131,042 research outputs found

    Productivity of Gas Condensate Fields Below The Dew Point: A North Sea Case Study

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    Looking for Shadows: The Cultural Myths of the Computer in the Classroom

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    This paper will draw its findings from a recent study (Lloyd, 2003) which sought to identify the cultural myths of the computer in the classroom through a case study of computer education in Queensland state schools from 1983 to 1997. This was a period marked by its consecutive, discrete, high-profile and politically-motivated projects to put computers in classrooms. The emergent myths were categorised within their source metanarratives and were also positioned within a critical cultural framework. The term "computer education" is given to mean any curricular or classroom-based use of computers. This study addressed a hitherto neglected area of educational research by looking beyond the rhetoric and highlighting where policy decisions have been made on the basis of mythic assumptions. The identification of the cultural myth(s) in this study was essentially a process of looking for shadows. Finding the twenty-seven pervasive myths which initiated and sustained the systemic policies, infrastructure programs and curricular decisions of the period under review involved rigorous processes of deconstruction, reconstruction, analysis and synthesis. The data sources were contemporary policy documents, Hansard entries, press releases and media statements, correspondence and interviews with stakeholders while the methodology employed was an adaptation of Descriptive Interpretational Analysis (Tesch, 1990)

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    Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education

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    This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revans’ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable. I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and re‐create it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide
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