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BLENDED LEARNING BY GAMIFICATION IN A SECOND-YEAR INTRODUCTORY ENGINEERING DESIGN COURSE

机译:在第二年介绍工程设计课程中通过娱乐进行混合学习

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With the rapid development of engineering and new demands of contemporary employers, post-secondary institutions have to adapt, improve and enhance engineering curricula to ensure that recent graduates possess appropriate levels of technical and professional skills and multilateral abilities for a successful start in industry. As industrial technologies, tools, and processes evolve, so must teaching methodologies and approaches, which significantly changes the structure of engineering courses. To ensure that students not only master technical knowledge but also develop their professional, interpersonal, cognitive and computer skills, engineering curricula have begun to shift from a classic instruction format to a blended learning format. Blended learning, the strategy of combining regular face-to-face instruction with online learning and/or other out-of-class-activities, is increasingly used in post-secondary education and disciplines and can take different forms depending on the course needs and desired learning outcomes. This paper reviews the recent implementation of blended learning in the form of gamification of a second-year introductory engineering design course using a commercial online learning platform. The reasoning, methodology, process and the results of student surveys before and after the online game are discussed along with suggested improvements.
机译:随着当代雇主的工程和新要求的快速发展,后期机构必须适应,改进和加强工程课程,以确保最近的毕业生拥有适当的技术和专业技能和多边能力,以便在工业中成功开始。作为工业技术,工具和流程的发展,因此必须教学方法和方法,这显着改变了工程课程的结构。为确保学生不仅掌握技术知识,而且还培养了他们的专业,人际,认知和计算机技能,工程课程已经开始从经典指令格式转移到混合的学习格式。混合学习,将定期面对面教学与在线学习和/或其他课外活动结合的策略越来越多地用于中学后教育和学科,并可以根据课程需求采取不同的形式期望的学习结果。本文评论了使用商业在线学习平台的第二年介绍工程设计课程的赌博格式的混合学习的最新实施。在线游戏之前和之后的学生调查的推理,方法,过程和结果以及建议的改进。

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