Computer simulation is a computer model that simulates a system. It is useful for modeling natural and human systems. Computer simulators provide hands-on learning experiences and allow students to explore phenomena normally inaccessible. They help develop 21st century skills and enhance student performance by accommodating different learning styles. Computer simulation began in the 1960s and has since been adopted in education. Teachers and students are key adopters and change agents. It has reached critical mass in society.
Shaneece Davis conducted her research on 'Increasing Active Learning Among Students: NCCU's Introduction of Virtual Computing Lab to Grades K-12' as part of the 9th annual BDPA IT Showcase held August 4-5, 2011 in Chicago IL. In today's classrooms there are sometimes problems related to teaching students and how they retain information. Incorporating active learning into courses is a solution that would involve students in the learning process will help them to retain, recall and use information in an effective way. High School students in Durham, NC participated in a pilot program that introduced them to Virtual Computing Lab (VCL) in an effort to increase active learning. The pilot program results show that students engage in active learning when given the resources to do so.
This is her 10-page research paper.
Shaneece has recently graduated cum laude with a Bachelors of Science degree in Computer Information Systems (CIS) from North Carolina Central University (NCCU). she attended NCCU for a total of three years and has been an active student, serving as the Secretary and Chair of Events Committee for the CIS Club and by being a member of the Senior Class Council on her campus. She received several awards while a student at NCCU, including two awards for Excellent Academic Achievement and the Courtney S. Ferguson Awards for upholding the ideals of the CIS discipline.
Shaneece is now attending the Unviersity of Maryland for its Masters of Information Management Program. She is truly excited about her journey of education.
HPCC Systems Engineering Summit Presentation - Collaborative Research with FA...HPCC Systems
Presenters: Borko Furht, Department of Electrical & Computer Engineering and Computer Science, FAU
In 2009, Florida Atlantic University (FAU) received a grant from the National Science Foundation (NSF) to create the site of the Center for Advanced Knowledge Enablement (CAKE) as an Industry/University Cooperative Research Center (I/UCRC) that provides a framework for interaction between university faculty and industry in the areas of information technology, communication, and computing. LexisNexis is currently one of the CAKE industry members. In this session, we will talk about the significance of the membership, joint accomplishments, contributions back to the HPCC Systems community, as well as sharing experiences on including a Data Intensive Computing program in the FAU curriculum.
NOTE: This is one of 3 presentations for this session and is the 2nd one shown in the accompanying YouTube video.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
The main idea of this strategy is based on the essential textbook of pedagogy Orbis sensualium pictus which was written according to Komenský’s belief that the school should be a game. It was first published in Nürnberg in 1658. He believed, contrary to the teaching practices at the time, that the pupils should be able to teach learned matter not only to renounce mechanically but to understand what they were learning. He, therefore, provided a textbook with some illustrations so that it would be captivating for the children. It was about biology (living and inanimate nature), theology and man, something that can now be called the foundations of social sciences.
Modern times have brought new opportunities to implement this strategy.
For example, using simple computer games for practicing and verifying the student’s knowledge. During the lecture, several computer games created for this purpose will be presented. Games are primarily designed to teach automation and programming in MATLAB software at university.
They are created in the way that the data about the matter are read from an external file. This file is enough to be edited and used for any subject of the study program. In the lecture, there will also be introduced several electronic aids facilitating the teaching of work with graphics programs and programs in the office at secondary schools in the Czech Republic. All these games and utilities were rated by students using questionnaires after the completion of the courses, and these results will be presented, too.
Presentation by Olaf Zawacki-Richter, University of Oldenburg, Senior EDEN Fellow, at the 2019 European Distance Learning Week's fourth-day webinar on "Artificial Intelligence (AI) in Higher Education" - 14 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/p7d4zev81s1s/ & https://www.youtube.com/watch?v=4eebqKEIcM8
In this presentation we present ten misconceptions that we have determined over the past ten years, as myths about Computer Science studies and profession
International Journal on Foundations of Computer Science & Technology (IJFCST)ijfcstjournal
International Journal on Foundations of Computer Science & Technology (IJFCST) is a Bi-monthly peer-reviewed and refereed open access journal that publishes articles which contribute new results in all areas of the Foundations of Computer Science & Technology. Over the last decade, there has been an explosion in the field of computer science to solve various problems from mathematics to engineering. This journal aims to provide a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
E akshara - next generation ubiquitous smart learning platformeSAT Journals
Abstract Recent evolution in web technology has provided millions of resources that identify unparalleled challenges which can support
the collaborative learning of college students. This paper attempts to provide an insight into one of the web-based solutions-“e-
Akshara-Smart learning platform” which can catalyze the learning capability of the students. e-Akshara platform deploys a
smarty framework which simplifies compartmentalization and allows separation of front and back logic. This Smarty framework
is more flexible and secured with free and open source feature. This web-enabled platform provides continuous learning to
students which will connect their pedagogical and professional knowledge. The state-of-the-art platform provides students the
web interface to learn through practical labs and real time projects, surpassing the challenges associated with learner
technological skills, course content development and evaluation techniques. Students can apply for internships and job
placements through this portal. They can also submit their projects in public domain which will be reviewed and funded by the
venture capitalists. This idea will transform the new generation students into industry-ready professionals and future
entrepreneurs which will enrich the start-up culture of the country and generate more employment opportunities.
