Results for 'Lj Tippett'

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  1. Paulo Freire and Frantz Fanon: Two Faces of Emancipation.Lj Zaphan Lamboloto - 2024 - International Journal of Research and Innovation in Social Science 8 (4):588-604.
    In Paulo Freire’s emancipatory model, violence as a mode of struggle is rejected. The revolutionary movement should never appropriate violence in pursuing prospects of emancipation. For Freire, an authentic struggle for emancipation and autonomy does not utilize the praxis of the oppressor which is mainly characterized by dehumanization and violence. This emancipatory model also contends that the oppressor should also be subjected to emancipation as they have also been dehumanized in their subjection of the oppressed. Thus, liberation does not only (...)
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  2. The Political Angle of Critical Pedagogy: Exposing Paulo Freire’s Theory of Domination.Lj Zaphan Lamboloto - 2024 - Psychology and Education: A Multidisciplinary Journal 18 (9):903–912.
    Paulo Freire’s contribution to pedagogical discourses is commonly encapsulated behind the notions of the “banking method” and “culture of silence” which connotes classroom practices that subjects the learner into domesticating pedagogical methods and contents. In Freire’s Pedagogy of the Oppressed, this phenomenon is not only restricted to classroom dynamics, but in fact, reflective of domination in the public sphere. In this work, therefore, I will discuss the political angle of Freire’s critical pedagogy founded in his analysis of domination and anti (...)
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  3. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. (...)
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  4. A practical checklist for return of results from genomic research in the European context.Danya F. Vears, Signe Mežinska, Nina Hallowell, Heidi Beate Hallowell, Bridget Ellul, Therese Haugdahl Nøst, , Berge Solberg, Angeliki Kerasidou, Shona M. Kerr, Michaela Th Mayrhofer, Elizabeth Ormondroyd, Birgitte Wirum Sand & Isabelle Budin-Ljøsne - 2023 - European Journal of Human Genetics 1:1-9.
    An increasing number of European research projects return, or plan to return, individual genomic research results (IRR) to participants. While data access is a data subject’s right under the General Data Protection Regulation (GDPR), and many legal and ethical guidelines allow or require participants to receive personal data generated in research, the practice of returning results is not straightforward and raises several practical and ethical issues. Existing guidelines focusing on return of IRR are mostly project-specific, only discuss which results to (...)
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  5. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer distinctions between video-games that fall (...)
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  6. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  7. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  8. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative to non-VGPs. However, this (...)
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  9. A new framework for justification logic.Alessandro Giordani - 2015 - Journal of Applied Non-Classical Logics 25 (4):308-323.
    The logic of justification provides an in-depth analysis of the epistemic states of an agent. This paper aims at solving some of the problems to which the common interpretation of the operators of justification logic is subject by providing a framework in which a crucial distinction between potential and explicit justifiers is exploited. The paper is subdivided into three sections. The first section offers an introduction to a basic system LJ of justification logic and to the problems concerning its interpretation. (...)
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