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Pub Date: |
2013-00-00 |
Pub Type(s): |
Journal Articles; Reports - Descriptive |
Peer Reviewed: |
Yes |
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Descriptors:
Foreign Countries; Outdoor Education; Recreational Activities; Educational Experience; Nonfiction; Story Telling; Creative Writing; Interdisciplinary Approach; Graduate Students; Water
Abstract:
This paper focuses on an educational encounter between staff, students and the River Spey, Scotland in September 2009. The themes of water and embodied and culturally constructed ways of knowing the river were used to inform a creative non-fiction narrative that was drafted during and shortly after the journey, and was later refined. Textual descriptions of both significant and seemingly mundane aspects of the experience were built up through observation, discussion and reflection upon actual events as the authors "sought a solution" to writing a narrative-based representation of the experience. This process endeavours to represent an "insider's" view of the experience through descriptions that strive to portray the "meaning, structure and essence of the lived experience[s]" for a particular group of people at a particular moment in time. We propose that this kind of storytelling has the potential to represent important elements of outdoor educational experiences and the places where they occur that would be difficult to relay in other forms of research writing. The paper is presented in three parts: setting the scene; the textual representation of the Spey descent programme; and participants' evaluations and summary. (Contains 9 notes.)
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Pub Date: |
2013-04-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Addictive Behavior; Grounded Theory; Friendship; Computer Games; Role Playing; Interviews; Recreational Activities; Computer Mediated Communication; Psychological Patterns; Context Effect; Mental Health
Abstract:
Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face interview study with nine online gaming addicts was carried out using Grounded Theory. The six most reported phenomena by the participants were: (i) entertainment search, (ii) virtual friendship, (iii) escapism and/or dissociation, (iv) game context, (v) control versus no control, and (vi) conflict. The findings suggest that players' initial gaming motivation is because of three factors: (i) entertainment, (ii) escapism, and/or (iii) virtual friendship. MMORPG addiction appears once the playing time significantly increases, coupled with a loss of control and a narrow behavior focus. These factors lead to problems and result in psychological dependence and serious life conflicts. The consequences of MMORPG addiction are similar to the consequences of more established substance addictions including salience, mood modification, loss of control, craving, and serious adverse effects. Additionally, in some cases, tolerance and relapse may also be present.
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Author(s): |
Watson, Alan E. |
Source: |
Social Indicators Research, v110 n2 p597-611 Jan 2013 |
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Pub Date: |
2013-01-00 |
Pub Type(s): |
Journal Articles; Reports - Evaluative |
Peer Reviewed: |
Yes |
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Descriptors:
Well Being; Ecology; Environmental Education; Natural Resources; Social Values; Recreational Activities; Social Change; Disproportionate Representation; Use Studies; Trend Analysis; Social Indicators; Physical Environment; Public Policy; Policy Analysis; Measurement; Sociometric Techniques; Comparative Analysis; Conservation (Environment); Wildlife; Forestry
Abstract:
A societal decision to protect over 9 million acres of land and water for its wilderness character in the early 1960s reflected US wealth in natural resources, pride in the nation's cultural history and our commitment to the well-being of future generations to both experience wild nature and enjoy benefits flowing from these natural ecosystems. There is no question that our relationship with wilderness has changed. Individually it is probably quite easy to examine differences in the role wilderness plays in the quality of our lives today compared to some previous time. But how the role of wilderness protection has changed for society is more difficult to describe. In only a few places do we have data across multiple decades that would allow us to even examine how users or their use may have changed over time. At the Boundary Waters Canoe Area Wilderness in northern Minnesota we are fortunate to have multiple studies that can give us some 40 years of insight into how some aspects of use have changed there. For example, an analysis of results of visitor studies at the Boundary Waters Canoe Area Wilderness in 1969, 1991 and 2007 reveal some big differences in who is out there today, most notably the presence of a much older, more experienced and better educated user population, almost exclusively white and predominantly male. It is time to decide whether the best thing for wilderness and or society is to try to restore historic patterns of use (to include younger people, the less wealthy and lower educated) in greater numbers, to try to identify new markets within growing underrepresented populations, or adapt our perception of wilderness stewardship to better include planning for emerging social values of a new generation with other indicators of well-being. A growing population with greater dependence on ecosystem services provided by protected nature could lead to wilderness protection becoming an important quantitative and qualitative element of quality of life indices in the very near future.
