nee

The Camel Goes Through The Eye Of The Needle

Zaccheus does something unexpected.




nee

Laborers Needed

Don't apply within. You already have the job!




nee

Labourers Needed




nee

Demand generation vs lead generation: Do you need both?

Demand generation vs lead generation? Which should you use? You could be missing out on some qualified leads if you're not using both.

The post Demand generation vs lead generation: Do you need both? appeared first on Coaching and training to scale your copywriting business, plus programs for new copywriters, startups, and marketers.




nee

Special Needs 1

Are children, or adults, with special needs a burden to the church community? Doe they have something to offer for the salvation of our souls? You decide.




nee

Special Needs 2

There are a growing number of families raising children with significant behavioral needs. What can we do as a church community to support and encourage these precious members of the body of Christ?




nee

Why You Need to Take More Breaks (And How to Do It)

Ahh!! The last couple of months have been CRAZY busy… So, I stopped taking breaks because I thought I could get MORE done. The problem? My productivity completely tanked. Something needed to change. And I had a lot of questions… Like, how do breaks help or hurt your productivity? How do you take an effective […]




nee

An Aldi Price Tag Change Is Coming—Here's What You Need To Know




nee

'Scots warm heart but cold-bloodedness needed too'

Scotland are the great entertainers when they really need to be the great executioners, writes Tom English.




nee

Wales' journey from part-time pioneers to Euro play-offs

In the build-up to the Euro 2025 qualifying play-off against Slovakia, the country's leading goalscorer Jess Fishlock has told the story of Wales women's rise from part-timers to history makers.




nee

Wrexham's black football pioneer with a story worthy of Hollywood

The remarkable story of how Steve Stacey made black football history with Wrexham and found his GI father in the Deep South.




nee

World champions to part-timers - Martin needs patience

Cardiff's number eight has gone from part-timer to facing world champions and back again in the space of 12 months.




nee

All you need to know about Wales' autumn series

Form guide, facts and how to follow Wales who take on Fiji, Australia and South Africa this month.




nee

All you need to know about Ireland v Argentina

All you need to know as Ireland host Argentina in the Autumn Nations Series at Aviva Stadium in Dublin.




nee

Scottish Tories needed a new message - has Findlay found it?

Russell Findlay set out his stall in his first major speech since becoming party leader




nee

We've collected 6,000 bricks - now we need to find them a new home

Two Scots who own the biggest brick collection in the UK are looking for a museum to house all 6,000 of them.




nee

'We need to have the protection of the protocol,' says O'Toole

Northern Ireland needs to have "the protections that are in the protocol" says SDLP MLA.




nee

Assisted dying 'expected to need Welsh vote'

Plans to legalise assisted dying are likely to need the approval of the Welsh Parliament, BBC told.




nee

Football club's charity awarded Children in Need grant

The Cobblers' Community Trust will receive £27,000 to help boost the confidence and wellbeing of children.




nee

Who Needs Mourinho? - Plymouth Pain

Former Welsh international and commentator Dave Edwards joins Chris Wise and Andy Moon




nee

Pompey needed 'huge' result - Mousinho

Portsmouth manager John Mousinho says Saturday's win over Preston was much needed going into the international break.




nee

Gladiator drops in on pupils for Children in Need

Gladiator Steel visits Borden Primary as part of a UK tour promoting Children in Need.




nee

New police station 'better suited' to needs opens

A new police station opens in a Somerset town, which aims to be "more efficient and sustainable".




nee

"It's the greatest mountaineering mystery of all time"

Former Shrewsbury School boy Sandy Irvine went missing climbing Everest 100 years ago.




nee

Story of Sikh soldiers 'needs to be continued'

A historian says he hopes to educate youngsters about Sikh soldiers who have fought for the UK.




nee

'I wouldn't be where I am without Children In Need'

Turtle Dove supports young women who are unemployed, or at risk of it, gain confidence and skills.




nee

Girl, 10, to sing in BBC Children in Need choir

Gracie is supported by group Echo Connect after she lost her father to cancer when she was seven.




nee

From Honeybourne to the set of Children in Need

Hear from the incredible children ready to represent Worcestershire on TV.




nee

'Swindon town centre needs complete reinvention'

A draft document with "ambitions" for Swindon town centre is being put to the council.




nee

Why do I need to book to take my waste to the tip?

