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1.
The Architecture-Engineering-Construction (AEC) industry has been slow in turning the potential of Information and Communication Technologies into greater efficiency and productivity. This is a phenomenon which can be observed in many countries, and in Denmark this issue has been recognized as a major problem for the further development of the AEC industry. The public-private and nationally funded R&D program ‘Digital Construction’ was initiated in 2003 to establish a common platform for exchanging digital information and stimulating digital integration in the Danish AEC industry. This paper reports on the lessons learned from developing strategies, demands and guidelines in the ‘Digital Construction’ program and from adapting one of its ‘digital foundations’, the ‘3D Working Method’, to the design process of the large-scale building project ‘The Icelandic National Concert and Conference Centre’. The explorations are based on a process evaluation of the R&D program and a qualitative case study of the building project. The paper reports on identified factors enabling or hindering the adaptation, as well as on the benefits and challenges experienced from using and exchanging 3D object models according to the ‘3D Working Method’. The paper concludes that the adaptation has been successful due to the initial ambitions of the project actors. Nevertheless, there are still many challenges to be overcome. The findings indicate that the introduction of the ‘3D Working Method’ to the real-life project depended on the success of balancing an array of the factors identified across the R&D program and the different levels within the building project. Three especially crucial balancing acts are explored; first, the power of the ‘implementer’ versus the expected risk and benefits of implementation, second, the strategies and guidelines within the program versus the resources for learning and the organizational traditions for using digital tools, and third, the level of ambition versus the skills of the users and the potential of the technology to address real-life practice. Mastering these balancing acts requires a broad understanding of both the project and its context. The findings from qualitative and holistic studies as presented in this paper are valuable for building such understanding, and for further learning and improvement regarding strategies for integrating ICT in architectural and engineering practice.  相似文献   

2.
This article deals with how school subjects’ paradigms, i.e. the established content of the teaching and the way in which the teaching is traditionally organised, are influenced when digital media are becoming increasingly common in educational contexts. The study is based on interviews in so-called focus groups with teachers of different school subjects in a Swedish lower secondary school about issues concerning how much they use media and ICT in their teaching and how they think this affects the content of their subject, relations in the classroom, working methods and the role of the teacher. The theoretical point of departure is Basil Bernstein’s concepts of ‘recontextualisation’, ‘framing’, ‘classification’, and ‘the sacred and the profane’. The study shows that the teachers in the lower secondary school where the investigation was conducted use so-called new media to a relatively limited extent but that they are ready to develop their use if resources are made available. They also think that the content, working methods, relations and the role of the teacher are changing, usually for the better. Drawing on Durkheim’s concepts of ‘the sacred’ and ‘the profane’ it appears in this study that the sacred in schools is often associated with the physical and practical.  相似文献   

3.
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled ‘My Campus’, included three learning activities, namely ‘Campus Environment’, ‘Campus Life’ and ‘Campus Story’. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.  相似文献   

4.
5.
This study is focused on the relationships among learning styles, participation types, and learning performance for programming language learning supported by an online forum. Kolb’s learning style inventory was used in this study to determine a learner’s learning type: ‘Diverger’, ‘Assimilator’, ‘Converger’, and ‘Accommodator’. Social Learning Theory was also used to define four participation types. These types in turn were used to describe the learning associated with the use of online forums: ‘Replier’, ‘Asker’, ‘Watcher’, and ‘No activity’.A total of 144 students participated in this experiment as part of a half semester ASP.NET programming language learning courses. The course contained an online forum for supporting the students’ social activities and participation. In this study, ‘learning score’ and ‘satisfaction’ were used to measure learning performance.The results of this study were the following: (1) different learning styles were associated with significantly different learning scores and that the ‘Accommodator’ style was associated with superior learning scores; (2) participation types were also associated with significantly different learning scores and that the ‘Replier’ type is associated with superior learning scores; (3) learning satisfaction is not significantly different among the different learning styles or different participation types, but the average is significantly higher than average values (3.5) of 7-point Likert scale; (4) there is no significant association between learning styles and participation types. Explanations and discussions of these results are offered.Based on the results of this study, we propose that programming language learning, supported with online forums and students’ active participation, increases learning performance as measured by student learning scores.  相似文献   

