Games have, in the last decade, become an important tool for teaching in both the education and business section. The application of games, and game mechanics, in these areas is often called gamification. The aim of this project is to explore how games can be used to create rich, first hand, experiences that can be used by educators to improve learning.
Research on university graduates University-to-Work transition (UWT) is sharply polarized between two discourses: the smooth transition narrative and the crisis narrative. Proponents of the smooth transition narrative such as universities are reporting high-rates of student satisfaction, skill transferability as well as early-career earnings consistent with those of 1970s and 1980ss graduates. At the same, the crisis narrative is pointing at rampant underemployment, a loose School-to-Work transition structure and a blunt lack of high-skilled technical labour.
The differences among todays multiple generations of workers, such as Baby Boomers, Generation X and Millennials have received a great amount of attention from the media, business best-sellers and academic researchers. Much of the recent existing research has documented perceived and observed characteristics of the millennial generation (those born in the 1908s and after), who are said to differ from preceding generations in their perspectives on work and life in general.
Recent technological advancements have led to widespread usage of interactive and collaborative systems in educational settings. In particular, SMART Technologies interactive products are being widely used at schools and universities across the country. Although this is a valuable achievement, it also presents new challenges to evolve these systems to new user needs. For example, one of the main challenges of the teachers using SMART systems in classrooms is the need to go back in time and review missed meeting or class material.
Assistive Technology (AT) allows children with Specific Learning Disabilities (LDs) to adequately access school curriculum. There is a paucity of literature addressing perception of use and training for teachers to support use. Studies suggest that children with AT like their devices and find them useful. The proposed study will examine the ages of children provided AT devices, the types of AT hardware and software being used by children with various learning limitations in a school environment, and childrens perception of their AT devices.
The alignment of the dissertation and the CE in terms of preparing students as researchers in today?s environment or for innovative work outside the academy is in question. The purposes and structures of these basic PhD components have not changed significantly since the origin of the modern PhD, which was developed primarily as a vocational degree for the professoriate.
The current wellbeing crisis in Canada is magnified in rural areas. Also, rural economies are negatively affected by lack of suitable youth lifeskill training. Rural communities lack financial capital to address these issues on their own. 4-H has been building rural youth skill for over 100 years, offering a variety of options, including physical activities which occur on farms such as horse activity. For rural youth, there is potential for 4-H physical activity programs to be sport-for-development- a field combining physical activity and lifeskill development.
Properties of metallurgical coke are very important in production of iron using blast furnace. About 90% of the coking coals produced are used for this purpose. Coal rank was historically used to evaluate coal for production of metallurgical coke. Coke reactivity index (CRI) and coke strength after reaction (CSR) with carbon dioxide are now routinely used rank and value coking coals. The properties of the other components present in the ash may be the controlling parameters defining coke properties, which has not been studied well.
The objective of this project is to develop methodologies for automatically generating responses in a natural language to converse with humans. Responses directly generated from the question-answer database are inflexible and cannot meet users' needs. On one hand, the responses should take into account the previous utterances that can keep a conversation more active. On the other hand, the responses should be appropriate for the emotions conveyed in a conversation that can make a conversion more user-friendly.
A parallelized electromagnetic transient (EMT) simulation tool for power system transients will be developed in this research to accelerate the internal computation process. An EMT simulator uses a highly detailed representation for the power systems components. Conventional EMT simulators typically execute sequentially on a single processor; and computational effort increases significantly with network size. Graphics Processing Units (GPUs) have massively parallel architecture and can accelerate EMT simulation. The investigators recent Ph.D.