A new booking system has been put in place in Norfolk’s waste recycling centres.




nee

Michigan needs new ideas for high absenteeism and falling student scores

Education choice is succeeding in other states




nee

Invoicing system for freelancers – beta testers needed

I used to keep the records on my clients, projects, invoices, etc. in Excel sheets and to generate my monthly invoices manually. However, with growing client base, invoicing became a time-consuming and annoying work that had to be performed at the … Continue reading




nee

Meeting New Challenges in Document Engineering




nee

Researching together in academic engagement in engineering: a study of dual affiliated graduate students in Sweden

This article explores dual affiliated graduate students that conduct research involving both universities and firms, which we conceptualise as a form of academic engagement, e.g., knowledge networks. We explore what they do during their studies, and their perceptions about their contributions to the firm's capacities for technology and innovation. So far, university-industry interactions in engineering are less researched than other fields, and this qualitative study focuses upon one department of Electrical Engineering in Sweden. First, we define and describe how the partner firms and universities organise this research collaboration as a form of academic engagement. Secondly, we propose a conceptual framework specifying how graduate students act as boundary-spanners between universities and firms. This framework is used for the empirical analysis, when exploring their perceptions of impact. Our results reveal that they primarily engage in problem-solving activities in technology, which augment particularly the early stages of absorptive capacities in firms.




nee

Why students need to learn biomimicry rather than select a correct answer? A neurological explanation

For a long time, high school students have been forced to practice selecting correct answers on college scholastic ability tests. Recently, it has been suggested that schools introduce biomimicry activities for STEM education to develop students' 21st century competency. However, there have been arguments about which system is more appropriate in terms of enhancing a student's competency development. Therefore, we evaluated neurological evidence of students' competency using fMRI scans taken during the selecting a correct answer for a biology question and during a biomimicry activity. Results showed that the repetitive practice of selecting correct responses limited a student's neurological activities to the brain network of the visual cortex and the front-parietal working memory cortex. However, the biomimicry activity simultaneously involved diverse prefrontal, parietal and temporal cortexes, and the putamen, limbic and cerebellum lobes. Therefore, this study proposes that the biomimicry activities could stimulate their coordinated brain development.




nee

Concurrent Software Engineering Project




nee

Database Security: What Students Need to Know




nee

Windows 8: What Educators Need to Know




nee

Using Adult Learning Principles as a Framework for Learning ICT Skills Needed for Research Projects




nee

An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class

Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-year engineering course, by using low-cost technology aids and proven pedagogical techniques to enhance student learning. Implemented in a first-year engineering course, this modified flipped model demonstrated an improved student awareness of essential engineering concepts and improved academic performance through collaborative and active learning activities, including flipped learning methodologies, without the need for expensive, formal active learning spaces. These findings have been validated through two studies and have shown similar results confirming that student learning is improved by the implementation of multi-pedagogical strategies in-formed by the use of an instructional design in a traditional classroom setting.




nee

Activity Oriented Teaching Strategy for Software Engineering Course: An Experience Report

