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Search results for: design in All Content

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E-LEARNING WITHIN CULTURAL CONTEXT

E-LEARNING WITHIN CULTURAL CONTEXT

E-LEARNING WITHIN CULTURAL CONTEXT

Author(s): Irina Maiorescu,Smaranda Visan,Roxana Procopie,Rodica Pamfilie,Magdalena Bobe / Language(s): English / Issue: 01/2011

Keywords: E-learning; culture; design; websites.

The world we live in has no virtual borders; the transfer of information and know-how is done in no time through internet. Yet, political and social events we face everyday show that, despite communication and knowledge transfer across nations, people have cultural boundaries inherited. Culture governs people’s ways of thinking, learning and behaving. In this global society, people are facing an import of abroad ideas, instruments and values. Therefore, we question the efficiency of adopting foreign cultural patterns, ways of thinking and learning just as they are delivered. We question the efficiency of e-learning platforms created without taking into account the particularity of Romanian cultural background. A research about designing a fit e-learning platform performed in 2010 and 2011 on a representative sample of students in Bucharest Academy of Economic Studies guided us to the conclusion that cultural dimensions matter also in this area.

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NEW TRENDS IN PHYSICS TEACHING USING STEM PRINCIPLES IN EDUCATIONAL PROJECTS RELATED BY SPACE SCIENCE AND TECHNOLOGY

NEW TRENDS IN PHYSICS TEACHING USING STEM PRINCIPLES IN EDUCATIONAL PROJECTS RELATED BY SPACE SCIENCE AND TECHNOLOGY

NEW TRENDS IN PHYSICS TEACHING USING STEM PRINCIPLES IN EDUCATIONAL PROJECTS RELATED BY SPACE SCIENCE AND TECHNOLOGY

Author(s): Emil Ştefan Barna,Diana Cristina Bejan,Cristina MIRON / Language(s): / Issue: 03/2015

Keywords: STEM concept; Project-Based Learning; 21st century skills; Physics Education; Science and Technology Space

This paper demonstrates that using STEM and PBL are strong learning instruments for students, in Physics classes. This is emphasized by introducing the elements of space science and technology in the learning process. A new approach of teacher-student relationship is necessary, in the context of national and international educational systems evolution, in accordance with the knowledge fields’ multiplication, the development of new technologies and increasing the educational needs. It is presented an experimenting learning approach with small groups of students, trying to solve complex challenges, launched in competition forms by large international researched institutes. In one of the cases, students must build a mini satellite that had all the subsystems of a real satellite and perform a scientific experiment. In the second case, students must write a code to program robots SPHERES that are on the International Space Station. This paper shows how to achieve the specific objectives of each project, being described the chosen design and strategy. The paper also responds to some important questions: How to build a strong team? How to distribute the tasks within the team? What missions to plan to achieve during the competition? How to phase the project, breaking it into small steps to be realized on time and contribute to the ultimate goal? How to use the full students’ potential? How to learn from your and others’ mistakes, how to revise and correct? How to present your results, analyzing the success or failure of the mission? How to become a winning team? The approach can be extended to the entire group of students at different levels of learning.

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Application of Order Statistics of Auxiliary Variable to Estimation the Population Mean

Application of Order Statistics of Auxiliary Variable to Estimation the Population Mean

Application of Order Statistics of Auxiliary Variable to Estimation the Population Mean

Author(s): Janusz Wywiał / Language(s): English / Issue: 2/2012

Keywords: Order statistic;sample quantile;auxiliary variable;sampling scheme;sampling design;concomitant

Estimation of the population average in a finite population by means of sampling strategies dependent on an auxiliary variable highly correlated with a variable under study is considered. The sample is drawn with replacement on the basis of the probability distribution of an order statistic of the auxiliary variable. Observations of the variable under study are the values of the concomitant of the order statistic. The mean of the concomitant values is the estimator of a population mean of the variable under study. The expected value and the variance of the estimator are derived. The limit distributions of the considered estimators were considered. Finally, on the basis of simulation analysis, the accuracy of the estimator is considered.

