117,478 research outputs found

    Engaging the 'Xbox generation of learners' in Higher Education

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    The research project identifies examples of technology used to empower learning of Secondary school pupils that could be used to inform students’ engagement in learning with technology in the Higher Education sector. Research was carried out in five partnership Secondary schools and one associate Secondary school to investigate how pupils learn with technology in lessons and to identify the pedagogy underpinning such learning. Data was collected through individual interviews with pupils, group interviews with members of the schools’ councils, lesson observations, interviews with teachers, pupil surveys, teacher surveys, and a case study of a learning event. In addition, data was collected on students’ learning with technology at the university through group interviews with students and student surveys in the School of Education and Professional Development, and through surveys completed by students across various university departments. University tutors, researchers, academic staff, learning technology advisers, and cross sector partners from the local authority participated in focus group interviews on the challenges facing Higher Education in engaging new generations of students, who have grown up in the digital age, in successful scholarly learning

    Recomendation systems and crowdsourcing: a good wedding for enabling innovation? Results from technology affordances and costraints theory

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    Recommendation Systems have come a long way since their first appearance in the e-commerce platforms.Since then, evolved Recommendation Systems have been successfully integrated in social networks. Now its time to test their usability and replicate their success in exciting new areas of web -enabled phenomena. One of these is crowdsourcing. Research in the IS field is investigating the need, benefits and challenges of linking the two phenomena. At the moment, empirical works have only highlighted the need to implement these techniques for tasks assignment in crowdsourcing distributed work platforms and the derived benefits for contributors and firms. We review the variety of the tasks that can be crowdsourced through these platforms and theoretically evaluate the efficiency of using RS to recommend a task in creative crowdsourcing platforms. Adopting a Technology Affordances and Constraints Theory, an emerging perspective in the Information Systems (IS) literature to understand technology use and consequences, we anticipate the tensions that this implementation can generate

    Mathematical practice, crowdsourcing, and social machines

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    The highest level of mathematics has traditionally been seen as a solitary endeavour, to produce a proof for review and acceptance by research peers. Mathematics is now at a remarkable inflexion point, with new technology radically extending the power and limits of individuals. Crowdsourcing pulls together diverse experts to solve problems; symbolic computation tackles huge routine calculations; and computers check proofs too long and complicated for humans to comprehend. Mathematical practice is an emerging interdisciplinary field which draws on philosophy and social science to understand how mathematics is produced. Online mathematical activity provides a novel and rich source of data for empirical investigation of mathematical practice - for example the community question answering system {\it mathoverflow} contains around 40,000 mathematical conversations, and {\it polymath} collaborations provide transcripts of the process of discovering proofs. Our preliminary investigations have demonstrated the importance of "soft" aspects such as analogy and creativity, alongside deduction and proof, in the production of mathematics, and have given us new ways to think about the roles of people and machines in creating new mathematical knowledge. We discuss further investigation of these resources and what it might reveal. Crowdsourced mathematical activity is an example of a "social machine", a new paradigm, identified by Berners-Lee, for viewing a combination of people and computers as a single problem-solving entity, and the subject of major international research endeavours. We outline a future research agenda for mathematics social machines, a combination of people, computers, and mathematical archives to create and apply mathematics, with the potential to change the way people do mathematics, and to transform the reach, pace, and impact of mathematics research.Comment: To appear, Springer LNCS, Proceedings of Conferences on Intelligent Computer Mathematics, CICM 2013, July 2013 Bath, U

    INNOWIZ: a guided framework for projects in industrial design education

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    This paper presents the concrete application of the INNOWIZ methodology in a design education context. This methodical philosophy is used as a structural backbone in teaching the product design process to students in industrial product design. Observations and teaching experience concluded that these students need a METHOD to manage their creative processes, INSPIRATION in the form of tools and techniques to reach to the breakthrough ideas and make them more tangible one step at a time, and a PERSONAL APPROACH to tackle any specific situation and to deal with many different design briefs

    Automatic assessment of creativity in heuristic problem-solving based on query diversity

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    IndexaciĂłn: Web of Science; Scopus.Research, development and innovation are the pillars on which companies rely to offer new products and services capable of attracting consumer demand. This is why creative problem-solving emerges as one of the most relevant skills of the 21st century. Fortunately, there are many creativity training programs that have proven effective. However, many of these programs and methods base on a previous measurement of creativity and require experienced reviewers, they consume time for being manual, and they are far from everyday activities. In this study, we propose a model to estimate the creative quality of users' solutions dealing with heuristic problems, based on the automatic analysis of query patterns issued during the information search to solve the problem. This model has been able to predict the creative quality of solutions produced by 226 users, reaching a sensitivity of 78.43%. Likewise, the level of agreement among reviewers in relation to the creative characteristics is evaluated through two rubrics, and thereby, observing the difficulties of the manual evaluation: subjectivity and effort. The proposed model could be used to foster prompt detection of non-creative solutions and it could be implemented in diverse industrial processes that can range from the recruitment of talent to the evaluation of performance in R&D&I processes.https://www.revistadyna.com/search/automatic-assessment-of-creativity-in-heuristic-problem-solving-based-on-query-diversit
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