The purpose of the present research was to develop an innovative knowledge-based hyper-multimedia to promote a culture of using information and communication Technology (ICT) creatively for adolescents. Their learni...The purpose of the present research was to develop an innovative knowledge-based hyper-multimedia to promote a culture of using information and communication Technology (ICT) creatively for adolescents. Their learning processes and attitudes toward such innovation in their community were also examined. Thirty juveniles, 13-18 years of age in each Hangdong and Maerim districts, Chiang Mai province were employed in the study. Data collections were made through questionnaires, interview, test, group discussion and brainstorming. Analysis and evaluation were carried out with the applications of sufficient economy philosophy, constructivism theory and Torrance's future problem-solving instructional model. Results showed that the learning innovation of hyper-multimedia presented by the use of animation, video, scene and sound with related action script synchronization was considerably effective. With the application of sufficient economy philosophy, the result indicated that performance efficiency (El/E2) was 92.228/9.83 and the adolescents learning processes and attitudes were very good. These included purchasing of moderate ICT equipments, information screening for self-immunity and creative using of internet and ICT morally and ethically according to the computer laws. This independent learning system was properly designed for the juveniles with the right to retrieve the data or stop using at anytime. By using Torrance's approach and constructivism theory emphasizing on brainstorming techniques, it was noted that learning process was very well adopted by the adolescents with high satisfaction. They had good attitudes toward the extension of sufficient ICT cultural using in their community with emphasis on brotherly relationship. Related organizations should educate their parents to instruct the juveniles to use the internet properly and encourage people to be aware of ICT business in order to protect social and cultural problems encountered in the future.展开更多
Wroclaw is mostly known for being a university town. In addition, the city is known in Poland for its sports history--basketball and football-and for many cultural events such as the Review of Stage Songs or African C...Wroclaw is mostly known for being a university town. In addition, the city is known in Poland for its sports history--basketball and football-and for many cultural events such as the Review of Stage Songs or African Culture Brave Festival. Because of the fact that Wroclaw is one of the largest and most important cities in Poland, it quickly becomes a subject of interest in new media, including the Internet, which becomes a field for community projects. This gives a tremendous opportunity to Wroclaw's youth who can participate in the life of Wroclaw, as well as by volunteering learn the basics of journalism and pursue their passions in an active and creative way. In perspective of those fact, the main aim of the planned paper is to describe evolution process of possibilities which Internet media gives to young people who would like to be a journalist. It is also a trial of analysis on how citizen journalism destroyed media voluntary youth work in Wroclaw, where in fact real citizen journalism was started by young people. What is more, paper's goal is to present methods of urban space documentation created by teenage journalists to show multicultural spectrum of Wroclaw.展开更多
Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ...Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.展开更多
AIM: To determine seroprevalence of Helicobacter pylori (Hpylori)in the Dunedin Multidisciplinary Health and Development Study (DMHDS) at age 26 in order to investigate seroconversion and seroreversion from age 11 to ...AIM: To determine seroprevalence of Helicobacter pylori (Hpylori)in the Dunedin Multidisciplinary Health and Development Study (DMHDS) at age 26 in order to investigate seroconversion and seroreversion from age 11 to 26 and the association of seropositivity with risk factors for H pylori infection. METHODS: Participants in the DMHDS at age 26 and retrospectively at age 21 were tested for H pylori antibodies using two commercially available ELISA kits.Gender, socioeconomic status (SES), smoking,educational attainment and employment at age 26 were tested for association with H pylori seropositivity. RESULTS: At ages 21 and 26,seroprevalence of H pylori using one or other kit was 4.2% (n=795) and 6.3% (n=871) respectively, Seroreversion rate was lower than seroconversion rate (0.11% vs 0.53% per person-year) in contrast to the period from age 11 to 21 when seroreversion rate exceeded seroconversion rate (0.35% vs 0.11% per person-year). Serology in those tested at ages 11, 21, and 26 remained unchanged in 93.6% of the sample. Seroprevalence at age 26 was lower among those with a secondary school qualification (P=0.042) but was not associated with gender, SES, smoking or employment status. CONCLUSION: H pylori seroprevalence in a New Zealand birth cohort remains low between ages 11 and 26. H pylori infection remains stable from childhood to adulthood although seroreversion seems to be more common in the adolescent years than in young adults.展开更多
