921 resultados para Learning Environments


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This study evolves from the broader educational research that indicates the characteristics of the student and the perceptions of the teaching/learning environment influence the quality of student learning. The model of learning developed in the paper is based on Biggs' (1987a) model of student learning together with the congruence model of vocational interests and work environments proposed by Holland (1985,1992). The model of learning was tested using a sample of 826 first year accounting students using structural equation modelling (SEM).

The findings provide substantive information about the learning approaches of students with vocational interests congruent with the task demands of a first year accounting course. Additionally, there is strong support for the association between student perceptions of the teaching/learning environment and approaches to learning. In particular the re specified model of student learning identifies the relationship between student perceptions of the appropriateness of workload and the adoption of a surface approach to learning.

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The extensive introduction of online technologies to support teaching and learning is impacting how teachers teach and students learn. It is also affecting both teaching staff’s and students’ perceptions of what each others’ roles are. The research reported here is part of a larger study that explored different aspects of teaching and learning in online environments. This study was undertaken within an Australian university and involved an institution-wide survey of students. The paper reports on students’ perceptions of their roles as online learners and the expectations they have of online teachers. The outcomes of the research suggest that different cohorts of students have different expectations. These expectations are informed by their mode of study and also by their perceptions of how staff engage with online teaching. Recommendations include proactive management of student expectations by staff, as well as a commitment by staff to meet those expectations.

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There is now a new landscape in educational technology where physical and virtual environments are blended to support learning in university courses. Blended learning has potential to improve learning but there are also challenges, especially in responding to the complexity of two environments and embedding it as a legitimate learning environment. Owing to the newness of the blended learning concept in higher education, little is known about what makes a successful blended learning experience and this paper provides an overview of success factors that are starting to emerge from the literature, research and our practice. It also offers some suggestions for future research.

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The arts have evolved with each society as a means of consolidating cultural and social identity and connecting past with future generations (Russell-Bowie, 2006, p3). Situating the arts within a broader interdisciplinary curriculum, we believe, allows students to discover and explore social issues and their relevance to students' contemporary lives. We argue that creative music making through composition promotes a deeper and more personally relevant teaching and learning experience for teacher education students, particularly when situated within an interdisciplinary framework.

The challenge for us as teacher educators' is to prepare pre-service teachers for both disciplinary and interdisciplinary learning as is required by the Victorian Essential Learning Standards (VELS). At Deakin University, in the Bachelor of Teaching (Primary/Secondary) Degree, the postgraduate unit called Humanities, Societies and Environments; Language and Music Education adopts an interdisciplinary pedagogy that encourages students to learn from each other, share content knowledge and make links between and across VELS domains.

In this paper we reflect on the possibilities exploring of creative music making to enhance the teaching and learning of social education, with particular reference to issues of environmental change. Specifically, we reflect on non-music specialist students' experiences in Semester 1, 2008 using Jeannie Baker's book Window (1991) as a platform to deliberate about the impact of urbanisation on the environment. Through dramatisation and a sonic environment students were able to both further conceptualise issues of social change and their understandings of the power of integrating music across other VELS domains.

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For the past decade I have been engaged as a management consultant in the area of organisational change and development. This has been primarily within international development environments, and all the professional opportunities, challenges and learning they offer. This thesis therefore employs reflexivity to explore professional practices within this context. These practices are primarily considered within the context of an emerging economy dealing with the challenges of globalisation, against a backdrop of tradition and the old vestiges of colonialism and socialism. Of particular interest have been the tensions between humanist and corporate values that emerge when dealing with the people and learning side of organisations, and within a context of what can be broadly defined as 'where west meets east'. These tensions are explored within a values framework and through consideration of some the themes that feature in the area of postcolonial studies. The intention of the study has been to explore some of the meanings and representations that emerge from professional experience, how they are explained and represented, and what the meanings and representations derived might imply in considering the requirements of 'principled' professional practice. The study is built around the work place and the researcher's role within it and therefore draws heavily on personal reflection and reflexivity. The qualitative methodologies employed draw heavily from the literature dealing with critical social science, and in particular that relating to 'narrative inquiry'. Particular consideration is given to the location of self in the research context and the way in which professional knowledge is constructed.

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It is argued in this chapter that we live in the knowledge economy, a term coined by the Organisation for Economic Co-Operation and Development in a report entitled The Knowledge Based Economy (1996). According to this report, the economy has become a hierarchy of networks fuelled by the rapid rate of change in all aspects of life, including learning, which in turn has compressed the world, encouraging the merging of the world's economic and cultural systems. Contemporary economic and social contexts coupled with competing perspectives on the "future" place significant demands upon educators and educational leaders who are increasingly expected to act in futures-oriented ways whilst also remaining true to the professional standards of their present environments (Faculty of Education and Creative Arts, 2003). In response to these issues and internal organisational reviews of Central Queensland University, the revision and renewal of a number of degrees currently being offered by the Faculty of Arts, Humanities and Education have become increasingly necessary. The Bachelor of Learning Management (BLM) is one program that is claimed to be a new and innovative pre-service teaching degree. This chapter explores a project that was undertaken to investigate current student perceptions of the extent to which the BLM has met these claims. Of particular interest was, firstly, student satisfaction with and achievement in the degree and, secondly, the extent to which the BLM has managed to broker the change needed to deliver the required client outcomes. [ABSTRACT FROM AUTHOR]

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This thesis explores the multi-dimensional nature of class size and how educational processes are shaped by different class size environments in four undergraduate business courses. Class size significantly influenced how curricula were structured and designed for learning and consequently students' course expectations and learning experiences in large and small classes.

