scholarly journals The program brochure as a teaching-learning tool

1974 ◽  
Vol 49 (8) ◽  
pp. 794-6
Author(s):  
J M Biedenbach
2021 ◽  
Vol 12 (2) ◽  
pp. 74
Author(s):  
Neha Agrawal ◽  
Shraddha Rathi ◽  
NarinderDev Gupta ◽  
Anshul Aggarwal ◽  
AmitKumar Garg ◽  
...  

Author(s):  
Dini Turipanam Alamanda ◽  
Grisna Anggadwita ◽  
Abdullah Ramdhani ◽  
Mediany Kriseka Putri ◽  
Wati Susilawati

Learning strategies in the digitalization era are vastly expanding. Students are comprised of the millennials for whom life cannot be separated from technology and the internet. The ever-expanding technology has posed new challenge on the teaching process of millennials, and one of which is the growing importance and increased involvement of technology that empower a host of new learning tools. One of the most prominent open-access teaching/learning tool is Kahoot! This chapter aims to complement studies about the use of game-based methods at higher education. The survey was conducted for 1 year at a university located in a small city in Indonesia. A total of 415 students were actively involved in measuring their perceptions of games-based learning tools called Kahoot! Furthermore, this study also measured differences in outcomes between faculties, types of subjects, and commonly used research methods. The result shows that Kahoot! positively impacts student academic achievement as measured by student motivation, enjoyment, engagement, and concentration.


Author(s):  
Stéphanie Boéchat-Heer ◽  
Maria Antonietta Impedovo ◽  
Francesco Arcidiacono

This paper aims to investigate the “sense” of appropriation of the iPad use by teachers in a professional secondary school. As iPads are increasingly employed in the teaching process in classroom the authors intend to understand how the process of teachers' appropriation of iPad use is perceived as a learning tool. Through the analysis of focus groups with teachers, they intend to detect changes in the sense of appropriation of the iPad in classroom during a school year. The findings of their study allow to identify facilitating and hindering elements that support the process of teachers' appropriation of iPads and open further spaces to investigate the role of new technologies in teaching/learning contexts.


2000 ◽  
Vol 632 ◽  
Author(s):  
Wafeek Samuel Wahby

ABSTRACTA new experiment to implement and collectively publish undergraduate students' research was started at the School of Technology, Eastern Illinois University in the Fall of 1998. A summary of the procedures followed in this experiment, its assessment and its progress are presented. Collective research publications, authored by undergraduate engineering students and edited by their faculty can be used as an effective teaching / learning tool that benefits students/authors, their peers, faculty/editors, local and other institutions, and industry at large, particularly when this research is interactively posted on the Internet. Through a research study format, undergraduates learn the subject matter much better, become familiar with research methods and techniques early in their careers, and polish their technical writing abilities. As the experiment also fosters teamwork and peer collaboration and evaluation, undergraduates sharpen their oral communication skills through group discussions and in-class presentations. The experiment provided an opportunity for students to independently select and research a particular topic and helped them discover the research resources and reference materials available on the subject matter. As one of the few creative opportunities offered in a class, this experiment presented a variety of learning environments to undergraduates and helped promote their creativity and self-directed learning. It was confirmed that most undergraduate students hold unlimited potential for success as researchers, and that enthusiasm, hard work, self-motivation, and dedication of students are likely to constitute better indicators of success than the conventional grades they earned in the past.


2013 ◽  
Vol 75 (7) ◽  
pp. 494-498
Author(s):  
Christopher J. Yahnke ◽  
Tanya Dewey ◽  
Phil Myers

Most teachers agree that writing is an important skill for students to master, yet not all teachers incorporate writing assignments in their courses. Employers agree that written communication is important for college graduates, yet in a survey, less than 10% of employers thought that colleges did a good job preparing students for work. Writing an animal species account for Animal Diversity Web (http://animaldiversity.org) provides students with a real-world example of writing skills and provides resources to instructors who want to incorporate writing in their classes.


Author(s):  
Sangeeta Maruti Gawali

Background: There are various ways by which learning is made more effective and active participation and attendance of the students can be increased. Interactive lectures are one of the important tools to achieve this. The aim of the present study is evaluating the efficacy of interactive teaching. Methods: Interactive lecture series were arranged followed by didactic lectures. At the end of each lecture feedback was taken by giving anonymous questionnaire from each participant. Rating of response was analyzed by ‘Yes’ or ‘No’ format in percentage. Results: 80-85% students reported interactive lectures are interesting, effective and should be followed regularly. Conclusion: Present study concludes that interactive lecture is an effective teaching learning tool which facilitates learners to think, feel and do.


Author(s):  
Varun M. Malhotra ◽  
Pratyush R. Kabra ◽  
Ritika Malhotra

Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media.  The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes.  57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills.  The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.


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