969 resultados para blended learning


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This paper is a case study that describes the design and delivery of national PhD lectures with 40 PhD candidates in Digital Arts and Humanities in Ireland simultaneously to four remote locations, in Trinity College Dublin, in University College Cork, in NUI Maynooth and NUI Galway. Blended learning approaches were utilized to augment traditional teaching practices combining: face-to-face engagement, video-conferencing to multiple sites, social media lecture delivery support – a live blog and micro blogging, shared, open student web presence online. Techniques for creating an effective, active learning environment were discerned via a range of learning options offered to students through student surveys after semester one. Students rejected the traditional lecture format, even through the novel delivery method via video link to a number of national academic institutions was employed. Students also rejected the use of a moderated forum as a means of creating engagement across the various institutions involved. Students preferred a mix of approaches for this online national engagement. The paper discusses successful methods used to promote interactive teaching and learning. These included Peer to peer learning, Workshop style delivery, Social media. The lecture became a national, synchronous workshop. The paper describes how allowing students to have a voice in the virtual classroom they become animated and engaged in an open culture of shared experience and scholarship, create networks beyond their institutions, and across disciplinary boundaries. We offer an analysis of our experiences to assist other educators in their course design, with a particular emphasis on social media engagement.

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The continuous advancement in computing, together with the decline in its cost, has resulted in technology becoming ubiquitous (Arbaugh, 2008, Gros, 2007). Technology is growing and is part of our lives in almost every respect, including the way we learn. Technology helps to collapse time and space in learning. For example, technology allows learners to engage with their instructors synchronously, in real time and also asynchronously, by enabling sessions to be recorded. Space and distance is no longer an issue provided there is adequate bandwidth, which determines the most appropriate format such text, audio or video. Technology has revolutionised the way learners learn; courses are designed; and ‘lessons’ are delivered, and continues to do so. The learning process can be made vastly more efficient as learners have knowledge at their fingertips, and unfamiliar concepts can be easily searched and an explanation found in seconds. Technology has also enabled learning to be more flexible, as learners can learn anywhere; at any time; and using different formats, e.g. text or audio. From the perspective of the instructors and L&D providers, technology offers these same advantages, plus easy scalability. Administratively, preparatory work can be undertaken more quickly even whilst student numbers grow. Learners from far and new locations can be easily accommodated. In addition, many technologies can be easily scaled to accommodate new functionality and/ or other new technologies. ‘Designing and Developing Digital and Blended Learning Solutions’ (5DBS), has been developed to recognise the growing importance of technology in L&D. This unit contains four learning outcomes and two assessment criteria, which is the same for all other units, besides Learning Outcome 3 which has three assessment criteria. The four learning outcomes in this unit are: • Learning Outcome 1: Understand current digital technologies and their contribution to learning and development solutions; • Learning Outcome 2: Be able to design blended learning solutions that make appropriate use of new technologies alongside more traditional approaches; • Learning Outcome 3: Know about the processes involved in designing and developing digital learning content efficiently and what makes for engaging and effective digital learning content; • Learning Outcome 4: Understand the issues involved in the successful implementation of digital and blended learning solutions. Each learning outcome is an individual chapter and each assessment unit is allocated its own sections within the respective chapters. This first chapter addresses the first learning outcome, which has two assessment criteria: summarise the range of currently available learning technologies; critically assess a learning requirement to determine the contribution that could be made through the use of learning technologies. The introduction to chapter one is in Section 1.0. Chapter 2 discusses the design of blended learning solutions in consideration of how digital learning technologies may support face-to-face and online delivery. Three learning theory sets: behaviourism; cognitivism; constructivism, are introduced, and the implication of each set of theory on instructional design for blended learning discussed. Chapter 3 centres on how relevant digital learning content may be created. This chapter includes a review of the key roles, tools and processes that are involved in developing digital learning content. Finally, Chapter 4 concerns delivery and implementation of digital and blended learning solutions. This chapter surveys the key formats and models used to inform the configuration of virtual learning environment software platforms. In addition, various software technologies which may be important in creating a VLE ecosystem that helps to enhance the learning experience, are outlined. We introduce the notion of personal learning environment (PLE), which has emerged from the democratisation of learning. We also review the roles, tools, standards and processes that L&D practitioners need to consider within a delivery and implementation of digital and blended learning solution.

