60 resultados para Engineering, Electronics and Electrical|Computer Science


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In 2000 a consortium headed by Deakin University was funded by the Victorian Department of Education, Employment and Training to develop a model of effective teaching and learning for science in schools from P-10. Initially working with 27 study schools, the Project has continued in 2001 with 126 participating schools. This paper will discuss the model for school and classroom change that we have been developing, with a particular focus on the change strategies being used by the research team and in the participating schools. Central to the model has been the appointment in each school of a SiS (Science in Schools) coordinator with time release and additional funding for resources. The Coordinator has used strategies including mapping each participating teacher against the eight components of effective teaching and learning (the SiS components); student preferences surveying; auditing of curriculum, resources and school policy; and team planning of priorities, actions, implementation and monitoring strategies. The emphasis has been on school ownership of the change process and the school leadership has been identified as central to its success. As well as focusing on actions in schools the paper will also discuss the research process from the research team's perspective.

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Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure activities in their lives; and issues of interpretation, representation and response entailed in playing with real or virtual partners in cyberspace.

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This thesis offers an account of the history and effects of three curriculum projects sponsored by the Australian Human Rights Commission between 1983 and 1986. Each project attempted to improve observance of human rights in and through Australian schools through participatory research (or critical educational science). That is, the research included, as a conscious feature, the effort to develop new forms of curriculum work which more adequately respect the personal and professional rights of teachers, especially their entitlement as persons and professionals to participate in planning, conducting and controlling the curriculum development, evaluation and implementation that constitutes their work. In more specific terms, the Australian Human Rights Commission's three curriculum projects represented an attempt to improve the practice and theory of human rights education by engaging teachers in the practical work of evaluating, researching, and developing a human rights curriculum. While the account of the Australian Human Rights Commission curriculum project is substantially an account of teachers1 work, it is a story which ranges well beyond the boundaries of schools and classrooms. It encompasses a history of episodes and events which illustrate how educational initiatives and their fate will often have to set within the broad framework of political, social, and cultural contestation if they are to be understood. More exactly, although the Human Rights Commission's work with schools was instrumental in showing how teachers might contribute to the challenging task of improving human rights education, the project was brought to a premature halt during the debate in the Australian Senate on the Bill of Rights in late 1985 and early 1986. At this point in time, the Government was confronted with such opposition from the Liberal/National Party Coalition that it was obliged to withdraw its Bill of Rights Legislation, close down the original Human Rights Commission, and abandon the attempt to develop a nationwide program in human rights education. The research presents an explanation of why it has been difficult for the Australian Government to live up to its international obligations to improve respect for human rights through education. More positively, however, it shows how human rights education, human rights related areas of education, and social education might be transformed if teachers (and other members of schools communities) were given opportunities to contribute to that task. Such opportunities, moreover, also represent what might be called the practice of democracy in everyday life. They thus exemplify, as well as prefigure, what it might mean to live in a more authentically democratic society.

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Requirements engineering is a commencing phase in the development of either software applications or information systems. It is concerned with understanding and specifying the customer's requirements of the system to be delivered. Throughout the literature, this is agreed to be one of the most crucial and, unfortunately, problematic phases in development. Despite the diversity of research directions, approaches and methods, the question of process understanding and management is still limited. Among contemporary approaches to the improvement of the current practice of Requirements Engineering, Formal Object-Oriented Method (FOOM) has been introduced as a new promising solution. The FOOM approach to requirements engineering is based on a synthesis of socio-organisational theory, the object-oriented approach, and mathematical formal specification. The entire FOOM specification process is evolutionary and involves a large volume of changes in requirements. During this process, requirements evolve through various forms of informal, semi-formal, and formal while maintaining a semantic link between these forms and, most importantly, conforming to the customer's requirements. A deep understanding of the complexity of the requirements model and its dynamics is critical in improving requirements engineering process management. This thesis investigates the benefits of documenting both the evolution of the requirements model and the rationale for that evolution. Design explanation explains and justifies the deliberations of, and decisions made during, the design activity. In this thesis, design explanation is used to describe the requirements engineering process in order to improve understandability of, and traceability within, the evolving requirements specification. The design explanation recorded during this research project is also useful in assisting the researcher in gaining insights into the creativity and opportunistic characteristics of the requirements engineering process. This thesis offers an interpretive investigation into incorporating design explanation within FOOM in order to extend and advantage the method. The researcher's interpretation and analysis of collected data highlight an insight-driven and opportunistic process rather than a strictly and systematically predefined one. In fact, the process was not smoothly evolutionary, but involved occasional 'crisis' points at which the model was reconceptualised, simplified and restructured. Therefore, contributions of the thesis lie not only in an effective incorporation of design explanation within FOOM, but also a deep understanding of the dynamic process of requirements engineering. The new understanding of the complexity of the requirements model and its dynamics suggests new directions for future research and forms a basis for a new approach to process management.

