863 research outputs found

    Model of professional retraining of teachers based on the development of STEM competencies

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    The article describes a methodology for organizing lifelong learning, professional retraining of teachers in STEM field and their lifelong learning in Volodymyr Hnatiuk Ternopil National Pedagogical University (Ukraine). It analyzes foreign and domestic approaches and concepts for the implementation of STEM in educational institutions. A model of retraining teachers in the prospect of developing their STEM competencies and a model of STEM competencies were created. The developed model of STEM competencies for professional teacher training and lifelong learning includes four components (Problem solving, Working with people, Work with technology, Work with organizational system), which are divided into three domains of STEM competencies: Skills, Knowledge, Work activities. In order to implement and adapt the model of STEM competencies to the practice of the educational process, an experimental study was conducted. The article describes the content of the scientific research and the circle of respondents and analyzes the results of the research

    METODOLOGIAS ATIVAS NO ENSINO SUPERIOR: UM MAPEAMENTO SISTEMÁTICO NO CONTEXTO DOS CURSOS DE ENGENHARIA

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    Active learning is all pedagogical alternatives that place the focus of learning on the students. With the mediation of competent teachers, the students learn by discovery, by investigation, and by problems. Such methodologies commonly promote more content retention and comprehension once the students are engaged in activities, whether through research, group collaborations, discussion, and problem solving. This work aimed to verify the temporal evolution of active learning methods in higher education Engineering courses, based on a systematic mapping of the literature. We observed which are the main researchers in this field, their geographic location and which methodologies are preferred in the context of these courses. From the results, we observe a growth of scientific publications on active learning methodologies and Engineering Education, especially in the last five years of the period analysed (between 2015 and 2020). We also see researchs on this field in all continents, with a predominance of studies led by American and European researchers. In the mapped studies, the inverted classroom and problem-based learning were the most identified methodologies. It demonstrates a concern of teachers in this area to promote activities with high involvement, which allow the development of personal and professional skills and competencies, even during their training period.Las metodologías activas pueden entenderse como alternativas pedagógicas que ponen el foco del aprendizaje en los alumnos. Con la mediación de profesores competentes, los alumnos aprenden a partir del descubrimiento, la investigación y los problemas. Estas metodologías suelen promover una mayor retención y comprensión de los contenidos enseñados, ya que el alumno participa en actividades, ya sea a través de la investigación, la colaboración en grupo, el debate y la resolución de problemas. Este trabajo tuvo como objetivo verificar la evolución temporal del uso de las metodologías activas en el contexto de los cursos de educación superior en Ingeniería, a partir de un mapeo sistemático de la literatura. A partir de un protocolo de investigación debidamente definido, se buscó verificar cuáles son los principales investigadores en esta área, su ubicación geográfica y cuáles son las metodologías preferidas en el contexto de estos cursos. A partir de los resultados, se pudo observar que el crecimiento en el número de publicaciones científicas sobre metodologías activas en el contexto de la Enseñanza de la Ingeniería, especialmente en los últimos cinco años del período analizado (entre 2015 y 2020). Se puede observar la realización de investigaciones en este contexto en todos los continentes, con un predominio de estudios dirigidos por investigadores americanos y europeos. En los estudios mapeados, el flipped classroom y el aprendizaje basado en problemas fueron las metodologías más identificadas. Esto demuestra una mayor preocupación entre los profesores de la zona por promover actividades con alta implicación que permitan el desarrollo de habilidades y competencias personales y profesionales durante el periodo de formación.As metodologias ativas podem ser entendidas como alternativas pedagógicas que colocam o foco do aprendizado nos estudantes. Com mediação de docentes competentes, os alunos aprendem a partir da descoberta, da investigação e por problemas. Tais metodologias comumente promovem uma maior retenção e compreensão de contéudos ensinados, uma vez que o aprendiz se encontra engajado nas atividades, seja por meio de pesquisa, colaborações em grupo, discussão e resolução de problemas. Este trabalho teve como objetivo verificar a evolução temporal do uso de metodologias ativas, no contexto dos cursos superiores de Engenharia, a partir de um mapeamento sistemático da literatura. A partir de um protocolo de pesquisa devidamente definido, buscou-se verificar quais os principais pesquisadores desta área, sua localização geográfica e quais as metodologias preferidas no contexto destes cursos. A partir dos resultados, foi possível observar que o crescimento do número de publicações científicas sobre metodologias ativas no contexto da Educação em Engenharia, em especial nos últimos cinco anos do período analisado (entre 2015 e 2020). Pode-se notar a realização de pesquisas neste contexto em todos os continentes, com predomínio de estudos liderados por pesquisadores americanos e europeus. Nos estudos mapeados, a sala de aula invertida e a aprendizagem baseada em problemas foram as metodologias mais identificadas. Isso demostra uma maior preocupação dos professores da área em promover atividades com elevado envolvimento, que permitam o desenvolvimento de habilidades e competências pessoais e profissionais, ainda no período de formação

