scholarly journals A taste of pathology

2019 ◽  
Vol 39 (9) ◽  
pp. 673-685
Author(s):  
Raquel R. Rech ◽  
Corrie Brown ◽  
Jeann Leal de Araujo ◽  
Claudio S.L. Barros

ABSTRACT: Adult learning, or andragogy, provides a novel way of appreciating using food analogies as an effective learning tool in veterinary pathology. Facilitation of adult learning requires that new concepts be presented in a way that draws on the learner’s experience. Because veterinary students will have had considerable experience with a plethora of food items prior to enrolling in a pathology course, food analogies can provide an easy conduit for incorporating key learning concepts regarding veterinary pathology. In this paper, many of these analogies are presented, along with the mechanisms responsible for each of the characteristic lesions, in the hopes that their usefulness in the classroom can be highlighted to create a more engaging and facilitated learning environment.

Author(s):  
Jane Vinther

The efficacy of computer-based activities that can incorporate grammar as well as language acquisition is at the centre of debates in CALL and SLA. The concern for this chapter is the integration of CALL in the language classroom in a blended learning environment that includes the acquisition of grammatical content and its effect on language acquisition at a level where the learners are proficient users and communicators. The courseware under investigation was shown to be an effective learning tool for the metalinguistic curriculum and the acquisition of particular English structures, such as tenses and adverbials, but not for morphology. The results give grounds for the conclusion that, if the courseware invites students to apply cognitive skills (rather than mere drills), there will be an effect on language acquisition through the knowledge of grammar.


10.28945/4268 ◽  
2019 ◽  

Aim/Purpose: To update a 2010 study that recommended “rules of thumb” for more effective use of PowerPoint in the post-secondary business classroom. The current study expanded the focus to include the business classroom in India as well as the US and examined possible shifts in student perception of the utility of PowerPoint among Generations Y and Z. Background: The study examined students’ perception of the learning utility of PowerPoint in post-secondary business classrooms in the US and India and the relationship of the use of PowerPoint to course ratings. Methodology: Surveys were distributed in post-secondary business classrooms in India and the US in 2018 and early 2019, resulting in 92 completions from India and 127 from the US. Separately 50 student course evaluations from the same US college were compared to the use of slides as well as to their conformance to the “rules of thumb” for effectiveness established earlier and other measures of quality. Contribution: These results show how PowerPoint is viewed by post-secondary business students in India and the US and its perceived utility as a learning tool for Generations Y and Z. Findings: Most post-secondary business students (80%) found PowerPoint an effective learning tool, but only 21% of the business classes examined used it. US students were more positive than Indian ones, who were more likely to say PowerPoint is overused. There was no difference in student course evaluations between those that had slides and those that did not. However, most of the slide decks examined did not follow the “rules of thumb,” exhibiting a much greater number of words per slide. Generations Y and Z gave high ratings to slides that incorporated audiovisuals, mixed media, and special effects and said they learned more when they were the ones who created the slides. However, most students did not rate themselves as competent in creation of PowerPoint slides. Recommendations for Practitioners: (1) Faculty should consider students’ positive reception of PowerPoint, their preference for adaptive, interactive learning that builds on strong multimedia elements while creating instructional materials. (2) Faculty should receive prescriptive design instruction for incorporating PowerPoint best practices to cut back on their self-reported high time spent on slide creation and student-reported low technical competency in faculty instruction. (3) Publishers should concentrate on slide design and innovativeness along with content coverage to serve faculty needs. (4) Business curricula should take into account generational as well as cultural differences in learning preferences. (5) To address the students’ conflation of personal social media prowess with superior technology or communication skills in the professional context, Business curricula should incorporate learning outcomes related to professional use of technology tools such as PowerPoint. Recommendations for Researchers: There is still utility in old-fashioned paper questionnaires to assess what impacts student learning. There is also merit in comparing student course evaluations with various in-classroom treatments. Impact on Society: PowerPoint may be underused in the post-secondary business classroom, but this paper raises questions about the value of unedited use of the very dense slides provided by publishers as effective learning tools in the post-secondary business classroom. Future Research: Future research can be focused on the use of PowerPoint slides in the business classroom in other countries and cultures, as only the US and India were examined. Further examination needs to be made of the relationship between extensive and unedited use of publisher-provided slides and the reporting of the staggering statistics that most students are not now buying textbooks. Finally, this study did not touch on gender or socio-economic differences in the student demographics, which might open further avenues for investigation.


