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(1875) SIMULATION-BASED LEARNING: AN INTERACTIVE TOOL TO INCREASE THE STUDENT MOTIVATION IN HIGHER EDUCATION

机译:(1875)基于仿真的学习:一种增加高等教育学生动机的互动工具

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Most science and engineering educators believe that the laboratory experience is a necessarycomplement rather than passive activities like reading textbooks and listening to lectures;;this series ofactivities constitute a large part of the available time. Nowadays the learning methods at universitiesare under a constant review process. Applications focused in simulation-based learning allow tospeed-up the learning process;;this facilitates the design and implementation of active resources in theclassroom. The incorporation of active-collaborative methodologies such as: Project-based Learning,Hands-on Laboratory, Simulation-based Learning, Learning by-doing, Experience-based Learning…allows that the student should reach a much more significant learning assuming, in turn, theresponsibility of his own learning. Motivation is essential in the teaching of various knowledgedisciplines, especially the associated with the Electrical, Electronics and TelecommunicationEngineering.Simulation-based Learning (SbL) is a very effective idea for students to acquire knowledge, if they arewell motivated. Although this learning model it is not new;;it integrates the advantages of e-learningmethod (multimedia resources, interactive simulations) with some aspects of traditional method (faceto-face interaction). In this case, the low cost of the multimedia elements not only allow enhancelearning activities, but also help to the student to learn in an entertaining way. Laboratories have acrucial role in the education of future engineers, yet there is disagreement among educators aboutwhich types of labs technology must be used, e.g. real, on-line or virtual technology. Thus simulationbasedlearning allows the students to develop the ability to solve problems and apply knowledge,which is difficult to obtain otherwise. Moreover, it has been shown that these types of activities areimportant in the educational context on physics and engineering topics. In addition in this past decade,several studies have shown that educational computer games can enhance learning performance.The incorporation of simulation software allows students checking the operation of devices easily. Soit is possible to contrast the behaviour of systems without having to make their assembly. Thesesimulation tools have become in important educational resources, resulting in the emergence of thesimulation-based learning concept. Calculation, estimation and model development are activities thatstudents can do outside the classroom, so that is optimized class time.In this paper is presented the educational innovation experience based in active-collaborative activitiesrealized during the academic year 2014/15. This educational context has provided us the opportunityto introduce this type of methodologies and teaching tools to engineering students;;being possible toverify qualitatively and quantitatively if they contribute a substantial change in the teaching-learningprocess. It is also necessary to indicate the importance of the ICT's (Information and CommunicationTechnologies) in the university classroom and their possibilities to develop new manners of learning,e.g. “to learn to learn”. The current trend to complemented face-to-face classes with web-basedresources allows to improve the traditional form of learning. Information obtained throughquestionnaires, has revealed the involvement grade and attitude rank of students towards the learningprocess. Student satisfaction with simulation-based learning was checked through questions related toaspects of the scheduled activities. Students prefer procedures teaching-learning more dynamic,flexible, participatory and with continuous evaluation, although his general impression is that needmore dedication. The results show that the effectiveness and level of global satisfaction of thestudents during the development of this educational experience has been high.
机译:大多数科学和工程教育者认为,实验室经验是必要的,而不是像阅读教科书和听讲座这样的被动活动;这个系列的人是占可用时间的很大一部分。如今在持续审查过程下大学的学习方法。专注于基于仿真的学习的应用程序允许TOSPEED-UP学习过程;这有助于在Theclassroom中的活动资源的设计和实现。纳入主动协作方法,如:基于项目的学习,实践实验室,基于仿真的学习,学习,基于体验的学习......允许学生依次达到更重要的学习,他自己学习的宗旨。动机在各种知识型教学中是必不可少的,特别是与电气,电子和电信业务联系在一起。基于电气的学习(SBL)是学生获得知识的一个非常有效的想法,如果他们是动机的动机。虽然这一学习模型它不是新的;;它与传统方法的某些方面相结合了电子学习(多媒体资源,交互式模拟)的优势(面部脸部相互作用)。在这种情况下,多媒体元素的低成本不仅允许增强型学习活动,还可以帮助学生以娱乐方式学习。实验室在未来工程师的教育方面具有神色作用,但在教育工作者中,必须使用类型的实验室技术的分歧,例如,如此。真实,在线或虚拟技术。因此,模拟算法允许学生培养解决问题的能力并应用知识,这是难以获得的。此外,已经表明这些类型的活动在物理和工程主题的教育背景下呈现了重要的。此外,在过去十年中,一些研究表明,教育计算机游戏可以增强学习性能。仿真软件的融合允许学生轻松检查设备的操作。 SOIT可以对系统的行为进行对比而无需制作它们的装配。同时仿真工具已成为重要的教育资源,导致基于Chsimulation的学习理念的出现。计算,估算和模型开发是披肩在课堂外可以做的活动,所以这是优化的课程时间。本文介绍了在2014/15学年期间的主动协作活动中的教育创新体验。这个教育背景为我们提供了机会向工程学生推出这种类型的方法和教学工具;如果他们在教学过程中有重大变化,可以确定和定量,可以确定。还有必要表明ICT(信息和传播技术)在大学课堂上的重要性及其开发新的学习方式的可能性,例如。 “学习学习”。当前趋势与基于Web的基于Web的辅助面对面类允许提高传统的学习形式。通过资金宣传尼斯获得的信息,揭示了学生对学习过程的参与等级和态度等级。通过与预定活动相关的问题进行了问题,检查了与基于模拟的学习的学生满意度。学生更喜欢程序教学 - 学习更具活力,灵活,参与性和持续的评估,尽管他的一般印象是需要奉献。结果表明,这种教育经验发展期间的全球对洞穴的效力和水平已经很高。

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