6,243 research outputs found
Gamificacion in education and active methodologies at Higher education
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication.
This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto.
The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec
Aplicación de la clase invertida en la educación superior: introducción a las nuevas tecnologías
Las autoras de este trabajo llevamos varios años trabajando con videos docentes
para la enseñanza de las matemáticas dentro de la Economía a nivel universitario. Esto
ha sido motivado por el auge de las nuevas tecnologías y las posibilidades docentes que
nos proporcionan.
La experiencia que teníamos en asignaturas virtuales nos ha permitido dar un paso
más y utilizar los videos docentes en las clases presenciales. Si bien empezamos
utilizándolos a modo de complemento, cuando conocimos la metodología de la flipped
classroom (o clase invertida) nos planteamos una nueva forma de enseñanza. Decidimos
invertir los papeles, de forma que el alumno, en vez de escuchar en clase y estudiar en
casa, toma el papel protagonista, estudiando en casa con ayuda de videos y material
proporcionado por el profesor y aprovecha el tiempo de clase para resolver ejercicios,
plantear dudas y trabajar en equipo.
Si bien esta metodología ha sido llevada a cabo con éxito en diversos niveles
educativos, en el caso universitario no se conocen muchas experiencias. En nuestro caso
hemos tenido que adaptarla, incorporando elementos adicionales, como el uso del
programa Socrative para conseguir una mayor retroalimentación del aprendizaje del
alumno.
En el presente trabajo mostramos la experiencia que hemos llevado a cabo en el
curso académico actual y recogemos la opinión de ambas partes, alumnos y profesores.Universidad de Málag
Using an Audience Response System Smartphone App to Improve Resident Education in the Pediatric Intensive Care Unit.
In the Pediatric Intensive Care Unit (PICU), most teaching occurs during bedside rounds, but technology now provides new opportunities to enhance education. Specifically, smartphone apps allow rapid communication between instructor and student. We hypothesized that using an audience response system (ARS) app can identify resident knowledge gaps, guide teaching, and enhance education in the PICU. Third-year pediatric residents rotating through the PICU participated in ARS-based education or received traditional teaching. Before rounds, experimental subjects completed an ARS quiz using the Socrative app. Concomitantly, the fellow leading rounds predicted quiz performance. Then, discussion points based on the incorrect answers were used to guide instruction. Scores on the pre-rotation test were similar between groups. On the post-rotation examination, ARS participants did not increase their scores more than controls. The fellow's prediction of performance was poor. Residents felt that the method enhanced their education whereas fellows reported that it improved their teaching efficiency. Although there was no measurable increase in knowledge using the ARS app, it may still be a useful tool to rapidly assess learners and help instructors provide learner-centered education
Mobile learning scenarios in language teaching: perceptions of vocational and professional education students
Mobile devices play a significant role in society, in general, and a very limited one at the different levels of education. Smartphones, tablets, and other mobile devices allows learning to occur anywhere, (and at) anytime. These powerful technological devices can enhance the teaching and learning processes by helping to promote collaborative and individual learning and broadening the boundaries of the classroom to different contexts of learning. Many students have mobile devices and their applications can provide access to learning outside the classroom, for greater flexibility and more dynamic learning. In this sense, the articulation of technological and methodological efforts allowed us to create learning scenarios supported by the devices that students take to the classroom (BYOD), and use them to motivate and involve students in meaningful learning. These devices offer the advantage of integrating various technologies in the curricular contents, such as in foreign and mother language courses, representing a set of possibilities of ubiquity that can have great impact on the learning process. Thus, we developed strategies with vocational and educational students’ methodologies, such as augmented reality, project-based learning, game-based learning, collaborative learning and gamification. In this text, we present the results of two mobile learning studies in teaching French as a foreign language (to 18-23 year-old-students) and Portuguese language, as a mother tongue (to 15-19 year-old-students), in vocational education, implemented as a mediation tool in education to promote the construction of learning and development of significant skills of collaborative work. From the data collection, through a questionnaire, with open and closed questions, we highlight the favorable perception of the students to the integration of mobile devices in learning, and the recognition of the benefits of the teaching strategies used throughout the year, in the increase of curricular learning.info:eu-repo/semantics/publishedVersio
Use of a student response system in Primary Schools — an empirical study
This paper reports a pilot study for a student response system (SRS) used in an English school. The technology used is the “Wireless Response System” – WRS developed at Huddersfield University, and the learning activities were conducted in Mathematics and English classes. The main concepts – activity based, problem based and opinion based learning – are adopted into the study. A case study was the method used in the investigation. The results show that the system is suitable for different sizes groups of users, who may choose their preferred question types. The school claims the use of WRS was successful, evidenced by the data collected, and the children and teachers were interested in using it. We conclude that the SRS can assist teachers in classroom teaching at primary school level, especially in the observations of engagement and effectiveness of students’ learning
Open Educational Resources (OER) Project, Fall 2016 Final Dissemination Assessment Report
ASSESSMENTS TARGETED FOUR CENTRAL AREAS:
1. Textbook Cost Savings 2. Student Perceptions of the OER Materials 3. Student Learning Outcomes 4. Faculty Perceptions of the OER Material
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