Satisfaction Analysis of Experiential Learning-Based Popular Science Education

2015 ◽  
Vol 13 (2) ◽  
pp. 93-109 ◽  
Author(s):  
Wei-Yuan Dzan ◽  
Huei-Yin Tsai ◽  
Shi-Jer Lou ◽  
Ru-Chu Shih

This study employed Kolb's experiential learning model-specific experiences, observations of reflections, abstract conceptualization, and experiment-action in activities to serve as the theoretical basis for popular science education planning. It designed the six activity themes of “Knowledge of the Ocean, Easy to Know, See the Large from the Small, Challenge of Vessel Knowledge, Do It Yourself, and Small Book”, with the National Science and Technology Museum (NSTM) as the research site. A questionnaire survey was distributed to 660 visitors who participated in “Large Ship! Formosa! Popular Science Education” to understand their satisfaction and preferences of the activities. The findings of the study suggest that participants were highly satisfied with the activity theme content, learning effects, and the environment and equipment. They also preferred hands-on types of activities. Particularly, “fun and interesting” and “broadening knowledge” are important factors influencing participants' willingness of participation. Finally, the results can be provided to educators, practitioners, and administrators for future promotion of popular science education.

Author(s):  
Francesca Anselmi ◽  
Zoe Grier ◽  
Maria F. Soddu ◽  
Naomi Kenyatta ◽  
Sharlene A. Odame ◽  
...  

2018 ◽  
Author(s):  
Ram P. Rustagi ◽  
Viraj Kumar

With the rapid increase in the volume of e-commerce, the security of web-based transactions is of increasing concern. A widespread but dangerously incorrect belief among web users is that all security issues are taken care of when a website uses HTTPS (secure HTTP). While HTTPS does provide security, websites are often developed and deployed in ways that make them and their users vulnerable to hackers. In this article we explore some of these vulnerabilities. We first introduce the key ideas and then provide several experiential learning exercises so that readers can understand the challenges and possible solutions to them in a hands-on manner.


Author(s):  
Angela M. Eikenberry

AbstractSocial transformations around the world have increased the need for philanthropy and motivated people to become more active at the local level. Giving circles have emerged from this context, providing a hands-on, “do-it-yourself” approach to philanthropy. They involve individuals collaborating to support causes of mutual interest and frequently include social, educational, and engagement opportunities for members. In this research, I focus on understanding if participation in these new forms of philanthropic voluntary association lead to greater civic and political participation. That is, do giving circles serve as schools of democracy? I draw on survey data from current and past members of giving circles and donors outside these circles, as well as interviews with giving circle members, in the U.S. and U.K. The findings suggest that giving circles have a positive impact on giving, volunteering, and efforts to address problems in the community, but little effect on participation in changing government policy or other political activities.


2017 ◽  
Vol 15 (1) ◽  
pp. 42-56 ◽  
Author(s):  
Eyal Eckhaus ◽  
Galit Klein ◽  
Jeffrey Kantor

Management studies have been criticized for lagging behind the actual needs of organizations, ignoring experiential dimensions. We address this issue by applying experiential learning theory using an accountancy-oriented board game designed to help participants learn about cost management. The game was played in a pricing course with an enrolment of 104 accountancy students. We examined the impact levels of game entertainment and comprehensibility on the course material comprehension as well as the game’s impact on the final grade in the course. Results show that game participants had significantly higher grades than students that did not participate in the game, and that entertainment and comprehensibility of the game predict the understanding of course material. We also found that managerial employment capability can be predicted by level of challenge participants derive from the game. This study addresses the gap between traditional management education and practice. It provides empirical evidence of the value of hands-on gameplay experience for assimilation of course concepts and strategies. The results confirmed the importance of exposing players through an entertaining game simulation to challenges that arise in the business world. In addition, we lay the ground for future studies on the novel usage of the game as a tool to assess management skills.


Author(s):  
Daniel Roy Pearce ◽  
Mayo Oyama ◽  
Danièle Moore ◽  
Yuki Kitano ◽  
Emiko Fujita

In Japan, where there is a bias toward English-only in foreign language education, there are also grassroots efforts to introduce greater plurality in the classroom. However, introducing diverse languages and cultures into the classroom can lead to folklorization, the delivering of essentialized information in pre-packaged formats, which can potentially delegitimize other languages and cultures. This contribution examines a collaborative integrative plurilingual STEAM practice at an elementary school in Western Japan. In the ‘school lunches project,' the children experience various international cuisine, leading up to which they would engage with related languages and cultures through collaboratively produced plurilingual videos and museum-like exhibits of cultural artifacts. The interdisciplinary, hands-on, experiential learning within this project helped the children to develop an investigative stance toward linguistic and cultural artifacts, nurture a deeper awareness of languages and openness to diversity, foster reflexivity, and encourage interdisciplinary engagement.


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