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Chapter 6 concerns ‘Designing and developing digital and blended learning solutions’, however, despite its title, it is not aimed at developing L&D professionals to be technologists (in so much as how Chapter 3 is not aimed at developing L&D professionals to be accounting and financial experts). Chapter 6 is about developing L&D professionals to be technology savvy. In doing so, I adopt a culinary analogy in presenting this chapter, where the most important factors in creating a dish (e.g. blended learning), are the ingredients and the flavour each of it brings. The chapter first explores the typical technologies and technology products that are available for learning and development i.e. the ingredients. I then introduce the data Format, Interactivity/ Immersion, Timing, Content (creation and curation), Connectivity and Administration (FITCCA) framework, that helps L&D professionals to look beyond the labels of technologies in identifying what the technology offers, its functions and features, which is analogous to the ‘flavours’ of the ingredients. The next section discusses some multimedia principles that are important for L&D professionals to consider in designing and developing digital learning solutions. Finally, whilst there are innumerable permutations of blended learning, this section focuses on the typical emphasis in blended learning and how technology may support such blends.

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Although business simulations are widely used in management education, there is no consensus about how to optimise their application. Our research explores the use of business simulations as a dimension of a blended learning pedagogic approach for undergraduate business education. Accepting that few best-practice prescriptive models for the design and implementation of simulations in this context have been presented, and that there is little empirical evidence for the claims made by proponents of such models, we address the lacuna by considering business student perspectives on the use of simulations. We then intersect available data with espoused positive outcomes made by the authors of a prescriptive model. We find the model to be essentially robust and offer evidence to support this position. In so doing we provide one of the few empirically based studies to support claims made by proponents of simulations in business education. The research should prove valuable for those with an academic interest in the use of simulations, either as a blended learning dimension or as a stand-alone business education activity. Further, the findings contribute to the academic debate surrounding the use and efficacy of simulation-based training [SBT] within business and management education.

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Purpose: To describe orthoptic student satisfaction in a blended learning environment. Methods: Blended learning and teaching approaches that include a mix of sessions with elearning are being used since 2011/2012 involving final year (4th year) students from an orthoptic program. This approach is used in the module of research in orthoptics during the 1 semester. Students experienced different teaching approaches, which include seminars, tutorial group discussions and e-learning activities using the moodle platform. The Constructivist OnLine Learning Environment Survey (COLLES ) was applied at the end of the semester with 24 questions grouped in 6 dimensions with 4 items each: Relevance to professional practice, Reflection, Interactivity, Tutor support, Peer support and Interpretation. A 5-point Likert scale was used to score each individual item of the questionnaire (1 - almost never to 5 – almost always). The sum of items in each dimension ranged between 4 (negative perception) and 20 (positive perception). Results: Twenty-four students replied to the questionnaire. Positive points were related with Relevance (16.13±2.63), Reflection (16.46±2.45), Tutor support (16.29±2.10) and Interpretation (15.38±2.16). The majority of the students (n=18; 75%) think that the on-line learning is relevant to students’ professional practice. Critical reflections about learning contents were frequent (n=19; 79.17%). The tutor was able to stimulate critical thinking (n=21; 87.50%), encouraged students to participate (n=18; 75%) and understood well the student’s contributions (n=15; 62.50%). Less positive points were related with Interactivity (14.13±2.77) and Peer support (13.29±2.60). Response from the colleagues to ideas (n=11; 45.83%) and valorization of individual contributions (n=10; 41.67%) scored lower than other items. Conclusions: The flow back and forth between face-to-face and online learning situations helps the students to make critical reflections. The majority of the students are satisfied with a blended e-learning system environment. However, more work needs to be done to improve interactivity and peer support.

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Online-Meetings in Echtzeit oder auch Webinare sind eine hervorragende Möglichkeit, mit den Gruppen auf virtuellem Wege kommunizieren zu können. Dieser Aspekt beinhaltet ein enormes Potential für die internationale und nationale Zusammenarbeit von unterschiedlichen Bildungsanbietern. Während Online-Konferenzen in der Geschäftswelt bereits zum Alltag gehören, ist man im Bildungsbereich noch weit davon entfernt Webinare als integrativen Bestandteil der Lehre anzusehen. Eingebunden in ein "Blended Learning"-Szenario erwiesen sich Webinare als ein effizientes Tool für die transnationale Kooperation von Gruppen. Sogar Großveranstaltungen können als Online-Event durchgeführt werden. Es bedarf jedoch einer sorgfältigen Planung und Inhaltserstellung, um aus einem Webinar eine attraktive Lehrveranstaltung für die Lernenden werden zu lassen. (DIPF/Orig.)

