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- 8Campbell, Katherine
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- 3Peck, Carla
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The Constancy of the School ‘Canon’: A Survey of Texts Used in Grade 10 English Language Arts in 2006 and 1996
Download2012
DeBlois, Elizabeth, Storie, Dale, Vermeer, Leslie, Mackey, Margaret
This article reports on a 2006 survey of texts used in Grade 10 English language arts classes in Edmonton, Alberta. The survey uses the same instrument as a previous 1996 survey and provides comparative data from a section of the same pool as participated in 1996. In terms of the most popular...
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2011-06-01
It is commonly believed that collaboration enhances quality of life for both practicing professionals and for their clients (D’Amour & Oandasan, 2005). Hebert (2005) comments that “many of us are ‘true believers’ in interprofessional practice” (Herbert, 2005, p.3), suggesting that the voice of...
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2012-02-08
Interprofessional collaboration is prevalent in the healthcare field. Both students and practitioners are expected to take part in interprofessional collaboration. Most research focuses on the positive aspects of interprofessional collaboration, which includes better patient care, lower...
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The design of an international social media event: A day in the life of the digital humanities
Download2012
Organisciak, Peter, Meredith-Lobay, Megan, Rockwell, Geoffrey, Ruecker, Stan, Nyhan, Julianne, Ranaweera, Kamal
A Day in the Life of the Digital Humanities (Day of DH) is a community documentation project that brings together digital humanists from around the world to document what they do on one day, typically March 18. The goal of the project, which has been run three times since 2009, is to bring...
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2019-10-01
SSHRC IG awarded 2020: project addresses the need to understand the differences in employment experiences and outcomes for marginalised groups, particularly women, employed in the video game industry in North America. A a staggering number of women leave the video game industry within the first...
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2017-01-25
SSHRC Awarded IDG 2017: The expansion of video games as a medium has precipitated a healthy indie game movement, and created opportunities for media artists to explore interactive art creation. However, audio and music in games is still primarily constrained to sound effects, dialog and emotive...
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The social-psychological process involved in using human patient simulators as a teaching/learning modality in undergraduate nursing education
DownloadSpring 2011
The use of the high-fidelity human patient simulator (HPS) based clinical scenario in undergraduate nursing education is a powerful learning tool well suited to modern students’ preference for immersive construction of knowledge through the provision of contextually rich reality-based practice...
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1998-01-01
Campbell, Katherine, Ben-Zvi, Ehud
This article describes the re-design and evaluation of a full-year undergraduate course, An Introduction to the World's Religions, from a traditional lecture-based model to a Web-based format. The highly personal and valuative nature of the course content, as well as large class size and lack of...
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The World in an Object Lesson: Visual Pedagogies in Children's Literature Produced for the 1893 Columbian Exposition
DownloadSpring 2018
The World in an Object Lesson addresses the ways in which nineteenth-century reading audiences of the United States were taught to make sense of the visual stimulus of worlds fairs. The Object Lesson was one visual method which was both promoted and critiqued in the material culture of the...
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2016-02-15
SSHRC PG LOI|Stage 1 awarded 2016; Stage 2 not successful: Canada has long struggled with questions of national identity as a result of contested ground over the stories told about its past. Struggles over sovereignty by Quebec Francophones and Indigenous peoples, as well as the continued...