scholarly journals Towards multilingualism

2020 ◽  
Vol 1 (1) ◽  
pp. 23-43
Author(s):  
John Edwards

There has been a development in both scholarly and popular attention to language capabilities and their alleged cognitive consequences. Emphasis, both theoretical and applied, was initially given to monolingual fluencies. Indeed, the sense that monolingualism is still somehow the default norm remains in some ‘large-language’ contexts. A second stage, as it were, arose when serious consideration began to be given to bilingualism—a phase surely long overdue, given the real-life circumstances that have always prevailed around the world. One of the most interesting aspects of this phase has been the apparent empirical demonstration that bilingualism correlates with cognitive advantage. Although this seems a welcome corrective to earlier and quite opposite views, the evidence turns out to be far from unequivocal. It now appears likely that, while expanded linguistic repertoires are of course beneficial, there are no simple correspondences between languages known and cognitive capacities. Research on bilingualism and multilingualism, at both individual and social levels, is now routine.

EDIS ◽  
2019 ◽  
Vol 2019 (5) ◽  
pp. 14
Author(s):  
John Rutledge ◽  
Joy C. Jordan ◽  
Dale W. Pracht

 The 4-H Citizenship Project offers the opportunity to help 4-H members relate all of their 4-H projects and experiences to the world around them. The 4-H Citizenship manuals will serve as a guide for 4-H Citizenship experiences. To be truly meaningful to the real-life needs and interests of your group, the contribution of volunteer leaders is essential. Each person, neighborhood, and community has individual needs that you can help your group identify. This 14-page major revision of Unit IV covers the heritage project. Written by John Rutledge, Joy C. Jordan, and Dale Pracht and published by the UF/IFAS Extension 4-H Youth Development program. https://edis.ifas.ufl.edu/4h019


This part of the book provides an occasion to combine visual presentation of concepts related to speed, velocity, and acceleration with the real-life circumstances (such as car or horse races) and at the same time with artistic connotations about motion and artistic responses to it. The goal of this project is to show acceleration, speed, and velocity by producing an image that would look very dynamic. For example, dynamic changes of motion can be presented as a scene with racecars or horses. Connotations related to art may enhance both our knowledge about acceleration and a message it evokes.


2019 ◽  
Vol 16 (1) ◽  
pp. 3-18
Author(s):  
Falk Hartig

China’s global communication activities are mainly perceived as sinister propaganda to mislead international audiences, and related discussions exemplify Western unease about China’s global communication efforts. While not trivializing these efforts, this article objects to some of the assessments and argues in favour of a critical but open-minded engagement with China’s global communication activities. Such an approach should pay attention to potential audiences and should closely scrutinize the real-life circumstances of China’s communicative practices and put them into perspective for its audiences. The article highlights these aspects by analysing the screening of a video in New York City’s Times Square in Summer 2016 and one version of the China Daily supplement, China Watch.


Author(s):  
Paolo Beneventi

As referenced in the chapter title, the Children’s Virtual Museum of Small Animals is a website where multimedia documents are collected, based on the real experience of groups of children from many parts of the world. There, people can find photos and videos of insects and spiders, with scientific names and classification, place and date of discovery, and age of the class, group, or single kid who found it. There are also drawings, texts, and other things related to the real, possible, or fantastic meeting between children and small animals: voices from actual experiences, slide shows about “watching details,” pictures of creations by artists close to kids’ imagination, suggestions on how to use technical tools. Children there can act as protagonists in producing and sharing information, just like usually scientists, journalists, photographers, and video makers do, through the global information society. It is also the “extension” of a method, a way to address scientific issues with children, which has given regular, excellent results with hundreds of groups during many years. The author presents it as a work in progress, calling others to meet and exchange, suggest, and propose additions, also from different experiences and points of view. Digital means are proposed to show the “objects” of the study as well as the “process of studying” by children, with all their enthusiasm and surprise, as is evidenced particularly from their voices. Other children visiting the virtual Museum should be called to come and take part in it from their usual real life environment, making new discoveries and sending documents, sharing experiences and ideas, worldwide.


2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.


