83 resultados para virtual worlds working group


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Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn't without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort?. © 2010 Helen Farley, Sue Gregory, Allan Ellis, Geoffrey Crisp, Jenny Grenfell, Angela Thomas & Mathew Campbell.

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Medulloblastoma is curable in approximately 70% of patients. Over the past decade, progress in improving survival using conventional therapies has stalled, resulting in reduced quality of life due to treatment-related side effects, which are a major concern in survivors. The vast amount of genomic and molecular data generated over the last 5-10 years encourages optimism that improved risk stratification and new molecular targets will improve outcomes. It is now clear that medulloblastoma is not a single-disease entity, but instead consists of at least four distinct molecular subgroups: WNT/Wingless, Sonic Hedgehog, Group 3, and Group 4. The Medulloblastoma Down Under 2013 meeting, which convened at Bunker Bay, Australia, brought together 50 leading clinicians and scientists. The 2-day agenda included focused sessions on pathology and molecular stratification, genomics and mouse models, high-throughput drug screening, and clinical trial design. The meeting established a global action plan to translate novel biologic insights and drug targeting into treatment regimens to improve outcomes. A consensus was reached in several key areas, with the most important being that a novel classification scheme for medulloblastoma based on the four molecular subgroups, as well as histopathologic features, should be presented for consideration in the upcoming fifth edition of the World Health Organization's classification of tumours of the central nervous system. Three other notable areas of agreement were as follows: (1) to establish a central repository of annotated mouse models that are readily accessible and freely available to the international research community; (2) to institute common eligibility criteria between the Children's Oncology Group and the International Society of Paediatric Oncology Europe and initiate joint or parallel clinical trials; (3) to share preliminary high-throughput screening data across discovery labs to hasten the development of novel therapeutics. Medulloblastoma Down Under 2013 was an effective forum for meaningful discussion, which resulted in enhancing international collaborative clinical and translational research of this rare disease. This template could be applied to other fields to devise global action plans addressing all aspects of a disease, from improved disease classification, treatment stratification, and drug targeting to superior treatment regimens to be assessed in cooperative international clinical trials.

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PURPOSE: The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with intellectual disability that they supported.

METHOD: Five educators who supported a total of 10 adult students with intellectual disability in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis.

RESULTS: Participants were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world.

CONCLUSIONS: Some people with intellectual disability can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many people is high and consequently expensive.

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This thesis explores how academics in higher education experience virtual worlds as pedagogical places. Using the virtual world Second Life™ as a lens, I examine the changing nature of embodiment, pedagogy and place for academics and the significance these changes have for academic identity and practices.

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A narrative interpretative research methodology was used to investigate collaboration between higher education students and an art educator with the aim of establishing a community of learners. Located, Cloud based and graphically built 3D virtual, socially networked, e-learning environments were used to encourage synchronous and asynchronous student participation in authentic learning and collaborative art practice. Discussion focuses on art educator observations, student visual journal entries, their virtual exhibition of artworks on Deakin Art Education Island in Second Life and student evaluations of the unit Navigating the Visual World. It was concluded that immersion in an e-technology rich blended learning environment resulted in the establishment of an effective e-learning community of art.

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In today’s changing economy, moving rapidly beyond industrial and information priorities, the creative arts, industries and enterprises have a powerful capacity for transforming a society’s cultural and economic capabilities and growth. One of the greatest challenges for present and future workplace participants in the context of this rapid change is the need to adapt to changing roles within a capitalism which has moved beyond a focus on the production of commodities to a greater social and economic flexibility. Gee talks of the ‘new capitalism’ requiring ‘shape-shifting portfolio people’ , creative and entrepreneurial individuals who can take on multiple identities. The key to managing this change is to focus on building a capacity to design new identities, affinity groups and networks. The virtual villages project described in this paper is a creative response to building ‘shape-shifting’ skills, focusing on the power of narrative immersion through virtual world environments to explore issues for rural and regional communities. The project aims to assist local communities in geographically diverse regions to develop their capacities for designing new identities through participating in the creation of digital storylines and characters for problem-solving. This will also have the outcome of an expanded affinity group (the project participants and their digital audiences) and potentially global networks (the archipelago). The concept of virtual villages utilizes associational narrative techniques, exploring portals of virtual worlds, thresholds of community discovery and fragments of narrative as the framework. Developing associational narratives which explore and share creative problem solving across diverse virtual villages will provide both individuals and the community with the ‘shape-shifting’ capacity to situate themselves beyond current community networks and identities.

