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2. Annual Proceedings of Selected Papers on the Practice of Educational Communications and Technology Presented at the Annual Convention of the Association for Educational Communications and Technology (42nd, Las Vegas, Nevada, 2019). Volume 2
- Author
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Association for Educational Communications and Technology, Simonson, Michael, and Seepersaud, Deborah
- Abstract
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing primarily with research and development topics. Twenty-three papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. [For Volume 1, see ED609416.]
- Published
- 2019
3. Film on Paper, Graphics on Screen, Feminism in Story: An Exegesis of a Feminist Graphic Novel Project
- Author
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Xu, Jingwei
- Abstract
This research is the second stage of my entire graphic novel practice looking at a feminist topic -- women's awakening from marriage. In this phase, the study carries out the practical process of the creative work, involving a graphic novel (body), an opening title (hook) and a package of visual communication design (promotion), in order to convey my feminist claim that women's real emancipation depends on whether they can rouse their subject awareness and break through the chain of marriage. Based on this practice-led research, my personal knowledge is generated, including the value of combining graphic novels and title sequences, the importance of symbolic storytelling and my understanding of female subjective freedom. In addition, this research potentially provides an arts-based research method, which can enable practitioner/researcher to utilise a reflective triangle model to develop art and design work.
- Published
- 2019
4. In Flight with Paper Airplanes: An Exploration with Elementary Engineering
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Katchmark, Laura, McCabe, Elisabeth, Matthews, Kristen, and Koomen, Michele
- Abstract
What better way to engage fifth-grade students in science and engineering practices than to use paper airplanes to encourage them to question, explore, create, and test designs! This multi-day unit draws from a fourth-grade curriculum (Pearson 2012) aligned with the "Next Generation Science Standards" (NGSS Lead States 2013) used in teacher education methods classes and taught to grade 5 students. In this article, we share an integrated unit that includes reading selections about Amelia Earhart and the forces involved in paper airplane flight, an overview of how we used paper airplanes in an experimental design process, and how we helped students develop conclusions based on the claims, evidence, and reasoning framework (CER; McNeill and Krajcik 2012).
- Published
- 2020
5. A Comparison of Children's Reading on Paper versus Screen: A Meta-Analysis
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Furenes, May Irene, Kucirkova, Natalia, and Bus, Adriana G.
- Abstract
This meta-analysis examines the inconsistent findings across experimental studies that compared children's learning outcomes with digital and paper books. We quantitatively reviewed 39 studies reported in 30 articles (n = 1,812 children) and compared children's story comprehension and vocabulary learning in relation to medium (reading on paper versus on-screen), design enhancements in digital books, the presence of a dictionary, and adult support for children aged between 1 and 8 years. The comparison of digital versus paper books that only differed by digitization showed lower comprehension scores for digital books. Adults' mediation during print books' reading was more effective than the enhancements in digital books read by children independently. However, with story-congruent enhancements, digital books outperformed paper books. An embedded dictionary had no or negative effect on children's story comprehension but positively affected children's vocabulary learning. Findings are discussed in relation to the cognitive load theory and practical design implications.
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- 2021
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6. Usability of Virtual Reality for Basic Design Education: A Comparative Study with Paper-Based Design
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Özgen, Dilay Seda, Afacan, Yasemin, and Sürer, Elif
- Abstract
Virtual reality (VR) is an emerging technology that is being used in a wide range of fields such as medicine, gaming, psychology and sociology. The use of VR is promising in the field of education and requires investigation, but research on the use of VR in education is still limited. This enables the exploration of new territories, and design education is one of them. Design education, an important part of the curriculum of architecture students who aim to conceptualize problem-solving, is still taught using traditional methodologies with touches of digital technologies. Thus, there is limited research into the implementation of VR. This study proposes using VR in basic design education and focuses on the usability of VR, especially for problem-solving activities. It presents the literature on basic design education of digital approaches, VR technologies, usability criteria and the technology acceptance model. In order to analyse the usability of VR, we conducted an experimental study with 20 first-year interior architecture and architecture students. We found that, statistically, there is a significant difference in terms of 'the intention to use' and 'the perceived enjoyment' between the VR group and the paper-based group. Moreover, there is, statistically, a difference in effectiveness within the paper-based group and the VR-based group when one compares the success of two types of design problems in the same group. Thus, one can summarize that using VR can strongly enhance problem-solving activities in interior architecture and for architecture students and that one can consider it to be a promising and complementary tool in basic design education.
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- 2021
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7. Integrating Smartphone-Controlled Paper Airplane into Gamified Science Inquiry for Junior High School Students
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Cheng, Mengmeng, Su, Chien-Yuan, and Kinshuk
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Integrating science learning with game experience and physical manipulatives not only overcomes the rigidity of traditional teaching, but also makes the learning experience pleasant for students and improves their science inquiry ability. Today, with the popularization of mobile devices and technology, both the value and feasibility of gamified science learning have increased significantly. However, several studies showed that students might get lost or feel bored during science inquiry. To let students enjoy the science inquiry process and improve their science process skills, the researchers combined mobile technology, game design elements, and science inquiry and designed the gamified science inquiry activity "we are aircraft designers". Here, students designed and manipulated a smartphone-controlled paper airplane by mobile devices connected via Bluetooth. To investigate the effects of the gamified science inquiry activity, the flow state and science process skills of 71 students of a junior high school in China were explored. The proposed gamified science inquiry activity enhanced flow and science process skills of students with high and middle level flow. No differences were found on flow and science process skills between males and females. Based on these results, the guidelines for the design of a gamified science inquiry activity are discussed.
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- 2021
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8. Off the Paper and into the Dance: Investigating Preservice Elementary Teachers' Experiences with Dynamic Spatial Reasoning Choreography Tasks
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An, Song A., Tillman, Daniel A., and Hachey, Alyse C.
- Abstract
This study aimed to empirically investigate preservice teachers' learning experiences during a series of geometry-themed choreography and dance activities. These pedagogical tasks were designed to examine the challenges and solutions that participants experienced when exercising their spatial reasoning abilities, particularly during the transition between the choreography designs they had generated on a Lego-based grid worksheet and real-world dancing positions. The data collection for this study took place at an elementary school located within a bilingual metropolitan area along the southwestern United States border. The overall findings indicated that all of the participating preservice teachers' dance teams encountered interrelated challenges, most of which were variations on disorientation, primarily due to transitioning between representations of space and the deprivation of the typically employed spatial navigation reference points that are used in normal activities.