6.
The purpose of this research is to identify the causal attributions of business computing students in an introductory computer programming course, in the computer science department at Notre Dame University, Louaize. Forty-five male and female undergraduates who completed the computer programming course that extended for a 13-week semester participated. Narrative interviews were conducted to obtain their perceptions. While some research confirmed that the four most responsible causes for success and failure in achievement contexts are ability, effort, task difficulty, and luck, this research shows that in its context ‘ability’ and ‘luck’ were absent, and ‘task difficulty’ and ‘effort’ were almost absent. In all, participants made 10 causal attributions that were either cultural or specific to computer programming. The 10 causal attributions are ‘learning strategy’, ‘lack of study’, ‘lack of practice’, ‘subject difficulty’, ‘lack of effort’, ‘appropriate teaching method’, ‘exam anxiety’, ‘cheating’, ‘lack of time’, and ‘unfair treatment’. All high achievers cited appropriate ‘learning strategy’.  相似文献   

7.
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a qualitative probability constraint ‘>0’ or ‘=1’. The goal of one player is to maximize the probability of reaching the target set so that the constraint is satisfied, while the other player aims at the opposite. We show that the winner in such games can be determined in P for the ‘>0’ constraint, and in NPco-NP for the ‘=1’ constraint. Further, we prove that the winning regions for both players are regular, and we design algorithms which compute the associated finite-state automata. Finally, we show that winning strategies can be synthesized effectively.  相似文献   

8.
A part is primarily characterized by its ‘function(s)’. The function of the part is achieved through its ‘interactions’ with other parts in an assembly under a set of operating conditions. These ‘interactions’ constitute the ‘behavior’ of the part. The ‘part behavior’ is achieved through a set of spatial and design functional relationships between the interacting surfaces of the parts. The set of spatial and design functional relationships for a part constitutes the Part Function Model (PFM) of that part. In this paper, the nature and role of part ‘functions’ and ‘behaviors’ have been studied in the context of a product design system. The paper addresses the following issues: (i) relationship between function, behavior, and geometry of a part; (ii) importance of ‘part behavior’ over ‘part function’, and development of a ‘part behavior’ model; (iii) methodology for transforming the part behaviors into the PFM model of the part; (iv) product model framework for storing the PFM model information with an Object Oriented Programming (OOP) based CAD system (Concentra's Concept Modeller); (v) importance of the PFM model within the product development process; and (vi) application of the PFM model for generating various product specifications of the part. The prototype implementation of a Functional Design System for transforming part behaviors into different types of part specifications has also been presented in this paper.  相似文献   

9.
Point-based geometric models are gaining popularity in both the computer graphics and CAD fields. A related design/modelling problem is the focus of the reported research: drawing curves onto digital surfaces represented by clouds of points. The problem is analyzed and solved, and a set of ‘design tools’ are proposed which allow the user/designer to efficiently perform ‘product development’ (alternative name: ‘detail design’) tasks which require efficient processing of a ‘digital surface’. The primary tool is a robust and efficient point projection algorithm combined with a smoothing technique for producing smooth ‘digital curves’ lying onto the cloud surface. The new design tools are tested on a real-life industrial example with very satisfactory results, which are thoroughly presented in the paper.  相似文献   

10.
This paper is concerned with a (minimizing) multiple-objective risk-sensitive control problem. Asymptotic analysis leads to the introduction of a new class of two-player, zero-sum, deterministic differential games. The distinguishing feature of this class of games is that the cost functional is multiple-objective in nature, being composed of the risk-neutral integral costs associated with the original risk-sensitive problem. More precisely, the opposing player in such a game seeks to maximize the most ‘vulnerable’ member of a given set of cost functionals while the original controller seeks to minimize the worst ‘damage’ that the opponent can do over this set. It is then shown that the problem of finding an efficient risk-sensitive controller is equivalent, asymptotically, to solving this differential game. Surprisingly, this differential game is proved to be independent of the weights on the different objectives in the original multiple-objective risk-sensitive problem. As a by-product, our results generalize the existing results for the single-objective risk-sensitive control problem to a substantially larger class of nonlinear systems, including those with control-dependent diffusion terms.  相似文献   

