967 resultados para Deep learning


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So-called ‘radical’ and ‘critical’ pedagogy seems to be everywhere these days on the landscapes of geographical teaching praxis and theory. Part of the remit of radical/critical pedagogy involves a de-centring of the traditional ‘banking’ method of pedagogical praxis. Yet, how do we challenge this ‘banking’ model of knowledge transmission in both a large-class setting and around the topic of commodity geographies where the banking model of information transfer still holds sway? This paper presents a theoretically and pedagogically driven argument, as well as a series of practical teaching ‘techniques’ and tools—mind-mapping and group work—designed to promote ‘deep learning’ and a progressive political potential in a first-year large-scale geography course centred around lectures on the Geographies of Consumption and Material Culture. Here students are not only asked to place themselves within and without the academic materials and other media but are urged to make intimate connections between themselves and their own consumptive acts and the commodity networks in which they are enmeshed. Thus, perhaps pedagogy needs to be emplaced firmly within the realms of research practice rather than as simply the transference of research findings.

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This paper reports on the outcome of an inquiry into the learner diversity and the delivery of a second year marketing subject in an Australian university. Using Biggs’s revised SPQ2F instrument (Biggs, 2003), it analyses the learning approaches of students and the opportunities for developing teaching strategies for better learning outcomes. The results suggest that overall students seem to adopt deep learning than surface learning though they differ in terms of the learning contexts. Moreover, no significant differences among students in regard to the study approach domains except for minor variation related to specific items in the instrument.

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The professional landscape in public relations is changing as new communication and social networking technologies are integrated into day-to-day professional practice. Whilst adoption of such technologies by public relations practitioners is certainly on the increase, their use can still be regarded as limited and application experimental to some degree. However, few could argue that these technologies will be increasingly important to public relations practice in coming years.
In this context, public relations educators must strive to deliver a contemporary curriculum reflective of industry expectations and best practice principles but which also provides students with exposure to new communication contexts and technologies.

The advent of persistent virtual worlds generated by Massively Multiplayer Online Role Playing Games (MMORPGs) and Collaborative Virtual Environments (CVEs) offer new realms for public relations practitioners and educators alike. Virtual worlds potentially provide public relations educators with novel but relevant training grounds for their students. These 3D worlds offer dynamic and authentic learning environments which have the capability to foster deep learning and engender a sense of community within a student cohort in a way that many computer-mediated classrooms sadly lack.

This paper will present the experiences of two tertiary educators’ journey towards a conceptual understanding of the persistent virtual world, Second Life, from a teacher perspective. The paper argues that the successful adoption of new online technologies like Second Life need not be inhibited by preferences for technology or prior ICT skills as long as teaching staff are given the necessary support and training by their institutions coupled with opportunity for familiarisation and experimentation.


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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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Based on a revised SPQ2F instrument (Biggs, 2003, Biggs and Leung, 2001) this exploratory study investigates the differences of the study approaches of on campus and offshore students and their perceptions of the delivery of a marketing unit in an Australian university. The results indicate that there are no significant differences in students’ general approaches to study though their study methods may differ according to the learning contexts and the prior learning backgrounds. The also study reveals that majority of students seem to adopt deep learning than surface learning approaches, though in comparison on campus students appear to have deep learning orientations than the off shore campus students.

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Understanding how students learn is fundamental in the quest for improving learning outcomes of students who are becoming increasingly diverse and mobile. Using a revised SPQ2F instrument (Biggs & Leung, 2001), this study undertakes a comparative analysis of the study approaches of on campus and offshore students and their perceptions of their learning strategies related to a marketing unit in an Australian university. The results indicate that the majority of students seem to adopt deep learning rather than surface learning approaches, though on campus students appear to have deep learning orientations compared with off shore campus students.

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This study investigates the roles of representationand construction in enhancing students' learning in a tectonic design studio.  Students of architecture use 3D CAD, physical models and drawings, either alone or in hybrid combinations in the the design, development and communication of their design process.  Each of these media has intrinsic attributes that limit or enhance students' ability to engage in issues of architecture.  This can have a significant influence on students' learning of conceptual and tectonic design, in particularly in their early years of study.  Tectonic design, as an element of the architectural design process that involves the designerly consideration of issues of construction, is an important skill that is integral to architectural practice.  The unique problem based learning environment of the design studio offers opportunities for the development of deep learning approaches to tectonic design, however these are limited by the way students engage in representational media.  This research is based on an ethnographis case study of a cohort of second year architecture students at Deakin University, Geelong, in 2002.

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This paper examines a case of accounting education change in the context of increased interest in ethical, social, and environmental accountability, presenting a reflexive case study of a new university accounting subject incorporating social and critical perspectives. Foundational pedagogical principles and key aspects of curriculum are outlined. The pedagogy draws on the integration of humanistic and formative education (principally based on Gramscian and Freirean approaches) and deep and elaborative learning. Two key aspects of curriculum and pedagogy are analysed. First, a curriculum based on a broad conception of accounting and accountability as power-laden social processes, drawing on a range of research literature. Second, the adoption of an authentic, supportive, and collegial team teaching approach. Students’ feedback relating to identified issues is presented. The paper contributes to the renewal of the social and ethical worth of accounting education, concluding that deep accounting educational change encompasses both the content and practice of classroom activity and changes in the self-consciousness of staff and students.