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A Study of User Satisfaction of the Blackboard Learn User Interface

A Study of User Satisfaction of the Blackboard Learn User Interface

A Study of User Satisfaction of the Blackboard Learn User Interface

Author(s): Vinaya Sujan / Language(s): English / Issue: 1/2015

Keywords: Human Computer Interaction; Learning Management System; Blackboard Learn; Web-based Distance Education Environment; Online Learning; Web User Interface; User Satisfaction;

This study is a working research paper to evaluate user satisfaction experienced in using the user interface of Blackboard Learn, which is a web-based platform for delivering online courses. The study focuses on evaluation criteria including ease of use of the course user interface, usefulness of the user interface and clarity in design of the user interface.

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Main Areas of the Improvement of Investment Activity in the Construction Industry in the Republic of Kazakhstan
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Main Areas of the Improvement of Investment Activity in the Construction Industry in the Republic of Kazakhstan

Main Areas of the Improvement of Investment Activity in the Construction Industry in the Republic of Kazakhstan

Author(s): Alia Aitkhozhina,Murat Aliyev,Bibigul Zharmuhametovna Akimova,Assem Arkhashevna Kazhmuкhametova,Saule SAPARBAYEVA / Language(s): English / Issue: 17/2016

Keywords: construction industry; products; major construction; investment cycle; project; designer; general contractor; planning object;investors; customers;

The present paper considers the modern approaches and developments on improving the management of investments in construction, inextricably intertwined with the enhancement of cooperation between the two major parties - designers and builders. The implementation of the project could involve several dozens of subcontractors in addition to the general contractor. It is possible to attract specialized construction organizations only when the nature and amount of special works in the construction of specific objects is known, and the final technical documentation is available.

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E-LEARNING DEMONSTRATIONS OF CLOTHES PATTERN ALTERATION DUE TO THE APPEARANCE OF DIFFERENT FLAWS

E-LEARNING DEMONSTRATIONS OF CLOTHES PATTERN ALTERATION DUE TO THE APPEARANCE OF DIFFERENT FLAWS

E-LEARNING DEMONSTRATIONS OF CLOTHES PATTERN ALTERATION DUE TO THE APPEARANCE OF DIFFERENT FLAWS

Author(s): Manuela Avădanei,Emilia Filipescu,Irina Ionescu,Emil Constantin Loghin / Language(s): English / Issue: 03/2016

Keywords: pattern alteration; flaws; folds; customized products;

Nowadays, the designers must design the shape and the structure of their products in a customized manner. The diversity of the human bodies, the lack of experience of the personnel who works in the field of design, the technology used in the production process and the misunderstanding of the lines of the model or materials from the garment structure may cause different flaws/ folds when the garment is dressed on the body. Their correction is a complex process, which is based on the understanding of the characteristics of the model and the shape of the body. This paper presents demonstrations of pattern alterations meant to eliminate the flaws/ folds determined by the body peculiarities, as an online education and training solution for specialists from the design department and/or students from the pattern and modelling master program.

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E- LEARNING LESSONS FOR TEACHING DIFFERENT CAD SYSTEMS IN ORDER TO INCREASE THE DESIGNER'S ADAPTABILITY

E- LEARNING LESSONS FOR TEACHING DIFFERENT CAD SYSTEMS IN ORDER TO INCREASE THE DESIGNER'S ADAPTABILITY

E- LEARNING LESSONS FOR TEACHING DIFFERENT CAD SYSTEMS IN ORDER TO INCREASE THE DESIGNER'S ADAPTABILITY

Author(s): Manuela Avădanei,Emil Constantin Loghin / Language(s): English / Issue: 01/2017

Keywords: CAD systems; designer adaptability; patterns; clothing.

In each area of activity, an employer must face and deal with novelties concerning materials, technologies, equipment, know- how, IT applications and software, which help him/ her complete specific tasks. Also, companies are struggling to diversify their products, to adapt them to the market demands and to cope with competition. For this reason, companies need to invest, develop and update their technology, equipment and to train their employees. In clothing companies, there is a big variety of CAD systems which are used for the same purpose: the elaboration of the technical documentation. Under these circumstances, the employees must learn the new functions and tools specific to the new software in a very short time and solve their usual activities by using the new software, with accuracy and professionalism. This paper presents interactive lessons about how to teach/ learn different software (for clothing industry), suitable for all persons who are working in the design field and who are forced to adapt to new situations in their professional life. As these lessons contain comparative demonstrations, learners can understand how to select and use the commands for designing clothes or apparel products in a proper manner, and which are the correct sequences of commands used for doing the same task in the CAD systems taken into consideration. These e-learning lessons offer learners the possibility of achieving their goals by themselves or in small groups, according to their purpose or needs.

