In the Migrant’s Paradox, Suzanne Hall takes you on an excursion to the world of migrant shop proprietors in the urban margins of five UK cities, exposing it as a world full of controversies and contradictions.
In the Migrant’s Paradox, Suzanne Hall takes you on an excursion to the world of migrant shop proprietors in the urban margins of five UK cities, exposing it as a world full of controversies and contradictions.
The number of out-of-school science programs, which refers to science education at outside school environments, is gradually increasing. Although out-of-school programs are generally considered to be important for the development of pupils’ science knowledge and skills, more evidence concerning the learning effect of these programs is needed. In the present study, we explored whether different degrees of implementation of a connected in-school and out-of-school science program affect pupils’ cognitive science skills in relation to teachers’/instructors’ support. We used a multiple case study design with four cases comprising three different degrees of program implementation: optimal, intermediary and marginal. The cases comprised pupils of upper grade elementary school classes, their teachers, and the instructors of the out-of-school activity. The effect of the program was measured by coding pupils’ performance with a scale based on skill theory, and by coding teacher’s/instructor’s support with the Openness Scale. The data was gathered from microgenetic measurements over time, corresponding with an in-depth analysis of the process of change in naturalistic conditions. We found the highest learning effect in the optimal program implementation, which indicates that it is favorable to implement the complete program, and train teachers/instructors to use open teaching focused on conceptual understanding.
This project has received funding from the Bio-based Industries Joint Undertaking under the European Union's Horizon 2020 research and innovation programme under grant agreement No 720726LIBBIO is a European research project on Andes Lupin (Lupinus mutabilis, tarwi) cropping in marginal lands for enhanced bio economy. Lupin has the ability to fix nitrogen, mobilise soil phosphate and has low nutritional requirements for cultivation. Varieties will be chosen that give high yield of green silage or high yield of seeds which contain more than 20% oil, more than 40% protein and the remaining materials are carbohydrates, mainly oligosaccharides characterized as “prebiotics”. Andes lupin will be grown as a summer crop in N-central Europe and as winter crop in Mediterranean conditions. Pre-industrial processing is developed and optimized for the lupin, properties of the different fractions analysed, their advantage for different industrial use evaluated, and a few products developed as an example. Social and environmental impact will be evaluated as well as techno-economic viability and effect on farm and biorefinery income.This project has received funding from the Bio-based Industries Joint Undertaking under the European Union's Horizon 2020 research and innovation programme under grant agreement No 720726
Indonesia’s peat forests remain severely threatened by forest fires, oil palm plantation development and extractive industries, which leads to biodiversity loss, increased emissions of greenhouse gases, and the marginalization of Indigenous Peoples and local communities. In 2008 the Government of Indonesia introduced the Social Forestry Programme under which Indigenous Peoples and local communities can acquire a 35-year management permit. Since then, about 10 percent of Indonesian State Forest has been designated for community-based forest conservation and restoration initiatives. The devolution of authority to the local level has created a new playing field. The Social Forestry Programme reverses more than a century of centralistic forest policy, and requires a fundamental re-orientation of all actors working in the forestry sector. The central question underlying this proposal is how Dutch civil society organizations (applied universities and NGOs) can effectively support Indigenous Peoples and local communities in the protection and restoration of peat forests in Indonesia. This project aims to set up a Living Lab in Ketapang District in West Kalimantan to study, identify and test novel ways to work together with a variety of stakeholders to effectively conserve and restore peat forest. In Ketapang District, Tropenbos Indonesia has assisted three Village Forest Management Groups (Pematang Gadung, Sungai Pelang and Sungai Besar) in securing a Social Forestry Permit. Students from three Dutch Universities (Van Hall Larenstein, Aeres Hogeschool and Inholland) will conduct research in partnership with students from Universitas Tanjungpura on the integration of local ecological knowledge and technical expertise, on the economic feasibility of community-based forestry enterprises, and on new polycentric governance structures. The results of these studies will be disseminated to policy makers and civil society groups working in Indonesia, using the extensive networks of IUCN NL and Tropenbos Indonesia.
In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.