Keywords: eLearning, e-Akshara, SmartLab, SmartProject, Virtual Classrooms.
Shaneece Davis conducted her research on 'Increasing Active Learning Among Students: NCCU's Introduction of Virtual Computing Lab to Grades K-12' as part of the 9th annual BDPA IT Showcase held August 4-5, 2011 in Chicago IL. In today's classrooms there are sometimes problems related to teaching students and how they retain information. Incorporating active learning into courses is a solution that would involve students in the learning process will help them to retain, recall and use information in an effective way. High School students in Durham, NC participated in a pilot program that introduced them to Virtual Computing Lab (VCL) in an effort to increase active learning. The pilot program results show that students engage in active learning when given the resources to do so.
This is her 10-page research paper.
Shaneece has recently graduated cum laude with a Bachelors of Science degree in Computer Information Systems (CIS) from North Carolina Central University (NCCU). she attended NCCU for a total of three years and has been an active student, serving as the Secretary and Chair of Events Committee for the CIS Club and by being a member of the Senior Class Council on her campus. She received several awards while a student at NCCU, including two awards for Excellent Academic Achievement and the Courtney S. Ferguson Awards for upholding the ideals of the CIS discipline.
Shaneece is now attending the Unviersity of Maryland for its Masters of Information Management Program. She is truly excited about her journey of education.
HPCC Systems Engineering Summit Presentation - Collaborative Research with FA...HPCC Systems
Presenters: Borko Furht, Department of Electrical & Computer Engineering and Computer Science, FAU
In 2009, Florida Atlantic University (FAU) received a grant from the National Science Foundation (NSF) to create the site of the Center for Advanced Knowledge Enablement (CAKE) as an Industry/University Cooperative Research Center (I/UCRC) that provides a framework for interaction between university faculty and industry in the areas of information technology, communication, and computing. LexisNexis is currently one of the CAKE industry members. In this session, we will talk about the significance of the membership, joint accomplishments, contributions back to the HPCC Systems community, as well as sharing experiences on including a Data Intensive Computing program in the FAU curriculum.
NOTE: This is one of 3 presentations for this session and is the 2nd one shown in the accompanying YouTube video.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
The main idea of this strategy is based on the essential textbook of pedagogy Orbis sensualium pictus which was written according to Komenský’s belief that the school should be a game. It was first published in Nürnberg in 1658. He believed, contrary to the teaching practices at the time, that the pupils should be able to teach learned matter not only to renounce mechanically but to understand what they were learning. He, therefore, provided a textbook with some illustrations so that it would be captivating for the children. It was about biology (living and inanimate nature), theology and man, something that can now be called the foundations of social sciences.
Modern times have brought new opportunities to implement this strategy.
For example, using simple computer games for practicing and verifying the student’s knowledge. During the lecture, several computer games created for this purpose will be presented. Games are primarily designed to teach automation and programming in MATLAB software at university.
They are created in the way that the data about the matter are read from an external file. This file is enough to be edited and used for any subject of the study program. In the lecture, there will also be introduced several electronic aids facilitating the teaching of work with graphics programs and programs in the office at secondary schools in the Czech Republic. All these games and utilities were rated by students using questionnaires after the completion of the courses, and these results will be presented, too.
