137,255 research outputs found

    The use and evaluation of a simulation game to teach professional practice skills to undergraduate Architecture students

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    Architects are currently grappling to exploit new forms of communication made possible with developments in internet communication. At the same time, the construction industry is in a state of flux as novel project management systems are being introduced. Students need to understand the first principles of project management within the context of our changing environment. One of the best ways for students to learn about the legalities of the construction process is through role play and simulation, but there is a Catch 22. Unless students have a basic understanding of project management, the contractual process can be confusing and intimidating. Even fifth and sixth year architecture student are reluctant to ask practitioners questions, for fear of appearing ignorant. This paper describes the use of a web-based simulation game to deliver the Management, Practice and Law syllabus to Architecture Students. The web-based game allows students to critically observe the transformation of designs into buildings through the exploration of the contract management process. A questionnaire survey was used to assess the efficacy of the simulation game as a learning tool, and in particular the effectiveness of the web-based simulation in facilitating the development of professional practice skills in undergraduate Architecture students. The initial results of the assessment indicate that the simulation game is both a useful and complementary adjunct to traditional teaching and learning methods, as observed through the evaluation of outcomes, and helpful in developing generic professional practice skills of undergraduate students. Further game development will require more formal evaluation over a series of uses

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    Holistic analysis of the effectiveness of a software engineering teaching approach

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    To provide the best training in software engineering, several approaches and strategies are carried out. Some of them are more theoretical, learned through books and manuals, while others have a practical focus and often done in collaboration with companies. In this paper, we share an approach based on a balanced mix to foster the assimilation of knowledge, the approximation with what is done in software companies and student motivation. Two questionnaires were also carried out, one involving students, who had successfully completed the subject in past academic years (some had already graduated, and others are still students), and other questionnaire involving companies, in the field of software development, which employ students from our school. The analysis of the perspectives of the different stakeholders allows an overall and holistic) view, and a general understanding, of the effectiveness of the software engineering teaching approach. We analyse the results of the questionnaires and share some of the experiences and lessons learned.info:eu-repo/semantics/publishedVersio

    Reviews

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    Brian Clegg, Mining The Internet — Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0–7494–3025–7. Paperback, 147 pages, £9.99

    Post-Turing Methodology: Breaking the Wall on the Way to Artificial General Intelligence

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    This article offers comprehensive criticism of the Turing test and develops quality criteria for new artificial general intelligence (AGI) assessment tests. It is shown that the prerequisites A. Turing drew upon when reducing personality and human consciousness to “suitable branches of thought” re-flected the engineering level of his time. In fact, the Turing “imitation game” employed only symbolic communication and ignored the physical world. This paper suggests that by restricting thinking ability to symbolic systems alone Turing unknowingly constructed “the wall” that excludes any possi-bility of transition from a complex observable phenomenon to an abstract image or concept. It is, therefore, sensible to factor in new requirements for AI (artificial intelligence) maturity assessment when approaching the Tu-ring test. Such AI must support all forms of communication with a human being, and it should be able to comprehend abstract images and specify con-cepts as well as participate in social practices

    Mission 2 Solution: Requirements Engineering Education as a Central Theme in the BIT Programme

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    Design of integrated business-IT solutions is the main theme in the Business Information Technology programme (BIT) at the University of Twente. Our mission is to teach students to design solutions that are needed instead of solutions that are asked for. This makes requirements engineering an essential part of our education in business-IT alignment. Integration of requirements engineering (RE) in several courses is combined with challenging the students by authentic cases, taken from business practice, in which they have to apply theory and train their competences. This combination results in reflection as well as in RE experience and insight in the importance of requirements analysis. \ud In this position paper we outline how RE is integrated in the BIT programme and we discuss the project course BIT Ltd in more detail

    Maintaining an ethical balance in the curriculum design of games-based degrees.

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    In February 2011, games-based degrees were subjected to the scrutiny of the Livingstone- Hope report into the future of education in the fields of video games and visual effects. The report delivers a damning appraisal of the education system’s ability to fulfil skills shortages in these creative industries, and makes a range of proposals for changing education in both schools and universities to meet the needs of these sectors. This paper discusses the findings of this report from the perspective of higher education, with particular emphasis on the complex ethical considerations of designing a curriculum for games-based degrees. The argument for taking a broader perspective on this issue is illustrated through discussion of Games Software Development degrees at Sheffield Hallam University

    Usability as a focus of multiprofessional collaboration: a teaching case study on user-centered translation

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    As professional communication needs are increasingly multilingual, the merging of translator and technical communicator roles has been predicted. However, it may be more advantageous for these two professional groups to increase cooperation. This means learning to identify and appreciate their distinct but mutually complementary core competencies. Since both professions share the ideology of being the user’s advocate, usability is a common denominator that can function as a focal point of collaboration. While many translation theories focus on the reader and the target context, usability methods have not traditionally been a part of translator training. An innovation called User-Centered Translation (UCT), which is a model based on usability and user-centered design, is intended to help translators speak the same language as technical communicators, and it offers concrete usability tools which have been missing from translation theories. In this teaching case study, we discuss the teaching of four UCT methods: personas, the implied reader, heuristic evaluation, and usability testing. We describe our teaching experiences, analyze student feedback on all four, and report on the implementation of a student assignment on heuristics. This case study suggests ways in which UCT can form an important nexus of professional skills and multiprofessional collaboration
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