3,240 research outputs found

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    Alan Clarke, Designing Computer‐Based Learning Materials, Aldershot: Gower, 2001. ISBN: 0–566–08320–5. Hardback, xviii+196 pages, £45.00

    Emerging cad and bim trends in the aec education: An analysis from students\u27 perspective

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    As the construction industry is moving towards collaborative design and construction practices globally, training the architecture, engineering, and construction (AEC) students professionally related to CAD and BIM became a necessity rather than an option. The advancement in the industry has led to collaborative modelling environments, such as building information modelling (BIM), as an alternative to computer-aided design (CAD) drafting. Educators have shown interest in integrating BIM into the AEC curriculum, where teaching CAD and BIM simultaneously became a challenge due to the differences of two systems. One of the major challenges was to find the appropriate teaching techniques, as educators were unaware of the AEC students’ learning path in CAD and BIM. In order to make sure students learn and benefit from both CAD and BIM, the learning path should be revealed from students’ perspective. This paper summarizes the background and differences of CAD and BIM education, and how the transition from CAD to BIM can be achieved for collaborative working practices. The analysis was performed on freshman and junior level courses to learn the perception of students about CAD and BIM education. A dual-track survey was used to collect responses from AEC students in four consecutive years. The results showed that students prefer BIM to CAD in terms of the friendliness of the user-interface, help functions, and self-detection of mistakes. The survey also revealed that most of the students believed in the need for a BIM specialty course with Construction Management (CM), Structure, and Mechanical-Electrical-Plumbing (MEP) areas. The benefits and challenges of both CAD and BIM-based software from students’ perspectives helps to improve the learning outcomes of CAD/BIM courses to better help students in their learning process, and works as a guideline for educators on how to design and teach CAD/BIM courses simultaneously by considering the learning process and perspectives of students. © 2018 The autho

    Investigation of dyeing based on pandanus amaryllifolius for superhydrophobic coating in cotton-polyester blended in textile application

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    Natural dyes are derived from natural resources. Colouring materials obtained from natural resources of plant, animal, mineral, and microbial origins were used for colouration of various textile materials. Use of natural dyes started fall after the invention of synthetic dyes in the second half of the nineteenth century. The synthetic dyes were rapidly industrialization of textile production resulted in almost complete replacement of natural dyes by synthetic dyes because their easy availability simple application process, better fastness properties and consistency of shades [1]. Recent environmental awareness has again revived interest in natural dyes mainly among environmentally conscious people. Natural pigments are considered eco-friendly as these are renewable and biodegradable which is skin friendly and provide healthier benefits to the wearer [2]. Pandanus amaryllifolius also called as pandan leaf is a tropical plant that under screw pine genus and it can be easily found all around in Malaysia. It is a genus monocotyledon plants with over 750 accepted species. Extraction of green pigments from pandanus amaryllifolius to produce an organic pigment for fabric dyeing can become an alternative of synthetic pigments. Organic pigments also can be classified as a biochrome substance which is produced by living organisms. These biological pigments include flower and plant pigments [3]

    On the Provision of a Comprehensive Computer Graphics Education in the Context of Computer Games

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    Position paper for the ACM SIGGRAPH/Eurographics Computer Graphics Education Workshop 200

    Teaching programming with computational and informational thinking

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    Computers are the dominant technology of the early 21st century: pretty well all aspects of economic, social and personal life are now unthinkable without them. In turn, computer hardware is controlled by software, that is, codes written in programming languages. Programming, the construction of software, is thus a fundamental activity, in which millions of people are engaged worldwide, and the teaching of programming is long established in international secondary and higher education. Yet, going on 70 years after the first computers were built, there is no well-established pedagogy for teaching programming. There has certainly been no shortage of approaches. However, these have often been driven by fashion, an enthusiastic amateurism or a wish to follow best industrial practice, which, while appropriate for mature professionals, is poorly suited to novice programmers. Much of the difficulty lies in the very close relationship between problem solving and programming. Once a problem is well characterised it is relatively straightforward to realise a solution in software. However, teaching problem solving is, if anything, less well understood than teaching programming. Problem solving seems to be a creative, holistic, dialectical, multi-dimensional, iterative process. While there are well established techniques for analysing problems, arbitrary problems cannot be solved by rote, by mechanically applying techniques in some prescribed linear order. Furthermore, historically, approaches to teaching programming have failed to account for this complexity in problem solving, focusing strongly on programming itself and, if at all, only partially and superficially exploring problem solving. Recently, an integrated approach to problem solving and programming called Computational Thinking (CT) (Wing, 2006) has gained considerable currency. CT has the enormous advantage over prior approaches of strongly emphasising problem solving and of making explicit core techniques. Nonetheless, there is still a tendency to view CT as prescriptive rather than creative, engendering scholastic arguments about the nature and status of CT techniques. Programming at heart is concerned with processing information but many accounts of CT emphasise processing over information rather than seeing then as intimately related. In this paper, while acknowledging and building on the strengths of CT, I argue that understanding the form and structure of information should be primary in any pedagogy of programming

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    On Problem Based Learning and Application to Computer Games Design Teaching

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    Problem-based learning is a pedagogical approach which started in early 1970s. It is well developed and established until now. Aalborg University in Denmark is one of pioneering world universities in PBL and has accumulated a huge experience in PBL for many different study lines. One of them is Medialogy education, which was established in 2002. This paper presents transfer of experiences from Medialogy education in Denmark to Game development education in Serbia - a new (2 years old) study line successfully developed in the country where game development companies hardly exist, but a need for newly educated programmers is evident

    The use of an e-learning constructivist solution in workplace learning

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    We wished to investigate whether an e-learning approach which uses constructivist principles can be successfully applied to train employees in a highly specialised skill thought to require expert individuals and extensive prolonged training. The approach involved the development of an e-learning package which included simulations and interactivity, then experimental testing in a case study workplace environment with the collection of both quantitative and qualitative data to assess the effectiveness of the package. Our study shows that this e-learning strategy improved the skills of the inexperienced operator significantly. We therefore propose that such programmes could be used as a work based training aid and used as a model system for the training of employees in complex skilled tasks in the workplace. This research demonstrates that the e-learning can be applied outside the traditional learning environment to train unskilled employees to undertake complex practical tasks which traditionally would involve prohibitively expensive instruction. This work also illustrates that simulations and interactivity are powerful tools in the design of successful e-learning packages in preparing learners for real world practical situations. Finally this study shows that workplace learners can be better served by elearning environments rather than conventional training as they allow asynchronous learning and private study which are valued by employees who have other demands on their time and are more comfortable receiving tuition privately Relevance to industry: E-learning using constructivist principles, and incorporating simulations and interactivity can be used successfully in the training of highly specialised and skilled tasks required in the modern workplace
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