798 resultados para 330107 Educational Technology and Media


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This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collected shortly after their experiences, related to the overall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towards BG1: (a) better for testing strategies, (b) offering better business and market models, (c) based on a pace that better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This study fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to their managerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready and motivated to explore the new, to try and err, and to learn collaboratively in order to perform.

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Problem Statement: Classroom facilities developed as new construction or renovation projects for UT System institutions tend to be developed as individual, ad hoc project. There are significant opportunities for process improvement is establishing standard business processes for developing Smart Classroom, establishing design standards and referring to prototype facilities developed at other institutions. [See PDF for complete abstract]

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This paper analyses the relationship between productive efficiency and online-social-networks (OSN) in Spanish telecommunications firms. A data-envelopment-analysis (DEA) is used and several indicators of business ?social Media? activities are incorporated. A super-efficiency analysis and bootstrapping techniques are performed to increase the model?s robustness and accuracy. Then, a logistic regression model is applied to characterise factors and drivers of good performance in OSN. Results reveal the company?s ability to absorb and utilise OSNs as a key factor in improving the productive efficiency. This paper presents a model for assessing the strategic performance of the presence and activity in OSN.

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This research is a qualitative study examining the communication surrounding the issue of genetically modified food in the UK and the UK from October, 2011 through September, 2012. Material from biotechnology industry organizations, industry-funded non-profits, groups campaigning against the continued use of the technology, and mainstream media coverage of the issue in both countries during this time was examined using thematic analysis. The issue is analyzed through the lenses of Herman and Chomsky's propaganda model, agenda building and framing theory. The research finds support for agenda building as well as a modernized understanding of the propaganda model, which the researcher argues are complementary theories.

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Cette thèse défend les mérites d’une lecture cyborgienne de l’oeuvre de science-fiction de Frank Herbert, Dune, où la vision particulière des sciences et technologies nous permet d’interpréter plusieurs personnages en tant que réitération Nouvelle Vague du cyborg. Publié en 1965, Dune introduit des personnages féminins atypiques pour cette époque compte tenu de leurs attributs tels qu’une capacité intellectuelle accrue, une imposante puissance de combat et une immunité manifeste contre la faiblesse émotionnelle. Cependant, le roman reste ambivalent en ce qui concerne ces femmes : en dépit de leurs qualités admirables, elles sont d’autre part caractérisées par des stéréotypes régressifs, exposants une sexualité instinctive, qui les confinent tout au mieux aux rôles de mère, maitresse ou épouse. Finalement, dans le roman, elles finissent par jouer le rôle du méchant. Cette caractérisation se rapproche beaucoup de celle du cyborg femelle qui est d’usage courant dans les productions de science fiction pour le grand public des décennies plus récentes. Par conséquent, cette thèse défend qu’une lecture cyborgienne de Dune complète et accroisse une analyse sexospécifique, car cette approche comporte une théorisation essentielle des réactions à l’égard de la technologie qui, selon Evans, sont entretissées dans la réaction patriarcale de ce roman à l’égard des femmes. Bien que ces créatures fictives ne soient pas encore communes à l’époque de la rédaction de Dune, Jessica et certains autres personnages du roman peuvent néanmoins être considérés comme exemples primitifs des cyborgs, parce qu’ils incarnent la science et la technologie de leur culture et qu’ils possèdent d’autres éléments typiques du cyborg. L’hypothèse propose que la représentation des femmes dans Dune ne découle pas seulement de l’attrait pour le chauvinisme ou la misogynie, mais qu’elle est en fait grandement influencée par la peur de la technologie qui est transposée sur la femme comme c’est couramment le cas dans la littérature cyborg subséquente. Ainsi, ce roman annonce le futur sous-genre cyborg de la science-fiction.

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Considering the increasing popularity of network-based control systems and the huge adoption of IP networks (such as the Internet), this paper studies the influence of network quality of service (QoS) parameters over quality of control parameters. An example of a control loop is implemented using two LonWorks networks (CEA-709.1) interconnected by an emulated IP network, in which important QoS parameters such as delay and delay jitter can be completely controlled. Mathematical definitions are provided according to the literature, and the results of the network-based control loop experiment are presented and discussed.

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Australia struggles to achieve economic competitiveness, prevent expansion of the trade deficit and develop value-added production despite applications of policy strategies from protectionism to trade liberalisation. This article argues that these problems were emerging at the turn of the century, and that an investigation of music technology manufacturing in the first two decades of this century reveals fundamental problems in the conduct of relevant policy analysis. Analysis has focused on the trade or technology gap which is only symptomatic of an underlying knowledge gap. The article calls for a knowledge policy approach which can allow protection without the negative effects of isolation from global markets and without having to resort to unworkable utopian free-trade dogma. A shift of focus from a 'goods traded' view to a knowledge transaction (or diffusion) perspective is advocated.

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