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In this paper the author reports on the introduction of the flipped classroom integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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In recent times, Virtual Worlds such as Second Life have generated substantial publicity due to the participation of Fortune 500 companies, and other public and private organisations. As practitioners continue to discuss how organisations could derive business value from Virtual Worlds, new security and ethical issues in Virtual Worlds have emerged to challenge Virtual World users and stakeholders. This paper discusses privacy, intellectual property and a host of other security and ethical issues in Virtual Worlds. It contributes to practice and research by (i) providing insight into emerging security and ethical issues in Virtual Worlds, (ii) analysing the implication of these issues, within and beyond Virtual Worlds, and (iii) raising awareness on security and ethics among Virtual World users and stakeholders.

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The ability to communicate effectively as part of a virtual team working in the online environment is a valuable skill to have in the modern e-workplace. Such skills can be difficult to develop in undergraduate students. This paper reports on a professional practice unit situated in a web 2.0 environment that aims to develop students' teamwork skills. The paper also reports on research that sought to gain understanding of the student experience of interacting online in virtual teams. The results showed that students value the virtual teamwork experience, finding it useful and relevant for their future careers. The student perceptions of various aspects of virtual teamwork have improved with each subsequent offering of the unit.

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There is a perception that Building Conservation as a career is different from the mainstream, and it appears to be more attractive to women - at whatever level - than many other careers in the construction industry. Whilst recruitment and publicity can be targeted, the culture within the construction industry can be a barrier to entry for anyone that is "different." As Clara Greed (1999) discovered in her research "the traits, beliefs and lifestyle peculiar to the construction tribe" can inhibit the entry to the industry of a number of groups outside the traditional pool. The growth of women in the workforce generally (some 50% according to Turrell et al, 2000) is nowhere near being matched within the construction industry as a whole - the Construction Industry Board placed it at around 8.6% in 2000 across all positions. The various UK industry and professional bodies are actively supporting the need to attract women, with the CITB saying they want a 10% year on year increase in participation, the RICS have their own Raising the Ratio working group and the RIBA have carried out research to find out "why women leave architecture."

Of course the whole of the industry is not unfriendly to women - there are a number of us who have been in the industry for many years and recognise it as a fulfilling and exciting career - a number of women work as surveyors working on historic buildings. The initiatives that are working towards change might have something to learn from Building Conservation - while the shortage of skills is just as severe in work with historc buildings - this area of work holds an attraction to women, not found elsewhere. This paper draws on research carried out to explore some of the reasons for this.

The study involved sending a questionnaire to twenty women already working in Building Conservation (the response rate was over 100%) and arranging for questionnaires to be completed by school students (male and female) choosing university courses in one school (60 questionnaires sent out, with 35 returned at a response rate of 58%)

The research showed that the majority women working in Building Conservation did not agree that men heavily dominated their sector of the industry, whereas within other areas of the construction industry men make up approximately 90% of the workforce. The research found that women often perceived the Construction Industry to be 'cut-throat', 'egotistical' and 'financially beneficial', whereas they thought Building Conservation required 'patience', 'care' and 'attention to detail'.

Of the women who took part in the research, 87% were working in Building Conservation because of a personal interest , and the main aspect of that attarction was history and architecture. The study examined attitudes of school students choosing careers and the research shows that when male and female sixth form students were told what Building Conservation was about and what it involved, 43% would consider a career in it and 49% would be interested in talking part in a work experience placement working with historic buildings. The shortage of people working in Building Conservation could be reduced if more people were educated about the profession in a way relevant to their skills and interests. In order to assist this action, the study examined ways to introduce Building Conservation careers to school girls and drew on the initiatives that the university is doing to promote careers in the built environment to schoolgirls.

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Three-dimensional virtual environments (3dves) are the new generation of digital multi-user social networking platforms. Their immersive character allows users to create a digital humanised representation or avatar, enabling a degree of virtual interaction not possible through conventional text-based internet technologies. As recent international experience demonstrates, in addition to the conventional range of cybercrimes (including economic fraud, the dissemination of child pornography and copyright violations), the 'virtual-reality' promoted by 3dves is the source of great speculation and concern over a range of specific and emerging forms of crime and harm to users. This paper provides some examples of the types of harm currently emerging in 3dves and suggests internal regulation by user groups, terms of service, or end-user licensing agreements, possibly linked to real-world criminological principles. This paper also provides some directions for future research aimed at understanding the role of Australian criminal law and the justice system more broadly in this emerging field.