Engaging Non–Science Majors in Biology, One Disease at a Time

2015 ◽  
Vol 77 (3) ◽  
pp. 178-183 ◽  
Author(s):  
Rebecca Garcia ◽  
Alvina Rahman ◽  
Janette Gomos Klein

We designed a human biology course that interests nonmajors while improving science literacy through student engagement, using a constructivist-inspired, topic-centered approach. This way of learning highlights common diseases that provide a basis to incorporate specific biological concepts. The topic-centered approach triggers interest and increases positive perceptions of learning science, and students find applicability in what they learn. In alignment with the Vision and Change report of AAAS, this course addresses the need to focus on connecting biology principles with real-world concerns, while incorporating students’ experiences into the learning process.

AKADEMIKA ◽  
2015 ◽  
Vol 9 (2) ◽  
pp. 217-229
Author(s):  
Elya Umi Hanik

This article discusses about the Contextual Teaching and Learning (CTL) as an innovation of learning science in elementary schools. In fact, the practical implementation of learning is still focused on the teacher as the main actor in which instruction is the dominant strategy in the learning process. Basically CTL is a concept of learning that helps educators link between what is taught with real-world situations of students and encourages them to make connections between the knowledge possessed and implemented in their lives. The concept of CTL applied in science teaching course could have implications, especially in learning to understand the natural phenomena that are not only conceptual. In consequence, students can receive full knowledge built through real experiences.


Author(s):  
Deni Kurniasih

<p><em>In learning science, the problem that arises is how to make learning and presenting science concepts fun for students. For success in learning, learning must be fun, namely the material presented to students already exists in their daily lives. Contextual Teaching and Learning (CTL) is a learning approach that links the material being taught with students' real world situations and encourages students make connections between the knowledge learned and its implementation in their daily lives. The application of the Contextual Teaching and Learning (CTL) learning model in science learning is to apply a learning that includes all the components contained in Contextual Teaching and Learning (CTL). In the implementation of learning, the teacher maximizes the learning process so that learning objectives can be achieved in accordance with the Competency Standards and student conditions. Through learning using the Contextual Teaching and Learning (CTL) approach, it is hoped that students can find solutions to problems from the knowledge they have, and it makes students play an active role when the teaching and learning process takes place.</em></p>


2021 ◽  
Vol 35 (2) ◽  
Author(s):  
Nicolas Bougie ◽  
Ryutaro Ichise

AbstractDeep reinforcement learning methods have achieved significant successes in complex decision-making problems. In fact, they traditionally rely on well-designed extrinsic rewards, which limits their applicability to many real-world tasks where rewards are naturally sparse. While cloning behaviors provided by an expert is a promising approach to the exploration problem, learning from a fixed set of demonstrations may be impracticable due to lack of state coverage or distribution mismatch—when the learner’s goal deviates from the demonstrated behaviors. Besides, we are interested in learning how to reach a wide range of goals from the same set of demonstrations. In this work we propose a novel goal-conditioned method that leverages very small sets of goal-driven demonstrations to massively accelerate the learning process. Crucially, we introduce the concept of active goal-driven demonstrations to query the demonstrator only in hard-to-learn and uncertain regions of the state space. We further present a strategy for prioritizing sampling of goals where the disagreement between the expert and the policy is maximized. We evaluate our method on a variety of benchmark environments from the Mujoco domain. Experimental results show that our method outperforms prior imitation learning approaches in most of the tasks in terms of exploration efficiency and average scores.


Author(s):  
Eileen Z. Taylor

Based on a real world, public company, $30 million embezzlement and financial statement fraud, this case helps students recognize red flags, analyze a situation using the fraud diamond, perform research and reflect on their own work experiences to support a belief, and conduct financial statement analysis. Its variety of activities are suitable for both undergraduate and graduate accounting students, and in-class and out of class learning. Because it is based on an actual fraud, it includes an epilogue with links to news stories and court documents, which improves student engagement with the material.


Author(s):  
Sobron A.N, Bayu, Rani, Meidawati

Daring Learning provides effective learning methods, such as practicing with the existence of relevant feedback, combining collaborative activities with independent learning. Learning in the classroom with a combination of online learning gives students more interest. This study aims to develop a study of the influence of Daring Learning on the interest in learning science of grade VI students at third Elementary School of Karanglo Tawangmangu. This research method consist 26 students using quasi-experimental methods (Quasi Experiments), the population divided into 2 classes including class VI A with 13 students and class VI B with 13 students. Sampling taken in class VI A as the experimental class and class VI B as the control class. The results showed that the learning process using the Daring Learning method especially in science at third Elementary School of Karanglo Tawangmangu had used interesting media, concluding that Daring Learning-based interactive learning media, students were increasingly enthusiastic and not boring especially in learning science using the Daring Learning method. Based on the research stated on the questionnaire responses of students with Daring Learning, it shows that the cateralization is agrees to allow Daring Learning method in third Elementary School of Karanglo Tawangmangu.


