936 resultados para inquiry-based learning


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This paper takes issue with the 'disabling' of students enrolled in teacher education courses, perpetrated by definitions of students' learning disorders and by the structures and pedagogies engaged by teacher educators. Focusing on one case, but with relevance for similarly affected systems, the paper begins by outlining the changed student entry credentials of Australian universities and their faculties of education. These are seen as induced by a shift from elite to mass provision of higher education and the particular effect on teacher education providers (especially those located in regional institutions) of the politics of government funding and the continuing demand for teachers by education systems. While these changed conditions are often used to argue an increased university population of students with learning disorders, the paper suggests that such arguments often have more to do with how student problems are defined by institutions and how these definitions serve to secure additional government funding. More pertinently, the paper argues that such definition tends to locate the problem in individual students, deferring considerations of teacher educators' pedagogy and the learning arrangements of their institutions. The paper concludes that the place to begin addressing these issues of difficulty would seem to be with a different conception of knowledge production.

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 A new sliding mode-based learning control scheme for a class of SISO dynamic systems is developed in this paper. It is seen that, based on the most recent information on the closed-loop stability, a recursive learning chattering-free sliding mode controller can be designed to drive the closed-loop dynamics to reach the sliding mode surface in a finite time, on which the desired closed-loop dynamics with the zero-error convergence can be achieved.

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The learning experiences of first-year engineering students to a newly implemented engineering problem-based learning (PBL) curriculum is reported here, with an emphasis on student approaches to learning. Ethnographic approaches were used for data collection and analysis. This study found that student learning in a PBL team in this setting was mainly influenced by the attitudes, behaviour and learning approaches of the student members in that team. Three different learning cultures that emerged from the analysis of eight PBL teams are reported here. They are the finishing culture, the performing culture and the collaborative learning culture. It was found that the team that used a collaborative approach to learning benefited the most in this PBL setting. Students in this team approached learning at a deep level. The findings of this study imply that students in a problem-based, or project-based, learning setting may not automatically adopt a collaborative learning culture. Hence, it is important for institutions and teachers to identify and consider the factors that influence student learning in their particular setting, provide students with necessary tools and ongoing coaching to nurture deep learning approaches in PBL teams.

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Project-based learning (PBL) is a well-known student-centred methodology for engineering design education. The methodology claims to offer a number of educational benefits. This paper evaluates the student perceptions of the initial and second offering of a first-year design unit at Griffith University in Australia. It builds on an earlier evaluation conducted after the initial offering of the unit. It considers the implementation of the recommended changes. Evaluations of the two offerings reveal that students (in both the initial and second offering) generally enjoyed the experience, but that the second offering was found to be a significantly more enjoyable learning experience. Students in the second offering also reported a significantly better understanding of what they needed to do for the design projects and where to find the requisite information. The oral presentation aspect of the initial and second offerings received the lowest satisfaction rating. The inclusion (and delivery) of the computer-aided drawing component of the unit is seen as a positive aspect by some students, but many others comment on it negatively. The best aspects of the PBL unit and those aspects needing further improvement were similar to the findings of other investigations documented in the literature.

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 Problem based learning has been implemented as a pedagogical tool world-wide across a range of health professions since its inception at McMaster University, Canada, in 1969 (Neville & Norman, 2007). In addition to enhancing knowledge and understanding it is also claimed that PBL develops communication skills, encourages teamwork, sharing of information and respect for others, furthers problem solving skills, and allows students to assume responsibility for their own learning (Wood, 2003). However, the cognitive outcomes of PBL and traditional pedagogy (based on didactic teaching) are similar and hence widespread adoption of PBL has been questioned (see Colliver, 2000). Criticisms of PBL include its resource hungry nature, requiring, as it does, experienced tutors to facilitate .learning across several clusters of students dealing with the same problem. Given the actual and anticipated increase in numbers of medical students in Australia other strategies that retain the advantages of PBL, while minimising the demands on faculty, should now be explored. This paper reports our experience with a modification of the traditional PBL approach, termed PBLplus. This innovation was trialled in a regional clinical school, attached to a hospital, with a group of 19 graduate entry students, who had completed an integrated Year 1 / 2 of the MBBS. PBLplus involved allocating students from the whole class to three task directed groups. Groups had specified assignments to complete to facilitate learning across the whole class. A tutor listened to student presentations and provided an interactive presentation. Hence use of tutors was made more efficient, and faculty input was more specialised.

