scholarly journals ON THE RECORD: STUDENT MOTIVATIONS FOR RECORDING LECTURES AND IMPLICATIONS FOR LEARNING

Author(s):  
Ryan Clemmer ◽  
Julie Vale

Prior to the pandemic, a second-year engineering course was delivered using a blended synchronous format. Students were surveyed on many aspects of their experience with this format including their use of recorded lectures. Participants reported both recording and watching behaviour: 30% of students watched recorded lectures with students watching or recording at least half of the lectures throughout the semester. From the results, recording of the lectures offers an increase in the final grade of, on average, 9.5% (p=0.0071) for both lowattending and high attending students. While attending most synchronous lectures tends to yield overall better performance (on average, 14.4%, p=0.0001), low attending students can overcome part of that gap by reviewing recorded lectures. Motivations for recording were associated with scheduling conflicts that prevented participants from attending the live lecture and participants wanting to review the material afterwards. Generally, students chose not to record the lectures because of a perceived barrier to doing so or a perception that their existing lecture notes were sufficient.  Post pandemic, it may be beneficial to incorporatelecture recording with face-to-face lectures to allow students the additional benefit of reviewing lecture material and increasing student access to lecture content.

2022 ◽  
pp. 838-863
Author(s):  
Kristin Carlson ◽  
Rick Valentin

Teaching an introductory web design course is already a blended environment. Students meet face-to-face, yet have access to a myriad of online resources, YouTube videos, blogs, and forums to support their learning. However, the challenges of learning to understand code can inhibit students and diminish their motivation to look for resources. The authors have attempted to address this issue by focusing on the use and design of games for learning to code, as well as providing video lecture material in combination with the traditional face-to-face learning environment. By using games and gamification in the course design, the authors have found that students are able not only to bridge their knowledge between modalities more smoothly, but that they understand that there are multiple ways to solve a problem and feel empowered to search for solutions in innovative ways.


Author(s):  
Alyona Sharunova ◽  
Ahmed Ead ◽  
Christopher Robson ◽  
Misha Afaq ◽  
Pierre Mertiny

With the rapid development of engineering and new demands of contemporary employers, post-secondary institutions have to adapt, improve and enhance engineering curricula to ensure that recent graduates possess appropriate levels of technical and professional skills and multilateral abilities for a successful start in industry. As industrial technologies, tools, and processes evolve, so must teaching methodologies and approaches, which significantly changes the structure of engineering courses. To ensure that students not only master technical knowledge but also develop their professional, interpersonal, cognitive and computer skills, engineering curricula have begun to shift from a classic instruction format to a blended learning format. Blended learning, the strategy of combining regular face-to-face instruction with online learning and/or other out-of-class-activities, is increasingly used in post-secondary education and disciplines and can take different forms depending on the course needs and desired learning outcomes. This paper reviews the recent implementation of blended learning in the form of gamification of a second-year introductory engineering design course using a commercial online learning platform. The reasoning, methodology, process and the results of student surveys before and after the online game are discussed along with suggested improvements.


2016 ◽  
Vol 8 (3) ◽  
pp. 71
Author(s):  
Humaira Raslie ◽  
Salina Pit ◽  
Su-Hie Ting

<p>This study examined the millennial’s expectations of life at the university and the workplace.<br />Questionnaire data were obtained from 142 students aged 20 to 24 in a Malaysian public<br />university from different disciplines. The results showed that most of the participants were<br />highly feedback oriented and expected instant face-to-face feedback from their lecturers,<br />particularly when in emails. They relied on lecture notes to understand the lectures, but would<br />also look for supplementary reading materials. They expected lecturers to deliver interesting<br />lectures but would attend boring lectures to comply with lecture attendance rules. The results<br />also suggest that many participants would not sacrifice their personal time to meet either<br />assignment or work deadlines because they expected deadline extensions. Although the<br />participants preferred positive comments, they also expected to be reprimanded for<br />unsatisfactory work performance. They also expected a fair amount of individual work<br />compared to group work at the workplace. The findings suggest that the participants<br />generally had realistic expectations of university and work life.</p>


