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1 – 10 of over 1000Anu Helkkula, Alexander John Buoye, Hyeyoon Choi, Min Kyung Lee, Stephanie Q. Liu and Timothy Lee Keiningham
The purpose of this investigation is to gain insight into parents' perceptions of benefits vs burdens (value) of educational and healthcare service received for their child with…
Abstract
Purpose
The purpose of this investigation is to gain insight into parents' perceptions of benefits vs burdens (value) of educational and healthcare service received for their child with ASD. Parents are the main integrators of long-term educational and healthcare service for their child with ASD.
Design/methodology/approach
Design/methodology/approach included (1) a sentiment analysis of discussion forum posts from an autism message board using a rule-based sentiment analysis tool that is specifically attuned to sentiments expressed in social media and (2) a qualitative content analysis of one-on-one interviews with parents of children diagnosed with ASD, complemented with interviews with experienced educators and clinicians.
Findings
Findings reveal the link between customized service integration and long-term benefits. Both parents and service providers emphasize the need to integrate healthcare and educational service to create holistic long-term care for a child with ASD. Parents highlight the benefits of varied services, but availability or cost are burdens if the service is not publicly provided, or covered by insurance. Service providers' lack of experience with ASD and people's ignorance of the challenges of ASD are burdens.
Practical implications
Ensuring health outcomes for a child with ASD requires an integrated service system and long-term, customer-centric service process because the scope of service covers the child's entire childhood. Customized educational and healthcare service must be allocated and budgeted early in order to reach the goal of a satisfactory service output for each child.
Originality/value
This is the first service research to focus on parents' challenges with obtaining services for their child with ASD. This paper provides service researchers and managers insight into parents' perceptions of educational and healthcare service value (i.e. benefits vs. burdens) received for their child with ASD. These insights into customer-centric perceptions of value may be useful to research and may help service providers to innovate and provide integrated service directly to parents, or indirectly to service providers, who serve children with ASD.
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Niklas Humble and Peter Mozelius
The conducted examination of programming affordances and constraints had the purpose of adding knowledge and value that facilitate the on-going national curricula revision;…
Abstract
Purpose
The conducted examination of programming affordances and constraints had the purpose of adding knowledge and value that facilitate the on-going national curricula revision; knowledge that also could be of general interest outside the Swedish K-12 context.
Design/methodology/approach
With a qualitative approach, the study was conducted as a document analysis where submitted lesson plans were the base for a directed content analysis.
Findings
This study presents findings on how the involvement of programming in mathematics and technology have potential to foster engagement and motivation among students. Findings also indicate that the implementation of programming can develop important general skills that go beyond the boundaries of mathematics and technology. Moreover, the identified constraints could be valuable to improve the on-going curriculum development for K-12 mathematics and technology.
Research limitations/implications
This qualitative study was conducted on a relatively small number of teachers where the majority has taken the courses on a voluntary basis. An important complement would be to conduct a larger quantitative study with data from a more general sample of K-12 teachers.
Practical implications
Results and discussions provide guidance for K-12 teachers and other stakeholders who want to introduce programming as a complementary tool in teaching and learning activities.
Social implications
The study has a contribution to the on-going implementation of the Swedish national curricula for K-12 mathematics and technology.
Originality/value
During the last years, many studies have been published on teacher training in programming, and how the training can be improved. This study goes beyond the actual teacher training and examine aspects teachers translate to theirs daily work after completing the training.
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Niklas Humble, Peter Mozelius and Lisa Sällvin
The purpose of this study is to analyse and discuss K-12 mathematics and technology teachers' perceptions on integrating programming in their teaching and learning activities, and…
Abstract
Purpose
The purpose of this study is to analyse and discuss K-12 mathematics and technology teachers' perceptions on integrating programming in their teaching and learning activities, and perceptions on different programming tools.
Design/methodology/approach
The approach of a case study was used, with data collected from three instances of a professional development programming course for K-12 teachers in mathematics and technology.
Findings
The findings show that there are perceived challenges and opportunities with learning and integrating programming, and with different programming tools. Many teachers perceive programming as fun, but lack the time to learn and implement it, and view different programming tools as both complementary to each other and with individual opportunities and challenges.
Practical implications
The practical implication of the research is that it can provide guidance for teachers and other stakeholders that are in the process of integrating programming in K-12 education. Further, the research provides useful information on teachers' experiences on working with different programming tools.
Social implications
The social implication of the research is that the overall aim of the nation-wide integration process might not succeed if the challenges identified in this study are not addressed, which could have negative effects on the development of students' digital competence.
Originality/value
The value of the research is that it identifies important challenges and opportunities for the integration of programming. That is, that many teachers perceive the different programming tools available as complimentary to each other, but are hesitating about what is expected of the integration. Findings could also be valuable for future course design of the teacher professional development.