Presentation by Olaf Zawacki-Richter, University of Oldenburg, Senior EDEN Fellow, at the 2019 European Distance Learning Week's fourth-day webinar on "Artificial Intelligence (AI) in Higher Education" - 14 November 2019
Recording of the discussion is available: https://eden-online.adobeconnect.com/p7d4zev81s1s/ & https://www.youtube.com/watch?v=4eebqKEIcM8
In this presentation we present ten misconceptions that we have determined over the past ten years, as myths about Computer Science studies and profession
International Journal on Foundations of Computer Science & Technology (IJFCST)ijfcstjournal
International Journal on Foundations of Computer Science & Technology (IJFCST) is a Bi-monthly peer-reviewed and refereed open access journal that publishes articles which contribute new results in all areas of the Foundations of Computer Science & Technology. Over the last decade, there has been an explosion in the field of computer science to solve various problems from mathematics to engineering. This journal aims to provide a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
E akshara - next generation ubiquitous smart learning platformeSAT Journals
Abstract Recent evolution in web technology has provided millions of resources that identify unparalleled challenges which can support
the collaborative learning of college students. This paper attempts to provide an insight into one of the web-based solutions-“e-
Akshara-Smart learning platform” which can catalyze the learning capability of the students. e-Akshara platform deploys a
smarty framework which simplifies compartmentalization and allows separation of front and back logic. This Smarty framework
is more flexible and secured with free and open source feature. This web-enabled platform provides continuous learning to
students which will connect their pedagogical and professional knowledge. The state-of-the-art platform provides students the
web interface to learn through practical labs and real time projects, surpassing the challenges associated with learner
technological skills, course content development and evaluation techniques. Students can apply for internships and job
placements through this portal. They can also submit their projects in public domain which will be reviewed and funded by the
venture capitalists. This idea will transform the new generation students into industry-ready professionals and future
entrepreneurs which will enrich the start-up culture of the country and generate more employment opportunities.
Keywords: eLearning, e-Akshara, SmartLab, SmartProject, Virtual Classrooms.
Towards Mining Software Repositories Research that MattersTao Xie
Towards Mining Software Repositories Research that Matters. Talk slides at Next Generation of Mining Software Repositories '14 (Pre-FSE 2014 Event), Nov 15–16. HKUST, Hong Kong http://ng2014.msrworld.org/
This paper introduces the concepts of Hypermedia and Hypertext systems as tools for managing information in the field of architecture and enhancing the landscape of education. An application developed by the author is used to illustrate the use of Hypertext programs in architectural education. Paradox, a powerful relational database program, is used to develop an application illustrating the works and philosophies of twentieth century masters of architecture. The paper recommends the development of similar applications to be available for students through computer networks, as tools for managing growing amounts of information and enhancing the landscape of learning.
An exploration of AI and analytics, blockchain, robotics and 3D printing, 5G and immersive technology, gamification, video based learning and their likely impact on learning in the medium term. Also has some cautions. Developed for a series of presentations across Canada.
Webinar: Learning Informatics Lab, University of Minnesota
Replay the talk: https://youtu.be/dcJZeDIMr2I
Learning Informatics
AI • Analytics • Accountability • Agency
Simon Buckingham Shum
Professor of Learning Informatics
Director, Connected Intelligence Centre
University of Technology Sydney
Abstract:
“Health Informatics”. “Urban Informatics”. “Social Informatics”. Informatics offers systemic ways of analyzing and designing the interaction of natural and artificial information processing systems. In the context of education, I will describe some Learning Informatics lenses and practices which we have developed for co-designing analytics and AI with educators and students. We have a particular focus on closing the feedback loop to equip learners with competencies to navigate a complex, uncertain future, such as critical thinking, professional reflection and teamwork. En route, we will touch on how we build educators’ trust in novel tools, our design philosophy of “embracing imperfection” in machine intelligence, and the ways that these infrastructures embody values. Speaking from the perspective of leading an institutional innovation centre in learning analytics, I hope that our experiences spark productive reflection around as the UMN Learning Informatics Lab builds its program.
Biography:
Simon Buckingham Shum is Professor of Learning Informatics at the University of Technology Sydney, where he serves as inaugural director of the Connected Intelligence Centre. CIC is a transdisciplinary innovation centre, using analytics to provide new insights for university teams, with particular expertise in educational data science. Simon’s career-long fascination with software’s ability to make thinking visible has seen him active in communities including Computer-Supported Cooperative Work, Hypertext, Design Rationale, Scholarly Publishing, Semantic Web, Computational Argumentation, Educational Technology and Learning Analytics. The challenge of visualizing contested knowledge has produced several books: Visualizing Argumentation, Knowledge Cartography, and Constructing Knowledge Art. He has been active over the last decade in shaping the field of Learning Analytics, co-founding the Society for Learning Analytics Research, and catalyzing several strands: Social Learning Analytics, Discourse Analytics, Dispositional Analytics and Writing Analytics. http://Simon.BuckinghamShum.net
The presentation is for the teacher and the student to learn and grow with their projects applying systematic thinking along with methodologies that foster such thinking. I used emerging business technology applications to serve as examples to highlight the extensive preparation that goes along to achieve any successful product. I just focused on the influence of the smart phone, social, mobile, cloud convergence with a few examples from education, daily digital routines and healthcare.
