50,357 research outputs found
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Preparing women for dead-end jobs? Vocational education and training (VET) for information and communication technology (ICT) jobs
This paper discusses the role that vocational education and training (VET) in ICT subject areas plays in contributing to the gender and social class structuring of ICT occupations, focusing in particular on education and employment data from the UK. The paper also makes reference to similar data about ICT VET in Germany and Japan to argue that the new areas of ‘soft’ ICT skills – in education and in occupations - have become feminised, and channel women into low skilled and low paid work. Unlike university level ICT education, which has opened opportunities for women and students coming from families with no experience of higher education, sub-degree level ICT VET seems to be continuing to reproduce gender and socio- economic class within and through ICT occupations. I argue that those concerned with gender equity research and interventions in ICT need to work with an analysis that disaggregates what are now appearing to be quite different skills sets, and different career opportunities often misleadingly conflated under the umbrella term ‘ICT’. I also argue for better analytical models for the gendering of ICT than those offered by the ‘leaky pipeline’ or ‘critical mass’ models, and for new analyses that would incorporate both a structural analysis and new ways of looking at women’s choices, such as Hakim’s ‘orientation to work’
Spacecraft software training needs assessment research
The problems were identified, along with their causes and potential solutions, that the management analysts were encountering in performing their jobs. It was concluded that sophisticated training applications would provide the most effective solution to a substantial portion of the analysts' problems. The remainder could be alleviated through the introduction of tools that could help make retrieval of the needed information from the vast and complex information resources feasible
Collaborative Development of Open Educational Resources for Open and Distance Learning
Open and distance learning (ODL) is mostly characterised by the up front development of self study educational resources that have to be paid for over time through use with larger student cohorts (typically in the hundreds per annum) than for conventional face to face classes. This different level of up front investment in educational resources, and increasing pressures to utilise more expensive formats such as rich media, means that collaborative development is necessary to firstly make use of diverse professional skills and secondly to defray these costs across institutions. The Open University (OU) has over 40 years of experience of using multi professional course teams to develop courses; of working with a wide range of other institutions to develop educational resources; and of licensing use of its educational resources to other HEIs. Many of these arrangements require formal contracts to work properly and clearly identify IPR and partner responsibilities. With the emergence of open educational resources (OER) through the use of open licences, the OU and other institutions has now been able to experiment with new ways of collaborating on the development of educational resources that are not so dependent on tight legal contracts because each partner is effectively granting rights to the others to use the educational resources they supply through the open licensing (Lane, 2011; Van Dorp and Lane, 2011). This set of case studies examines the many different collaborative models used for developing and using educational resources and explain how open licensing is making it easier to share the effort involved in developing educational resources between institutions as well as how it may enable new institutions to be able to start up open and distance learning programmes more easily and at less initial cost. Thus it looks at three initiatives involving people from the OU (namely TESSA, LECH-e, openED2.0) and contrasts these with the Peer-2-Peer University and the OER University as exemplars of how OER may change some of the fundamental features of open and distance learning in a Web 2.0 world. It concludes that while there may be multiple reasons and models for collaborating on the development of educational resources the very openness provided by the open licensing aligns both with general academic values and practice but also with well established principles of open innovation in businesses
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Language engineering - a champion for European culture
Language is key to culture. It is a direct cultural medium as well as a means of recording and providing access to non-lingual elements of culture. Language is also fundamental to a sense of cultural identity. For this reason, it is vital, in a changing Europe, that we preserve the multi-lingual character of our society in order to move successfully towards closer co-operation at a political, economic, and social level.
Language engineering is the application of knowledge of language to the development of computer software which can recognise, understand, interpret, and generate human language in all its forms.
The paper provides a high level view of the ‘state of the art’ in language engineering and indicates ways in which it will have a profound impact on our culture in the future. It shows how advances in language engineering are an important aid in maintaining cultural diversity in a multi-lingual European society, while enabling the development of social cohesion across cultural and national divides. It addresses issues raised by the prospect of the Multi-lingual Information Society, including education, human communication with technology and information management, as well as aspects of digital cities such as tele-presence in digital libraries, virtual art galleries and electronic museums. The paper raises the issue of language as a factor in cultural domination, showing the contribution that language engineering can make towards countering it.
The paper also raises a number of controversial issues concerning the likely benefits arising from the ways in which language is likely to influence the culture of Europe
Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.
In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software development.video/computer game industry; artifacts; free/open source software; video game console
Pedagogy Embedded in Educational Software Design: Report of a Case Study
Most educational software is designed to foster students' learning outcomes but with little consideration of the teaching framework in which it will be used. This paper presents a significantly different model of educational software that was derived from a case study of two teachers participating in a software design process. It shows the relationship between particular elements of the teachers' pedagogy and the characteristics of the software design. In this model the 'classroom atmosphere' is embedded in the human-computer interface scenarios and elements, the 'teaching strategy' in the design of the browsing strategies of the software, and the 'learning strategy' in the particular forms of interaction with the software. The model demonstrates significant links between the study of Pedagogy and the study of Information Technology in Education and has implications for the relationship between these two areas of research and consequently for teacher training. The model proposes a perspective on educational software design that takes into consideration not only learning theories, but also teaching theories and practice
Designing, Producing and Using Artifacts in the Structuration of Firm Knowledge: Evidence from Proprietary and Open Processes of Software Development.
In the paper we study the recursive nature of artifacts in the production and the socialization of organizational knowledge. In this respect, artifacts are interpreted both as the product (output) of organizational knowledge processes and, at the same time, as tools easing the development of other artifacts. We compare different practices of knowledge creation and diffusion in complex software production processes with the aim of understanding the effects of interplay between (1) coordination and control practices, (2) mediating artifacts and development tools, and (3) interactions between different actors in the development process. We aim at identifying the peculiar traits emerging in contrasting development paradigms, namely the closed, fully proprietary one widespread in the gaming console industry, and the open model of free/open source software developmentvideo/computer game industry; artifacts; free/open source software; video game consoles
Chapter 7: Institutional Support
The OTiS (Online Teaching in Scotland) programme, run by the now defunct Scotcit programme, ran an International e-Workshop on Developing Online Tutoring Skills which was held between 8–12 May 2000. It was organised by Heriot–Watt University, Edinburgh and The Robert Gordon University, Aberdeen, UK. Out of this workshop came the seminal Online Tutoring E-Book, a generic primer on e-learning pedagogy and methodology, full of practical implementation guidelines. Although the Scotcit programme ended some years ago, the E-Book has been copied to the SONET site as a series of PDF files, which are now available via the ALT Open Access Repository. The editor, Carol Higgison, is currently working in e-learning at the University of Bradford (see her staff profile) and is the Chair of the Association for Learning Technology (ALT)
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