Education 3.0: Transforming Teaching and Learning by Eliminating Lecturing

Author(s):  
Tae-Eog Lee ◽  
KiSoon Cho ◽  
Eun-Jee Kim

Lecturing has been effective for mass education. However, its limitations for learning effectiveness have been well known. Many innovative pedagogies have been developed for increasing interaction and student participation in classes. However, they have not been successfully adopted in most classrooms. On the other hand, the gap on educational quality between the industry and the academia, which is mostly attributable to lecture-based education, has been expanding. We propose a simple and effective strategy to transform teaching and learning to be highly interactive and student-participative by eliminating lecturing from classrooms. After sending lecturing to e-learning, teachers do non-lecturing activities including discussion, Q&A, interactive problem solving, team learning, and labs. We share strategies, feedback, and experiences from a university-wide program for implementing such new teaching and learning.

Author(s):  
Weiyuan Zhang ◽  
Yau Ling Cheng

<p>E-learning has become an increasingly important teaching and learning mode in educational institutions and corporate training. The evaluation of e-learning, however, is essential for the quality assurance of e-learning courses. This paper constructs a four-phase evaluation model for e-learning courses, which includes planning, development, process, and product evaluation, called the PDPP evaluation model. Planning evaluation includes market demand, feasibility, target student group, course objectives, and finance. Development evaluation includes instructional design, course material design, course Web site design, flexibility, student-student interaction, teacher/tutor support, technical support, and assessment. Process evaluation includes technical support, Web site utilization, learning interaction, learning evaluation, learning support, and flexibility. Product evaluation includes student satisfaction, teaching effectiveness, learning effectiveness, and sustainability. Using the PDPP model as a research framework, a purely e-learning course on Research Methods in Distance Education, developed by the School of Professional and Continuing Education at the University of Hong Kong (HKU SPACE) and jointly offered with the School of Distance Learning for Medical Education of Peking University (SDLME, PKU) was used as a case study. Sixty students from mainland China, Hong Kong, Macau, and Malaysia were recruited for this course. According to summative evaluation through a student e-learning experience survey, the majority of students were very satisfied/satisfied on all e-learning dimensions of this course. The majority of students thought that the learning effectiveness of this course was equivalent, even better, than face-to-face learning because of cross-border collaborative learning, student-centred learning, sufficient learning support, and learning flexibility. This study shows that a high quality of teaching and learning might be assured by using the systematic PDPP evaluation procedure. It is hoped that the PDPP evaluation model and its application can provide a benchmark for establishing a wider e-learning quality assurance mechanism in educational institutions.</p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="if(typeof(jsCall)=='function'){jsCall();}else{setTimeout('jsCall()',500);}" type="hidden" /><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="if(typeof(jsCall)=='function'){jsCall();}else{setTimeout('jsCall()',500);}" type="hidden" />


Author(s):  
Sohail Iqbal Malik ◽  
Mostafa Al-Emran ◽  
Roy Mathew ◽  
Ragad M Tawafak ◽  
Ghaliya Alfarsi

Learning to code is considered as a difficult and challenging task for a significant number of novice programmers in programming education. Novice programmers have to acquire different skills such as problem solving, program design, comprehension, and debugging at the same time. On the other hand, most introductory programming courses focus more on syntax of the programming language. In this study, we developed and introduced a ‘PROBSOL’ application in three different learning systems (E-learning, M-learning and Game-based learning) to enhance the problem solving skills of novice programmers in an introductory programming (IP) course. A survey was conducted with the IP students to determine their perception about all the three applications in the IP course. Gender differences were determined by comparing both female and male students’ responses for each question in the survey. The results of comparison show that male students were more satisfied with all the three applications compared to female students. Both female and male students perceived that all the three applications are user-friendly, enabled them to accomplish tasks more quickly, and enhanced their learning productivity. Overall, both male and female students appreciated all the three applications in the teaching and learning process of the IP course. This study implies that instructors can also use all the three applications as an additional teaching tool in the teaching and learning process of programming education.