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This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab's Second Life (SL) is the most mature and popular of the ‘persistent’ virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated ‘life experiences’ relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive ‘blended learning’ contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.

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Creativity is an elusive skill desired by many. Debates on 'What is Creativity' and how it can best be nurtured and supported had resurgence in the 1950's after Guildford's address to the American Psychology Association about the positive benefits of creativity. Since then creativity has been investigated in many forms and within many disciplines. Of note is that creativity is apparent within four components: the person, the process, the product and the environment. On some level creativity is assessed within one of the four components of creativity: person, process, product or environment. In this study creativity and the environment is under investigation, with a number of factors presented that allow creativity to be supported. This paper explores the role of creativity within the education of tertiary students studying Games Design and Development (within an IT discipline) from an Australian University. Particularly this paper focuses on how social factors, such as purpose built collaborative environments and virtual communities, aid in the creative pursuits of the students.

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The property and construction industry is uniquely impacted by project-based work environments; this creates special challenges for collaborative education. This research is based on investigating the attitudes of employer’s towards the use of formally assessed internships. The study comprised two stages; firstly a series of pilot interviews were undertaken with employers to test a number known issues. Secondly, the results from the interviews were used to refine a set of questions that were put to a large focus group of employers who were invited from across the property and construction sector. The results showed that many organisations expressed considerable goodwill towards collaborative education with universities. However, the challenges caused by project-based work environments restricted their ability to provide comprehensive learning opportunities. This research focuses on the distinctive issues associated with work-integrated learning in the property and construction industry

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Due to its perceived benefits, asynchronous discussion forums have become progressively popular in higher education. The ultimate goal of developing an asynchronous discussion forum is to create an online learning environment that will achieve high levels of learning. This paper reviews the exiting literature and develops taxonomy of the asynchronous discussion forums with the aims of increasing the understanding and awareness of various types of asynchronous discussion forums. The taxonomy will help increase the online course designers' ability to design more effective learning experiences for student success and satisfaction. It will also help researchers to understand the features of the various asynchronous discussion forums.

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In surveillance systems for monitoring people behaviours, it is important to build systems that can adapt to the signatures of people's tasks and movements in the environment. At the same time, it is important to cope with noisy observations produced by a set of cameras with possibly different characteristics. In previous work, we have implemented a distributed surveillance system designed for complex indoor environments [1]. The system uses the Abstract Hidden Markov mEmory Model (AHMEM) for modelling and specifying complex human behaviours that can take place in the environment. Given a sequence of observations from a set of cameras, the system employs approximate probabilistic inference to compute the likelihood of different possible behaviours in real-time. This paper describes the techniques that can be used to learn the different camera noise models and the human movement models to be used in this system. The system is able to monitor and classify people behaviours as data is being gathered, and we provide classification results showing the system is able to identify behaviours of people from their movement signatures.

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Recognising daily activity patterns of people from low-level sensory data is an important problem. Traditional approaches typically rely on generative models such as the hidden Markov models and training on fully labelled data. While activity data can be readily acquired from pervasive sensors, e.g. in smart environments, providing manual labels to support fully supervised learning is often expensive. In this paper, we propose a new approach based on partially-supervised training of discriminative sequence models such as the conditional random field (CRF) and the maximum entropy Markov model (MEMM). We show that the approach can reduce labelling effort, and at the same time, provides us with the flexibility and accuracy of the discriminative framework. Our experimental results in the video surveillance domain illustrate that these models can perform better than their generative counterpart (i.e. the partially hidden Markov model), even when a substantial amount of labels are unavailable.

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Learning and understanding the typical patterns in the daily activities and routines of people from low-level sensory data is an important problem in many application domains such as building smart environments, or providing intelligent assistance. Traditional approaches to this problem typically rely on supervised learning and generative models such as the hidden Markov models and its extensions. While activity data can be readily acquired from pervasive sensors, e.g. in smart environments, providing manual labels to support supervised training is often extremely expensive. In this paper, we propose a new approach based on semi-supervised training of partially hidden discriminative models such as the conditional random field (CRF) and the maximum entropy Markov model (MEMM). We show that these models allow us to incorporate both labeled and unlabeled data for learning, and at the same time, provide us with the flexibility and accuracy of the discriminative framework. Our experimental results in the video surveillance domain illustrate that these models can perform better than their generative counterpart, the partially hidden Markov model, even when a substantial amount of labels are unavailable.