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)’
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
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
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
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
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).
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An analysis of core-competences of successful multinational team leaders
Copyright @ 2010 The Authors. This is the author's accepted manuscript. The final published article is available from the link below.Researchers have endeavoured to understand the factors that enable effective functioning of multinational teams (MNTs) but with few exceptions they have ignored studying the competences of MNT leaders. In this paper we present those competences leaders must possess in order to effectively lead MNTs. Our findings are based on 70 problem-centred interviews with MNT leaders and members from five multinational corporations. The competences our interviewees mentioned most frequently for effective leadership were knowledge management and transfer. Results further indicated that a leader must be cross-culturally competent and multilingual in order to motivate MNT members to fully explore, exploit and transfer valuable knowledge within the team and beyond
Design and radical innovation: a strategic perspective based upon a comparative case study between emergent and traditional industries in Portugal
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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