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1.
This paper describes the development of a type of ‘executive game’ the purpose of which is to give students of civil engineering some impression of the wider context of the design of a building project in which the client, architect, contractor, regulatory authorities, and community interest groups may all play a part. The students are divided into groups of six, with a ‘co-ordinator’ whose role is to provide impetus, resolve deadlocks, and give advice as needed. In a conventional structural design course, good results have been obtained by preparing students for the game with 3 hours of lectures and a set of notes regarding their roles. The use of practising engineers as coordinators has been found to be extremely valuable.  相似文献   

2.
A series of workshops with educators at Birmingham City University about enhancing student involvement in course evaluation prompted us to consider the principles of assessment for learning as an approach to enhancing the quality and value of this evaluative activity. We focus on student enhanced learning through effective feedback which is a model designed to support the integration of ‘feedback’ and ‘feed-forward’ as a social practice in higher education. In the same way that dialogue between student and educator is now viewed as an essential part of student development we suggest that this approach should apply equally to the development of courses. In this paper we outline the principles of the model – reflection, transparency and developmental dialogue, and set out the case for using the approach to facilitate greater collaboration between students and educators to create a framework to facilitate shared ownership of course enhancement.  相似文献   

3.
The aim of this study is to contribute to the innovation of pre‐vocational education, in particular, students' orientation at possible future occupations. From our theoretical understanding, vocational orientation that makes sense to students requires them to be part of a ‘community of learners for vocational orientation’. In such a community, students are stimulated to learn deliberately while participating in vocational practices. In this article we distinguish four parameters to define a community of learners for vocational orientation. We then present the results of a collective instrumental case study into teaching‐learning processes in four classes in two pre‐vocational secondary schools. Data were collected through classroom observations, a series of interviews with teachers and students. The interviews focused on eight ‘critical incidents’ recorded during classroom observations. The results show that the parameters ‘shared learning’ and ‘meaningful learning’ are more manifest in the teaching‐learning process than ‘reflective learning’ and ‘a focus on transferable learning outcomes’. The article concludes with a discussion of the limits of working in simulated work situations in school for realizing effective pre‐vocational education.  相似文献   

4.
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based experiential learning overlook daily difficulties, which play a central role in manufacturing systems. To fill the need of a game overcoming such lack of vision, an innovative game direct in-field, named Kart Factory, has been developed. Actual production shifts are simulated, while keeping all the elements peculiar to a real production set (i.e. complexity, effort, safety). The working environment is a real pedal car assembly department, the products to be assembled have relevant size and weight (i.e. up to 35 kg approximately), and the provided tools are real production equipment (e.g. keys, screwdrivers, trans-pallets, etc.). Due to the need to maximise the impact on students, a labour-intensive process characterises the production department. The whole training process is based on three educational principles: Experience Value Principle, Error Value Principle, and Team Value Principle. As the ‘learn by doing’ and ‘learn by failing’ are favoured, the theory follows the practice, while crating the willingness to ‘do’ instead of just designing or planning. The gathered data prove the Kart Factory's effectiveness in reaching a good knowledge of lean concepts, notwithstanding the students’ initial knowledge level.  相似文献   

5.
Cooperative learning is an important methodological strategy to develop students’ general competencies. In this paper, we show an educational innovation experience of cooperative learning developed as part of the ‘Educational contexts and processes’ subject of the Speciality in Technology and Industrial Processes of the Master’s Degree in Secondary Education Teaching at the University of Valencia, during the 2011–12 academic year. The innovation experience becomes ‘meta-experience’ since it allows students to reflect on their own knowledge in building the learning process. The overall objective of this experience is to develop attitudes and skills for cooperative learning in future secondary education teachers. To this end, we designed the activity ‘Short Film’ that employs cooperative learning as a methodological strategy to foster learning and media literacy. The experience gave students the opportunity to reflect, discuss and be involved in their learning process. Furthermore, the academic results were excellent and students valued the educational innovation in a positive way.  相似文献   

