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1.

Learning is not a passive activity. Recent research findings concur that students learn through participation. The more time, energy, and effort they invest in the learning process and the more intensely they engage in their own education, the greater will be their growth and achievement, their persistence in college, and the more likely they will continue their learning after college.

Recognizing the consensus of studies for improvement of undergraduate education, CCCCD has focused on active, experiential learning in both the classroom and the laboratory. The college's goal was to be unique, not in what was taught, but in how it was taught – the focus being on the how rather than merely the what, and on inquiry, critical analysis, synthesis, and the application of knowledge.

The specific structure of the experiential component purposefully remains fluid and individualized according to the needs of the subject area and creativity of the teaching faculty. “Hands on” laboratory experiences are provided in most courses. Beyond the classroom, internships and cooperative work experience programs provide additional student involvement.  相似文献   

2.
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   

3.
ABSTRACT

Although Augmented Reality (AR) technology has already been adopted into mobile learning environments, additional effort must be put towards providing strong evidence that AR-based mobile systems are excellent educational tools that make a positive impact in or outside of the classroom. Our study utilized a similar AR-based mobile learning system developed to authentically teach a liberal arts course at a Taiwanese university. Under controlled study environments, we were able to design a system that could impart relevant concepts from the course to students outside of the traditional classroom setting. Experimental results demonstrated that students with the opportunity to learn through the proposed system demonstrated higher learning motivation, had better learning performance and comprehension abilities than those studying via the conventional outdoor instruction approach. Moreover, the questionnaire survey conducted after our study revealed that “confidence” was the most highly rated motivational factor among students who used the proposed system, suggesting that students were quite motivated to learn using the novel system supplemented with technological advances because they felt more sure of their knowledge and performance. Thus, we believe that using the proposed system can effectively improve the learning outcomes of students enrolled in the liberal arts course, with the particular benefit of boosting confidence in gaining new knowledge, which leads to an improvement of overall learning performance and motivation.  相似文献   

4.
William J. Heuett 《PRIMUS》2017,27(10):889-907
Students’ learning experiences in an introductory statistics course for non-math majors are compared between two different instructional approaches under controlled conditions. Two sections of the course (n = 52) are taught using a flipped classroom approach and one section (n = 30) is taught using a traditional lecture approach. All sections are taught by the same instructor in the same semester. General perceptions as well as students’ understanding and retention of the course material are measured and compared. The flipped classroom students outperform their traditional lecture peers on exams, especially in terms of their mathematical problem-solving skills. The flipped classroom students are also more confident than their traditional lecture peers about their abilities and their understanding of the course material, crediting their understanding primarily to the in-class activities, which are made possible because the flipped classroom design promotes an experiential, active-learning environment without compromising content.  相似文献   

5.
Abstract

Outdoor education has typically presented itself as a specific approach to experiential learning. This article proposes that experiential learning can be understood as a process in which learners recognise and develop their action-theory and that the aim of outdoor development programs — whether in mainstream education, corporate training or therapy — is to facilitate this process. After introducing the notion of action-theory, I will present a particular approach to facilitation, which can be understood as a reflection-in-action approach. I conclude by situating this approach in the wider range of facilitation models in the literature on outdoor education and adventure therapy.  相似文献   

6.
Abstract

As we move forward in the new millennium, the call for reform in teacher education programs increases. One reform model, offered by Nel Noddings, focuses on the students’ affect, emotion, and intellect. Noddings proposes the use of fidelity—focusing on the individual and the quality of relationships—as a cornerstone in teaching and teacher education. Fidelity in teacher education utilizes a process that includes modeling, dialogue, practice, and confirmation. This paper explores the fundamentals of a fidelity‐based approach to teacher education and examines a university course and its fieldwork component by analyzing the structure and methods of each using the fidelity framework. If we expect our pre‐service teachers to create caring learning environments, they must first be taught about caring environments by their professors. The use of fidelity in teacher education programs is one model that allows for caring environments as well as content application.  相似文献   

7.
ABSTRACT

This paper introduced how a mechanical engineering course was redesigned by applying experiential learning theory to improve student engagement and learning experience. Design of machine elements has been considered by students to be a difficult course. Traditional teaching methods tend not to be effective in engaging students. Experiential learning is a philosophy of learning by doing. In applying an experiential learning approach to the course, the design project and workshop activities were restructured in such a way that students were engaged in direct experience and focused reflection to construct knowledge. By exploring a physical gearbox model, working on subtasks for the design project, having group discussions, raising questions, getting feedback, and moving forward for next subtasks, students experienced the learning cycles of ‘DO, OBSERVE, THINK, and PLAN’ many times. Course survey results showed that application of experiential learning helped to improve student engagement and learning experience significantly.  相似文献   

