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1 – 7 of 7Dave Towey, James Walker and Ricky Ng
Embracing reflective practice and retrospection, with a goal of identifying commonalities, this paper aims to examine delivery of engineering subjects in both traditional higher…
Abstract
Purpose
Embracing reflective practice and retrospection, with a goal of identifying commonalities, this paper aims to examine delivery of engineering subjects in both traditional higher education (THE) and technical and vocational education and training (TVET).
Design/methodology/approach
Reflections on actions and autoethnography were used to examine the teaching and learning experiences of three educators across two higher education (HE) institutions (HEIs) in the greater Chinese context. Literature reviews and historical contexts are outlined to support the approaches and insights identified.
Findings
This paper presents a number of common characteristics and challenges identified across both THE and TVET. Drawing on the successful embrace of ambiguity and change in recent software engineering (SE) development paradigms, recommendations are made for how the agile SE themes can be applied in a larger sense to address the wider challenges facing both THE and TVET.
Originality/value
To the best of the authors’ knowledge, this is the first time that engineering education has been examined and contrasted in the contexts of THE and TVET. The similarities and common challenges may represent a new focus for related work, and the presented insights, from agile methodologies in SE, represent a new perspective for viewing future HE and TVET sustainability.
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James Walker, Dave Towey, Matthew Pike, Georgios Kapogiannis, Ahmed Elamin and Ran Wei
It is possible for civil engineering (CE) students to graduate from a degree programme without gaining experience on a construction site. The implementation of virtual field trips…
Abstract
Purpose
It is possible for civil engineering (CE) students to graduate from a degree programme without gaining experience on a construction site. The implementation of virtual field trips using virtual reality (VR) in CE education is a development that can address this phenomenon and help facilitate the consolidation of abstract theories into tangible competences. This project aims to solve a fundamental CE education problem: once a structure has been completed, it is often impossible to see how it was built; hence, how can you demonstrate the construction process to a student?
Design/methodology/approach
This research used the opportunity of a new campus library development to record its construction sequence. This was achieved by visiting the site eight times to take panoramic stereoscopic photos of the construction process. By its nature, using VR as a didactic tool facilitates experiential learning, but this project also incorporates discovery learning and situated cognition to develop students’ understanding of the construction process.
Findings
The use of VR in education is becoming increasingly common, but the explicit pedagogy used in these environments is rarely obvious or stated. This project draws upon current VR education discussions and explores the development of a VR environment with a pedagogical context.
Originality/value
The development of the VR resource draws upon the pedagogical frameworks of discovery learning (Bruner, 1961) and situated cognition (Lave and Wenger, 1991). A further unique aspect of this research is the use of stereoscopic cameras to capture the library’s construction over time.
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Azzam Raslan, Ali Cheshmehzangi, Dave Towey, Walid Tizani and Georgios Kapogiannis
Currently, owners find it difficult to manage their assets throughout their project life cycle. The fact that asset information models (AIMs) are mandatory as deliverables for…
Abstract
Purpose
Currently, owners find it difficult to manage their assets throughout their project life cycle. The fact that asset information models (AIMs) are mandatory as deliverables for building information modeling-driven projects makes it a key requirement for the client to understand in detail those factors affecting asset operation. Hence, because the Kingdom of Saudi Arabia is the most significant market in the Middle East, this study aims to investigate those factors where blockchain and AIMs could impact the asset management (AM) life cycle.
Design/methodology/approach
Researchers used a hypothesis-based approach over a systematic literature review and a workshop (descriptive statistics) to understand the current challenges in AM. Later, a second workshop was run to understand the impact factor analysis affecting the operation of the asset life cycle by using asset information modeling and blockchain technology over a multiquantitative method.
Findings
Results found that factors affecting the operation of assets could be the improvement of trust and stakeholder’s influences; the availability of handover process products’ accurate data; manufacturers providing detailed product models; increasing the speed of preparing holistic and integrated AM systems; improving collaboration between stakeholders; and returning clients’ investments faster.
Originality/value
Understanding the factors affecting AM life cycle based on the utilization of AIMs and blockchain then allows investors and their team members to work in a secure and collaborative environment that helps them to pre-identify certain risks and improve decision-making in a more effective way, as is required by ISO55000.
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Joyce Hoese Addae, Michael Brown, Xu Sun, Dave Towey and Milena Radenkovic
This paper presents an initial development of a personal data attitude (PDA) measurement instrument based on established psychometric principles. The aim of the research was to…
Abstract
Purpose
This paper presents an initial development of a personal data attitude (PDA) measurement instrument based on established psychometric principles. The aim of the research was to develop a reliable measurement scale for quantifying and comparing attitudes towards personal data that can be incorporated into cybersecurity behavioural research models. Such a scale has become necessary for understanding individuals’ attitudes towards specific sets of data, as more technologies are being designed to harvest, collate, share and analyse personal data.
Design/methodology/approach
An initial set of 34 five-point Likert-style items were developed with eight subscales and administered to participants online. The data collected were subjected to exploratory and confirmatory factor analyses and MANOVA. The results are consistent with the multidimensionality of attitude theories and suggest that the adopted methodology for the study is appropriate for future research with a more representative sample.
Findings
Factor analysis of 247 responses identified six constructs of individuals’ attitude towards personal data: protective behaviour, privacy concerns, cost-benefit, awareness, responsibility and security. This paper illustrates how the PDA scale can be a useful guide for information security research and design by briefly discussing the factor structure of the PDA and related results.
Originality/value
This study addresses a genuine gap in research by taking the first step towards establishing empirical evidence for dimensions underlying personal data attitudes. It also adds a significant benchmark to a growing body of literature on understanding and modelling computer users’ security behaviours.
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Amarpreet Singh Gill, Derek Irwin, Pinzhuang Long, Linjing Sun, Dave Towey, Wanling Yu, Yanhui Zhang and Yaxin Zheng
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and…
Abstract
Purpose
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL).
Design/methodology/approach
Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews.
Findings
Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload.
Originality/value
The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
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Pak-Lok Poon, Fei-Ching Kuo, Huai Liu and Tsong Yueh Chen
An alarming number of spreadsheet faults have been reported in the literature, indicating that effective and easy-to-apply spreadsheet testing techniques are not available for…
Abstract
Purpose
An alarming number of spreadsheet faults have been reported in the literature, indicating that effective and easy-to-apply spreadsheet testing techniques are not available for “non-technical,” end-user programmers. The purpose of this paper is to alleviate the problem by introducing a metamorphic testing (MT) technique for spreadsheets.
Design/methodology/approach
The paper discussed four common challenges encountered by end-user programmers when testing a spreadsheet. The MT technique was then discussed and how it could be used to solve the common challenges was explained. An experiment involving several “real-world” spreadsheets was performed to determine the viability and effectiveness of MT.
Findings
The experiment confirmed that MT is highly effective in spreadsheet fault detection, and yet MT is a general technique that can be easily used by end-user programmers to test a large variety of spreadsheet applications.
Originality/value
The paper provides a detailed discussion of some common challenges of spreadsheet testing encountered by end-user programmers. To the best of the authors knowledge, the paper is the first that includes an empirical study of how effective MT is in spreadsheet fault detection from an end-user programmer's perspective.
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