首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 33 毫秒
1.
Museum exhibits can be a tool in experiential learning. While instructors have documented various methods of experiential learning, they have not sufficiently explored such learning from museum exhibits. Museum researchers, however, have long found a satisfying cognitive component to museum visits. This paper narrates the author's design to capture the cognitive experience at museums through integrating two Smithsonian exhibits with introductory Microeconomics and Macroeconomics classes in a two-year college. Cognitive gains made by students during the structured museum visit were reinforced with appropriate readings and assignments. The teaching method outlined is a significant addition to an experiential economist's toolkit. This method, however, can be used in any discipline. Apart from introducing students to a resource for lifelong learning, the inclusion of museum exhibits to academic teaching allows instructors to move away from chalk and talk, increase student engagement, increase content-relevance, provide in-depth coverage of certain areas and improve proficiencies. In a nutshell, the use of museum exhibits improves the overall quality of a course.  相似文献   

2.
Service-learning is an experiential learning experience where students learn and develop through active participation in community service to meet the needs of a community. This study explored student learning experiences in a service-learning group project and their perceptions of service-learning in an undergraduate web design course. The data showed that the service-learning project helped students learn the course material, feel more connected to the surrounding community, and improve their communication and problem-solving skills for their careers. The participants appreciated the opportunity to work with the service-learning partner and will be likely to look for more opportunities to get involved in the community. Time constraints, group work, working with real clients, and technical limitations were reported as major challenges in the group project.  相似文献   

3.
ABSTRACT

This case study trialled the introduction of a student-response system (Top Hat) in a third-year engineering Fluid Mechanics course (n?=?44) to improve student engagement, motivation and cognition. It was recognised that for the potential benefits of student-response systems (SRSs) to be fully realised, more time must be allocated for student engagement and the active learning components of the course. In order to allow sufficient time to fully engage with the SRSs and other classroom activities, traditional lectures were revised and the classroom format was flipped. This paper presents the initial case study results focusing on the use of SRSs. Overall, the new flipped lecture and SRS teaching format demonstrated a substantial increase in the level of student engagement, motivation, active learning and attendance compared to previous cohorts. However, the increased levels of engagement did not appear to reflect on any large increase in students’ individual grades.  相似文献   

4.
ABSTRACT

While higher education teachers are able to use information in sophisticated ways to learn and communicate within their disciplines, they may not be accustomed to teaching their students to use information creatively and reflectively to support their work in a course. This article introduces informed learning design, a curriculum design model by which teachers specifically enable students to learn course content through intentional engagement with information. Drawing from informed learning pedagogy and the variation theory of learning, the design model outlines an instructional pattern for enabling student awareness of critical aspects and features of the object being studied related to both information use and course content.  相似文献   

5.
ABSTRACT

In an increasingly neoliberal Higher Education sector, there is increased pressure on institutions to enhance learner engagement and student satisfaction. Many academics believe that students expect their university learning experiences to be enjoyable, and discourses of game-based learning reflect this, with a dominant narrative highlighting the fun of educational games. Whether students expect learning to be fun or see a relationship between fun and games is under-explored. To address this, we investigated student perceptions of fun in Higher Education using a thematic network analysis based on data from 37 in-depth interviews with undergraduate students. Here, we highlight five themes that encapsulate what students perceive to be a fun learning experience: stimulating pedagogy; lecturer engagement; a safe learning space; shared experience; and a low-stress environment. These aspects are not unique to games, and we conclude by considering the relationship between educational games and fun, and alternative playful approaches.  相似文献   

6.
7.
ABSTRACT

Standards-based grading (SBG) tightly links student assessment to course learning objectives, providing students with meaningful feedback. A well-designed SBG system should ease first-year engineering (FYE) students’ transition to tertiary education by setting clear expectations and enabling self-monitoring of learning progress. However, when students fail to access and use resources and feedback to guide their learning, the effort to construct an SBG system is not commensurate with the student learning benefits. FYE students in a course using SBG self-reported their access to and use of SBG resources and feedback to guide their work on assignments and prepare for exams. Access and use was low at the start or the semester but improved mid-semester around exam time. In a subsequent semester, strategies were employed to increase students’ engagement with the SBG system. Students’ access and use was significantly higher in the beginning of the semester. Insights on students’ engagement related to course management decisions are offered.  相似文献   

8.
《College Teaching》2013,61(4):123-128
Abstract

Experiential learning programs, courses, and tasks create new opportunities for faculty and students to interact. Faculty roles may include one-on-one consulting, visits to off-campus sites to observe student work, and small group discussions. In addition to discipline content, discussions with students deal with their reactions to the experience, student anxiety over learning in new ways, doubts about their competency to do well, and other personal concerns. Three minicases of experiential learning in university settings are used to illustrate the nature of such programs and the issues teachers and students face when employing them to personalize teaching.  相似文献   

