13 resultados para Project-based learning

em Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco


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Nivel educativo: Grado. Duración (en horas): De 31 a 40 horas

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[EN] Project Work has been acknowledged as an efficient medium for language learning for more than two decades (Stoller, 2006) according to the numerous successful applications of project-based programmes that have been reported. In spite of the lack of sufficient controlled studies to assess the benefits of project work, and the existence of some studies giving evidence of students discontent with project work, the reports given by second language (SL) and foreign language students (FL) who have experienced project based instruction give support to the success attributed to project-based learning, as they recognised having improved language skills, learnt content, developed real life skills, as well as gained in self-confidence and motivation (Sierra, 2008 and 2011; Stoller, 2006). The aim of the present study is to explore some key issues involved in implementing a project-based programme focusing on the students’ perceptions of learning gains, their views on the collaborative assessment scheme used in the programme, and the students’ overall evaluations of the implementation of project work in a post-compulsory secondary education context in Navarre, Spain, with students learning Basque as a second language. A group of 12 students enrolled in a project work based programme participated in the study. Results showed that the students’ perceptions were very positive concerning doing projects, learning gains and group work, although more grammar instruction and teacher-fronted activities were requested by the students. However, the collaborative assessment process and the use of a Notebook/Diary as a reflection tool bore mixed evaluations.

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Este informe recoge las guías del docente y del estudiante para la puesta en marcha, seguimiento continuo y evaluación de la asignatura Ingeniería del Software del segundo curso del Grado en Ingeniería Informática. Todo ello basado en metodologías activas, concretamente la metodología de Aprendizaje Basado en Proyectos (ABP, o PBL de Project Based Learning). El trabajo publicado en este informe es el resultado obtenido por los autores dentro del programa de formación del profesorado en metodologías activas (ERAGIN), auspiciado por el Vicerrectorado de Calidad e Innovación Docente de la Universidad del País Vasco (UPV/EHU).

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Se presentan herramientas y material de apoyo para aplicar la metodología de aprendizaje cooperativo en la docencia universitaria, con una orientación especial a ingeniería.

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Duración (en horas): Más de 50 horas. Destinatario: Estudiante y Docente

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XX1 CUIEET - Congreso Universitario de Innovación Educativa en las Enseñanzas Técnicas, Valencia, 2013.

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[EUS]Unibertsitateko irakasleriaren garapenaren(IG) kontzeptu konprentsibotik abiatuta, doktorego tesi honek iraupen luzeko IG programen inpaktua du aztergai, bai maila indibidualean (kontzepzio eta hurbilketan) eta baita maila organizazional zein instituzionalean ere. Azterketa hau burutzeko metodologia aktiboen (arazoetan, proiektuetan eta kasuetan oinarritutako ikaskuntza) ERAGIN programaren lehendabiziko promozioa hartuko da kasu gisa. Iraupen luzeko estrategiaren (350 ordu) bidez eta ko-mentoria taldeen funtzionamenduan oinarrituz, ikerlan enpirikoak IG-ak irakasleriaren ikas-irakaskuntza kontzepzioetan eta hurbilketan izandako inpaktuaz ageriko ebidentziak ematen ditu, baina baita ikas-irakaskuntzaren inguruan ikertzeko (scholarship of teaching and learning) eta irakaskuntza eremuetan liderra izateko gaitasunaz ere. Honako alderdiok aldaketa organizazionalean murgiltzen gaituzte eta curriculum hibridoaren pausokako gauzapenaren alde lan egiten dute.

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2nd International Conference on Education and New Learning Technologies

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Capítulo 3 del libro: Guisasola, Jenaro ; Garmendia, Mikel (eds.) "Aprendizaje basado en problemas, proyectos y casos: diseño e implementación de experiencias en la universidad" (ISBN: 978-84-9860-959-2)

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Study of emotions in human-computer interaction is a growing research area. This paper shows an attempt to select the most significant features for emotion recognition in spoken Basque and Spanish Languages using different methods for feature selection. RekEmozio database was used as the experimental data set. Several Machine Learning paradigms were used for the emotion classification task. Experiments were executed in three phases, using different sets of features as classification variables in each phase. Moreover, feature subset selection was applied at each phase in order to seek for the most relevant feature subset. The three phases approach was selected to check the validity of the proposed approach. Achieved results show that an instance-based learning algorithm using feature subset selection techniques based on evolutionary algorithms is the best Machine Learning paradigm in automatic emotion recognition, with all different feature sets, obtaining a mean of 80,05% emotion recognition rate in Basque and a 74,82% in Spanish. In order to check the goodness of the proposed process, a greedy searching approach (FSS-Forward) has been applied and a comparison between them is provided. Based on achieved results, a set of most relevant non-speaker dependent features is proposed for both languages and new perspectives are suggested.

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[eus] Ikerketa honen bidez, Euskal Autonomia Erkidegoan erabiltzen diren Lehen Hezkuntzako lehenengo zikloko ingeleseko testuliburuak hizkuntzen ikaskuntzaren teoriei, Europako Erreferentzia Marko Bateratuari eta Curriculum dokumentuei egokitzen zaizkien baieztatu nahi izan da. Horretarako, aipatutako teorietan eta dokumentuetan oinarrituta, sei aldagai diseinatu eta, horiek erabiliz, Euskal Autonomia Erkidegoan erabiltzen diren sei testuliburu aztertu dira. Ikerketatik ondorioztatzen da aztertutako testuliburuak ez datozela bat legediaren ikuspegi komunikatiboarekin ezta atazetan oinarritutako ikaskuntzarekin ere. Hala ere, hizkuntzaren inputa testuinguruan ematen dute eta, Curriculumean eskatzen den bezala, aspektu kulturalak lantzen dituzte.

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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.