173 resultados para Interdisciplinary projects

em Deakin Research Online - Australia


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When I was asked to review this book, I was immediately intrigued by the title. As someone influenced by the philosophical legacy of phenomenology and existential humanism through Husserl, Heidegger and Sartre, I have always understood the project as a life-project of which I am the author seeking to overcome the facticity, or the inescapable conditions of my existence, in order to realise myself in the world. Such a project takes courage: in pro - jecting myself into the world I simultaneously find and lose myself, but without this attempt I do not exist at all. In recent years I have come to increasingly question this account of the human project. Could the idea of ‘collaborative projects’ be a more positive way of seeing the social world in which I live, as a world where other people are not simply an obstacle to my self-realisation?

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The widening gap between architects and clients and the associated problems in the management of their relationship have long been recognised by practitioners and researchers alike. An emerging trend in recent studies is to develop descriptive models to describe behavioural characteristics of relationships based on observations of ' real world' practice, indicating the significance of understanding the complexities of the social environment in which the architect-client relationship is within. This research built upon the work of past descriptive models by exploring the architect-client relationship on house projects with a focus on the client's voice. It is an interdisciplinary study drawing theory from sociology to further understand this built environment industry problem. Sixty-nine percent of architects in Australia spend some of their work time on house projects and therefore improvements in this area can have significant impact on a considerably large portion of the profession. Habitus theory borrowed from sociology explains that the nature of architecture as a specialised activity places architects within an architectural habitus, distinguishing them from clients who are .not trained in the field. An underlying premise of thi s study is that a mismatch between the architect and client's habituses occurs as they enter into a relationship on the house project. This phenomenon is termed habitus shock, referring to the client 's experience of disorientation as they are confronted with an unfamiliar architectural habitus on the project. Culture shock theory is examined for its contribution to explain the process to which the client adjusts to the unfamiliar environment during habitus shock. The habitus shock model proposed in this paper suggests that the client may achieve learning during habitus shock and it is this client learning that can lead to successful relationships.

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This article looks at how social and participatory media can be used to strengthen interdisciplinary literacy and connects the multimodality of social environments with Middle-Years Mathematics curriculum and delivery. The article reports on part of an eighteen months action research study in an Australian public high school within the author's two Year 8 Mathematics classes. The article provides student samples from within these classes as it contributes evidence and analyses that may help to inform teachers from across subject areas to recognise and implement literacy practices, not as an isolated classroom activity, but across their disciplines. By taking a more ‘social’ approach to designing projects for Middle-Years Mathematics, this study supports concepts of literacy as a social, cognitive and cultural practice.

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While the literature provides a strong conceptual justification for Interdisciplinary Research (for example: Klein 1990, 1996; Sherif & Sherif, 1969) and a number of studies document the benefits and challenges of such studies (such as: Slatin, Galizzi, Melillo & Mawn 2004; Rhoten, 2004; Lynch 2006; Jacobs & Frickel 2009), there are surprisingly few empirical analyses of the reasons why individual researchers become involved in Interdisciplinary Research projects. Responding to this gap in the extant literature, the current study was undertaken to identify individual influences and motivations for participating in Interdisciplinary Research projects. In this paper we report findings that emerged from 30 interviews with researchers from a wide range of disciplines, as well as different stage of career, on the major reasons why they are drawn to Interdisciplinary Research. As part of the paper we also report the extent to which participants agreed or disagreed with a variety of pitfalls identified in the literature as potential impediments or deterrents to individuals becoming involved in Interdisciplinary studies.

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The author and associated researchers have in previous projects adapted videogame technology for design in the context of architectural design education. This paper reflects on this body of research: the original motivations and aspirations; what threads may be productively revisited; how contemporary shifts to parametric design and building information modelling may be incorporated; and considers how some aspects of game play, in particular competition, may seed Interdisciplinary Design environments for Engineering and Architecture (IDeEA).

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The 200 years of apprentice/master tradition that underpins the atelier studio system is still at the core of much present-day architectural design education. Yet this tradition poses uncertainties for a large number of lecturers faced with changes in the funding of tertiary education. With reductions in one-to-one staff/student contact time, many educators are finding it increasingly difficult to maintain an atelier teaching model. If these deficiencies remain unchecked and design-based schools are unable to implement strategies to reduce the resource intensity of one-to-one studio teaching programmes, then, for many higher-education providers, current architectural education may be based on an untenable course structure. Rather than spreading their time thinly over a large number of individual projects, an increasing number of lecturers are setting group projects. This allows them to coordinate longer and more in-depth review sessions on a smaller number of assignment submissions. However, while the group model may reflect the realities of the design process in professional practice, the approach is not without shortcomings as a teaching and learning archetype for the assessment of individual student skill competencies. Hence, what is clear is the need for a readily adoptable andragogy for the teaching and assessment of group design projects. The following is a position paper that describes – with a focus on effective group structures and assemblage and fair assessment models – the background, methodology and early results of a Strategic Teaching and Learning Grant currently running at the School of Architecture and Building at Deakin University in Australia.

