14,168 research outputs found

    Teaching employability skills through simulation games

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    This paper examines the use of a business simulation game to test its effectiveness in promoting the awareness of employability skills in undergraduate students. A mixed approach using an-online survey tool was used to record student perceptions of how their employability skills were developed across ten courses and three faculties. The survey was conducted before the unit started, and on completion. Key emerging themes show that students demonstrated an increased awareness and development of their employability skills. They acquired and developed their skills by learning how to operate a small business start-up using a business simulation game. This research project was limited to one core unit in the curriculum, and the project is university specific. A cross university research project would add further value to the research project. Students are able to articulate the skills they have acquired and developed thus showing elements of self-awareness. An increase in student’s social capital is likely to enhance their career decisions. This paper will be of value to institutions wishing to evaluate the use of serious business simulation games to embed employability skills into the curriculum

    Research Challenges for eLearning Support in Engineering and Management Training

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    AbstractThis paper analyzes the need for advanced/innovative eLearning type of products intended for lifelong learning and teaching in the engineering and management field. This field is relatively new in Romania and needs modern educational techniques in order to improve the efficiency and quality of graduates for a fast integration in the labour market. The objective of eLearning is to train human resources for education and to raise the quality of student training which will lead to the rise of hiring potential and workplace integration. This raises many challenges and requires studies of national and international interest, training research methodology, and laboratory connections to research centres and networks

    Large emergency-response exercises: qualitative characteristics - a survey

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    Exercises, drills, or simulations are widely used, by governments, agencies and commercial organizations, to simulate serious incidents and train staff how to respond to them. International cooperation has led to increasingly large-scale exercises, often involving hundreds or even thousands of participants in many locations. The difference between ‘large’ and ‘small’ exercises is more than one of size: (a) Large exercises are more ‘experiential’ and more likely to undermine any model of reality that single organizations may create; (b) they create a ‘play space’ in which organizations and individuals act out their own needs and identifications, and a ritual with strong social implications; (c) group-analytic psychotherapy suggests that the emotions aroused in a large group may be stronger and more difficult to control. Feelings are an unacknowledged major factor in the success or failure of exercises; (d) successful large exercises help improve the nature of trust between individuals and the organizations they represent, changing it from a situational trust to a personal trust; (e) it is more difficult to learn from large exercises or to apply the lessons identified; (f) however, large exercises can help develop organizations and individuals. Exercises (and simulation in general) need to be approached from a broader multidisciplinary direction if their full potential is to be realized

    Financial education for 7 to 19-year-olds in Wales : guidance for schools and colleges

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    Replaces Guidance document No: 043/201

    Mediating skills on risk management for improving the resilience of Supply Networks by developing and using a serious game

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    Given their importance, the need for resilience and the management of risk within Supply Networks, means that engineering students need a solid under-standing of these issues. An innovative way of meeting this need is through the use of serious games. Serious games allow an active experience on how differ-ent factors influencethe flexibility, vulnerability and capabilities in Supply Networks and allow the students to apply knowledge and methods acquired from theory. This supports their ability to understand, analyse and evaluate how different factors contribute to the resilience. The experience gained within the game will contribute to the studentsĂą abilities to construct new knowledge based on their active observation and reflection of the environment when they later work in a dynamic environment in industry. This game, Beware, was developed for use in a blended learning environment. It is a part of a course for engineering master students at the University of Bremen. It was found that the game was effective in mediating the topic of risk management to the students espscially in supporting their ability of applying methods, analyse the different interactions and the game play as well as to support the assessment of how their decision-making affected the simulated network

    Enterprise education:towards a framework for effective engagement with the learners of today

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    Purpose: The aims of this exploratory research are to examine young learner attitudes towards enterprise education within the context of a University led initiative to construct a sustainable framework which benefits identified stakeholders. Design/methodology/approach: The research used self-completed questionnaires with 117 Business Studies students in Stages S4, S5 and S6 from secondary schools across Dundee and Business students from Years 1, 2, 3 and 4 at one University in Dundee, Scotland. Findings: The research reveals that respondents positively engage with enterprise education and felt that their project management, creative thinking, communication skills and confidence were enhanced by the activity of real-world business challenges. The findings support the notion that an enterprising spine embedded in the academic curriculum better equip the learner with the necessary hard and soft skills required for the employment market but not necessarily to be entrepreneurial. Research limitations/implications: A limitation of this research was the sample size, which although representative of the pupil and student cohorts associated to the various stages of education being studied at the particular time of data collection, and is suitable for an exploratory study, the research would have benefited from being both larger and complimented by more of a qualitative component beyond the inclusion of open-ended questions. Practical implications: As an exploratory study which informs a wider comparative study into enterprise education, the research examines learner’s perspectives and the measures they feel are required for effective engagement with enterprise education activities in schools and Universities. The findings should assist education providers deliver a better learning experience and the learners with improved enterprising and social skills, particularly the building of confidence. Originality/value: The research should prove useful to educational establishments who are considering the implementation of, or further engagement with, enterprise education and involvement with the business community and how such activities impact on their learners

    Preparing students for research activities in the context of competence-oriented engineering education

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    The article presents the conceptual framework for preparing students for research activities in the context of competence-oriented engineering education that provide for a focus on the program-target education quality management system; incorporation of employers’ requirements to the preparation of technical university graduates for research activities and provisions of occupational standards. Inquiry-based learning has been considered the basis for the establishment of the innovative didactics of a technical university that enables implementation of the requirements of educational standards of competitive graduates. Content of the innovative didactics of the technical university presented as a functional model fosters the creative development of students, their research capabilities and functional research skills as universal ways of interaction with the outside world. The elaborated and experimentally tested functional model of the establishment of technical university students’ research competencies has been considered. This model provides for the creation of the development-promoting educational environment at the university in the course of theoretical, production and hands-on training, independent and research activities. These activities are performed using the elaborated practice-focused techniques, special-purpose forms and means of extracurricular activities; information technology, network educational resources; system of tasks, comprehensive, end-to-end research projects, interactive forms and methods; students’ self-testing and self-evaluation in the process of training.Keywords: engineering education, research competence, preparation for research activities, program-target management system, resource mode

    Teacher competence development – a European perspective

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    This chapter provides an European perspectives on teacher competence development
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