75,318 research outputs found
The learning process model for intercultural partnerships
This paper addresses the issue of how learning can support intercultural effectiveness and is
one of the outputs of the eChina-UK Programme. In this paper I synthesise theory and
evidence from a number of fields in order to propose a practical model of learning that can
be applied to intercultural collaborations. The aim is not to replace existing theories and
models of learning but to draw on them in order to present a simple description that might
be of value to those planning and managing international partnerships. Although much of
what is said here relates specifically to intercultural collaboration I believe that many of the
observations remain true of cross-sectoral partnership (which is, anyway, often intercultural
as well) and of inter-professional learning too: indeed, there might be an argument for
asserting principles of learning that contribute to effectiveness in working across boundaries
in any long-term collaboration.
The paper is divided into an Introduction and four further sections. Section 2 reviews the
various streams of literature which have informed the current study and presents an
argument for the particular approach to learning promoted in this paper on the basis of
established and complementary research in a number of different disciplines. Section 3
contains a description of the learning model for intercultural collaboration which has been
developed as part of our current research at the University of Warwick. The practical
application of this model, and the implications for policy in cultural collaboration, are
discussed briefly in Section 4. The final section summarises the work and looks forward to
further research and development around the issue of learning in intercultural collaboration
An agent system to support student teams working online
Online learning is now a reality, with distributed learning and blended learning becoming more widely used in Higher Education. Novel ways in which undergraduate and postgraduate learning material can be presented are being developed, and methods for helping students to learn online
are needed, especially if we require them to collaborate with each other on learning activities.
Agents to provide a supporting role for students have evolved from Artificial Intelligence research, and their strength lies in their ease of operation over networks as well as their ability to act in response to stimuli.
In this paper an application of a software agent is described, aimed at supporting students working on team projects in the online learning environment. Online teamwork is problematical for a number of reasons, such as getting acquainted with team members, finding out about other team members’ abilities, agreeing who should do which tasks, communications between team members and keeping up to date with progress that has been made on the project. Software agents have the ability to monitor progress and to offer advice by operating in the background, acting autonomously when the need arises.
An agent prototype has been developed in Prolog to perform a limited set of functions to support students. Team projects have a planning, doing and completing stage, all of which require them to have some sort of agent support. This agent at present supports part of the planning stage, by prompting the students to input their likes, dislikes and abilities for a selection of task areas defined for the project. The agent then allocates the various tasks to the students according to predetermined rules.
The results of a trial carried out using teams working on projects, on campus, indicate that students like the idea of using this agent to help with allocating tasks. They also agreed that agent support of this type would probably be helpful to both students working on team projects with
face to face contact, as well as for teams working solely online. Work is ongoing to add more functionality to the agent and to evaluate the agent more widely
Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers
In this article, we present Power Agent—a pervasive game designed to encourage teenagers and
their families to reduce energy consumption in the home. The ideas behind this mobile phonebased
game are twofold; to transform the home environment and its devices into a learning arena
for hands-on experience with electricity usage and to promote engagement via a team competition
scheme. We report on the game’s evaluation with six teenagers and their families who played the
game for ten days in two cities in Sweden. Data collection consisted of home energy measurements
before, during, and after a game trial, in addition to interviews with participants at the end of
the evaluation. The results suggest that the game concept was highly efficient in motivating and
engaging the players and their families to change their daily energy-consumption patterns during
the game trial. Although the evaluation does not permit any conclusions as to whether the game had
any postgame effects on behavior, we can conclude that the pervasive persuasive game approach
appears to be highly promising in regard to energy conservation and similar fields or issues
Building capacity: Enabling university leaders to role-model sustainable development
