121 resultados para experiential marketing, experiential learning


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Our capstone course has undergone a number of evolutionary changes over the past few years. It was restructured to provide more realistic experiential learning with the introduction of larger software development projects involving 'real clients (sponsors)' and larger student teams with a mix of students across disciplines. We have introduced a project management focus into the course that allows for a more structured process of product development. This restructure was possible because the curriculum prior to the project course emphasized teamwork and project management.

This paper provides some background about our capstone course and the significance of the contribution made by two other courses taken earlier in the programme.

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Capstone courses are used extensively in teaching information technology to expose students to realistic, work-like situations, though in a controlled environment. The value of the experiences the student engages in, and the skills and knowledge they develop are not questioned, as they are accepted as a beneficial precursor to professional work. The pedagogical methods used to deliver capstone courses vary across academic programme, institution, country and culture. The research explores information technology students’ preferences for the delivery of capstone projects from three different pedagogical delivery approaches and suggests that students want a certain level of anonymity, but at the same time they want direction and assistance when they determine they require it. Emerging from the findings are several recommendations that developers of capstone
 projects and courses may wish to address.

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The Conceive, Design, Implement and Operate Initiative (CDIO) uses integrated learning to develop deep learning of the disciplinary knowledge base whilst simultaneously developing personal, interpersonal, product, process and system building skills. This is achieved through active and experiential learning methods that expose students to experiences engineers will encounter in their profession. These are incorporated not only in the design-build-test experiences that form a crucial part of a CDIO programme but also in disciplinefocused studies. Active and experiential learning methods are, of course, more difficult to incorporate into distance education. This paper investigates these difficulties and the implications in providing a programme that best achieves the goals of the CDIO approach through contemporary distance education methods.

First, the key issues of adopting the CDIO approach in conventional oncampus courses are considered with reference to the development of the CDIO engineering programmes at the University of Liverpool. The different models of distance based delivery of engineering programmes provided by the Open University in the UK, and Deakin University and the University of Southern Queensland in Australia are then presented and issues that may present obstacles to the future adoption of the CDIO approach in these programmes are discussed.

The effectiveness and suitability of various solutions to foreseen difficulties in delivering CDIO programmes through distance education are then considered. These include the further development, increased use and interinstitutional sharing of technology based facilities such as Internet facilitated access to laboratory facilities and computer aided learning (CAL) laboratory simulations, oncampus workshops, and the development of a virtual engineering enterprise.

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This paper focuses on an Integrated Physical Education Model that links the cyclical model of experiential learning (Kolb, 1971, 1979), the Complete 4MAT System (McCarthy, 1980), and Teaching Games for Understanding (Bunker & Thorpe, 1982). Understanding the similarities between experiential learning and a games-based approach to teaching games may help physical educators to design and to facilitate more beneficial lessons for their students. Key outcomes of successful physical education are students that have the ability to make successful decisions on the field and have awareness of both technical and tactical aspects of games. This discussion of an integrated approach involves playing games, emphasises active involvement, and encourages student decision-making.

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This paper discusses an integrated approach to coaching athletes, which focuses on adapting coaching methods to individual learning style, and developing a tactical awareness of how to play the game alongside technique. An Integrated Coaching Model is proposed that links the cyclical model of experiential learning (Kolb, 1984), the 4MAT System (McCarthy, 1980), and TGfU (Bunker & Thorpe, 1982). Alternative approaches to teaching sport and physical education have been proposed; in particular, discussion in the coaching and physical education literature has debated the merits of tactical versus technical approaches, as opposite ends of a continuum. More recently, a number of authors have indicated that this argument is limited, as learning is complex and varied and should not be reduced to a linear model.

Key aspects of successful coaching are that the players have the ability to make successful decisions on the field and to increase a player’s self-awareness of both technical and tactical game aspects. This discussion of an integrated approach involves playing games, emphasises active involvement, considers player’s learning styles, and encourages democratic decision-making.

