30,689 research outputs found

    SOCIO-CULTURAL COMPETENCE DEVELOPMENT BASED ON THE USE OF VIRTUAL REALITY TOOLS FOR STUDENTS IN THE FIELD OF TRAINING ‘PEDAGOGICAL EDUCATION (WITH TWO TRAINING PROFILES)’

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    Purpose. The article is devoted to the ways to develop the university students’ socio-cultural competences. The article deals with the students in the direction of training 44.03.05 Pedagogical education (with two training profiles), profiles “The first foreign language and the Second foreign language”. The purpose of the article is to describe the peculiarities of using virtual reality tools for the socio-cultural competence development of the Pedagogical University 3rd year students. The objectives of the study include the selection of virtual reality tools for the formation of socio-cultural competence, the description of the features of their application and the results of experimental work in English language classes. Methodology. The basis of the research is the methods of analysis, synthesis and generalization, experiential training. Results. The novelty of the article lies in the fact that the possibilities of individual virtual reality tools for the development of socio-cultural competence of students are considered for the first time. The practical result of the study is the creation of methodological recommendations for a foreign language teacher of a higher school on the use of virtual reality tools in the practice of teaching English at a university. Practical implications. The results of the study can be of use for the university English language teachers when getting ready for the classes on “Area and Cultural Studies”, “History of the English language”, “Practical course in the English language”

    NEETin with ICT

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    Science and Technology Advisory Council (STAC) outlines that 49% of EU citizens identified “job creation” and 33% identified “education and skills” as the top priorities for science and technology innovation over the next fifteen years. Both documents justify the needs in Europe for the ICT field especially for the NEET (not in education, employment or training) citizens. On the other hand, Grand Coalition for Digital Jobs (GC4DJ) in Europe identifies: the training and matching digital jobs; certification; innovative learning and teaching; mobility; awareness raising; increasing effectiveness of education; increasing equity and producing positive impact in the economy, as a priority for European countries. NEETin is a project directed to NEET citizens, to be developed by Higher Education Institutions, VET providers and Enterprises in order to help to overcome a social European dimension through lifelong learning. By creating a Joint Vocational Education Training in Digital Competences in a collaboration between VET providers and the Enterprises, widening the access to higher education, in an innovative student-centred learning model to apply in a European level, we aim to contribute to improve the quality of Education. Through this certified JVET, NEET citizens will develop their digital skills and the success of employability of these learners will be enhanced.info:eu-repo/semantics/publishedVersio

    Learning in a Landscape: Simulation-building as Reflexive Intervention

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    This article makes a dual contribution to scholarship in science and technology studies (STS) on simulation-building. It both documents a specific simulation-building project, and demonstrates a concrete contribution to interdisciplinary work of STS insights. The article analyses the struggles that arise in the course of determining what counts as theory, as model and even as a simulation. Such debates are especially decisive when working across disciplinary boundaries, and their resolution is an important part of the work involved in building simulations. In particular, we show how ontological arguments about the value of simulations tend to determine the direction of simulation-building. This dynamic makes it difficult to maintain an interest in the heterogeneity of simulations and a view of simulations as unfolding scientific objects. As an outcome of our analysis of the process and reflections about interdisciplinary work around simulations, we propose a chart, as a tool to facilitate discussions about simulations. This chart can be a means to create common ground among actors in a simulation-building project, and a support for discussions that address other features of simulations besides their ontological status. Rather than foregrounding the chart's classificatory potential, we stress its (past and potential) role in discussing and reflecting on simulation-building as interdisciplinary endeavor. This chart is a concrete instance of the kinds of contributions that STS can make to better, more reflexive practice of simulation-building.Comment: 37 page

    Pedagogic approaches to using technology for learning: literature review

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    This literature review is intended to address and support teaching qualifications and CPD through identifying new and emerging pedagogies; "determining what constitutes effective use of technology in teaching and learning; looking at new developments in teacher training qualifications to ensure that they are at the cutting edge of learning theory and classroom practice and making suggestions as to how teachers can continually update their skills." - Page 4

    The communication process in virtual teams

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    The purpose of this paper is to present the paradigms of virtual teams in the communication process in the context of the existing literature in this field. We argue the above issues and we explore the communication process within virtual teams like an interactive, complex and limiting process in connxion with the advantages and disadvantages offered by information technology.Virtual team, communication, competence, cultural diversity, information technology (IT).

    Design and radical innovation: a strategic perspective based upon a comparative case study between emergent and traditional industries in Portugal

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    The survival challenge faced by the Portuguese companies nowadays has promoted Innovation as the main management strategy to be applied. This research reveals the importance and the role of Design as the basic and integrative tool for the success of this strategy, focused on Radical or Breakthrough Innovation. The main contribution of this paper is the proposal of a conceptual model developed from a comparative case study research, made among Portuguese companies from the emergent sectors connected to new technologies and Portuguese companies from the traditional sectors. That work allowed the definition of the Success Critical Factors to consider for the development of radical new products: integrating new technologies (Science Knowledge), market sensibility (Marketing Knowledge), forecasting new needs or user interfaces and disruptive creativity (Design Knowledge)
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