284,390 research outputs found

    Role of Postgraduate Education in the Provision of Social and Professional Mobility of Health Specialists

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    Nowadays the development of a modern information society, the intensity of accumulating the latest professional information and systematic obsolescence of professional knowledge necessitate a constant and continuous learning of a 21st-century specialist. The transition to lifelong learning, when basic education is periodically subjected to additions and adjustments that requires graduates of higher education institutions to master professional knowledge, as well as to form social and professional mobility, is now recognized by the analysts as a solution of this problem. According to researchers, social and professional mobility of health specialists consists in their ability to overcome stereotypes, assimilate new technologies and solve professional problems in accordance with modern socio-cultural and economic conditions. In Ukraine, the development of social and professional mobility of future health specialists is directly related to the implementation of the system of continuous professional development of health professionals. The introduction of the problem-solving techniques during postgraduate study enhances the professional training of doctors, that, in its turn, will allow them to effectively use knowledge gained in daily practice. Interactive methods such as case method, role playing games, management games, brainstorming, disputes, discussions, critical incident techniques, project-based learning, competitive learning, small-group learning with elements of management game or carousel strategy, method of interdisciplinary conference with elements of discussion are considered as an effective tool for problem-based learning within health professional education. Thus, the contribution of postgraduate education to the provision of continuous professional development of health professionals creates optimal conditions for the formation of social and professional mobility of health specialists

    Evaluation of the interactive multimedia business simulation SPACE (Simulating Project Auditing and Controlling Excellence)

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    This report presents the evaluation of the computer-based simulation SPACE – Simulating Project Auditing & Controlling Excellence – which is an interactive multiedia business simulation developed in partnership by Andersen Consulting and Siemens AG. The aims of SPACE are fostering self-directed learning and the acquisition of applicable knowledge in the economic domain regarding construction and solution projects of US GAAP. The evaluation was conducted in cooperation with the Institute of Educational Psychology at the Ludwig-Maximilians-University in Munich. The aim of the evaluation was to compare the effectiveness of SPACE with a traditional classroom instruction. Therefore, a problem-based transfer task was designed which assessed learning gains with respect to applicable knowledge in the following areas: (1) strategic knowledge and problem-solving skills, that means selection of appropriate information and strategies to solve a realistic business problem, (2) basic skills to calculate POC and (3) conceptual knowledge, i.e. an understanding of principles and interconnections of concepts in the domain. 38 students of business administration participated in the evaluation. 19 students learned eight hours with SPACE, the other 19 students received a traditional classroom instruction lasting also eight hours in the same subject area of US GAAP. Results show that SPACE was significantly better with regard to strategic knowledge and applying problem solving skills. In other words, the study showed that SPACE is superior to classroom instruction in this area of knowledge acquisition and application. In the other areas of basic skills to calculate POC and conceptional knowledge, differences were not significant between the classroom instruction and SPACE. When SPACE is employed under realistic conditions, i.e. in business, it can be assumed that SPACE is even more superior to classroom instruction.Das computerbasierte Lernprogramm SPACE (Simulating Project Auditing & Controlling Excellence), eine interaktive, multimediale Simulationssoftware, wurde von Anderson Consulting und der Siemens AG entwickelt. SPACE zielt auf die Förderung selbstgesteuerten Lernens und die Vermittlung anwendbaren Wissens. Das Simulationsprogramm behandelt inhaltlich die Kalkulation von Projektdaten auf Basis von US GAAP. Die hier berichtete Evaluationsstudie hatte zum Ziel, die EffektivitĂ€t von SPACE im Vergleich zu einem traditionellen Klassenzimmerunterricht festzustellen. Mit einer problemorientierten Transferaufgabe wurden folgende Dimensionen erfasst: (1) Strategisches Wissen und Problemlösefertigkeiten (hierbei ging es um die Selektion relevanter Informationen und Strategien in Bezug auf eine realistische Problemstellung), (2) Basisfertigkeiten zur Berechnung von POC und (3) konzeptionelles Wissen im Sinne eines VerstĂ€ndnisses von Prinzipien und ZusammenhĂ€ngen innerhalb des behandelten Inhaltsgebietes. An der Studie nahmen 38 Studenten der Betriebswirtschaftslehre teil. 19 Studenten lernten in einem Zeitraum von acht Stunden mit SPACE, die anderen 19 Teilnehmer nahmen an einem achtstĂŒndigen Klassenzimmerunterricht zum selben Inhaltsbereich teil. Hinsichtlich der Dimension "Strategiewissen und Problemlösefertigkeiten" schnitten diejenigen Studenten signifikant besser ab, die mit SPACE lernten. Das Simulationsprogramm zeigte sich somit in Bezug auf diese Dimension der Wissensanwendung dem traditionellen Klassenzimmerunterricht ĂŒberlegen. In den Dimensionen "Berechnung von POC" und "Konzeptionelles Wissen" ergaben sich keine signifikanten Unterschiede zwischen den beiden Untersuchungsgruppen. Es ist anzunehmen, dass SPACE dem traditionellem Unterricht deutlicher ĂŒberlegen ist, wenn das Lernprogramm unter realistischeren Bedingungen, d.h. in Betrieben, eingesetzt wird

    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

    Using the Internet to improve university education

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    Up to this point, university education has largely remained unaffected by the developments of novel approaches to web-based learning. The paper presents a principled approach to the design of problem-oriented, web-based learning at the university level. The principles include providing authentic contexts with multimedia, supporting collaborative knowledge construction, making thinking visible with dynamic visualisation, quick access to content resources via information and communication technologies, and flexible support by tele-tutoring. These principles are used in the MUNICS learning environment, which is designed to support students of computer science to apply their factual knowledge from the lectures to complex real-world problems. For example, students may model the knowledge management in an educational organisation with a graphical simulation tool. Some more general findings from a formative evaluation study with the MUNICS prototype are reported and discussed. For example, the students' ignorance of the additional content resources is discussed in the light of the well-known finding of insufficient use of help systems in software applications
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