Tor Söderström, Carina Lindgren and Gregory Neely
The purpose of this paper is to focus on the practical knowing that is central in police education. Drawing on perspectives about tacit knowledge and embodied learning (e.g…
Abstract
Purpose
The purpose of this paper is to focus on the practical knowing that is central in police education. Drawing on perspectives about tacit knowledge and embodied learning (e.g. Merleau-Ponty, 1945/1997; Polanyi, 1966; Argyris and Schön, 1974) as well as empirical examples, this paper discusses the design of and what can be expected from computer simulation training for the development of police students’ professional knowing.
Design/methodology/approach
The discussion is based on lessons learned from working with two different computer simulation training situations designed to prepare the students for an upcoming practical training by facilitating the understanding of complex situations as they should be handled in the physical training situation.
Findings
The experiences from the training sessions showed that the different characteristics of the simulations mediate how the training session was performed, e.g., unplanned trial and error vs focused and attentive, but also group discussions about how to act and appropriate actions in relation to the situation to be solved in the simulation.
Originality/value
Based on the lessons learned from working with the two different computer simulations, it is posited that the use of computer simulations for practical scenario training is a complex endeavor that needs, in various degrees, to be supported by pedagogical steering. The design of computer simulation training (both the simulation and how the training is designed and performed) need to consider the specific aspects that surround tacit knowledge and embodied learning in the “real sense” (anchored to the practical training) to be of relevance for police students development of professional knowing.
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Iain McPhee and Tor Söderström
The purpose of this paper is to discuss performance in postgraduate education in Sweden and Scotland. Drawing on two cases, the paper considers three themes: differences in…
Abstract
Purpose
The purpose of this paper is to discuss performance in postgraduate education in Sweden and Scotland. Drawing on two cases, the paper considers three themes: differences in students’ performance by study mode, differences in students’ performance by length of study, and finally comparing performance by study mode between modules in Scotland with an entire programme in Sweden.
Design/methodology/approach
The empirical setting from Scotland builds on an evaluation of online and on‐campus study groups with exactly the same module syllabus. The Swedish setting is also based on an evaluation of distance and on‐campus study groups with exactly the same module syllabus. The data compiled in both countries arise from student performance scores and grades.
Findings
The results indicate that students in both countries foremost use the virtual learning environment (VLE) as a forum for accessing information, to access asynchronous postings in the forums and access streaming‐synchronous online lectures which are also accessed asynchronously in the VLE. The results show that there are no differences between the grades or test scores between campus students with face‐to‐face education and distance students with electronically (VLE) mediated education. These differences and similarities will form the basis of these reflections in this paper.
Research limitations/implications
The study is limited because the examples given are only a few cases and small samples and there is a need to more rigorously investigate different educational programs in different academic disciplines.
Originality/value
The paper contributes to quality issues in distance, online and campus education by taking into account, in the first case, different student performance in the same course over a longer period and in the second case, changes over time within the same educational program.
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Tor Söderström, Jan Åström, Greg Anderson and Ron Bowles
The purpose of this paper is to report progress concerning the design of a computer-assisted simulation training (CAST) platform for developing decision-making skills in police…
Abstract
Purpose
The purpose of this paper is to report progress concerning the design of a computer-assisted simulation training (CAST) platform for developing decision-making skills in police students. The overarching aim is to outline a theoretical framework for the design of CAST to facilitate police students’ development of search techniques in complex interactions within the built environment, learning to apply and perform the five “quick peek” techniques for information gathering, and subsequent risk evaluation.
Design/methodology/approach
The paper draws on Luckin's ecology of resources model of learner context informed with perspectives on reflective thinking from John Dewey and Donald Schön. The paper discusses design issues within the ecology of resources model applied on CAST for complex police situations.
Findings
It is suggested that Luckin's framework with its focus on the interaction between different elements and filters in the learner's context together with Schön's perspective on reflection challenge educational designers to look beyond the immediate development of specific tools (such as the CAST in this project) and examine how these tools will be effectively embedded in the overall learning experience.
Originality/value
This paper has presented two theoretical perspectives, Luckin's ecology of resources model and Schön's perspective on reflective practice as foundations for the educational design of CAST. Applying Luckin's framework as informed by Schön helps focus attention on issues that are important in the design process in order to facilitate educational transfer.
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F.A. Buot and K.L. Jensen
Intrinsic high‐frequency oscillations (≈2.5 THz) in current and corresponding quantum well density, which have been simulated for a fixed bias voltage in the Negative Differential…
Abstract
Intrinsic high‐frequency oscillations (≈2.5 THz) in current and corresponding quantum well density, which have been simulated for a fixed bias voltage in the Negative Differential Resistance (NDR) region of the Current‐Voltage (I‐V) characteristics of a Resonant Tunneling Diode (RTD), suggest an equivalent nonlinear autonomous circuit model. The intrinsic circuit parameters are calculated directly from the results of the quantum transport numerical simulations. These consist of a resistor in series with a two‐branch parallel circuit, one branch consists of a capacitor and the other branch consists of an inductor in series with a nonlinear resistor. It is however suggested that much more complex external circuit‐induced behavior can occur in real RTD experiments.
Giancarlo Fortino and Wilma Russo
The convergence of multimedia, virtual reality and the Internet is promoting low‐cost multimedia virtual environments which are easily accessible to large network communities…
Abstract
The convergence of multimedia, virtual reality and the Internet is promoting low‐cost multimedia virtual environments which are easily accessible to large network communities. These environments, which facilitate usability and enhance user experience, are very suitable for supporting user‐oriented application domains such as e‐learning and entertainment. This paper presents a multimedia virtual environment, namely the Virtual Video Gallery, an advanced, distributed media on‐demand system which is browsable through a virtual world. By taking a virtual walk inside the gallery, the user can interactively select, preview, watch and control multimedia sessions. While the user‐centred design of the system relies on UML‐based modelling techniques, system implementation is obtained by the integration of Java, VRML and Web‐based technologies. In order to evaluate the user‐oriented effectiveness of the Virtual Video Gallery and compare it to currently available Internet‐based MoD systems, the usability testing of the system was established for deriving both summative and formative usability data.