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An Interactive Alphabet for Preschoolers

An Interactive Alphabet for Preschoolers

An Interactive Alphabet for Preschoolers

Author(s): Petrica CLOSCARU,Liviu Iosif,Crenguta Madalina Puchianu / Language(s): English / Issue: 01/2018

Keywords: Understanding; mapping and exploring pedagogy; Serious Games Design and Development; Virtual classroom evolution;

The preschoolers need to be permanently supervised in order to learn the alphabet and they also need to be offered continuous support through which they can exercise. So, the kids consider that learning alphabet as a difficult, repetitive and boring activity. Nowadays, all parents want their children to know the alphabet as early as possible, but the methods they use are not attractive for kids. Both parents and kids feel the need of finding an interesting, fun, game-based method to learn the alphabet and this is represented by Interactive Alphabet for Preschoolers Application (shortly, IAPA). This application provides three games: “Solve Puzzle”, “Correspondences” and “Learn the Alphabet”. We developed IAPA as any software system and in this paper we present the results of its development process, mainly the models obtained from the software analysis and design activities. So, during the analysis activity we identified and described users’ functional requirements and we analysed the system from the black-box viewpoint and functional, structural and interactional perspectives. During the object design of system, we applied the white-box viewpoint and we constructed the software architecture from behavioural, structural and dynamic perspectives. Models have been constructed using the Unified Modelling Language (UML) language. The IAPA system was implemented using Java programming language. We prove through scenarios of IAPA’s functioning that the children can learn the alphabet, they can recognize letters and create associations between letters and words. The system was tested by the children of the English School from Medgidia, Romania and their feedback was excellent. We conclude that the IAPA system helps children to learn letters in an efficiently, quickly and enjoyable way.

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Video Game Analytics and Down Syndrome

Video Game Analytics and Down Syndrome

Video Game Analytics and Down Syndrome

Author(s): Lucy Garcia,Augusto Salazar,Mauricio García,Sayira Hernandez,Cesar Gomez / Language(s): English / Issue: 01/2018

Keywords: ICT; Gamificación; Down Syndrome; Education; Inclusión;

Today there are many children with Down Syndrome (DS) who have difficulties in the teaching-learning process in general and in particular in mathematics. These difficulties have their primary origin in the intellectual disability that is manifested to a greater or lesser extent in people with DS (PDS) due to a genetic alteration characterized by an additional copy of chromosome 21. This genetic imbalance causes a decrease in the number of neurons and synaptic connections which in turn makes mental and motor processes slower for them than for other people. Notwithstanding the preceding, the population retains its capacity for learning and improvement, even there is no limit to the development of their skill is as long as they provide the right incentives. On the other hand, ICTs have proven to be an inclusive tool with the population in cognitive impairment such as DS. Experts affirm that these people do have interest and can make use of technologies, which constitute a valuable instrument to increase the probability of becoming more independent and active in the community. In this sense, actions have been undertaken to promote the social inclusion of this population by promoting access to ICT, respecting their right to access information and communication. In this way, the digital divide is reduced, and educational, labor and social inclusion are favored. According to the above, the design of a prototype of an educational video game in mathematics that is inclusive with PDS was proposed. This game is based on three own activities of daily living of people who require basic knowledge in mathematics. Each of the activities starts at a basic level of difficulty, and to the extent that the user manages to perform each of them adequately, the difficulty of them will increase. The objective of the first activity of the game is to identify shapes and colors correctly, the other is to count, and the last is to organize elements according to form. Since some users with or without DS can have limitations in language development, the game was designed so that from the same user interaction with the application could be obtained data showing some aspects of the teaching-learning process and familiarization and use of the proposed tool. These analytical data extracted directly from the interaction with the game facilitates the evaluation of it, especially in populations where language is not fully developed and thus have limitations in intelligibility and speech.