Bournemouth University (BU) has been amongst the leaders in UK higher education in terms of its ambition to develop graduates as global citizens who understand the need for sustainable development. It has also led the way in terms of a holistic approach to sustainability which embraces curriculum, campus and community. External indicators of success have included achieving ‘Eco-Campus Gold Award’ (only five other UK universities have Gold, or above) and rising up the UK based, People and Planet Green League table, from 20th to 5th place in 2011. Internally, the curriculum validation process has been successful in ensuring that all course teams address sustainability at Course Review; staff development has supported this endeavour. In the community, support has been given to local stakeholders (including Bournemouth Council) to implement the Earth Charter and to local businesses. Although achievements have been considerable, they have been largely driven, bottom-up, by a handful of committed champions. In 2011 a project was undertaken to secure a step change, gain greater leadership support for this agenda and to begin to develop an ethos that this, is a collective responsibility. This paper will set out how a project has attempted to provide University Board Members and Senior Staff with the opportunity to consider how they role model leadership behaviour for sustainable development and secure campus-wide buy in to carbon reduction. An Action Learning approach has provided Board Members and staff with the space to critically reflect on their roles, and to develop coherent action plans for sustainable development. Analysis of the success of the approach and the leadership behaviours identified is provided. The conclusion suggests that while there has been some success, more work is required if higher education leaders are to fully incorporate sustainable development into their day-to-day actions
The personal created through dialogue: enhancing possibilities through the use of new media
This paper explores the relationships between a number of different developments in higher education pedagogy, which are subsumed under the broad heading of progress files. The overall concern of the paper is to explore the ways in which personal reflection and learning is enhanced through dialogue. The paper explores the ways learners engage in dialogue in two environments that use different aspects of digital technologies to support the development of portfolios. The findings from the case studies point to the ways in which different technologies facilitated personal reflection mediated through sharing and dialogue. We develop the idea of affordances as a relationship whereby the learner is involved in a purposeful engagement with the possibilities created by their environment. The affordance of digitised technologies in supporting dialogue is, therefore, conceptualised in relation to the characteristics of the learner, not as a simple technology relation
Learning from design creativity: translating processes from practice to education
Paper submitted as part of the 2nd International Conference on Design Creativity, Glasgow 2012. This paper is made available with permission of the Design Society, who own the copyright.This paper develops reflections on design creativity as a cross-curriculum tool in mainstream formal education at primary/elementary level. Evidence comes from a contemporary UK case study of a series of workshops whereby architectural design professionals introduced design creativity into mainstream primary teaching and learning situations, developed through the UK Creative Partnerships‘ programme. This programme, which until recently was funded through central government, introduced principles of collaborative creativity through targeted programmes of change and enquiry involving pupils, teachers and creative practitioners. Following the processes of designing and delivering a programme to embed creative exploration through design tasks which focus on the learning environment, the authors, both architectural practitioners and educators, undertake further reflection back to the architectural profession and the societal role of collaborative creative design. We propose a hybrid practice in which architects might swap skills with teachers, pupils, teaching assistants and school management. This process reveals new creative concepts to pupils and staff, and unearths latent abilities within pupils as they work collaboratively to develop and provide design services for the built fabric or spatial use of school spaces
Creating a new education paradigm to prepare nurses for the 21st Century
Nurse educators are accountable to keep baccalaureate education responsive to the ever changing healthcare delivery environment. The changing context of healthcare delivery requires focusing on population health and social determinants, providing interprofessional, team-based care, advancing innovation, and preparing practice ready baccalaureate nursing graduates. To be practice ready, nursing graduates must be agile and think and reason on their feet due to increasing care complexity beyond the hospital walls, changing care needs of individuals and families, advancing technology, shifting settings of care delivery, and managing multiple transitions. The purpose of this paper is to consider these healthcare changes and share a new baccalaureate nursing curriculum that radically shifts the paradigm from caring for patients to caring for people, and transforms from a diseased-based, acute care focused curriculum to one promoting a culture of health and multiple new and emerging roles of registered nurses
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Knowledge Cartography: Software tools and mapping techniques
Knowledge Cartography is the discipline of mapping intellectual landscapes.The focus of this book is on the process by which manually crafting interactive, hypertextual maps clarifies one’s own understanding, as well as communicating it.The authors see mapping software as a set of visual tools for reading and writing in a networked age. In an information ocean, the primary challenge is to find meaningful patterns around which we can weave plausible narratives. Maps of concepts, discussions and arguments make the connections between ideas tangible and disputable.
With 17 chapters from the leading researchers and practitioners, the reader will find the current state–of-the-art in the field. Part 1 focuses on educational applications in schools and universities, before Part 2 turns to applications in professional communitie
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