2019 ◽  
Vol 7 (5) ◽  
pp. 284-292
Author(s):  
Roldan D. Atienza

Science teachers play an important role in improving science literacy of their students. In achieving and building students’ interest and literacy about science, teachers must have an appropriate approach to be used in teaching. In teaching science, students must be active and participative in the learning process. Engaging students in variety of activities can help them in constructing their own knowledge by experiencing and observing results of the experiment. Teachers must provide real world experiences for students to engage with around global issues. This took the form of service-learning projects emphasizing issues of global concern, or working in teams to devise and debate solutions to real-world problems. Notably, these activities were student-centered and inquiry-based. Teachers also incorporated their own cross-cultural experiences into the classroom through informal conversation, discussions, around artifacts and photos, and lesson plans that incorporated knowledge gained and relationship built though their global experiences. The need for utilizing real life experiences in science teaching is a must in today’s classroom as the new generations of learners are ready to work with the different global issues and concerns of which can play an important role in the learning process. However, the utilization of real life experiences in science instruction grows as a measure when teachers are able to develop an engaging and positive learning environment for learners. With this, teachers should carefully plan how to utilize the students’ real life experiences efficiently and effectively in inquiry-based science instruction to enhance more the teaching-learning process. The focus of this study was to determine the real life experience in inquiry-based earth and space science instruction in public secondary schools in Batangas City. The descriptive method of research was applied in the study, with the questionnaire as the main data gathering instrument responded to by 102 science teachers. Based on the analysis, it was revealed that real life experiences in science areas were moderately utilized by the students while teachers applied inquiry-based learning activities along its phases of exploration, concept introduction, and concept application to a moderate extent. It was recommended that the proposed learning plans be used to enhance science instruction and an instrument or assessment tool may be developed to determine the impact of utilization of real life experiences in teaching-learning process.


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


2021 ◽  
Vol 4 (2) ◽  
pp. 195
Author(s):  
Lari Andres Sanjaya ◽  
Eka Amelia Putri ◽  
Firmanul Catur Wibowo ◽  
Dimas Kurnia Robby ◽  
Ratna Widayanti Puspa D

ABSTRACTThe role of learning media becomes very important in the period of distance learning to connect educators with learners. Therefore, the selection and use of learning media when Learning from Home (BDR) takes place will have an impact on the learning process that occurs. One of the practical and easy to use multimedia for BDR is Digital Storytelling. This article will present the results of research that produces digital storytelling of physics (DiSPhy) learning media that is equipped with science literacy and STEM projects. This research was conducted by the Research & Development (R&D) method which refers to the ASSURE steps. The resulting DiSPhy is tested directly to educators and learners using likert-scale questionnaire instruments. This research succeeded in producing digital learning media products in the form of DiSPhy equipped with decent science literacy as a medium of distance learning physics.Keywords: digital storytelling of physics, science literacy, learning from homeABSTRAK Peran media pembelajaran menjadi sangat penting pada masa pembelajaran jarak jauh untuk menghubungkan pendidik dengan peserta didik. Oleh karenanya, pemilihan dan penggunaan media pembelajaran saat Belajar dari Rumah (BDR) berlangsung akan berdampak pada proses pembelajaran yang terjadi. Salah satu multimedia yang praktis dan mudah digunakan untuk BDR adalah Digital Storytelling. Artikel ini akan memaparkan hasil penelitian yang menghasilkan media pembelajaran Digital Storytelling of Physics (DiSPhy) yang dilengkapi soal literasi sains dan proyek STEM. Penelitian ini dilakukan dengan metode Research & Development (R&D) yang mengacu pada langkah-langkah ASSURE. DiSPhy yang dihasilkan diuji secara langsung kepada pendidik dan peserta didik dengan menggunakan instrumen angket skala likert. Penelitian ini berhasil menghasilkan produk media pembelajaran digital berupa DiSPhy dilengkapi dengan soal literasi sains yang sangat layak sebagai media pembelajaran jarak jauh fisika.Kata kunci: digital storytelling of physics, literasi sains, belajar dari rumah


2018 ◽  
pp. 661-672
Author(s):  
Aleksandar Gubic

The main focus of this chapter is to present how data generated by gamifying education affects the grading process and student engagement. One of the challenges facing modern society is the overall lack of engagement. This is particularly the case in education when frequent tasks and assignments are not approached with a high level of commitment. A relatively new technique has been developed and is showing great potential in a wide array of fields including education. Gamification is the process of applying game mechanics and a way of thinking to real-world tasks with a goal to improve engagement. Gamifying education generates new types of data that can be used in the process of assessing a student's performance as well as effectively improving engagement. The key to implementing gamification is to understand what types of data can be generated. As the amount of data varies depending on which specific components are applied, the task of its interpretation and contextualisation is vital for a successful outcome.


2013 ◽  
pp. 1219-1239 ◽  
Author(s):  
Wan Ng

The objective of this chapter is to discuss the relationships between the three literacies that are mentioned above: digital literacy, science literacy and multiple literacies. The chapter will define digital literacy and scientific literacy and argue that being digitally literate would enhance the development of scientific literacy. It will look at the similarities in skills required for the two literacies (i.e., skills derived from learning science and learning to use digital technology). These are skills at both the operational and conceptual levels. The chapter will draw on these similarities to discuss how being digitally literate could better support the independent and personalized learning of science in the development of individuals who are scientifically literate. The use of multiple literacies pedagogy, the multimodal means of learning and communicating, as bridging the two literacies will be made. Specific examples will be used to illustrate the objective of this chapter. The chapter will conclude with a conceptual framework for the development of digital literacy in empowering students to become scientifically literate.


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