Design and Implementation of a Systemic Learner-centered Teaching Method Model - Focusing on H University -

2021 ◽  
Vol 15 (5) ◽  
pp. 163-173
Author(s):  
Sun-Hee Kim ◽  
Young-Sik Cho ◽  
Bo-Young Kim ◽  
Yong-Su Han
2021 ◽  
Vol 2 (5) ◽  
pp. 19-29
Author(s):  
Sarah Getahun Bekele ◽  
Paul Odundo Amollo ◽  
John Kamau Mwangi ◽  
Ganira Khavugwi Lilian

Well-structured business studies textbook provides enjoyable episodes of knowledge creation which promotes achievement learning outcome for sustained academic results. Business textbook represents potentially implemented curriculum as its vehicle through which intended curriculum is availed to learner encouraging achievement of learning objectives. However, adopting methodology that does not facilitate achievement of specific objectives may limit knowledge construction degrading learner’s mean score. The study adopted is exploratory research design. Data collected were both quantitative and qualitative. Quantitative data were analyzed through counts, percentages, means, standard deviations and Chi square tests while Qualitative data were analyzed using content analysis. Cross tabulation results further indicated that teaching methods significantly influence quality of textbook implying that appropriate teaching methods supports achievement of learning. It was also found that presentation, visuals and differentiated instruction influence quality of instruction content encouraging learning. Therefore, it is recommended that teaching method selected should be learner centered to accelerate learning.


2019 ◽  
Vol 47 (4) ◽  
pp. 461-475
Author(s):  
Irene Korber ◽  
Jodi Shepherd

Purpose The purpose of this paper is to outline the concept and creation of choose-your-own-adventure flip-books for use in teaching information literacy in higher education. Design/methodology/approach This is a conceptual paper that examines how to use choose-your-own-adventure style flip-books to teach knowledge practices from the Framework for Information Literacy for Higher Education. Using constructivist theory and active learning methods, the authors discuss how flip-books offer a hands-on learning strategy to build on students’ knowledge and experiences while promoting learner-centered interactions. Findings As academic libraries evolve from teaching bibliographic instruction via lecture to information literacy through student-centered learning, activities such as the one discussed in this paper provide a way for librarians to better engage with students. Creating curriculum based on educational theory and learner-centered approaches is necessary for librarians to use to optimize classroom time. Practical implications This paper provides a practical and pragmatic evaluation of how to incorporate narrative flip-books into information literacy instruction, providing an additional instructional tool for information literacy practitioners. Originality/value The choose-your-own-adventure story narrative has been used as a learning tool through all levels of education, including in university settings, but there is a lack of research on their use in information literacy instruction. This paper provides insight on how this teaching method and teaching tool can be used by librarians in the information literacy classroom.


2014 ◽  
Vol 667 ◽  
pp. 41-49
Author(s):  
Bo Jian ◽  
Cheng Yang

Online Teaching is growing popular and popular and many universities and organizations offer online teaching courses, such as Coursera, Edx and udacity. Case based teaching as a new approach to construct knowledge hierarchy and it uses 'trigger' cases to stimulate interest in a particular area of the curriculum so it always has a better effect than ordinary method. Based on this situation, the main aim of this paper is to design a web-based case learning system for courses in software engineering. The system allows students play as different roles and study different types of cases in the software engineering field. Thus compared with common teaching method, this system can stimulate students’ interest and enhance students' understanding of software engineering.


2012 ◽  
Vol 190-191 ◽  
pp. 269-272
Author(s):  
Lei Ming ◽  
Song Li ◽  
Ji Xin Yin ◽  
Tie Yu Hu ◽  
Zhi Ke Wang ◽  
...  

As a rising practical teaching method, virtual experiment is playing an increasingly prominent role in modern teaching. The virtual experiment for lift coefficient mensuration, which is one of a series of virtual experiment software that have been accomplished based on numerical simulation and modern computer technologies by the authors, was taken as an example, the design principles, modules constitution, developing tools, and experiment courses were introduced. It is of practical significance on how to make use of virtual experiment technology to reform practical teaching and enhance energy efficiency ratio of experimental teaching.


Author(s):  
Anthony Herrington ◽  
Jan Herrington

Recent research and learning theory provides a wealth of thought, ideas and strategies to inform the design and implementation of learner-centered, realistic and effective learning environments. This chapter proposes guidelines for designing authentic learning environments for higher education that can be applied across a range of disciplines and in a variety of modes. Characteristics of the approach are explored in depth, and the chapters of the book are introduced as examples of authentic learning environments in diverse subject areas and contexts. The chapter provides a practical framework for teachers wishing to break away from traditional, teacher-centered approaches in higher education, and who are willing to create learning environments where students are motivated to learn in rich, relevant and real-world contexts.


2019 ◽  
pp. 69-89
Author(s):  
Pousa María ◽  
Fragueiro María Sandra

In this paper we present a teaching method that advocates cooperation and motivation of students as a mechanism to promote the development of curricular competences in a classroom of Childhood Education. Communication is encouraged, the exchange of opinions the expression of ideas and feelings, and the resolution of problems close to the learner´s daily life, giving sense to what they learn from an interdisciplinary and globalized perspective. This method is known as Work by Projects. The present document begins with a theoretical fundamentation mainly centered on the origin of this methodology. Subsequently, we expose the design and implementation of a Project based on “The Dinosaurs” in a 4 years old classroom.


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