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Full-Text Articles in Education
Meeting The Sustainability Challenges: An Assessment Of Entrepreneurial Education, Anna Zherdeva, Intesar Madi, Abrar Alzankawi, Lucia Morales Dr, L. Pop, A. Soler-Dominguez, J.C. Saez
Meeting The Sustainability Challenges: An Assessment Of Entrepreneurial Education, Anna Zherdeva, Intesar Madi, Abrar Alzankawi, Lucia Morales Dr, L. Pop, A. Soler-Dominguez, J.C. Saez
Conference papers
The importance of sustainability and entrepreneurship education is highlighted in this study. The world economies are facing significant challenges as they try to enable the transition towards more sustainable economic and business models. Therefore, at the centre of the transition process, it is critical to consider the role that business education can play and, more specifically, the role of business schools in integrating and supporting the development of skills and competencies that align with our contemporary society's needs. In this paper, we initially assess the need to connect entrepreneurial and sustainability education by exploring the educational offerings at Technological University …
The Lecturer As Learner: Exploring That Digital Divide One More Time, Mary O'Rawe
The Lecturer As Learner: Exploring That Digital Divide One More Time, Mary O'Rawe
Conference papers
Although there is widespread acceptance of the importance, and indeed superiority, of student-centred learning in the contemporary success equation (McCabe & O’Connor, 2014), charting the route to such success remains problematic. Many assumptions around the nature of digital learning, and inter-generational attitudes to such learning are still made.
Specific to the context of technology-enhanced teaching, learning and assessment in a higher education environment, a range of generic and particular debates around how to be student-centric arise. Technology-enhanced learning (TEL) has been examined extensively from both the student’s viewpoint, and the lecturer’s perspective (Waycott et al., 2010). But how can these …
Augmented Reality And The Events Curriculum: The Students' Perspective, Mary O'Rawe, Alex Gibson
Augmented Reality And The Events Curriculum: The Students' Perspective, Mary O'Rawe, Alex Gibson
Conference papers
The emergence of Augmented Reality (AR) as a ground-breaking technology has transcended both business and academic sectors. Despite its rapid rise commercially, evidence of the benefits of AR in the classroom at higher education is slower to emerge, with only a limited focus to date on its specific relationship with curriculum development and learning outcomes. To respond to the changing characteristics of the higher education learning environment, and the shift towards mobile learning (M Learning) and ubiquitous learning (U Learning), it is clear that educators should reflect these trends in curriculum design and didactic methods. This paper presents the findings …
The Measurement Of Success In External Engagement Activities, Mike Murphy
The Measurement Of Success In External Engagement Activities, Mike Murphy
Conference papers
Our ambition is to identify, through the presentations and the discussion, a number of key insights and necessary actions for development of more and deeper partnerships between Higher Education Institutions and Employers.
Serious Gordon Using Serious Games To Teach Food Safety In The Kitchen, Brian Mac Namee, Pauline Rooney, Patrick Lindstrom, Andrew Ritchie, Frances Boylan, Greg Burke
Serious Gordon Using Serious Games To Teach Food Safety In The Kitchen, Brian Mac Namee, Pauline Rooney, Patrick Lindstrom, Andrew Ritchie, Frances Boylan, Greg Burke
Conference papers
This paper will describe the development of Serious Gordon, an interactive digital game developed to tech the basics of kitchen food safety to workers in industries dealing with food. The motivations driving the development of the game will be described as will the development process itself. An initial evaluation of the game, from both a technical and pedagogical point of view, will be presented as will conclusions on the viability of using a commercial game engine for the purpose of developing educational games.