8.
ABSTRACT

Despite the growing importance of digital portfolios for justifying creative work and study opportunities, little is known about arts students’ creative appropriation of online portfolios in secondary school. In particular, there is a research gap concerning the challenges that young black women face when curating portfolios as visual arts students. This paper describes the key challenges that three such government school students negotiated when taught to creatively appropriate an online portfolio software for curating showcase visual arts e-portfolios: In formal contexts, art students’ e-portfolios are strongly shaped by assimilatory norms. Visual arts students who want to develop portfolios that follow local or global crafts and fandoms must negotiate their low status in, or complete exclusion from, the national syllabus. Students in under-resourced school and home settings may already be using other online portfolio solutions that suit their purposes better than the particular software prescribed in arts lessons. Online portfolios are public by default and young women negotiated this risk by using pseudonymous self-presentations. Each student's classroom practices were also constrained by a technology selected for its minimalist exhibition aesthetic. Students curated showcase exhibitions, but the prescribed service did not facilitate a wider exploration of contemporary digital practices.  相似文献   

9.
Abstract

Preservice education students need authentic learning about schooling. One way to accomplish this is through early field experiences that provide real‐life experiences in a real‐life classroom. This article describes how one course achieves this goal.  相似文献   

10.

This article describes efforts involving alternative teaching strategies to move the students from passivity to active engagement by encouraging them to take responsibility for their learning. The experiments in conducting a student-centered rather than a teacher-centered class attempt to create an egalitarian classroom. Students can adopt this way of relating to one another beyond the classroom in criminal justice practice. The results, identified by students' evaluations, display the potential positive effects of such an approach.  相似文献   

11.
ABSTRACT

The arts animate learning because they are inherently experiential and because of their potential to develop creative and critical thinking skills in students. These same skills are valued in science, technology, engineering, and math (STEM) education, but the arts have not been consistently included in STEM lessons. We transformed our STEM programming into STEAM programming (STEM plus arts) by creating an innovative partnership between two informal learning environments, the Braithwaite Fine Arts Gallery and the Garth and Jerri Frehner Museum of Natural History at Southern Utah University. The partnership resulted in a STEAM learning program that integrated art and science for K-12 students. We incorporated an art exhibition, a hands-on lesson in art, and an immersive lesson in science that culminated in a student project that merged concepts from both art and science. Through programs each fall from 2012 through 2014, we helped over 6,000 students from southern Utah use concepts from art to deepen their understanding of caterpillar defenses, fish ecomorphology, and pollinator biology.  相似文献   

12.
Abstract

A model that hypothesized relationships between high school students' conceptions of learning, their percpetions of the classroom environment, and their approaches to learning was tested using structural equation modeling. Results suggested that important associations exist between conceptions of learning and approaches to learning. Students who reported qualitative and experiential conceptions were likely to use deep approaches to learning, whereas students who had quantitative conceptions of learning tended to use surface approaches. The implications of these findings for teachers and the way they function in the classroom environment are discussed.  相似文献   

13.
Abstract

Teacher educators are often searching for methods and/or techniques to enhance and expand the content of their courses. As teacher educators, we do not want to introduce new methodology that detracts our students’ attention away from the course content. However, we need to keep our courses current and interesting for ourselves as well as for our students. Several teacher educators at one institution have begun including service‐learning projects into their preservice and inservice teachers’ courses as a way to augment the standard curriculum. The focus of this study is to illustrate how service‐learning was incorporated into the existing children's literature course and share the five cooperative projects that resulted from this integration.  相似文献   

14.

This study reports a collective case study of five science education graduate students to highlight the role of culture as an influential component within their conceptual understandings of urban science education. Conceptual change theory was used as a theoretical framework to explore the negotiations that five graduate students experienced during a semester-long ‘Urban and Multicultural Science Education’ course geared toward increasing conceptual complexity (i.e., the ways students make connections between concepts). Negotiation—the way these students’ adopted, resisted, or considered new inter-conceptual complexity—was studied through how these learners activated and applied their understandings. Findings support that culture influenced the development of conceptual complexity for the themes studied by increasing the permeability of concepts to connect to one another—coined here as conceptual porosity. This complexity is represented through the inter-conceptual connectivity that developed temporally during learning experiences. Implications for these findings are discussed, as well.