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Mikhail Fiadotau, Martin Sillaots and Indrek Ibrus
This chapter introduces the topic of cooperation and co-innovation between the audiovisual media and education sectors. It first discusses the emergence of educational film…
Abstract
This chapter introduces the topic of cooperation and co-innovation between the audiovisual media and education sectors. It first discusses the emergence of educational film approximately a hundred years go – together with a new institutional framework, industry media, rulebooks, etc. It then discusses the ways public service media have addressed educational programming over the decades, including developing complex cross-media strategies and educational content databases more recently. The second half of the chapter is dedicated to the emergence of educational digital games, with their own institutional setups, production cultures, and training programmes. The chapter points, however, to a relative lack of cooperation between commercial game producers and educational institutions to date.
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Algorithmic and computational thinking are necessary skills for designers in an increasingly digital world. Parametric design, a method to construct designs based on algorithmic…
Abstract
Purpose
Algorithmic and computational thinking are necessary skills for designers in an increasingly digital world. Parametric design, a method to construct designs based on algorithmic logic and rules, has become widely used in architecture practice and incorporated in the curricula of architecture schools. However, there are few studies proposing strategies for teaching parametric design into architecture students, tackling software literacy while promoting the development of algorithmic thinking.
Design/methodology/approach
A descriptive study and a prescriptive study are conducted. The descriptive study reviews the literature on parametric design education. The prescriptive study is centered on proposing the incomplete recipe as instructional material and a new approach to teaching parametric design.
Findings
The literature on parametric design education has mostly focused on curricular discussions, descriptions of case studies or studio-long approaches; day-to-day instructional methods, however, are rarely discussed. A pedagogical strategy to teach parametric design is introduced: the incomplete recipe. The instructional method proposed provides students with incomplete recipes for parametric scripts that are increasingly pared down as the students become expert users.
Originality/value
The article contributes to the existing literature by proposing the incomplete recipe as a strategy for teaching parametric design. The recipe as a pedagogical tool provides a means for both software skill acquisition and the development of algorithmic thinking.
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Marja G. Bertrand and Immaculate K. Namukasa
Globally, interdisciplinary and transdisciplinary learning in schools has become an increasingly popular and growing area of interest for educational reform. This prompts…
Abstract
Purpose
Globally, interdisciplinary and transdisciplinary learning in schools has become an increasingly popular and growing area of interest for educational reform. This prompts discussions about Science, Technology, Engineering, Arts and Mathematics (STEAM), which is shifting educational paradigms toward art integration in science, technology, engineering and mathematics (STEM) subjects. Authentic tasks (i.e. real-world problems) address complex or multistep questions and offer opportunities to integrate disciplines across science and arts, such as in STEAM. The main purpose of this study is to better understand the STEAM instructional programs and student learning offered by nonprofit organizations and by publicly funded schools in Ontario, Canada.
Design/methodology/approach
This study addresses the following research question: what interdisciplinary and transdisciplinary skills do students learn through different models of STEAM education in nonprofit and in-school contexts? We carried out a qualitative case study in which we conducted interviews, observations and data analysis of curriculum documents. A total of 103 participants (19 adults – director and instructors/teachers – and 84 students) participated in the study. The four STEAM programs comparatively taught both discipline specific and beyond discipline character-building skills. The skills taught included: critical thinking and problem solving; collaboration and communication; and creativity and innovation.
Findings
The main findings on student learning focused on students developing perseverance and adaptability, and them learning transferable skills.
Originality/value
In contrast to other research on STEAM, this study identifies both the enablers and the tensions. Also, we stress ongoing engagement with stakeholders (focus group), which has the potential to impact change in teaching and teacher development, as well as in related policies.
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Jesús Miguel Chacón, Javier Sánchez-Reyes, Javier Vallejo and Pedro José Núñez
Non-uniform rational B-splines (NURBSs) are the de facto standard for representing objects in computer-aided design (CAD). The purpose of this paper is to discuss how to stick to…
Abstract
Purpose
Non-uniform rational B-splines (NURBSs) are the de facto standard for representing objects in computer-aided design (CAD). The purpose of this paper is to discuss how to stick to this standard in all phases of the additive manufacturing (AM) workflow, from the CAD object to the final G-code, bypassing unnecessary polygonal approximations.
Design/methodology/approach
The authors use a commercial CAD system (Rhino3D along with its programming environment Grasshopper) for direct slicing of the model, offset generation and trimming. Circular arcs are represented as quadratic NURBSs and free-form geometry as quadratic or cubic polynomial B-splines. Therefore, circular arcs are directly expressible as G2/G3 G-code commands, whereas free-form paths are rewritten as a succession of cubic Bézier curves, thereby admitting exact translation into G5 commands, available in firmware for AM controllers, such as Marlin.
Findings
Experimental results of this paper confirm a considerable improvement in quality over the standard AM workflow, consisting of an initial polygonization of the object (e.g. via standard tessellation language), slicing this polygonal approximation, offsetting the polygonal sections and, finally, generating G-code made up of polyline trajectories (G1 commands).
