 areas of everyday business activity.
Multipliers of Change
Author: Wolf, Tobias
Publisher: Universitätsverlag Potsdam
ISBN: 3869564962
Category : Education
Languages : en
Pages : 228
Book Description
Higher Education Leadership and Management have become increasingly important throughout the years due to the complexities that have to be addressed by universities worldwide. This can be seen not only in professionalisation in fields such as faculty management or in areas of quality assurance and internationalisation, but also in the need for exchange and training in academic leadership, such as that of deans or study deans, or of university leadership in general. The Dialogue on Innovative Higher Education Strategies (DIES) is addressing this need in emerging countries by building platforms of exchange and offering training courses. Not only is the programme supporting capacity building of human resources, but it is also specifically focusing on inducing change within the universities, such as introducing new instruments or tools in the area of quality assurance and internationalisation, and addressing specific challenges or setting up new structures in the form of projects in the frame of the training. The ‘National Multiplication Trainings’ Programme under DIES is further addressing the sustainability and multiplication of the DIES Programme, that is, alumni are enabled to implement capacity building in higher education leadership and management in their national context. The articles within this volume of the “Potsdamer Beiträge zur Hochschulforschung” (Potsdam Contributions to Higher Education Research) analyse and share the experiences of such training programmes held in Colombia, Democratic Republic of Congo, Guinea, Malaysia, Kenya, and Uganda. They all revolve around the best ways to address the needs and challenges in higher education leadership and management, and in building capacities in these areas.
Publisher: Universitätsverlag Potsdam
ISBN: 3869564962
Category : Education
Languages : en
Pages : 228
Book Description
Higher Education Leadership and Management have become increasingly important throughout the years due to the complexities that have to be addressed by universities worldwide. This can be seen not only in professionalisation in fields such as faculty management or in areas of quality assurance and internationalisation, but also in the need for exchange and training in academic leadership, such as that of deans or study deans, or of university leadership in general. The Dialogue on Innovative Higher Education Strategies (DIES) is addressing this need in emerging countries by building platforms of exchange and offering training courses. Not only is the programme supporting capacity building of human resources, but it is also specifically focusing on inducing change within the universities, such as introducing new instruments or tools in the area of quality assurance and internationalisation, and addressing specific challenges or setting up new structures in the form of projects in the frame of the training. The ‘National Multiplication Trainings’ Programme under DIES is further addressing the sustainability and multiplication of the DIES Programme, that is, alumni are enabled to implement capacity building in higher education leadership and management in their national context. The articles within this volume of the “Potsdamer Beiträge zur Hochschulforschung” (Potsdam Contributions to Higher Education Research) analyse and share the experiences of such training programmes held in Colombia, Democratic Republic of Congo, Guinea, Malaysia, Kenya, and Uganda. They all revolve around the best ways to address the needs and challenges in higher education leadership and management, and in building capacities in these areas.
Market Assessment Study of New Media Learning Materials
Author: Canada. Industry Canada
Publisher:
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 56
Book Description
Publisher:
ISBN:
Category : Language Arts & Disciplines
Languages : en
Pages : 56
Book Description
Children's Rights and Human Development
Author: Jan C. M. Willems
Publisher: Intersentia NV
ISBN:
Category : Law
Languages : en
Pages : 972
Book Description
"Maastricht Centre for Human Rights"--Cover.
Publisher: Intersentia NV
ISBN:
Category : Law
Languages : en
Pages : 972
Book Description
"Maastricht Centre for Human Rights"--Cover.
Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?
Managing Historic Cities
Author: Zbigniew Zuziak
Publisher:
ISBN:
Category : Cities and towns
Languages : en
Pages : 300
Book Description
Attention is given to heritage management and planning; instruments of urban regeneration and land use control; and case studies of Krakøw, Lødz, Glasgow, Cardiff, and the London docklands.
Publisher:
ISBN:
Category : Cities and towns
Languages : en
Pages : 300
Book Description
Attention is given to heritage management and planning; instruments of urban regeneration and land use control; and case studies of Krakøw, Lødz, Glasgow, Cardiff, and the London docklands.
Crying Out for Change
Author: Deepa Narayan-Parker
Publisher: World Bank Publications
ISBN: 9780195216028
Category : Social Science
Languages : en
Pages : 342
Book Description
A multi-country research initiative to understand poverty from the eyes of the poor, the Voices of the Poor project was undertaken to inform the World Bank's activities and the upcoming World Development Report 2000/01. The research findings are being published in three books: "Can Anyone Hear Us?" gathers the voices of over 40,000 poor women and men in 50 countries from the World Bank's participatory poverty assessments (Deepa Narayan, Raj Patel, Kai Schafft, Anne Rademacher, and Sarah Koch-Schulte, authors). "Crying Out for Change" pulls together new field work conducted in 1999 in 23 countries (Deepa Narayan, Robert Chambers, Meera Shah, and Patti Petesch, authors). "From Many Lands" offers regional patterns and country case-studies (Deepa Narayan and Patti Petesch, editors). Voices of the Poor marks the first time such an exercise has been undertaken in so many developing countries and transition economies around the world. It provides a unique and detailed picture of the life of the poor and explains the constraints poor people face to escape from poverty in a way that more traditional survey techniques do not capture well. Each of the three volumes demonstrates the importance of voice and power in poor people's definition of poverty. Voices of the Poor concludes that we need to expand our conventional views of poverty which focus on income expenditure, education, and health to include measures of voice and empowerment.
Publisher: World Bank Publications
ISBN: 9780195216028
Category : Social Science
Languages : en
Pages : 342
Book Description
A multi-country research initiative to understand poverty from the eyes of the poor, the Voices of the Poor project was undertaken to inform the World Bank's activities and the upcoming World Development Report 2000/01. The research findings are being published in three books: "Can Anyone Hear Us?" gathers the voices of over 40,000 poor women and men in 50 countries from the World Bank's participatory poverty assessments (Deepa Narayan, Raj Patel, Kai Schafft, Anne Rademacher, and Sarah Koch-Schulte, authors). "Crying Out for Change" pulls together new field work conducted in 1999 in 23 countries (Deepa Narayan, Robert Chambers, Meera Shah, and Patti Petesch, authors). "From Many Lands" offers regional patterns and country case-studies (Deepa Narayan and Patti Petesch, editors). Voices of the Poor marks the first time such an exercise has been undertaken in so many developing countries and transition economies around the world. It provides a unique and detailed picture of the life of the poor and explains the constraints poor people face to escape from poverty in a way that more traditional survey techniques do not capture well. Each of the three volumes demonstrates the importance of voice and power in poor people's definition of poverty. Voices of the Poor concludes that we need to expand our conventional views of poverty which focus on income expenditure, education, and health to include measures of voice and empowerment.