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211.
James P. Canfield Joesph Nolan Dana Harley Ashley Hardy Willie Elliott 《Child and Adolescent Social Work Journal》2016,33(3):199-205
Brought on by increasing levels of economic vulnerability, homelessness is a pressing issue for our schools. Homeless students often miss an inordinate amount of school days and are thought to fall at the farthest end of a “continuum of poverty.” Theoretically they have worse outcomes than their peers, though the past 20 years of literature have found inconsistencies in these comparisons. Thus the literature suggests analysis to compare types of students based on outcomes rather than demographic categorizations, a person-centered approach. Using this approach, a comparison of the number of absences for homeless students and their housed peers is made through quantile analysis. Using school administrative data collected over one school year for an entire school district we found that homeless students as an aggregate do not miss significantly more days of school than their poorest peers. However, we found homelessness and poverty dramatically increase the number of absences for children who are in the higher percentiles of absences meaning homelessness has a greater impact on those who miss more days of school in general compared to regular attendees. Findings from this study indicate that homelessness may exacerbate problems rather than cause them. Implications for practice are discussed and directions for future study are proposed. 相似文献
212.
While preference-based explanations play an increasing role in economics and sociology, the accurate measurement of social preferences deserves more attention. Most laboratory experiments measure social preferences by studying the division of “a cake that nobody had to bake” (Güth and Kliemt, 2003). This article reports results of the first ultimatum game experiment with bargaining over waiting time. The experiment was created to avoid effects of windfall gains. In contrast to donated money, time is not endowed by the experimenter and implies a natural loss to subjects. This allows for a better measurement of the inherent conflict in the ultimatum game. We implemented three anonymity conditions; one baseline condition, one condition with anonymity among subjects and one double-blind condition in which the experimenter did not know the division of waiting time. While we expected to observe less other-regarding behavior in ultimatum game bargaining over time, our experimental results rather confirm previous ultimatum game experiments, in which people bargained over money. The modal offer was half of the waiting time and only one offer was rejected. Interestingly, anonymity did not change the results significantly. In conclusion, our experiment confirms other-regarding behavior in the ultimatum game. 相似文献
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A knowledge-based system supporting managerial problem diagnosis is described. The system provides the capability to monitor values of selected variables for problem situations. When problems are located, a list of problem symptoms is delivered to a problem processor for structuring and diagnosis. Problem structuring is based on a combination of concepts from expert systems and structural modeling. User assertions about cause-effect relationships between pairs of variables are maintained in a semantic network. Problem diagnosis uses the relationships in the semantic network to construct causation trees, the branches of which represent potential explanations of the problem symptoms. Mathematical models are constructed based on causation-tree branches, and values from the data base are used to test whether the model confirms the diagnosis. If so, the source of the problem has been located and it is then up to the user to resolve the problem. If the model fails to explain the problem, the model apparently is deficient and the user may perform “what if…” type scenarios in attempts to improve the model and search for problem causes. Realistic applications in the accounting and health care areas are discussed. 相似文献
216.
James R. Evans 《决策科学》1986,17(2):250-262
Creative problem solving is seldom addressed directly in the decision sciences literature. The first half of this paper reviews current thinking about creativity and its educational importance. The remainder addresses creative problem-solving processes and, in particular, the process developed by Parnes, Noller and Biondi [24] and Osborn [23]. This process has been integrated into an OR/MS problem-solving course which is described. Conclusions and implications for decision sciences education and practice in general are discussed. 相似文献
217.
This study attempts to understand the lived experience and emotional well‐being of Australian‐Vietnamese grandparenthood. Thirty‐six grandparents participated in four focus group interviews while three grandparents took part in individual in‐depth interviews where the experiences of the grandparents were further clarified. The findings reveal that Vietnamese grandparents encounter many changes in their lives and their relationships with their children and grandchildren in their new homeland. However, many still seem to play important roles in the family, creating a vital bridge to grandchildren. According to our participants, the grandparents' most important roles are the maintenance of good emotional relationships and support, and the construction of harmony and continuity in their modified extended families. To be able to assume these roles, grandparents need to actively explore and consider accepting new values. For many, a successful grandparenthood brings happiness to the family, positively influences grandparents' life satisfaction and emotional well‐being, and this in turn enhances their quality of life. 相似文献
218.
James S. Bielo 《The Senses and Society》2020,15(1):98-113
ABSTRACTThis article examines the sensory dimension of religious publicity, focused on the case of an evangelical museum in the United States. Washington D.C.’s Museum of the Bible (MOTB) was envisioned and funded primarily by conservative Protestants, and is a revealing case of religion in public life because most of the creative labor of design was conceived and executed by secular firms who do not typically work for faith-based clients. The professional expertise of these firms, “experiential design,” informs a sea change in contemporary museology and the expansion of the experience economy in late modernity. Ultimately, I argue that MOTB’s engagement with experiential design indexes the power of entertainment in late modern life, as the sensory repertoire at play operates with largely unquestioned legitimacy and presumed efficacy. By mobilizing the cultural capital of design, an evangelical museum makes a claim for diverse audiences in a deeply public setting. 相似文献
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