74,867 research outputs found
Motivating the construction academic: a conceptual study
The main purpose of this study is to understand factors that motivate and demotivate a construction academic based on existing literature. An extensive examination of published literature failed to reveal any studies on motivation or demotivation of construction academics but for a few studies on motivation of academics in general. These studies revealed over 25 intrinsic and extrinsic factors which were differentiated between factors cited in conceptual and empirical studies. A further distinction was made between factors cited in studies focussed directly on motivation of academics, and factors cited in studies investigating a different topic. Factors so identified, provide a broad base for understanding âwhatâ factors affect motivation and demotivation of academics However, these studies have not taken into account discipline specific, job level, and other contextual issues or prioritised factors based on importance. Moreover, âhowâ these factors could be used for improving organisational performance focussing on different disciplines and roles within these disciplines have not been studied either. Nevertheless, an examination of these factors revealed that most fall within the control of the university management. As such, there is a need for understanding what management styles could be used for increasing motivation and minimising demotivation, and this is an area that needs investigation focussing on construction specific issues vis-Ă -vis context and job roles
Family Involvement Strategies of Asian Students with High Achievement in Middle School Mathematics: A Phenomenological Study
The No Child Left Behind Act of 2001 requires that schools maintain policies, strategies, and practices that support parental involvement in the education of all children (No Child Left Behind [NCLB], 2002). Houtenville and Conway (2008) found that by implementing strategies which promote family engagement in the educational process, schools can save up to one thousand dollars per child in education expenses per year
Videogames in the museum:participation, possibility and play in curating meaningful visitor experiences
In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designerâs intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments
White Pre-Service Teachersâ Perceptions and their Development of Culturally Relevant Literacy Practices
Existent literature purports that providing White teacher candidates with increased exposure to urban schools in order to create culturally competent educators has failed. These findings reflect the notion that teacher ideologies and overall perspectives about working with diverse student groups must be harnessed in a genuine ethic of care and intentionality for students of color. However, few studies have taken the approach of examining the development of culturally relevant pedagogy through context-specific field experiences using content-specific courses. This study examines the perspectives of twenty-five White pre-service teachers from a predominately White, private university regarding their initial perceptions and gained conceptual understanding of culturally relevant pedagogy while teaching reading at an urban middle school. Findings were consistent with previous literature that White pre-service teachers are more interested and comfortable teaching in suburban and private schools and held implicit about teaching in urban schools. However, through the course and urban field experience, pre-service teachers were able to develop teaching behaviors that were deemed culturally relevant(Ladson-Billings, 1995) for teaching reading, and were better prepared to work with students from diverse backgrounds
Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement
Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
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Evaluation Report of Prosperoâs Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate studentsâ engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve studentsâ learning.
Prosperoâs Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
⢠An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
⢠A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
⢠A return to the installation for one lesson, led by English teachers (autumn term);
⢠Follow-on work by teachers to develop immersive learning in English lessons (spring term);
⢠An independent evaluation of the project (autumn and spring terms)
Hack Weeks as a model for Data Science Education and Collaboration
Across almost all scientific disciplines, the instruments that record our
experimental data and the methods required for storage and data analysis are
rapidly increasing in complexity. This gives rise to the need for scientific
communities to adapt on shorter time scales than traditional university
curricula allow for, and therefore requires new modes of knowledge transfer.
The universal applicability of data science tools to a broad range of problems
has generated new opportunities to foster exchange of ideas and computational
workflows across disciplines. In recent years, hack weeks have emerged as an
effective tool for fostering these exchanges by providing training in modern
data analysis workflows. While there are variations in hack week
implementation, all events consist of a common core of three components:
tutorials in state-of-the-art methodology, peer-learning and project work in a
collaborative environment. In this paper, we present the concept of a hack week
in the larger context of scientific meetings and point out similarities and
differences to traditional conferences. We motivate the need for such an event
and present in detail its strengths and challenges. We find that hack weeks are
successful at cultivating collaboration and the exchange of knowledge.
Participants self-report that these events help them both in their day-to-day
research as well as their careers. Based on our results, we conclude that hack
weeks present an effective, easy-to-implement, fairly low-cost tool to
positively impact data analysis literacy in academic disciplines, foster
collaboration and cultivate best practices.Comment: 15 pages, 2 figures, submitted to PNAS, all relevant code available
at https://github.com/uwescience/HackWeek-Writeu
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