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- 2021
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9. Partnering for Improvement: 'Communities of Practice and Their Role in Scale Up.' Conference Paper
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National Center on Scaling Up Effective Schools (NCSU), Cannata, Marisa, Cohen-Vogel, Lora, and Sorum, Michael
- Abstract
The past several decades have seen a substantial amount of time, resources, and expertise focused on producing sustainable improvement in schools at scale. Research on these efforts have highlighted how complex this challenge is, as it needs to attend to building teacher support and participation, aligning with the organizational context, and building capacity among stakeholders across organizational levels. In this paper, the authors describe their research across four phases. Their model of improvement relies on three core principles. First, a prototype is built to reflect the core elements of programs or practices that have been shown to be effective locally. Second, rapid-cycle testing is used to allow the prototype to be revised in ways that adapt it to a school or grade-level context. Third, the work occurs within a research-practice partnership (RPP) that strives to take advantage of local expertise, build local ownership to scale,and sustain effective practice (Cohen-Vogel et al., in press). By outlining the organizational structures established to enact the partnership and roles of the various partners, the authors provide an in-depth look at how one RPP operates. The authors begin by describing the concept of an improvement community as one type of RPP, identify several types of improvement communities currently operating in educational systems, and define the key features of improvement communities. Then, the authors outline the specific improvement communities that are central to the Center's work, highlighting how these structures help us enact their RPP. The authors end with their reflections about how the partnership created new roles for both researchers and practitioners as well as the challenges and opportunities that accompanied those new roles.
- Published
- 2015
10. Developing a Learning Outcome-Based Question Examination Paper Tool for Universiti Putra Malaysia
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Hassan, Sa'adah, Admodisastro, Novia Indriaty, Kamaruddin, Azrina, Baharom, Salmi, and Pa, Noraini Che
- Abstract
Much attention is now given on producing quality graduates. Therefore, outcome-based education (OBE) in teaching and learning is now being implemented in Malaysia at all levels of education especially at higher education institutions. For implementing OBE, the design of curriculum and courses should be based on specified outcomes. Thus, the challenge for the assessment is that it should be capable of measuring whether intended outcomes have been achieved or not. Likely, by assisting lecturer in preparing examination paper that aligns with the specified outcomes is something that can help to ensure the implementation of OBE. Hence, this paper describes the development of a tool for generating question examination paper based on learning outcomes, called Learning Outcome-based Question Examination paper Tool (LoQET). LoQET is proposed for assisting lecturer in Universiti Putra Malaysia for preparing examination paper based on programme outcomes and learning outcomes set in the teaching plan and assessment entries.
- Published
- 2016
11. The role of paper plastic in modern design in the development of students' creative thinking
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Bogaichuk Lyudmila, Oros Ivan, and Kovalchuk Tetiana
- Subjects
paper-making ,design ,traditional technique ,conceptual technique ,imaginative thinking ,Education (General) ,L7-991 - Abstract
The article highlights that in the space of modern design and artistic and creative education, in particular decorative and applied arts, the importance of paper is growing as both a creative material for modelling and for creating artistic products, and at the same time, the paper is simultaneously one of the most accessible art materials both from the viewpoint of ease of use and cost, and paper craft is an important basis for students' perception and creation of more complex artistic forms of professional art. It is noted that despite various editions, this disparity does not allow fully revealing paper-making as a conceptual whole – in the diversity of its connections with project culture, creative laboratory and design methodology in design. The purpose of the article is to reveal paper-making in the space of decorative and applied arts as well as to identify its theoretical and methodological foundations and to substantiate the role of paper-making in modern design for the formation of students' creative thinking alongside the formation of their artistic and pedagogical skills. These methods were applied and used to reveal the problem: general scientific (analysis, synthesis, generalization, systematization); scientific and specific: historical, artistic, pedagogical, psychological and approaches: systemic-structural, structural-functional, comparative, with the help of which the opinion regarding the phenomenon of paper-making is generalized, its essential content is clarified in the plane of decorative and applied arts, in modern design, and methodical methods are specified principles to the problem regarding the development of creative thinking of students specialized in artistic and pedagogical mastery. In the main content, it is noted that on the basis of methodological provisions and basic principles of traditional craftsmanship, the creative and essential foundations for decorative and applied arts are manifested, which ensures the formation of components of artistic competence and, at the same time, requires the use of students’ creative and figurative thinking. The idea of the key figurative-essential basis for paper-making is provided and it is noted that mastering the specifics of artistic imagery forms students' aesthetic ideas as well as a valuable act of understanding the world. It is highlighted that "paper plastic" also reflects the specificity of the author's approach to the study of compositional, constructive, structural and technological regularities of the work with material. In the content of the Methodological recommendations for conducting practical lessons, it is emphasized that the result should reflect the student's mastery – from the initial sketch through full-scale sketches to the design of the idea in the material. It is justified that in addition to the traditional methodical principles of education, there is a need to use certain art technologies. It is emphasized that the implementation of the developed "Conceptual Technology" in the teaching space of paper-making contributed to the decision-making process regarding the means of creating an artistic image. In the conclusions, it is noted that paper-making as a type of activity occupies an intermediate position between learning and playing and meets the conditions that ensure the effectiveness of the development of creative activity. Learning and practical work in the technique of papier-mâché using papier-mâché is important for the formation and development of abstract, associative, combinatorial, logical thinking, in the process of learning "paper-mâché" the creative thinking of students is formed and the skills of stylization and generalization are acquired, which involves the acquisition of practical experience for figurative reproduction. In the perspective of further research, it is important to consider the need to research, develop and create a model for the development of the future designer’s artistic and creative competence.
