13 research outputs found
The BG News August 24, 2009
The BGSU campus student newspaper August 24, 2009. Volume 100 - Issue 2https://scholarworks.bgsu.edu/bg-news/9104/thumbnail.jp
The use of massively multiplayer online games to augment early-stage design process in construction
Traditional 2-D contour models, Physical Models, Computer-Aided Architectural Design (CAD), Virtual Reality models, Google SketchUp, and Building Information Modelling (BIM) have all greatly enhanced the design process by enabling designers to visualise buildings and the space within them prior to their construction. A recent development is Massively Multiplayer Online Games (MMOG) such as Second Life (SL). These offer users the opportunity to interact with other participants in real time, and so offer an excellent opportunity to experience the environment, layout and form of virtual buildings. However, the effectiveness of such applications to some extent depends upon how realistic the interactions of those using virtual spaces are in relation to interactions within the real world. This research examines the potential of this technology for enhancing and informing the early stage building design process. Initially, the tools currently used by architects at early stages of the RIBA Plan of Work were evaluated through interviewing architects. Then, the advantages of using MMOG over current tools at early-stage design were evaluated through interviews in SL. A virtual model was developed to examine how realistic the visualisation and interaction between end-users in an MMOG was. This was used to propose and validate guidance to incorporating MMOG into the early stages of the RIBA Plan of Work. It revealed that the virtual model created, the validated guidance and a successful example combining 2D sketches, Google SketchUp and MMOG at early-stage design can be used to guide architects to manage the complex decision making process in a simple, easy, cost-effective way, while effectively engaging both professional and non-professional stakeholders
Winona Daily News
https://openriver.winona.edu/winonadailynews/2253/thumbnail.jp
A Critical Review Of Post-Secondary Education Writing During A 21st Century Education Revolution
Educational materials are effective instruments which provide information and report new discoveries uncovered by researchers in specific areas of academia. Higher education, like other education institutions, rely on instructional materials to inform its practice of educating adult learners. In post-secondary education, developmental English programs are tasked with meeting the needs of dynamic populations, thus there is a continuous need for research in this area to support its changing landscape. However, the majority of scholarly thought in this area centers on K-12 reading and writing. This paucity presents a phenomenon to the post-secondary community. This research study uses a qualitative content analysis to examine peer-reviewed journals from 2003-2017, developmental online websites, and a government issued document directed toward reforming post-secondary developmental education programs. These highly relevant sources aid educators in discovering informational support to apply best practices for student success. Developmental education serves the purpose of addressing literacy gaps for students transitioning to college-level work. The findings here illuminate the dearth of material offered to developmental educators. This study suggests the field of literacy research is fragmented and highlights an apparent blind spot in scholarly literature with regard to English writing instruction. This poses a quandary for post-secondary literacy researchers in the 21st century and establishes the necessity for the literacy research community to commit future scholarship toward equipping college educators teaching writing instruction to underprepared adult learners