32 research outputs found

    Improving co-learner interactions through web based online assessments within distant learning settings

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    Distance education technologies have come into prominence during the last two decades of the 20th century. Propagation of these technologies, software development and methods of computer aided assessments have been fuelled by the advances in the Internet as a platform by which the various courses can be delivered. Web based tools, which are both classed as synchronous (using same time communications) and asynchronous (communications that do not require participants to exchange information at the same time) are being used for the purpose of delivering the DL courses. Although some of the tools utilised in these courses have the capability not only to communicate but address issues such as facilitating virtual tutor - learner interaction whilst achieving the intended learning outcomes, they are not utilised to its full potential. At the School of the Built Environment (SOBE) most of its Masters programmes are delivered via the distance learning mode and this area is given significant prominence in its teaching portfolio. This project investigates improving co-learner interactions within distance learning settings with the use of both formative and summative assessment methods available on web based DL tools

    An approach to the control of disease transmission in pig-to-human xenotransplantation.

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    Abstract: Although several major immunologic hurdles need to be overcome, the pig is currently considered the most likely source animal of cells, tissues and organs for transplantation into humans. Concerns have been raised with regard to the potential for the transfer of infectious agents with the transplanted organ to the human recipient. This risk is perceived to be increased as it is likely that the patient will be iatrogenically immunocompromised and the organ-source pig may be genetically engineered in such a way to render its organs particularly susceptible to infection with human viruses. Furthermore, the risk may not be restricted to the recipient, but may have consequences for the health of others in the community. The identification of porcine endogenous retroviruses and of hitherto unknown viruses have given rise to the most concern. We document here the agents we believe should be excluded from the organ-source pigs. We discuss the likelihood of achieving this aim and outline the potential means by which it may best be achieved

    Engaging learners: the development of effective e-learning applications for students of the built environment

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    E-learning does not appear to have been as widely adopted by academics within the built environment discipline as one might have expected. The literature review and research presented in this paper put forward an argument for the introduction of e-learning within built environment programmes taught both in the UK and internationally. This paper presents findings from a comprehensive literature review to revisit exactly what learning means and examines the activities required to achieve effective learning via disparate delivery mechanisms. The benefits of multimedia rich e-learning are highlighted and a guidance and audit tool for achieving ‘effective’ e-learning is presented for use by built environment lecturers and learning technologists. The tool has been designed to encourage and enable academics to develop/introduce e-learning to their teaching. A small research project is presented in which an e-learning application was presented to students for evaluation and reflection. The results suggest that students are very keen to be exposed to e-learning in a ‘blended learning’ environment

    Using audio based learning activities to enhance the student learning experience

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    Today’s students expect their education to be delivered to them in ways that are different to the more traditional delivery mechanisms that many of their tutors may have experienced (Coopers & Lybrand, 1998). The old ‘chalk and talk’ approach, in which students hurriedly took notes from the chalkboard as lecturers reeled off board after board of ‘scrawl’ for transfer to the student’s notepads without having passed through the brain of either tutor nor student are not acceptable today. Nowadays, students expect their lectures to be interesting events that employ a variety of stimulating delivery mechanisms, in which their participation is important and in where they can be motivated into engaging with the curriculum because they see its purpose and have fun as they learn (Biggs, 2003; McKeachie, 2002) This project proposal aims to encourage student engagement with their respective programme curricula by introducing more variety into their learning via audio based learning activities. Instead of the usual text based, visual, teaching they usually receive, students will participate in learning through which the majority of the required knowledge and understanding will be constructed via activities that are strongly audio based. This project will explore whether, and to what extent, this audio based activity engages students in comparison to equivalent text based activities and whether they foster deeper learning as a result. The following rationale answers the question ‘why use audio-based activities’

    A teaching and learning tool to assist students in the dynamic design and analysis of buildings and their internal environments

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    The problem based learning aspect of the undergraduate programme in theSchool of Construction and Property Management, the ‘PPP’ projects, did notwork as well as was hoped during the last academic session, the first year ofits introduction.It is felt that poor module results in semester 1 of this last academic year can,in part, be blamed on the PPP projects.Students today are very much more PC and IT literate than their counterpartsof only say 5 years ago. The huge increase in Internet usage and interactivegameplay is surely a contributionary factor in this. Students enjoy using IT,both during leisure and their studies.This bid aims to develop in students an enthusiasm for working with othersand team building by developing ‘real world’ projects with a strong IT link andincorporating the projects within a 3-D building modelling and simulationsoftware tool. Working as teams, students will investigate case studybuildings, determine why they are ‘under performing’ and, by carrying outinteractive real time ‘what if’ scenarios, formulate solutions.The project aims to enhance student employability and key skills whilstdeveloping the use of IT in Learning and Teaching, thus satisfying two of thethree items within the University’s Strategic Framework identified within theTLQIS
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