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This paper reports on a small-scale action research project conducted by two university-based researchers using a visual arts method. The seven-week drawing programme was the second cycle of an action research project. The participants were nine boys of primary school age variously identified by their teachers as reluctant readers and/or as struggling with print literacy. The thematic concerns addressed in the paper fall into two broad categories: motivating learners by drawing on their popular cultural capital and interests, as well as tracing the construction of visual texts as data in action research. Findings are presented in response to the following research questions: What happens to those students who do not or cannot meet the required standards in literacy? What kind of research approach can be utilised or adapted to respond to the literacy practices and behaviours of young people?

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BACKGROUND : Project Based Learning (PBL) allows students to learn by doing hands on work and thus also again practical skills. Therefore going to software simulation may seem like a backwards step. However, the opportunity presented itself to create a unit on Artificial intelligence (AI). This lends itself it a software approach. An added benefit was the opportunity to create a PBL AI unit for both Engineering and IT students.

PURPOSE : Can Project Based Learning be improved with dedicated, specifically written, software design?

DESIGN/METHOD : After introducing a dedicated software package the student marks and student feedback for the AI unit for a few years before the package introduction until the most recent year was analysed. In the student surveys, 2 key questions where examined: unit material quality and feedback to students. Student comments were also studied.

RESULTS : Student surveys gave a consistently high mark for unit’s material and student marks seems consistent as well but favourable comments increased. The most significant result was that the students’ thoughts about the project feedback had increased significantly, probably due to the inbuilt feedback system in the dedicated software package.

CONCLUSIONS : With an appropriate subject matter a dedicated software package can help students in PBL. Student enjoyment increased which, in turn, increased their motivation.

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BACKGROUND : Deakin engineering has used Design Based Learning (DBL) as one of its engineering learning principles for further development in teaching and learning. Whilst the students are surveyed after every unit, this data only provides a generic overview of the process and does not help the academic staff determine if DBL is a preferable learning and teaching approach. What is required to improve the process is a holistic approach from the students’ perspective over the entire degree program.

PURPOSE : Do students see any value in DBL and should it be is further developed for teaching and learning? This study examines students’ perceptions of DBL in their curriculum, DBL in final year project, DBL in engineering career.

DESIGN/METHOD : A survey dedicated to DBL from the students’ point of view has been designed and given to 30 fulltime students in 3rd year in engineering at Deakin. A qualitative and quantitative analysis of this survey will give students’ perspective of DBL as they progress through their degree studies.

RESULTS : The full time students’ surveyed indicated that they believed that DBL was a useful tool and was of value to their career. Also that it would be helpful as part of their final project and that it helps teamwork although they would like to see it used for both team and individual work.

CONCLUSIONS : The full time students’ surveyed displayed a basic understanding of DBL and an eagerness to use it. Students’ perceived that DBL approach got an important value in their learning curriculum and it is a positive sign for the Deakin engineering to use it as one of its engineering learning principle.

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This chapter develops themes providing insights into the meaning of play-based learning and what it means to practitioners working in a range of contexts with early learners in the age range of birth to eight years. Play-based learning is defined as young learners constructing knowledge as they explore, experiment, discover and solve problems in playful and unique ways. Development is linked to play and viewed as a pattern of continuous, interrelated changes that begins at birth and continue through life span whilst learning is a change in behaviour. In the early years it is through experience in play that learning occurs. The definition of curriculum in this chapter presents a context for young learners demonstrating how play-based learning is fundamental to the well-being of young learners, be they infants, babies, toddlers, pre-schoolers or school aged children.

The diversity of backgrounds of young learners is recognised and provision has to be made in the curriculum for a rich diversity of learners. The Chapter also considers how a socio-constructivist theoretical orientation in the curriculum can be created with children and adults co-constructing knowledge with play-based learning as the framework.