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- 2023
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12. STEM Integration in Sixth Grade: Designing and Constructing Paper Bridges
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English, Lyn D. and King, Donna
- Abstract
In this article, we report on sixth-grade students' responses to a set of problem activities that required the application of mathematics, science, and engineering knowledge in designing and constructing a paper bridge that could withstand an optimal load. Increasing students' application and awareness of their disciplinary learning and how they are applying this in an integrated STEM activity remains a challenge for educators. In addressing this issue, we included a focus on knowledge reflection and knowledge scaffolding through thought-provoking student workbooks. Among the findings are students' capabilities in planning, designing, reflecting, constructing, and redesigning. Students' planning indicated that they could justify their proposed bridge type/s, which often included a combination of types, by referring to their STEM understandings. At the same time, students remained cognizant of the problem boundaries. Students' design sketches indicated an awareness of the problem constraints, an understanding of basic engineering principles, and an application of mathematics and science knowledge. Students' reflections on their actions helped them to improve their bridge constructions. Suggestions are presented for knowledge scaffolding to facilitate the flexible and innovative application of STEM learning to new problem situations.
- Published
- 2019
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13. Invited Paper: Teaching Critical Thinking, Problem Solving, and Design Thinking--Preparing IS Students for the Future
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Matthee, Machdel and Turpin, Marita
- Abstract
Critical thinking and problem solving skills are included in the IS curriculum as foundational skills. IS education researchers recognize the importance of these skills for future IS practitioners given the complexity of the technology based society and economy of the future. However, there is limited work on how these skills are best taught in IS. This research reports on a course focusing on the explicit development of critical thinking and problem solving skills of first-year IS students at the University of Pretoria. The critical thinking part of the course focuses on the analysis, evaluation of, and response to arguments. Class discussions and assessments are based on local, authentic arguments. In the problem solving skills component of the course, students are taught to understand the nature of a problem and to classify it as belonging to one of three categories: puzzles, problems, and messes. For each category, appropriate problem solving approaches are suggested and practiced. To illustrate the role of design and creativity in problem solving, students have to create an artefact using the Maker Space of the university. They have to apply the five phases of design thinking as suggested by the Stanford d.school design thinking approach. The course has been presented since 2016, and feedback is collected from students annually. Based on a feedback questionnaire that the students complete at the end of each course, we have reason to believe that they find the course valuable and consider those skills to be applicable to other courses as well as elsewhere in their lives. They also point out the value it holds for their future as IS practitioners. As part of our ongoing research, we are investigating ways to develop a critical disposition amongst students, an important component of critical thinking.
- Published
- 2019
14. Invited Paper: Subsumption of Information Systems Education towards a Discipline of Design
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Babb, Jeffry, Waguespack, Leslie, and Abdullat, Amjad
- Abstract
Disruptive innovations continue to reshape channels of learning. The Information Systems discipline may be among the least immune to these disruptions. As such, students have greater access to the acquisition of the computing skills and knowledge that are commonly presumed to suffice entry-level employment positions sought after by graduates of Information Systems programs. Further, these same technologies disrupting education are shaping the organizational and business environment such that it is fair to reflect on the disposition and complexion of the discipline as a whole and surmise whether this past will predict the future. Moreover, businesses and organizations are finding that the supply chain of workers needed to harness these disruptive technologies flows neither exclusively, nor even optimally, through academia. Upon reflection of this disruptive circumstance of skills and knowledge development, we consider subsuming the IS discipline into the broader auspice of design buttressed equally by emphases on technical excellence, business acumen, and leadership. We explore principles for a design-focused philosophy for Information Systems education that assumes that while higher education programs may have lost the lead in technology skills development focused on entry-level employment, we may reassert our role in computing education through the embrace of design at the philosophical, epistemological, and pedagogical levels.
- Published
- 2019
15. High School Students' Use of Paper-Based and Internet-Based Information Sources in the Engineering Design Process
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Pieper, Jon and Mentzer, Nathan
- Abstract
Mentzer and Becker (2011) and Becker and Mentzer (2012) demonstrated that high school students engaged in engineering design problems spent more time accessing information and spent more time designing when provided with Internet access. They studied high school students engaged in an engineering design challenge. The two studies attempted to apply the same research methodology as was used in previous work by Atman to facilitate comparison between high school students and experts. The 2011 study included Internet access, but the 2012 study did not. Their work showed that with Internet access, students spent an average of 137 minutes engaged in designing a playground and students allocated 47 minutes (35%) to information access. Without Internet access, similar students from the same schools on the same design problem spent an average of 92 minutes of which, 10 minutes (10%) was dedicated to information access. With limited computer access or limited time to enable students to access a computer in some classrooms, the research questions guiding this study are: (1) What information do high school students spend time accessing during an engineering design challenge? How much information comes from paper-based resources as compared to the Internet?; and (2) How much time do they spend accessing information? What is the balance of time spent accessing information from paper-based sources as compared to the Internet? Findings and implications of this research on student learning are discussed. Recommendations for future research are also offered. (Contains 5 tables and 1 figure.)
- Published
- 2013
16. Research on color management of printing images on Bazhong specialty paper packaging
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Shan, Ning
- Published
- 2021
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17. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (35th, Louisville, Kentucky, 2012). Volume 2
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with the practice of instructional technology including instruction and training issues are contained in Volume 2. (Individual papers contain references.) [For Volume 1, see ED546875.]
- Published
- 2012
18. Before It's Too Late: A Digital Game Preservation White Paper
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Monnens, Devin, Vowell, Zach, and Ruggill, Judd Ethan
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Over the last four decades, electronic games have profoundly changed the way people play, learn, and connect with each other. Despite the tremendous impact of electronic games, however, until recently, relatively few programs existed to preserve them for future generations of players and researchers. Recognizing the need to save the original content and intellectual property of electronic games from media rot, obsolescence, and loss, the Game Preservation Special Interest Group of the International Game Developers Association has issued a white paper summarizing why electronic games should be preserved, problems that must be solved to do so, some potential solutions, and why all these issues should matter to everyone interested in electronic games and play in general. In the white paper, the editing of which was partially supported by the Preserving Virtual Worlds project and by funds from the Library of Congress, its editor and six authors (Rachel Donahue created a survey for IGDA members not included in this article) issue a call for heightened awareness of the need to preserve electronic games--endangered by relatively rapid electronic decay and intellectual neglect alike--for play scholarship and for the culture of the twenty-first century. [This article was edited by Henry Lowood.]
