129 resultados para Student engagement


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The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.

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BACKGROUND: Problem-based learning (PBL) was developed as a facilitated small group learning process based around a clinical problem. Originally designed for pre-clinical years of medical education, its application across all years poses a number of difficulties, including the risk of reducing patient contact, providing a learning process that is skewed towards an understanding of pathophysiological processes, which may not be well understood in all areas of medicine, and failing to provide exposure to clinically relevant reasoning skills. CONTEXT: Curriculum review identified dissatisfaction with PBLs in the clinical years of the Sydney Medical School's Graduate Medical Program, from both staff and students. A new model was designed and implemented in the Psychiatry and Addiction Medicine rotation, and is currently being evaluated. INNOVATION: We describe an innovative model of small-group, student-generated, case-based learning in psychiatry - clinical reasoning sessions (CRS) - led by expert facilitators. IMPLICATIONS: The CRS format returns the student to the patient, emphasises clinical assessment skills and considers treatment in the real-world context of the patient. Students practise a more sophisticated reasoning process with real patients modelled upon that of their expert tutor. This has increased student engagement compared with the previous PBL programme.

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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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In this paper the author reports on the conceptualization and implementation of the flipped classroom, integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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The increasing use of peer assessment in higher education institutions, as well as its benefits in term of students' learning is well documented. Distance education can be fraught with challenges, but creating a community of practice has been proven to increase student engagement and learning. This paper reports on the implementation of peer assessment of online asynchronous group discussions to foster a community of practice and equip future graduates with lifelong skills relevant to their chosen professional path. Through a careful preparation of students, the implementation of the peer assessment process proved beneficial. This paper describes the analysis performed to establish the validity and reliability of the peer assessment process in the context of a 3rd year unit of study of the bachelor of nursing at Charles Darwin University. © 2010 Stéphane Bouchoucha & Helen Wozniak.

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BACKGROUND OR CONTEXT: With the re-imagining of engineering education at Deakin University an opportunity was presented with the ability to design purpose built spaces. With this development a review of leading practice educational spaces was undertaken specifically in a product development unit as well as a materials unit. Whilst both areas have different needs there were some common elements with the location of teaching aids, apparatus and experimental set-up and collaborative teaching spaces.
PURPOSE OR GOAL: This study examined what would a best practice learning environment look like in two different disciplines and what is the connection and similarities in a problem based learning environment. A benchmarking study and literature review on best practice was undertaken; this learning space was intrinsically linked to the educational model. Aspects of the educational model have started to be implemented in this long term project
APPROACH: Student perceptions were measured primarily through standard unit feedback for both units as well as student comments on the units. Engagement of students was the primary focus of the redesign of purpose built spaces as well as curriculum review. By placing students into specifically designed spaces to enhance learning outcomes it is anticipated that the knowledge and skills attainment will be higher for all students.
DISCUSSION: The redevelopment of learning spaces has forced staff to think hard about their units and how space impacts on student educations. With both the materials and product development units, student had the ability to move through spaces depending on what they were doing. This ability to move is a combination of the educational model, the facilities and staff/student interaction.
RECOMMENDATIONS/IMPLICATIONS/CONCLUSION: While part of a long term redevelopment of facilities and curriculum, it has been found that when the facilities match the educational model student engagement is higher. This has been support in both the literature and observation through student and staff evaluations of the unit. It is expected that as students adapt to the new educational model further they will make greater use of the purpose built facilities.

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Design and creativity are becoming greatly sought out skills in leading industries around the world, big businesses are developing the “Chief Design Officer” to engage with strategic and company shaping discussions. Design as an economic driver is now abundantly clear with companies such as Nike and Apple leading this way of thinking, but how do we as Australian industry capture this and how do we instil “creativity” into our secondary school and university level education to drive the next level of innovation and development. The local region where Deakin University is situated has undergone significant changes in the last 10 years, what was once an economy dominated by oil, automotive and metal production industries has been wound down to a local economy dominated by health, services and education. However, manufacturing and design being the front end of manufacturing is still a key economic driver this study is looking at the embryonic initiatives undertaken to build an ecosystem of design and entrepreneurship in a regional area. Several aspects will be looked at, high school and university student engagement in the process, established SME's and start-up culture. With the establishment of an ecosystem it is believed that success will breed success. With student engagement showing that being creative and playing can yield tangible results, it also gets students comfortable with the element of risk. The efforts of Deakin University is about providing the framework and scaffolding for students to pursue a start-up idea and test it validity. The final part of the ecosystem is for SME's and recent start-ups to share their success stories and acting as mentors as future start-ups emerge. By creating an ecosystem that is driven by design, manufacturing and entrepreneurship key economic outcomes will be generated; a regional area will be more resilient to economic uncertainty and ultimately a cohort of innovative thinkers that will generate value for their community.