2020 ◽  
Vol 8 (2) ◽  
pp. 244
Author(s):  
Puspita Ratna Susilawati

The implementation of the flipped classroom model was one of the efforts to prepare quality human resources and master the skills of the 21st century. Face-to-face activities that were more of an analysis, evaluating, and creating in a flipped classroom could train critical thinking skills and had a direct impact on students' understanding. The purpose of this study was to analyze the implementation of the flipped classroom model and its effect on students' understanding of the whole mount material (pollen and spore acetolysis) in microtechnique courses. This research was a quasi-experiment with nonequivalent control group design. The independent variable was the flipped classroom model, while the dependent variable was student understanding. Test (pretest and posttest) was used as data collection techniques. Data analysis was performed by calculating the N-gain then t-test. The learning design was divided into pre-class, in-class, and post-class stages. The in-class stage is designed using the practicum method. The results showed that the percentage of students with high and moderate N-gain categories in the control group was 43.76%, while in the treatment group was higher, namely 64.87%. The implementation of a flipped classroom could improve student understanding of lecture material.


2021 ◽  
Author(s):  
Cristina Pavon ◽  
Miguel Aldas ◽  
Maria Dolores Samper ◽  
Juan López-Martínez

During the 2020/21 academic year, the active and collaborative learning methodology was implemented in the development of a laboratory practice of the Eco-efficient Materials course of the second year of the University Master's Degree in Engineering, Processing and Characterization of Materials, in virtual modality. The use of this methodology aims to promote student participation and increase their level of responsibility in the laboratory practice, making use of the advantages of a virtual modality. Before carrying out the practice, students were given a script and then an explanatory session and resolution of doubts was held. The practices were carried out in a virtual and synchronous way. The students were responsible for setting the parameters and the teacher was in charge of reproducing them in the laboratory. The objective of this work was to observe the behavior of the students in decision-making, to appreciate if they acquired the necessary knowledge for the development of the practice and to solve the problems that may arise during it. Subsequently, the learning methodology between a virtual and a face-to-face modality was compared, and an active and collaborative learning methodology was developed that can be applied in either of the two scenarios.


2020 ◽  
Vol 4 (4) ◽  
pp. 757-763
Author(s):  
Elfizar Elfizar

The Covid-19 pandemic makes massive use of information technology (IT) in various fields. This study aims to evaluate the use of IT in Computer Networks lectures at the Department of Computer Science, Faculty of Mathematics and Natural Sciences, University of Riau in the era of Covid-19 Pandemic. This causal comparative study uses data from the results of student achievement in the Even Semester Academic Year 2019/2020. There are two lecture models given to students namely synchronous and asynchronous models. The use of the model is based on the type of lecture material provided. Furthermore, the results of student achievement obtained at the end of the semester are compared with the results of student achievement in the previous year that used physical face-to-face lectures. The results of this study indicate that there was an increase of 7.17% in the student achievement during the use of IT in lectures during the Covid-19 Pandemic with the effective synchronous lectures duration from 60 to 100 minutes.  


2020 ◽  
Vol 1 (3) ◽  
pp. 185-208
Author(s):  
Roy Martin Simamora ◽  
Daniel De Fretes ◽  
Ezra Deardo Purba ◽  
Daniel Pasaribu

This study aimed to investigate the lecturer' perspectives during COVID-19 pandemic in higher education. The participants have consisted of 8 from various universities in Indonesia. In this study, researchers chose narrative analysis as a research approach. A narrative analysis was used to explore lecturer perspectives or views on e-learning based on the practices, challenges, and prospects during COVID-19 pandemic. Based on the lecturers' perspective, the researchers concluded that online learning applications are beneficial for some lecturers to deliver lecture material without face to face, although there are some obstacles such as inadequate internet access. Some campuses provide self-developed applications to facilitate teaching lecturers and provide access to students to study lecture material. Some teachers also used online learning service provider applications or third parties such as Youtube, Zoom, Google Meet, Google Classroom and other online applications. Overall lecturers in universities can use existing learning applications. Efforts are needed to develop further, train, and improve infrastructure facilities to support online learning in the future. Online learning has high prospects and potential to be applied due to its extremely related to technological developments and ever-changing times wherever everything is quick and economical.