Author(s):  
Reenu Kumari

Abstract: The goal of this study is to highlight current breakthroughs in digital technology research in the subject of mathematics education. The Covid-19 outbreak in 2020 turned both private and public life on its head. Higher education institutions all across the world were forced to switch their teaching and learning online on very short notice. As a result, many types of software like Google Meet, MS teams, Zoom and WebEx, etc. have been developed to help teachers and students communicate more effectively. Problem-solving is a characteristic of mathematical activity and an essential component of the development of mathematical and analytical skills. The capacity to answer a broad variety of complicated mathematical problems is a major goal of mathematics education and learning. However, the process of problem-solving in online mode has not received the attention it deserves, because many professors are uncomfortable with it. As a result, problemsolving as a method and skill is not taught as an intrinsic component of the mathematics learning process by instructors. Qualitative methodology is a technique used for this study. The purpose of this study is to reveal the roles and significance of mathematics teaching and learning via the use of technology applications (E-learning). Keywords: Mathematics, COVID-19, E-learning, Education


2016 ◽  
Vol 3 (1) ◽  
pp. 19-25
Author(s):  
Dolores Marlene Martínez Suárez

ABSTRACTThis research aims to incorporate E-learning as a complementary tool for teaching and learning for people with hearing disabilities, assuming that universities should comply with the provisions of the affirmative action measures in benefit of accession of Persons with Disabilities to Higher Education in Venezuela, on the other hand, as indicated in the Constitution of the Bolivarian Republic of Venezuela and other relevant laws on disability, which recognize that this population have been discriminated against in the Education University tion so should be allowed equal opportunities in the entry of people with disabilities at university level. In this sense, it is intended to supplement teaching through electronic books, guides, Self, exercises, forums, chat, videoconference and others; to strengthen the knowledge received in the classroom, motivated that there is a disadvantage in high schools, colleges and universities due to lack of sign language interpreters Venezuelan support to teachers. The research design was documentary, bibliographic and field descriptive. Within this framework it is raised the need to rethink the teaching practice, proposing new challenges that will generate, among other things strategic alternative pedagogical gies for building an educational culture in which all feel part well break the barriers of language and communication allowing for greater inclusion of people with hearing loss, or deaf to the university and on the other hand the educational transformation is to strengthen and facilitate understanding of the issues of greatest difficulty through the use of E-learningRESUMENEste trabajo de investigación tiene como propósito incorporar el E-learning como herramienta complementaria para la enseñanza y aprendizaje de las personas con discapacidad auditiva, partiendo de que las universidades deben cumplir con lo establecido en las Medidas de Acción Afirmativa a Favor del Ingreso de las Personas con Discapacidad a la Educación Universitaria en Venezuela, por otra parte, lo indicado en la Constitución de la República Bolivariana de Venezuela y otras leyes competentes en discapacidad, donde reconocen que esta población han sido discriminadas de la Educación Universitaria por lo que se debe permitir la equiparación de oportunidades en el ingreso de personas con discapacidad a  nivel Universitario.En este sentido, se pretende complementar la enseñanza a través de Libros electrónicos, Guías, Autoevaluación, Ejercicios, Foros, Chat, Videoconferencias entre otros; a fin de que refuercen el conocimiento recibido en las aulas de clases, motivado a que existe una gran desventaja en los institutos, colegios y universidades por no contar con intérpretes de lengua de señas venezolanas que apoyen a los docentes.El diseño de la investigación fue documental, bibliográfico y de campo, de tipo descriptivo. Dentro de este marco se planteó la necesidad de repensar la práctica docente, al proponer nuevos desafíos que permitan generar, entre otros aspectos estrategias pedagógicas alternas para la construcción de una cultura educativa en la cual todos se sientan partícipes además de romper con las barreras de lenguaje y comunicación permitiendo una mayor inclusión de personas con hipoacusia, o con discapacidad auditiva al ámbito universitario y por otro lado se ve la transformación educativa al fortalecer y facilitar la comprensión de los temas de mayor dificultad a través de la utilización del E-learning. Contato principal: [email protected]


Author(s):  
Richard Caladine

Videoconference has been used for interactions between students and teachers in distance education for many years. The newer technology, video chat, a computerbased technology that has evolved from instant messaging, appears to be displacing videoconference due to its low cost and ease of use. Access Grid is a similar technology in that like the other two it is based on two-way audio and video communications. Since its inception in the mid-1990s, the Access Grid has been used by researchers and it is not surprising that usage levels in teaching and learning are increasing as many researchers are teachers and see its potential to bring media-rich interactions to e-learning.


