2 resultados para Multi-Dimensional Random Walk

em Research Open Access Repository of the University of East London.


Relevância:

100.00% 100.00%

Publicador:

Resumo:

The literature on the governance of social-ecological systems increasingly recognizes a key role of bridging organisations (BOs) in transition processes towards sustainability. BOs can be defined as facilitators who allow for interorganisational collaboration. Our paper provides a more nuanced understanding of specific BO activities and their contributions towards urban sustainability. Our analysis is based on applying three complementary methodological angles (drawing on geolocalised data, interviews and action research) to 20 years of urban renovation investments in the city-region of Brussels. We distinguish between multi-scale, multi-actor and multi-dimensional tensions in urban renovation programmes and link these tensions to bridging challenges for BOs. Results suggest that the corresponding three types of bridging roles form a trilemma rather than a trilogy: the BOs in study have mediated one tension by de facto exacerbating another. Lessons from action research suggest that a wider use of temporality and shared language to communicate about urban renovation projects could attenuate the bridging trilemma.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless, a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed the basis for a learning model which was applied to an entry-level Python programming course. Students were thus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning approach, similar to the one which had been used during previous cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach was motivating and enriching for both students and instructors.