695 resultados para effective learning and teaching
Resumo:
This study evaluates the use of role-playing games (RPGs) as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group) or a lecture (lecture-based group) on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later), the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.
Resumo:
This paper presents the findings of a podcasting trial held in 2007-2008 within the Faculty of Economics and Business at the University of Sydney, Australia. The trial investigates the value of using short-format podcasts to support assessment for postgraduate and undergraduate students. A multi-method approach is taken in investigating perceptions of the benefits of podcasting, incorporating surveys, focus groups and interviews. The results show that a majority of students believe they gained learning benefits from the podcasts and appreciated the flexibility of the medium to support their learning, and the lecturers felt the innovation helped diversify their pedagogical approach and support a diverse student population. Three primary conclusions are presented: (1) most students reject the mobile potential of podcasting in favour of their traditional study space at home; (2) what students and lecturers value about this podcasting design overlap; (3) the assessment-focussed, short-format podcast design may be considered a successful podcasting model. The paper finishes by identifying areas for future research on the effective use of podcasting in learning and teaching.
Resumo:
Background: Healthcare worldwide needs translation of basic ideas from engineering into the clinic. Consequently, there is increasing demand for graduates equipped with the knowledge and skills to apply interdisciplinary medicine/engineering approaches to the development of novel solutions for healthcare. The literature provides little guidance regarding barriers to, and facilitators of, effective interdisciplinary learning for engineering and medical students in a team-based project context. Methods: A quantitative survey was distributed to engineering and medical students and staff in two universities, one in Ireland and one in Belgium, to chart knowledge and practice in interdisciplinary learning and teaching, and of the teaching of innovation. Results: We report important differences for staff and students between the disciplines regarding attitudes towards, and perceptions of, the relevance of interdisciplinary learning opportunities, and the role of creativity and innovation. There was agreement across groups concerning preferred learning, instructional styles, and module content. Medical students showed greater resistance to the use of structured creativity tools and interdisciplinary teams. Conclusions: The results of this international survey will help to define the optimal learning conditions under which undergraduate engineering and medicine students can learn to consider the diverse factors which determine the success or failure of a healthcare engineering solution.
Resumo:
Peer-reviewed
Resumo:
Poster for the School of Electronics and Computer Science, Learning Societies Lab Open Day, 27 February 2008 at the University of Southampton. Profile and presentation of the EdShare resource. The poster illustrates the philosophy of EdShare, how it relates to the Web 2.0 environment and its relationship to the education agenda in a University.
Resumo:
Poster for the Learning Societies Laboratory, School of Electronics and Computer Science, University of Southampton Open Day, Wednesday 27 February 2008.
Resumo:
Poster for the Learning Societies Laboratory, School of Electronics and Computer Science, University of Southampton Open Day, Wednesday 27 February 2008.
Resumo:
A powerpoint presentation given by Hugh Davis and Debra Morris at the University of Southampton Learning and Teaching Week event 2 April 2008.
Resumo:
El rápido crecimiento de mapas en internet, atlas digitales y Sistemas de Información Geográfica (SIG) exige nuevas habilidades, junto con las tradicionales como la localización de lugares utilizando un mapa. Este recurso explica a los niños y a los jóvenes cómo leer, comprender e interpretar los mapas y a los profesores la manera más eficaz de enseñar con los mapas. Presta especial atención a la forma de aprendizaje con este material que puede contribuir al desarrollo cognitivo y a desarrollar habilidades en aritmética. Describe cómo los profesores pueden planificar un programa de estudios y sugiere actividades para los alumnos desde la escuela primaria a la secundaria. Incluye todos los aspectos del uso de mapas, que abarca todas las modalidades, incluidas los globos y atlas. El texto está ampliamente ilustrado con ejemplos, incluyendo los mapas realizados por los propios niños con materiales convencionales, así como programas informáticos. Una característica particular de este recurso es la integración de mapas digitales y convencionales, de internet adecuados a las necesidades de educación primaria y secundaria. Tiene apéndice con web de organizaciones y recursos citados en el texto, bibliografía e índice alfabético.
Resumo:
Basado en el Proyecto Interactivo de investigación, este libro examina e ilustra cómo las tecnologías digitales pueden transformar el aprendizaje a través del currículo. Al observar los distintos entornos educativos en los que se mueven los niños y jóvenes-la casa y la escuela en las etapas primaria y secundaria-los profesionales piensan en que las nuevas tecnologías (TIC) suponen una ayuda para planificar y apoyar un aprendizaje eficaz en las clases. También, se ofrece a los lectores, a través de ejercicios prácticos y temas para la reflexión, la oportunidad de examinar su propia práctica docente y su experiencia en relación con estas tecnologías y entender sus beneficios y limitaciones.