9.
The global classroom is an emerging technology-based pedagogy used internationally by educational institutions. To evaluate a global classroom, we conducted a qualitative study using written reflections and semi-structured interviews of global classroom participants, based on two theoretical frameworks: Kearsley and Shneiderman’s engagement theory and Kolb’s experiential learning theory. We analyzed student reflections and transcribed interviews, using the software package, NVivo, with two objectives: (1) to evaluate if global classroom is engaging and experiential to students and (2) to elucidate how student engagement is fostered in the global classroom through experiential learning. Results illustrated a complex relationship between student engagement and experiential learning. During the experiential learning cycle, engagement theory (relate-create-donate) principles contributed to student engagement at varying levels and for different purposes. Based on the results of this study, we created a framework that demonstrates the interactivity of engagement theory and experiential learning theory to describe how student engagement featured in experiential learning during this global classroom, with strategies to maximize student engagement in experiential learning.  相似文献   

10.
Abstract

Evidence suggests that the use of educational technologies may promote positive learning environments and contribute to students’ success. The following mixed methods study examined the impact of Top Hat in a blended learning environment on undergraduate students’ sense of belongingness, engagement, and self-confidence in a Canadian post-secondary institution. A survey study measured students’ sense of belongingness, engagement, and self-confidence before and after the course, which used Top Hat. The results show a significant increase in belongingness and self-confidence, but a decrease in engagement. Contrarily, focus groups revealed that using Top Hat may improve the overall learning experience. Limitations and future recommendations are discussed.  相似文献   

11.
Experiential learning pedagogy is taking a lead in the development of graduate attributes and educational aims as these are of prime importance for society. This paper shows a community service experiential project conducted in China. The project enabled students to serve the affected community in a post-earthquake area by applying their knowledge and skills. This paper documented the students’ learning process from their project goals, pre-trip preparations, work progress, obstacles encountered to the final results and reflections. Using the data gathered from a focus group interview approach, the four components of Kolb's learning cycle, the concrete experience, reflection observation, abstract conceptualisation and active experimentation, have been shown to transform and internalise student's learning experience, achieving a variety of learning outcomes. The author will also explore how this community service type of experiential learning in the engineering discipline allowed students to experience deep learning and develop their graduate attributes.  相似文献   

12.
This study seeks to explore whether a combination of traditional teaching methods with project-based learning (PBL) activities can improve the student learning experience in an engineering course of soil mechanics. As an alternative to the traditional type of assignment that consisted of several textbook problems, a project-based assignment was introduced in 2015 so that students could work on real-world geotechnical problems throughout the whole semester. Students were permitted to choose whether they would undertake the project-based assignment or the traditional one, thus forming the ‘project’ and ‘non-project’ groups, respectively. The academic performance of these two groups was compared on the basis of student marks while the student experience was evaluated through a series of interviews. The data collected over 3 years indicated that students from both groups had very similar academic performances; however, the students who completed the project-based assignment reported better engagement in the learning process as they enjoyed the opportunity to experience the practical aspects of soil mechanics. The obtained results also revealed low motivation among students to embrace new learning approaches such as PBL, as the majority of them preferred more traditional methods of teaching.  相似文献   

13.
Faculty have long incorporated students into interdisciplinary research projects to meet increasingly common demands for collaborative research by federal funding agencies. Despite the critical role of experiential learning in building student research skills and capacity, few have explored social interaction mechanisms used to facilitate student experiential learning in an interdisciplinary research team. Drawing upon the New Rural Economy project as a case study, interviews with 13 students from eight Canadian universities were conducted to explore these social interaction mechanisms. While findings revealed an array of social interaction mechanisms used to develop student learning networks, the quality of these mechanisms were mixed; thereby influencing the utilization of these networks for guidance and feedback. As faculty organize social interaction mechanisms, they should consider factors such as previous experience, student and faculty relationships, finances, language, gender, ethnicity, and other issues, that will have an impact on student engagement with experiential learning.
Deborah ThienEmail:
  相似文献   

14.
ABSTRACT

Facilitating students’ deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students’ science learning approaches, learning achievements and problem-solving awareness as well as the learning behavioral patterns of the students with different learning achievements, a quasi-experiment was conducted in an elementary school geoscience course. The participants were two classes of sixth graders. One class was the experimental group who learned with the 3D experiential game, and the other was the control group who learned with the conventional technology-enhanced learning approach. The experimental results showed that the students learning with the 3D experiential gaming system showed better learning achievements, problem-solving tendency, deep learning strategies, and deep learning motive than those who learned with the conventional technology-enhanced learning approach. Moreover, the higher-achievement students showed more behavioral patterns of deep learning strategies than the lower-achievement students. The findings of this study provide a good reference for helping lower-achievement students improve their learning performance.  相似文献   

