Emergent transition to remote learning: Impact on student performance for real-time comprehensive case simulations

Author(s):  
Jaclyn D. Cole ◽  
Melissa J. Ruble
Author(s):  
Jarnet Han Wazny ◽  
Dan Nathan-Roberts

The combination of advances in cognitive neuroscience & the development of powerful, yet portable, devices are enabling real-time assessments in education. Electroencephalography (EEG) & functional near-infrared spectroscopy (fNIRS) are two such neuroimaging tools being explored during instruction, with a current focus on student attention, engagement, & cognitive load. Neural synchrony has been linked with successful knowledge transfer, social interaction quality, engagement level, & shared attention. These studies, along with ergonomic considerations, are the focus of this literature review. Real-time learning assessments can optimize both teacher & student performance & satisfaction. A tailored instruction has the potential to create optimal learning experiences & more-proactively address learning difficulties.


2019 ◽  
Vol 7 (1) ◽  
pp. 1737-1748
Author(s):  
Oktoverano Hendrik Lengkong

Attendance in educational institutions is an important thing that is always a common concern, attendance is used to measure student performance or seriousness in taking education. Klabat University as an Educational institution, in this case at the Faculty of Computer Science. Trying to manage attendance as well as possible to get information that is fast, precise and accurate. with this information about attendance, this institution can find out what things need to be improved and what things should be limited, or what decisions must be made for student success, which are related to attendance. The need for attendance reports at the Computer Faculty of Klabat University is urgently needed. Currently attendance report are still using paper, and the process for creating the report are by manual input one by one for generating the report. This research will create an application that runs on the Android operating system and this application will later be accessed with an Android-based smartphone with a student ID card barcode scan feature, as a marker of student attendance, so the report can be generated automatically into the system. The research model or method used is the Prototyping method. Prototyping design models are made faster so that the time needed for system development is shorter. This characteristic is very suitable with the needs of the existing system that only requires a short time in its development. The tools that will be used by researcher are MIT App Inventor to build an Android applications. For the purposes of real time reports of student attendance, researcher will use Google apps as a data storage facility and as a means for generating reports. The results of this study are expected to create an android-based mobile application that in real time can send student attendance data that can be accessed directly anytime and anywhere in the form of attendance report data. For future development, researcher may suggest to use other method than barcode scanning. RFID or NFC tag supported for student ID Card can be use for attendance check. 


2021 ◽  
pp. 362-372
Author(s):  
Shih-Ying H. Hsu ◽  
Ettie Rosenberg ◽  
Hoai-An Truong ◽  
Lynn Lang ◽  
Reza Taheri

Background: Student-pharmacists forced into remote-learning by the COVID-19 pandemic participated in a Virtual Mock Trial (VMT). Objectives: Feasibility of VMTs was assessed by evaluating student VMT performance, student perceptions on technology and overall experiences. Methods: The VMT was implemented via video conferencing technology in April 2020. Faculty-judges and student-jurors observed/rated student performance using pre-established rubrics. A post-VMT survey was administered electronically. Descriptive analyses were performed, and Wilcoxon-Mann-Whitney tests were conducted to compare programmes. Results: Forty-six students from Programme A (East Coast, USA) and 89 from Programme B (West Coast, USA) participated in the VMTs. The faculty-judges’ evaluation scores for student performance ranged from 85.0% to 96.7%, while the student-jurors’ evaluation scores ranged from 68.3% to 100%. Student perceptions on the four categories regarding technology use all had means > 5 on a 7-Point Likert Scale. More than 79.0% of students rated their VMT experience positively (i.e. 6 or 7). Conclusions: VMT is feasible for the current pandemic remote-learning environment, and it could be replicated in other pharmacy or healthcare programmes to enrich students' active learning in virtual education.


