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The BSW Experiential Learning (BEL) Program aims to infuse intergenerational content into the curriculum and recruit students to the field of social work by implementing face-to-face learning opportunities with older adults. This article discusses and compares the experiences of 4 diverse BEL projects that implemented gero-experiential learning activities into 1 or more of the BSW curriculum areas: introduction/social work practice, social welfare policy, human behavior in the social environment, social work research, and field practicum. “Three keys to success” are offered as ways in which gero-experiential activities may be successfully implemented by other programs.  相似文献   
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Computer‐based clinical simulations are a powerful teaching and learning tool because of their ability to expand healthcare students' clinical experience by providing practice‐based learning. Despite the benefits of traditional computer‐based clinical simulations, there are significant issues that arise when incorporating them into a flexible, co‐operative and collaborative learning environment. Unlike traditional technologies; immersive multi‐user virtual environments such as Second Life can incorporate comprehensive learning materials with effective learning strategies, allowing healthcare students to obtain a simulated clinical experience in an immersive social environment. The purpose of this research was to investigate how a simulation could be optimised in Second Life to encourage teamwork and collaborative problem solving based on the habits, experiences and perceptions of nursing students towards Second Life as a simulation platform. The research was conducted by placing groups of nursing students in separate locations and exposing them to a series of clinical simulation developed in Second Life. The simulation involved a series of problem‐based scenarios, which incorporated concepts of technical skills, patient interaction, teamwork and situational awareness. Using qualitative feedback from a series of evaluative case studies, the study determined good practices and issues involved with a virtual computer‐based clinical simulation. A common theme which emerged from this research, which is discussed in this paper, was the student's ability to work in an artificial social structure where they could actively co‐construct mental models of technical and interpersonal skills through experiencing human interaction in a computer‐based simulated environment.  相似文献   
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The study examines selected roles of the information sector in the national economy. Among the findings are the following: (1) the information sector conducts relatively little international trade, in comparison to its domestic activity. Roughly 12% of U.S. exports are attributable to the information sector; over 97% of the sector's output is sold within the U.S.; and the sector's exports account for only a small fraction of 1% of GNP. (2) The historical pattern of employment shows that the portion of information workers has risen from 8% of the U.S. work force in 1870 to 41% in 1970. Relatively little of this growth is the result of new technological innovations such as telephones, radio, television and, more recently, computers. Rather, the growth of public and private bureaucracies, which now total 26% of our total work force, largely explains the growth of the sector. (3) Unemployment within the information sector has consistently been lower than in either the manufacturing or agricultural sectors of the national economy. (4) Since 1967, the high technology elements of the information sector, such as electronic components, computers and telecommunications equipment have experienced appreciably less price rise than has the economy as a whole. However, over the same time period, the service elements of the sector, including finance and insurance, education and medical care, have experienced greater rates of inflation than has the economy as a whole.  相似文献   
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