15.
Abstract

The authors designed an active learning project for a child development course in which students apply core concepts to a hypothetical baby they “raise” during the term. Students applied developmental topics to their unique, developing child. The project fostered student learning and enthusiasm for the material. The project's versatility makes it easily adaptable to a wide variety of courses and formats depending on instructor objectives or student population. Furthermore, the project avoids obstacles that commonly underlie instructor reluctance when considering the implementation of role-play assignments.  相似文献   

16.
ABSTRACT

Student learning can be enhanced through applied experience of theoretical knowledge. The purpose of this study was to identify and articulate personal and educational impacts experienced by students during a mentally and physically challenging international adventure-based field school. Nineteen students and two faculty members participated in a three-week applied course exploring the effects of altitude on human health and performance through an adventure sport expedition in the Andean Mountains of Bolivia, South America. The field school design was intended to optimize student learning through cross-disciplinary applied curriculum and research. Written journal assignments, data from physiological and psychological measures and researcher observations were included in the analysis. Findings suggest that altering environmental conditions and applying ‘real-world conditions’ can promote student growth and learning. Implications for field school design, pedagogical considerations and college administration of field schools are discussed.  相似文献   

17.
ABSTRACT

Context-based learning (CBL) has influenced teaching and learning science in many countries over the past decades. Twelve years ago, a special issue on CBL was published in this Journal, focusing on CBL curriculum development. Seven papers in this current special issue on CBL now address the question of how a context influences the learning process. The papers focus on the stimulation of learning STEM subjects within contexts, how the learning process occurs and is enhanced, and the application of contexts in different settings. The approaches, results, and implications of the papers are located in a larger view that considers the question of what must be the case if a student not only engages in the tasks of learning but also succeeds at them. Concerning willingness and effort by learners, the papers draw conclusions about which STEM-related interests of students endure and are ephemeral across a decade, design criteria for maximising students’ situational interest, and students’ engagement with content and context simultaneously. Focusing on the opportunity to teach and learn, the papers reveal how a professional development approach functions to support STEM teachers to develop CBL materials, and how specific scaffolding acts in teaching bring students to more complex reasoning. Regarding good teaching, insights are offered on how metacognitive prompts improve teaching. Centring on the social surround that supports teaching and learning, a comparison of two contexts for teaching the same content reveals which aspects of the contexts move student learning forward. From this mapping, paths toward future research are projected.  相似文献   

18.
ABSTRACT

There have been many successful examples of new methodological approaches developed to help students in computer programming courses. Of these approaches, the peer assessment mechanism could be useful in providing students with opportunities to learn from one another, improve their learning experience and reach efficient learning outcomes. The paper presents and analyses an improved system based on the received evaluations of a previously developed web-based programming-assisted environment. This system automatically manages the peer code review process and delivers feedback to peers in a manner that favours the incremental learning of the concepts presented throughout the course. The experimental results are focussed on the impact of this system on students’ programming competence, time management capabilities and student engagement.  相似文献   

19.
ABSTRACT

Evidence shows flipped learning increases academic performance and student satisfaction. Yet, often practitioners flip instruction but keep traditional curricula and assessment. Assessment in higher education is often via written exams. But these provide limited feedback and do not ask students to put knowledge into practice. This does not support the tenets of flipped learning. For two years, the author flipped instruction but retained traditional curricula and assessment. However, on the author’s current course, all three aspects were redesigned to better support flipped learning. The aim of this research is to test the effectiveness of this redesign regarding student engagement and satisfaction. Thus, it is asked: How, on this course, can meaningful, continuous assessment be provided as well as effective, personalized feedback, while staying in line with the philosophy of flipped learning? Action research took place from September 2016 to June 2017. Quantitative data from a student survey, and qualitative data from a research diary and student focus group were gathered. What emerged is: a little-and-often assessment approach is effective for learning and engagement; tasks must be authentic and test demonstration of knowledge, not memory; quality, not quantity, is key for student learning; and students desire individualized feedback.  相似文献   

20.
In the modern working environment it is essential for a structural engineer to have an understanding of abstract concepts in structural behaviour and an ability to use them qualitatively. This paper presents the findings of a study on how effectively students acquire such conceptual understanding within a new project/design focused degree course. The new degree programme is described. The first-year students experience a mixture of learning opportunities, including model building/testing, laboratories, workshops/tutorials, and lectures. In the second year there are two design exercises but no formal structural theory course. Specific concepts-based learning material was introduced into the first-year course at mid-semester and the effectiveness of this examined by tests and interviews. The performance of the first-year students is compared to that of the second-year students. The findings show that there is good student engagement and satisfaction with the course and that basic skills are successfully being acquired throughout both years. However, the study highlights areas where concepts are not being adequately developed in the first year and subsequently show little enhancement in the second year.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号