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There are natural synergies between action research as a method of inquiry and the practice of cooperative education. In the search to integrate theory and practice, action research is underpinned by a philosophy of experiential learning. Similarly, cooperative education is underpinned by the belief that in order to learn, there also needs to be action. The work of cooperative education students is also founded on data-based reflection is highly context based and usually collaborative; important characteristics of action research (Cardno, 2003). These similarities between action research and cooperative education provide a starting point in conceptualizing the adoption of action research for sport cooperative education projects. How can action research be integrated within cooperative education projects? This paper will discuss the theoretical basis of action research and illustrate through the use of case studies why and how action research has been utilized in cooperative education projects in sport and recreation. Sport students undertake a range of activities in the cooperative education setting. Some complete basic day to day tasks in recreation centers and with sports teams and others act as volunteers in major events. While these types of roles can fulfill desired outcomes for cooperative education program (for student, industry organization and institution), the adoption of action research can add a further dimension because it aims to create change within the setting under investigation. Through the use of cooperative education projects, students are in a unique position to frame a problem, integrate theory, determine action, and implement and evaluate that action. This paper explores how action research is used in cooperative education projects to help develop capabilities for improving practice.

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My thesis examines the link between families, harm and knowledge in a society where knowledge is increasingly the central organising principle (Bohme 1997: 449-450; Stehr 1994: 6), and represents the capacity for action (Stehr 1994: 8). I observed as a consultant in the 1990s that practitioners in family work were able to articulate what works but often unable to articulate why and therefore unable easily to replicate what works. This time coincided with increasing commentary on complexities of living, capacity of families to cope, identification of the scale of family harm, and use of the term 'the knowledge society'. My aim is to identify why what works, works with families exhibiting harmful behaviours and families acquiring knowledge from learning everyday life skills so as to lead less harmful and more fulfilling lives. And by such explanations inform, replicate and scale up practice to benefit more families exhibiting harm. I conceptualise the outcome as a sequence of family, community and policy work in an ecological framework (Bronfenbrenner 1979) within a knowledge society. My method was a year-long action research project with a family support service in New South Wales. I engaged in reflective practice with workers, and a parallel literature review that supported additional reflective practice. I found growing complexity of life requires growing knowledge. I found a distinction between everyday and abstract life worlds, and with families principally acting in the everyday life world. It is a world from which some families and their members seek to escape, often by means of harmful behaviours of neglect, abuse and violence. I substantiated the link that the family support service of my study sees between relationships, behaviours and affects; and I linked this in turn with its therapeutic engagement of the whole family — adults and children, male and female, victims and perpetrators. This engagement involves a process of learning (Rogers 1967: 280) to acquire fulfilling behaviours. It is a process of adult and experiential learning of relationship skills, drawing on under-used reserves of families. Relationship skills form a basis of acquiring other life skills since most require relationships with others to perform life skills. Combining the sequence of family, community and policy work with workers engaging in reflective practice of their work creates capacity for community institutions to replicate and scale up what works and why. Understanding this sequence may assist community institutions to inform policymakers of benefits common to all policy interests of such replication and scaling up. I conceptualise a policy framework of families and knowledge in a knowledge society and two lower level frameworks of process and content of life skills. Implications of these for practice, policy, and theory include a greater distinction between everyday and abstract knowledge and skills; recognition of a sequential process of information, learning, and knowledge; and inclusiveness and fluidity in learning in diverse adult learning settings and in family support professions.

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An expedient approach towards organizing ideas and drafting at the sentence-level, play with phrase structures in the Vygotskyan tradition demonstrates the often unexploited possibilities afforded to composition students through creative experiential learning; circumvents prescriptive pedagogies; and makes explicit a student's tacit awareness of standard grammars and more valued rhetorical conventions.

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The paper discusses the contrast between what is being done and what ought to be done about entrepreneurship education at university level. Research from the Global Entrepreneurship Monitor program demonstrates that entrepreneurship education is an issue of worldwide economic and social significance. It has major policy implications for every nation. The paper briefly discusses the network of entrepreneurship education and experiential learning of which the university is only one component – and not necessarily the most important. The strategic and organizational context of the movement towards more entrepreneurial universities is distinguished from the purely content issue of curriculum designed for aspiring entrepreneurial practitioners. An overview of actual curricula, worldwide, is contrasted with the normative entrepreneurship education framework posited by McMullan and Long (1987). Following consideration of the problems involved in measuring the success of entrepreneurship education programs, a broad, generic template for integrated program development is presented and compared with the approach usually employed in most MBA programs at university business schools. The hierarchical, functionalist approach, symbolized by a pyramid, is contrasted with a more fluid, organic and boundary-crossing approach, symbolized by a wheel. Its central hub is a ‘plus zone’ where lies the deepest challenge for development of entrepreneurship education in a university context.

