70 resultados para Community organization - Technological innovations


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An investigation of junior primary school children's use of computer-based music technology found that, with active support from teachers, young children were able to participate effectively in relatively complex musical processes, with particular regard to listening, performing and composing, thus extending the traditional scope of young children's music education.

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This project consists of an exegesis and a series of hand embroidered textile works. It investigates ontological issues associated with life inside the digital age, and thereby locates the renewal of interest in the handmade, as being a direct "felt" response to the processes of de-realisation inherent in digital society.

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The research contributes original knowledge about an e-learning model for music education delivery in schools. An innovative project called 'Compose' which combines a range of developments and resources based on computer technology with specific initiatives to addess the identified barriers to composition was designed. This model offers a potentially viable way to make the expertise of music specialists available online in primary classrooms where such expertise would not normally otherwise be available.

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A folio-based doctoral study comprising a dissertation, a major literature review, and a website. The dissertation identified key dimensions of blended learning environments created by the teachers in the study. These environments were characterised by different media blends and learning activities underpinned by resource-based learning approaches to teaching and learning.

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Melding is a new approach to joining advanced composite materials and components. The research focused on characterizing the nature of composite materials joined by the melding process. The outcomes of the thesis demonstrate that melding produces joints that are equivalent to monolithic material.

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Major findings include: students who make use of online learning support sites judge that they do make a useful contribution to their academic success. Students especially value the opportunity to access learning support that is free from the time and space restraints of traditional on-campus support service delivery.

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This study examines the relationship among organisational performance, advanced manufacturing technologies and workforce development activities. A model of this relationship is proposed with the workplace needs acting as a mediator between technology and workforce development activities. This survey examined the technology and developmental practices of manufacturing companies in Hong Kong.

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The new communications environment of the 21st century offers unprecedented opportunities for multimodal meaning making, a transformed dynamics of social agency and divergence of discourses. Multi-literacies theory presents a set of educationally useable conceptual schemas and suggestions for an expanded repertoire of literacy practices as a response to these opportunities (Cope & Kalantzis, 2000a). The following discusses the theory and case study of a collaborative application if a set of schemas to address contemporary issues in multiliteracies pedagogy (Cloonan, 2008a).

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Rapid technological innovations are currently occurring in higher education with differential effects on academics, students and ICT. This article, through literature review and author experiences, highlights the potential misperceptions of gender and related learning styles resulting from increased adoption of ICT in higher education. The authors emphasise the need for a collaborative approach between educators, learners, and the people and organisations that drive technological innovation, which contrasts the competitive forces that now abound. The authors also acknowledge the implied positions in dialogues about gender. One response is to initiate understanding at the strategic level and utilise the advances in ICT technologies that enhance connectedness in the educational experience. To improve the education of entrepreneurial managers and leaders, future policies must address the effects and accessibility of online education to meet employer and global technological requirements with equitable outcomes.

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This study offers a multi-faceted response to the question of whether or not network computers can improve citizen power from the perspective of deliberative democratic theory. It concludes that in particular circumstances, computers can enhance citizens' power, and improve deliberation in liberal-democratic forums.

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This research has enhanced the performance of natural fibre composites by optimisation of the cure cycle under Quickstep{u2122} process and treatment time under atmospheric pressure glow discharge plasma. The study has also utilised many characterization methods, theoretical models, and established surface-property relationship to manufacture composites with optimum strength and toughness.

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The book publishing industry has been revolutionised by the technological innovations created by the Internet. Electronic book (e-book) devices such as Kindle by Amazon, Nook by Barnes and Noble and the iPad by Apple are relatively new technological innovations that will change the way individuals purchase and read books. The purpose of this paper is to examine the factors that will lead to a person adopting an e-book device. In this paper, a social cognitive theoretical framework is utilised to understand an individual’s intention to adopt an e-book device like the Kindle, Nook or iPad. A conceptual model is proposed, which focuses on the antecedents to a person’s adoption behaviour and is empirically tested through a survey of Australian youths. A portion of the conceptual model is supported. This suggests that marketing has an effect on a person’s intention to adopt an e-book device, which is mediated by their entrepreneurial orientation. The conceptual model proposed and tested has implications for the e-book industry as it demonstrates the internal and external environmental factors that influence adoption behaviour. The paper highlights for the book industry the important areas of e-commerce and m-commerce and how technological innovations are influenced by environmental factors. More recently, m-commerce has increased in usage as people can buy an electronic book via their e-book device anywhere in the world. E-book devices are a mobile device that people adopt in different ways depending on environmental factors

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Electronic books (e-books) are rapidly gaining popularity as a technological innovation that will change the way people read books. A social cognitive perspective to understand how a person adopts an e-book device is utilised in this paper to empirically test the results of a survey. A portion of the conceptual model is supported by the results of the survey that demonstrates the importance of an individual's ethics and entrepreneurial orientation to the adoption behaviour they have about e-book devices. This paper highlights for practitioners the importance of focusing on marketing the ethical and innovativeness of e-book devices.

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Clouicomputing is an emerging service technology that has ethical and entrepreneurial implications. Due to technological innovations increasing the attention placed on cloud computing services, more people are focusing on the security and privacy issues determined by ethical guidelines and how the technology is evolving as an entrepreneurial service innov.ation. This paper presents a theoretical perspective on how a person adopts cloud computing. The literature on technology innovation and adoption behaviour is examined with a focus on social cognitive theory. A theoretical framework is then presented, which indicates a number of propositions to describe the intention of a person to adopt cloud computing services. The role of technology marketing capability, sustained learning and outcome expectancy are included in helping to understand the role of cloud computing applications. Suggestions for future research and practical implications are stated.

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Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

The contributors use the interaction between the theoretical frameworks of games as text and games as action to explore a wide of range of issues relevant to the teaching of English and literacy. These include understanding games as media texts, the place of digital culture in young people's lives, the narrative and visual design components of games, exploring concepts of role play and identity in games, the potential for games to engage disengaged students, and issues of gender and social interaction in game playing.