Defining Effective Learning Activities

2021 ◽  
Author(s):  
Minu Mathews

BackgroundCreating a conducive environment for learning cultivates engaged and independent learners, allowing for high-level learning (Warren, 2004). When assessing the diverse Psychology courses that exist, the evaluation of Research Methods (RM) teaching and its associated pedagogies is high on the agenda of college based Higher Education (Burton & Schonfield, 2011). ObjectiveThis study aimed at exploring what range of teaching and learning activities (TLA’s) promote effective learning of RM among Psychology students. Additionally, it aimed to understand, from a student perspective, what ‘effective learning’ meant in the context of RM. MethodA mixed methods approach comprising of both surveys as well as focus groups was conducted with undergraduate Psychology students. Thematic analysis and basic frequencies were used to analyse data. Results Results demonstrated that both student and teacher-led activities were beneficial and worked complementarily for students in their understanding of the subject whilst serving different purposes. Practical labs and class exercises were the top activities highlighted (student-led) followed by lectures and flow chart concept checks (teacher-led). Furthermore, ‘effective learning’ encapsulated not just a long-term knowledge acquisition of concepts but the ability to apply one’s knowledge to the wider context. Conclusion and teaching implication Findings are in line with the Conception of Learning which has a nested hierarchy consisting of both surface learning elements and deep learning (Marton,Dall’Alba & Beaty, 1993). RM has been identified as a difficult subject to teach as well for students to learn (Gray et al., 2015) and as a result this study teases apart some of the most beneficial techniques from a student perspective to be considered when designing the structure and delivery of RM courses.


2021 ◽  
Vol 4 (2) ◽  
pp. 1-12
Author(s):  
Pudun Tadam

Abstract: Strategic Learning involves Learning Strategies and Teaching Strategies that can help bring success to a student. The research objective answers the question: What is the meaning of a Learning Strategy? What is an Effective Learning Strategy? What are the Learning Strategies among Teachers against Students in the Context of Solving Learning Difficulties? The answer is: Learning strategies are the methods that will be selected and used by a teacher to deliver learning material that aims to make it easier for students to receive and understand learning material, which in the end can be mastered learning objectives at the end of learning activities. Three aspects of effective learning strategies are: (1) Students Need Continuous Strategic Instruction. (2) Teachers Promote Self-Awareness in Metacognition in the Classroom. (3) Teachers Can Recognize and Understand Different Learning Profiles. Learning Strategies between Teachers and Students in the Context of Solving Learning Difficulties are: (1) learning difficulties manifested in classrooms, (2) difficulties demonstrated by students in classrooms, and (3) strategies to help students who have difficulty paying attention in class . Abstrak: Strategic Learning melibatkan Strategi Pembelajaran dan Strategi Pengajaran yang dapat membantu membawa kejayaan kepada seorang mahasiswa. Tujuan penelitian menjawab pertanyaan: Apakah pengertian Strategi Pembelajaran? Bagaimanakah Strategi Pembelajaran yang Efektif? Bagaimanakah Strategi Pembelajaran di antara Guru terhadap Siswa dalam Konteks Memecahkan Kesulitan Belajar? Jawabannya adalah: Strategi pembelajaran adalah cara-cara yang akan dipilih dan digunakan oleh seorang pengajar untuk menyampaikan materi pembelajaran yang bertujuan untuk memudahkan peserta didik menerima dan memahami materi pembelajaran, yang pada akhirnya tujuan pembelajaran dapat dikuasainya di akhir kegiatan belajar. Tiga hal strategi pembelajaran yang efektif adalah: (1) Siswa  Memerlukan Instruksi Strategi yang Berkelanjutan. (2) Guru  Mempromosikan Kesadaran Diri dalam Metakognisi di Kelas. (3) Guru-guru Dapat Mengenali dan Memahami Profil Pembelajaran yang Berbeda. Strategi Pembelajaran di antara Guru terhadap Siswa dalam Konteks Memecahkan Kesulitan Belajar adalah: (1) kesulitan belajar dimanifestasi dalam bilik kelas, (2) kesulitan didemonstrasi oleh siswa dalam bilik kelas, dan (3) strategi-strategi untuk membantu siswa yang kesulitan perhatian di kelas.


2020 ◽  
Vol 3 (2) ◽  
pp. 14-22
Author(s):  
L.Virginayoga Hignasari

This study aimed to determine the business opportunities for making educational game tools during the Covid-19 pandemic. This research was a qualitative research using literature study method. The data obtained were then analyzed descriptively. The development of children's abilities during this pandemic cannot be underestimated. Parents and teachers must work together to create an effective learning for children. In designing an interesting and effective learning, one must use learning media that can attract children's interest. Therefore educational play tools were a solution to the problems faced by most parents during this pandemic. Educational play tools become a medium for creating meaningful learning activities for children. Seeing the importance of this educational game tool, the public's demand for this media was increasing. This was one of the factors that made selling educational game tools a promising business opportunity. Several manufacturers that produce educational games have experienced an increase in the number of orders and this has resulted in an increase in sales turnover. Business opportunities in the sale of educational game tools based on market analysis will continue to increase. This was because parents' awareness of child development was increasing. Based on this, to start a business in this field a number of things that must be done are starting to become a reseller, expanding the sales network, increasing cooperation with foundations engaged in child education and looking for craftsmen partners to start producing their own.


