446,361 research outputs found

    Principles in Patterns (PiP) : Project Evaluation Synthesis

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    Evaluation activity found the technology-supported approach to curriculum design and approval developed by PiP to demonstrate high levels of user acceptance, promote improvements to the quality of curriculum designs, render more transparent and efficient aspects of the curriculum approval and quality monitoring process, demonstrate process efficacy and resolve a number of chronic information management difficulties which pervaded the previous state. The creation of a central repository of curriculum designs as the basis for their management as "knowledge assets", thus facilitating re-use and sharing of designs and exposure of tacit curriculum design practice, was also found to be highly advantageous. However, further process improvements remain possible and evidence of system resistance was found in some stakeholder groups. Recommendations arising from the findings and conclusions include the need to improve data collection surrounding the curriculum approval process so that the process and human impact of C-CAP can be monitored and observed. Strategies for improving C-CAP acceptance among the "late majority", the need for C-CAP best practice guidance, and suggested protocols on the knowledge management of curriculum designs are proposed. Opportunities for further process improvements in institutional curriculum approval, including a re-engineering of post-faculty approval processes, are also recommended

    The impact of a multi-strategy academic writing handbook on Emergent bilinguals’ cross-curricular writing competences

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    La escritura acadĂ©mica en una segunda lengua puede ser uno de los requerimientos mĂĄs complejos en la educaciĂłn superior debido a los elementos lingĂŒĂ­sticos, estratĂ©gicos y procedimentales que esta abarca al igual que los procesos cognitivos superiores que involucra. A pesar de su presencia permanente en la academia, los profesores no han encontrado aĂșn una forma apropiada para enseñar y evaluar la escritura que garantice el progreso de los estudiantes y el apoyo continuo a lo largo de su proceso de aprendizaje. De esta manera, este estudio de caso de mĂ©todos mixtos apunta a diseñar y evaluar la efectividad de un Manual de Referencia para la Escritura AcadĂ©mica (MREA) que pretende proveer la asistencia constante que los estudiantes necesitan para solidificar su conocimiento de escritura y el material pedagĂłgico apropiado que los docentes requieren para unificar los prĂĄcticas de enseñanza y evaluaciĂłn de la escritura; este manual estĂĄ fundamentado en los enfoques de la escrita como proceso y basada en el gĂ©nero, anĂĄlisis de errores y evaluaciĂłn..

    Using Gameplay Patterns to Gamify Learning Experiences

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    Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the quality of the learning experience. A game can be regarded as a system of organised gameplay activities, and a course can be regarded as a system of organised learning activities. Leveraging this analogy, analysing games can provide valuable insights to organise learning activities within a learning experience. We examined a sample of successful commercial games to identify patterns of organisation of gameplay activities that could be applied to a course design. Five patterns were identified: quest structure, strategic open-endedness, non-linear progression, orientation, and challenge-based reward. These patterns were then used to define the instructional design of the courses. As a result, courses were organised as systems of quests that could be tackled through different strategies and in a non-linear way. Students received frequent feedback and were rewarded according to the challenges chosen, based on mechanics common in quest-based games. The courses involved two lecturers and 70 students. Learning journals were used throughout the term to collect data regarding student perceptions on the clarity and usefulness of the gamified approach, level of motivation and engagement in the courses, and relevance of the activities proposed. Results show that students felt challenged by the activities proposed and motivated to complete them, despite considering most activities as difficult. Students adopted different cognitive and behavioural strategies to cope with the courses’ demands. They had to define their own team project, defining the objectives, managing their times and coordinating task completion. The regular and frequent provision of feedback was highly appreciated. A sense of mastery was promoted and final achievement was positively impacted by the gamified strategy

    The Morality of Price/Quality and Ethical Consumerism

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    Hussain claims that ethical consumers are subject to democratic requirements of morality, whereas ordinary price/quality consumers are exempt from these requirements. In this paper, we demonstrate that Hussain’s position is incoherent, does not follow from the arguments he offers for it, and entails a number of counterintuitive consequences

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in todayÂŽs business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2016-76956-C3-2-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    Principles in Patterns (PiP) : Piloting of C-CAP - Evaluation of Impact and Implications for System and Process Development

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    The Principles in Patterns (PiP) project is leading a programme of innovation and development work intended to explore and develop new technology-supported approaches to curriculum design, approval and review. It is anticipated that such technology-supported approaches can improve the efficacy of curriculum approval processes at higher education (HE) institutions, thereby improving curriculum responsiveness and enabling improved and rapid review mechanisms which may produce enhancements to pedagogy. Curriculum design in HE is a key "teachable moment" and often remains one of the few occasions when academics will plan and structure their intended teaching. Technology-supported curriculum design therefore presents an opportunity for improving academic quality, pedagogy and learning impact. Approaches that are innovative in their use of technology offer the promise of an interactive curriculum design process within which the designer is offered system assistance to better adhere to pedagogical best practice, is exposed to novel and high impact learning designs from which to draw inspiration, and benefits from system support to detect common design issues, many of which can delay curriculum approval and distract academic quality teams from monitoring substantive academic issues. This strand of the PiP evaluation (WP7:38) attempts to understand the impact of the PiP Class and Course Approval Pilot (C-CAP) system within specific stakeholder groups and seeks to understand the extent to which C-CAP is considered to support process improvements. As process improvements and changes were studied in a largely quantitative capacity during a previous but related evaluative strand, this strand includes the gathering of additional qualitative data to better understand and verify the business process improvements and change effected by C-CAP. This report therefore summarises the outcome of C-CAP piloting within a University faculty, presents the methodology used for evaluation, and the associated analysis and discussion. More generally this report constitutes an additional evaluative contribution towards a wider understanding of technology-supported approaches to curriculum design and approval in HE institutions and their potential in improving process transparency, efficiency and effectiveness

    Applying the business process and practice alignment meta-model: Daily practices and process modelling

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    Background: Business Process Modelling (BPM) is one of the most important phases of information system design. Business Process (BP) meta-models allow capturing informational and behavioural aspects of business processes. Unfortunately, standard BP meta-modelling approaches focus just on process description, providing different BP models. It is not possible to compare and identify related daily practices in order to improve BP models. This lack of information implies that further research in BP meta-models is needed to reflect the evolution/change in BP. Considering this limitation, this paper introduces a new BP meta-model designed by Business Process and Practice Alignment Meta-model (BPPAMeta-model). Our intention is to present a meta-model that addresses features related to the alignment between daily work practices and BP descriptions. Objectives: This paper intends to present a meta-model which is going to integrate daily work information into coherent and sound process definitions. Methods/Approach: The methodology employed in the research follows a design-science approach. Results: The results of the case study are related to the application of the proposed meta-model to align the specification of a BP model with work practices models. Conclusions: This meta-model can be used within the BPPAM methodology to specify or improve business processes models based on work practice descriptions

    Patterns for service-oriented information exchange requirements

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    Service-Oriented Computing (SOC) is an emerging computing paradigm that supports loosely-coupled inter-enterprise interactions. SOC interactions are predominantly specified in a procedural manner that defines message sequences intermixing implementation with business requirements. In this paper we present a set of patterns concerning requirements of information exchange between participants engaging in service-oriented interactions. The patterns aim at explicating and elaborating the business requirements driving the interaction and separating them from implementation concerns
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