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This article reports on and discusses the findings of an investigationcarried out to explore the expectations of an English language enhancementcourse (ELEC) held by a group of undergraduate students at anAustralian university. For the study, a mixed-methods approach was utilised,with two instruments: a survey with a combination of closed- andopen-ended questions and semi-structured interviews. The research wasguided by the following three questions: (1) What do the students expectto learn on the course? (2) How are they developing their expectations?(3) Are the students’ expectations being met? The literature concerningstudent expectations foregrounds the complexity and multi-faceted natureof the concept, the satisfaction of which can impact on student engagement,satisfaction, performance, retention and attrition. Findings showthat the participants’ expectations of the course content and teachingstaff were largely met; nonetheless, a lack of class attendance was notedthroughout. Expectations were reported to have been developed largelythrough consultation with previous students of the course (43 per cent)and information materials provided by the university (42 per cent). Thearticle concludes with a discussion regarding the implications of thefindings for universities and education providers both in Australia andabroad.

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This paper contributes to research in the scholarship of teaching by reporting on undergraduate sports students perceptions of their own learning when exposed to a Game Sense learning approach and reflections on my experience of teaching it. A multiple methods approach was utilised to gather data from a four-week games component of a 10-week unit of study with all participants (n = 20; aged 18-21) in their first year of a three-year sports-related undergraduate degree. The games classification system was used to plan session content over the four weeks with each week focusing on a different games classification. Data were organised and coded via inductive coding procedures with analysis conducted concurrently to identify three prominent themes: 1) positive experiences of competition and game play, 2) the range of cognitive and emotional learning opportunities provided by Game Sense pedagogy facilitated improved student engagement and learning, and 3) the challenge of effective teacher questioning to stimulate game play knowledge construction.

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This paper focuses on teaching practices intended to support primary school students’ internet inquiries and the development of requisite knowledge and skills. The paper builds on growing knowledge about multimodal pedagogy (e.g., Walsh, 2011) and how such pedagogies not only bring with them intrinsic benefits for student engagement and learning, but also offer opportunities to reinforce and refine traditional print literacies (e.g., McKee and Heydon, 2015). A microethnographic approach is taken, involving a close examination of short classroom episodes. The data include classroom video footage and teacher interviews concerning one lesson where students aged six, seven and eight undertook research using iPads. Within the lesson, the iPads were treated as a suite of resources, tools and channels to be put into operation in the service of student inquiries, where informational texts could be found on the internet and then used as sources for new knowledge and material for the students’ multimedia artefacts. Print literacy skills were similarly treated as resources to be drawn upon in the service of inquiry work. The data is assembled to provide a window into the complexities of teaching in this context, with a particular focus on how new and traditional literacy practices are interwoven. The analysis shows how digital and ‘non-digital’ resources, modes and channels are strategically assembled by the teacher and her students through the practice of fit-for-purpose inquiry, reading and composition strategies. An explicit discourse of purpose is put to work in this classroom to make sense of materials, resources and curricula within a context of contradictory policy discourses. Thus an approach to curriculum and pedagogy is illustrated that lays the foundations for crucial contemporary information literacies, serving our increasingly everyday need to make strategic use of digital and online tools to navigate the internet and shape it for our own purposes. The interdependence of traditional and new literacies in such contexts reveals the nonsense of dominant discourses found in the media that emphasise the importance of one mode or one method, as well as divisive public politics that seeks to perpetuate understandings of traditional and new literacies as dichotomous domains that compete for airtime in classrooms, resulting in teachers’ neglect of literacy ‘basics’. In contrast to popular fears, in this classroom, both digital and traditional literacy skills and knowledge were developed, employed and reinforced as part of the students’ digital work.

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CONTEXTTechnology has played an important role in the provision of educational equity for learners inAustralian communities. Engaging off-campus students through technology resources is vital for avirtual learning environment in engineering education. To ensure a positive experience for thestudents in off-campus (virtual) learning, the use of modern technology is crucial for collaborative andactive learning.PURPOSEDesign based education is a combination of project based and problem based approaches. Throughsmall or big projects, students work in teams with combinations of off-campus and on-campusstudents. Integration of technology resources takes place within these groups through collaborativelearning and active learning. Even though the facilities and technology support are provided for offcampusstudents, there is always a gap in fulfilling the off-campus students’ learning expectations in avirtual learning environment. Technology plays an important role in providing student engagement insolving design problems, which is a need for the distance learner community in future. The purpose ofthis study is to evaluate students’ experiences on the use of technology in learning and teaching,which is delivered in off-campus mode.APPROACHThe cohorts of students involved in this online survey are from first year undergraduate engineering inTrimester 2, 2016. The online survey analysis of students’ perceptions will help teaching staff to betterunderstand and assess off-campus students’ experiences, challenges and barriers in a virtual learningenvironment.RESULTSThe distance learners’ experiences are analysed from an online survey. This online survey analysesthe students’ experiences on use of technology and how it supports and enhances students learning indistance mode. It also analyses the student learning experiences on project/design-based learningapproach in engineering. In this particular unit (Electrical Systems), students work in teams of 2-3 onlab work and other assignments. The analysed results also discuss the students’ perceptions onteamwork, communication, interaction and assessment.CONCLUSIONSThe aim of the engineering curriculum is to provide learning and teaching support equally for both oncampusand off-campus students. From the analysed survey results, this study reveals that the use oftechnology plays a vital role in students learning from availability and accessibility of materials toassessment methods, lab tutorials, and online seminars. In a project/design based learningcurriculum, the distance learners have an equal opportunity to enhance the learning skills as the oncampusstudents experience in a study environment.