- Published
- 2009
19. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (31st, Orlando, FL, 2008)
- Author
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Association for Educational Communications and Technology and Simonson, Michael
- Abstract
For the thirty-first year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers were presented at the annual AECT Convention in Orlando, Florida. This year's Proceedings has two sections--Section 1 includes research and development papers and Section 2 includes papers on the practice of educational communications and technology. (Individual papers contain references, figures, and tables.) [For Volume 1 of the 30th (2007) Proceedings, see ED499889. For Volume 2, see ED499896.]
- Published
- 2008
20. "An Air of Originality and Great Richness": The Professional and Private Papers of Silver Designer Charles Osborne, 1871-1920
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Snider, Katharine John and Osborne, Charles
- Published
- 2001
21. Teaching Engineering Design Through Paper Rockets
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Welling, Jonathan and Wright, Geoffrey A.
- Abstract
The paper rocket activity described in this article effectively teaches the engineering design process (EDP) by engaging students in a problem-based learning activity that encourages iterative design. For example, the first rockets the students build typically only fly between 30 and 100 feet. As students test and evaluate their rocket designs, they iteratively design improved rockets that will fly over 200 feet. The secret of success is simply the EDP: investigating the weaknesses of a rocket, designing and building a new prototype, evaluating its success, and collaborating and using conclusions to iteratively build additional and more successful rockets.
- Published
- 2018
22. Paper-Based Supports
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Phibbs, Hugh
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- 1997
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23. "Luoxuan biangu jianpu" and "Shizhuzhai jianpu": Two Late-Ming Catalogues of Letter Paper Designs
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Wright, Suzanne E.
- Published
- 2003
24. Defining Mission Statements in Higher Education: Towards a Genre Perspective
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Aib, Iman and Shehzad, Wasima
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Mission statements provide educational institutions with the legitimacy to market and promote services through positive statements. This study applied genre analysis to examine the function of promotional rhetoric in top 100 international universities' mission statements. Bhatia's rhetorical moves of promotional genre was triangulated with Pearce and David's components for mission-writing. It was seen that international universities rely on promotional rhetorical moves to articulate their self-concept and services. Moreover, universities actively compete against each other to secure a high position in the international ranking lists. This ensures that they obtain additional incentives that help them gain economic stability and build a reputation. Promotional genre has become a practiced culture in the professional discourse community of higher education. Hence, there is a need to allow mission statements genre membership. We suggested a genre model that can be taught and used for writing mission statements. The most recurrent moves employed suggest that the communicative purpose for mission-writing used by international universities is to target the international market and build a public image to reel in more students, thereby improving their financial status while ensuring a good reputation. Based on this study, institutions can get guidance on designing and drafting effective mission statements.
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- 2023
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25. 'An Object Lesson to a Philistine Age': The Wall Paper Manufacturers' Museum and the Formation of the National Collections
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Woods, Christine
- Published
- 1999
26. The Digital Art of Marbled Paper
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Akgun, B. Tevfik
- Published
- 2004
27. USING PAPER DOLLS IN EDUCATION OF PAPER ARTS AND VISUAL ARTS.
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OKAN AKIN, Nalan
- Subjects
ART education ,ART ,DOLLMAKING ,PAPER arts ,DECORATIVE arts ,DOLLS - Abstract
Copyright of International Journal of Eurasian Education & Culture is the property of Ayse Burcu Ulusoy and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
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28. Making Recycled Paper: An Engineering Design Challenge
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Song, Ting and Becker, Kurt
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Science, technology, engineering, and mathematics (STEM) educators are facing the challenge of attracting more students. The disparity between the need for engineers and the enrollment of engineering students is growing (Genalo, Bruning, & Adams, 2000), and career aspirations of high school students are inconsistent with the employment projections for engineering-related careers (Sanoff, 2001). One solution to this problem is to infuse engineering content into K-12 curriculum. The curriculum unit presented in this article introduces middle school students to basic engineering concepts, i.e., the engineering design process, through an activity of making recycled paper. Hands-on activities and classroom presentations are combined, and the process of engineering design and mathematical analysis is presented in a real-world context.
- Published
- 2013
29. Re-Mediating Postmillennial Posters
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Lyddon, Paul A. and Selwood, Jaime
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While modern conference papers have evolved almost universally to exploit the potential of digital technologies to enhance the effectiveness of their presentation, academic posters still largely ignore the novel affordances of digital tools and media, rather continuing to operate almost entirely within the constraints of their traditional material format. This paper offers an explanation of this anachronism and suggests a more dynamic vision of poster presentations. First, it distinguishes posters as a unique genre of academic presentation with its own set of communicative purposes. Next, with these purposes in mind, it identifies key considerations in effective poster design. Finally, it offers a practical proposal for leveraging the novel affordances of digital technologies to enrich this design, such as by integrating rollover text, audio, and video links into posters that can be downloaded through QR codes to permit local user control. [For the complete volume, see ED578177.]
- Published
- 2017
30. 'Fragile,' 'Souper' and POP! The Atopos Paper Fashion Collection
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Fafalios, Stamos and Zidianakis, Vassilis
- Published
- 2014
31. Drawingvoice 2.0: Classroom Joint Designing and Facebook Interactions to Develop Reflexivity and Awareness
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Carnevale, Stefania, Di Napoli, Immacolata, Esposito, Francesca, and Arcidiacono, Caterina
- Abstract
Drawingvoice 2.0 is an instructional method of collaborative pencil and paper drawing to use in the school classroom, followed by Facebook interaction on the drawing produced in class. It is based on a participatory and meta reflective approach, explicitly aimed at deconstructing, negotiating, and reconstructing the meaning that students attribute to themselves regarding their professional expectations and educational pathways. In particular, the collaborative pencil and paper drawing allows for the student's emotional symbolisation processes underlying their educational pathway. Drawingvoice 2.0 induces a multidimensional cognitive and meta-cognitive process further supported by the following interaction on Facebook. Therefore, the World Wide Web is the added resource for sharing and deepening the classmates' discussion. Finally, Drawingvoice 2.0 supported structural group interaction and was an important supportive and instructional method to bring about transformational and developmental training practices. As the main result, in our experience, psychology students increased their reflectivity about their strengths and threats in being psychologists within their cultural contexts and potential positive resources underlying their choice. Drawingvoice 2.0 thus enhanced their self-awareness about the lights and shadows of their training and future professional career.