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In this paper, an advanced virtual engineering educational program developed at University of South Australia for both on-campus and off-shore students will be studied. This extensive training program is based on a comprehensive online tutorial and comprises both face-to-face and online learning. The program provides a tailored evaluation format to ensure that all postgraduate students, including course work and research students, will have appropriate exposure to updated learning skills and research resources. Although the internet (WWW) is the primary resource being used in this educational program, other resources such as video conference, video taping, and face-to-face lecturing have also played a role in promoting engineering teaching and research excellence. The feedback from students in recent years has been very encouraging, showing increased information literacy skills and improved researching abilities. As off campus class numbers have increased, further development of the program to meet their requirement has been a priority.

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In this paper, an advanced virtual program in engineering education developed at the University of South Australia for both on-campus and offshore students is described. This extensive training program is based on a comprehensive online tutorial and comprises both face-to-face and online learning. The program provides a tailored evaluation format to ensure that all postgraduate students, including those doing coursework and research, will have appropriate exposure to updated learning skills and research resources. Although the internet is the primary resource used in this educational program, other resources, such as videoconferencing, video-taping and face-to-face lecturing, have also played a role in promoting engineering teaching and research excellence. The feedback from students in recent years has been very encouraging, and students have shown increased information literacy skills and improved researching abilities. As off-campus class numbers have increased, further development of the program to meet their requirements has been a priority.

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Objective : To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games.

Design : Cross sectional comparison of four computer games.

Setting : Research laboratories.

Participants : Six boys and five girls aged 13-15 years.

Procedure : Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports).

Main outcome measure : Predicted energy expenditure, compared using repeated measures analysis of variance.

Results : Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games.

Conclusions :
Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

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This paper examines the complex connections between literacy practices, the use of information and communication technologies (ICTs) and disadvantage. It reports the findings of a year-long study which investigated the ways in which four families use ICTs to engage with formal and informal literacy learning in home and school settings. The research set out to explore what it is about computer-mediated literacy practices at home and at school in disadvantaged communities that make a difference in school success. The findings demonstrate that the 'socialisation' of the technology - its appropriation into existing family norms, values and lifestyles - varied from family to family. Having access to ICTs at home was not sufficient for the young people and their families to overcome the so-called 'digital divide'. Clearly, we are seeing shifts in the meaning of 'disadvantage' in a globalised world mediated by the use of new technologies. New definitions of disadvantage that take account not only of access to the new technologies but also include calibrated understandings of what constitutes the access are required. The article concludes that old inequalities have not disappeared, but are playing out in new ways in the context of the networked society.

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This article examines the complex connections between literacy practices, the use of information and communication technologies (ICTs) and disadvantage. It reports the findings of a year-long study which investigated the ways in which four families use ICTs to engage with formal and informal literacy learning in home and school settings. The research set out to explore what it is about computer-mediated literacy practices at home and at school in disadvantaged communities that makes a difference in school success. The findings demonstrate that the 'socialisation' of the technology--its appropriation into existing family norms, values and lifestyles--varied from family to family. Having access to ICTs at home was not sufficient for the young people and their families to overcome the so-called 'digital divide'. The article concludes that old inequalities have not disappeared, but are playing out in new ways in the context of the networked society.