2021 ◽  
Vol 14 (1) ◽  
pp. 142
Author(s):  
Claudia Maria Bezerra da Silva

The proposal of the flipped classroom is that the student has the first contact with the content through pre-class activities. The classroom becomes the place to clarify doubts and deepen knowledge in practical activities such as problem solving, projects and group discussion. This article presents a literature review that aims to reflect on the flipped classroom as an active methodology and the changes and impacts of its use for the teaching and learning process. It is concluded that the purpose of the flipped classroom is to favor a better use of time and space in the classroom, encouraging the active student, with reflective thinking and greater interaction between students and between them and the teacher. This can lead to positive impacts, such as greater conceptual understanding, development of critical thinking and reducing the number of failures. On the other hand, negative points may arise, such as an increase in the number of hours of previous study and the student's difficulty in adapting to the logic of inversion of classes.


Author(s):  
Abdullah Ahmad Basuhail

This paper presents an approach to implement learning objects for teaching and learning problem-solving techniques based on computer programming. The demonstrated approach exploits computer-based interactive animations and computer graphics. The main feature of this approach is its simplicity for exploring the concepts and structures of the programming that are used to implement a solution for a problem under consideration. The developed learning objects feature the possibility of reusability and adaptability in e-learning settings. Moreover, the learning objects can be utilized as a hands-on experience for the learners of a certain subject matter. The approach applied for the design and implementation of the learning objects for computer programming-based problem solving can be extended to other disciplines of science and technology. As a demonstration of the proposed methodology, we showed an application that utilizes the approach to implement a learning object for solving a well-known statistics and probability problem.


Author(s):  
Nana Nana

<p class="AbstractEnglish"><strong>Abstract:</strong> The purpose of this writing is to describe the application of the creative problem solving-based blogs model as a learning innovation. This writing is motivated by the lack of mastery of the material so that the learning that is applied is not optimal. For this reason, there needs to be innovation in learning by applying creative blog models based on problem-solving. Model creative problem solving as a problem-solving process accompanied by a blog so that students become motivated and can improve the results of their studies. The method used in this study is to write a library by examining some of the literature to analyze and make conclusions. The writing results show that the application of creative blog-based problem-solving models as learning innovations can be a solution to the problems faced in the teaching and learning process in the classroom. Creative problem-solving models are applied to students in secondary schools with several steps, including; students are committed to clarifying various problems that must be resolved, after the chosen problem is then revealed through the blog, further evaluation, and selection process to find solutions to the problems found, after which students are implemented into other groups with blogs that can be accessed by other groups for continuous learning. Creative problem-solving studies that use blogs can enable student participation in class. Thus, the need for students' readiness to accept various innovations.</p><p class="AbstrakIndonesia"><strong>Abstrak:</strong> Tujuan penulisan ini untuk mendeskripsikan penerapan model <em>creative problem solving</em> berbasis blog sebagai inovasi pembelajaran. Penulisan ini dilatar belakang oleh masih kurangnya penguasaan materi sehingga pembelajaran yang diterapkan belum maksimal. Untuk itu perlu ada inovasi dalam pembelajaran yaitu dengan menerapkan model <em>creative problem solving</em> berbasis blog. Model <em>creative problem solving</em> sebagai proses pemecahan masalah yang diiringi dengan blog agar siswa menjadi termotivasi dan dapat meningkatkan hasil belajarnya. Metode yang digunakan dalam penulisan ini yaitu dengan studi kepustakaan dengan mengkaji beberapa literatur untuk dianalisis dan dibuat kesimpulan. Hasil penulisan menunjukkan bahwa penerapan model <em>creative problem solving</em> berbasis blog sebagai inovasi pembelajaran dapat menjadi solusi dari permasalahan yang ditemui dalam proses belajar mengajar di kelas. Model <em>creative problem solving</em> diterapkan kepada siswa di Sekolah Menengah Atas dengan beberapa langkah antara lain; siswa melalukan klarifikasi berbagai masalah untuk dipecahkan, setelah masalah dipilih untuk kemudian diungkapkan melalui blog, selanjutnya melakukan proses evaluasi dan seleksi untuk menemukan solusi dari masalah yang ditemukan, setelah itu siswa melakukan implementasi kepada kelompok lain dengan blog yang dapat diakses oleh kelompok lain selama pembelajaran berlangsug. Pembelajaran <em>creative problem solving</em> yang menggunakan blog dapat mengaktifkan partisipasi siswa di kelas. Dengan demikian, perlunya kesiapan siswa dalam menerima berbagai inovasi.</p>


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