2021 ◽  
Vol 5 (10) ◽  
pp. 1391
Author(s):  
Ajeng Dini Arfianti ◽  
Utami Widiati

<div align="center"><table width="645" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="439"><p><strong>Abstract:</strong> This study primarily wanted to explore students’ views and how they employ translation-related strategies to learn English. Five students from the accounting department, Universitas Negeri Malang participate in this qualitative case study. The findings showed that students consider translation has a positive contribution to their English learning. They also mentioned learning activities by using translation that can be categorized into several learning strategies. It is expected that the results of the study can raise awareness and exercise cautious use of translation as an effective learning strategy in English for the benefits of the students.</p><p class="Abstract"><strong>Abstrak:</strong><em> </em>Penelitian ini ingin mengeksplorasi pandangan siswa dan bagaimana mereka menggunakan strategi terkait terjemahan untuk belajar bahasa Inggris. Lima mahasiswa dari jurusan akuntansi, Universitas Negeri Malang berpartisipasi di studi kasus kualitatif ini. Hasil wawancara menunjukkan bahwa siswa menganggap terjemahan memiliki kontribusi positif untuk pembelajaran bahasa Inggris. Mereka juga menyebutkan beberapa kegiatan belajar yang terkait dengan penggunaan terjemahan yang dapat dikategorikan ke dalam beberapa strategi pembelajaran. Diharapkan hasil penelitian ini dapat meningkatkan kesadaran dan melatih penggunaan terjemahan secara hati-hati sebagai strategi pembelajaran bahasa Inggris yang efektif untuk kepentingan siswa.</p></td></tr></tbody></table></div>


2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Nurilla Nurilla

Science subject is one of the curricular fields of study at the Elementary School (SD) level. Due to the low understanding of students towards this subject, especially the application of the inquiry method to improve student learning outcomes in class V SD Negeri 4 Kalimas, the writer makes improvements to learning. This study aims to improve students’ learning outcomes and activitiesin science subjects using the inquiry method application material. After carrying out the teaching and learning activities using the inquiry method, student learning outcomes and activities have increased. This was shown from the data collected, that in the pre-cycle learning activities there are only 7 students who got a score ≥ minimun standard achievement with a class average scoreof 41.5. So the description of the data collected can be concluded that the use of the inquiry method can improve students’ learning outcomes and activities in science subjects of class V SD Negeri 4 Kalimas. Thus, the inquiry method is one of the effective learning methods in improving students’ learning outcomes and activities in science subjects.


Author(s):  
Geoff Norton ◽  
Mathew Taylor ◽  
Terry Stewart ◽  
Greg Blackburn ◽  
Audrey Jinks ◽  
...  

<span>The pedagogical value of problem-based and inquiry-based learning activities has led to increased use of this approach in many courses. While scenarios or case studies were initially presented to learners as text-based material, the development of modern software technology provides the opportunity to deliver scenarios as e-learning modules, providing learners with a more accessible and engaging learning experience. Scenario Based Learning - interactive (SBLi) has been specifically developed to provide teachers and trainers with a generic tool that enables them to easily build interactive, multimedia scenarios without requiring programming skills. The software consists of a builder and player application, for constructing and playing scenarios from hard drives or from a CD/DVD, and a server-based player and manager, for deploying scenarios on the web, either for public use or for restricted and managed use in specific courses. This paper describes the history of SBLi, its design and operational features, how SBLi is being used to achieve innovative and effective learning experiences, and the practical issues that need to be addressed in supporting and sustaining e-learning software such as SBLi.</span>


2011 ◽  
Vol 1 (3) ◽  
pp. 31 ◽  
Author(s):  
Ronald R. Sims ◽  
Edward L. Felton, Jr.

This paper is concerned with identifying keys to successfully teach ethics. The keys are: addressing the relevance challenge; striving to achieve a balance between the active engagement of students with issues and a critical analysis of choices in to be made in real-life situations; attending to or managing the learning process to include learning styles and experiential learning; debriefing experientially-oriented learning activities; and institutionalizing outcomes of ethics education objectives. The paper discusses results of a study that attempted to answer the question What is required to successfully deliver experientially-oriented ethics education


2010 ◽  
pp. 156-169 ◽  
Author(s):  
Karen Fill ◽  
Gráinne Conole ◽  
Chris Bailey

The DialogPLUS Toolkit is a web-based application that guides the design of learning activities. Developed to support the project’s geographers, it incorporates well-researched pedagogic taxonomies that are presented as drop-down lists with associated ‘help’ pages. Toolkit users are encouraged to consider and specify factors including learning and teaching approach, environment, aims and outcomes, assessment methods, learner and tutor roles and requisite skills as they design any number of tasks within a learning activity and select the tools and resources needed to undertake them. The output from the toolkit is a design template that can then be used to guide the instantiation and implementation of online learning activities. The designs are saved within the toolkit, forming a database of designs, which other toolkit users can view. This chapter will present the rationale for the toolkit and the detailed taxonomies. It will describe and illustrate the software design, development and implementation, including the approach to contextual ‘help’, provide examples of learning activity designs created using the toolkit; and present and discuss feedback from users.


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