83,286 research outputs found

    Shipboard Crisis Management: A Case Study.

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    The loss of the "Green Lily" in 1997 is used as a case study to highlight the characteristics of escalating crises. As in similar safety critical industries, these situations are unpredictable events that may require co-ordinated but flexible and creative responses from individuals and teams working in stressful conditions. Fundamental skill requirements for crisis management are situational awareness and decision making. This paper reviews the naturalistic decision making (NDM) model for insights into the nature of these skills and considers the optimal training regimes to cultivate them. The paper concludes with a review of the issues regarding the assessment of crisis management skills and current research into the determination of behavioural markers for measuring competence

    Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language

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    Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities

    Low empathising and high systemising tendencies in higher education computing students: the affordances of virtual worlds in their education

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    Background. The increasing societal reliance on emerging technologies is demanding much more from those planning a career in the computing industry than technical ability alone. Many contemporary job roles require business contact, increasing the relevance of soft skills to competent practice. However, the association between those who are inherently drawn to a career in computing and low empathising, high systemising tendencies may present a barrier to future professional success. It is therefore important that the needs of such students are considered as part of their higher education experience, in order to ensure that the development of essential soft skills can be addressed as early as possible. Aim. To evaluate the ability of virtual world (VW) technology, through its characteristics of immersion, identity and interaction, to foster the soft skills recognised as presenting the most difficulty for those with a low empathising, high systemising disposition. Method. A variety of bespoke scenarios were developed for a VW and introduced to an undergraduate Applied Computing programme. These were based on technical activities but with a focus on managing non-routine situations, improving communication, embracing play and imagination as well as developing social relationships. Associations were made between the students’ cognitive style and their scholastic performance, including their own perception of the intervention. Consideration was also given to the observations of others, such as higher education unit lecturers, support staff, volunteer VW scenario participants and employers. Result. Achievement for all students was generally found to be better in areas of the course incorporating VW activities. Those with low empathising, high systemising traits considered their communication to have improved the most, followed by their ability to tackle non-routine situations, albeit with some delay in their reaction to the latter. A positive, but less significant, impact was reported for the other skills. However, the contribution of VW activities appeared to be transformational in some students experiencing more severe difficulties in these areas. Discussion. The research provided evidence of the VW as an engaging environment for developing non-technical skills through technical experiences, but raised a number of adoption concerns. While these techniques, applicable to other Science, Technology, Engineering and Mathematics (STEM) areas or indeed any subject discipline that requires an emphasis on sought-after soft skills, could still be implemented by other methods in the real world, the activities may not be as effective as they are in avatar-based VWs

    Virtual learning environments – help or hindrance for the ‘disengaged’ student?

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    The introduction of virtual learning environments (VLEs) has been regarded by some as a panacea for many of the problems in today’s mass numbers modular higher education system. This paper demonstrates that VLEs can help or hinder student engagement and performance, and that they should be adapted to the different types of learner. A project is described that aimed to investigate whether the introduction of a VLE can assist ‘disengaged’ students, drawing on click count tracking data and student performance. The project took place in the context of two very large undergraduate modules (850 and 567 students) in a Business School of a new university in the UK. In an adaptation of a model of learner engagement in Web-enhanced environments, four distinct learner types have emerged: model, traditionalist, geek and disengaged. There was evidence that use of the VLE exacerbated, rather than moderated, the differences between these learner types

    ALT-C 2010 - Conference Proceedings

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    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds
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