6.
In this paper, we explore how ‘teaching communication’ in the classroom is connected to school culture. In the age of accountability, the outcome focus force to the forefront, a ‘blame game’ which either blames students’ achievements on the teachers and teacher education, or the students and their socio-economic background. We argue that to succeed with teaching and learning is dependent on the school culture more than the single teacher or the students’ backgrounds. School culture is understood as attitudes, communication, student focus and engagement. Teaching communication in this paper is studied as teachers’ and students’ talk about subject matter in whole-class teaching. We explore how different school cultures give students different opportunities to experience meaning from teaching communication. The perspective on meaning is derived from Bildung-centred didactics. By using qualitative comparative case method in Norwegian Lower Secondary schools, we find three different types of ‘teaching communication’ typical for different school cultures: ‘Dialogic teaching communication’, ‘storytelling teaching communication’ and ‘reproducing teaching communication’. The school culture with the ‘dialogic’ variant is characterized by trust and reciprocity, making students’ experiencing meaning a possibility.  相似文献   

7.
The aim of this article was to shed light on problematic issues related to the practical element in early childhood teacher education. We approach these questions mainly through scrutinizing and interpreting this part of kindergarten teachers’ university education in Finland. We then expand our analysis to include the broader issues of job commitment and the role of mentoring programmes among newly qualified kindergarten teachers. With the ‘kindergarten teacher as researcher’ as the chosen teacher model, our findings indicate that this aim can only be realistically achieved if all stages of the teacher education process are effectively linked. Key elements begin with the entry requirements for students and include productively connecting practicum experiences with on-campus courses, establishing a ‘double supervision model’, and cooperating with a stable network of early childhood centres for field studies. A further finding is that, despite a successfully completed professional education, the induction phase in the workplace can be a vulnerable time for novice teachers, suggesting an urgent need for mentoring programmes.  相似文献   

8.
文章以《幼儿园游戏》课程教学为例,主张运用自主学习方式培养学生的创新思维能力;通过设置幼儿园活动情境模拟室,以任务驱动为导向,优化学习方法,对任务驱动教学模式在幼儿教师教育课程改革中的运用进行了探讨。  相似文献   

9.
>An investigation is reported which tests the applicability of two American instruments designed to assess tertiary students’ evaluations of teaching effectiveness with 111 Indian graduate students. The scales were found to have generally high internal consistency reliability coefficients, most of the items were seen to be appropriate, and every item was considered of importance by at least some of the students. In addition, all but the Workload/Difficulty items clearly differentiated between ‘good’ and ‘poor’ lecturers. Further analysis generally supported the convergent and discriminant validity of those scales hypothesised to measure similar or dissimilar components of effective teaching. However, this analysis did indicate more overlap between aspects of teaching skill and enthusiasm than evident in Western studies. Factor analysis confirmed this finding as a strong main factor of teaching effectiveness plus minor factors referring to specific aspects of teaching were obtained.  相似文献   

10.
In this article, the Ologies series of books are interrogated with a focus on whether they present new challenges for the reader or merely require previously acquired skills. The multimodal texts are unusual in that they combine non-fiction with fantasy while including tactile elements such as flaps, pull-outs and items to stroke. Ways of approaching multimodal texts are discussed with reference to the work of Kress, van Leeuwen and Moss. Finally, reference is made to Mackey’s research on multimodal platforms, applying her terms ‘playing the text’, the notion of ‘performance’ and ‘engaging in the rules of the game’. The conclusion leaves the question posed in the title open and suggests further research into actual readers will reveal more.  相似文献   

11.
《幼儿园工作规程》明确指出:"玩是幼儿的天性,幼儿园教育应尊重幼儿的人格和权力,尊重幼儿身心发展的规律,以游戏为基本活动"。玩沙游戏是幼儿童年的欢乐、自由和权力的象征。丰富多彩的玩沙游戏不仅可以促进幼儿身心健康发展,而且能增强幼儿的知识,发展智力、培养能力,同时也给我们带来了许多的快乐。本文针对目前幼儿玩具日益科技化、电子化、价格高昂化的现状,特别指出利用废旧物品制作幼儿玩沙玩具的意义和作用,详细介绍了玩沙工具分类、制作方法以及在玩沙活动中利用废旧物品的注意事项。  相似文献   

