51,918 research outputs found

    Working Across Time Zones in Cross-Cultural Student Teams

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    The ability to collaborate with fellow workers from different cultures on international projects is a key asset in today's job market. International projects add new dimensions to student teamwork. These types of projects give students the opportunity to participate in collaboration that is remote, cross-cultural, and linguistically challenging. This proposal examines an international term project completed by the computing students of Rose-Hulman Institute of Technology and Bilkent University

    From Tutor-led to Student-led design education: the Global Studio

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    “Tutor-led” design education has been argued to be a system where lecturers are at the centre of teaching & learning activities and where educators’ tastes strongly influence students’ outcomes. Design education has also been argued not to prepare graduates for working in highly complex professional capacities synonymous with the contemporary era. We argue the role of tutors in tutor-led design education to be a factor in this. The Global Studio runs Web 2.0 enabled industry sponsored international collaborations between students. One aim is to introduce learners to “complex project situations” and consequently to prepare them for contemporary working life. It is operationally different from “tutor-led” design education as lecturers are more “distant” in teaching &learning activities and students construct conversations and outcomes primarily via interaction with peers. Feedback from home-institution students suggests many individuals struggle with making decisions without “tutor-led design education” involvement from tutors. Given the on-going change in funding provision and the continuing dissolution of “normal” structures, universities are predicted to continue to undergo extensive transformation in their remit and the way education is delivered. We ask whether tutor-led design education is maintainable and whether educators and students are prepared for the consequences of change

    Using a business simulation to develop internationally-minded UK/China-based accounting students

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    Global board games project:a cross-border entrepreneurship experiential learning initiative

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    Entrepreneurship training and development in the context of higher education has grown tremendously over the past four decades. What began as offerings of a handful of courses aimed primarily at business planning and small business management has evolved into over 3.000 higher education institutions around the world offering degree programs and concentrations in entrepreneurship on both undergraduate and graduate levels (Morris, Kuratko and Cornwall, 2013). Universities – particularly in the USA, UK and EU – have invested into developing entrepreneurship curricula but also extra-curricular programs and infrastructure aimed at supporting enterprise development. It is consensus among educators that entrepreneurship can be taught (Kuratko, 2005). Indeed, entrepreneurship education research has become a field in its own right (Fayolle, Gailly and Lassas‐Clerc, 2006; Pittaway and Cope, 2007; Penaluna, Penaluna and Jones, 2012; Fayolle, 2013; Fayolle and Gailly, 2015; Pittaway et al., 2015; Nabi et al., 2017). As literature indicates, entrepreneurship education can have an important impact on a variety of outcomes, including entrepreneurial intentions and behaviours. Intentions are a motivation to engage in certain behaviour that is geared towards venture creation (Gibb, 2008, 2011) as well as recognition and exploitation of opportunities (Shane and Venkataraman, 2000). Moreover, research has also identified the impact of entrepreneurship education on more subjective indicators such as attitudes (Boukamcha, 2015), perceived feasibility (Rauch and Hulsink, 2015), and skills and knowledge (Greene and Saridakis, 2008). Recently, the literature on the best practices in entrepreneurship education has centred on the importance of experiential learning allowing students to create knowledge from their interactions with the environment (Kolb, 1984). The key to effective experiential learning is engaging students individually and socially in a situation that enables them to interact with elements of the entrepreneurial context thus moving them away from text-driven to action-driven learning mode (Morris, Kuratko and Cornwall, 2013). Increasingly, digital technologies have been leveraged to create a learning environment that provides opportunities for experiential learning (Onyema and Daniil, 2017). This chapter provides findings of a study related to the development and implementation of a collaborative, digitally supported simulation project aimed at enhancing entrepreneurial social skills in an international context

    A task based approach to global design education

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    This paper provides a new perspective for managing and delivering a global design class, and a clear alternative to the traditional joint project for participating institutes. The ‘task-based approach’ used to structure a Global Design class at the University of Strathclyde is described. This entailed the creation of a series of short design exercises to be run in conjunction with three partner institutions: the University of Malta in Msida, Malta; Swinburne University of Technology in Melbourne, Australia; and Stanford University in Palo Alto, USA. These exercises focussed on specific aspects of distributed working, including synchronous working, asynchronous working and digital library support, according to the location and facilities afforded by each institution. This provides a number of pedagogical and organisation benefits. Students are required to take a more strategic approach to their design work, developing a higher evaluative understanding of the tools and processes required to produce a successful design. Staff members have a greater level of control afforded by a shared collaborative class component, including assessment, timetabling and learning objectives, rather than simply having a joint project. This potentially makes global design classes a more flexible and viable option for institutions interested in participating in such programme

    Exploring collaboration patterns among global software development teams.

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    This study examines communication behaviors in global software student teams. The authors of the paper characterize the types of communication behaviors that occur when student teams are engaged in a software development project. The authors present findings from a one-semester study that examined factors contributing to successful distributed programming interactions among students enrolled at the University of Atilim (Turkey), Universidad TecnolĂłgica de PanamĂĄ, University of North Texas, and Middlesex University (UK). Using content and cluster analyses techniques, we identified distinct patterns of collaboration and examined how these patterns were associated with task, culture, GPA, and performance of collaborative teams. Our results suggest that communication patterns among global software learners may be related to task type, culture and GPA. It is hoped that these findings will lead to the development of new strategies for improving communication among global software teams

    Enhancing project-related behavioral competence in education

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    The workforce has increasingly been demanding an educational model that produces students experienced in real project management (PM) practices. This includes producing technically competent students--one who can manage real-world project constraints of cost and schedule but also possess critical project related behavioral competence. Such soft skills are essential if a project is to run smoothly and eventually succeed. In this paper, we describe an educational framework grounded in outcomes based education to enhance project-related behavioral competence. Instructors can leverage this framework to augment their existing courses and develop the critical career skill sets of graduating students

    Preparing business students for workplace reality: using global virtual teams in logistics and SCM education

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    Purpose: This paper presents and examines the use and effects of global virtual teams as a tool in the logistics and supply chain management classroom to prepare students in a simulation environment for the demands of their future careers in the profession. Design/methodology/approach: Literature of logistics and supply chain management education is combined with streams from management learning literature. The way the tool of global virtual teams was applied is explained, followed by an analysis of quantitative and qualitative participant response data. From the data analysis the effects of individual factors in the design and application of the global virtual team are isolated and recommendations are extracted for future use of the tool. Findings: The paper finds that the application of global virtual teams helped participating students to develop the management skills required for a career in logistics and supply chain management. Although students perceived the international nature and the lose frame provided by the tool as challenges, most learning effects were caused by these challenges. The paper also shows that the set up by the involved educators is crucial for the learning effect in particular towards similar weights of the assessments and the number of group members from each geographical area. Research limitations/implications: The paper does not examine all potentially amendable factors but focusses on those that were seen as relevant and practically achievable under the available resources to ensure the tool can be easily scaled up by adding further institutions and participants. Originality/value: The paper is the first application of global virtual teams in logistics and supply chain management education. It provides the theoretical foundations and rationale for its application and is relevant to educators by giving them access to this tool for improvement of their students’ career preparedness

    Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies

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    The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices
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