13,357 research outputs found

    Can acquisition of expertise be supported by technology?

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    Professional trainees in the workplace are increasingly required to demonstrate specific standards of competence. Yet, empirical evidence of how professionals acquire competence in practice is lacking. The danger, then, is that efforts to support learning processes may be misguided. We hypothesised that a systemic view of how expertise is acquired would support more timely and appropriate development of technology to support workplace learning. The aims of this study were to provide an empirically based understanding of workplace learning and explore how learning could be facilitated through suitable application of technology. We have used the medical specialist trainee as an exemplar of how professionals acquire expertise within a complex working environment. We describe our methodological approach, based on the amalgam of systems analysis and qualitative research methods. We present the development of a framework for analysis and early findings from qualitative data analysis. Based on our findings so far, we present a tentative schema representing how technology can support learning with suggestions for the types of technology that could be used

    Systems at Play: The Construction of International Systems in Social Impact Games

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    This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency

    Scenario pedagogy as a negotiated, multimodal approach to developing professional communication practices in higher education

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    Includes bibliographical references.The focus of this study is pedagogy - the 'how' of teaching. In particular, a negotiated and multimodal pedagogical approach which I have coined scenario pedagogy is of interest. Scenario pedagogy involves embedding an entire curriculum into a topical and authentic scenario, relevant to a particular group of students in higher education. The course in question is professional communication and the target group comprises senior and post-graduate accounting and other finance and information systems students registered in the commerce faculty. They are not communication students per se but register for a one-semester professional communication course towards their respective commerce degrees. In this study I examine how these students develop their professional communication practices using a wide variety of verbal and visual semiotic resources. Their selection of hybrid discursive, generic and modal resources are foregrounded at both draft and final product stage and include their communicative processes as well as the material artefacts they deliver in class. How students instantiate their meaning making and emerging identity as professionals-to-be is highlighted against a pedagogical framework of negotiated design. This framework combines a multiliteracies cum multimodal perspective which is underpinned by the notion of transformed practice. As pivotal elements of transformation - personally, collectively and societally - education and communication play significant roles, particularly in post-Apartheid South Africa still characterised by enormous socio-economic disparities and disadvantage

    IMPACT: The Journal of the Center for Interdisciplinary Teaching and Learning. Volume 1, Issue 1, Summer 2012

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    Impact: The Journal of the Center for Interdisciplinary Teaching & Learning is a peer-reviewed, biannual online journal that publishes scholarly and creative non-fiction essays about the theory, practice and assessment of interdisciplinary education. Impact is produced by the Center for Interdisciplinary Teaching & Learning at the College of General Studies, Boston University (www.bu.edu/cgs/citl)

    IMPACT: The Journal of the Center for Interdisciplinary Teaching and Learning. Volume 1, Issue 1, Summer 2012

    Full text link
    Impact: The Journal of the Center for Interdisciplinary Teaching & Learning is a peer-reviewed, biannual online journal that publishes scholarly and creative non-fiction essays about the theory, practice and assessment of interdisciplinary education. Impact is produced by the Center for Interdisciplinary Teaching & Learning at the College of General Studies, Boston University (www.bu.edu/cgs/citl)

    Rhetorical Invention in a 21st Century Technoculture: A New Ludic Framework for Learning

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    This dissertation proposes the ludic framework for learning as an innovative pedagogical model that privileges play, possibility, failure, and social affinity as states of being and positions for learning. The ludic framework works through rhetorics of play as a frame of reference; rhetorics of possibility and invention as a means of production; the acceptance of transformative failure; and engages with digital communities to further knowledge through social affinity while being grounded in constructionist learning theories. The principles that facilitate this are: curiosity, play, flexibility, metacognition, collaboration, invention, persistence, and creativity. To demonstrate this, the dissertation has two case studies: a semester project that explains the need and procedures for teaching technologies in a workflow and a three-dimensional representation of the research in Minecraft: Education Edition
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