One of the main goals of many educational courses at various colleges, especially those which focus on applied economics and management, is the development of students' entrepreneurship skills. It is usually accomplished through various project-oriented tasks. The development of the students' entrepreneurship skills is also the primary objective of the E-commerce course offered by our Faculty of Economics. This course combines theoretical knowledge and practical skills. Students work on a number of practical exercises with the aim to create a functional e-shop. They have to look for business opportunities, understand economic processes, work within a team, and be able to promote their ideas, strategies, and procedures. Finally, yet most importantly, they must not be afraid to present and defend their solutions. This study examines whether and to what extent this approach contributes to the development of skills which are usually associated with entrepreneurship. The exploration was performed based on students' evaluation. Means-end chain model and hierarchical value map approach were chosen as a research method. The results of this research show that entrepreneurship skills are being developed except for a motivation of students to accept a risky business competitive environment. However, the propensity to take risk is one of the basic traits of successful entrepreneurs. Our future effort will aim therefore at modifying our educational content. Greater emphasis will be placed on how to teach students to accept competitive environment which is risky and mostly unpredictable.
This work is part of a research project whose main objective is to understand the impact that the use of Information and Communication Technology (ICT) has on the teaching and learning process on the subject of Physics. We will show that, with the use of a storm simulator, physics students improve their learning process on one hand they understand storm phenomenon, and on the other hand they assimilate in better way physics ideas. Computer technology is a positive supplement to bridge the gap between education and the technological world in which we live. Computer-assisted technologies at the university offer students a great access to information, an eager motivation to learn, a jump-start on marketable job skills and an enhanced quality of class work.
This work investigates the effect of computer use in the memory process in young and adults under the Perceptual and Memory experimental conditions. The memory condition involved the phases acquisition of information and recovery, on time intervals (2 min, 24 hours and 1 week) on situations of pre and post-test (before and after the participants took part on a Basic Computing course), in which the participants studied the map of Brazil during 7 minutes and the estimates of different areas of Brazilian states were performed according to the magnitude estimation method, without the presence of the map. On the Perceptual condition, the estimates were made in the presence of the Brazilian map. The study made possible to verify that the use of a computer, as a new activity enables a differentiation on the memory process in relation to the different experimental conditions proposed and to the time intervals used between acquisition, processing and information recovery, showing that the use of a computer as a pedagogical tool may promote the improvement of the memory process in academic activities.
Many factors influence education nowadays. Educational institutions are faced with budget cuttings, outdated IT, data security management and the willingness to integrate remote learning at home. Virtualization technologies provide innovative solutions to the problems.
The paper presents an original educational infrastructure using virtualization technologies implemented in a training process at Kaunas University of Technology. This infrastructure allows university students and staff to access virtual desktops and applications via Web, both in computer classes at the University, and for self-working at home. This paper introduces virtualization technologies of the implemented infrastructure highlighting the benefits, outlines functions of the infrastructure and presents research experiments of network load monitoring that have been performed to find out problems of the infrastructure.
Cloud computing is a significant alternative in today's educational perspective. The technology gives the students and teachers the opportunity to quickly access various application platforms and resources through the web pages on-demand. Unfortunately, not all educational institutions often have an ability to take full advantages of the newest information technology. The paper analyzes possibilities of the cloud computing technology that can help educational institutions to support the process of teaching and learning.
There is also presented a cloud computing technology based solution introducing the MS Live@Edu environment as a means of communication and collaboration between lecturers and students. The authors have a successful experience of using MS Live@Edu during 3 academic years for delivering about 10 unique courses for approximately 700 students in Kaunas University of Technology (KTU). The use of MS Live@Edu environment for educational purposes is summarized by explaining the advantages of cloud computing gained both by lecturers and students.
While educators teach their students about decision making in complex environments, managers have to deal with the complexity of large projects on a daily basis. To make better decisions it is assumed, that the latter would benefit from better understanding of complex phenomena, as do students as the professionals of the future. The goal of this article is to evaluate the relevance of the use of simulation games for learning about the complexity of large-scale socio-technical projects. Relevant concepts from complex adaptive systems will be introduced or described. The conjecture is that complex adaptive systems can be simulated by games, in which players are able to experience the system workings, and retrieve more insight in their complex behaviour as a result. The multiplayer computer game SimPort-MV2 illustrates this by simulating the decision making process revolving around Maasvlakte 2 (MV2), an extension of the Port of Rotterdam into the North Sea. The game has been played by hundreds of students of higher education. Based on this study, we present preliminary indications of learning and conclusions on how simulation games can provide insights in a complex adaptive system and be used to educate both students and professionals.
Motivation plays a key role in the learning process. This paper describes an experience in the context of undergraduate teaching of Artificial Intelligence at the Computer Science Department of the Faculty of Sciences in the University of Porto. A sophisticated competition framework, which involved Prolog programmed contenders and game servers, including an appealing GUI, was developed to motivate students on the deepening of the topics covered in class. We report on the impact that such a competitive setup caused on students' commitment, which surpassed our most optimistic expectations.
Program visualization (PV) is potentially a useful method for teaching programming basics to novice programmers. However, there are very few studies on the effects of PV. We have developed a PV tool called ViLLE at the University of Turku. In this paper, multiple studies on the effects of the tool are presented. In addition, new qualitative data about students' feedback of using the tool is presented. Both, the results of our studies and the feedback indicate that ViLLE can be used effectively in teaching basic programming concepts to novice programmers.
Extreme Programming (XP) shows several interesting approaches which are very attractive for education. It is centered around early and incremental creation of working software. In the following, the chances XP offers for class are shown - especially for use in a class project, but also for practical phases in all lessons where programming is useful. Finally several common problems which can occur with XP will be shown as well as how to deal with them to make the use in class as smooth as possible.