interactive strategies
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2022 ◽  
Vol 14 (1) ◽  
pp. 466
Author(s):  
Gaspare D’Amico ◽  
Katarzyna Szopik-Depczyńska ◽  
Riccardo Beltramo ◽  
Idiano D’Adamo ◽  
Giuseppe Ioppolo

The smart and sustainable bioeconomy represents a comprehensive perspective, in which economic, social, environmental, and technological dimensions are considered simultaneously in the planning, monitoring, evaluating, and redefining of processes and operations. In this context of profound transformation driven by rapid urbanization and digitalization, participatory and interactive strategies and practices have become fundamental to support policymakers, entrepreneurs, and citizens in the transition towards a smart and sustainable bioeconomy. This approach is applied by numerous countries around the world in order to redefine their strategy of sustainable and technology-assisted development. Specifically, real-time monitoring stations, sensors, Internet of Things (IoT), smart grids, GPS tracking systems, and Blockchain aim to develop and strengthen the quality and efficiency of the circularity of economic, social, and environmental resources. In this sense, this study proposes a systematic review of the literature of smart and sustainable bioeconomy strategies and practices implemented worldwide in order to develop a platform capable of integrating holistically the following phases: (1) planning and stakeholder management; (2) identification of social, economic, environmental, and technological dimensions; and (3) goals. The results of this analysis emphasise an innovative and under-treated perspective, further stimulating knowledge in the theoretical and managerial debate on the smart and sustainable aspects of the bioeconomy, which mainly concern the following: (a) the proactive involvement of stakeholders in planning; (b) the improvement of efficiency and quality of economic, social, environmental, and technological flows; and (c) the reinforcement of the integration between smartness and sustainability.


2021 ◽  
Vol 69 (5 Zeszyt specjalny) ◽  
pp. 7-21
Author(s):  
Marek Baran

The aim of this article is to analyse the discourse-interactive strategies applied by Spanish speakers in YouTube comments addressed to people infected by COVID-19. We are especially interested in the mechanisms that reflect support and solidarity. Our main assumption is that the comments that accompany YouTube videos constitute a special type of communication which, though not fulfilling the prototypical principle of “interactive reciprocity”, demonstrates a considerable level of interpersonal and interactive mutual influence. The strategies analysed (including greetings, expressive vocative forms, verbal empathy and signals of interest, compliments and praise, religious invocations, etc.) seem to indicate that the “pandemic reality” has contributed to the creation of a certain type of virtual community of practice that, in its own way, fulfils the interactive principle of solidarity, whilst simultaneously evaluating the time of the coronavirus epidemic.


Mathematics ◽  
2021 ◽  
Vol 9 (18) ◽  
pp. 2217
Author(s):  
Dingxuan Huang ◽  
Claudio O. Delang ◽  
Yongjiao Wu

Human decision-making does not conform to the independent decision-making hypothesis from classical decision-making theory. Thus, we introduce quantum decision-making theory into the Lotka–Volterra model (L–V model), to investigate player population dynamics while incorporating the initial strategy, game payoffs and interactive strategies in an open social system. Simulation results show that: (1) initial strategy, entanglement intensity of strategy interaction, and payoffs impact population dynamics; (2) In cooperative coexistence, game players mutually exceed the initial environmental capacity in an open system, but not in competitive coexistence; (3) In competitive coexistence, an initial strategy containing an entanglement intensity of strategies plays a vital role in game outcomes. Furthermore, our proposed model more realistically delineates the characteristics of population dynamics in competitive or cooperative coexistence scenarios.


Author(s):  
Sin Wang Chong

AbstractThe revived interest in the notion of ‘evaluative judgement’ in higher education is motivated by commitment of researchers and practitioners to effectively implement learning-oriented assessment and cultivate this high-order cognitive ability to develop students’ capacity for self-regulated learning. Recent studies have examined the affordances and constraints of using exemplars to develop students’ evaluative judgement in the fields of Education, Nutrition, Biology, and English for Academic Purposes. The present study, which focuses on use of exemplars in IELTS, analyzes patterns of teacher-students dialogues and 129 university students’ perceptions of using exemplars to develop their understanding of assessment standards of IELTS academic writing tasks. Qualitative data were collected through an online questionnaire, individual semi-structured interviews, and workshop observations. Findings suggest that the IELTS instructor/researcher utilized various interactive strategies to develop students’ hard, soft, and dynamic dimensions of evaluative judgement. Students identified affordances and limitations of using exemplars for language test preparation. Implications related to dialogic exemplar use to develop students’ evaluative judgement are discussed in light of the findings.