    Proposals Submitted in Fiscal Year 2005

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    Ready for Tomorrow: Demand-Side Emerging Skills for the 21st Century

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    As part of the Ready for the Job demand-side skill assessment, the Heldrich Center explored emerging work skills that will affect New Jersey's workforce in the next three to five years. The Heldrich Center identified five specific areas likely to generate new skill demands: biotechnology, security, e-learning, e-commerce, and food/agribusiness. This report explores the study's findings and offers recommendations for improving education and training in New Jersey

    New chemical engineering provision: Quality in diversity

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    Recent growth in chemical engineering student numbers has driven an increase in the number of UK universities offering the subject. The implications of this growth are described, along with the different challenges facing new providers in the UK compared with established departments. The approaches taken by the various new entrants are reviewed, with reference to recruitment strategies, infrastructure, the use of external facilities, and the particular flavours of chemical engineering being offered by the new providers. Information about the differentiating features of the large number of chemical engineering degree courses now available is somewhat indistinct: this should be rectified in the interests both of prospective students and of employers. Dilemmas facing new providers include the need to address the fundamentals of the subject as well as moving into more novel research-led areas; enabling students to develop the competencies to sustain them for a whole career as well as meeting immediate employer needs; and providing sufficient industry understanding when academics may lack substantial industrial experience. The central importance of practical provision and of the design project, and the approaches taken by new providers to deliver these components, are reviewed, together with the role of software tools in chemical engineering education, and measures to facilitate industry input into courses. As long as it is not used prescriptively or to inhibit innovation, the accreditation process provides constructive guidance and leverage for universities developing new chemical engineering programmes

    Technosciences in academia : rethinking a conceptual framework for bioinformatics undergraduate curricula

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    This paper aims to elucidate guiding concepts for the design of powerful undergraduate bioinformatics degrees which will lead to a conceptual framework for the curriculum. "Powerful" here should be understood as having truly bioinformatics objectives rather than enrichment of existing computer science or life science degrees on which bioinformatics degrees are often based. As such, the conceptual framework will be one which aims to demonstrate intellectual honesty in regards to the field of bioinformatics. A synthesis/conceptual analysis approach was followed as elaborated by Hurd (1983). The approach takes into account the following: bioinfonnatics educational needs and goals as expressed by different authorities, five undergraduate bioinformatics degrees case-studies, educational implications of bioinformatics as a technoscience and approaches to curriculum design promoting interdisciplinarity and integration. Given these considerations, guiding concepts emerged and a conceptual framework was elaborated. The practice of bioinformatics was given a closer look, which led to defining tool-integration skills and tool-thinking capacity as crucial areas of the bioinformatics activities spectrum. It was argued, finally, that a process-based curriculum as a variation of a concept-based curriculum (where the concepts are processes) might be more conducive to the teaching of bioinformatics given a foundational first year of integrated science education as envisioned by Bialek and Botstein (2004). Furthermore, the curriculum design needs to define new avenues of communication and learning which bypass the traditional disciplinary barriers of academic settings as undertaken by Tador and Tidmor (2005) for graduate studies

    Faculty Senate Agenda, October 3, 2016

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    EPC Items –September 2016 Honors Program Libraries Advisory Council Parking Committee Student Code of Conduc

    Shall we play a game?

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    In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynamic complexities of the field in a safe and inexpensive environment. This thesis presents the results of a qualitative research project that used a simple game of a software project to see if and how games could contribute to better software project management education; and if they could, then what features and attributes made them most efficacious. That is, shall we— should we— play games in software engineering management? The primary research tool for this project was a game called Simsoft. Physically, Simsoft comes in two pieces. There is an A0-sized printed game board around which the players gather to discuss the current state of their project and to consider their next move. The board shows the flow of the game while plastic counters are used to represent the staff of the project. Poker chips represent the team’s budget, with which they can purchase more staff, and from which certain game events may draw or reimburse amounts depending on decisions made during the course of the game. There is also a simple Java-based dashboard, through which the players can see the current and historical state of the project in a series of reports and messages; and they can adjust the project’s settings. The engine behind Simsoft is a system dynamics model which embodies the fundamental causal relationships of simple software development projects. In Simsoft game sessions, teams of students, and practicing project managers and software engineers managed a hypothetical software development project with the aim of completing the project on time and within budget (with poker chips left over). Based on the starting scenario of the game, information provided during the game, and their own real-world experience, the players made decisions about how to proceed— whether to hire more staff or reduce the number, what hours should be worked, and so on. After each decision set had been entered, the game was run for another next time period, (a week, a month, or a quarter). The game was now in a new state which the players had to interpret from the game board and decide how to proceed. The findings showed that games can contribute to better software engineering management education and help bridge the pedagogical gaps in current curriculum guidelines. However, they can’t do this by themselves and for best effect they should be used in conjunction with other pedagogical tools. The findings also showed that simple games and games in which the players are able to relate the game world to an external context are the most efficacious
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