67,879 research outputs found

    In the Driver's Seat: Rico and Education

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    The Rain in Cumulus over the Ocean (RICO) field campaign carried out a wide array of educational activities, including a major first in a field project—a complete mission, including research flights, planned and executed entirely by students. This article describes the educational opportunities provided to the 24 graduate and 9 undergraduate students who participated in RICO

    Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies

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    The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices

    Інноваційні моделі навчання і підготовки кадрів для індустрії високих технологій в Україні

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    The problems of development of innovative learning environment of continuous education and training of skilled personnel for high-tech industry are described. Aspects of organization of ICT based learning environment of vocational and technical school on the basis of cloud computing and outsourcing are revealed. The three-stage conceptual model for perspective education and training of workers for high-tech industries is proposed. The model of cloud-based solution for design of learning environment for vocational education and training of skilled workers is introduced.У статті висвітлено проблеми розвитку інноваційного середовища навчання, неперервної освіти і підготовки кадрів для високотехнологічних галузей промисловості. Виявлено особливості організації інформаційно-освітнього середовища професійно-технічних навчальних закладів на основі технології хмарних обчислень і механізму аутсорсингу. Запропонована триступенева концептуальна модель навчання та підготовки кадрів для високотехнологічних галузей виробництва. Обґрунтовано моделі хмарних рішень для проектування середовища навчання для професійної освіти і підготовки високо кваліфікованих робітникі

    Applied business analytics approach to IT projects – Methodological framework

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    The design and implementation of a big data project differs from a typical business intelligence project that might be presented concurrently within the same organization. A big data initiative typically triggers a large scale IT project that is expected to deliver the desired outcomes. The industry has identified two major methodologies for running a data centric project, in particular SEMMA (Sample, Explore, Modify, Model and Assess) and CRISP-DM (Cross Industry Standard Process for Data Mining). More general, the professional organizations PMI (Project Management Institute) and IIBA (International Institute of Business Analysis) have defined their methods for project management and business analysis based on the best current industry practices. However, big data projects place new challenges that are not considered by the existing methodologies. The building of end-to-end big data analytical solution for optimization of the supply chain, pricing and promotion, product launch, shop potential and customer value is facing both business and technical challenges. The most common business challenges are unclear and/or poorly defined business cases; irrelevant data; poor data quality; overlooked data granularity; improper contextualization of data; unprepared or bad prepared data; non-meaningful results; lack of skill set. Some of the technical challenges are related to lag of resources and technology limitations; availability of data sources; storage difficulties; security issues; performance problems; little flexibility; and ineffective DevOps. This paper discusses an applied business analytics approach to IT projects and addresses the above-described aspects. The authors present their work on research and development of new methodological framework and analytical instruments applicable in both business endeavors, and educational initiatives, targeting big data. The proposed framework is based on proprietary methodology and advanced analytics tools. It is focused on the development and the implementation of practical solutions for project managers, business analysts, IT practitioners and Business/Data Analytics students. Under discussion are also the necessary skills and knowledge for the successful big data business analyst, and some of the main organizational and operational aspects of the big data projects, including the continuous model deployment

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
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