12.
刘晓琴 《天津教育》2021,(4):156-157,160
做游戏是幼儿成长中非常重要的组成部分。通过做游戏,可以让幼儿熟悉与人交际的方式,培养幼儿的动手动脑能力,激励幼儿去发现生活中的乐趣和美好,促使幼儿心理和心智的健康成长。因此,做好游戏活动的教育引导,这是幼儿园教育工作有成效的关键。本文对幼儿在游戏活动中的合作能力培养策略进行分析,希望能进一步发挥幼儿园教育职能,促进幼儿健康成长。  相似文献   

13.
This article follows the timeline of the ‘Nicosia International Airport: The Return’ Integrated Design Project which was undertaken by Year 2 students of Civil Engineering and Geomatics at the Cyprus University of Technology in Cyprus. The Nicosia International Airport was the first and main airport of the Republic of Cyprus since its independence from the British Empire in 1960. The airport remains closed since the Turkish invasion of 1974 and is located in the buffer zone administered by the United Nations Peace-keeping Force in Cyprus. In this work, the innovative aspects of a project to inspire and train engineering students are highlighted, while special attention is given to the dissemination and outreach of the project through the social media. The attracted attention of national media and the project's impact on the local society had a cyclical effect, further inspiring students to work hard and act as responsible professional engineers. ‘Nicosia International Airport: The Return’ is a case study of how an academic engineering project can have societal impact, by inspiring students, engaging practitioners from a wide spectrum of disciplines, captivating the general public and raising the profile of Civil Engineering in the society.  相似文献   

14.
This article focuses primarily on our research group’s year of preparation before the opening of a new K-7 publicly funded ecological ‘school’ for students aged 5–12. The article begins with a discussion of the reasons for seeking ways to change the values of a culture which fails to confront the consequences of its destructive practices, and for looking for a new approach to ecological education which sees the more-than-human world as an integral part of the learning situation. Five principles are introduced and explained—principles that have grown out of the evolving experience of the research group, and then four ‘slogans’, which have served to guide the ongoing work of development, are described and illustrated. As part of the purpose of this project to change social and cultural values, the change of values within the research group during its ongoing work is also explored.  相似文献   

15.
This paper presents a case study of how the interactive whiteboard (IWB) may facilitate collective meaning-making processes in group work in engineering education. In the case, first-year students attended group-work sessions as an organised part of a basic physics course at a Norwegian university college. Each student group was equipped with an IWB, which the groups used to write down and hand in their solutions to the physics problems. Based on a Vygotskian, dialectical stance, this study investigates how the students used the IWB in the group-work situation. From qualitative analysis of video data, we identified four group-work processes where the IWB played a key role: exploratory, explanatory, clarifying and insertion. The results show that the IWB may facilitate a ‘joint workspace’, a social realm in which the students’ dialogues are situated.  相似文献   

16.
Education is criticized for producing inert knowledge and for paying too little attention to skills such as cooperating and problem solving. Powerful learning environments have the potential to overcome these educational shortcomings. The goal of this research was to find out ways in which a ‘learning enterprise’ can best be supported (coached) in order to constitute a powerful learning environment aimed at teaching certain cooperative skills in a business context. This ‘learning enterprise’ constitutes an entrepreneurial context in which students in secondary or higher education are working together to conceptualize and eventually commercialize a product. In this research, the impact of different ways of supporting a learning enterprise will be compared. These ways are based on existing guiding principles for the design of powerful learning environments and on a further elaboration of these principles in what is conceptualized as an ‘equilibrium model’. In this model, the balances that are needed between motivating students, activating them towards self‐regulated learning, coaching, structuring and steering the learning processes have been elaborated. Based on this model a differentiation between a ‘student‐controlled’, a ‘teacher‐controlled and a ‘coached approach’, as an equilibrated way between the various approaches to coaching a learning enterprise, has been worked out. We hypothesize that the coached approach will give the best learning results in relation to cooperative skills. A combination of self, peer and teacher assessment of these skills, and an adequate feedback‐strategy based on these assessments, should be an important part of approaches used. These approaches were put into practice in a design experiment, and the impact was compared by means of a pre‐test/post‐test design. Results confirmed the postulated hypotheses that there will need to be a balance between, on the one hand giving students enough freedom for self‐discovery and self‐regulation, and on the other hand steering the students in such a way that certain problems can be avoided and that every student can get optimal learning chances. An adequate assessment‐strategy is needed to search for this balance. Further, a systematic action research of the design experiences resulted in more information on how best to coach a learning enterprise. This information has been summarized in the form of general guidelines.  相似文献   

