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A DESIGN PROCESS FOR CONCEPTUALLY BASED, COUNTERINTUITIVE PROBLEMS

机译:基于概念上的违反直觉问题的设计过程

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In recent work funded by the National Science Foundation (DUE-0411320), significant improvement in student performance and retention in a sophomore dynamics class was obtained using a series of interventions. These improvements and the interventions have been described elsewhere. One component of each intervention is the use of a counter-intuitive (CI) problem based classroom activity. The term "counter-intuitive" refers to a problem that appears to have an obvious, simple answer yet displays a behavior opposite to "common sense." The significance of these counter-intuitive activities was discussed in previous publications and the hypothesis proposed to explain their significance is that they produce learning moments by creating a sense of surprise and excitement in the students. This paper presents a heuristic that can be used to help create new counterintuitive learning activities. Although the act of creation can never be automated, it is possible to: (1) establish criteria for a "good" activity, (2) provide resources for identifying underlying concepts, and (3) suggest thought processes to guide in creating the activity. The process described in this paper was tested in a faculty workshop where faculty worked to prepare learning activities. The workshop included faculty from several Engineering departments and the college of science. Faculty worked in areas they were comfortable teaching. Workshop results suggest that the design process is valid and it is possible to develop counter-intuitive activities for several disciplines. The processes presented in the paper are based on prior literature that describes what other authors have used successfully. The contributions of the present paper are: (a) to gather these resources together in one location, (b) the establishment of a design procedure for counter-intuitive learning activities, and (c) testing of the design process.
机译:最近由国家科学基金会资助的工作(0411320),使用一系列干预措施获得了学生表现和在二年级学动力学课程中的绩效和保留的重大改善。这些改进和干预措施已在其他地方描述。每个干预的一个组成部分是使用基于反向直观(CI)问题的课堂活动。术语“反向直观”是指似乎具有明显,简单的答案的问题,但尚未显示与“常识”相反的行为。在以前的出版物中讨论了这些反向直观活动的重要性,并提出了解释其重要性的假设是通过在学生中创造一个惊喜和兴奋感和兴奋来产生学习时刻。本文提出了一个启发式,可用于帮助创建新的违反直接学习活动。虽然创作的行为永远无法自动化,但是可以:(1)建立“良好”活动的标准,(2)为识别潜在概念提供资源,并建议在创建活动方面指导思维过程。本文描述的过程在教师工作室进行了测试,在那里教师致力于准备学习活动。研讨会包括来自几个工程部门和科学学院的教师。教师在他们舒适的教学中工作。研讨会结果表明,设计过程有效,可以为几个学科开发反直观活动。本文呈现的过程基于现有的文献,该文献描述了其他作者已成功使用的内容。本文的贡献是:(a)将这些资源聚集在一起,(b)建立反直观学习活动的设计程序,以及(c)设计过程的测试。

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