Originality/value
A streamlined AM workflow is obtained, with a seamless transfer from the initial CAD description to the final G-code. By adhering to the NURBS standard at all steps, the authors avoid multiple representations and associated errors resulting from approximations.
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Ricardo Antônio Câmara, Emerson Antonio Maccari and Renato Ribeiro Nogueira Ferraz
The purpose of this paper is to investigate the contribution of a project management approach to develop a tool to support the management of Brazilian stricto sensu graduate…
Abstract
Purpose
The purpose of this paper is to investigate the contribution of a project management approach to develop a tool to support the management of Brazilian stricto sensu graduate programs (SS-GP). The Adaptive approach was chosen by applying the Project Management Life Cycle (PMLC) method.
Design/methodology/approach
The study corresponds to the concept of applied research. The qualitative approach was used. The research strategy was the action research, where participants cooperate to understand their environment, identify problems and seek a solution, simultaneously producing and using the knowledge produced.
Findings
The results showed one possible way to apply a contingency project management approach to develop the tool. In addition, indicated that its application facilitated the project work, especially when finding a solution for the project’s development and when dealing with the changes inherent to the uncertainties about the problem.
Research limitations/implications
The lack of more updated information and the limitation of time and resources led to the reduction of the environment scope and of the number of functionalities developed.
Practical implications
To contribute to the generation of knowledge and expertise to support the management of SS-GP in activities such as providing information to the CAPES evaluation system, academic production analysis, collaborative researcher network analysis and post-graduation program monitoring and evaluation.
Originality/value
To fill a gap pointed out by several studies, that it is not possible to automatically generate input lists to be processed by ScriptSucupira tool, based on filtered criteria, comprising the entire universe of the Brazilian SS-PG. The creators of ScriptSucupira also declared to ignore the existence of an artifact similar to that.
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Education institutions can be slow to react to the changes that are happening in human capital development content and delivery. This article highlights some of the shifts that…
Abstract
Purpose
Education institutions can be slow to react to the changes that are happening in human capital development content and delivery. This article highlights some of the shifts that robotics, artificial intelligence (AI) and access to information are having on jobs in tourism and the future of work. It explores the ways in which the tourism education sector can respond.
Design/methodology/approach
This paper draws upon content shared at several conferences and webinars addressing the future of work and the education delivery methods from experts and commentators on the subject. This was augmented by research conducted by global tourism associations, the World Economic Forum and other global associations and supported with secondary data from recent media and online content providers.
Findings
By highlighting emerging trends in the sector and skills to thrive in the fourth industrial revolution, we can identify what education should focus on during this period of transition and uncertainty. We need to capitalize on the digital delivery skills we have developed due to COVID-19 and build new content and accessible learning approaches.
Originality/value
There are many uncertainties about the future of work and the way that a rapidly digitized education delivery approach has and will affect tourism education in the future. This article is aimed to generate further thought and dialogue by identifying changes and raising points about what we are effective at in public post-secondary education and what we need to capitalize on and adapt to in the future. The core question posed is that if the tourism and hospitality workforce and work environment has changed, has, or can, tourism and hospitality training and education change as well?
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Hannah Zeilig, Julian West and Millie van der Byl Williams
The purpose of this paper is to explore the concept of co-creativity in relation to artistic practice with people with a dementia. The aim of the discussion is to outline how…
Abstract
Purpose
The purpose of this paper is to explore the concept of co-creativity in relation to artistic practice with people with a dementia. The aim of the discussion is to outline how co-creativity offers fresh approaches for engaging artists and people with dementia, can contribute to less restrictive understandings of “creativity” and above all, expand the understanding of people with a dementia as creative, relational and agential.
Design/methodology/approach
In order to examine current conceptions of co-creativity and to inform the artistic practice, relevant literature was explored and eight expert interviews were conducted. The interviews were thematically analysed and are included here.
Findings
This paper consequently demonstrates that improvisation, structure, leadership and equality are central elements of co-creative processes and outlines how co-creativity can offer fresh insights into the way in which the arts can engage people with a dementia, the relationship between creativity and dementia and the transformative potential of the co-creative arts for those living with a dementia.
Research limitations/implications
The paper discusses some of the difficulties that are inherent a co-creative approach, including power relations and the limitations of inclusivity. Due to ethical restrictions, the paper is limited by not including the perspectives of people living with a dementia.
Practical implications
This paper paves the way for future research into co-creative processes in a variety of different contexts.
Social implications
A more nuanced understanding of co-creativity with people with dementia could challenge the dominant biomedical and social paradigms that associate “dementia” with irretrievable loss and decline by creating opportunities for creative agency.
Originality/value
This exploration of co-creativity with people with dementia is the first of its kind and contributes to the wider understanding of co-creativity and co-creative practice.
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