2018 ◽  
Author(s):  
Andreina I. Castillo ◽  
Ben H. Roos ◽  
Michael S. Rosenberg ◽  
Reed A. Cartwright ◽  
Melissa A. Wilson Sayres

AbstractBackgroundOne of the most challenging topics for students in Evolution courses is that of non-adaptive evolution, particularly genetic drift. Novel teaching techniques and software have been implemented to facilitate student understanding of this and other evolution related topics; nonetheless, some of them still present certain disadvantages. Here we introduce Genie, a web-based application designed to demonstrate population genetics and evolutionary concepts.ResultsWe used Genie as a tool to teach 203 students taking Arizona State University’s Evolution course. Students freely used Genie during recitation session after having learned about genetic drift and other mechanism of non-adaptive evolution during lectures. Student performance and comprehension of genetic drift, and other evolutionary concepts, was tested with the Genetic Drift Inventory before and after using Genie. We found that Genie was an efficient tool for teaching genetic drift, mutation, the effects of barrier formation, and gene flow, across a variety of student demographics. Specifically, we found that with our implementation of Genie, students had significantly improved understanding of concepts such as: changes in alleles frequencies due to genetic drift and the difference between adaptive and non-adaptive evolutionary mechanisms.ConclusionsWe believe that the easy usage, creativity, and real-time nature of Genie makes it an accessible tool for both teachers and students learning non-adaptive evolution, as well as a means for student development of creative and critical thinking. Genie is freely available (https://cartwrig.ht/apps/genie/) and can be easily accessed across different operating systems.


2013 ◽  
Vol 43 (3) ◽  
pp. 78-91
Author(s):  
Anthony Francescucci ◽  
Mary Foster

Previous research on blended course offerings focuses on the addition of asynchronous online content to an existing course. While some explore synchronous communication, few control for differences between treatment groups. This study investigates the impact of teaching a blended course, using a virtual, interactive, real-time, instructor-led (VIRI) classroom, on student engagement, performance, and satisfaction. We use an experimental design with both a control group and a treatment group. Up to 90 students in a large urban university are randomly assigned by the registrar into two sections of an introductory marketing course. Using a pre- and post-semester questionnaire, the study measures student engagement, performance, and satisfaction. There are no statistical differences in student performance between the control and treatment groups. The only student engagement factor with a statistically significant difference between groups is student interest in their courses. Compared with the control group, the treatment group appears to be more interested (+10%) in their courses at the end of the semester. Finally, fewer than 2 in 10 students express dissatisfaction with their participation in a VIRI course. Blended course offerings are increasing in importance in marketing and business education. The study provides guidance for fine-tuning the features of those course offerings by demonstrating how a VIRI classroom leverages the capabilities of technology without compromising learning outcomes.  


2016 ◽  
Vol 6 (10) ◽  
pp. 1971
Author(s):  
Li Li

In this study, the author integrated QQ into the study of non-English majors in a medical university. The purposes of this study are to find out learner attitudes towards the design of the English writing program in QQ, to examine student performance in terms of linguistic accuracy and complexity, and to explore affordance of QQ as a platform for English writing. The guided theoretical framework for the design of the study is constructivist learning theory. Task based learning approach is applied to control the learning procedure and guide the participants. The research methodology includes a combination of quantity and quality methods, descriptive analysis, and content analysis. Results indicate that the participants all hold positive attitudes towards the design of the English writing in this platform. Learner performance in terms of linguistic accuracy has been enhanced as evidenced by: the decreased number of grammatical errors and decreased percentage of grammatical errors to total number of sentences. Learner performance in terms of linguistic complexity is significantly improved according to the following aspects: the relatively increased length of the essay within the given time; the decrease of various errors; and the increase of the compound sentences and the complex sentences, etc. Findings showthat task-based English writing in QQ is effective in scaffolding English language learning. Participants preferred the writing in QQ, including either the real-time interactions and communications or non-real-time ones, which proved to be a promising language learning environment and should be considered and further studied by educators.


2020 ◽  
Vol 1 (7) ◽  
pp. 30-37
Author(s):  
S. S. Belokonova ◽  
V. V. Nazarova

The article discusses the possibility of using gaming technologies in the modern educational process as effective ways of forming self-control and developing the creative potential of students, as well as organizing the educational process at mathematics lessons. The aims and characteristics of educational gaming technologies such as edutainment and gamification are considered. Game technologies have the following metrics: mechanics, aesthetics, dynamics and social interaction. Attention is paid to various educational interactive services (Learnis, Smart Suite) that allow to gamify the lesson. The characteristics and capabilities of each service are considered. The services allow to create tasks of different types: quests, quizzes, games. Services for the gamification have tools for working in real time and tools for assessing student performance.


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