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Book part
Publication date: 8 August 2022

Carola Boehm

Abstract

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Arts and Academia
Type: Book
ISBN: 978-1-83867-730-5

Book part
Publication date: 12 October 2015

Henk Huijser, Megan Y. C. A. Kek and Ruth Terwijn

This chapter provides an outline of how the essential elements of problem-based learning (PBL) can be adapted to enhance inquiry-based learning environments and in the process…

Abstract

This chapter provides an outline of how the essential elements of problem-based learning (PBL) can be adapted to enhance inquiry-based learning environments and in the process teach 21st century skills. It uses a case study of a first-year nursing course at a regional Australian university to show how essential PBL elements can be adapted in an ‘ePBL’ context, following five ePBL steps. Overall, it is argued that a carefully mapped outset of learning outcomes and PBL problems designed as inquiry-based activities provide a ‘liquid learning’ environment that will ultimately prepare confident graduates who will be able to take full advantage of the 21st century learning and professional contexts in which they find themselves.

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Inquiry-Based Learning for Science, Technology, Engineering, and Math (Stem) Programs: A Conceptual and Practical Resource for Educators
Type: Book
ISBN: 978-1-78441-850-2

Article
Publication date: 12 August 2014

Shuangyan Lei, Matthew C. Frank, Donald D. Anderson and Thomas D. Brown

The purpose of this paper is to present a new method for representing heterogeneous materials using nested STL shells, based, in particular, on the density distributions of human…

Abstract

Purpose

The purpose of this paper is to present a new method for representing heterogeneous materials using nested STL shells, based, in particular, on the density distributions of human bones.

Design/methodology/approach

Nested STL shells, called Matryoshka models, are described, based on their namesake Russian nesting dolls. In this approach, polygonal models, such as STL shells, are “stacked” inside one another to represent different material regions. The Matryoshka model addresses the challenge of representing different densities and different types of bone when reverse engineering from medical images. The Matryoshka model is generated via an iterative process of thresholding the Hounsfield Unit (HU) data using computed tomography (CT), thereby delineating regions of progressively increasing bone density. These nested shells can represent regions starting with the medullary (bone marrow) canal, up through and including the outer surface of the bone.

Findings

The Matryoshka approach introduced can be used to generate accurate models of heterogeneous materials in an automated fashion, avoiding the challenge of hand-creating an assembly model for input to multi-material additive or subtractive manufacturing.

Originality/value

This paper presents a new method for describing heterogeneous materials: in this case, the density distribution in a human bone. The authors show how the Matryoshka model can be used to plan harvesting locations for creating custom rapid allograft bone implants from donor bone. An implementation of a proposed harvesting method is demonstrated, followed by a case study using subtractive rapid prototyping to harvest a bone implant from a human tibia surrogate.

Details

Rapid Prototyping Journal, vol. 20 no. 5
Type: Research Article
ISSN: 1355-2546

Keywords

Book part
Publication date: 19 April 2018

Ronney Moreira de Castro, Sean W. M. Siqueira, César Augusto R. Bastos and Maria Cristina Pfeiffer Fernandes

The use of Active Learning (AL) techniques can significantly improve the teaching–learning process, as the content is explored in a more interactive, participative, and relaxed…

Abstract

The use of Active Learning (AL) techniques can significantly improve the teaching–learning process, as the content is explored in a more interactive, participative, and relaxed way. Although expositive classes are still broadly used in Brazil, in this chapter we present some AL techniques, as well as experiences of their application, used in Brazilian K-12, undergraduate, and graduate Information Systems courses. As a result, we have noticed learning has been more effective, and students have been motivated by the use of these AL techniques. Although used in the context of Information System courses, the techniques could be adapted to other scenarios.

Details

Active Learning Strategies in Higher Education
Type: Book
ISBN: 978-1-78714-488-0

Keywords

Book part
Publication date: 28 August 2023

Wioleta Kucharska and Denise Bedford

This chapter defines a learning culture and discusses the relationship between knowledge and learning. The authors explain why learning is essential to bringing knowledge to life…

Abstract

Chapter Summary

This chapter defines a learning culture and discusses the relationship between knowledge and learning. The authors explain why learning is essential to bringing knowledge to life and incentivizing knowledge flows and use. The chapter addresses the interplay between knowledge and learning cultures. A key point in the chapter is the value of mistakes as learning opportunities. The authors explain how mistakes are viewed in the industrial economy and how this perspective impedes critical organizational learning. Specifically, we define mistakes, explain the double cognitive bias of mistakes, explain the tendency and impact of hiding mistakes, the side effects of double mistake bias, learn to learn from mistakes, and take on the challenge of reconciling mistake acceptance and avoidance. Finally, the chapter addresses the importance of cultivating a learning climate to realize your learning culture.

