Public-Private Partnerships (PPPs) are mostly presented as a means to introduce efficient procurement methods and better value for money to taxpayers. However, the complexity of the PPP mechanism, their lack of transparency, accounting rules and implicit liabilities make it often impossible to perceive the amount of public expenditure involved and the long-run impact on taxpayers, providing room for fiscal illusion, i.e., the illusion that PPPs are much less expensive than traditional public investments. This psaper, thanks to a systematic review of the literature on the EU countries experience, tries to unveil the sources of this illusion by looking at the reasons behind the PPPs’ choice, their real costs, and the sources of fiscal risks. The literature suggests that PPPs are more costly than public funding, especially when contingent liabilities are not taken into account, and are employed as mechanisms to circumvent budgetary restrictions and to spend off-balance. The paper concludes that the public sector should share more risks with private sectors by reducing the amount of guarantees, and should prevent governments from operating through a sleight of hand that deflects attention away from off-balance financing, by applying a neutral fiscal recording system.
Art studies and activities for older adults have received significantly less attention as a result of prohibitively expensive materials that are unfit for commercial use, and research utilizing digital technology to investigate artistic activities for older adults is extremely limited. The purpose of this article is to analyze and review recent research in these fields to summarize the current trends. The literature review comprised 108 articles from databases that included Scopus, ScienceDirect, and Google Scholar. The papers were subjected to a thorough examination by the VOSviewer program and researchers, who utilized content analysis to classify them into four themes: 1) inclusive design; 2) accessibility; 3) digital art therapy and 4) digital technology environments. Further investigation and development are necessary to propose a novel approach to instructing senior-level art utilizing cutting-edge technologies, which could be enhanced by the findings of this review article.
In the teaching of graphic design, students' learning state and learning effect are poor due to the lack of attractiveness of teaching materials. In order to fully display the graphic design knowledge contained in totem patterns, a model based on the pattern elements of totem patterns was constructed. Through Marvelous Designer software, the display of totem visual effects under different pattern element configurations was realized, providing a basis for the comparative explanation of graphic design teaching. When designing the teaching content, based on the totem art culture, it has constructed three parts of teaching methods of plane composition, teaching contents of plane composition and teaching concepts of plane composition, which correspond to the material selection, composition and freehand brushwork skills of totem patterns in modeling creativity and expression techniques, and the range of material selection, composition form and connotation of plane design teaching, the specific application is realized through knowledge transfer.
Mr. Tao Xingzhi said: game is a way for children to understand the world, is one of the means of education to children. Game is the basic activity of kindergarten, for children, game is "play", "play" is the pronoun of the game, "play" can make children happy, meet their needs, development, children are living in play, learning in play, growing up in play. Outdoor autonomous game activities are an indispensable part of the kindergarten curriculum system. This paper starts from "combing - self-analysis, facing the problem; Action -- planning and enriching the region; In terms of research -- organization, implementation and continuous adjustment, this paper expounds the experience of using the existing resources of Jinma Kindergarten to reform and attempt children's outdoor autonomous games in the course of curriculum gamification construction.
A problem in post-harvest of avocado (Persea americana Mill.) is the heterogeneity in fruit ripening, due to differences in the time of fruit set and the inability to ripen on the tree, a situation that causes inconsistencies in quality and differences in the response to preservation and processing technologies. In postharvest, the application of ethylene gas in hermetic chambers has been used to advance ripening; however, the use of ethylene releasers in liquid form (ethephon) has been proposed as an alternative, mainly for the treatment of low volumes of fruit. The present work was carried out in the production zone of Salvador Escalante (Michoacán, Mexico) with the objective of evaluating the effect of the application of two concentrations of ethephon on the time and homogenization of fruit ripening of avocado cultivars (cv.) Hass and Méndez. Fruits with 23.4% (cv. Hass) and 24% (cv. Méndez) of dry matter were harvested; one group was immersed in a solution of ethephon 500 mg/L and the other in 1,000 mg/L, both for 5 minutes; the treated fruits plus a control were stored at 20 °C for 11 days. Changes in respiration, ethylene production, weight loss, firmness, epicarp and pulp color, total phenol, chlorophyll and total carotenoid concentrations were evaluated. The results showed that ethephon doses of 1,000 mg/L in cv. Hass and 500 mg/L in cv. Méndez presented a ripening process 2 days earlier than the control.
With society’s continuous development and progress, artificial intelligence (AI) technology is increasingly utilized in higher education, garnering increased attention. The current application of AI in higher education impacts teachers’ instructional methods and students’ learning processes. While acknowledging that AI advancements offers numerous advantages and contribute significantly to societal progress, excessive reliance on AI within education may give rise to various issues, students’ over-dependence on AI can have particularly severe consequences. Although many scholars have recently conducted research on artificial intelligence, there is insufficient analysis of the positive and negative effects on higher education. In this paper, researchers examine the existing literature on AI’s impact on higher education to explore the opportunities and challenges presented by this super technology for teaching and learning in higher educational institutions. To address our research questions, we conducted literature searches using two major databases—Scopus and Web of Science—and we selected articles using the PRISMA method. Findings indicate that AI plays a significant role in enhancing student efficiency in academic tasks and homework; However, when considering this issue from an ethical standpoint, it becomes apparent that excessive use of AI hinders the development of learners’ knowledge systems while also impairing their cognitive abilities due to an over-reliance on artificial technology. Therefore, our research provides essential guidance for stakeholders on the wise use of artificial intelligence technology.
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