  相似文献   

15.
Abstract

The purpose of this study was to examine student perceptions of the learning environment in their program major and general education classrooms. The participants were 870 undergraduate students majoring in engineering, fine arts, education, economics and nursing programs at a university in Thailand. We found significant differences in the perceptions of the classroom learning environment across various disciplines. Engineering and economics students perceived the learning environment in general education classrooms as more cooperative than the learning environment in program major classrooms. Fine arts and nursing students perceived greater involvement among students in the program major classrooms than in the general education classrooms. Our findings contribute to the body of research on inter-disciplinary differences in classroom learning environments in universities and the ways in which these differences may impact student learning outcomes.  相似文献   

16.
Abstract

This study evaluated the effectiveness of interactive television in teaching an MSW foundation research methods course. Specifically, the performance of distant students who received instruction via interactive television was compared with the performance of their peers who received simultaneous face-to-face instruction in an interactive television classroom on-campus and with students who took the course in a traditional classroom. This retrospective analysis of student performance, spanning a four-year period, found that students performed comparably regardless of the setting for the course. The three groups of students studied did not differ statistically on their combined midterm/final examination test scores, the required course paper, or final course grades.  相似文献   

17.
ABSTRACT

A Playable Case Study (PCS) is a hybrid learning experience where students (1) participate in a fictional narrative that unfolds through an immersive, simulated environment and (2) engage in classroom activities and lessons that provide educational scaffolding and promote metacognition through in-game and out-of-game experiences. We present the Microcore PCS to illustrate the potential of this new type of experiential simulation that incorporates aspects of Alternate Reality Games (ARGs) to increase immersion and teach workplace literacies in the technical communication classroom. We explore results from a pilot test of Microcore with an undergraduate technical communication course, identifying design strategies that worked well and others that led to improvements that are currently being incorporated. We also provide questions to prompt future research of playable case studies and discuss our findings in a broader context of technical communication pedagogy.  相似文献   

18.
Abstract

This article presents data collected in a year‐long study in which the author and his assistants kept detailed records of their time spent teaching and maintaining two comparable university courses. One course was offered online to adult professionals away from campus, the other offered to undergraduates in traditional classrooms on campus. The courses had similar learning objectives, similar student activities, and equally favorable ratings by students. Both were mature courses that required only routine maintenance and revision. The data do not support the widely held belief that teaching an asynchronous online course requires more effort than teaching a comparable synchronous classroom course. Although the distance course required more frequent attention, the total teaching and maintenance time spent per student was less than that required to teach and maintain the classroom course. Categories of teaching tasks are also compared.  相似文献   

19.
Abstract

The article describes the authors' experiences team teaching two sections of the same undergraduate social studies/language arts methods course using a model in which both instructors are present at all class meetings. One section was composed of predominantly older, nontraditional students; the other section included more typical college students. The majority of students in both sections enjoyed the experience. A narrative detailing the creation of the teaching team and suggestions for a successful team teaching experience also are included.  相似文献   

20.
Reform recommendations around the world call for an understanding about the nature of science and the work of scientists. However, related research findings provide evidence that students hold stereotypical views of scientists and the nature of their work.

Purpose

The aim of this case study was to examine the impact of an intervention on 15 elementary school students’ views of scientists.

Sample

An urban, fifth-grade, European elementary school classroom defined the context of this study.

Design and method

The intervention was an 11-week-long investigation of a local problem concerning water quality. In carrying out this investigation the students collaborated with a young metrology scientist to collect and analyse authentic data that would help them to construct a claim about the quality of the water. The students’ initial views of scientists were investigated through a drawing activity, classroom discussions and interviews.

Results

Analysis of these data indicated that all students but one girl held very stereotypical views on scientists and the nature of their work. Analysis of interviews with each student and classroom discussions after the intervention illustrated that they reconstructed their stereotypical views of scientists and the nature of their work owing to their personal engagement in the investigation and their collaboration with the scientist.

Conclusions

The findings of this study suggest that more in-depth study into project-based approaches, out-of-school learning and school–scientist partnerships is warranted, for the purpose of determining appropriate pedagogies that support students in developing up-to-date understanding about scientists and the nature of their work.  相似文献   

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