139,445 research outputs found

    Mobilizing learning: mobile Web 2.0 scenarios in tertiary education

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    Based upon three years of mobile learning (mlearning) projects, a major implementation project has been developed for integrating the use of mobile web 2.0 tools across a variety of departments and courses in a tertiary education environment. A participatory action research methodology guides and informs the project. The project is based upon an explicit social constuctivist pedagogy, focusing on student collaboration, and the sharing and critique of student-generated content using freely available web 2.0 services. These include blogs, social networks, location aware (geotagged) image and video sharing, instant messaging, microblogging etc… Students and lecturers are provided with either an appropriate smartphone and/or a 3G capable netbook to use as their own for the duration of the project. Keys to the projects success are the level of pedagogical and technical support, and the level of integration of the tools into the courses – including assessment and lecturer modelling of the use of the tools. The projects are supported by an intentional community of practice model, with the researcher taking on the role of the “technology steward”. The paper outlines three different scenarios illustrating how this course integration is being achieved, establishing a transferable model of mobile web 2.0 integration and implementation. The goal is to facilitate a student-centred, collaborative, flexible, context-bridging learning environment that empowers students as content producers and learning context generators, guided by lecturers who effectively model th

    The use of building simulation within an architectural practice

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    This paper documents the development and implementation and use of simulation within an architectural practice and reports how its use facilitates the practice's commitment to Sustainable Design

    Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process

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    Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process

    Implementing collaborative improvement, top-down, bottom-up, or both?

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    The research presented in this paper was aimed at increasing the current understanding of the process of developing collaborative improvement in Extended Manufacturing Enterprises (EME). Based on action research and action learning of three EMEs involving a total of thirteen companies from five European countries, the present study identifies three different approaches to collaborative improvement (CoI), that is, inter-organisational continuous improvement. One approach to CoI focuses on learning at a practical level, developing this knowledge into strategic and theoretical knowledge. We call this the bottom-up learning-bydoing approach. Another approach focuses on goal alignment and assessment to provide a foundation for improvement before actually improving. We call this the top-down directive approach. Yet another approach focuses on shared goals/vision and meeting on equal terms, and joint work in a non-directive matter. This is the laissez-faire approach. The different approaches influence the collaborative improvement results achieved, and how and why they do so is the question addressed this article
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