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Geospatial humanities projects rely on information found in gazetteers to supply the infrastructure for projects. However, a majority of spatial gazetteers provide place names and geographical coordinates but lack contextualizing information that give meaning to a place, making them insufficient resources for humanities inquiry. In this article, I explore contemporary approaches to data collection and models for cultural gazetteers set forth by early modern chorographical traditions to lay the foundation for building community-driven, open cultural gazetteers. Concurrently, the role of the public in providing Volunteered Geographical Information (VGI) by harnessing user-friendly tools is explored.
Keywords: cultural gazetteers, topophilia, volunteered geographical information, geospatial humanities, prototyping
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Depuis quelques années, la notion de jouer sérieux (serious gaming) est de plus en plus présente dans le domaine de l’éducation et de la santé, où les jeux vidéo sont utilisés comme outils d’apprentissage, notamment avec des enfants. Nous retrouvons également un nombre grandissant d’études documentées sur l’utilisation des jeux vidéo comme outils d’aide pour les enfants présentant un trouble du spectre de l’autisme (TSA) dans le contexte de l’école ou lors de séances de psychothérapie. Dans cette recherche, nous cherchons à savoir comment un jeu vidéo coopératif peut servir d’outil d’aide au développement de la communication entre ces enfants et leurs parents. Cette étude vise à documenter les impacts qu’un jeu vidéo coopératif en coprésence physique peut avoir sur la communication entre un enfant …
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In the spring of 2022, the Vancouver Art Gallery presented an exhibition titled Kids Take Over, which was the result of a collaboration between the education and curatorial departments. Using a variety of gallery education techniques, the Program Coordinator for Schools and Youth worked with children and youth to respond to works from the gallery collection. These responses, along with photos and student artwork, were displayed in the exhibition. This paper presents an overview and reflection on the project. Interviews with those that participated in Kids Take Over demonstrate the positive impact the project had on everyone involved. Several recommendations for other galleries and classroom educators are discussed.
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The objective of this article is to present anxiety prevention programs in schools for children and adolescents. We first present some data on the epidemiology of anxiety disorders, their consequences and associated costs, in order to illustrate the relevance of early intervention. The following section presents the program Coping Cat, which served as inspiration for the prevention programs. We then present the school prevention programs according to their nature: universal, selective and indicated. The accent is on the FRIENDS program, widely distributed as a prevention program and recognized by the World Health Organization. The results generally show that selective and indicated interventions yield more significant results, especially if they are led by mental health specialists. However, there are certain disadvantages, such as not being able to reach the children who could most benefit. Universal prevention programs, however, reach all children and can be implemented by teachers, but there are major obstacles to their application. The last part of the article presents some recommendations for improving the prevention of anxiety disorders in schools.