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This chapter analyses a Portuguese HEI’s first experience with blended learning. Focusing on the Master in Innovative Tourism Development currently being held at the Superior School of Technology and Management of the Polytechnic Institute of Viana do Castelo, it presents the institutional background and rationale behind the course’s implementation, identifying its strengths and weaknesses, as well as areas of potential development. Based on an evaluation research carried out throughout the course’s first three editions and that involved students, faculty and institutional leaders, it summarizes the main results of a long term-study, putting forth a set of recommendations for improvements and defining potential areas of intervention in future editions of the course.

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WiBA-Net ist ein Lernnetzwerk zum Thema „Werkstoffe im Bauwesen“ und wird in der universitären Ausbildung von Bauingenieuren und Architekten verwendet. Dieser Aufsatz soll das Konzept von WiBA-Net vorstellen und zeigen, wie neue Technologien und didaktische Konzepte überzeugend angewendet werden können, um „Blended Learning“ umzusetzen und damit den Hochschulalltag sowohl von Studierenden als auch von Professoren zu erleichtern.(DIPF/Orig.)

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In diesem Beitrag geht es um das Projekt E-Lernen auf der ILIAS-Plattform an der Universität der Bundeswehr Hamburg (E-L I-P UniBwH). Ziel des Projekts ist es, die Präsenzlehre mit dem Einsatz elektronischer Medien zu unterstützen. Im Beitrag werden Ansatzpunkte dargestellt, die die Lehrenden zum Gebrauch der E-Lernplattform motivieren. Es werden Bedarfsmöglichkeiten aufgezeigt, für die eine E-Lernplattform eine mögliche Lösung sein kann, sowie die Rahmenbedingungen benannt, unter denen sie eingesetzt wird. Ziel ist es, die Nachhaltigkeit des E-Lernens an der UniBwH zu fördern.(DIPF/Orig.)

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Tesis (Licenciado en Lenguas Castellana, Inglés y Francés).--Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés, 2014

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Atas das II Jornadas Ensino do Empreendedorismo, realizadas em Coimbra, a 6 setembro 2016

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O Projeto ‘CINet – Redes para o empreendedorismo nas indústrias criativas’ (Programa Leonardo DaVinci) baseia-se na experiência de Lace Market em Nottingham, uma comunidade de empreendedores criativos independentes que tem crescido significativamente devida à forte dinâmica das suas redes de colaboração. Neste sentido, o projeto começou por identificar as vertentes-chave de transferência de inovação com base no ambiente de aprendizagem formal e informal local, com o intuito de desenvolver uma rede de empreendedores criativos, adaptada à realidade encontrada nos países participantes: Portugal, Espanha e Grécia. Com esta base foi possível conceber e implementar o “Programa CINet de aceleração em rede do Empreendedorismo nas Indústrias Criativas” que foi promovido através do lançamento de uma formação desenvolvida na plataforma Moodle da Universidade Aberta, e assente na modalidade de blended-learning (bLearning). Consideramos que a experiência obtida com a conceção e desenvolvimento deste programa apresentou importantes desafios e traduziu-se em significativas vantagens cujo relato e sistematização permitirão enriquecer modelos pedagógicos de aprendizagem centrados nos formandos e nas comunidades colaborativas. A disponibilidade de recursos vídeo e de texto simples de apreender e virados para a prática e a dinamização de fora assíncronos possibilita aos formandos tirar partido da flexibilidade espácio-temporal do eLearning. A possibilidade de partilhar informação e experiências com os colegas, bem como de clarificar dúvidas nos fora permitiu uma experiência da aprendizagem colaborativa em ambiente Moodle. As sessões presenciais neste particular constituíram um complemento útil ao eLearning na medida em que permitiram apresentar o guia de curso, explicar o modelo pedagógico, marcar o ritmo do curso, esclarecer dúvidas relativas os objectivos de cada atividade em cada módulo, contactar de forma síncrona com empreendedores das indústrias criativas de outros países e com empreendedores incubados na DNA Cascais e refletir de forma crítica sobre vertentes-chave específicas do modelo de negócio dos formandos. Neste sentido, elas foram um dos elementos cruciais do desenvolvimento da rede, até porque, a ambientação à plataforma Moodle e a ‘apreensão’ e ‘absorção’ do modelo pedagógico afigura-se como um dos principais desafios, face a formandos que estão habituados a ambientes presenciais de aprendizagem. A ligação deste tipo de cursos a instituições vocacionadas para o apoio a empreendedores revela-se crucial dado que na construção do projeto empresarial deve ser incutida logo de início a predisposição para a ligação ao mercado e às diversas dimensões do ecossistema empreendedor.

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In this paper the author reports on the introduction 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.