FACETS ◽  
2017 ◽  
Vol 1 (1) ◽  
pp. 263-279
Author(s):  
H.H. Wagner ◽  
C. Boyd ◽  
R. Napper

This paper starts a two-part series on graduate advising that integrates concepts from adult learning, leadership, and psychology into a conceptual framework for graduate advising. A companion paper provides guidance on how to communicate effectively in graduate advising. Here, we present concepts and tools that enable advisors and graduate students to collaborate effectively and share the responsibility for the student’s learning. We specifically discuss (1) how to promote learning about learning to help students make sense of their experience and identify their supervision needs; (2) how to clarify roles and address conflicts of interest between different roles; and (3) how to establish an effective, learning-centered working relationship. By making the advising process explicit, using the concepts and worksheets presented here, advisors will contribute to the training of the next generation of graduate advisors.


2011 ◽  
Vol 6 ◽  
pp. 157-169 ◽  
Author(s):  
A. Chenaux ◽  
M. Murphy ◽  
G. Keenaghan ◽  
J. Jenkins ◽  
E. McGovern ◽  
...  

The design and evaluation of virtual learning environments for construction and surveying students is presented in this paper; by combining virtual learning environment and on-site student surveys to model and replicate practice in the architectural heritage sector. The Virtual Learning Environment is enhanced with real live survey projects whereby students collect the data to build virtual historic buildings from onsite surveys using advanced survey equipment. The survey data is modelled in HBIM; Historic Building Information Modelling (HBIM) is currently being developed as a virtual learning tool for construction and surveying students in the Dublin Institute of Technology.  HBIM, is a novel solution whereby interactive parametric objects representing architectural elements are constructed from historic data, these elements, including detail behind the scan surface are accurately mapped onto a laser or image based survey. The architectural elements are scripted using a Geometric Descriptive Language GDL. In the case of this project a Virtual Learning Environment is being developed which combines advanced recording and surveying with Building Information Modelling (BIM) to simulate and analyse existing buildings.


Seminar.net ◽  
2015 ◽  
Vol 11 (1) ◽  
Author(s):  
Camilla Kirketerp Nielsen

The overall objective of this project is research-based development, implementation and evaluation of a game-based learning concept to be used in the veterinary education. Herd visits and animal contact are essential for the development of veterinary competences and skills during education. Yet veterinary students have little occasion to reach/attain a proper level of confidence in their own skills/abilities, as they have limited “training-facilities” (Kneebone & Baillie, 2008). One possible solution mightbe to provide a safe, virtual environment (game-based) where students could practise interdisciplinary clinical skills in an easily-accessible, interactive setting. A playable demo using Classical Swine Fever in a pig herd as an example has been produced for this purpose. In order totailor the game concept to the specific veterinary learning environment and to ensure compliance with both learning objectives and the actual learning processes/procedures of the veterinary students, the project contains both a developmental aspect (game development) and an exploration of the academic (scholastic) and profession (practice) oriented learning context. The initial phase of the project was a preliminary exploration of the actual learning context, providing an important starting point for the upcoming phase in which I will concentrate on research-based development, implementation and evaluation of a game-based virtual environment in this course context. In the academic (scholastic) and profession (practice) oriented learning context of a veterinary course in Herd Health Management (Pig module),ethnographic studies have been conducted by using multiple data collection methods; participant observation, spontaneous dialogues and interviews (Borgnakke, 1996; Hammersley & Atkinson, 2007). All courserelated activities in the different learning spaces (commercial pig herds, auditoriums, post-mortem examinations, independent group work) were followed.This paper will describe the project and it will focus in particular on the initial exploration of the veterinary learning context in terms of theory, empirical data and the methods.


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