165 resultados para Collaborative learning tools


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The contextual nature of sustainability makes it extremely difficult to measure. Across the world each region has a specific environment and history that has shaped values and perceptions of the local community. In response, a wide range of tools has been developed that employ differing techniques to measure sustainability. These have a range of applications from global to site-specific scales. However, it is yet to be resolved whether assessments made using these tools reflect a technical focus with no close links to the knowledge and perceptions of stakeholders, community and management decisions, or whether the assessments reflect the knowledge and perceptions of local stakeholders and the community. In the southwest region of Victoria, Australia, a sustainability index called AIRS (An Index of Regional Sustainability) has recently been developed. This tool is based on indicators selected by stakeholders and considers relationships between the indicators. The aim of this paper is to report an ex-post evaluation of the AIRS sustainability assessment conducted at a subcatchment scale. The evaluation assesses AIRS's ability to assess regional sustainability and compares and contrasts the subcatchment assessments with the knowledge and perceptions of stakeholders and the community. A participatory approach that acknowledges key stakeholders was used for the evaluation process. Representatives from four stakeholder groups were interviewed to elicit their views of the AIRS assessment, its relevance, quality, applicability and priorities for future development. Strengths and weaknesses of AIRS are revealed and its contribution to social learning is highlighted.

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This paper reports on a pedagogical approach to the teaching of chemical equations introduced to first year university students with little previous chemical knowledge. During the instruction period students had to interpret and construct diagrams of reactions at the submicro level, and relate them to chemical equations at the symbolic level with the aim of improving their conceptual understanding of chemical equations and stoichiometry. Students received instruction in symbol conventions, practice through graded tutorial tasks, and feedback on their efforts over the semester. Analysis of the student responses to formative test and summative exam items over consecutive years indicates that there was a consistent improvement in the abilities of the various cohorts to answer stoichiometry questions correctly. The responses provide evidence for diagrams of the submicro level being used as tools for reasoning in solving chemical problems, to recognise misconceptions of chemical formulae and to recognise the value of using various multiple representations of chemical reactions connecting the submicro and symbolic levels of representation. The student-generated submicro diagrams serve as a visualisation tool for teaching and learning abstract concepts in solving stoichiometric problems. We argue that the use of diagrams of the submicro level provides a more complete picture of the reaction, rather than a net summary of a chemical equation, leading to a deeper conceptual understanding.

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The researcher worked closely with two biology-trained teachers to plan three teaching sequences in the topics of forces, substances and astronomy that were subsequently taught to Year 7 students. The sequences sought to develop a model of classroom practice that foregrounds students’ negotiation of conceptual representations.

The difficulties encountered by individuals in learning science point to the need for a very strong emphasis of the role of representations in learning. There is a need for learners to use their own representational, cultural and cognitive resources to engage with the subject-specific representational practices of science. Researchers who have undertaken classroom studies whereby students have constructed and used their own representations have pointed to several principles in the planning, execution and assessment of student learning (diSessa, 2004; Greeno & Hall, 1997). A key principle is that teachers need to identify big ideas, key concepts, of the topic at the planning stage in order to guide refinement of representational work. These researchers also point out the need for students to engage with multiple representations in different modes that are both teacher and student generated. A representation can only partially explain a particular phenomenon or process and has both positive and negative attributes to the target that it represents. The issue of the partial nature of representations needs to be a component of classroom practice (Greeno & Hall, 1997) in terms of students critiquing representations for their limitations and affordances and explicitly linking multiple representations to construct a fuller understanding of the phenomenon or process under study. The classroom practice should also provide opportunities for students to manipulate representations as reasoning tools (Cox, 1999) in constructing the scientifically acceptable ideas and communicating them.

Research question: What impact was there on the participating teacher’s practice through the adoption of a representational focus to teaching science?

Data collection included video sequences of classroom practice and student responses, student work, field notes, tape records of meetings and discussions, and student and teacher interviews based in some cases on video stimulated recall. Video analysis software was used to capture the variety of representations used, and sequences of representational negotiation.

The teachers in this study reported substantial shifts in their classroom practices, and in the quality of classroom discussions, arising from adopting a representational focus. The shifts were reported by them as a three-fold challenge. First, there was an epistemological challenge as they came to terms with the culturally produced nature of representations in the topics of force, substance and astronomy and their flexibility and power as tools for analysis and communication, as opposed to their previous assumption that this was given knowledge to be learnt as an end point. The second challenge was pedagogical, in that this approach was acknowledged to place much greater agency in the hands of students, and this brought a need to learn to run longer and more structured discussions around conceptual problems. The third challenge related to content coverage. The teachers sacrificed coverage for the greater depth offered by this approach, and were unanimous in their judgment that this had been a change that had paid dividends in terms of student learning.

