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(487) ENHANCING THE UNDERGRADUATE LEARNING EXPERIENCE BY TAKING A LEAP INTO ACTIVE LEARNING

机译:(487)通过进入积极学习来增强本科学习体验

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Active learning can be introduced to promote deep learning in which students are actively or experientially involved in the learning process. This paper presents a study conducted at two 3rd year Computer Science undergraduate courses such as Human-Computer Interaction (HCI) and Enterprise Architecture (EA) with the aim of enhancing the undergraduate learning experience by introducing active learning which will in-turn develop deep learning in students. Both are large classrooms, 236 students in HCI and 85 in EA. Graduate skills expected are analytical, creativity, problem-solving, and critical thinking. The reasons for introducing active learning were to keep students active and attentive in the lecture, cope with large student numbers allowing them to actively engage in the lesson, promote students to ask questions, provide intrinsic motivation, increase students' motivation for selfstudies, eliminate free-riders in group work, and create a learning environment of inclusion and respect for all members. With the above aim, different active learning activities such as incomplete handouts, finish with a test, tell-show-do-apply, interactive presentations and quizzes, syndicate group in-class and online assessment with immediate feedback, out-of-the-box in-class assessments, ground rules, and flipped classroom were used. First, students were explained about the Intended Learning Outcomes (ILO). Activities aligned with the ILO to have a constructive alignment with teaching, learning, and assessment. After completion of each activity, to evaluate the impact on student learning, a mix-method approach of quantitative and qualitative analysis was used. Data were obtained using the 3-most important points covered, feedback in the form of 3-point scale, and students’ perceptions on the learning experience as open-ended questions. Observation technique was also used. Finally, final examination statistics were analyzed to evaluate the course pass rate. Based on the evaluation, as a result of introducing active learning, students have paid attention to the lectures because in all activities over 85% of students mentioned all 3-points covered in the lecture. Using interactive presentation and quizzes helped to judge students’ level of understanding and was able to immediately rectify the areas which were not properly understood by looking at the answers and questions in the forums. For statistics on finishing the lecture with a test, 88% of students’ obtained 100 marks where the lowest was 70 marks by only 2%. Online assessment with immediate feedback conducted as weekly challenges showed that students’ marks gradually improved as a result of peer and teacher feedback. Finally, by analyzing the marks of the final examination, the pass rate of both courses was significantly high with 86.67% in EA and 95.68% in HCI. Based on the feedback obtained as open-ended questions, students preferred interactive activities, flipped classroom, finish with a test, and out-of-the-box thinking activities which helped them to unleash their creativity. They also stated that the lectures were very interactive, enjoyable as they learned the concepts and applied them without being stressed even when doing assessments. Some also mentioned that they do not have to spend extra efforts to study again as they could grab everything in the lecture. Overall, it can be stated that introducing active learning have helped significantly to enhance the undergraduate learning experience.
机译:可以引入积极学习,以促进深度学习,学生在主动或经过体验中参与学习过程。本文提出了一项在第三年计算机科学本科课程中进行的一项研究,如人机互动(HCI)和企业架构(EA),目的是通过引入积极的学习来提高本科学习体验,这将贯穿延续发展深度学习在学生。两者都是大型教室,HCI的236名学生和85人。预期的研究生技能是分析,创造力,解决问题和批判性思维。引入主动学习的原因是让学生在讲座中保持积极和关注,应对大型学生人数,让他们积极参与课程,促进学生提出问题,提供内在的动机,提高学生对脱硫的动机,消除自由 - 在集团工作中,并为所有成员创造一个纳入和尊重的学习环境。通过上述目的,不同的主动学习活动,如不完整的讲义,完成测试,展示,展示,互动演示和测验,课堂上的课堂和在线评估,立即反馈,out-up-使用框内评估,地面规则和翻转教室。首先,学生得到了关于预期的学习成果(ILO)。与国际劳工组织一致的活动与教学,学习和评估有建设性的对齐。在完成每项活动后,评估对学生学习的影响,使用了一种定量和定性分析的混合方法方法。使用涵盖的三个最重要的点来获得数据,以3分尺度为反馈,以及学生对学习经验的看法作为开放式问题。还使用了观察技术。最后,分析了最终考试统计数据以评估课程通过率。基于评估,由于引入主动学习,学生们注重讲座,因为在85%的所有活动中提到了讲座中所涵盖的所有3分的活动。使用互动演示和测验有助于判断学生的理解程度,并能够立即纠正通过查看论坛中的答案和问题而无法正确理解的领域。有关完成讲座的统计数据,88%的学生获得了100个标记,最低为70分钟仅为2%。随着每周挑战进行的即时反馈的在线评估显示,由于同行和教师反馈,学生的标志逐渐改善。最后,通过分析最终检查的标志,两种课程的通过率明显高,在HCI中ea和95.68%的86.67%。根据作为开放式问题获得的反馈,学生更喜欢互动活动,翻转课堂,使用测试完成,以及开箱即用的思维活动,帮助他们释放了他们的创造力。他们还表示,这些讲座非常互动,令人愉快,因为他们学到了概念并应用了它们而不会被压力在做评估时。有些人还提到他们不必花费额外的努力再次学习,因为他们可以在讲座中抓住一切。总体而言,可以说,引入积极学习有助于提高本科学习经验。

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