- Published
- 2021
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32. GES App -- Supporting Global Employability Skills from the Perspectives of Students, Staff and Employers
- Author
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Sobah Abbas Petersen, Maria Iqbal, Alan Williams, and Gavin Baxter
- Abstract
Global Employability Skills are skills that students acquire during their study period, that are in addition to their academic knowledge and skills, and that would help in their careers. As students continue their university journeys, they often overlook or underestimate the importance of developing Global Employability Skills that employers may consider important for their jobs. In this paper, we present a mobile application, the GES App, designed to help students recognize, document, and articulate their skills to their prospective employees. The GES App is designed to stimulate university students to reflect upon their experiences and assess the skills they may develop outside of their formal university studies. This paper presents how such an app could support students plan their careers and develop their Global Employability Skills that would make them more attractive to their future employers. A use case scenario is described to illustrate the role the GES App could play, from the perspectives of students, staff, and employers. [For the full proceedings, see ED639391.]
- Published
- 2023
33. Practice through Play Using Mobile Technology
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Agnes D. Garciano, Debbie Marie B. Verzosa, Ma. Louise Antonette N. De Las Peñas, Maria Alva Q. Aberin, Juan Carlo F. Mallari, Jumela F. Sarmiento, and Mark Anthony C. Tolentino
- Abstract
This paper discusses the "Just Keep Solving" apps that are designed based on deliberate practice model for developing mathematical skills. Features of deliberate practice include well-defined goals involving areas of weakness as determined by a knowledgeable other such as a teacher. The integration of game design features provides a positive environment wherein the learning goals critical in a deliberate practice model are emphasized. Possible strategies for integrating the apps in a classroom are also discussed using Hughes, Thomas and Scharber's RAT (Replacement, Amplification, Transformation) framework. The games can replace traditional pen-and-paper classroom activities, amplify learning by personalizing a student's experience and providing opportunities for deliberate practice, and transform instruction from being teacher-centered to student-centered. [For the full proceedings, see ED639391.]
- Published
- 2023
34. Integrating Large Language Models in Art and Design Education
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Alberto Giretti, Dilan Durmus, Massimo Vaccarini, Matteo Zambelli, Andrea Guidi, and Franco Ripa di Meana
- Abstract
This paper provides a possible strategy for integrating large language artificial intelligence models (LLMs) in supporting students' education in artistic or design activities. We outline the methodological foundations concerning the integration of CHATGPT LLM in the educational approach aimed at enhancing artistic conception and design ideation. We also present the knowledge and system architecture for integrating LLM in the °'°Kobi system. Finally, this paper discusses some relevant aspects concerning the system's application in a real educational context and briefly reports its preliminary assessment. [For the full proceedings, see ED636095.]
- Published
- 2023
35. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies (5th, Sydney, Australia, December 11-13, 2017)
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International Association for Development of the Information Society (IADIS), Kommers, Piet, Issa, Tomayess, Isaias, Pedro, and Hol, Ana
- Abstract
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is the scientific conference addressing the real topics as seen by teachers, students, parents and school leaders. Scientists, professionals and institutional leaders are invited to be informed by experts, sharpen the understanding what education needs and how to achieve it. Full papers presented in these proceedings include: (1) Bibliometric Science Mapping as a Popular Trend: Chosen Examples of Visualisation of International Research Network Results (Eugenia Smyrnova-Trybulska, Nataliia Morze, Olena Kuzminska and Piet Kommers); (2) Optimize Knowledge Sharing, Team Effectiveness, and Individual Learning within the Flipped Team-Based Classroom (Chung-Kai Huang, Chun-Yu Lin, Zih-Cin Lin, Cui Wang and Chia-Jung Lin); (3) Design and Development of an Interactive Multimedia Simulation for Augmenting the Teaching and Learning of Programming Concepts (Leonah L. Baloyi, Sunday O. Ojo and Etienne A. Van Wyk); (4) Introducing Tablets in a Portuguese School: A Micool Project Case Study Analysis (Miriam Judge); (5) College Communicative Teaching and e-Learning: A Training Scheme (Charito G. Ong; (6) Tested Strategies for Recruiting and Retention of STEM Majors (Sadegh Davari, Sharon Perkins-Hall and Krishani Abeysekera); (7) Redesigning Learning Spaces: What do Teachers Want for Future Classrooms? (Neuza Pedro); (8) Peer Instructions and Use of Technological Tools. An Innovative Methodology for the Development of Meaningful Learning (Oriel A. Herrera and Patricia Mejías); (9) It Doesn't Matter What is in Their Hands: Understanding How Students Use Technology to Support, Enhance and Expand Their Learning in a Complex World (Peter Bryant); (10) A Comparative Study on Social Media Addiction of High School and University Students (Ali Simsek, Kemal Elciyar and Taner Kizilhan); (11) Computer Literacy Teaching Using Peer Learning and under the Confucian Heritage Cultural Settings of Macao, China (Kelvin Wong, Ana Neves and Joao Negreiros); (12) Applying Sensors to Investigate Gender Differences in Beginning Tennis Players (Chih-Hung Yu, Jye-Shyan Wang and Cheng-Chih Wu); (13) Using Arduino to Teach Programming to First-Year Computer Science Students (Wee Lum Tan, Sven Venema and Ruben Gonzalez); (14) Dimensions of Self-Perceived Employability in First Year IT Students (Amy Antonio and David Tuffley); (15) Challenges for a New Generation of STEM Students (Krishani Abeysekera, Sharon Perkins-Hall, Sadegh Davari and Amanda Smith Hackler); (16) Developing a Gesture-Based Game for Mentally Disabled People to Teach Basic Life Skills (Mohammad Javad Nazirzadeh, Kürsat Cagiltay and Necdet Karasu); (17) Learning Group