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This article draws on outcomes of a study which explored changes in teachers’ literacy pedagogies as a result of their participation in a collaborative teacher professional learning project. The educational usability of schemas drawn from multiliteracies and Learning by Design theory is illustrated through a case study of a teacher’s work on website exploration and design with 8- to 11-year-olds. The teacher sought to develop pedagogical responses which were cognisant of multimodal shifts resulting from an increasingly digitised, networked communications environment. Engagement with the schemas influenced the teacher’s print-based literacy pedagogies to incorporate multimodal literacy practices.

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This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab's Second Life (SL) is the most mature and popular of the ‘persistent’ virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated ‘life experiences’ relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive ‘blended learning’ contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.

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Creativity is an elusive skill desired by many. Debates on 'What is Creativity' and how it can best be nurtured and supported had resurgence in the 1950's after Guildford's address to the American Psychology Association about the positive benefits of creativity. Since then creativity has been investigated in many forms and within many disciplines. Of note is that creativity is apparent within four components: the person, the process, the product and the environment. On some level creativity is assessed within one of the four components of creativity: person, process, product or environment. In this study creativity and the environment is under investigation, with a number of factors presented that allow creativity to be supported. This paper explores the role of creativity within the education of tertiary students studying Games Design and Development (within an IT discipline) from an Australian University. Particularly this paper focuses on how social factors, such as purpose built collaborative environments and virtual communities, aid in the creative pursuits of the students.

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One of the most difficult issues faced in school university partnerships is the legitimacy of the collaborative relationship. Getting invited in as a university partner and staying on to support teacher knowledge is challenging. Through an account of a case study set in one large secondary school located in the western suburbs of Victoria, we disentangle the importance of seldom considered barriers that impact on professional learning. Shaping our understanding through a theoretical model where the movement between identity, beliefs and decision and action is identified as 'noticing' (Moss et al. 2004, Mason 2002) we describe the potential of the model in developing a 'pedagogy of hope' (hooks 2003). Noticing, working at the elusive intersections of observation and construction, permits non-linear connections. A 'pedagogy of hope' works for a sustainable learning community- a community for all students, teachers and school leaders.

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Purpose – The purpose of this paper is to demonstrate how leadership has the capacity to both positively influence learning processes and negatively inhibit organizational learning.

Design/methodology/approach – This is a conceptual paper that brings together an analysis of leadership and organizational learning literature. The argument is centered on transformational leadership and the responsibility for creating an organizational learning culture.

Findings – There is a conventional belief that leaders have solitary control and influence when it comes to setting up organizational learning processes. However, a top-down approach to facilitate and implement learning in organizations is not always an effective method because learning should be a collaborative practice. Thus, to rely fully on leaders to initiate and sustain the learning processes can be counter-productive.

Practical implications – Good and effective leadership is the key to organizational learning. Learning is the only sustainable method of achieving competitive advantage for contemporary organizations because of rapidly changing environmental forces. Corporations with aspirations for long-term survival must facilitate, through their leadership, “the impulse to learn” amongst their members.

Originality/value – Knowledge is lacking in the area where leadership is linked to learning. Such knowledge is important because leaders play a central role in the learning framework and leaders also offer the required guidance for organizations to integrate and sustain learning processes through policy and practice.

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This paper examines some of the issues surrounding educational facilities - their design and impact upon student learning now and into the future. It details some of the recent literature in this area with particular emphasis upon teaching and learning trends that match the needs of modern students. The responses of a group of first year university students in the School of Property, Construction and Project Management at RMIT University are also matched against these trends. The conclusions from these responses drawn indicate that the future university student will want flexible learning spaces that can adapt to both individual and collaborative work with a strong emphasis on social learning and advanced technology. The responses also indicate a mismatch between existing lecture theatres and tutorial rooms and the third space learning that these graduates of 2011 want. The results have implications for all higher education institutions as we enter the new millennium.

