Amplifying the Developmental Impact of the Ernest C. Manning Youth Innovation Awards: An Evidence-Based Design for the First Canadian Youth Innovator Mentorship Network

By studying the key features of these top achieving youth innovators, we will gather evidence via research to learn more about what drives them, what supports they need and how mentors (anywhere) can be engaged well to support them. The result of the project will be an organization and process design for the development of the first (online) Canadian youth mentorship network aimed at connecting youth to important people, expertise, knowledge and institutions. There is too little research and support for our high-achieving young Canadian innovators.

Construction and validation of the interRAI 0-3

The purpose of this study is the construction of the interRAI 0-3 to: 1) improve identification of developmental, behavioural and emotional problems in young children; 2) enhance evidence-informed care planning; and 3) facilitate access to early intervention and individualized, tailored treatment based on the needs of the child and the family. The expected benefit to the partner organization will include cost reduction through improved triaging and prioritization.

Student Intentions and Perceptions Survey

The proposed study will involve development and use of a survey tool to solicit responses from grade 6-9 youth across the province, and in-depth analysis of these data. The intern will help pilot the survey tool and make any necessary revisions to the tool prior to implementation. Upon launch of the tool, the intern will manage any user queries during the survey period. The student will conduct the initial quantitative analysis, and the detailed qualitative analysis, and will compose the final report with StFX academic supervisors and the principal investigator.

Investigating Player Behaviour in Social Networking Games

Social Network Games are multi-player games played through social networking sites (e.g. Facebook). Working in conjunction with Big Viking Games, the Canadian company behind Facebook games such as YoWorld and FishWorld, this research seeks to add much needed knowledge about who plays Social Network Games, what activities they undertake while participating in these gameworlds, as well as why some people quit playing.

Social cartographies of initiatives of social transformation

Social transformation requires a deep understanding of the cultural, economic and historical forces and flows that connect peoples, places, and world views, and of the difficulties of intervening in complex, dynamic systems. This research project uses the methodology of social cartography to map diverse (and potentially conflicting) interests, ambitions and orientations of socially engaged communities and initiatives supported by the Musagetes Foundation.

Exploring usability of an app environment to deliver transformative professional development

Professional development (PD) refers to an individual’s growth throughout a professional life cycle. Generally, the intent of PD is to deepen understanding and improve practice within a standardized professional life cycle. Given the personalized nature of PD, program evaluations are frequently based on participants’ satisfaction rather than evidence of professional learning or change in practice. At the same time, online programs provide more convenient and flexible PD opportunities without geographical barriers.

Giving Voice to Aboriginal Families

Experiences in early childhood are fundamental determinants of lifelong well-being. In this project, we will give voice to Aboriginal families and caregivers on what they believe is important to the well being of their young children. A methodology adopted from social psychology, called ‘echo’ enables the values and beliefs of the population of interest to be articulated. The population of interest is individuals working with or raising young Aboriginal children (ages 0-6 years) in the Greater Victoria Capital Region.

Dreamcatcher Informatics: A Web-based/Mobile Information System for Aboriginal Land Management, Consultation, and Preservation of History, Culture, and Traditional Ecological Knowledge

The role of this internship is to assist in reaching the SSHRC goal for the Dreamcatcher system of capturing cultural data, traditional ecological knowledge, and traditional land use, creating as full a historical, cultural, and economic record as possible, as well as strong land use management/consultation, water and asset management, and public health systems. This information will inform cultural research, treaty negotiations, and community development.

Measuring What Matters in Education

The central goal of this research project is to broaden measurement of school performance across Canada by developing, collecting, and measuring data on six performance indicators as follows: academic achievement, physical health, social-emotional development, creativity, citizenship, and school climate. Having developed competencies in these areas during phase one of the project, the current phase aims to begin the process of measuring the indicators of interest and reporting on results. Survey data will be collected and integrated with existing government data sources.

Technology in Geography

The Technology in Geography research project analyzes how teachers within Chinese high schools use technology and Geographic Information Systems (GIS) within geography classes to aid in delivering course material. Coming from an educational background that was highly centred on using GIS, I find it critical to include GIS technologies within Geography as a way to engage students and introduce them to the technologies that are available to them. Within Canada, more specifically in Ontario schools there are very few teachers who integrate technology within geography classes.

Pages