144 research outputs found

    CWI Self-evaluation 1999-2004

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    PBL Student Projects and Sustainable Development Goals: A Case Study

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    Working with the Sustainable Development Goals can be a highly motivating factor in Problem Based Learning, especially if the solutions produced can be used afterwards and have an actual impact on people and communities. This paper describes how three engineering students from Aalborg University, Denmark, collaborated with the South African Organisation Green Shoots on bringing IT-supported Math education out to some of the most disadvantaged learners from townships and rural areas of the Western Cape. The project provided the Danish students with a unique learning experience and have a lasting impact on the communities involved. While the content of the project focused on bringing IT-supported Math education to learners in previously disadvantaged areas around the Western Cape, the project also provided valuable insight into how such students’ projects, where the outcomes benefit people and communities suffering from socio-economic challenges e.g. poverty, can be carried out. In addition to demonstrate that such projects are actually possible, we studied three critical aspects: How to ensure a good fit between learning objectives and project outcome, how to ensure that the project creates value for the partner organisation and communities, and how to ensure that the projects can be conducted without overloading the university supervisors. We believe that student projects focusing on SDGs have a big potential in terms of providing highly motivating student projects yet at the same time contribute to a better world through solutions that are being used even afterwards. However, our study was just a single case with one group of three students. We hope it will serve as inspiration for larger studies, where more quantitative data could be gathered in terms of how to establish a good framework around such projects, and in order to demonstrate the value for students and societies

    International Student Projects and Sustainable Development Goals: A Perfect Match

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    Engineering Education is currently going through a transformation, driven by the need for educating better engineers and more engineers, and largely build on elements such as problem orientation, interdisciplinarity, internationalization, digitalization and sustainability. In 2020, the Erasmus+ Strategic Partnership EPIC (Improving Employability Through Internationalization and Collaboration) has combined all these elements, and demonstrated how international and interdisciplinary student projects, focusing on solving real-world problems related to sustainability, can be carried out in a setting where students mainly work together online. A total of 56 students from 7 EU and 2 international universities, with backgrounds ranging from Electrical Engineering and Mechanical Engineering to Textile Technologies and Business Informatics were working on 9 different projects throughout the spring of 2020. The paper presents the experiences from the setup and discusses some general recommendations for setting up this type of projects. The paper goes through the stages of defining and carrying out the projects: Defining the overall framework, identifying problems/project proposals in collaboration with relevant stakeholders, identifying the students and assigning students to projects, preparing students and supervisors, organising the physical kick-off seminar, and supporting the online collaboration. We also discuss evaluation and hand-over of the solutions, to ensure the projects have a lasting impact. We conclude that the sustainable development goals provide a highly motivating framework for interdisciplinary, international student projects based on problem-based learning. We also note that a careful design and execution of the all the preparatory stages are crucial in order for the projects to succeed, and discuss specific recommendations for these.</p

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Distance Education

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    Strategic Decision of Non-Profit State Universities : Turning to Open and Distance Education / Rıza Erdem, Ali -- Open and Distance Learning : Achievements and Challenges in a Developing Sub-Educational Sector in Africa / Biao, Idowu -- Bridging the Distance : The Pedagogy of Mobile Learning in Supporting Distance Learners Makoe, Mpine E. -- Virtual Reality Applied in Distance Education / Pereira, Adriana Soares; Dutra Piovesan, Sandra -- E-Learning in Chemical Education / Josceanu, Ana Maria; Isopescu, Raluca Daniela; Postelnicescu, Paula; Dumitrescu, Anca Madalina; Onofrei, Razvan -- Virtual Reality Technology as an Didactical and Pedagogical Resource in Distance Education for Professional Training / Barilli, Elomar Christina Vieira Castilho -- Quality Assurance in Distance Education in Brazil / Vilas Boas, Ana Alice; Hamtini, Thair; Ferreira, Patricia Aparecida; Furtado, Renata Pedretti Morais -- Generations of Distance Education and Challenges of Distance Education Institutions in Japanese Higher Education / Aoki, Kumiko -- Locational Dynamics Influencing the Information Environment of Distance Learners in Botswana / Oladokun, Olugbade -- Study Mode Does Not Matter: MLearning Can Support Internal and Distance Learners / Muyinda, Paul B.; Lubega, Jude T.; Lynch, Kathy; Weide, Theo van derEducation has become the number one demanded commodity for social and economic transformation for both developing and developed economies. Thus the number of persons going and returning to school has become too big to be handled by existing brick and mortar learning institutions. Besides, the majority of lifelong learners do not have the time to become full-time students. Distance education is becoming the solution to the aforementioned challenges. It has been defined as the mode of study where the learner is separated in time and space from the institution and tutors providing the tuition

    A Digital Game Maturity Model

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    Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved. This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management. The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry

    Risk Management for the Future

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    A large part of academic literature, business literature as well as practices in real life are resting on the assumption that uncertainty and risk does not exist. We all know that this is not true, yet, a whole variety of methods, tools and practices are not attuned to the fact that the future is uncertain and that risks are all around us. However, despite risk management entering the agenda some decades ago, it has introduced risks on its own as illustrated by the financial crisis. Here is a book that goes beyond risk management as it is today and tries to discuss what needs to be improved further. The book also offers some cases
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