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Recasting Corporate Use of Prototypes

Recasting Corporate Use of Prototypes

Author(s): Gary Oster / Language(s): English / Issue: 2/2009

Keywords: prototypes; innovation; market research; empathic research; compensatory behavior;

Media depictions of a single, perfect prototype presented with fanfare to clients at the end of the innovation cycle misrepresent the purpose and value of prototypes. Quick, inexpensive, and visual prototypes should instead be routinely used to promote a dynamic, ongoing conversation within and outside of the corporation eliciting emotional responses, discovering and articulating customer needs, and engendering additional valuable ideas. This paper contends that corporate leaders need to expand their vision and use of prototypes to gain insight into needed organizational capabilities, future products, services, and ideas, and areas of expansion that may enhance corporate viability and profitability.

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TIMLOGORO – PROMOTING AN EXAMPLE OF GOOD PRACTICE IN THE SPEECH THERAPY

TIMLOGORO – PROMOTING AN EXAMPLE OF GOOD PRACTICE IN THE SPEECH THERAPY

Author(s): Silvia Făt,Georgeta Pânișoară,Cristina Sandu / Language(s): English / Issue: 2/2017

Keywords: speech therapy; multiplatform; virtual avatar; digital games; modules; platform design;

The article presents the objectives, the stages and the results of the project "Multiplatform Technologies with Interactive Applications in Romanian for Speech Therapy "(PN-III-P2-2.1-PTE-2016-0068). According to the goals of the project, it demonstrates that technology is an effective learning tool for improving speech disorders. A digital platform for different categories of users with speech deficiencies (children and adults) has profound psycho-pedagogical motivations sustaining all types of exercises included. TIMLOGORO platform can be an example of good practice in the therapy of language. Thanks to the experience of the project partners and experts, we promote this innovative resource to be used at the national level.

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Affordances in (and outside) HCI: A book review

Affordances in (and outside) HCI: A book review

Afordancje w (i poza) HCI

Author(s): Witold Wachowski / Language(s): Polish / Issue: 3/2018

Keywords: cognition; affordances; ecological psychology; design; HCI

This paper is a review of the book by Victor Kaptelinin Affordances and Design, devoted to the concept of affordances in HCI. It discusses, among others, basic relations and dif- ferences between ecological psychology (including a branch of philosophy of cognition) and design studies.

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A Peer-Mentoring Approach for the Continuous Professional Development of Educators in a MOOC Setting

A Peer-Mentoring Approach for the Continuous Professional Development of Educators in a MOOC Setting

A Peer-Mentoring Approach for the Continuous Professional Development of Educators in a MOOC Setting

Author(s): Muriel Garreta,Gemma Aguado,Mor Yishay,Carlos Fernández,Katerina Riviou / Language(s): English / Issue: 1/2015

Keywords: Collaborative learning; Lifelong learning; MOOCs; Training of teachers / trainers; Tutoring, student support

The Massive Open Online Course (MOOC) called ‘Learning Design Studio for ICT-based learning activities’ was offered from May 19th to June 20th 2014 to teachers and teacher trainers as part of the second pilot of the European Lifelong Learning project HANDSON. The MOOC was aimed at promoting the inclusion of Information and Communication Technologies (ICT) in teaching and learning by empowering educators with digital competences. Following the Learning Design Studio approach (Mor & Mogilevsky, 2013), the MOOC was designed as a set of activities to walk educators in the design process of an ICT- based learning activity ready to be used in their classrooms.

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Embedding Blended Learning Environments in Higher Education: Towards a European Maturity Model

Embedding Blended Learning Environments in Higher Education: Towards a European Maturity Model

Embedding Blended Learning Environments in Higher Education: Towards a European Maturity Model

Author(s): Katie Goeman,Stephan Poelmans,Veerle Van Rompaey,Willem Van Valkenburg,Wiebe Dijkstra / Language(s): English / Issue: 1/2019

Keywords: Maturity Model; E-learning policies; strategies; Institutional case study

A Partnership in Higher Education The “European Maturity Model for Blended Education” (EMBED) is a higher education (HE) project (2017-2020) led by a consortium of universities across Europe: KU Leuven, TU Delft, the University of Edinburgh, the University of Aarhus, Dublin City University and Tampere University of Applied Sciences. It is coordinated by The European Association of Distance Teaching Universities (EADTU) and funded by the European Commission. Aim is to support institutions when introducing, developing and implementing blended learning (BL) in HE. A reference model is created that encompasses all levels of an institution: the design of a course, organisational aspects such as policy making, staff support, training and leadership, while guarding the institution’s quality culture. Internal stakeholders include learners, teaching staff, support services, technology departments and university leaders, while external stakeholders are key persons responsible for policy making such as governments, European university networks and the EU.