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The property and construction industry is uniquely impacted by project-based work environments; this creates special challenges for collaborative education. This research is based on investigating the attitudes of employer’s towards the use of formally assessed internships. The study comprised two stages; firstly a series of pilot interviews were undertaken with employers to test a number known issues. Secondly, the results from the interviews were used to refine a set of questions that were put to a large focus group of employers who were invited from across the property and construction sector. The results showed that many organisations expressed considerable goodwill towards collaborative education with universities. However, the challenges caused by project-based work environments restricted their ability to provide comprehensive learning opportunities. This research focuses on the distinctive issues associated with work-integrated learning in the property and construction industry

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Public Relations (PR) is an occupation through which public identities and realities can be constructed and manipulated. Thus, understanding the implications for ethical practice, especially in light of rapid developments in social media and new digital technologies, is increasingly relevant. However, conventional approaches to the teaching of public relations tend to emphasize practice and knowledge of occupational tools, over deeper reflection in areas such as the social effects and ethics. This chapter explores an e-simulation used in the public relations program at Deakin University, which aspires to develop higher ethical dispositions in students and canvasses what this means at a societal, practitioner, and industry level.

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Students are now experiencing opportunities in practice education where their learning is facilitated by professionals of varied backgrounds thus leading to issues of how to assess student performance while on placement. Educators have had to re-think the way in which students’ performance is assessed and to integrate the key graduate attributes of critical reflection, self and peer assessments and feedback. Using recommendations by Mason (1999) in relation to a collaborative group model for workplace learning and ‘The Self-Directed Learning Model’ by Gaiptman and Anthony (1989) the Occupational Wellness and Life Satisfaction (OWLS) program encourages students to reflect on their experiences in an environment of self and peer evaluation, focussing on the process of learning rather than purely on outcomes. Students are required to complete a self and peer assessment of their learning using a nationally recognised fieldwork evaluation instrument and develop a practice portfolio consisting of learning contract and supporting evidence for their self-assessment. Qualitative and quantitative data was collected via a questionnaire to alumni. The most frequently identified skills that were valued by respondents were autonomy and independence. Other benefits identified were facilitation of self directed learning, and ability to problem solve with colleagues and to share learning. In a higher education environment where lifelong learning and the ability to work collaboratively are valued graduate attributes, a focus on peer and self assessment within the context of work integrated learning contributes to graduates who are well placed to work in both traditional and newer and emerging areas of practice.

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This paper deploys notions of emergence, connections, and designs for learning to conceptualize high school students’ interactions when using online social media as a learning environment. It makes links to chaos and complexity theories and to fractal patterns as it reports on a part of the first author’s action research study, conducted while she was a teacher working in an Australian public high school and completing her PhD. The study investigates the use of a Ning online social network as a learning environment shared by seven classes, and it examines students’ reactions and online activity while using a range of social media and Web 2.0 tools.

The authors use Graham Nuthall’s (2007) “lens on learning” to explore the social processes and culture of this shared online classroom. The paper uses his extensive body of research and analyses of classroom learning processes to conceptualize and analyze data throughout the action research cycle. It discusses the pedagogical implications that arise from the use of social media and, in so doing, challenges traditional models of teaching and learning.

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The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation of machinima, a Web 2.0 technology, as part of an interdisciplinary and collaborative project where the focus is not on the mastery of the tools or the acquisition of predetermined knowledge, but on the development of learning engagement. We provide the case study of a pilot project involving students across two Arts disciplines collaborating via the game, World of Warcraft, to produce an animated adaptation of one of Geoffrey Chaucer's Canterbury Tales. Their contributions were differently assessed according to the pre-existing requirements of their home disciplines. We argue that the assessment in such projects, in conjunction with innovations and experimentation with Web 2.0 technologies, should shift from an emphasis on product to process. We believe that this has a sound pedagogical and theoretical foundation, and also fits better with the increasingly digitalised, unfixed and interdisciplinary world that students will face on graduation.

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Academics often treat students’ discipline-specific literacy as unproblematic. In doing so they may underestimate the difficulties for university students as they move between subjects of study that may involve different disciplines, language genres and academic practices. This paper describes an initiative aimed at supporting students in reading academic articles in preparation for completing an essay for an assessment task. This initiative involved a structured and collaborative two-week tutorial exercise that provided students with practice in using a framework to extract the main ideas from academic readings. Students were surveyed after this exercise, and their reflections of its value are described in this paper. The findings of this study will inform further stages of the project which aim to develop and investigate practical ways to develop student’s academic literacy across several business disciplines.