926 resultados para project oriented design-based learning (PODBL)


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What does the lesson “Finding Citations,” the game “Trivial Pursuit,” and the mechanic “Bluffing” all have in common? In this bootcamp brainstorm facilitated by a CUNY professor, attendees are broken up into design teams whose job it is to enhance a traditional lesson with the mechanics of popular board games in only 20 minutes. Whether you have to teach the rules of citation or the rules of interviewing, there is usually a game plan that can help. This game teaches you how to integrate educational games into your classroom, while providing a fun introduction to the principles of game-based learning.

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In response to the forces of globalization, organizations have had to adapt and even transform themselves. Universities have had to recognize the value of practical working knowledge developed in workplace settings, and promote the value of academic forms of knowledge making to the practical concerns of everyday learning. This paper presents a contemporary case of a designed professional curriculum in the field of information technology that situates workplace learning as a central element in the education of students. Key integrative dimensions are considered along with an analysis of the perspectives of teaching staff and students on the educational experience. (Asia-Pacific Journal of Cooperative Education, 2004, 5(2), 1-11)

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In response to the forces of globalisation, societies and organisations have had to adapt and even proactively transform themselves. Universities, as knowledge-based organisations, have recognised that there are now many other important sites of knowledge construction and use. The apparent monopoly over valued forms of knowledge making and knowledge certification is disappearing. Universities have had to recognise the value of practical working knowledge developed in workplace settings beyond university domains, and promote the value of academic forms of knowledge making to the practical concerns of everyday learning. It is within this broader systems view that professional curriculum development undertaken by universities needs to be examined.

University educational planning responds to these external forces in ways that are drawing together formal academic capability/competence and practice-based capability/competence. Both forms of academic and practice-based knowledge and knowing are being equally valued and related one to the other. University planning in turn gives impetus to the development of new forms of professional education curricula. This paper presents a contemporary case of a designed professional curriculum in the field of information technology that situates workplace learning as a central element in the education of Information Technology (IT)/Information Systems (IS) professionals.

The key dimensions of the learning environment of Deakin University’s BIT (Hons) program are considered with a view to identifying areas of strong integration between the worlds of academic and workplace learning from the perspectives of major stakeholders. The dynamic interplay between forms of theorising and practising is seen as critical in educating students for professional capability in their chosen field. From this analysis, an applied research agenda, relating to desired forms of professional learning in higher education, is outlined, with specific reference to the information and communication technology professions.

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The last decade has seen a phenomenal growth in the use of the Web in university education, with various factors influencing the adoption of Web-based technology. The reduction of government funding in the higher education sector has forced universities to seek technological solutions to provide courses for a growing and increasingly diverse and distributed student population [13,14]. Another impetus has been a shift in focus from teacher-centred to learner-centred education, encouraging educators to provide courses which enable students to manage their own learning [6]. In this paper we discuss challenges associated with the design and provision of Web-based learning environments that are truly student-centred. We draw on interview and questionnaire data from an evaluation study to raise issues surrounding the provision of online environments that meet learners' needs. We discuss the challenges of catering for the needs of different learners and the challenges associated with helping students to make the transition into new online learning environments.

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‬This thesis uses the principles arising from both the literature review and surveys and experiements to further the understanding of game design that supports quality learning. These principles have been used to build two exemplar platforms that on a number of criteria and measures, represent generic principles concerning game-based learning.

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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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 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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This chapter explores Problem-Based Learning (PBL) curricula in engineering in Australasian universities, in particular its effects on student approaches to learning in PBL teams. Exploring from the three view points: curriculum design and implementation; institutional support structures assisting the transition to PBL for both students and academics; and student learning experiences in PBL teams this chapter intends to close the loop for institutions and academics using PBL to educate future engineers. In particular, this chapter examines the design of engineering PBL courses or subjects within programs and the ways in which learning experiences are designed for students, the support structures that institutions put in place for both academics and students to transition to PBL, teacher practices and student experiences of learning both individually and as a team in PBL. It is argued that many engineering programs still undermine the need for designing learning experiences to help students achieve the desired learning outcomes; seldom consider the learning cultures adopted by PBL teams and how students engage in learning as individuals and as a team. This chapter argues the need for approaches to PBL that enhance student learning and experiences in engineering and the need for support structures that assist both students and academics in the transition to problem-based learning.

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This paper presents an ontology-based conceptual framework for effectively managing exploratory e-learning resources. The proposed framework has five significant novel features including authentication of retrieved resources, automatic ontology-based query refinement, reuse-oriented management of retrieved resources, adaptive retrieval of learning resources based on the style and preference of individual learners, and synthesisation of retrieval and management activities for creating reusable learning repositories. The applicability of the framework is demonstrated using a sample fragment of an ontology developed in the database domain.

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Low glomerular (nephron) endowment has been associated with an increased risk of cardiovascular and renal disease in adulthood. Nephron endowment in humans is determined by 36 wk of gestation, while in rats and mice nephrogenesis ends several days after birth. Specific genes and environmental perturbations have been shown to regulate nephron endowment. Until now, design-based method for estimating nephron number in developing kidneys was unavailable. This was due in part to the difficulty associated with unambiguously identifying developing glomeruli in histological sections. Here, we describe a method that uses lectin histochemistry to identify developing glomeruli and the physical disector/fractionator principle to provide unbiased estimates of total glomerular number (Nglom). We have characterized Nglom throughout development in kidneys from 76 rats and model this development with a 5-parameter logistic equation to predict Nglom from embryonic day 17.25 to adulthood (r2 = 0.98). This approach represents the first design-based method with which to estimate Nglom in the developing kidney.

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The current study adopted a pre- versus post-training design and a standardised measure of performance to evaluate the effectiveness of a series of online computerbased learning activities designed to encourage open-ended question usage among investigative interviewers of children. Participants included 61 social workers, police and psychologists. The learning activities, organised into 12 modules of approximately 3 hours duration each, focused purely on the skill of eliciting a disclosure of sexual abuse and a narrative account of the offence from a young child. Results revealed a significant improvement in interview performance from pre-training to immediate post-training. For the 25 participants who also completed a follow-up assessment three to six months after completing the learning activities, performance was found to be maintained. The implications of these findings and directions for future research are discussed.

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Research from the fields of adult learning, workplace education, professional development, organisational learning and co-operative education are drawn on to identify elements that should be considered in the design, implementation, management and sustained improvement of co-op programs. Each work placement is unique meld of stakeholders, the job and the organisational context. Key factors that promote learning in the workplace include the engagement of the work place supervisor in the student's professional development; the learning environment within the organisation; and the student's own motivation, abilities and learning orientation: It is proposed that information systems delivering co-op programs need to manage: (a) the development and performance of industry partnerships, (b) the relationships between key stakeholders; and (c) the professional skills development and learning. © 2009 Springer-Verlag US.