53,972 research outputs found
19the Analysis of Students\u27 Team Achievement Divisions (Stad) Used in Learning Practice of Translating and Interpreting
Due to the Motto of STKIP Siliwangi Bandung â The Leader of Learning Innovationâ, this research deals with The Analysis of Student Teams Achievement Division (STAD) used in Learning Practice of Translating and Interpreting. This research explores the implementation of Students\u27 Team Achievement Divisions (STAD) and find out the advantages and disadvantages of Students\u27 Team Achievement Divisions (STAD) used in learning Practice of Translating and Interpreting. The objective of the research was to motivate students and encourage them to be active in learning, to accelerate student achievement, to improve behavior in learning, and to find out the students\u27 ability with Student Teams-Achievement Divisions (STAD) method. Data collection technique focused on participant observation, interviews, and documentation. Student Team-Achievement Division (STAD) is one type of cooperative learning model using small groups with a number of members of each group of 4-5 students in heterogenic way. It begins by delivering the objectives of learning, delivering of material, group activities, quizzes and group rewards. Students\u27 Team Achievement Divisions (STAD) method also is an effective method of cooperative learning. As with other learning methods, STAD method also has advantages and disadvantages. In the learning process there are good interaction among students, good attitude, increased interpersonal skills. It\u27s effective in increasing student participation and can train students to be more focus, more concentrate in answering questions from the teacher. It can make students eager to learn. But if the chief of the group can not resolve conflicts that arise constructively, it will be less effective in a group work. And if the number of groups is not considered, that is less than four, it would tend to withdraw and less active during the discussion. And if the number of groups of more than five, then chances for them to be passive in task completio
Ground Rules in Team Projects: Findings from a Prototype System to Support Students
Student team project work in higher education is one of the best ways to develop team working
skills at the same time as learning about the subject matter. As todayâs students require the freedom
to learn at times and places that better match their lifestyles, there is a need for any support
for team project work to be also available online. Team working requires that the task roles as
well as the maintenance roles are taken into consideration, in that social interactions are just as
important as carrying out the tasks of the project.
The literature indicates that groupware, whilst effective in supporting the task roles, provides limited
support for the maintenance roles of team working in the work place. As groupware was not
specifically designed for student team working, it provides limited support for maintenance roles
in student team projects. Virtual learning environments similarly provide support for completing
the task roles. Many researchers have found that students experience difficulties with their team
project work that reduce the perceived benefits of working in a team. It is proposed that helping
students to agree on ground rules at the start of a project will improve team cohesion.
This paper describes the implementation and evaluation of a prototype system to help students to
agree on ground rules as they start their team projects. The system was tested with teams of students
carrying out information systems team projects, using an interpretive case study research
approach. In this case the teams had the additional problem of being composed of students from
across three years of their undergraduate degree programmes, so they did not always have prior
knowledge of each otherâs preferences. We were trying to establish how useful this software tool
would be to these student teams, in starting their project work.
The findings showed that some of the student teams did find the ground rules function useful, but
the team leaders were the ones who most appreciated its potential. The students may use the outputs
in very different ways, but even just looking at the ground rules appeared to get team members
thinking about their expectations for team working. Student teams do not often start by
thinking about norms, but this study shows a positive benefit of encouraging teams to agree on
ground rules at the start of their projects
The role of social networks in studentsâ learning experiences
The aim of this research is to investigate the role of social networks in computer science education. The Internet shows great potential for enhancing collaboration between people and the role of social software has become increasingly relevant in recent years. This research focuses on analyzing the role that social networks play in studentsâ learning experiences. The construction of studentsâ social networks, the evolution of these networks, and their effects on the studentsâ learning experience in a university environment are examined
Exploring the front end of New Zealand curriculum in student teacher education: an example from language and mathematics education.
This paper reports on two components of a collaborative project conducted by members of the language and literacy education, mathematics education and social studies teaching teams at the Faculty of Education, The University of Waikato. The teams decided to research the implications of the front end of The New Zealand Curriculum document [NZC] (Ministry of Education, 2007). The front end of the document includes key competencies and a statement describing each learning area. The language and literacy team chose to explore student teacher understandings of the English essence statement and the way in which that learning area is structured. The mathematics education team explored student teacher understandings of and implications for the "thinking" key competency for the teaching and learning of mathematics. Data were collected through in-class observations and tasks, and the analysis of aspects of student assessment work. The findings highlighted the value of an explicit focus on a particular facet of the NZC along with the challenges student teachers experience in envisaging how this might play out in practice
Safe Environments for Innovation: the development of a new multidisciplinary masters programme
In September 2007, three schools at Northumbria University came together in collaboration to create a Masters Programme in Multidisciplinary Design Innovation (MDI). The lead school was the School of Design working together with the School of Computing, Engineering and Information Sciences (CEIS) and the Newcastle Business School (NBS). This innovation was in response to an emerging understanding within the School of Design of the value of âDesign-Thinkingâ as a multi-disciplinary activity (developed and reinforced through a series of under-graduate pilot projects) and the Cox Review of Creativity in Business: building on the UKâs strengths, which was commissioned by the Chancellor of the Exchequer, Gordon Brown, at the time of the 2005 Budget (Cox, 2005). (Design-Thinking is an approach to viewing business and organisational situations from a more interpretative perspective than that of traditional business analysis (Lester et al,1998)) The programme was launched in September 2008
Graduate Quantum Mechanics Reform
We address four main areas in which graduate quantum mechanics education can
be improved: course content, textbook, teaching methods, and assessment tools.
We report on a three year longitudinal study at the Colorado School of Mines
using innovations in all these areas. In particular, we have modified the
content of the course to reflect progress in the field in the last 50 years,
used textbooks that include such content, incorporated a variety of teaching
techniques based on physics education research, and used a variety of
assessment tools to study the effectiveness of these reforms. We present a new
assessment tool, the Graduate Quantum Mechanics Conceptual Survey, and further
testing of a previously developed assessment tool, the Quantum Mechanics
Conceptual Survey. We find that graduate students respond well to
research-based techniques that have been tested mainly in introductory courses,
and that they learn much of the new content introduced in each version of the
course. We also find that students' ability to answer conceptual questions
about graduate quantum mechanics is highly correlated with their ability to
solve calculational problems on the same topics. In contrast, we find that
students' understanding of basic undergraduate quantum mechanics concepts at
the modern physics level is not improved by instruction at the graduate level.Comment: accepted to American Journal of Physic
Educating future product developers in collaborative product development : lessons learned from the european global product realization (EGPR) international course
Changes in the business environment, responses of companies to these changes and the available information and communication technologies (ICT) pose a number of challenges to present and future product developers, as well as to educational institutions. An appropriate response to these challenges is to create a solid basis for strategies to combat stronger competition, since existing educational programs have provided this only to a small extent. In our opinion, the E-GPR course carried out by 5 European universities reflects the tasks of professional product development teams and their work conditions as realistically as possible and will enable students attending the E-GPR course who will soon enter the professional world to later progress along a steeper learning curve. This paper focuses on the role of communication between members of virtual teams and presents experiences gathered during the organization, designing and performance of each yearâs courses
- âŚ