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Curriculum collaboration between TAFE (vocational college) and universities in Australia has had a chequered history. Attempts to collaborate on curriculum development and delivery have mostly been at the margins of articulation and educational pathways. This study examines a pilot project in dual sector construction management education conducted at RMIT University over a two year period. The study demonstrates the challenges with mutual curriculum development between TAFE and higher education in Australia, and demonstrates the methods utilised to overcome these challenges. The results of the projects reveal that the benefits to students in hands-on experiences, theoretical knowledge gained and practical demonstrations were invaluable and worthy of ongoing research and development. The paper also raises critical questions about flexibility and mobility in educational institutions in Australia.

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Increasingly employers use virtual teams to leverage business knowledge that can solve day to day business problems and create new business opportunities. Consequently, according to Bridgstock, graduates increasingly require virtual teamwork skills such as communication, negotiation and collaboration. The project presented here has researched and trialled the role of a well-designed interactive scenario in developing graduate attributes related to working with others, using virtual business entities across four faculties. One innovative outcome from this has been the scoping and linking of cross-faculty virtual developments into an overarching structure which is easily navigable and engaging for the net generation learner, and capacity building for the university. For clarity, that scaffolding or framework ‘city’ has been called Virtualopolis. This has the potential to link pockets of innovation across the university in the area of experiential learning and virtual work-integrated learning (WIL), the term expolred by Walsh within the context of Briggs' constructive alignment. The prototype workteam scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty’s WIL. By developing the online framework or model Virtualopolis, work-integrated teams assessment can be linked across different business entities, and used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. This model has exciting possibilities of transferability across the higher education sector in the linkage of innovative virtual scenarios to reduce developmental costs, assessment tools/resources targeted specifically to graduate attributes, and virtual teamwork capacity building.

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 The use of an online diplomatic simulation to increase learning outcomes amongst students of MIddle East Politics. The chapter explores the gains to be had from such collaborative online learning, including the increased depth and breadth of knolwedge gained, the defeat of ethnocentricity, high levels of stduent engagement and the changing role of the teacher in this role play as learners become more self-directed.

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One of the key elements of a quality student experience in higher education, outlined in the 2008 Bradley Report on the review of Australian higher education, is access to well-designed and engaging courses that lead to good vocational outcomes. 1 The Virtualopolis project concerns the development of a virtual city or platform which can encompass a community or vocational context for learning resources, linking these to engaging course delivery across disciplines and faculties. It is a virtual community with great potential to scaffold the imaginative immersion of the modem net generation learner. It was designed to incorporate virtual scenarios which were already in use, such as the country town of Bilby and the Pacific-style island of Newlandia, and has expanded to provide a virtual city of Virtualopolis across faculties and disciplines. One of the key strengths of this form of virtual environment is its capacity to focus on graduate attributes across disciplines. Virtualopolis provides access and a virtual city context to an interactive teamwork scenario, to develop attributes related to working with others, interrelating virtual business entities across all faculties. The teamwork scenario has multiple applications, with capacity to be a hurdle requirement, assessment item or training activity depending on the needs of the faculty's Work-integrated Leaming (WIL) policy. By developing the online virtual framework or platform of Virtualopolis, work-integrated team assessment can be used as skills preparation for experiential learning units such as internships, professional experience and workplace-based projects university-wide. It also provides the opportunity to repeatedly reuse the virtual city context for resources to support other courses. The Virtualopolis city and its interactive team scenario will be transferable for future cross-faculty and interdisciplinary virtual developments. Plans are already made for content areas as diverse as community health, nursing, creative arts, international relations and management.

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This paper reports the process and outcomes of the design of a game that educates children about management of privacy online. Using a participatory action research process, children worked with the researchers to develop and play a game which simulates certain aspects of online privacy management and allows for scaffolded experiential learning in a safe environment. The game allows children to develop autonomous skills and understandings, not only for more effective learning but also because it is only through autonomy that children can develop a sense of self which is necessary for understanding what it means to be private. The paper shows that children have quite sophisticated understandings of privacy, compared with some adult perceptions, and that these understandings include awareness of the risks posed by commercial organisations seeking to gather personal data from them. The paper shows how engaging children as research and design participants can lead to more successful approaches in the development of privacy literacy.

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