11.
The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time spent playing video games per week (habitual players), the second asked the total time spent playing favorite video games (selective players), and the third asked the number of different video games played in a year (diverse players). Students who were medium in selective player style (spent 11-50 h) had significantly higher GPAs than students low on selective player style (spent 0-10 h). Students high on habitual playing style (7 or more hours a week) showed significantly lower levels of Conscientiousness compared to students low on habitual playing style (0-1 h a week). Students who were high on the diverse style (i.e., 7 or more games played a year) showed significantly higher Openness scores than students low on the diverse style (0-3 games a year). Finally, several notable relations were found between video game genre preference, GPA, and personality. Results are discussed in terms of the positive implications of video gameplay on academic performance.  相似文献   

12.
Although much analyses have been performed on the collaborative nature of software development in papers (7, 8, 9 and 10) with some of them in the perspective of Vygotsky’s Activity theory, less focus has been given on the discursive evolution of software as different ‘Genres’. In this article we will investigate discursive formation of software and the programming languages in course of time driven by increased ‘Activities’, ‘Dialogue’ and ‘Power’ exercised by certain user groups and entities which will complement our efforts with Activity theory and Foucaultdian POWER-KNOWLEDGE. We will show that POWER relation is affecting user preferences, choices and activities, which are producing changes in the programming languages and creating new software genres. We have borrowed the term ‘Genre’ from the literary studies of Bakhtin and applying it for software. The way different coexisting social classes in a specific time in history leave their fingerprints in different speech and text-genres, we claim that similar mechanisms exist in the software world. We will show that a modern software system is developing improved ‘Dialogism’ or ‘Intertextuality’, ‘Chronotope’ ‘Heteroglossia’ and forming its own discourse. Our presentation is heavily dependent on Mikhail Bakhtin’s concept of literary genres and Foucaultdian concept of POWER-KNOWLEDGE.  相似文献   

13.
In an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner’s points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser’s & Wyeth’s framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university’s online learning course “Introduction to Software Application” were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.  相似文献   

14.

Context

Software development outsourcing is a contract-based relationship between client and vendor organisations in which a client contracts out all or part of its software development activities to a vendor, who provides agreed services for remuneration.

Objective

The objective is to identify various barriers that have a negative impact on software outsourcing clients in the selection process of offshore software development outsourcing vendors.

Method

We have performed a systematic literature review (SLR) process for the identification of barriers. We have performed all the SLR steps such as the protocol development, initial selection, final selection, quality assessment, data extraction and data synthesis.

Results

We have identified barriers such as ‘language and cultural barriers’, ‘country instability’, ‘lack of project management’, ‘lack of protection for intellectual property rights’ and ‘lack of technical capability’ that generally have a negative impact on outsourcing clients. We have identified only one common frequently cited barrier in three types of organisations (i.e. small, medium and large) which is ‘language and cultural barriers’. We did not identify any common frequently cited barrier in three continents (Asia, North America and Europe) and in two decades (1990-1999 and 2000-mid 2008). The results also reveal the similarities and differences in the barriers identified through different study strategies.

Conclusions

Vendors should address frequently cited barriers such as ‘language and cultural barriers’, ‘country instability’, ‘lack of project management’, ‘lack of protection for intellectual property rights’ and ‘lack of technical capability’ in order to compete in the offshore outsourcing business.  相似文献   

15.
This study examined the question, ‘What is the impact of a digital math intervention on secondary ELL students’ mathematical capabilities and perceptions of their future possibilities?’ The hypothesis was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention affects students’ perceptions of their functionings and future possibilities. A path analysis, with qualitative data nested into the design, was used to analyze the conceptualized relationships. The study was conducted with 50 ninth-and-10th-grade Hispanic students in a Colorado high school, over 6 months. The primary finding was that through its direct effect on increasing students’ math ability and its indirect effect on increasing students’ perceived math self-efficacy, the digital intervention improved students’ perceptions of their functionings and future possibilities. What this study specifically underscores is the importance of taking a coherent and purposeful approach toward the design of digital student-directed educational technology, especially for ELL students who may have specific learning needs.  相似文献   

