729 resultados para project oriented design-based learning (PODBL)
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Purpose – This paper aims to focus on developing critical understanding in human resource management (HRM) students in Aston Business School, UK. The paper reveals that innovative teaching methods encourage deep approaches to study, an indicator of students reaching their own understanding of material and ideas. This improves student employability and satisfies employer need. Design/methodology/approach – Student response to two second year business modules, matched for high student approval rating, was collected through focus group discussion. One module was taught using EBL and the story method, whilst the other used traditional teaching methods. Transcripts were analysed and compared using the structure of the ASSIST measure. Findings – Critical understanding and transformative learning can be developed through the innovative teaching methods of enquiry-based learning (EBL) and the story method. Research limitations/implications – The limitation is that this is a single case study comparing and contrasting two business modules. The implication is that the study should be replicated and developed in different learning settings, so that there are multiple data sets to confirm the research finding. Practical implications – Future curriculum development, especially in terms of HE, still needs to encourage students and lecturers to understand more about the nature of knowledge and how to learn. The application of EBL and the story method is described in a module case study – “Strategy for Future Leaders”. Originality/value – This is a systematic and comparative study to improve understanding of how students and lecturers learn and of the context in which the learning takes place.
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Starting with the research question, "How can the Primary School Curriculum be developed so as to spark Children's Engineering Imaginations from an early age?" this paper sets out to critically analyse the issues around embedding Engineering in the Primary School Curriculum from the age of 5 years. Findings from an exploratory research project suggest that in order to promote the concept of Engineering Education to potential university students (and in doing so begin to address issues around recruitment / retention within Engineering) there is a real need to excite and engage children with the subject from a young age. Indeed, it may be argued that within today's digital society, the need to encourage children to engage with Engineering is vital to the future sustainable development of our society. Whilst UK Government policy documents highlight the value of embedding Engineering into the school curriculum there is little or no evidence to suggest that Engineering has been successfully embedded into the elementary level school curriculum. Building on the emergent findings of the first stage of a longitudinal study, this paper concludes by arguing that Engineering could be embedded into the curriculum through innovative pedagogical approaches which contextualise project-based learning experiences within more traditional subjects including science, history, geography, literacy and numeracy.
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Aston University has been working closely with key companies from within the electricity industry for several years, initially in the development and delivery of an employer-led foundation degree programme in electrical power engineering, and more recently, in the development of a progression pathway for foundation degree graduates to achieve a Bachelors-level qualification. The Electrical Power Engineering foundation degree was developed in close consultation with the industry such that the programme is essentially owned by the sector. Programme delivery has required significant shifts away from traditional HE teaching patterns whilst maintaining the quality requirement and without compromise of the academic degree standard. Block teaching (2-week slots), partnership delivery, off-site student support and work-based learning have all presented challenges as we have sought to maximise the student learning experience and to ensure that the graduates are fit-for purpose and "hit the ground running" within a defined career structure for sponsoring companies. This paper will outline the skills challenges facing the sector; describe programme developments and delivery challenges; before articulating some observations and conclusions around programme effectiveness, impact of foundation degree graduates in the workplace and the significance of the close working relationship with key sponsoring companies. Copyright © 2012, September.
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This article describes the approach adopted and the results obtained by the international team developing WBLST (Web Based Learning in Sciences and Technologies) a Web-based application for e-learning, developed for the students of “UVPL: Université Virtuelle des Pays de la Loire”. The developed e-learning system covers three levels of learning activities - content, exercises, and laboratory. The delivery model is designed to operate with domain concepts as relevant providers of semantic links. The aim is to facilitate the overview and to help the establishment of a mental map of the learning material. The implemented system is strongly based on the organization of the instruction in virtual classes. The obtained quality of the system is evaluated on the bases of feedback form students and professors.
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The various questions of creation of integrated development environment for computer training systems are considered in the given paper. The information technologies that can be used for creation of the integrated development environment are described. The different didactic aspects of realization of such systems are analyzed. The ways to improve the efficiency and quality of learning process with computer training systems for distance education are pointed.
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A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions.
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Muharem Avdispahic 1 Coordinator of the TEMPUS Project SEE Doctoral Studies in Mathematical Sciences (144703-TEMPUS-2008-BA-TEMPUS-JPCR) The main goals of the TEMPUS Project ”SEE Doctoral Studies in Math- ematical Sciences”, funded by European Commission under the TEMPUS IV first call, consist of the development of a model of structured doctoral studies in Mathematical Sciences involving the network of Western Balkans universi- ties, the curricula design based on the existing strenghts and tendencies in the areas of Pure Mathematics, Applied Mathematics and Theoretical Computer Science and the first phase of implementation of the agreed model during the SEE Doctoral Year in Mathematical Sciences 2011. A decisive step in this direction was ”SEE Young Researchers Workshop” held in Ohrid, FYR Macedonia, September 16-20, 2009, as a part of the Math- ematical Society of South-Eastern Europe (MASSEE) International Congress on Mathematics - MICOM 2009. MICOM 2009 continued the tradition of two previous highly successful MASSEE congresses that took place in Bulgaria in 2003 and in Cyprus in 2006. This volume of the journal Mathematika Balkanica contains the talks de- livered at Ohrid Workshop by South-Eastern European PhD students in various stage of their research towards a doctoral degree in mathematics or informat- ics. Facilitating publication efforts of young researchers from the universities of Sarajevo, Tuzla, Belgrade, Skopje, Stip, Graz, and Sofia fully coincides with MASSEE goals to promote, organize and support scientific, research and edu- cational activities in South-Eastern Europe. The consent of the Editorial Board of Mathematica Balkanica to publish ”SEE Young Researchers Workshop” contributions aptly meets intentions of European reform processes aimed at creating the European Higher Education Area and European Research Area. It is an encouragement to these young researchers in the first place and at the same time an encouragement to their institutions in overcoming fragmentation and enhancing their capacities through fostering reciprocal development of human resources.