Track 12. Educational innovation
Authors: Araceli Queiruga Dios, Angel Martin Del Rey, Ascensión Hernández, Jesus Martin-Vaquero, Luis Hernandez Encinas and Gerardo Rodriguez Sanchez
An expanding and expansive view of computing researchNAVER Engineering
My recent service for five years as the Assistant Director of the US National Science Foundation leading the Directorate of Computer and Information Science and Engineering has afforded me a broad view of computing research and education. The field of computing is in the midst of another “golden age” and is also at another nexus point – a point of change – where future research directions, and new ways in which research will be done, are coming into focus.
In this talk we will discuss these current and future CS research topics and trends, placing them in the context of the longer-term evolution of our field. We will also discuss computer science education (at several levels), as well as the forces that promise to disrupt not just computer science education, but higher education more broadly.
Talk presented at the Consortium for Enterprise System Management in Columbia, SC on 13 Jan 09. Brief description of CI programs at Clemson and the School of Computing.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
1. Storyboard on Computer Simulation sakondra.moore@waldenu.edu PhD in EducationSpecialization: Educational Technology Educ 7101-2 Diffusion and Integration of Technology in Education
4. What is Computer Simulation? Computer Simulation is a computer model, or a computational model that is a computer program, or network of computers, that attempts to simulate an abstract model of a particular system. Computer simulations have become a useful part of mathematical modeling of many natural systems in physics, astrophysics, chemistry and biology, human systems in economics, psychology, social science, and engineering. (Wikipedia, 2010)
11. Research It all began in the 1960s with Ivan Sutherland of Stanford University experimented with computer graphics and wrote a software program called SketchPad while working toward his doctoral degree making his computer manipulate engineering drawings.
63. Route 21. (2007) Building 21st Century Skills Retrieved from: http://www.p21.org/route21/index.php?option=com_content&view=article&id=5&Itemid=2 Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved [December 19, 2010] from http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simula Wikimedia Foundation, Inc. (2010). Wikipedia Free Encyclopedia. Retrieved from: http://en.wikipedia.org/wiki/Computer_simulation. December 19, 2010. Woodward, J., Carnine, D., & Gersten, R. A. O. (1988). Teaching problem solving through computer simulation. American Educational Research Journal, 25(1), 72-86.
Editor's Notes
Today, I will introduce to you computer simulation. We are living in a society where children are born into a digital age meaning they are digital learners. Therefore, we as instructors must be able to teach them and relate to them correspondingly. It has been stated that instructors are afraid of technology. Well technology has changed to promote efficiency in communication and effectiveness in instruction to increase student achievement. Research has proven that students learn best when they are able to apply or relate skills taught with hands-on real life scenarios.
1. Reflection- provides individual learning styles and 2.Benchmark-test simulation3. Measure against learning objectives4. Students have the opportunity to form connections5.Bridging theoretical knowledge with the real world6. Scaffolding, facilitated by the teacher
Support a balance of assessments, including high-quality standardized testing along with effective classroom formative and summative assessmentsEmphasize useful feedback on student performance that is embedded into everyday learningRequire a balance of technology-enhanced, formative and summative assessments that measure student mastery of 21st century skillsEnable development of portfolios of student work that demonstrate mastery of 21st century skills to educators and prospective employersEnable a balanced portfolio of measures to assess the educational system’s effectiveness at reaching high levels of student competency in 21st century skillshttp://www.p21.org/route21/index.php?option=com_content&view=article&id=30&Itemid=18
1. 3D modeling used in science, architecture, computer games, motion pictures, and video games.2. Computer and Games are one of the U.S. top sellers ranking at sales over $7.4 billion dollars.3. Average user is 33 and majority womenComputer Simulated environments need to be prepared thoroughly. Therefore, enough funds need to be calculated in school budgets. Take into considerations the need of the students, the content area, class schedules, building in which classroom is located, time allotted for implementation, and infrastructure needs.
