October 31, 2017 was 500 years since Martin Luther had his ninety-five thesis nailed on the Roman Catholic Church door. What seemed to be just issues a clergy had with regards to his displeasure ...within the church, had eventually reshaped the history of Christianity. Luther and the other protestant reformers did not want to cause a breakaway from the Roman Catholic Church but to make known areas which they felt conflicted with their interpretation of the Bible. The aim of the study is to test validity of Klopper’s theory of optimisation of human communication (TOHC) in comparison to how Protestant reformation, communication developed when they were in the movement phase to when they saw themselves in the organisational stage. Klopper’s theory of optimisation of human communication (TOHC) is used as the theoretical framework for this study. During the movement phase of the reformation, basic forms of communication was used and as it developed into different Christian organisations, many different forms of communications were used.
Implementation of the project is not only the planning and execution of structured activities, but also the identification of entities and institutions that may have an impact on the course of the ...project and communicate the progress of its implementation. The authors undertook the theme of the communication plan with project stakeholders as a tool for building the relationships with them. The article presents, on the basis of empirical research, considerations relating to the identification of stakeholders, forms of communication with them and delegating responsibility to communicate. It was found that only 6,94% of the respondents recognized as experts in the analysis correctly uses proposed by the methodology of project management tools and methods and techniques of communication with the stakeholders of the project.
Pregledom postojeće literature moguće je zaključiti kako se karakteristike i sklonosti pojedinih generacija bitno razlikuju, što dovodi do nesporazuma u poslovnoj komunikaciji. U ovom radu ispitano ...je 144 zaposlenika, pripadnika generacije X i Y radi utvrđivanja preferiranih oblika komunikacije i učestalosti međusobnih nesporazuma. Također ispitana su međusobna viđenja po različitim elementima radnog ponašanja, deriviranih iz prijašnjih istraživanja. Rezultati pokazuju visoko međusobno slaganje pripadnika generacije X u percepciji generacije Y, većinom u smjeru koji sugeriraju prijašnja istraživanja. S većinom se takvih percepcija slaže i najveći dio ispitane generacije Y, no s vidljivo manjim stupnjem međusobnog slaganja. Pronađene su i razlike u preferiranim oblicima komunikacije, pri čemu generacija X preferira više usmenu komunikaciju, s čime je moguće povezati i nalaz kako ta generacija rjeđe doživljava komunikacijske nesporazume, nego generacija Y.
An overview of the existing literature implies the conclusion that the characteristics and tendencies of particular generations are significantly different, leading to misunderstandings in business communication. In this paper, 144 employees, members of Generation X and Y, were surveyed with the aim of identifying the preferred forms of communication and the frequency of mutual misunderstandings. Mutual perceptions of different aspects of work behavior, derived from previous research were also examined. The results show a high degree of consistency between Generation X in the perception of Generation Y, mostly in the direction suggested by previous research. Most of those perceptions were also noted by the majority of Generation Y, but with a noticeably lower degree of consensus. Differences in preferred forms of communication were also found, with Generation X preferring oral communication, which is possible to link with the finding that this generation is less likely to experience communication misunderstandings than Generation Y.
Games are used in various learning situations and domains, among which is cultural heritage. Storytelling is used in games regarding cultural places, but it often takes a simple form. Thus, the ...authors’ aim is to investigate the possibility to communicate cultural content through a narrative-based game that can function with multiple narratives. Another core element of our design is the less exploited in serious games combination of endogenous cooperation and competition. The social dimension of our design was expressed through features of Classroom Multiplayer Presential Games (CMPGs), in respect of using a one-to-many game environment projected on a single screen, while enhancing collaborative work in small teams. After providing an overview of the game, we briefly explain how t his was implemented with the use of Twine, a free authoring tool for the creation of interactive stories and text-based games. Subsequently, we present the two interventions we conducted, one with teenage students ( n = 19) and one with post-graduate students ( n = 14), to test how our game design functions with real users. A mixed research methodology was followed in the two trials and data were collected through observation, focus group discussions, short questionnaires, and game reports. Findings indicated that the suggested design is playable but provided helpful insights into its future improvements. The game managed to engage both teenagers and adults with the cultural content and create motivation towards it. Learning gains were registered for both groups, but these were more appreciated by the adult participants, who additionally found the game to be more entertaining. The limited character of our results imposes the need for future extensive evaluation of the game design in both formal and non-formal educational contexts.
RESUMO Este estudo é um desdobramento de uma pesquisa de Doutorado em Educação sobre a história de vida de indivíduos com surdocegueira adquirida, conforme Lupetina (2019). O artigo tem como objetivo ...trazer a narrativa dos surdocegos referente à trajetória educacional vivenciada por eles. Participaram, desta pesquisa, sete surdocegos de diferentes estados brasileiros que narraram sobre as suas vidas a partir da própria percepção, trazendo o protagonismo dos surdocegos como lugar de fala. As formas de comunicação utilizadas pelos surdocegos durante as entrevistas foram: Língua Brasileira de Sinais (Libras) tátil, Libras em campo reduzido, fala ampliada, fala estando perto e Tadoma. Os resultados indicaram que, apesar de trajetórias diferentes, os relatos possuem pontos em comum, como a insistência na oralização e na leitura labial para os surdocegos que possuem resíduo visual, em vez do incentivo ao uso da Libras; a ausência de profissionais especializados e materiais adaptados; e serem os únicos surdocegos nos espaços escolares em que estudaram. O estudo conclui que o protagonismo do surdocego em pesquisas acadêmicas ainda é muito raro e que o processo de inclusão escolar tem muito a caminhar, pois são pessoas que necessitam ter voz e direitos como cidadãos.