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In this paper we present a blended learning scenario for training of students in master program “ICT in primary school” carried out in South-West University “Neofit Rilski”. Our approach is based on “face to face” lectures and seminars, SCORM compatible e-learning content with a lot of simulation demonstrations, trainings and self assessment, group problem based learning. Also we discuss the results of the course and attitude of the participants in the course towards used methods and possibilities of application of e-learning in primary schools.
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Daniela Ivanova Dureva–Tuparova In this paper 3 pedagogical scenarios of e-learning courses are performed. The courses have been implemented in blended mode with the students in Master program “ICT in primary schools”. The courses apply different didactical methods such as “Jigsaw” interactive technique, on-line simulations, project based learning, etc. Some results from study of students’ attitude to the used didactical methods and technology enhanced educational activities are presented and discussed.
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Румен В. Николов - Статията анализира необходимостта от институционални промени в училищата и университетите с цел да се адаптират към съвременните изисквания на обществото на знанието. Паралелно се анализират феноменът на електронното обучение, глобалната образователна реформа и необходимостта от разработването и прилагането на нови педагогически модели. В статията е поставен акцент върху Уеб 2.0 технологиите и електронните инфраструктури, както и върху тяхното влияние върху образованието и научните изледвания в училищата и университетите. Професионална квалификация на учителите, която да е проектирана така, че да отговаря на новите предизвикателства, се разглежда като ключов фактор за успешното навлизане на новите технологии в училище. Важно е да се отбележи необходимостта от разработка на стратегия за обучение на учителите през целия живот, която да отчита съвременните научни постижения в технологично- обогатеното обучение и новите теории за ученето. Препоръчва се изграждането на социални умения и компетенции, които са подходящи за работа в една Уеб 2.0 базирана учебна среда и с глобалния социален софтуер, да се включи в учебните планове и програми както на учениците, така и в курсовете за подготовка на учители.
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2000 Mathematics Subject Classification: 62K05, 05B05.
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Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013
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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015
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This paper describes a PC-based mainframe computer emulator called VisibleZ and its use in teaching mainframe Computer Organization and Assembly Programming classes. VisibleZ models IBM’s z/Architecture and allows direct interpretation of mainframe assembly language object code in a graphical user interface environment that was developed in Java. The VisibleZ emulator acts as an interactive visualization tool to simulate enterprise computer architecture. The provided architectural components include main storage, CPU, registers, Program Status Word (PSW), and I/O Channels. Particular attention is given to providing visual clues to the user by color-coding screen components, machine instruction execution, and animation of the machine architecture components. Students interact with VisibleZ by executing machine instructions in a step-by-step mode, simultaneously observing the contents of memory, registers, and changes in the PSW during the fetch-decode-execute machine instruction cycle. The object-oriented design and implementation of VisibleZ allows students to develop their own instruction semantics by coding Java for existing specific z/Architecture machine instructions or design and implement new machine instructions. The use of VisibleZ in lectures, labs, and assignments is described in the paper and supported by a website that hosts an extensive collection of related materials. VisibleZ has been proven a useful tool in mainframe Assembly Language Programming and Computer Organization classes. Using VisibleZ, students develop a better understanding of mainframe concepts, components, and how the mainframe computer works. ACM Computing Classification System (1998): C.0, K.3.2.
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Well–prepared, adaptive and sustainably developing specialists are an important competitive advantage, but also one of the main challenges for businesses. One option of the education system for creation and development of staff adequate to the needs is the development of pro jects with topics from real economy ("Practical Projects"). The objective assessment is an essential driver and motivator, and is based on a system of well-chosen, well-defined and specific criteria and indicators. An approach to a more objective evaluation of practical projects is finding more objective weights of the criteria. A natural and reasonable approach is the accumulation of opinions of proven experts and subsequent bringing out the weights from the accumulated data. The preparation and conduction of a survey among recognized experts in the field of project-based learning in mathematics, informatics and information technologies is described. The processing of the data accumulated by applying AHP, allowed us to objectively determine weights of evaluation criteria and hence to achieve the desired objectiveness. ACM Computing Classification System (1998): K.3.2.