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Experience Economy in the Context of Sustainable Development

Experience Economy in the Context of Sustainable Development

Experience Economy in the Context of Sustainable Development

Author(s): Monika Klein,Monika Spychalska-Wojtkiewicz / Language(s): English / Issue: 1/2020

Keywords: experience economy; sustainable development; experience design; consumerism;

One of the main challenges is the question how sustainable development assumptions can be implemented in practice better and more effectively. This paper explores the relation between sustainable development trends and experience economy, with its main aim to describe links of those two ideas. The authors hypothesized that there is relation between sustainable development and experience economy since both ideas have common goals and are a counterweight to the concept of mass consumption. The aim of the study is to prove that the concept of experience economics along with its conscious design in an enterprise can counteract growing consumerism. In order to verify this hypothesis and achieve the main aim, the author used triangulation methods combining desk research and qualitative research. The main research result is that designing experience in organisations will be an important trend that will allow to meet the current challenges not only economic, social but also ecological. It is a very good time for designers for using their creativity in many different branches of industry.

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Examining computer gaming addiction in terms of different
variables

Examining computer gaming addiction in terms of different variables

Examining computer gaming addiction in terms of different variables

Author(s): Adile Askim Kurt,Ezgigül Doğan,Yasemin Kahyaoglu Erdogmus,Bülent Gürsel Emiroğlu / Language(s): English / Issue: 1/2018

Keywords: Computer gaming; daily gaming times; game addiction; purposes of game playing; secondary school students;

The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was conducted with survey and causal-comparative quantitative research methods. Furthermore, the quantitative data was obtained by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between computer gaming addiction and variables of gender, daily gaming times and whether or not students play games with people they do not know. However, findings did not show any significant difference between computer gaming addiction and variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly prefer to play skill-based games, while they would want to design action games.

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CONSIDERATIONS ABOUT TACTICAL DATA – LINK 16 NETWORK MANAGEMENT

CONSIDERATIONS ABOUT TACTICAL DATA – LINK 16 NETWORK MANAGEMENT

CONSIDERATIONS ABOUT TACTICAL DATA – LINK 16 NETWORK MANAGEMENT

Author(s): Catalin-Bogdan Coltanel / Language(s): English / Issue: 7/2012

Keywords: Tactical data link; network; joint; command and control; communications; computers;

Once the Romanian decision regarding F-16 Falcon multi-role airplane aquisition was taken, a large number of other issues has to be solve in order of use them as the best manner as posible. One of these issues consist of implementation and management of tactical data link - Link 16 network. Unfortunately, there is no “gain without pain” and the benefits of Link 16 cannot be realised without complex equipment, trained personnel and good organisation. Will see the way in which Romanian army will manage this situation.

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TEACHING THREE-DIMENSIONAL SHAPING FOR KNITTING TECHNICAL APPLICATIONS

TEACHING THREE-DIMENSIONAL SHAPING FOR KNITTING TECHNICAL APPLICATIONS

TEACHING THREE-DIMENSIONAL SHAPING FOR KNITTING TECHNICAL APPLICATIONS

Author(s): Mirela Blaga,Mihai Penciuc,Eduard-Ionuț Ștefan / Language(s): English / Issue: 03/2020

Keywords: Computer controlled flat knitting machines; three-dimensional (3D) shaping; teaching three-dimensional shaping; knitting technical applications;