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The Cultures of Knowledge Organizations: Knowledge, Learning, Collaboration (KLC)
Type: Book
ISBN: 978-1-83909-336-4

Content available
Book part
Publication date: 6 April 2021

Andreas Kaplan

Abstract

Details

Higher Education at the Crossroads of Disruption
Type: Book
ISBN: 978-1-80071-501-1

Book part
Publication date: 25 October 2021

Eva M. Fernández, Michelle C. Fraboni, Jennifer Valad, Sabrina Avila, Allan Edmond and Corinna Singleman

This chapter explores the methods developed to improve STEM success for students at two public urban institutions, a project whose aim is to improve academic outcomes for…

Abstract

This chapter explores the methods developed to improve STEM success for students at two public urban institutions, a project whose aim is to improve academic outcomes for undergraduate students, especially for those most vulnerable and least likely to succeed in this student population. The theory of change that underpins the project – including its activities and its evaluation plan – posits that three interlocked activities (course redesign, peer mentors and articulation) will lead to improvements in academic outcomes and ultimately contribute to the overarching goal of increasing the number of students from underserved backgrounds who graduate with baccalaureate STEM degrees. The project focusses on the first courses students take in STEM, where they are also most likely to fail. We describe the methodology developed for faculty development and the organizational structure of the peer mentoring component for these courses. Both of these components constitute safe spaces where faculty and peer mentors learn to support students using evidence-based and inclusive instructional practices. Courses redesigned by faculty were offered following a cluster-level randomized control trial design, where sections were assigned to treatment (with or without a peer) or control. These interventions have a positive impact on cumulative GPA, according to preliminary analyses. The project also has a positive effect on faculty participants and on peer mentors, both groups now better prepared to jointly deliver STEM curricula in more effective ways. Among the reasons why this works, instructor empathy surfaces as playing a leading role in academic outcomes for undergraduate students.

Article
Publication date: 11 March 2014

Bernadett Koles and Peter Nagy

The current paper aims to embrace an interdisciplinary approach to illustrate some of the ways in which virtual worlds expanded upon the individual, social and professional…

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Abstract

Purpose

The current paper aims to embrace an interdisciplinary approach to illustrate some of the ways in which virtual worlds expanded upon the individual, social and professional options of employees in organizational settings.

Design/methodology/approach

Through an extensive literature review, the paper compiles the latest and most fundamental research capturing relevant concepts from the fields of psychology, pedagogy, management and human-computer interaction.

Findings

The current conceptual model incorporates individual- and group-level outcomes associated with virtual world participation, along three primary dimensions, namely self-reference, role experimentation and social capital, accounting for potential variation based on the extent of organizational engagement.

Practical implications

The three proposed dimensions elaborated in the current model, including reflexivity/transference, role playing/role identification, and group collaboration/virtual teams, enable organizations to understand the likely outcomes of their virtual presence from the perspective of their structural and social attributes.

Originality/value

The proposed conceptual model offers a theoretical base for academics and practitioners to expand upon and develop concrete practical examples and cases.

Details

Management Research Review, vol. 37 no. 3
Type: Research Article
ISSN: 2040-8269

Keywords

Book part
Publication date: 19 September 2012

Terri L. Griffith

Purpose – The technologies teams use in organizations have dramatically changed in the 11 years since the 2000 Volume, Research on Managing Groups and Teams: Technology. This is…

Abstract

Purpose – The technologies teams use in organizations have dramatically changed in the 11 years since the 2000 Volume, Research on Managing Groups and Teams: Technology. This is an update focusing on new research and perspectives.

Approach – I recall where we left off in 2000 and then present a plea for changing our research approach to one that focuses on actionable research more aligned on how teams design their work than the effects we see when they do. I review a variety of literatures relevant to teams and technology and then suggest what the next 10 years may bring.

Findings – The scholarship on teams, technology, and teams and technology has blossomed, though not evenly. We are only beginning to see actionable research related to teams and technology.

Practical implications – The pace of organizationally relevant technology change has outstripped our ability to provide high-quality research in a timely manner if we maintain our current practices of studying individual or even interactions of effects as they exist in organizations. Our research will be more helpful if we shift our focus to how team members design their work.

Originality – I make two direct and dramatic requests of my colleagues. First, that they become more precise in their presentation of or at least specify the technological settings used in their research. Second, that they shift to actionable research that explicitly considers team, technology, and the processes through which team members design their work.

Details

Looking Back, Moving Forward: A Review of Group and Team-Based Research
Type: Book
ISBN: 978-1-78190-030-7

Keywords

Open Access
Article
Publication date: 17 December 2020

Andreas Alexiou, Michaéla C. Schippers, Ilan Oshri and Spyros Angelopoulos

This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.

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Abstract

Purpose

This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.

Design/methodology/approach

The authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes.

Findings

The findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow.

Research limitations/implications

This study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games.

Practical implications

The findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games.

Originality/value

Prior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.

Details

Information Technology & People, vol. 35 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

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