The paper regards young adult literature (YAL) as a dissolved-point between localization and globalization of English teaching, and discusses (1) whether the western YAL teaching theories, methods and teaching materia...The paper regards young adult literature (YAL) as a dissolved-point between localization and globalization of English teaching, and discusses (1) whether the western YAL teaching theories, methods and teaching materials accord with Chinese actual situation well or not, (2) if YAL reading is an effective way for creating life-long readers, and (3) why and how to teach YAL. Based on YAL learning and teaching practice, the author uses Soter's YAL theories and alternative approaches, try to clarify three relationships: YA-YAL; adult literature-YAL-children's literature; classics-YAL balance. And put forward three ways for books selection and three reading patterns to YAL teaching.展开更多
文摘The purpose of the present research was to develop an innovative knowledge-based hyper-multimedia to promote a culture of using information and communication Technology (ICT) creatively for adolescents. Their learning processes and attitudes toward such innovation in their community were also examined. Thirty juveniles, 13-18 years of age in each Hangdong and Maerim districts, Chiang Mai province were employed in the study. Data collections were made through questionnaires, interview, test, group discussion and brainstorming. Analysis and evaluation were carried out with the applications of sufficient economy philosophy, constructivism theory and Torrance's future problem-solving instructional model. Results showed that the learning innovation of hyper-multimedia presented by the use of animation, video, scene and sound with related action script synchronization was considerably effective. With the application of sufficient economy philosophy, the result indicated that performance efficiency (El/E2) was 92.228/9.83 and the adolescents learning processes and attitudes were very good. These included purchasing of moderate ICT equipments, information screening for self-immunity and creative using of internet and ICT morally and ethically according to the computer laws. This independent learning system was properly designed for the juveniles with the right to retrieve the data or stop using at anytime. By using Torrance's approach and constructivism theory emphasizing on brainstorming techniques, it was noted that learning process was very well adopted by the adolescents with high satisfaction. They had good attitudes toward the extension of sufficient ICT cultural using in their community with emphasis on brotherly relationship. Related organizations should educate their parents to instruct the juveniles to use the internet properly and encourage people to be aware of ICT business in order to protect social and cultural problems encountered in the future.
文摘Wroclaw is mostly known for being a university town. In addition, the city is known in Poland for its sports history--basketball and football-and for many cultural events such as the Review of Stage Songs or African Culture Brave Festival. Because of the fact that Wroclaw is one of the largest and most important cities in Poland, it quickly becomes a subject of interest in new media, including the Internet, which becomes a field for community projects. This gives a tremendous opportunity to Wroclaw's youth who can participate in the life of Wroclaw, as well as by volunteering learn the basics of journalism and pursue their passions in an active and creative way. In perspective of those fact, the main aim of the planned paper is to describe evolution process of possibilities which Internet media gives to young people who would like to be a journalist. It is also a trial of analysis on how citizen journalism destroyed media voluntary youth work in Wroclaw, where in fact real citizen journalism was started by young people. What is more, paper's goal is to present methods of urban space documentation created by teenage journalists to show multicultural spectrum of Wroclaw.
文摘Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area.
文摘AIM: To determine seroprevalence of Helicobacter pylori (Hpylori)in the Dunedin Multidisciplinary Health and Development Study (DMHDS) at age 26 in order to investigate seroconversion and seroreversion from age 11 to 26 and the association of seropositivity with risk factors for H pylori infection. METHODS: Participants in the DMHDS at age 26 and retrospectively at age 21 were tested for H pylori antibodies using two commercially available ELISA kits.Gender, socioeconomic status (SES), smoking,educational attainment and employment at age 26 were tested for association with H pylori seropositivity. RESULTS: At ages 21 and 26,seroprevalence of H pylori using one or other kit was 4.2% (n=795) and 6.3% (n=871) respectively, Seroreversion rate was lower than seroconversion rate (0.11% vs 0.53% per person-year) in contrast to the period from age 11 to 21 when seroreversion rate exceeded seroconversion rate (0.35% vs 0.11% per person-year). Serology in those tested at ages 11, 21, and 26 remained unchanged in 93.6% of the sample. Seroprevalence at age 26 was lower among those with a secondary school qualification (P=0.042) but was not associated with gender, SES, smoking or employment status. CONCLUSION: H pylori seroprevalence in a New Zealand birth cohort remains low between ages 11 and 26. H pylori infection remains stable from childhood to adulthood although seroreversion seems to be more common in the adolescent years than in young adults.
文摘The paper regards young adult literature (YAL) as a dissolved-point between localization and globalization of English teaching, and discusses (1) whether the western YAL teaching theories, methods and teaching materials accord with Chinese actual situation well or not, (2) if YAL reading is an effective way for creating life-long readers, and (3) why and how to teach YAL. Based on YAL learning and teaching practice, the author uses Soter's YAL theories and alternative approaches, try to clarify three relationships: YA-YAL; adult literature-YAL-children's literature; classics-YAL balance. And put forward three ways for books selection and three reading patterns to YAL teaching.