83 resultados para Learning Tool


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The aim of the research outlined in this paper is to develop a best practice process model for building projects based on the use of an expert system. The CONstruction Best Practice System (CONBPS) focusses on projects which are based on the traditional procurement strategy, using the JCT 80 standard form of contract. The model clearly identifies the sequence of construction activities. It also identifies the roles and responsibilities of the major parties on the building team and the issues within the project cycle, which can prove critical to project success. The system incorporates many user-friendly functions, including the provision of multi-choice icons and the provision of an on-line help function. Besides, it also provides interim and final reports which are used to advise the participants on the success factors that they have ignored and to which aspects they should pay more attention. A framework was initially developed focussing on the whole design process with a full knowledge-based system developed for the Inception Stage. CONBPS can be used as a teaching/learning tool to assist teachers and students to better understand the construction process. Also, it could prove useful to project managers and all the participants in the construction process.

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Background:
Research has examined the energy cost associated with playing seated and active video games (AVGs), but not whether AVGs may benefit fundamental movement skills (FMS) in typically developing children. Improving FMS proficiency is a priority given its association with physical activity. This study aimed to identify children’s and parents’ perceptions of: (1) AVGs as a tool for developing FMS and (2) whether any skills gained during AVG play had potential to transfer to real life.

Methods:
This qualitative descriptive study included 29 parents of children aged 9–10 years who participated in semi-structured telephone interviews and 34 children who participated in six group discussions at school. Interview and discussion group data were recorded, transcribed and analysed thematically.

Results:
Parents and children had different perspectives on the potential of AVGs for FMS, which largely rested on different views of ‘reality’. Parents felt AVGs were not a substitute for the ‘real thing’, and therefore had limited FMS benefits. Overall, parents thought any FMS gained through AVGs would have poor transferability to ‘real life’. In contrast, children had a more fluid and expansive view of reality which incorporated both ‘real life’ and ‘virtual’ space. Whilst children could articulate limitations of AVGs for skill learning, they still reported extensive use of AVGs as a learning tool for movement skill, and considered that skill acquisition was highly transferable.

Conclusions:
Despite contrasting beliefs from parents and children, children used AVGs for FMS learning. Future research needs to determine whether actual FMS benefits are gained through AVGs.

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Background
Undergraduate engineering students require exposure to an appropriate level of practical activities to complement the theory delivered in their course. This not only serves the purpose of catering to students’ different learning styles but in contributing to developing practical skills important to achieving an adequate level of job-readiness. The mode by which practical activities are implemented can vary widely across different units of study and different institutions. Electronics practicals within the School of Engineering at Deakin University have traditionally involved the construction and analysis of bread board circuits. Recently however, the practicals have changed to utilise modern computer-integrated Lab Volt FACET board equipment.


Purpose
This paper discusses electronics practicals using two very different types of laboratory equipment and reports on student perceived efficacy. The aim of the study is to gain an understanding of student perceptions so as to be able to refine the practicals to increase student engagement.

Design / method
This paper discusses two very different types of laboratory equipment employed in electronics practicals within the School of Engineering at Deakin University. This study focuses on students in electronics-related engineering disciplines and their perceived efficacy of the different equipment with the aim of providing valuable insight regarding student engagement. Survey data was collected from first and second year students who had completed successive classes using the different types of laboratory equipment.

Results
When compared with the electronics practicals and equipment previously used at Deakin University, the Lab Volt FACET boards provide a well-structured and resource efficient method for conducting practicals. The preliminary survey results indicate that there are mixed preferences for which type of laboratory equipment students perceive to be the better learning tool. The results also indicate that these perceptions appear to align with students in specific disciplines. These observations suggest that discipline specific characteristics of students are an important consideration in achieving improved student engagement and a positive learning experience.

Conclusions
The outcomes of the preliminary study suggest that there are discipline specific characteristics which affect students’ perceptions of the efficacy of laboratory equipment. These outcomes will assist Deakin’s School of Engineering to refine the use of the Lab Volt FACET board laboratory equipment to achieve improved student engagement. Future research will build upon these findings to investigate expectations of students in different disciplines and whether there is a difference in preferred learning and any correlation to student perceptions.

