1,617 research outputs found

    CONSTRUCTION EDUCATION REQUIREMENTS FOR ACHIEVING LEVEL 2 AND 3 BIM

    Get PDF
    The Architecture Engineering Construction (AEC) Industry is well noted for its fragmented nature, leading to several flaws in communication and information processing, which have led to a proliferation of adversarial relationships amongst project participants, thereby affecting the integrity of design information throughout the project life cycle. Likewise, Construction Education is bedevilled by multitudinous issues due to its practice-based, interdisciplinary nature of the industry, its professional and institutional history, and its evolving context and composition. These challenges have influenced the purpose of construction as well as the requirements or strategies needed to achieve it. The purpose of this paper is to examine the nature of Construction Education and learning requirements for successful training and implementation of Level 2 (with the aid of a process map) and also of Level 3, to meeting the ever-changing nature of the AEC industry. This process map seeks to identify the educational requirements for existing industry practitioners and for fresh graduates entering into the industry. In order to achieve this aim, a case study methodology was adopted using semi-structured interviews with BIM experts in purposively selected organisations in the UK, which were further analysed using single case narrative and cross-case synthesis techniques. The BIM sub-processes at each project phase of the construction process were extracted from the interviews conducted. Then the process map linking all the BIM activities in the project was developed. In conclusion, the process map formalises the knowledge and skills set required to successfully implement Level 2 and 3 BIM, facilitating project collaboration, communication flow and agreement amongst project participants on construction processes throughout the project lifecycle. The finding of this research are highly aligned with the seminal literature which argued that new skills required for the creation and management of a BIM model fall into the three categories of technological tools, organisational processes, and project team roles and responsibilities, and that these three skill sets contribute to the success of the entire BIM project and adoption in any organisation

    The abstraction transition taxonomy: developing desired learning outcomes through the lens of situated cognition

    Get PDF
    We report on a post-hoc analysis of introductory programming lecture materials. The purpose of this analysis is to identify what knowledge and skills we are asking students to acquire, as situated in the activity, tools, and culture of what programmers do and how they think. The specific materials analyzed are the 133 Peer Instruction questions used in lecture to support cognitive apprenticeship -- honoring the situated nature of knowledge. We propose an Abstraction Transition Taxonomy for classifying the kinds of knowing and practices we engage students in as we seek to apprentice them into the programming world. We find students are asked to answer questions expressed using three levels of abstraction: English, CS Speak, and Code. Moreover, many questions involve asking students to transition between levels of abstraction within the context of a computational problem. Finally, by applying our taxonomy in classifying a range of introductory programming exams, we find that summative assessments (including our own) tend to emphasize a small range of the skills fostered in students during the formative/apprenticeship phase

    Visual and Textual Programming Languages: A Systematic Review of the Literature

    Get PDF
    It is well documented, and has been the topic of much research, that Computer Science courses tend to have higher than average drop out rates at third level. This is a problem that needs to be addressed with urgency but also caution. The required number of Computer Science graduates is growing every year but the number of graduates is not meeting this demand and one way that this problem can be alleviated is to encourage students at an early age towards studying Computer Science courses. This paper presents a systematic literature review on the role of visual and textual programming languages when learning to program, particularly as a first programming language. The approach is systematic, in that a structured search of electronic resources has been conducted, and the results are presented and quantitatively analysed. This study will give insight into whether or not the current approaches to teaching young learners programming are viable, and examines what we can do to increase the interest and retention of these students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure

    Why is it difficult to implement e-health initiatives? A qualitative study

    Get PDF
    <b>Background</b> The use of information and communication technologies in healthcare is seen as essential for high quality and cost-effective healthcare. However, implementation of e-health initiatives has often been problematic, with many failing to demonstrate predicted benefits. This study aimed to explore and understand the experiences of implementers - the senior managers and other staff charged with implementing e-health initiatives and their assessment of factors which promote or inhibit the successful implementation, embedding, and integration of e-health initiatives.<p></p> <b>Methods</b> We used a case study methodology, using semi-structured interviews with implementers for data collection. Case studies were selected to provide a range of healthcare contexts (primary, secondary, community care), e-health initiatives, and degrees of normalization. The initiatives studied were Picture Archiving and Communication System (PACS) in secondary care, a Community Nurse Information System (CNIS) in community care, and Choose and Book (C&B) across the primary-secondary care interface. Implementers were selected to provide a range of seniority, including chief executive officers, middle managers, and staff with 'on the ground' experience. Interview data were analyzed using a framework derived from Normalization Process Theory (NPT).<p></p> <b>Results</b> Twenty-three interviews were completed across the three case studies. There were wide differences in experiences of implementation and embedding across these case studies; these differences were well explained by collective action components of NPT. New technology was most likely to 'normalize' where implementers perceived that it had a positive impact on interactions between professionals and patients and between different professional groups, and fit well with the organisational goals and skill sets of existing staff. However, where implementers perceived problems in one or more of these areas, they also perceived a lower level of normalization.<p></p> <b>Conclusions</b> Implementers had rich understandings of barriers and facilitators to successful implementation of e-health initiatives, and their views should continue to be sought in future research. NPT can be used to explain observed variations in implementation processes, and may be useful in drawing planners' attention to potential problems with a view to addressing them during implementation planning

    Introductory programming: a systematic literature review

    Get PDF
    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    Blue - A Language for Teaching Object-Oriented Programming

    Get PDF
    Teaching object-oriented programming has clearly become an important part of computer science education. We agree with many others that the best place to teach it is in the CS1 introductory course. Many problems with this have been reported in the literature. These mainly result from inadequate languages and environments. Blue is a new language and integrated programming environment, currently under development explicitly for object-oriented teaching. We expect clear advantages from the use of Blue for first year teaching compared to using other available languages. This paper describes the design principles on which the language was based and the most important aspects of the language itself

    Two-Language, Two-Paradigm Introductory Computing Curriculum Model and its Implementation

    Get PDF
    This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java
    corecore