2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Sappeami Sappeami

This paper examines the mental revolution in applying the Islamic economics system which is expected to open the horizon of humans’ thought, especially Muslims, so as they are always careful in carrying out all economics activities. The significance embodied in the idea of the mental revolution is the transformation of the ethos, namely the fundamental change in the mentality, the way of thinking, the way of feeling, and the way of believing that is proven in daily behavior and actions. The mistake which occurs in the economics system of this modern era vastly needs a mental revolution to restore the consciousness of economics actors that the world is only an intermediary towards the real life in hereafter so that the economics activities will constantly be performed with good and correct actions dealing with Al-Qur’an and As-Sunnah.


Humanus ◽  
2014 ◽  
Vol 12 (2) ◽  
pp. 143
Author(s):  
Imas Maryanah

AbstractThe changing dynamic of human lives makes most of them ignorant to the values of right and wrong. Truth, freedom, and justice have become scarce and beyond real.Cruelty has caused fear, restlessness, and misery. In order to be free from excruciatingpressure, Kalatidha describes a picture of how someone has lived in his dream happily.The dreams and goals he is been longing for are only enjoyed in that surreal world, theworld freed from norms, ideas, and public opinion. “Running away” is the word used todescribe how people lock themselves away from the real world.  For him, the real world he understands is the world that can give him joy,happiness, and cheerfulness. Things that are immoral in the eyes of the public are noshame to him. One thing he is sure of, that life is a journey, and how he live it. Emptinessis no longer misery, but a process that has to be passed through the journey. Kalatidhahas become a picture of how inner unrest becomes a focus of deceitful real life pantings.Deceit and dishonesty are stupid, and craziness is an act of hopelessness.  Key words : Dream, Journey, Deceit AbstrakDinamika gambaran kehidupan manusia yang terus-menerus berubah menyebabkan sebagian manusia tidak mengindahkan lagi, mana yang harus dilakukanmana yang dilarang. Kebenaran, kebebasan, keadilan menjadi barang langka yanghanya menjadi impian belaka. Kekejaman telah memunculkan ketakutan, kegelisahan,kesengsaraan. Agar terbebas dari tekanan yang menyiksa, Kalatidha menyajikan sebuahpotret bagaimana seseorang telah hidup di alam khayalnya dengan bahagia. Impian dancita-cita yang selama ini didambakan, hanya dapat dinikmati di alam “sana”. Alamyang  terbebas dari norma, ide, pendapat masyarakat. “Lari” itulah kata yang tepatuntuk menggambarkan bagaimana seseorang telah memenjarakan dirinya darikehidupan nyata.  Kehidupan nyata yang ia pahami hanyalah dunia yang dapat memberinyakesenangan, kegembiraan dan keceriaan. Hal-hal aneh yang dianggap menyimpang olehmasyarakat pada umumnya bukan merupakan celaan baginya. Satu hal yang ia yakinibahwa hidup ini adalah sebuah perjalanan, dan bagaimana ia menjalankannya. Kekosongan dan kehampaan bukan lagi siksaan, tapi sebuah proses yang harus dilewatidalam menempuh perjalanan. Kalatidha telah menjadi sebuah potret bagaimanapergolakan batin menjadi fokus sebuah lukisan kenyataan semu. Kepalsuan dan kepurapuraanadalahhalbodoh,dankegilaanadalahtindakandarisuatukeputusasaan.Key words : Impian, Perjalanan, Semu


2021 ◽  
Vol 11 (1) ◽  
pp. 179-192
Author(s):  
Thi My Phuong Do

Characters in Vietnamese medieval Chuanqi genre are rich and diverse, with a full range of components, class, caste, gender, habits, and dignity. Based on the reality-fantasy relationship, the world of chuanqi characters can be divided into two main groups: fantasy characters and earthly characters (people in the real life). They represent two realms: of unreality and of reality. Fantasy character is a surreal character with mystical capacity and strange traits. From the rational perspective, this type of character absolutely does not exist in real life. By contrast, earthly character are people who exist in daily life with ideals, ambitions, happiness and suffering. The presence of two types of characters clearly demonstrates the realistic portrait in the status of the unreal and real invasions, which deeply consists of their own imprints in the Chuanqi genre. From the world of characters in Vietnamese medieval Chuanqi genre, the evolution of this genre is also revealed.


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