The Tiktaalik Collection (TTC) compiles papers related to sustainability science and education, including engineering, ethics, economics, policy, and environmental systems.

TTC is edited by Thomas P Seager, Associate Professor in the School of Sustainable Engineering & the Built Environment.

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Description

Topsy is an online analytical tool that evaluates millions of archived and real-time tweets based on their relevancy to a specific criterion. This report studies what Topsy considers relevant, how to create a relevant tweet, the accuracy of Topsy’s relevancy score and whether Topsy is an acceptable tool for use

Topsy is an online analytical tool that evaluates millions of archived and real-time tweets based on their relevancy to a specific criterion. This report studies what Topsy considers relevant, how to create a relevant tweet, the accuracy of Topsy’s relevancy score and whether Topsy is an acceptable tool for use in gauging class participation. After thorough investigation, Topsy was determined to be a great analytical tool for monitoring Twitter participation, yet lacks the fundamental ability to distinguish between tweets relevant to coursework and tweets relevant to everything else.

ContributorsRozitis, Karl (Author) / Brown, Adam (Author) / Seager, Thomas (Editor)
Created2013-04-26
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Description

While sustainability is increasingly recognized as an important ethical principle, teaching ethical reasoning skills appropriate for sustainability is problematic. Using non-cooperative game theory, we simulate problems of collective action where tension exists between individual interests and group benefit using grade points. Each of our ethics games brings students completely around

While sustainability is increasingly recognized as an important ethical principle, teaching ethical reasoning skills appropriate for sustainability is problematic. Using non-cooperative game theory, we simulate problems of collective action where tension exists between individual interests and group benefit using grade points. Each of our ethics games brings students completely around the Kolb Learning cycle, which includes four stages:
       1. Abstract conceptualization.
       2. Active experimentation.
       3. Concrete experience.
       4. Reflective observation.
Our pedagogy is organized into game modules that start with a review of theory and relevant concepts in the form of assigned readings and lectures.

ContributorsClark, Susan Spierre (Author) / Sadowski, Jathan (Author) / Berardy, Andrew (Author) / McClintock, Scott (Author) / Augustin, Shirley-Ann (Author) / Hohman, Nicholas (Author) / Banna, Jay (Author)
Created2012-08-22