Formation for Massive Open Online Courses (MOOCs) (Sankalp Prabhakar and Osmar R. Zaiane) and (18) ICE: An Automated Tool for Teaching Advanced C Programming (Ruben Gonzalez). Short papers presented include: (1) MOOC as a Laboratory of Culture Shock: Helping Non-U.S. Students Integrate into All-American Virtual Environment (Valeri Chukhlomin and Anant Deshpande); (2) The Use of Mobile Devices Outside of the Classroom for Self-Directed Learning among Female EFL Students in Saudi Arabia (Fatimah Albedah and Chwee Beng Lee); (3) Communication Scaffolds for Project Management in PBL (Shigeru Sasaki, Masayuki Arai, Kumiko Takai, Mitsuhiro Ogawa and Hiroyoshi Watanabe); (4) Digital Pedagogies for Teachers' CPD (Matthew Montebello); (5) Sensing Locally in the Global Environment: Using Sensors in Teachers' Education (Maria João Silva, António Almeida, Bianor Valente, Margarida Rodrigues and Vítor Manteigas); (6) The Use of a Digital Badge as an Indicator and a Motivator (Jun Iwata, John Telloyan, Lynne Murphy, Shudong Wang and John Clayton; (7) Exploring the Education Potential of Minecraft: The Case of 118 Elementary-School Students (Thierry Karsenti and Julien Bugmann); (8) Digital Story Creation: Its Impact towards Academic Performance (Charito G. Ong); and (9) Collaborative Peer Feedback (David A. Smith). Posters include: (1) A System for Class Reflection Using iPads for Real-Time Bookmarking of Feedbacks into Simultaneously Recorded Videos (Taira Nakajima); (2) Roles, Strategies, and Impact of MOOCs on Flipping Business Education (Chung-Kai Huang, Chun-Yu Lin, Zih-Cin Lin and Cui Wang); and (3) Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology (Morris Siu-Yung Jong, Tom Chan, Vincent Tam and Ming-Tak Hue). Individual papers include references, and an Author Index is included.
- Published
- 2017
36. Design Considerations for a Multiple-Choice Assessment of Socio-Scientific Systems Thinking
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Eric A. Kirk, Troy D. Sadler, Li Ke, and Laura A. Zangori
- Abstract
This design case details the design process of a multiple-choice assessment of socio-scientific systems thinking. This assessment is situated within a larger project that aims to understand the ways students use multiple scientific models to understand complex socio-scientific issues. In addition to the research component, this project entails developing curriculum and assessment resources that support science teaching and learning. We begin this paper by framing the needs that motivated the design of this assessment and introducing the design team. We then present a narrative outlining the design process, focusing on key challenges that arose and the ways these challenges influenced our final design. We conclude this paper with a discussion of the compromises that had to be made in the process of designing this instrument.
- Published
- 2024
37. CROSS-CULTURAL EXPERIENCES THROUGH AN EXHIBITION IN CHINA AND SWITZERLAND: "THE ART OF PAPER-CUTTING: EAST MEETS WEST"
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Yang, Crystal Hui-Shu
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- 2012
38. A Visionary's Archive: The Norman Bel Geddes Papers at the Harry Ransom Center
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Kelly, Katherine Feo and Baer, Helen
- Published
- 2012
- Full Text
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39. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Mobile Learning (13th, Budapest, Hungary, April 10-12, 2017)
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International Association for Development of the Information Society (IADIS), Sánchez, Inmaculada Arnedillo, and Isaías, Pedro
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These proceedings contain the papers and posters of the 13th International Conference on Mobile Learning 2017, which was organised by the International Association for Development of the Information Society (IADIS), in Budapest, Hungary, April 10-12, 2017. The Mobile Learning 2017 Conference seeks to provide a forum for the presentation and discussion of mobile learning research which illustrates developments in the field. Full papers presented in these proceedings include: (1) Design of a Prototype Mobile Application to Make Mathematics Education More Realistic (Dawid B. Jordaan, Dorothy J. Laubscher, and A. Seugnet Blignaut); (2) Tablets and Applications to Tell Mathematics' History in High School (Eduardo Jesus Dias, Carlos Fernando Araujo, Jr., and Marcos Andrei Ota); (3) Assessing the Potential of LevelUp as a Persuasive Technology for South African Learners (Nhlanhla A. Sibanyoni and Patricia M. Alexander); (4) #Gottacatchemall: Exploring Pokemon Go in Search of Learning Enhancement Objects (Annamaria Cacchione, Emma Procter-Legg, and Sobah Abbas Petersen); (5) A Framework for Flipped Learning (Jenny Eppard and Aicha Rochdi); (6) The Technology Acceptance of Mobile Applications in Education (Mark Anthony Camilleri and Adriana Caterina Camilleri); (7) Engaging Children in Diabetes Education through Mobile Games (Nilufar Baghaei, John Casey, David Nandigam, Abdolhossein Sarrafzadeh, and Ralph Maddison); (8) A Mobile Application for User Regulated Self-Assessments (Fotis Lazarinis, Vassilios S. Verykios, and Chris Panagiotakopoulos); and (9) Acceptance of Mobile Learning at SMEs of the Service Sector (Marc Beutner and Frederike Anna Rüscher). Short papers presented include: (1) Possible Potential of Facebook to Enhance Learners' Motivation in Mobile Learning Environment (Mehwish Raza); (2) D-Move: A Mobile Communication Based Delphi for Digital Natives to Support Embedded Research (Otto Petrovic); (3) Small Private Online Research: A Proposal for a Numerical Methods Course Based on Technology Use and Blended Learning (Francisco Javier Delgado Cepeda); (4) Experimenting with Support of Mobile Touch Devices for Pupils with Special Educational Needs (Vojtech Gybas, Katerina Kostolányová, and Libor Klubal); (5) Mobile Learning in the Theater Arts Classroom (Zihao Li); (6) Nomophobia: Is Smartphone Addiction a Genuine Risk for Mobile Learning? (Neil Davie and Tobias Hilber); (7) Analysis of Means for Building Context-Aware Recommendation System for Mobile Learning (Larysa Shcherbachenko and Samuel Nowakowski); (8) RunJumpCode: An Educational Game for Educating Programming (Matthew Hinds, Nilufar Baghaei, Pedrito Ragon, Jonathon Lambert, Tharindu Rajakaruna, Travers Houghton, and Simon Dacey); (9) Readiness for Mobile Learning: Multidisciplinary