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Optimizing broadcasting process in mobile ad hoc network (MANET) is considered as a main challenge due to many problems, such as Broadcast Storm problem and high complexity in finding the optimal tree resulting in an NP-hard problem. Straight forward techniques like simple flooding give rise to Broadcast Storm problem with a high probability. In this work, genetic algorithm (GA) that searches over a population that represents a distinguishable ‘structure’ is adopted innovatively to suit MANETs. The novelty of the GA technique adopted here to provide the means to tackle this MANET problem lies mainly on the proposed method of searching for a structure of a suitable spanning tree that can be optimized, in order to meet the performance indices related to the broadcasting problem. In other words, the proposed genetic model (GM) evolves with the structure of random trees (individuals) ‘genetically’ generated using rules that are devised specifically to capture MANET behaviour in order to arrive at a minimal spanning tree that satisfies certain fitness function. Also, the model has the ability to give different solutions depending on the main factors specified such as, ‘time’ (or speed) in certain situations and ‘reachability’ in certain others.

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This article reports real-time observations and detailed modeling of the transient response of thin aqueous films bounded by a deformable surface to external mechanical and electrical perturbations. Such films, tens to hundreds of nanometers thick, are confined between a molecularly smooth mica plate and a deformable mercury/electrolyte interface on a protuberant drop at a sealed capillary tube. When the mercury is negatively charged, the water forms a wetting film on mica, stabilized by electrical double layer forces. Mechanical perturbations are produced by driving the mica plate toward or by retracting the mica plate from the mercury surface. Electrical perturbations are applied to change the electrical double layer interaction between the mica and the mercury by imposing a step change of the bias voltage between the mercury and the bulk electrolyte. A theoretical model has been developed that can account for these observations quantitatively. Comparison between experiments and theory indicates that a no-slip hydrodynamic boundary condition holds at the molecularly smooth mica/electrolyte surface and at the deformable mercury/electrolyte interface. An analysis of the transient response based on the model elucidates the complex interplay between disjoining pressure, hydrodynamic forces, and surface deformations. This study also provides insight into the mechanism and process of droplet coalescence and reveals a novel, counterintuitive mechanism that can lead to film instability and collapse when an attempt is made to thicken the film by pulling the bounding mercury and mica phases apart.

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Research on student attitudes and aspirations towards science has been an increasing focus of concern in the past decade. Much of this is driven by a growing concern about students’ lack of interest in the further study of science in advanced societies. Because attitude to science is a multifaceted construct, the chapter first reviews research into attitudes in order to develop principles for its meaningful measurement. We then explore the main features of student responses to science and examine the common assertion that there is a negative downward trend as many have suggested. Recent research clearly shows a negative correlation between a country’s developmental index and student attitudes to science. The effects of gender, teacher quality and pre-adolescent experience on student attitudes and aspirations towards science are examined in some detail, as well as a number of other factors in attempting to understand the complex pathways and choices that students make throughout their schooling about the study of STEM subjects. The construct of identity is used to make sense of the variety of attitudes and aspirations of students towards science, with particular emphasis on gender and youth in post-industrial societies. Finally, the role of enrichment experiences in science is examined, as a real and potential influence on student engagement with science.

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Estimates of body fat based on anthropometric measurements were compared in two groups of females, one from the local community and the other from the 1984 Australian Olympic Team. Estimates of body fat based on electrical impedance measurements were also made for the community group. For estimates of total body fat based on skinfold measurements, a significant difference of approximately 1 kg fat/m2 was observed between athletes and non-athletes. In the group of non-athletes estimates of fat based on skinfold measurements were significantly higher than those based on body mass index, with estimates from electrical impedance falling between. Electrical impedance measurements may provide a means of estimating body fat which takes into account differences in fat distribution and in the ratio of fat to fat-free tissue and may thus overcome the problems associated with estimates based on measurements of subcutaneous fat (skinfolds) or body size which do not allow for these differences.