10 research outputs found

    Student Work Placement: Friend or Foe? A study of the perceptions of university students on industrial work placement

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    At the National University of Ireland Maynooth, Computer Science and Software Engineering students are required to undertake an industrial work placement module as part of their course. The work placement is typically six to eighteen months long and takes place in the penultimate year of the degree. This paper evaluates students’ perception of the quality of the learning experience they received through work placement. The voice of many key players involved in the process is captured, including, the students themselves, members of the academic department and the Industrial Work Placement Office; and importantly this paper is authored by representatives of each of these groups. In particular, the paper evaluates the types of preparations students make prior to commencing a placement, the transferable skills acquired and improved during their placement, and student perceptions of the advantages and disadvantages of their placement. A mixed data acquisition model is used for gathering data including questionnaires, interviews and focus groups. The gathered data is analysed and a critique on the findings is presented. The paper concludes with recommendations and considerations for any institution that is interested in offering an industrial work placement component

    Can a Computationally Creative System Create Itself? Creative Artefacts and Creative Processes

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    This paper begins by briefly looking at two of the dominant perspectives on computational creativity; focusing on the creative artefacts and the creative processes respectively. We briefly describe two projects; one focused on (artistic) creative artefacts the other on a (scientific) creative process, to highlight some similarities and differences in approach. We then look at a 2- dimensional model of Learning Objectives that uses independent axes of knowledge and (cognitive) processes. This educational framework is then used to cast artefact and process perspectives into a common framework, opening up new possibilities for discussing and comparing creativity between them. Finally, arising from our model of creative processes, we propose a new and broad 4-level hierarchy of computational creativity, which asserts that the highest level of computational creativity involves processes whose creativity is comparable to that of the originating process itself

    Can a Computationally Creative System Create Itself? Creative Artefacts and Creative Processes

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    This paper begins by briefly looking at two of the dominant perspectives on computational creativity; focusing on the creative artefacts and the creative processes respectively. We briefly describe two projects; one focused on (artistic) creative artefacts the other on a (scientific) creative process, to highlight some similarities and differences in approach. We then look at a 2- dimensional model of Learning Objectives that uses independent axes of knowledge and (cognitive) processes. This educational framework is then used to cast artefact and process perspectives into a common framework, opening up new possibilities for discussing and comparing creativity between them. Finally, arising from our model of creative processes, we propose a new and broad 4-level hierarchy of computational creativity, which asserts that the highest level of computational creativity involves processes whose creativity is comparable to that of the originating process itself

    International Conference On Engaging Pedagogy (ICEP): Abstracts From The 2013 Annual Conference, December 6th, IT Sligo

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    13. A Study On Alternative Strategies For Sharing Lecture Notes Using AVLE To Promote In-class Participation; and 14. Student Work Placement: Friend Or Foe? A Study Of The Perceptions Of University Students On Industrial Work Placement

    International Conference On Engaging Pedagogy (ICEP): Abstracts From The 2013 Annual Conference, December 6th, IT Sligo

    Get PDF
    13. A Study On Alternative Strategies For Sharing Lecture Notes Using AVLE To Promote In-class Participation; and 14. Student Work Placement: Friend Or Foe? A Study Of The Perceptions Of University Students On Industrial Work Placement

    Student Work Placement: Friend or Foe? A study of the perceptions of university students on industrial work placement

    No full text
    At the National University of Ireland Maynooth, Computer Science and Software Engineering students are required to undertake an industrial work placement module as part of their course. The work placement is typically six to eighteen months long and takes place in the penultimate year of the degree. This paper evaluates students’ perception of the quality of the learning experience they received through work placement. The voice of many key players involved in the process is captured, including, the students themselves, members of the academic department and the Industrial Work Placement Office; and importantly this paper is authored by representatives of each of these groups. In particular, the paper evaluates the types of preparations students make prior to commencing a placement, the transferable skills acquired and improved during their placement, and student perceptions of the advantages and disadvantages of their placement. A mixed data acquisition model is used for gathering data including questionnaires, interviews and focus groups. The gathered data is analysed and a critique on the findings is presented. The paper concludes with recommendations and considerations for any institution that is interested in offering an industrial work placement component

    International Conference On Engaging Pedagogy (ICEP): Abstracts From The 2013 Annual Conference, December 6th, IT Sligo

    No full text
    13. A Study On Alternative Strategies For Sharing Lecture Notes Using AVLE To Promote In-class Participation; and 14. Student Work Placement: Friend Or Foe? A Study Of The Perceptions Of University Students On Industrial Work Placement

    Student Work Placement: Friend or Foe? A study of the perceptions of university students on industrial work placement

    Get PDF
    At the National University of Ireland Maynooth, Computer Science and Software Engineering students are required to undertake an industrial work placement module as part of their course. The work placement is typically six to eighteen months long and takes place in the penultimate year of the degree. This paper evaluates students’ perception of the quality of the learning experience they received through work placement. The voice of many key players involved in the process is captured, including, the students themselves, members of the academic department and the Industrial Work Placement Office; and importantly this paper is authored by representatives of each of these groups. In particular, the paper evaluates the types of preparations students make prior to commencing a placement, the transferable skills acquired and improved during their placement, and student perceptions of the advantages and disadvantages of their placement. A mixed data acquisition model is used for gathering data including questionnaires, interviews and focus groups. The gathered data is analysed and a critique on the findings is presented. The paper concludes with recommendations and considerations for any institution that is interested in offering an industrial work placement component

    Can a Computationally Creative System Create Itself? Creative Artefacts and Creative Processes

    No full text
    This paper begins by briefly looking at two of the dominant perspectives on computational creativity; focusing on the creative artefacts and the creative processes respectively. We briefly describe two projects; one focused on (artistic) creative artefacts the other on a (scientific) creative process, to highlight some similarities and differences in approach. We then look at a 2- dimensional model of Learning Objectives that uses independent axes of knowledge and (cognitive) processes. This educational framework is then used to cast artefact and process perspectives into a common framework, opening up new possibilities for discussing and comparing creativity between them. Finally, arising from our model of creative processes, we propose a new and broad 4-level hierarchy of computational creativity, which asserts that the highest level of computational creativity involves processes whose creativity is comparable to that of the originating process itself

    Can a Computationally Creative System Create Itself? Creative Artefacts and Creative Processes

    No full text
    This paper begins by briefly looking at two of the dominant perspectives on computational creativity; focusing on the creative artefacts and the creative processes respectively. We briefly describe two projects; one focused on (artistic) creative artefacts the other on a (scientific) creative process, to highlight some similarities and differences in approach. We then look at a 2- dimensional model of Learning Objectives that uses independent axes of knowledge and (cognitive) processes. This educational framework is then used to cast artefact and process perspectives into a common framework, opening up new possibilities for discussing and comparing creativity between them. Finally, arising from our model of creative processes, we propose a new and broad 4-level hierarchy of computational creativity, which asserts that the highest level of computational creativity involves processes whose creativity is comparable to that of the originating process itself
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