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Pub Date: |
2012-07-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Mass Media; Foreign Countries; Recreational Activities; Sustainability; Structural Equation Models; College Students; Student Behavior; Correlation; Values; Student Attitudes; Gender Differences; Mass Media Effects; Life Style; Conservation (Environment)
Abstract:
The purpose of this study is to construct a structural equation model to examine the links among attitudes, values, and behaviors pertaining to sustainability, participation in outdoor recreation as well as gender and tendency to follow mass media for university students. The data were collected by on-line administration of a survey to 958 students at Middle East Technical University during February-June of 2008. It needs to be stressed that gender emerged as a strong factor explaining sustainability-related attributes. It was reflected that female students having higher tendency to follow media held more favorable attitudes and behaviors toward sustainable life styles, and more ecocentric values. Furthermore, attitudes and values were found to be significant determinants of university students' behaviors pertaining to sustainability. It was also reported that higher tendency to follow media yielded more favorable attitudes, higher levels of ecocentric values, and engagement in outdoor recreational activities such as walking in nature, bird watching, and camping. These results implied that the university campus should be well equipped with the necessary infrastructures that will satisfy the needs and encourage female students as well as male students to motivate them take appreciative outdoor activities. A gender perspective should be integrated into existing mainstream institutions and all programmatic areas or sectors, including education in order to hinder gender inequality. In addition, during the rehabilitation of sustainability issues in higher education institutions, favorable attitudes and values of university students should be regarded as an auxiliary agent. (Contains 4 figures and 5 tables.)
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Pub Date: |
2012-10-00 |
Pub Type(s): |
Journal Articles; Reports - Evaluative |
Peer Reviewed: |
Yes |
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Descriptors:
Foreign Countries; Older Adults; Social Isolation; Mobility; Statistical Analysis; Qualitative Research; Access to Health Care; Rural Areas; Motor Vehicles; Hospitals; Travel; Rural Population; Social Environment; Transportation; Recreational Activities; Community Services
Abstract:
Rural dwelling and older age are both associated with a higher risk of social exclusion, with accessibility identified as having an important facilitating role. The interactions between transport-related exclusion and older age, particularly in a rural context, are considered though analysis of quantitative and qualitative data collected from over 900 older persons living in rural areas of Southwest England and Wales. Although few respondents reported feeling excluded within their communities, more reported difficulties in accessing specific necessary and discretionary activities, including specialist hospitals and cinemas. Analysis revealed that car availability is not a strong indicator of overall inclusion, although non-availability was important in limiting access to particular types of location. It is concluded that the relatively short travel distances required to access community activities was a key factor in the high levels of community inclusion. However, the car-dependent nature of travel overall means that there is a rising risk of mobility-related exclusion in rural areas, particularly amongst the oldest old. Greater consideration needs to be given to more formalised lift-giving as a transport solution, along with greater attention to mobility needs by sector-specific service providers, such as the health sector. (Contains 2 tables and 4 figures.)
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Pub Date: |
2012-08-00 |
Pub Type(s): |
Journal Articles; Reports - Descriptive |
Peer Reviewed: |
Yes |
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Descriptors:
Information Dissemination; Foreign Countries; Observation; Sustainability; Cancer; Safety; Recreational Activities; Health Promotion; Program Descriptions; Health Education
Abstract:
Sustainability of an occupational sun safety program, Go Sun Smart (GSS), was explored in a randomized trial, testing dissemination strategies at 68 U.S. and Canadian ski areas in 2004-2007. All ski areas received GSS from the National Ski Areas Association through a Basic Dissemination Strategy (BDS) using conference presentations and free materials. Half of the ski areas were randomly assigned to a theory-based Enhanced Dissemination Strategy (EDS) with personal contact supporting GSS use. GSS use was assessed at immediate and long-term follow-up posttests by on-site observation. Use of GSS declined from immediate (M = 6.24) to long-term follow-up (M = 4.72), F(1, 62) = 6.95, p = 0.01, but EDS ski areas (M = 6.53) continued to use GSS more than BDS ski areas (M = 4.49), F(1, 62) = 5.75, p = 0.02, regardless of timing of posttest, strategy x observation F(1, 60) = 0.05, p = 0.83. Despite declines over time, a group of ski areas had sustained high program use and active dissemination methods had sustained positive effects on implementation. (Contains 1 figure and 1 table.)
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Author(s): |
Chmiel, Marjee |
Source: |
Cultural Studies of Science Education, v7 n4 p807-812 Dec 2012 |
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Pub Date: |
2012-12-00 |
Pub Type(s): |
Journal Articles; Opinion Papers |
Peer Reviewed: |
Yes |
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Descriptors:
Educational Games; Play; Video Games; Educational Research; Research Needs; Classroom Research; Classroom Environment; Teacher Role; Educational Resources; Science Instruction; Secondary School Science; Science Education; Educational Technology; Computer Assisted Instruction; Technology Integration; Technology Uses in Education; Instructional Design; Teaching Methods; Instructional Effectiveness; Curriculum Implementation; Leisure Time; Recreational Activities; Computer Use
Abstract:
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.
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