Professional Developments should be set for vendors, teachers, and administrators. There should be a minimum of two days for training. Day 1 should be the introduction of simulation software for content areas. Day 2 should be hands-on team experiments, administrative tasks, implementation tasks such as cost, and Introduction to structure of the software.
Rogers (2003) Innovation-Decision Process. Knowledge persuasionDecisionImplementationConfirmation2. I will discuss each one as it pertains to computer simulation in the upcoming slides
Many learning tools incorporated into the curriculums now are in the form of games or digital media technology.It makes learning more interesting and entertaining.Children remember better when the lessons are related to real world situations or entertainment.Children today are born into a digital media society so that is what their learning environment has to relate to.According to research, computer simulation increases student achievement.Computer simulation can be used to tell stories, interactive spreadsheets, mathemetics, and virtual tours in science
Games make classes engaging: fun, rewards, competitions, discovery, and social worth.Genre of games:Role playing AdventureMultiplayerAction Fighting
Computer Simulation helps student s develop analytical and decision-making skills
Computer simulation guides and training books will be provided for instructional purposes, including content area, objective, lessons, and activities.
IT will always be available through the vendor support staff 24 hours.
Administrators and teachers need to have done research develop an understanding of the need of computer simulation and be prepared to present it to parents and other community officials if necessary.Teachers need to be prepared to introduce software to students.
Who would you expect to be (or who are) the innovators and early adopters in your field of work for the innovation you are exploring? What strategies are the most persuasive in convincing them to adopt the innovation? There are a large number of professors and corporate level personnel conducting research on computer simulation. Implementing new ways to enhance simulation in the workforce and training students how to use it at collegiate levels.
Who do you think would be (or who are) the laggards in terms of rejecting the innovation? What strategies would be best to help move them toward adoption? Computer Simulation will be excellent to implement in vocational schools, math, and science courses to facilitate real world experiments.
Scholarships
Which combination of perceived attributes would be best for helping your innovation meet critical mass in your industry? Complexity- parents who are technical literate will not understand the benefits iof computer simulation. Therefore, teacher must provide demonstrations Compatibility –the parent-teacher-student interaction where teachers provide demonstrations of software used for simulation in the classroomObservability- parent’s day where the parents can come into the classroom to see what students are working on
Do you believe a centralized or decentralized approach would work best for the adoption of the innovation you are proposing to the Board of Directors? The classical diffusion approach assumes a centralized research and development organization that makes most decisions about the innovation and its diffusion. The advantages of the centralized approach to technology development and dissemination are: a collectivity of technical experts devoted to improving the quality of the technology, coordinated efforts at technology transfer, and a limited ability to gain adoption of innovations not popular but important for societal well-being (e.g., seat belt requirements, anti-smoking campaigns, environmental protection laws, civil rights legislation). The decentralized diffusion approach entails technology development and dissemination from small firms, local entrepreneurs, and grass-roots organizations. The advantages of decentralized innovation development and diffusion are: advancement of needed changes in the social system (i.e., social movements regarding civil rights, feminism, environmentalism), encouragement of local initiative in small firms, local control of technology development, and motivation for self-reliance.
Who will you recommend as key change agents in your organization, and how can the seven roles of a change agent be used in your organization to effect positive social change? These people must first acknowledge the need for computer simulation, build a relationship with vendors, implement a plan of action, stabilize, and build a terminal relationship. (Rogers, 2003)The change agent influences clients' innovation decisions in a direction deemed desirable by a change agency. Change agents act as linkers between the change agency and clients. The change agent: develops a perceived need for change, establishes an information exchange relationship (credibility), diagnoses problems, creates intent to change in the client, translates intent into action, stabilizes adoption and prevents discontinuance, and achieves a terminal relationship. Change agent success depends upon: change agent effort, change agency vs. client orientation, change agent empathy, homophily and change agent contact, change agent contact with lower status clients, effective use of paraprofessional aides, working with opinion leaders, and the client's evaluative ability to judge the innovation for themselves (the change agent should educate as well as diffuse). Teachers-we want to target teachers who are leaders, and content expertise. Teachers need to understand how the simulated activities connect to the curriculum standards. -What the goals are for each exercise and the benefits of the student-teachers should formulat a comfort zone before teaching it to students-teachers need to be technology friendlyAdministrators-should value technology and understand its worth to students as well as society, be team leaders, understand the need of teachers and how they react to change.StudentsBoard MembersSoftware Vendors
Has the innovation you are proposing to the Board already met critical mass in society? If it has not met critical mass, which of the four strategies for achieving critical mass do you recommend to the Board for your innovation?