938 resultados para Learn
Resumo:
The aim of this dissertation is to investigate if participation in business simulation gaming sessions can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. Particularly, the focus is to describe the development of leadership styles when leading virtual teams in computer-supported collaborative game settings and to identify the outcomes of using computer simulation games as leadership training tools. To answer to the objectives of the study, three empirical experiments were conducted to explore if participation in business simulation gaming sessions (Study I and II), which integrate face-to-face and virtual communication (Study III and IV), can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. In the first experiment, a group of multicultural graduate business students (N=41) participated in gaming sessions with a computerized business simulation game (Study III). In the second experiment, a group of graduate students (N=9) participated in the training with a ‘real estate’ computer game (Study I and II). In the third experiment, a business simulation gaming session was organized for graduate students group (N=26) and the participants played the simulation game in virtual teams, which were organizationally and geographically dispersed but connected via technology (Study IV). Each team in all experiments had three to four students and students were between 22 and 25 years old. The business computer games used for the empirical experiments presented an enormous number of complex operations in which a team leader needed to make the final decisions involved in leading the team to win the game. These gaming environments were interactive;; participants interacted by solving the given tasks in the game. Thus, strategy and appropriate leadership were needed to be successful. The training was competition-based and required implementation of leadership skills. The data of these studies consist of observations, participants’ reflective essays written after the gaming sessions, pre- and post-tests questionnaires and participants’ answers to open- ended questions. Participants’ interactions and collaboration were observed when they played the computer games. The transcripts of notes from observations and students dialogs were coded in terms of transactional, transformational, heroic and post-heroic leadership styles. For the data analysis of the transcribed notes from observations, content analysis and discourse analysis was implemented. The Multifactor Leadership Questionnaire (MLQ) was also utilized in the study to measure transformational and transactional leadership styles;; in addition, quantitative (one-way repeated measures ANOVA) and qualitative data analyses have been performed. The results of this study indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. These four studies showed that simulation gaming environment has the potential to be used in higher education to exercise the leadership styles relevant in real-world work contexts. Further, the study indicated that given debriefing sessions, the simulation game context has much potential to benefit learning. The participants who showed interest in leadership roles were given the opportunity of developing leadership skills in practice. The study also provides evidence of unpredictable situations that participants can experience and learn from during the gaming sessions. The study illustrates the complex nature of experiences from the gaming environments and the need for the team leader and role divisions during the gaming sessions. It could be concluded that the experience of simulation game training illustrated the complexity of real life situations and provided participants with the challenges of virtual leadership experiences and the difficulties of using leadership styles in practice. As a result, the study offers playing computer simulation games in small teams as one way to exercise leadership styles in practice.
Resumo:
Fourteen nursing s tudents enrolled in a community coll ege were chosen by purposeful se lection to be i nterviewed in a qualitative survey. A proposed mode l of Learner Motivation Development was examined . The mode l describes four stages of motivati on development progression across the lifespan: I Survival (infancy to childhood), I I Expl oration (childhood to adolescence), III Identification (pre- adulthood), and IV Reflection ( adulthood ). This r esearch examined the last two stages. The criteria used to categorize the students within the fr amework were bas ed on human development theories as described by Maslow (1954) and Erikson (1950). The concept of critica l thinking proposed by Brookfield (1987) and the ideas of transformative learning expressed by Mezirow (1991) were also incorporated. The researcher' s criteria , antici pated behaviours and characteri stics, were used to ana lyze the students' responses to open-ended questions. The central theme of the research was based on the assumption that motivation to learn is intrinsic and inherent in pre-adult and adult learners. Six pre-adults and two adults met the descriptors set for stage III Identification. Five adults and one pre-adult met the criteria for stage IV Reflection. The impact of life e xperiences and maturation were clearly demonstrated.
Resumo:
This study sought to determine if and how the Ontario approach to integrating media education into the curriculum can be applied to Chinese education. The study used thematic analyses to identify the Ontario curriculum‘s attributes and approach to teaching media literacy, and to investigate relevant policies and national curriculum standards in Chinese compulsory education to reveal the status quo of Chinese media education. Finally, the study explored the feasibility of applying the Ontario media education model in China. Findings indicate that the Ontario model can be employed in the Chinese context, but only partly so, because current Chinese media education is limited by protectionism and restrictive policies corresponding to the use of media merely as research tools.
Resumo:
Teach, Lean Develop: Sweat, Breathe, Yoga is a Handbook for the Educator intended to be a practical took for educators to integrate yoga into their classrooms and for the betterment of students. The handbook offers teachers several activities and ideas to get them started using yoga in the classroom-these activities can be modified to suit different ages, abilities, and classroom levels. The project includes a look at the literature alongside my opinions and experience from what I have experiences while teaching yoga in the classroom. The handbook itself is intended to assist experiences and inexperienced educators by offering some ideas and activities that will encourage educators to explore using yoga in the classroom. After the completion of the handbook 2 educators reviewed it, and information was collected with regards to how they saw it fitting into their classrooms and the curriculum in general. They provided critiques, constructive feedback, and further recommendations for the handbook.
Resumo:
UANL
Resumo:
Roughly speaking, Enron has done for reflection on corporate governance what AIDS did for research on the immune system. So far, however, virtually all of this reflection on and subsequent reform of governance has come from those with a stake in the success of modern capitalism. This paper identifies a number of governance challenges for critics of capitalism, and in particular for those who urge corporations to voluntarily adopt missions of broader social responsibility and equal treatment for all stakeholder groups. I argue that by generally neglecting the governance relation between shareholders and senior managers, stakeholder theorists have underestimated the way in which shareholder-focused governance can be in the interests of all stakeholder groups. The enemy, if you will, is not capitalists (shareholders), but greedy, corrupt or incompetent managers. A second set of governance challenges for stakeholder theorists concerns their largely untested proposals for governance reforms that would require managers to act in the interests of all stakeholders and not just shareholders; in other words to treat shareholders as just another stakeholder group. I suggest that in such a governance regime it may be almost impossible to hold managers accountable to anyone – just as it was when state-owned enterprises were given “multi-stakeholder” mandates in the 1960s and 1970s.
Resumo:
El auténtico protagonismo de los centros educativos tiene que dirigirse a ayudar a pensar a sus alumnos y a enseñarlos a aprender, es decir, el docente tiene que enseñar estrategias de aprendizaje y debe promover el esfuerzo del estudiante para facilitar la construcción de esquemas y el aprendizaje permanente. El profesor debe utilizar cualquier situación de aprendizaje para enseñar dichas estrategias de aprendizaje, incluso en las situaciones de evaluación; por lo tanto, en este trabajo se sugiere que en las evaluaciones de los alumnos y alumnas se tenga en cuenta la metacognición como factor fundamental en el aprendizaje y la enseñanza
Resumo:
Comentaris a la videoconferència de Kenneth Bain sobre l'aprenentatge universitari
Resumo:
Scitable is an open online teaching/learning portal combining high quality educational articles authored by editors at NPG with technology-based community features to fuel a global exchange of scientific insights, teaching practices, and study resources. Scitable currently contains articles in the field of genetics, and is intended for college undergraduate faculty and students. Future plans involve extension of Scitable to other fields within the life sciences, as well as to other audiences. Scitable brings together a library of scientific overviews with a worldwide community of scientists, researchers, teachers and students. Nature Education is a new division of Nature Publishing Group devoted to facilitating high quality, innovative, accessible science education in all countries of the world.
Resumo:
The University of Southampton guide to research has been composed by the University’s academic librarians and is a gateway to resources listed by academic subject.