Aim/Purpose: This paper presents the findings of an Activity-Oriented Teaching Strategy (AOTS) conducted for a postgraduate level Software Engineering (SE) course with the aim of imparting meaningful software development experience for the students. The research question is framed as whether the activity-oriented teaching strategy helps students to acquire practical knowledge of Software Engineering and thus bridge the gap between academia and software industry. Background: Software Engineering Education (SEE) in India is mainly focused on teaching theoretical concepts rather than emphasizing on practical knowledge in software development process. It has been noticed that many students of CS/IT background are struggling when they start their career in the software industry due to inadequate familiarity with the software development process. In the current context of SE education, there is a knowledge gap between the theory learned in the classroom and the actual requirement demanded by the software industry. Methodology: The methodology opted for in this study was action research since the teachers are trying to solve the practical problems and deficiencies encountered while teaching SE. There are four pedagogies in AOTS for fulfilling the requirements of the desired teaching strategy. They are flipped classroom, project role-play for developing project artifacts, teaching by example, and student seminars. The study was conducted among a set of Postgraduate students of the Software Engineering programme at Cochin University of Science and Technology, India. Contribution: AOTS can fulfil both academic and industrial requirements by actively engaging the students in the learning process and thus helping them develop their professional skills. Findings: AOTS can be molded as a promising teaching strategy for learning Software Engineering. It focuses on the essential skill sets demanded by the software industry such as communication, problem-solving, teamwork, and understanding of the software development processes. Impact on Society: Activity-oriented teaching strategies can fulfil both academic and industrial requirements by actively engaging the students in the SE learning process and thus helping them in developing their professional skills. Future Research: AOTS can be refined by adding/modifying pedagogies and including different features like an online evaluation system, virtual classroom etc.




nee

Collaborative Approach in Software Engineering Education: An Interdisciplinary Case

Aim/Purpose: This study was aimed at enhancing students’ learning of software engineering methods. A collaboration between the Computer Science, Business Management, and Product Design programs was formed to work on actual projects with real clients. This interdisciplinary form of collaboration simulates the realities of a diverse Software Engineering team. Background: A collaborative approach implemented through projects has been the established pedagogy for introducing the Software Engineering course to undergraduate Computer Science students. The collaboration, however, is limited to collaboration among Computer Science students and their clients. This case study explored an enhancement to the collaborative approach to project development by integrating other related disciplines into the project development framework; hence, the Interdisciplinary Approach. Methodology: This study adopted the case method approach. An interdisciplinary service innovation activity was proposed to invite other disciplines in the learning process of the computer science students. The agile methodology Scrum was used as the software development approach during project development. Survey data were collected from the students to establish (a) their perception of the interdisciplinary approach to project development; (b) the factors that influenced success or failure of their team to deliver the project; and (c) the perceived skills or knowledge that they acquired from the interdisciplinary approach. Analysis of data followed a mixed method approach. Contribution: The study improved the current pedagogy for Software Engineering education by integrating other related disciplines into the software project development framework. Findings: Data collected showed that the students generally accepted the interdisciplinary approach to project development. Factors such as project relevance, teamwork, time and schedule, and administration support, among others, affect team performance towards project completion. In the case of the Computer Science students, results show that students have learned skills during the experience that, as literature reveal, can only be acquired or mastered in their future profession as software engineers. Recommendations for Practitioners: The active collaboration of the industry with the University and the involvement of the other related courses in teaching software engineering methods are critical to the development of the students, not only in learning the methodology but also as a working professional. Recommendation for Researchers: It is interesting to know and eventually understand the interactions between interdisciplinary team members in the conduct of Software Engineering practices while working on their projects. More specifically, what creative tensions arise and how do the interdisciplinary teams handle the discourse? Impact on Society: This study bridges the gap between how Software Engineering is taught in the university and how Software Engineering teams work in real life. Future Research: Future research is targeted at refining and elaborating the elements of the interdisciplinary framework presented in this paper towards an integrated course module for Software Engineering education.




nee

Enhancing Children's Interest and Knowledge in Bioengineering through an Interactive Videogame

Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce children (aged 7-11) to foundational concepts of bioengineering and to the interdisciplinary nature of scientific endeavors. Background: This pilot study explores the bioengineering-related learning outcomes and attitudes of children after engaging with the BacToMars game and curriculum intervention. Methodology: This study drew on prior findings in game-based learning and applied them to a videogame designed to connect microbiology with Constructionist microworlds. An experimental comparison showed the learning and engagement affordances of integrating this videogame into a mixed-media bioengineering curriculum. Elementary-aged children (N = 17) participated in a 9-hour learning intervention, with one group of n = 8 children receiving the BacToMars videogame and the other group (n = 9) receiving traditional learning activities on the same content. Pre- and post-surveys and interview data were collected from both groups. Contribution: This paper contributes to education research on children’s ability to meaningfully engage with abstract concepts at the intersection of science and engineering through bioengineering education, and to design research on developing educational technology for introducing bioengineering content to elementary school children. Findings: Children in both groups showed improved knowledge and attitudes related to bioengineering. Children who used BacToMars showed slightly stronger performance on game-specific concepts, while children in the control condition showed slightly higher generalized knowledge of bioengineering concepts. Recommendations for Practitioners: Practitioners should consider bioengineering as a domain for meaningful, interdisciplinary learning in elementary education.. Recommendation for Researchers: Design researchers should develop playful ways to introduce bioengineering concepts accurately and to engage children’s imaginations and problem-solving skills. Education researchers should further investigate developmentally appropriate ways to introduce bioengineering in elementary education. Impact on Society: BacToMars introduces a meaningful scenario to contextualize complex con-cepts at the intersection of science and engineering, and to engage children in real-world, interdisciplinary problem solving. Future Research: Future research should explore BacToMars and bioengineering curricula for elementary-aged children in larger samples, with longer intervention times.




nee

Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




nee

Investigating Factors Contributing to Student Disengagement and Ownership in Learning: A Case Study of Undergraduate Engineering Students

Aim/Purpose: Despite playing a critical role in shaping the future, 70% of undergraduate engineers report low levels of motivation. Student disengagement and a lack of ownership of their learning are significant challenges in higher education, specifically engineering students in the computer science department. This study investigates the various causes of these problems among first-year undergraduate engineers. Background: Student disengagement has become a significant problem, especially in higher education, leading to reduced academic performance, lower graduation rates, and less satisfaction with learning. The study intends to develop approaches that encourage a more interesting and learner-motivated educational environment. Methodology: This research uses a mixed methods approach by combining quantitative data from a survey-based questionnaire with qualitative insights from focus groups to explore intrinsic and extrinsic motivators, instructional practices, and student perceptions of relevance and application of course content. The aim of this method is to make an all-inclusive exploration into undergraduate engineering students’ perspectives on factors contributing to this disengagement and the need for more ownership. Contribution: Inculcating passion for engineering among learners seems demanding, with numerous educational programs struggling with issues such as a lack of interest by students and no personal investment in learning. Understanding the causes is of paramount importance. The study gives suggestions to help teachers or institutions create a more engaged and ownership-based learning environment for engineering students. Findings: The findings revealed a tangled web influencing monotonous teaching styles, limited opportunities and applications, and a perceived gap between theoretical knowledge and real-world engineering problems. It emphasized the need to implement more active learning strategies that could increase autonomy and a stronger sense of purpose in their learning journey. It also highlights the potential use of technology in promoting student engagement and ownership. Further research is needed to explore optimal implementation strategies for online simulations, interactive learning platforms, and gamification elements in the engineering curriculum. Recommendations for Practitioners: It highlights the complex interplay of intrinsic and extrinsic motivation factors and the need to re-look at instructional practice and emphasize faculty training to develop a more student-centered approach. It also stresses the need to look into the relevance and application of the course content. Recommendation for Researchers: More work needs to be done with a larger, more diverse sample population across multiple institutions and varied sociocultural and economic backgrounds. Impact on Society: Enhancing learners’ educational experience can result in creating a passionate and competent team of engineers who can face future obstacles fearlessly and reduce the production of half-baked graduates unprepared for the profession’s challenges. Future Research: Conduct long-term studies to assess the impact of active learning and technology use on student outcomes and career readiness. Investigate scaling up successful strategies across diverse engineering programs. See if promising practices work well everywhere.




nee

International Journal of Web Engineering and Technology




nee

The SWIMS CD-ROM Pilot: Using Community Development Principles and Technologies of the Information Society to Address Identified Informational Needs




nee

On-line Learning and Ontological Engineering




nee

Understanding Information Technology:   What do Graduates from Business-oriented IS Curricula Need to Know?




nee

Assessing for Competence Need Not Devalue Grades