87 resultados para Skype, crittografia, sicurezza, intercettazioni, peer-to-peer.


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In recent years, various forms of group work have been introduced in university courses across various subject domains, including construction management courses. Although the use of group work in higher education has sound pedagogical reasons and advantages, group work has its own drawbacks. Therefore, the acceptance by students and the success of group work critically depend on a fair and credible assessment of the group process. In this paper, the implementation of different approaches to peer assessment (PA) of individuals’ contributions to group projects in two core units in an undergraduate construction management course in an Australian university is reported. The effectiveness of the adopted PA approaches have been evaluated and validated by students. It has been found that contrary to doubts of the sufficiency of a simplistic approach to PAs, the fairness of a PA approach does not necessarily depend on its complexity. Besides, voluntary group discussions, learning and collaboration are found to aid in improving each of the group’s camaraderie. Hence, it is recommended that academics should develop both a structured methodology to progressively encourage group members to work cohesively in teams and effective PA approaches that measure individual member’s contribution.

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Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.

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Peer-to-peer (P2P) networks are gaining increased attention from both the scientific community and the larger Internet user community. Data retrieval algorithms lie at the center of P2P networks, and this paper addresses the problem of efficiently searching for files in unstructured P2P systems. We propose an Improved Adaptive Probabilistic Search (IAPS) algorithm that is fully distributed and bandwidth efficient. IAPS uses ant-colony optimization and takes file types into consideration in order to search for file container nodes with a high probability of success. We have performed extensive simulations to study the performance of IAPS, and we compare it with the Random Walk and Adaptive Probabilistic Search algorithms. Our experimental results show that IAPS achieves high success rates, high response rates, and significant message reduction.

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This paper considers the possibility of gender bias in peer ratings for contributions to team assignments, as measured by an online self-and-peer assessment tool. The research was conducted to determine whether peer assessment led to reliable and fair marking outcomes. The methodology of Falchikov and Magin was followed in order to test their finding that gender has no discernable impact on peer ratings. Data from over 1500 participants at two universities enrolled in four different degree programmes were analysed. The research indicates an absence of gender bias in six case studies. The research also found that women received significantly higher ratings than men.

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Social and participatory media offer opportunities to interact and share user-generated content. After some investigation and research, the authors are in their initial stages of using such media to provide a pathway for thinking about learning design in higher education. Using the concept of remixing, the authors aim to creatively blend and manipulate ideas to build a sustainable approach to course/program enhancement. Remixing is touted as one of the most important practices within the field of open educational resources, but it is not mainstream practice in educational thinking or design. This article highlights the authors’ approach and uses their pre-service teacher education program and their previous high school study as an example of remixing. The high school study involved the integration of social and participatory media into the face-to-face classroom; Author 1 was the practitioner researcher in the high school study. This article articulates the use of online social environments at the high school level to highlight concepts of sharing and remixing as a creative and social approach to designing learning in higher education. It also attempts to consider this within a course-wide approach.