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Employment Opportunities And Future Skills Requirements For Surveying Professionals 2018-2021, Roisin Murphy Jun 2018

Employment Opportunities And Future Skills Requirements For Surveying Professionals 2018-2021, Roisin Murphy

Reports

This report was commissioned by the Society of Chartered Surveyors Ireland (SCSI) to gain industry insight into current and future employment opportunities and skills requirements for construction, property and land surveying professionals. The report is a follow-up to the 2014 SCSI report “Employment Opportunities and Future Skills Requirements for Construction and Property Surveyors”, in which a significant shortage of qualified surveying professionals was identified. Since the 2014 report, the industry and economic landscape has changed significantly, and while many opportunities exist with FDI, several sectors are still suffering from under-investment during the downturn, particularly evident within the infrastructure …


Growing A Research Culture In An Irish Technological University, Amir Tabakovic, Paul Hynds, John Donovan Mar 2018

Growing A Research Culture In An Irish Technological University, Amir Tabakovic, Paul Hynds, John Donovan

Other

Research, along with teaching and engagement is one of the three pillars of higher education. However, in the Irish Institutes of Technology (IoT), where, traditionally, the focus has been on vocational education, providing good quality graduates well trained for the workforce. Their research activity has been underdeveloped and teaching has been the primary focus.

Two recent public strategy documents (‘The Hunt Report’ and ‘Towards a Future Higher Education Landscape’) have identified the need for Ireland to develop a ‘Technological University’ sector with an emphasis on research of a more applied nature. Technological University Dublin is on a trajectory …


Civil War: A Board Game As Pedagogy And Critique, Hugh Mccabe Jan 2018

Civil War: A Board Game As Pedagogy And Critique, Hugh Mccabe

Articles

This paper describes the use of a board game, Civil War, as a learning experience in the context of a course on critical theory. Civil War was created by the Educational Games Company of Lebanon and is set during the 1975-1990 Lebanese civil war. The game functions both as a pedagogical instrument, in that players learn about the situation in Lebanon while playing the game, but also as a form of critique, in that its makers are clearly using it as a means of articulating their lived experiences and challenging the dominant narratives around the conflict. We suggest that the …