2021 ◽  
Vol 14 (1) ◽  
pp. 203-209
Author(s):  
Teodora-Mirela BĂBUŢ

Abstract: The paper proposes in the first part a brief overview of teaching strategies, as flexible and operational approaches to action (which can be modified, reformed, changed). Among modern teaching strategies, an important place is occupied by interactive strategies which act beneficially in pedagogical processes, offering the possibility of productive, participatory learning from the actors involved, with opportunities for effective communication and cooperation. Interactive teaching strategies based on the use of interactive group methods and techniques, also aim to promote an optimal atmosphere of self-confidence and mutual respect. The second part of the paper presents an experimental research about the use of the brainstorming method,in kindergarten, as an illustration of interactive strategies. The results show that the brainstorming method can be successfully applied to improve the ability to work in a team, to tolerate the opinion of a colleague, to improve communication and sociability.


Author(s):  
Rosie Jane P. Siosan ◽  
Josephine R. Lavilla ◽  
Ma. Asuncion Christine V. Dequilla ◽  
Joel T. De Castro

As ownership of mobile devices increases, the trend in the use of information and communications technology (ICT) in education also advances. In line with the mandate of the department of education to develop interactive strategies, this study aimed to design, develop, and evaluate an android interactive word game in Mother Tongue on the level of acceptability of the system based on content, instructional quality, technical quality, presentation and organization, and accuracy and up-to-dateness to address the gap for interactive mobile learning. This study used developmental and quasi-experimental research. The first phase of the study used developmental research to design, develop, and evaluate the acceptability of the android word game. The second phase of the study used quasi-experimental to evaluate the effectiveness of the developed android word game on the pupils' academic performance in mother tongue. The evaluation of the information technology (IT) experts resulted to a very acceptable rating for the android interactive word game, which was observed to be effective based on the higher post-test mean score or higher mean score of the pupils in the spelling skills after their exposure to the android interactive word game.


Sensors ◽  
2021 ◽  
Vol 21 (7) ◽  
pp. 2556
Author(s):  
Eva Villegas ◽  
David Fonseca ◽  
Enric Peña ◽  
Paula Bonet ◽  
Sara Fernández-Guinea

This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level.


2021 ◽  
Vol 26 (2) ◽  
Author(s):  
Pertti Karhapää ◽  
Woubshet Behutiye ◽  
Pilar Rodríguez ◽  
Markku Oivo ◽  
Dolors Costal ◽  
...  

AbstractAgile methods can deliver software that fulfills customer needs rapidly and continuously. Quality requirements (QRs) are important in this regard; however, detailed studies on how companies applying agile methods to manage QRs are limited, as are studies on the rationale for choosing specific QR management practices and related challenges. The aim of this study was to address why practitioners manage QRs as they do and what challenges they face. We also analyzed how existing practices mitigate some of the found challenges. Lastly, we connect the contextual elements of the companies with their practices and challenges. We conducted 36 interviews with practitioners from four companies of varying sizes. Since each company operates in different domains, comparing QR management strategies and related challenges in different contexts was possible. We found that the companies apply proactive, reactive, and interactive strategies to manage QRs. Additionally, our study revealed 40 challenges in six categories that companies applying agile methods may face in QR management. We also identified nine contextual elements that affect QR management practice choices and which, importantly, can explain many related challenges. Based on these findings, we constructed a theoretical model about the connection between context, QR management practices, and challenges. Practitioners in similar contexts can learn from the practices identified in this study. Our preliminary theoretical model can help other practitioners identify what challenges they can expect to face in QR management in different developmental contexts as well as which practices to apply to mitigate these challenges.


2021 ◽  
pp. 1-6
Author(s):  
Adam Seth Levine

ABSTRACT Many people seek to increase practitioners’ use of research evidence in decision making. Two common strategies are dissemination and interaction. Dissemination can reach a wide audience at once, yet interactive strategies can be beneficial because they entail back-and-forth conversations to clarify how research evidence applies in a particular context. To date, however, we lack much direct evidence of the impact of interaction beyond dissemination. Partnering with an international sustainability-oriented NGO, I conducted a field experiment to test the impact of an interactive strategy (i.e., a single conversation) on practitioners’ use of research evidence in a pending decision. I find that the conversation had a substantial impact on research use relative to only receiving disseminated materials, which likely was due to increased self-efficacy. I also provide practical guidance on how researchers can apply this finding close to home by strengthening linkages with local decision makers.


Educatia 21 ◽  
2020 ◽  
pp. 162-168
Author(s):  
Andreia Ștefănescu ◽  
Petre Daniel Cârciag ◽  
Diana Mariana Boeriu ◽  
Simona Călina Morar

The article presents a synthesis of qualitative studies regarding the importance of using humour and games in learning. Humour has a wide range of functions that make it a valid instrument if used in classroom. It can be used to raise students’ motivation and it promotes their psychological and emotional development. This paper presents the results of an enquiry conducted upon a sample of 698 students from the IVth to the VIIIth grade. Among the items we have also included different topics related to the importance of interactive strategies designed to support learning through laughter and to make lessons more attractive. At a theoretical level we will investigate if teacher’s charisma is related to the ability to use it in the classroom on one hand and if and how learning is eased. Correlational analysis revealed specific results showing that using humour in education is beneficial to increasing students’ motivation.


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