55,979 research outputs found

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    Design Thinking and Participation: Lessons Learned from Three Case Studies

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    This paper examines how design thinking and serious games approaches can be used to support participation through the analysis of three case studies. Indeed we will analyze these approaches in three different contexts: (i) a state-owned multi-utilities company; (ii) a political party; (iii) an information system strategic committee. Our analysis framework relies on the concepts of "perceived usefulness" and "perceived ease of use" and we will use it to discuss the lessons learned. Our main finding is that these approaches really contributing in making complex and abstract matters more "tangible" and thus understandable.participation; design thinking; serious games; case study; perceived usefulness

    The challenge of complexity for cognitive systems

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    Complex cognition addresses research on (a) high-level cognitive processes – mainly problem solving, reasoning, and decision making – and their interaction with more basic processes such as perception, learning, motivation and emotion and (b) cognitive processes which take place in a complex, typically dynamic, environment. Our focus is on AI systems and cognitive models dealing with complexity and on psychological findings which can inspire or challenge cognitive systems research. In this overview we first motivate why we have to go beyond models for rather simple cognitive processes and reductionist experiments. Afterwards, we give a characterization of complexity from our perspective. We introduce the triad of cognitive science methods – analytical, empirical, and engineering methods – which in our opinion have all to be utilized to tackle complex cognition. Afterwards we highlight three aspects of complex cognition – complex problem solving, dynamic decision making, and learning of concepts, skills and strategies. We conclude with some reflections about and challenges for future research

    Shift rostering using decomposition: assign weekend shifts first

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    This paper introduces a shift rostering problem that surprisingly has not been studied in literature: the weekend shift rostering problem. It is motivated by our experience that employees’ shift preferences predominantly focus on the weekends, since many social activities happen during weekends. The Weekend Rostering Problem (WRP) addresses the rostering of weekend shifts, for which we design a problem specific heuristic. We consider the WRP as the first phase of the shift rostering problem. To complete the shift roster, the second phase assigns the weekday shifts using an existing algorithm. We discuss effects of this two-phase approach both on the weekend shift roster and on the roster as a whole. We demonstrate that our first-phase heuristic is effective both on generated instances and real-life instances. For situations where the weekend shift roster is one of the key determinants of the quality of the complete roster, our two-phase approach shows to be effective when incorporated in a commercially implemented algorithm

    Partnering Associate Degree Nursing Students and Community Health Worker Students in a Collaborative, Culturally Focused, Interprofessional Learning Experience

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    The purpose of this project is to provide nursing students in the final semester of their associate degree nursing program and community health worker students with a culturally focused, interactive, collaborative, interprofessional learning experience. Health care reform addresses health disparities in an increasingly diverse population with complex chronic health needs. The needs of this diverse population require health professionals to function as members of interprofessional teams providing culturally competent care. Published professional literature supports interprofessional education for students entering the health care field to prepare them to practice as members of interprofessional teams. Government studies and professional accrediting bodies overseeing educational programs mandate inclusion of cultural competence curriculum for health professional students. Malcolm Knowles\u27 principles of andragogy to enhance adult learning coincide with principles of interprofessional learning. Josepha Campinha- Bacote\u27s model of the process of cultural competence in the delivery of healthcare services provides support for nursing education to initiate the process of becoming culturally competent by developing cultural awareness, cultural knowledge, cultural skill, and cultural encounter motivated by cultural desire

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
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