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In this paper it is presented a virtual organizational environment, conceived with the integration of three computer programs: a manufacturing simulation package, an automation of businesses processes (workflows), and business intelligence (Balanced Scorecard) software. It was created as a supporting tool for teaching IE, its purpose is to give professors and alumni the possibility to practice and apply the concepts and knowledge of IE learned at school since the very beginning of the program. This environment allows perform many business processes functions of management; it is already running in both, Local Area Network and Internet. With this system running in a network, it is emulated the functioning of an organization, in which it is necessary a coordination of multiple actions for making decisions in a collaborative and integrated manner. The work developed in this virtual atmosphere permits the participants to face non structured problems, and also it is possible to develop their own skills and aptitudes for being a good professional. The Virtual Enterprise is managed by a Management Committee, formed by high level alumni and invited professors; they have the responsibility of achieving the productivity levels necessary to its own economic profit. The Intermediate courses alumni are in charge of the resources evaluation utilization. The lowest level alumni are in charge of Data Acquisition and feeding the Data Base. The Virtual Enterprise compromises the Industrial Engineering School as a whole, and all the students feel their belonging since the first courses, it motivates them to search for the knowledge and desire to be an Industrial Engineer.  相似文献   

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An analysis was undertaken of 217 English school anti-bullying policies, from 169 primary schools and 48 secondary schools, using a 34-item scoring scheme. Findings were compared with an analysis of 142 schools six years earlier. Overall schools in the current analysis had about 49% of the items in their policies, a modest increase over the previous study. Most included a definition of bullying and statements about improving school climate but many schools did not mention other important aspects, and there was low coverage of cyberbullying, homophobic bullying, bullying based on disabilities, or faith; teacher–pupil bullying; responsibilities beyond those of teaching staff; following up of incidents; and specific preventative measures such as playground work, peer support, inclusiveness issues, and bullying to and from school. Several improvements in policies, significant for 20 out of 34 criteria were noted. Findings are discussed in terms of national policy, and ways to support schools in maximising the potential of their policies for reducing bullying.  相似文献   

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《家具设计实训》在学院环境艺术设计专业的课程体系中定位为专业平台课程,这也就意味着本门课程的设置与家具设计类专业的课程设置的侧重点不同。文章以《家具设计实训》课程的研究与改革,探讨环境艺术设计专业课程教学设计。  相似文献   

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The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with handling game design curriculum, how to think games, and how to organise the development process. The presented framework merge curriculum, thinking, and process guided by the game design concept of juiciness. The framework will be presented by dismantling the standard textbook model of game design into three; game design (curriculum), game design thinking (thinking), and game development (organisation). In this perspective game design is concerned with game mechanics, game design thinking preoccupied with paper prototyping, metaphor, and framing, while game developments addresses player experience including play and game testing. This article will coin vertical design as juiciness as opposed to horizontal design understood as expanding system layout. Juiciness will be placed as a guiding principle in the relationship between designers and designed content as an aspect of designer intentions and motivations. Lastly, the content centric framework will be presented by merging game design, game design thinking, game development, vertical design with selected aspects of accepted software development strategies as an approach to teaching and learning game design in higher education.  相似文献   

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英语构词规律主要包括:缀合法(派生法)、合成法、转化法和缩略法等。通过研究单词的结构、熟记各种构词词素的意义、识别词形、灵活运用词素等与英语构词规律紧密相关的方法来掌握英语单词,不失为一条捷径。  相似文献   

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A nine-step process was used as a multilevel screening mechanism in developing a Likert-type scale that measures that attitudes of teachers toward energy conservation. Following the assemblage of a 71 statement item pool, the statements were analyzed via qualitative criteria (i.e., presence of authoritative appeals, use of double negatives, statements irrelevant to the attitude object, etc.). The 60 statements meeting the qualitative criteria were then pilotted using a sample of 93 preservice elementary teachers. One of the 60 statements was modified as a result of respondent feedback. Data collected from respondents were anlayzed using the Likert Attitude Scale Analysis Main Program (LIKRT) and the emotional intensity of each statement was judged by the criteria: discrimination index, bipolar data, and neutral data. Nineteen statements that were part of the initial item pool met all the criteria set forth by the nine-step process; as a result, these statements composed the Attitude Toward Energy Conservation Scale. Coefficient alpha for the scale was reported at 0.81 by LIKRT with an average adjusted item-total correlation of 0.48. Initial validity data collected suggests the scale to be a valid measure of preservice teachers' attitudes toward energy conservation.  相似文献   

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工程力学的学习,课程教学是一个重要的环节。针对工程力学课程教学过程中出现的问题,提出了适应普通本科院校人才培养需求的工程力学课程内容设置,并对课堂教学的过程提出了有针对性的设计。  相似文献   

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Many studies have stressed students’ lack of understanding of experiments in laboratories. Some researchers suggest that if students design all or parts of entire experiment, as part of an inquiry-based approach, it would overcome certain difficulties. It requires that a procedure be written for experimental design. The aim of this paper is to describe the characteristics of a procedure in science laboratories, in an educational context. As a starting point, this paper proposes a model in the form of a hierarchical task diagram that gives the general structure of any procedure. This model allows both the analysis of existing procedures and the design of a new inquiry-based approach. The obtained characteristics are further organized into criteria that can help both teachers and students assess a procedure during and after its writing. These results are obtained through two different sets of data. First, the characteristics of procedures are established by analysing laboratory manuals. This allows the organization and type of information in procedures to be defined. This analysis reveals that students are seldom asked to write a full procedure, but sometimes have to specify tasks within a procedure. Secondly, iterative interviews are undertaken with teachers. This leads to the list of criteria to evaluate the procedure.  相似文献   

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Abstract

In the spring semester 2000, a Penn State course, ECE 479 (The Young Child's Play as Educative Process), was taught by the same instructor in four delivery formats. One group consisted of a regular classroom, held on campus. A second group, also on campus, was taught in a computer lab via the Internet; and there were opportunities for interaction with peers and the instructor. A third group took the course on the Internet as part of a local distance education group; hence, there were some limited opportunities for face‐to‐face interaction with peers and the instructor. The fourth group took the course on the Internet, as part of a statewide distance education group, where there were no opportunities for face‐to‐face interaction. Twenty students who enrolled in the course (5 per group) completed questionnaires and phone interviews. Information was gathered on professional backgrounds, computer experience, and initial level of content knowledge on the topic of the ECE Internet course. Sixteen students who completed the course were interviewed again to evaluate satisfaction with the course and to estimate learning outcomes. Across the four conditions general satisfaction was expressed with the content, activities, and course requirements and with the teacher. However, students in the three computer groups expressed dissatisfaction over technical problems (all four who did not complete the course came from these computer groups). Significant gains in content knowledge occurred for the classroom group, while the learning in the three Internet‐based instruction groups did not show the same gains. Concern was expressed related to the lack of face‐to‐face interaction, making the learning environment less desirable. Although Internet technology provides a great deal of promise, these results suggest that improvements are needed to make this delivery modality more effective for in‐service distance learning. © 2001 Elsevier Science Inc. All rights reserved.

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