2020 ◽  
Vol 4 (2) ◽  
pp. 11
Author(s):  
Muhammad Mukhtar Aliyu

Despite the importance of writing skills to academic success, many undergraduates face a lot of challenges with writing in English. Studies have shown that engaging and supporting students in a writing process help to improve the students’ writing performance. Therefore, this study used a Problem-based learning approach (PBL) in order to give students opportunities to be engaged and support one another in a writing process through face-to-face interactions. The paper specifically reports what the students do to support their peer in the PBL writing process. An intact class of 18 second-year students in an English Composition course in Nigeria was selected to participate in the study. Data were obtained through audio- and video-recording of the students’ face-to-face interactions. The findings showed that the participants supported theirs peer through various ways in the PBL process such as modelling their facilitators, sharing tasks and responsibilities, clarifying instructions and unclear terms, using dictionary, suggesting other sources to get more information, checking for consensus, creating humour, encouraging others to participate and raise their voices while speaking, restating time given to a session and giving overview of a previous session. The support provided by the peers helped the students to improve their writing. The study has some implications for writing teachers.


Author(s):  
Kristin Carlson ◽  
Rick Valentin

Teaching an introductory web design course is already a blended environment. Students meet face-to-face, yet have access to a myriad of online resources, YouTube videos, blogs, and forums to support their learning. However, the challenges of learning to understand code can inhibit students and diminish their motivation to look for resources. The authors have attempted to address this issue by focusing on the use and design of games for learning to code, as well as providing video lecture material in combination with the traditional face-to-face learning environment. By using games and gamification in the course design, the authors have found that students are able not only to bridge their knowledge between modalities more smoothly, but that they understand that there are multiple ways to solve a problem and feel empowered to search for solutions in innovative ways.


2021 ◽  
Vol 6 (3) ◽  
pp. 87-90
Author(s):  
Juanita S. M. Kong ◽  
Boon See Teo ◽  
Yueh Jia Lee ◽  
Anu Bharath Pabba ◽  
Edmund J.D. Lee ◽  
...  

Introduction: With the COVID-19 pandemic, Singapore underwent a national lockdown in which most organisations, including schools were closed. Halting face-to-face tutorials resulting in decreased clinical contact for medical students. Prior to the pandemic, we had developed the Virtual Integrated Patient (VIP). Equipped with conversational technology, it provides students online practice in various clinical skills such as history-taking, physical examination and investigations. The aim of this paper is to describe the supplementary use of VIP in the second-year class, in which a pilot study was conducted. Methods: The VIP platform was introduced to the cohort and used to supplement the teaching of history-taking in the “Communication with Patients” (CWP) module for second-year students. Traditionally, CWP tutorials involve face-to-face history-taking from standardised patients (SPs). Students, who consented to participating in the trial, had an additional 3 weeks’ access to VIP to practice their history-taking skills. They completed a survey on their user experience and satisfaction at the end of the 3 weeks. Results: Out of the 106 participants, 87% strongly agreed or agreed that using VIP helped in remembering the content while 69% of them felt that VIP increased their confidence and competence in history-taking. Conclusion: VIP was well-received by students and showed promise as a tool to supplement history-taking tutorials, prior to students’ encounter with SPs and real patients. Hence, this trend showed its potential as an alternative when clinical rotations were delayed or cancelled. Further research can be done to evaluate its effectiveness in this context.


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