Creating and developing a partnership between schools and families is a topic of many discussions among the scholars in the field of education, so the partnership with the parents is necessary to ...raise the quality in education because the family plays an important role in the process of learning and children’s development. The partnership seems to be more necessary at the time when distance learning occurred lately which was imposed by the COVID-19 pandemic. It is important to pay attention to the forms of communication that are applied by school directors and teachers in relation to the parents, as well as to understand the planning and the realization of the partnership for the meetings and the reasons of organizing those discussions between teachers and parents during a school year in both junior and senior high schools. Through the data analysis it has been understood that application of the suitable forms of communication has a positive impact in school-family partnership and school-family partnership is more satisfying in junior high schools than in senior high schools. It is concluded that direct forms of partnership must be planned and applied in both junior and senior high schools considering that they induce positive results in problem solving and decision making together with the parents. Also, there must be strategies to increase school-family partnership especially in the senior high school education in order to make parents and teachers aware of the importance of the partnership in special situations during the COVID-19 pandemic.
Purpose
is to identify the main trends and gaps in the research of foreign scientists on the topic “Game modeling of political space”.
Methods.
In this review, the authors used a semi-systematic ...method of researching the literature, in which at the first stage they used quantitative methods, and then the selected array of publications was investigated by the integrative method, revealing theoretical studies and practical results of the application of game political components.
Results.
Based on the selected foreign publication stream on the topic “game modeling of political space” by the method of semi-systematic analysis, six main trends in the study and application of game theory and game modeling in political discourse have been identified:
considering the value of game modeling through the prism of interaction, not collision of actors;
application of game modeling in the development and adoption of political decisions;
development of new approaches to the analysis of the very methodology of game modeling in politics;
game as a form of effective political communication;
study of game theory on the basis of fundamental classical monographs of the mid-20th century as applied to the solution of pressing political problems;
application of game modeling in predicting election results, especially in those political systems that are based on the theory of rational choice during voting.
A lacuna in the studies of recent decades has identified the issue of using political game modeling in electoral processes. Despite the continuing relevance of the topic of elections around the world, no significant volume of publications was selected.
Conclusions.
Foreign researchers use the potential of game modeling in politics more often and more multifaceted than in domestic political science. Evolutionary game-theoretic models are used not only to model political and international processes themselves, but also to related social spheres, such as economics, religious and ethnic relations. Game theory is used to study a wide range of social and political problems and social phenomena: voting, fundamentalism, religious and ethnic conflicts, civil violence.
Digital heritage interpretation is often untethered from traditional museological techniques and environments. As museums and heritage sites explore the potential of locative technologies and ever ...more sophisticated content-triggering mechanisms for use outdoors, the kinds of questions that digital heritage researchers are able to explore have become increasingly more complex. Researchers now find themselves in the realm of the immersive, the experiential, and the performative. Working closely with their research participants, they navigate ambiguous terrain, including the often unpredictable affective resonances that are the direct consequences of interaction.
This article creates a dialogue between two case studies which, taken together, help to unpack some key methodological and ethical questions emerging from these developments. First, we introduce With New Eyes I See, an itinerant and immersive digital heritage encounter which collapsed boundaries between physical/digital, fact/fiction and past/present. Second, we detail Rock Art on Mobile Phones , a set of dialogic web apps that aimed to explore the potential of mobile devices in delivering heritage interpretation in the rural outdoors.
Looking outward from these case studies, we reflect on how traditional evaluation frameworks are being stretched and strained given the kinds of questions that digital heritage researchers are now exploring. Drawing on vignettes from experience-oriented qualitative studies with participants, we articulate specific common evaluative challenges related to the embodied, multimodal, and transmedial nature of the digital heritage experiences under investigation. In doing so, we make the case for reflexivity as a central and more collaborative feature of research design within this field going forward - paying attention to and advocating the reciprocal relationship between researchers and the heritage experiences that we study.
The goal of this article is to propose a modeling method to automatically generate original and new forms of periodic Moorish geometric patterns. The proposed method is based on the symmetry-based ...approach and the shape grammar formalism. The symmetry-based approach consists of constructing a periodic pattern by using isometric transformations of its template motif. The main contribution of this article is to propose a parametric shape grammar method to generate the template motif. The process used consists first in identifying the shapes vocabulary characterizing the Moorish style. By identifying its common features by the analysis of a dataset of historical Moorish patterns, parametric shape grammar (PSG) rules are then determined. Furthermore, the use of PSGs implies additional mechanisms, such as the consideration of suitable constraints and goals. These mechanisms are imposed by the grid, which is the underlying geometric structure used traditionally by artisans to design sophisticated geometric patterns. The performance of the proposed method is measured by its capability to create original and new motifs of periodic Moorish patterns. This method preserves the authenticity of the style considered, because the generated patterns follow a parametric shape grammar based on a priori domain knowledge and extract one from representative images of Moorish style.
The research aims to analyze the language used by communication professionals in the digital social network Facebook, with the hypothesis that the language of institutional communication is being ...reconfigured significantly by the digital social networks. For such, qualitative research have done to identify concepts that are interwoven with the theme of the study and are the keys to their development, such as development of communication and language; internet and digital social networks, in addition to theoretical studies of arrays of language and thought, language functions; reconfiguration of language; among others. And also were made exploratory research by the scarcity of reflections on the theme and the delimitation of the sample being analyzed two fan pages of brands Guaraná Antarctica and Banco Itaú. Moreover, descriptive research have been done through systematic observation in the time interval determined for one month – December 2013, being analyzed the language used in these pages by the criteria of linguistic style, form, content and function of language, to the consequent consideration of the “objects” analyzed. Among the results of the work is presented as a particularity, in Facebook, the presence of verbal, visual, sonorous language and their hybridizations, and referential, conative and emotive functions of language, in a kind of unimídia that adds interactivity and hypertextuality.