Learning-by-Doing in the Newsvendor Problem - A Laboratory Investigation of the Role of Experience and Feedback

Author(s):  
Gary E. Bolton ◽  
Elena Katok
Animals ◽  
2021 ◽  
Vol 11 (7) ◽  
pp. 2001
Author(s):  
Greta Baratti ◽  
Angelo Rizzo ◽  
Maria Elena Miletto Petrazzini ◽  
Valeria Anna Sovrano

Zebrafish spontaneously use distance and directional relationships among three-dimensional extended surfaces to reorient within a rectangular arena. However, they fail to take advantage of either an array of freestanding corners or an array of unequal-length surfaces to search for a no-longer-present goal under a spontaneous cued memory procedure, being unable to use the information supplied by corners and length without some kind of rewarded training. The present study aimed to tease apart the geometric components characterizing a rectangular enclosure under a procedure recruiting the reference memory, thus training zebrafish in fragmented layouts that provided differences in surface distance, corners, and length. Results showed that fish, besides the distance, easily learned to use both corners and length if subjected to a rewarded exit task over time, suggesting that they can represent all the geometrically informative parts of a rectangular arena when consistently exposed to them. Altogether, these findings highlight crucially important issues apropos the employment of different behavioral protocols (spontaneous choice versus training over time) to assess spatial abilities of zebrafish, further paving the way to deepen the role of visual and nonvisual encodings of isolated geometric components in relation to macrostructural boundaries.


2018 ◽  
pp. 205-226 ◽  
Author(s):  
Sergi Villagrasa ◽  
David Fonseca-Escudero ◽  
Ernest Redondo ◽  
Jaume Duran

This paper describes the use of gamification and visual technologies in a classroom for higher education, specifically for university students. The goal is to achieve a major increase in student motivation and engagement through the use of various technologies and learning methodologies based on game mechanics called gamification. Gamification is used to engage students in the learning process. This study adds learning methodologies like Learning by Doing to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual reality and visualization 3D on the web thanks to webGL. This creates a new management tool, called GLABS, to assist in the gamification of the classroom. Understanding the role of gamification and the technology in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.


2022 ◽  
pp. 107-125
Author(s):  
Gaia Lombardi

This chapter presents some creative pedagogical strategies used during the distance or remote learning period due to the COVID-19 pandemic from March to May 2020. The chapter explores the use of coding in a transdisciplinary way. Strategies for online tools and their specific use both in remote and in face-to-face learning are presented. The role of hands-on learning as a process of learning-by-doing and how to involve pupils using the methods of a flipped classroom are also presented. The chapter concludes with the importance of games to keep the class group united and cohesive in order to develop a healthy sense of competitiveness and collaboration among the pupils.


2019 ◽  
Author(s):  
Joshua S. Graff Zivin ◽  
Lisa Kahn ◽  
Matthew Neidell
Keyword(s):  

Joule ◽  
2020 ◽  
Vol 4 (5) ◽  
pp. 967-970 ◽  
Author(s):  
Bart Sweerts ◽  
Remko J. Detz ◽  
Bob van der Zwaan

2011 ◽  
Vol 115 (32) ◽  
pp. 8940-8947 ◽  
Author(s):  
Lin Wang ◽  
Wen Xu ◽  
Alexei F. Khalizov ◽  
Jun Zheng ◽  
Chong Qiu ◽  
...  

2016 ◽  
Vol 47 (3) ◽  
pp. 311-317
Author(s):  
Bolesław Niemierko

Abstract The aim of the studies was to ascertain how far psychology students are ready to learn the vocation of education assistants to children and youth. Four general ways of acquiring knowledge and skills - by assimilation, by doing, by discovering, and by impression - were distinguished and interpreted with regard to the students’ prospective employment in educational institutions. Learning by doing (model Beta) and by impression (model Delta) turned out to be more expressive in the student self-reports than learning by assimilation (model Alpha) and by discovering (model Gamma). A proof that the Nosal/Paluchowski typology of diagnosticians applies to psychology students was also in search. However, the pertinent Educational Diagnostician Inventory appeared satisfactorily valid only for those psychology sophomores who manifested the best-shaped attitudes towards educational diagnoses. They belonged mostly to concrete-objective (Proceduralist) and global-subjective (Intuitionist) attitude categories. Transactional analysis partly supported these findings of the survey.


2002 ◽  
Vol 24 (2) ◽  
pp. 11-15
Author(s):  
Brent Weisman

We expect graduate students to be able to enter the work force and begin making professional contributions upon graduation. Indeed, those who do find employment in their chosen field are often immediately faced with complex challenges, the successful solution of which relies on both their problem solving abilities and the demonstration of basic levels of professional competence. We expect them to perform as if they were already experienced in the field, and hope that the building blocks we have provided them with in their formal education support the range of experiences with which they must deal. However, one problematic and daunting question lurks to haunt the transition from student to professional. How can the traditionally passive experience of a student in a classroom truly serve to prepare them for the active role of practitioner?


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