Cases from Yaroslavl State University (Vladimir Khryashchev, Natalia Kasatkina, and Dmitry Sokolenko); and (10) The M-Learning Experience of Language Learners in Informal Settings (Emine Sendurur, Esra Efendioglu, Neslihan Yondemir Çaliskan, Nomin Boldbaatar, Emine Kandin, and Sevinç Namazli). Reflection papers presented include: (1) New Model of Mobile Learning for the High School Students Preparing for the Unified State Exam (Airat Khasianov and Irina Shakhova); (2) Re-Ment--Reverse Mentoring as a Way to Deconstruct Gender Related Stereotypes in ICT (Kathrin Permoser); (3) Academic Success Foundation: Enhancing Academic Integrity through Mobile Learning (Alice Schmidt Hanbidge, Amanda Mackenzie, Nicole Sanderson, Kyle Scholz, and Tony Tin); (4) Using Tablet and iTunesU as Individualized Instruction Tools (Libor Klubal, Katerina Kostolányová, and Vojtech Gybas); (5) DuoLibras--An App Used for Teaching-Learning of Libras (Erick Nilson Sodré Filho, Lucas Gomes dos Santos, Aristóteles Esteves Marçal da Silva, Nidyana Rodrigues Miranda de Oliveira e Oliveira, Pedro Kislansky, and Marisete da Silva Andrade); (6) Educators Adopting M-Learning: Is It Sustainable in Higher Education? (Nicole Sanderson and Alice Schmidt Hanbidge); and (7) M-Kinyarwanda: Promoting Autonomous Language Learning through a Robust Mobile Application (Emmanuel Bikorimana, Joachim Rutayisire, Mwana Said Omar, and Yi Sun). Posters include: (1) Design of Mobile E-Books as a Teaching Tool for Diabetes Education (Sophie Huey-Ming Guo); and (2) Reading While Listening on Mobile Devices: An Innovative Approach to Enhance Reading (Aicha Rochdi and Jenny Eppard). The Doctoral Consortium includes: How Can Tablets Be Used for Meaning-Making and Learning (Liv Lofthus). Individual papers include references, and an Author Index is included.
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- 2017
40. Collector's Notes: The Alexander Liberman Papers
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DUNCAN, CHARLES H.
- Published
- 2013
41. Brick & Click Libraries: An Academic Library Conference Proceedings (16th, Maryville, Missouri, November 4, 2016)
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Northwest Missouri State University, Baudino, Frank, and Johnson, Carolyn
- Abstract
Twenty scholarly papers and fifteen abstracts comprise the content of the sixteenth annual Brick and Click Libraries Conference, held annually at Northwest Missouri State University in Maryville, Missouri. The proceedings, authored by academic librarians and presented at the symposium, portray the contemporary and future face of librarianship. The 2016 paper and abstract titles include: (1) Making Effective, Usable Research Guides (Joshua S. Welker); (2) The Beulah Williams Library Creation Lab: Creating a Technology Sandbox in an Academic Library (Lynn Klundt); (3) Establishing an Electronic Theses Repository using Digital Commons (Yumi Ohira and Deborah L. White); (4) Becoming the Center: Creating and Implementing a Unified Service Point (Michael Berry); (5) Developing a Research Proposal: Serendipity and Planning (Susan Sykes Berry, Marilyn Degeus, and Sarah Kartsonis); (6) Mentoring on Mars: Peering at the Landscape through a Variety of Lenses (Susan M. Frey and Valentine Muyumba); (7) Taking the ILS for a Walk on the Quad: Cross-Campus Collaborations for Tech Services (Kirsten Davis and Mary Ann Mercante); (8) How to Maintain Reserves through Departmental Cooperation (Hong Li and Kayla Reed); (9) Becoming the DH Team…Digital Humanities, Public History, and the Library (Amanda Langendoerfer and Janet Romine); (10) Celebrating International Students in the Library (Ayyoub Ajmi and Fu Zhuo); (11) Keeping in Step with the College"s Mission (Joyce Meldrem); (12) Catch Online Students by Design (Elise A. Blas, Gwen Wilson, and Jean V. Marshall); (13) 2015 Summer of Changes: Reducing Print Collection, Migrating to New ILS and Redesigning Space at Dibner Library of Science and Technology (Ana Torres and Gavin Paul); (14) Using Data to Drive Public Services Decisions (Cindy Thompson and Jen Salvo-Eaton); (15) A Practical Solution for Managing and Assessing Library Electronic Collections (Xiaocan (Lucy) Wang and Robert Black); (16) Library Space and Usage Studies Can Inform, Influence & Impact Our Buildings and Services (Dr. Susan Breakenridge Fink); (17) Pop-up Usability Testing--More Data, Less Time (and Money) (Kelley Martin); (18) Renovating Foundations: ArchivesSpace and Collections Management (Mary Ellen Ducey, Peterson Brink, and Stacy Rickel); (19) The Big Reveal: LibGuides Analytics and Why They Matter (Sarah E. Fancher and Jamie L. Emery); (20) Snap, Click, Chat: Investigating the International Student Experience (Melissa Burel and Sarah Park); (21) "But We"ve Always Done it This Way!": Managing Expectations of Blended Workforces (Nicholas Wyant and Melissa Mallon); (22) "I Got My Customer Service Badge!" Using Online Modules for Library Student Worker Training (Ashley Creek); (23) Singing a Different Tune: Moving the Traditional Cataloging Skill Set into non-MARC (Amanda Harlan); (24) Employing Students in Digitization: Leveraging Digital Projects as Valuable Learning Experiences (Christopher Jones); (25) Extreme Makeover: Information Literacy Edition (Abigail Broadbent and Rebecca Hamlett); (26) Make it Beautiful, Make it Usable: DIY Design for Librarians (Dani Wellemeyer and Jess Williams); (27) Winning the Steelcase Education Active Learning Center Grant: Strategies for Successful Grant Writing (Danielle Dion and Ashley Creek); (28) Confident Shifting for Complex Moves (Joshua Lambert); (29) Lost in the Stacks: Helping Undergraduate Students Navigate the Library Labyrinth (Andi Back); (30) Picking Favorites: Setting Up a Study Room Reservation System (Alissa V. Fial); (31) Building Instructional Labs for Tomorrow: Do Trees and Tablets Work (Stephen Ambra); (32) Implementing a Smartphone Scavenger Hunt at Mizzou Libraries (Goodie Bhullar, Rachel Brekhus, Rebecca Graves, Navadeep Khanal, Noël Kopriva, Kimberly Moeller, and Paula Roper); (33) Keeping the Baby AND the Bathwater: Supplementing Traditional ILL with an On-Demand Document Delivery Service (Rob Withers, Jennifer Bazeley, Susan Hurst, and Kevin Messner); (34) Innovating and Building New Things with Our Student Workers (Ayyoub Ajmi); and (35) Creating Without Crunching: Library Interactive Map (Adedoyin Adenuga). An author/title index is also included. (Individual papers contain references.) [For the 2015 proceedings, see ED561244.]
