33,739 research outputs found

    Widening Participation in Golf: Barriers to Participation and GolfMark

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    This research was commissioned by the EGU and R&A in 2010. The aims of the research project were threefold: 1) To review the academic literature on barriers to participation in sport, especially golf; 2) To survey clubs, members and nomadic golfers to describe their perceptions of GolfMark and the issues it intends to address; 3) To gather in-depth data from a range of golf clubs to help understand how different club cultures may lead to the exclusion of underrepresented demographic groups

    Scrum Game: An Agile Software Management Game

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    For the past few years, in their attempt to avoid the heavyweight bureaucracy of traditional project management methods such as the Waterfall model, companies have started incorporating agile methods (e.g. Extreme Programming, Scrum, Crystal) for their project development. These methods are characterised by their incremental and iterative delivery, their ability to incorporate change at any stage of the project lifecycle, as well as their small and co-located teams. Even though these methods are included in the syllabus of many software engineering modules at university level, many students currently feel more confident with traditional, rather than agile methods. Many employers find that recent graduates are not equipped with the desired skills of a software engineer because, even though they are knowledgeable in the different software engineering practices, they lack practical experience of these methods. The combination of these two factors show that the university’s approach to teaching software management methods is only theoretical and it does not give students the opportunity to apply them to their projects so they can get a better understanding of their use. The project developed the prototype of a computer game that simulates the use of the Scrum method within different projects, named Scrum Game. The game is supplementary material for a lecture course, and its purpose is to guide students through the Scrum lifecycle. Students can thereby get a small glimpse of the different phases of Scrum, the way that the different Scrum roles interact with each other, and the way that Scrum is used to implement real projects. In addition, the Scrum Game has an administrator mode enabling lecturers to view a log of the progress of all their students in the game. They can use this mode to create new projects or to alter existing ones by adding new tasks or problems, thereby adjusting the level of difficulty to the level of their students, or so that it fits their teaching. The web-based system was developed using PHP, MySQL, HTML, CSS, JavaScript, AJAX (jQuery) and Google Charts API. The system was thoroughly tested against the initial requirements and other system tests. The Scrum Game was evaluated by 22 peer colleagues reading for an MSc in Software Engineering at the University of Southampton, to identify whether the system achieved its goal of introducing students to the Scrum methodology and reaching a deeper understanding of its practical use during project implementation. The results of a questionnaire showed that little prior knowledge was assumed during the game, and that 86% of the participants felt that the game helped them learn more about Scrum. When asked, “Do you think that if this game was part of your Project Management module, would you get a better understanding about Scrum?” an impressive 95% (21 out of 22 participants) agreed that the game would be helpful, and rated the system 8 out of 10 on average

    PLAYING SENIOR INTER-COUNTY GAELIC GAMES: EXPERIENCES, REALITIES AND CONSEQUENCES. ESRI RESEARCH SERIES NUMBER 76 September 2018

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    Given the developments that have taken place in Gaelic games over the past decade, particularly at the senior inter-county level, there is a concern that the demands that today’s games are placing on players are having negative effects on their lives. The Gaelic Athletic Association (GAA) and the Gaelic Players Association (GPA) have introduced a number of measures to ensure that players’ needs are taken care of and that those who play enjoy their experience. Nevertheless, questions continue to be raised. Given this, the GAA and GPA jointly commissioned the Economic and Social Research Institute (ESRI) to conduct an independent examination of the commitment required to play senior inter-county, and the impact that this has on players’ personal and professional lives and club involvement. The research was primarily conducted through senior inter-county player workshops and a survey of 2016 players. Workshops were also conducted with 2016 senior inter-county managers, County Board Secretaries and third-level Games Development Officers (GDOs). What follows is a summary of the principal findings arising from the study, consideration of their implications for both player welfare and policy in this area, and some discussion on future directions

    Social skills training with socially maladjusted children: Examining changes.

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    A two-stage framework for designing visual analytics systems to augment organizational analytical processes

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    A perennially interesting research topic in the field of visual analytics is how to effectively develop systems that support organizational knowledge worker’s decision-making and reasoning processes. The primary objective of a visual analytic system is to facilitate analytical reasoning and discovery of insights through interactive visual interfaces. It also enables the transfer of capability and expertise from where it resides to where it is needed–across individuals, and organizations as necessary. The problem is, however, most domain analytical practices generally vary from organizations to organizations. This leads to the diversified design of visual analytics systems in incorporating domain analytical processes, making it difficult to generalize the success from one domain to another. Exacerbating this problem is the dearth of general models of analytical workflows available to enable such timely and effective designs. To alleviate these problems, this dissertation presents a two-stage framework for informing the design of a visual analytics system. This two-stage design framework builds upon and extends current practices pertaining to analytical workflow and focuses, in particular, on investigating its effect on the design of visual analytics systems for organizational environments. It aims to empower organizations with more systematic and purposeful information analyses through modeling the domain users’ reasoning processes. The first stage in this framework is an Observation and Designing stage, in which a visual analytic system is designed and implemented to abstract and encapsulate general organizational analytical processes, through extensive collaboration with domain users. The second stage is the User-centric Refinement stage, which aims at interactively enriching and refining the already encapsulated domain analysis process based on understanding user’s intentions through analyzing their task behavior. To implement this framework in the process of designing a visual analytics system, this dissertation proposes four general design recommendations that, when followed, empower such systems to bring the users closer to the center of their analytical processes. This dissertation makes three primary contributions: first, it presents a general characterization of the analytical workflow in organizational environments. This characterization fills in the blank of the current lack of such an analytical model and further represents a set of domain analytical tasks that are commonly applicable to various organizations. Secondly, this dissertation describes a two-stage framework for facilitating the domain users’ workflows through integrating their analytical models into interactive visual analytics systems. Finally, this dissertation presents recommendations and suggestions on enriching and refining domain analysis through capturing and analyzing knowledge workers’ analysis processes. To exemplify the generalizability of these design recommendations, this dissertation presents three visual analytics systems that are developed following the proposed recommendations, including Taste for Xerox Corporation, OpsVis for Microsoft, and IRSV for the U.S. Department of Transportation. All of these systems are deployed to domain knowledge workers and are adopted for their analytical practices. Extensive empirical evaluations are further conducted to demonstrate efficacy of these systems in facilitating domain analytical processes

    The National Wildlife System Improvement Act of 1997: Defining the National Wildlife Refuge System for The Twenty-First Century

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    Budgeting in Higher Education

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