The latest generation of computer controlled flat knitting machines introduced recently are the most sophisticated knitting equipment ever produced. Weft knitting is considered to offer the highest potential and versatility for three-dimensional (3D) shaping, the machines that can produce either shaped panels or seamless whole garments. 3D knitted shapes became very attractive solutions due to their potential in different industrial sectors, from clothing to home textile and advanced composites. They provide solutions concerning the systems efficiencies, waste minimisation and also creates opportunities for new applications, not traditionally associated with textile industry. The paper focuses on the teaching module regarding the most used techniques, when producing 3D shaped structures using flat-bed knitting, such as: intarsia, spacer, plating, shaping, and weaving-inlay. These techniques are exemplified through a range of products, in order to facilitate the understanding of their technical potential, and as a starting point for investigating closely the design of knitted 3D shaped forms. The lesson will comprise of various examples of materials and applications, available for the trainees, at http://www.moodle.tex.tuiasi.ro. A relatively new and challenging industry for knitting is the sport shoes market. The flat knitting technology manufacturer, H. Stoll AG & Co. KG, meets the high performance requirements for sport shoes and design opportunities for the leisure style. The mentioned producing techniques allow the control of the surface properties, from partial stretch, compression, shaping, required for high comfort zones, to weaving and knitting designs that integrate reinforcements, where need it. All these can be materialized in one layer or multiple layers knitted fabrics, with plating, intarsia and multishell techniques. The knitted upper shoes are complex products made of different patterns, with areas of different tightness, for giving either more support or more flexibility.

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STUDY ABOUT THE YOUTUBE DIDACTIC MOVIES FEATURES PREFERRED BY STUDENTS IN DENTAL MEDICINE

STUDY ABOUT THE YOUTUBE DIDACTIC MOVIES FEATURES PREFERRED BY STUDENTS IN DENTAL MEDICINE

STUDY ABOUT THE YOUTUBE DIDACTIC MOVIES FEATURES PREFERRED BY STUDENTS IN DENTAL MEDICINE

Author(s): Christina Gena Dascalu,Magda Ecaterina Antohe,Mihaela MOSCALU,Victor Lorin Purcărea / Language(s): English / Issue: 02/2020

Keywords: didactic movies; YouTube; features; clustering;

The didactic movies uploaded on YouTube are a very popular learning resource used in the academic environment, because it stimulates the students’ engagement and motivation. We conducted an opinion survey among 170 students (average age 20.93 ± 2.751) at the Faculty of Dental Medicine, “Grigore T. Popa” University of Medicine and Pharmacy, Romania, about their interest in using educational movies as didactic tools, and the features they prefer in such materials. We used an anonymously questionnaire with 15 items to investigate the students’ opinion about certain features of the didactic movies, which can be included or avoided in order to stimulate the learning and are highly responsible for the educational videos’ cognitive value. For the statistical processing of collected data we used the Two-Step Clustering procedure, for qualitative data. The procedure identified 5 distinct clusters, with sizes between 30 (17.6%) and 43 (25.3%) from the total number of cases. The clusters quality wasn’t the best, but still we were able to identify among the investigated features the most important predictors, which are: the presence of background music in the movies; the presence of images used to fill the breaks; the movie’s total length shorter than 6 minutes; the using of explicative notes for charts and drawings displayed directly on the drawing and the movie’s design as a PowerPoint presentation, with images, diagrams and animated schemes. The scientific literature provides many information about the features recommended to be used in didactic movies but, as far as we know, a classification regarding the relevance of these features was not discussed yet. That is why our study brings useful information in this area, helping the content developers to improve the quality and the popularity of the didactic materials.

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Causes for the Change Orders in Road Construction: Reviewed from Owner

Causes for the Change Orders in Road Construction: Reviewed from Owner

Causes for the Change Orders in Road Construction: Reviewed from Owner

Author(s): Mega Waty,Hendrik Sulistio / Language(s): English / Issue: 2/2022

Keywords: rank cause change order; relative importance index; owner;

Changes in road construction are affected by the owner and contractor at the beginning, middle, or end of the project. This study aims to determine the ranking of the factors that cause change orders for road construction from the owner's point of view. Data was collected by distributing questionnaires and interviews to project owners. Reliability and validity tests involving 32 respondents resulted in 48 causes of change orders. This study quantifies the relative importance of the factors that cause change orders and shows the ranking of factors and groups that cause change orders according to their level of importance for causes of change orders. This goal is achieved through the analysis of the results of the interviews. According to the calculation of the Relative Importance Index (RII), all the factors and groups are ranked and the most significant ranking is determined regarding the causes of the change orders.

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