- Published
- 2016
42. Free Wrapping Paper
- Published
- 2006
43. Creative Imagination Is Stable across Technological Media: The Spore Creature Creator versus Pencil and Paper
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Cockbain, Jessica, Vertolli, Michael O., and Davies, Jim
- Abstract
T. B. Ward (1994) investigated creativity by asking participants to draw alien creatures that they imagined to be from a planet very different from Earth. He found that participant drawings reliably contained features typical of common Earth animals. As a consequence, Ward concluded that creativity is structured. The present investigation predicts that this limitation on creativity is not restricted to drawings: the use of different technology will not change creative output. To investigate this question, participants performed Ward's task twice: once using pencil and paper and once using software made to design creatures (the Spore Creature Creator). Only minor significant differences were found. This preliminarily suggests that changing tools does not affect the overall rigidity of the creative process. This lends further support to Ward's thesis on the structural rigidity of creativity. We conclude by suggesting an elaboration to Ward's thesis that will be explored in future work. We suggest that aesthetics might be one of the factors that contribute to creative constraint, in that creatures that are too unusual would be less interesting.
- Published
- 2014
- Full Text
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44. Improving Mail Survey Response Rates in Japan: Empirical Tests for Envelopes, Request Letters, Questionnaires, and Schedules
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Park, Yoosung and Tsuchiya, Takahiro
- Abstract
While many studies examine tools and techniques to improve survey response rates, it remains unclear as to which are effective, and response rates continue to decline. In this study, we examine the effect of four variables expected to influence mail survey response rates: (1) the use of semi-transparent envelopes versus ordinary paper envelopes for delivery, (2) the level of content in the request letter (simple or detailed), (3) the length of the questionnaire, and (4) the survey schedule. We found that the total response rate was 45.4%, while those of the experimental conditions were as follows: (1) semi-transparent versus ordinary paper envelopes, 46.2% versus 44.7%; (2) simple versus detailed request letters, 44.7% versus 46.2%; (3) 4-page versus 8-page questionnaires, 46.0%versus 44.8%; and (4) holiday versus ordinary day, 45.6% versus 45.3%.We found no significant differences in response rates for any of the experimental variables; that is, the logistic regression analysis revealed no relationship between the four experimental conditions and the response rate.
- Published
- 2021
- Full Text
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45. Paper Sculpture Exhibition
- Published
- 2003
46. Fort Worth's New Paper-friendly Modern
- Published
- 2002
47. Emerging Engineers Design a Paper Table
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Enderson, Mary C. and Grant, Melva R.
- Abstract
With the advancement of specialized middle schools and high schools focusing on the arts, communication, engineering, mathematics, and science, many students who attend traditional schools miss out on valuable learning opportunities--in particular, when it comes to learning mathematics. Mathematics classrooms can be filled with real-world applications and concepts for all learners, regardless of the school environment. When teachers present middle school students with problems grounded in engineering principles, students will become active learners and will view mathematics as stimulating and useful. They will also learn that through mathematics, they can be innovative. The authors present an engineering project called "Paper Table," an investigation into building a sturdy table out of newspaper and cardboard. Engineering design projects provide an environment in which students can be active, inquisitive, and creative. Producing a paper table can lead to explorations of geometry and measurement. Concepts learned include (1) drawing and constructing polygons; (2) using a protractor to measure and draw specific angles in a polygon; (3) finding the areas of polygons; and (4) finding the surface area of three-dimensional figures. The "Paper Table" project challenges students to build a strong table that is 8 inches tall using newspaper, masking tape, and cardboard. The design requirements specify that the table must be sturdy enough to hold a heavy book. From a mathematical point of view, the "Paper Table" project revolves around properties of polygons and mathematical processes and practices. After producing models, students can ponder ways to find the area of the polygons that comprise the legs of the table. The "Paper Table" project gives students a challenge that can increase their interest in mathematics and let them recognize that engineering has many ties to the math that they study and use in class. Such STEM experiences are likely to excite, stimulate, and motivate students. The authors suggest It is time to include engineering projects in the classroom to allow today's students to embark on processes that they can develop into tomorrow's leaders in science, technology, engineering, and mathematics.
- Published
- 2013
48. Traversing the European Ed Tech Scene: Paper Windmills
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Walker, Kevin
- Published
- 2008
49. Ballot Design and Unrecorded Votes on Paper-Based Ballots
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Kimball, David C. and Kropf, Martha
- Published
- 2005
50. Interplay of Computer and Paper-Based Sketching in Graphic Design
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Pan, Rui, Kuo, Shih-Ping, and Strobel, Johannes
- Abstract
The purpose of this study is to investigate student designers' attitude and choices towards the use of computers and paper sketches when involved in a graphic design process. 65 computer graphic technology undergraduates participated in this research. A mixed method study with survey and in-depth interviews was applied to answer the research questions. This result shows that sketches and computers as design tools help students generate ideas in the early stage of design. Students' preferences to use sketches or computers differ, since each tool has its own advantages and disadvantages.
- Published
- 2013
- Full Text
- View/download PDF
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