57,929 research outputs found

    A sweetspot for innovation:developing games with purpose through student-staff collaboration

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    Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ā€˜games with purposeā€™, ā€˜serious gamesā€™ and gamificationā€™ has been mirrored in a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers

    1st INCF Workshop on Needs for Training in Neuroinformatics

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    The INCF workshop on Needs for Training in Neuroinformatics was organized by the INCF National Node of the UK. The scope of the workshop was to provide as overview of the current state of neuroinformatics training and recommendations for future provision of training. The report presents a summary of the workshop discussions and recommendations to the INCF

    Building ArtBots to attract students into STEM learning

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    There is an increasing worldwide demand for people educated into science and technology. Unfortunately, girls and underprivileged students are often underrepresented in Science, Technology, Engineering and Mathematics (STEM) education programs. We believe that by inclusion of art in these programs, educational activities might become more attractive to a broader audience. In this work we present an example of such an educational activity: an international robotics and art week for secondary school students. This educational activity builds up on the project-based and inquiry learning framework. This article is intended as a brief manual to help others organise such an activity. It also gives insights in how we led a highly heterogeneous group of students into learning STEM and becoming science and technology ambassadors for their peers

    How to incorporate the needs and expectations of the employers into quantitative courses

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    [Abstract]: Model building applications using mathematical programming techniques are discussed widely in the majority of the textbooks on Operations Management and related fields. For instance, Linear Programming and its derivatives are applied to a variety of situations which range from machine shop scheduling to health and education management. To what extent the industries rely on these techniques to manage and allocate their resources to achieve optimal results needs to be investigated. Teaching approaches also have a significant effect on students' learning and meeting the employers' needs. Feedback from the students and employers will certainly help with teaching materials and formal assessment improvements. This paper reports the findings of investigations on the students' learning preferences and the employers' requirements with regard to Operations Management tools and techniques. The paper also presents procedures and findings of an experiment on teaching basic mathematics concepts to Business undergraduate students by employing very practical aids

    Synchronous Online Philosophy Courses: An Experiment in Progress

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    There are two main ways to teach a course online: synchronously or asynchronously. In an asynchronous course, students can log on at their convenience and do the course work. In a synchronous course, there is a requirement that all students be online at specific times, to allow for a shared course environment. In this article, the author discusses the strengths and weaknesses of synchronous online learning for the teaching of undergraduate philosophy courses. The author discusses specific strategies and technologies he uses in the teaching of online philosophy courses. In particular, the author discusses how he uses videoconferencing to create a classroom-like environment in an online class

    Instructional strategies and tactics for the design of introductory computer programming courses in high school

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    This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches

    3 case studies: a hybrid educational strategy for ART/SCI collaborations

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    In this paper we report on a transdisciplinary university course designed to bring together fine art/visual communication design and computer science students for the creation and implementation of collaborative visual/audio projects that draw upon the specialized knowledge of both these disciplines. While an overview of the syllabus and the teaching methodologies is undertaken in the introduction, the focus of the paper concentrates upon an in-depth discussion and analysis of 3 specific projects that were developed by 3 distinct teams of students comprised of one artist/designer and one engineer each

    An Interview With Albert W. Tucker

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    The mathematical career of Albert W. Tucker, Professor Emeritus at Princeton University, spans more than 50 years. Best known today for his work in mathematical programming and the theory of games (e.g., the Kuhn-Tucker theorem, Tucker tableaux, and the Prisoner\u27s Dilemma), he was also in his earlier years prominent in topology. Outstanding teacher, administrator and leader, he has been President of the MAA, Chairman of the Princeton Mathematics Department, and course instructor, thesis advisor or general mentor to scores of active mathematicians. He is also known for his views on mathematics education and the proper interplay between teaching and research. Tucker took an active interest in this interview, helping with both the planning and the editing. The interviewer, Professor Maurer, received his Ph.D. under Tucker in 1972 and teaches at Swarthmore College
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