16.
Intelligent tutoring systems often make use of students’ answers to adapt instruction or feedback on a task. In this paper, we explore the alternative possibility of adapting a system based on the perceived affective and cognitive state of a student. A system can potentially better adapt to the needs of each individual student by using non-verbal behavior. We used a new experimental paradigm inspired by ‘brain training’ software to collect primary school children’s answers to easy and difficult arithmetic problems and made audiovisual recordings of their answers. Adult observers rated these films on perceived difficulty level. Results showed that adults were able to correctly interpret children’s perceived level of difficulty, especially if they saw their face (compared to hearing their voice). They paid attention to features such as ‘looking away’, and ‘frowning’. Then we checked whether we could also automatically predict if the posed problem was either easy or difficult based on the first second of their response. This ‘thin-slice analysis’ could correctly predict the difficulty level in 71% of all cases. When trained on sufficiently many recordings, Adaptive Tutoring Systems should be able to detect children’s state and adapt the difficulty level of their learning materials accordingly.  相似文献   

17.
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory ‘drag and drop’ game, whereas the other group (N = 107) played an existing ‘drag and drop’ memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation.  相似文献   

18.
This paper investigates a ‘grand’ educational technology innovation through theoretical lenses inspired by 10 and 11 work. Through taking this approach it is possible to show how ideas about the form of the innovation and perceptions of its ultimate ‘success’ or ‘failure’, varied between stakeholder groups. The project was pedagogically effective and popular with students, but was difficult to ‘sell’ to academics, had no senior management sponsor, and was unable to bring about cultural change in the institution despite the capital funding designed to do just that. Although many pedagogical lessons were learned, and have since been applied in other learning spaces around the host campus and elsewhere, these successful disseminations of changed practice were not in accordance with the objectives of key stakeholders. Therefore, they went unconsidered when decisions were taken about the project’s sustainability: hence the notion of ‘invisible success’. The project’s ‘failure’ is only apparent when viewed from certain perspectives; nevertheless, these perspectives are those of the powerful (or in 8 and 9 terms, those possessing capital and academic power) and are the consequence of deeply-rooted structural features in HE, which include funding models, risk-averseness, and fragmented responsibilities.  相似文献   

19.
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a preliminary study that investigates the key motivating factors affecting learning among university undergraduate students taking computer programming courses. These courses are supported by an e-learning system – Programming Assignment aSsessment System (PASS), which aims at providing an infrastructure and facilitation to students learning computer programming. A research model is adopted linking various motivating factors, self-efficacy, as well as the effect due to the e-learning system. Some factors are found to be notably more motivating, namely, ‘individual attitude and expectation’, ‘clear direction’, and ‘reward and recognition’. The results also suggest that a well facilitated e-learning setting can enhance learning motivation and self-efficacy.  相似文献   

20.
One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants in a digital universe where multiple technologies are present (so that video games are just one of several digital tools). We present several examples derived from specific projects carried out in formal and informal educational contexts, in action research and from ethnographical perspectives. As participant observers in and outside the classroom, we designed workshops as innovative educational contexts; all the sessions were video and audio recorded. Our analysis adopted a socio-cultural perspective. Several preliminary results clearly appeared: (a) Children playing commercial games inside and outside classrooms produce different writing texts depending of the context in which they are generated; (b) using video games combined with other digital technologies seems to be an effective way of introducing children to the content and structure of games considered as dynamic systems; (c) using and reflecting on video games in and outside the school, via discussions in digital media such as blogs or pictures, can contribute to the development of digital literacies as a way of using multimodal discourses. Our main goal at this moment is to design digital materials capable of supporting teachers’ and families’ use of games and in particular, to reveal the rules that organize their structure, codes and symbolic universe.  相似文献   

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