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Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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With the advent of social networks, it became apparent that the social aspect of designing and learning plays a crucial role in students’ education. The ease of communication, leadership opportunity, democratic interaction, teamwork, and the sense of community are some of the aspects that are now in the centre of design interaction. Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. On the sample of a design studio at Deakin University the paper discusses details of the Social Network VDS, its pedagogical implications to PBL, and presents how it is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, and construction of knowledge. It studies the effectiveness of the generated social intelligence and explores the facilitation of students’ self-directed learning. Hereby the paper studies the construction of knowledge via social interaction and how blended learning environments foster motivation and information exchange.

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This paper focuses on the alignment of students and staff perspectives in an engineering design curriculum. Deakin University recognised the importance of student learning with engagement in design-centred education. Staff across the university are committed to ensure that students are engaged at a fairly deep learning level. Engaging students is an important aspect of learning and teaching process because it enhances the student to be self directed active learners. To measure the student engagement and staff experiences in learning and teaching process, Deakin engineering has used design based learning as one of its engineering learning principle. This study examines students perceptions of DBL in their curriculum through a paper based survey given to a cohort of senior year undergraduate engineering students. The research also illustrates the staff perceptions of DBL in engineering curriculum by conducting face-to-face interviews with them. From the analysed results, this research shows that the students and staff have an adequate experience of learning and teaching engineering through design based learning approach in an engineering design curriculum.

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Representational media-analogue, physical, digital, or virtual-are employed by students in the conception, development and presentation. In 2013 a survey at two architectural schools was conducted to study the current representational media use in design studios. The survey examined the role digital and physical media play in students' design work and how students use the various media to generate and communicate their designs. This study presents its importance through the shift in architectural education whereby digital tools are not taught per se any longer, however expected to be mastered throughout the course. Yet students' learning experiences are strongly dependant on the successful acquisition of skills and its transfer to deep learning. Especially architectural design studios build upon the premises that re-representation leads to a better acquisition of knowledge. Architectural educators may use the study to revisit their studio and reposition the role of media as well as align learning outcomes, deliverables and communication tools with the actual workingand learning-styles of students. © 2014, The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.

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The increase of the global competitiveness of the global alliances of the economic blocks, generates an increasing stream of information that makes with that the companies are always the seek of new developments. The climate of changes generates concern with what it must be assimilated by organization, and things that don¿t serve the definitive company. The organizational environment of the companies is taken by uncertainty. The organizational culture becomes itself very important for the organization, therefore it judges what the company can use in the relation with its environment, and what does not serve to its organizational structure. Together with the culture is necessary that itself a learning environment, leading thus culture. The work considered here studies the organizational culture of a company making relation with the organizational Learning, and helps to clarify the profile of a culture that propitiates the organizational learning. This work analyzes the Isabela¿s S/A organizational culture, making relation with the organizational learning. Of this form, look it self to describe and to identify the culture of the searched company, studying its difficulties and advantages, making relation with the deep learning. The company is characterized, the situation problem and the subject of study. In the theoretical referential was made an analysis of the culture, its formation until the types of culture, applying itself after a model of organizational learning. A model for the study of the culture is applied, where self is characterized, tipology of the culture, and applied a model for the study of the learning. The results of the considered study, answer the research problem, where they are analysed with the application of the diagnostic research of the searched company. This discloses an organization with a strong culture, however flexible to assimilate changes. It has a harmony between the values that generate the culture and that they are characterized, spreading out thus an environment that propitiates organizational learning, a culture that generates learning.

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The use of games as educational tools is common, however the effectiveness of games with educational purposes is still poorly known. In this study we evaluated three different low-cost teaching strategies make and play your own board game, just play an educational science game and make a poster to be exposed in the school regarding: (1) science learning; (2) use of deep learning strategies (DLS); and (3) intrinsic motivation. We tested the hypothesis that, in these three parameters evaluated, scores would be higher in the group that made and play their own game, followed respectively by the group that just played a game and the group that made a poster. The research involved 214 fifth-grade students from six elementary schools in Natal/RN. A group of students made and played their own science board game (N = 68), a second group played a science game (N = 75), and a third group made a poster to be exposed at school (N = 71). Our hypothesis was partly empirically supported, since there was no significant difference in science learning and in the use of DLS between the group that made their own game and the group that just played the game; however, both groups had significantly higher scores in science learning and in use of DLS than the group that made the poster. There was no significant difference in the scores of intrinsic motivation among the three experimental groups. Our results indicate that activities related to non-digital games can provide a favorable context for learning in the school environment. We conclude that the use of games for educational purposes (both making a game and just playing a game) is an efficient and viable alternative to teach science in Brazilian public school

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)