51,517 research outputs found
TEACHING VOCABULARY TO THE 4TH GRADE STUDENTS IN SDN PURWOSUMAN 5 SIDOHARJO SRAGEN
ARI SULISTYOWATI. 2009. TEACHING VOCABULARY TO THE 4TH
GRADE STUDENTS IN SDN PURWOSUMAN 5 SIDOHARJO SRAGEN.
English Diploma Program, Faculty of Letters and Fine Arts, Sebelas Maret
University.
The writer writes the final project report based on doing the job training.
The final project report discussed teaching vocabulary to the 4th grade students in
SDN Purwosuman 5 Sidoharjo Sragen. In writing final project report the writer
also collected the data by interviewing the teacher and the students, observing
class, and teaching directly in the classroom.
In doing the job training, the writer gave the material from the LKS and
followed what the teacher said to the writer. The writer also gave the material
such as concrete words (animal, fruit, shape, etc) because their level is the
Elementary School.
The final project report also discussed problems and solutions faced by the
writer when teaching vocabulary to the 4th grade students in SDN Purwosuman 5
Sidoharjo Sragen
Game-based learning or game-based teaching?
Emerging technologies for learning report - Article exploring games based learning and its potential for edcuatio
The impact of technology: value-added classroom practice: final report
This report extends Bectaâs enquiries into the ways in which digital technologies are supporting learning. It looks in detail at the learning practices mediated by ICT in nine secondary schools in which ICT for learning is well embedded.
The project proposes a broader perspective on the notion of âimpactâ that is rather different from a number of previous studies investigating impact. Previous studies have been limited in that they have either focused on a single innovation or have reported on institutional level factors. However, in both cases this pays insufficient attention to the contexts of learning. In this project, the focus has been on the learning practices of the classroom and the contexts of ICT-supported learning.
The study reports an analysis of 85 lesson logs, in which teachers recorded their use of space, digital technology and student outcomes in relation to student engagement and learning. The teachers who filled in the logs, as well as their schoolsâ senior managers, were interviewed as part of a âdeep auditâ of ICT provision conducted over two days. One-hour follow-up interviews with the teachers were carried out after the teachersâ log activity. The aim of this was to obtain a broader contextualisation of their teaching
Unifying an Introduction to Artificial Intelligence Course through Machine Learning Laboratory Experiences
This paper presents work on a collaborative project funded by the National Science Foundation that incorporates machine learning as a unifying theme to teach fundamental concepts typically covered in the introductory Artificial Intelligence courses. The project involves the development of an adaptable framework for the presentation of core AI topics. This is accomplished through the development, implementation, and testing of a suite of adaptable, hands-on laboratory projects that can be closely integrated into the AI course. Through the design and implementation of learning systems that enhance commonly-deployed applications, our model acknowledges that intelligent systems are best taught through their application to challenging problems. The goals of the project are to (1) enhance the student learning experience in the AI course, (2) increase student interest and motivation to learn AI by providing a framework for the presentation of the major AI topics that emphasizes the strong connection between AI and computer science and engineering, and (3) highlight the bridge that machine learning provides between AI technology and modern software engineering
The Science-for-Life Partnerships: Does size really matter, and can ICT help?
This study introduces findings of an initial pilot from a New Zealand government-funded initiative known as Science-for-Life, which aims to enhance the quality of science teaching through the formation of face-to-face and virtual learning partnerships involving crown research institutes (CRIs) and primary and secondary schools. Using a case study methodology, it describes and analyses a trial partnership between the CRI, Scion Research, and teachers of Seadown Primary School in Hamilton. The study uses Grobe's (1990) typology of industry-education partnerships as an analytical "lens" through which to evaluate the characteristics of the partnership, and explores the role that ICT played in establishing and sustaining it, well beyond its anticipated conclusion. Findings indicate that while in terms of Grobe's framework a genuine partnership label may not have been appropriate in this case, the interaction nonetheless proved to be extremely valuable in supporting learning goals, and that while ICT played a significant role in this, it was not fundamental to the partnership's success
Glitchspace:teaching programming through puzzles in cyberspace
There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p
Reading Next: A Vision for Action and Research in Middle and High School Literacy
Outlines fifteen key elements that educators can use to develop an effective adolescent literacy intervention program. Focuses on elements of interventions that are most promising for students that struggle with reading and writing after third grade
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Virtual reality and its role in removing the barriers that turn cognitive impairments into intellectual disability
Early expectations of the contribution that virtual reality (VR) could make to education far exceeded actual applications. This was largely due to the initial immaturity of the technology and a lack of evidence base on which to base design and utilisation. While the early developments in computer based learning largely concentrated on mainstream education, leaving those with special needs behind, the potential of VR as an educational tool was exploited for those with intellectual disabilities right from the start. This paper describes the empirical evidence that has contributed to the development of educational virtual reality for those with intellectual disabilities: studies on transfer of learning from the virtual to the real world; how teachers might support those using VR; the design of virtual environments and what input/control devices best facilitate use of desktop VR. Future developments and ethical issues are also considered
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