11,320 research outputs found

    Leveraging distance learning tools for broadbasing education in construction industry disciplines: The importance of a continuous social discourse

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    History of distance learning dates back to the late 1960’s. However with the advent of the Internet it was repositioned as a major tool for course delivery so that students who are physically prevented from attending class room settings can undertake learning within a setting of their choice aligned with a pace that they can easily cope with. Marketing of distance learning programmes is a diversified business activity in many universities and the School of Construction and property Management (SCPM)utilises the tool predominantly in delivering Masters Courses and PhD sessions over the Internet. Although structural and organisational aspects of DL courses facilitatedby computer mediated communication (CMC) have been dealt with in literature, the degree to which these tools satisfying social aspects of a classroom setting (e.g.guidance and support, body language, feedback, interactions with other learners etc.,)has not received adequate consideration in existing literature. This paper therefore investigates the extent to which the distant learning tools address the wider aspects of supporting a classroom situation during its operation so that appropriate improvements can be made in utilising these tools to attract more students for the relevant construction disciplines. The objective of the paper is to disseminate the preliminary findings out of literature review based on a Teaching and Learning Quality Improvement Scheme (TLQIS)project at SCPM

    Social aspects associated with modern distance learning programmes

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    The repositioning of the distance learning as a mode of course delivery is largely backed up by the recent advancements in communication technologies. It is widely visible that the modern Computer Mediated Communication (CMC) tools are being predominantly used within these distance learning environments. Primarily these Computer Mediated Communication tools were often developed with the priority given to address the structural and management issues visible within Distance Learning environments. However, the focus of any teaching or learning mechanism, distance or otherwise, needs to be able to facilitate the learner’s actual learning process. Within traditional learning and teaching environments, social aspects of a classroom setting (e.g. guidance and support, body language, feedback, interactions with other learners etc.,) are regarded as important learning facilities in addition to the traditional audio and visual communication facilities. However, these social aspects have not received adequate consideration in existing distance learning tools and have initiated a very limited number of discussions within the Distance Learning literature. Further, with specific to construction education, these social aspects may become more desired as the subjects are of a more diversified nature in terms of technological, environmental and management oriented. This paper therefore investigates the case of a DL setting within a construction school in the Higher Education (HE) sector of the UK to identify the extent to which the current Computer Mediated distant learning tools address the wider aspects of supporting a classroom situation during its operation so that appropriate improvements can be made in utilising these tools to deliver construction related distance learning courses

    From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

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    Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education

    Government as a social machine - the implications of government as a social machine for making and implementing market-based policy

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    This is the second of two reports from the Government as a Social Machine project. The first report gave an overview of the evolution of electronic/digital government, and explored the concept of 21st century government as a \u27social machine\u27. This report identifies seven social machines developed by governments in Australia and New Zealand. These social machines harness digital technologies in order to deliver more effective and efficient services, develop better business practices, and enable better accountability and transparency. The report gives an overview of each social machine in context, describing the social need that is being met and the community that has developed it, and begins to unravel some of the socio-political consequences that might arise from the use of these social machines within the public policy context. These reports are not intended to be comprehensive (further educational materials are being developed as part of the ANZSOG Case Library), but they are intended to begin a conversation amongst those studying or practicing in public policy as to how governments can better understand, manage and employ these evolving social machines for better governance and social benefit

    Virtual teams for new product development: an innovative experience for R&D engineers

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    New interaction tools such as internet allow companies to gain valuable input from research and development (R\&D) engineers via virtual teams. Consequently, engineers also get more expertise in diminutive time frames. Virtual R\&D teams present the key impetus to the technology acquisition process. The present knowledge-economy era is characterized by short product life-cycles. Virtual R&D teams may reduce time-to-market, make available a large pool of new product know-how and provide greater flexibilities, which are the key success factors in a competitive market. This comprehensive review contains almost 100 references and covers the recent literature with emphasis on the topic. The review has focused on authentic and reputed publications and extracts the results. This article presents the type of virtual teams and their main features and explains how virtual R&D team can play a prominent role in developing new products. The article is evolved future study guideline and also illustrates how to apply virtual interaction tools and integrate engineers into the innovation process. Management of virtual R&D teams in new product development (NPD) processes in an innovative, effective and efficient is of a high importance, but the issue has been poorly addressed in the previous studies. Findings show that virtual R&D team provides valuable input for new product development and R&D engineers are able to attain virtual experience
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