scholarly journals Investigating Student Learning in Two Active Learning Labs: Not All “Active” Learning Laboratories Result in Conceptual Understanding

Author(s):  
Jonte Bernhard
2017 ◽  
Vol 5 (3) ◽  
pp. 411
Author(s):  
Elvi Zahara

The background of this research is the lack of students' mathematics learning outcomes. Thelow yield caused by the learning of mathematics teaching is so very boring, monotonous,stressful and meaningless. Departing from the problems that occur in the field, especially ingrade IV SDN 002 Bagan Besar then there needs to be a strategy that can provide learningmathematics is expected to show active learning, creative, effective and fun. This research istindaan class (PTK), instrument collecting data observation and test learning outcomes. Theresults obtained: Increased activity of the students from the first cycle to the second cycle arevery significant. The increase in active learning, creative, and fun efekif the students alsofollowed by an increase in student learning outcomes. This is evidenced by the increase in thelearning outcomes of the first cycle to the second cycle. Namely, from the average value of 88,27 (cycle I) increased to an average value of 97, 59 (cycle II).


2010 ◽  
Vol 43 (04) ◽  
pp. 759-765 ◽  
Author(s):  
Mark Lawrence Schrad

AbstractInformation and communication technology (ICT) programs like Microsoft PowerPoint and Apple Keynote have become the norm for large university lecture classes, but their record in terms of student engagement and active learning is mixed at best. Here, the author presents the merits of a “populist” lecture style that takes full advantage of the variety of features available from the latest generation of ICT programs. Based on visual variety, audio and visual sound bites, and the incorporation of humor and pop-cultural references, this populist approach not only facilitates greater student attention and engagement with the class materials, but also offers unmatched opportunities for extending student learning beyond the confines of the large lecture hall.


Author(s):  
Bawks Jordan ◽  
Sammy Boggs

A great deal of research has shown that lectures with large class sizes struggle to promote active learning resulting in poor knowledge acquisition and retention as well as limited conceptual understanding. Based on the benefits observed for blending learning models and small group learning in the literature, Introductory Psychology (Psyc 100) at Queen’s has recently undergone a massive redesign with the goal of improving the student experience.The structure of Psyc 100 has been changed from 3 hours of traditional lecture a week to 1 hour of lecture, 1 hour of online learning, and 1 hour of learning lab per week. The goal of this redesign is to increase student engagement through learning labs, grant more freedom to pursue the course material via interactive online tasks, and delve deeper into exciting and relevant topics with more in-depth lectures.The labs are specially designed with a student-centered approach that helps learners to engage with fellow students and the material through group discussions, quizzes, games, and debates. Upper year students majoring in Psychology comprise approximately 2/3 of the tutorial facilitators for these labs, which provide undergraduate students with an important opportunity to take a more active role in the Psychology department and develop a love for teaching.We will present the research behind this redesign, demonstrate how it has been incorporated into the new Psyc 100 curriculum, and share our experiences as student facilitators through the ongoing refinement of the course.


Author(s):  
Victoria A. Fratto

Stakeholders encourage accounting educators to provide active learning opportunities, to integrate the creative use of technology into the curriculum, and to emphasize learning by doing. The principles of good teaching practice can use technology to promote active learning, to provide prompt feedback to students, to increase student time on task, and to make learning more effective and efficient for the student. Technological tools can permit students to become active participants and can improve student learning by giving students convenient access to review material with immediate feedback. This article describes the use and development of a PowerPoint game in an introductory accounting course (managerial accounting) that provides the student with immediate feedback and is designed to be accessed by the student outside of the classroom. This technological tool can be used in other undergraduate academic disciplines.


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