17.
The study explores how teachers perceive and go about students’ thinking in connection to particular mathematical content and how they frame the notion of applied mathematics in their own classrooms. Teachers’ narratives are built around two released PISA 2012 mathematics items, the ‘Drip rate’ and ‘Climbing Mount Fuji’ (will be referred to as the Fuji item). Teachers show concordance as to the reasons that could make either of the items difficult for students and are able to provide more examples justifying their reasoning for the ‘Fuji’ item. Suggestions linked to making the items more familiar to the students mostly relate to de-contextualization of the items’ content towards a more formal mathematical record. The teachers agree that students need only basic mathematical knowledge, at a level learned during elementary school, in order to solve these problems. Yet, at the same time, many teachers have difficulty clearly verbalising which procedures students are expected to follow to be able to solve the tasks. Disagreement among the teachers is noticeable when labelling the most difficult part(s) of each of the selected items. Mathematics teachers show openness for learning on how to create math problems we examined in this study, but question the purpose and meaning in incorporating more such problems in their own teaching.  相似文献   

18.
This article examines how students from the ‘loser’ sections of the middle class dealt with the game of secondary schooling in a ‘good’ state school in the city of Buenos Aires (Argentina). It engages with Bourdieu’s theory of social practice and, in particular, with its concepts of game, habitus and cultural capital. It argues that middle‐class students embody a school habitus, which I call zafar. Zafar (a Spanish slang word) refers to students’ dispositions, practices and strategies towards social and educational demands of teachers and their school. Zafar propels middle‐class students to be just ‘good enough’ students, and promote an instrumental approach to schooling and learning. Although this paper offers an account within which the reproduction of relative educational advantage of a group of middle‐class students takes place, it also poses questions about their future educational and occupational opportunities.  相似文献   

19.
The two case studies reported in this article contribute to a better understanding of how inquiry tasks and activities are employed as resourceful means for learning in higher professional education. An observation-based approach was used to explore characteristics of and challenges in students’ participation in collaborative inquiry activities in two first-year introductory courses in teacher and computer engineering education. The findings highlight that the students’ activities varied with regard to focus and structure and were shaped by the types of inquiry tasks, i.e. case analysis and project-based work, by how the inquiry process was guided and supported and the way the domain-specific knowledge resources and practices were introduced. An exploratory strategy and rather confined use of resources characterised the teacher education students’ inquiry, while collaborative programming, a trial-and-error approach and extensive use of external resources that of the engineering education students’. For the teacher students, the main challenge was to construct meaning of conceptual knowledge and to integrate different forms of knowledge as a lens for analysing practice. The computer engineering students experienced challenges with unpacking the underlying principles and knowledge black-boxed in the widely available resources. The article suggests that future research and curriculum designs should depart from a more refined understanding of inquiry as a learning means, by connecting inquiry activities to the specific knowledge domains, the type of tasks most suited to explore each of this domains and the challenges that may arise for students.  相似文献   

20.
Speed and diversification of technological as well as political development change the prediction of whether there will be a shortage or overflow of civil engineering students in Germany. In order to answer this question as satisfactorily as possible the interested reader will be provided with some of the latest data, as well as with the main traits of the German system of engineering education. Even though this brief communication only deals with civil engineers, many of the conclusions are also true for other relevant disciplines in German engineering. To what extent there will be a change in the ‘engineering system 2000’—only introduced in 1989—in the German Democratic Republic or, even more importantly, to what degree there will be a joint venture building industry in the two German states can only be guessed at. In any case there is a second momentum besides that of the European Market of 1993 which will strongly influence the recruitment and demand of civil engineering students in Germany.  相似文献   

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