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Big business continues to request universities to produce graduates who possess both technical and generic skills. Although work-integrated learning (WIL) programs can be used to develop these skills, WIL placements in Australia are undertaken by a minority of students. Perceiving a gap, one Australian university undertook a major WIL revamp to expand WIL offerings embedded within its courses. This required major organizational change that impacted significantly on curriculum design. From a quality assurance perspective, this paper provides an overview of a revised WIL program in the accounting discipline, and discusses the issues and challenges associated with the revised WIL program four years after its implementation. The findings demonstrate that the discipline area has not yet fully met the revamped WIL program as defined by university policy. Recommendations are provided that form a valuable learning tool for educational institutions considering embedding broadly defined WIL within their courses.

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BACKGROUND: Simulation is frequently being used as a learning and teaching resource for both undergraduate and postgraduate students, however reporting of the effectiveness of simulation particularly within the pharmacology context is scant. OBJECTIVES: The aim of this pilot study was to evaluate a filmed simulated pharmacological clinical scenario as a teaching resource in an undergraduate pharmacological unit. DESIGN: Pilot cross-sectional quantitative survey. SETTING: An Australian university. PARTICIPANTS: 32 undergraduate students completing a healthcare degree including nursing, midwifery, clinical science, health science, naturopathy, and osteopathy. METHODS: As a part of an undergraduate online pharmacology unit, students were required to watch a filmed simulated pharmacological clinical scenario. To evaluate student learning, a measurement instrument developed from Bloom's cognitive domains (knowledge, comprehension, application, analysis, synthesis and evaluation) was employed to assess pharmacological knowledge conceptualisation and knowledge application within the following fields: medication errors; medication adverse effects; medication interactions; and, general pharmacology. RESULTS: The majority of participants were enrolled in an undergraduate nursing or midwifery programme (72%). Results demonstrated that the majority of nursing and midwifery students (56.52%) found the teaching resource complementary or more useful compared to a lecture although less so compared to a tutorial. Students' self-assessment of learning according to Bloom's cognitive domains indicated that the filmed scenario was a valuable learning tool. Analysis of variance indicated that health science students reported higher levels of learning compared to midwifery and nursing. CONCLUSION: Students' self-report of the learning benefits of a filmed simulated clinical scenario as a teaching resource suggest enhanced critical thinking skills and knowledge conceptualisation regarding pharmacology, in addition to being useful and complementary to other teaching and learning methods.

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A video game is a very influential tool that inspires much passion within very different sectors of society. Literature is beginning to assert the use of video games in education, and it is apparent that just the subject of 'video games' can engage the interest of students of all ages. Video games are not only asserting themselves as a permanent and influential cultural icon, they are also the new phenomenon in education. Video games can be used as a learning tool where the students learn 'in game', or the topic of video games can be used as a vehicle for student engagement. This paper explores the somewhat less contentious issue of how to best educate tertiary students studying Games Design and Development at an Australian Regional University. Determining how to best educate tertiary students on how to develop games at a tertiary level is not just based on good curriculum design, but is reliant on a triumvirate of factors: Industry relevance, student learning needs, and educational design. In this paper each of these three factors and their inherent problems will be discussed, all situated within the Australian Tertiary Education sector. Based on results gathered from the three factors, some directions for the Australia Tertiary Video Game Education sector will be asserted..

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This small exploratory case study describes an attempt to integrate the academic and practical aspects of a teacher education course in order to promote deep understanding of children's ways of understanding mathematics. The assessment regime of the course was used as a strategic tool for engaging students, and the assessment tasks themselves were used as the means of generating genuine integration, or case knowledge, of the content of the course. The results indicate that the approach was effective in achieving the aims of the course, and student reaction to the approach was extremely positive.

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In her recent contribution to the British Educational Research Journal, Pauline McClenaghan identified the link between social capital and community development, particularly community development education, as a core area where scholarly and policy interests overlap. She concluded that the concept of social capital is unable to grapple with the complex social divisions that characterise contemporary Europe. The authors of this article question her account on three main grounds: the definition of social capital, which they hold is overly narrow, and does not deal with what Woolcock calls the ‘linking’ role of social networks; the presentation of the theoretical foundations of community development, which they believe is flawed in certain key respects; and a lack of clarity in the relationship between the research and the findings reported. The authors then present their own theoretically informed account of social capital as a means of understanding the role of community development, the challenges that it can face and the role of adult education for community development.

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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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In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10–12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children’s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children’s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.