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We examine the awareness of potential volunteers (n = 360) living near nine community-based shorebird conservation projects. About half of the people sampled (54%) were unaware of the nearest project. Awareness of interviewees varied substantially among projects (28-78%). Apart from gaining awareness of projects through membership of natural history groups (43%), many respondents heard of projects through friends and relatives (20%), rather than through media such as newspapers (14%) and television (2.3%). We demonstrate that community-based projects can be quantitatively and critically assessed for awareness. The use of rapid, cost-effective assessments of awareness levels has application in many conservation projects.

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We evaluated an Internet-based psychological intervention supported by either general practitioners or psychologists (Panic Online), and a Primary-care Evidence-based Psychological-interventions (PEP) strategy which involves training GPs to deliver specific psychological interventions.

Economic modelling suggests that Panic Online is cost-effective when supported by either GPs or psychologists.

Threshold analysis of the psychological training of GPs suggests that a modest effect size for clinical benefit would be sufficient to provide an acceptable cost-effectiveness ratio.

The sustainability of these approaches depends on a range of factors, including funding, workforce availability, and acceptability to consumers and health care providers.

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This paper outlines an introductory course in software engineering undertaken by computing students at Deakin University. The course focuses on areas of that are often not emphasized in introductory software engineering. These areas include formal problem solving, management of software development, communication, and working in groups. The approach includes the application of concepts in a collaborative group setting. Enhancements to the course have been made over a number of semesters and evidence suggests that our overall approach is working. The skills acquired by students taking this course can be applied to later courses in software engineering, particularly the capstone project course, and to professional life

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What is evident in recent literature reviews of the use of Information and Communication Technologies (ICT) in Education is the lack of accessible documentation on the development of, and participation in, collaborative online projects by educationalists. (Blackmore et. al. 2002, Downes et. al. 2001). The major source of information comes in the form of anecdotal evidence from teachers, project facilitators and organisations (Gragert 2000, Carr 2001, Tate 1998, Robertson 1999). Other literature reviews and research that focus on the use of ICT in education have significant gaps in this area and yet it is increasingly promoted in educational policy and supported and promoted by education systems.

This paper identifies and explores the extent and impact of educational technology in the context of collaborative online projects in a global educational community. A general identification of a wide range of local and international collaborative online projects and the groups/communities in which they operate, is followed by a closer look at a selection of case study projects. The case study projects have been selected for their potential to provide new perspectives on the role of technology in education and its potential impact on teaching and learning in a global context.

This paper provides definitions and examples of collaborative online projects, their history and their diversity. It explores the level of participation afforded by the projects and presents a detailed section that focuses on a sample of projects. The collaborative online projects in the case study section are The Environmental Mystery Competition, The First People's Project, Lewin - an Anthology of Children's' Writing and The Teddy Bear Project. The case study projects will be looked at from the perspective of the project facilitators and project participants. In many of the projects items such as books and calendars are products of the projects. Examples of these items will be shown in the presentation.

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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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Designing a successful web project requires understanding not only of its owner's business and technological needs, as well as having the substantial management and development experience, but it also depends on a thorough knowledge of the system's application domain and of other existing systems in the domain. In order to gather such domain knowledge, it is necessary to identify the nature of the proposed web services venture with regards to other similar services offered in the domain, the business setting of enterprises that initiate such ventures, the various types of customers involved, and how these factors translate into requirements. In this paper, we present an approach to studying the domain of web-enabled Human Resource and payroll services with the aim of attaining design knowledge that would ensure customer satisfaction and could eventually pave the way to the successful implementation of web-enabled services.

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The demolition activities of buildings produce numerous environmental pressures as a large proportion of demolition waste materials are sent to landfill directly in many projects. Web-based waste exchange systems could provide right solutions for releasing these pressures. Because the approaches adopted in current waste exchange systems are inefficient, these systems cannot generate waste exchange, not achieving their final goal, environmental protection. The Just-in-time (JIT) philosophy has been applied in the manufacture industry for decades and it is proven to be effective to eliminate or minimise inventory during production. This research aims to adopt the JIT philosophy into a demolition project management informapon system so that the system is more efficient in handling waste exchange. The system structure, key components and Just-in-time adoption are proposed and identified. Finally, a proto typed system is demonstrated.