scholarly journals Discussion forum rubrics: Using rubrics to enhance and increase project management students' participation in online discussions

2012 ◽  
Vol 2 (2) ◽  
pp. 35 ◽  
Author(s):  
Margaret Ruth Lee ◽  
Deborah S Carstens ◽  
Linda C Malone

This paper examines the impact of using a discussion forum grading rubric to encourage and enhance discussions (posts) in an online introduction to project management course. The study consists of 53 Master of Business Administration (MBA) students enrolled in three sections of the course from October 2010 to May 2011. A control group of 20 students was compared to two experimental groups of 16 and 17 students respectively. The two experimental groups were given the specific grading rubric and instructions designed to encourage online conversation; the control group was not. The results indicate that there was a statistical difference in average postings per student between the two experimental groups and the control group but no statistical difference between the two experimental groups. The results suggest that the use of a rubric specifically designed to engage the student and expand the student's learning experience can increase online classroom participation and, as a consequence, enhance the educational experience for the online project management student and strengthen the university's MBA program.

Author(s):  
Maura Valentino

This chapter studies the impact of the facilitator on the effectiveness of an online discussion forum. The study examined, categorized, and statistically analyzed 224 discussions from eight online courses. The results demonstrated that facilitators are presented with many opportunities to increase the probability of a successful learning experience and that facilitators should be encouraged to develop new approaches to improve the quality of online discussions by leveraging the unique qualities of an online discussion environment.


2020 ◽  
Vol 2 (1) ◽  
pp. 18-43
Author(s):  
Mina Nurliana ◽  
Bambang Sudaryana

The main objective of this research is to determine teacher competency requirements that support appropriate learning methods and be able to increase students' high learning desires and establish good learning facilities to determine the achievement of quality graduates and love knowledge. This study is expected to investigate how competencies, learning methods and ideal learning infrastructure can be used to improve students' understanding and comfort of teaching and learning processes that support intellectual quality and love knowledge. This notion arose after discovering that teaching practices for the affective domain were ineffective. Students learn to pass examinations, not to love knowledge. Experiments are conducted for 1 (one) year or 2 semesters, in January - December 2019, to determine the impact of learning experiences on students' academic achievement. The research sample consisted of 10 English teachers and 20 students from the Vocational High School. The students are divided into two groups; the control group (10 students) and the experimental group (10 students). Both groups were taught the same topic and learning objectives for 2 hour. However, the control group was taught using lecture slides, group discussions and closed with a question and answer session. Meanwhile, the experimental group is taught using new instructional instruments that adapt learning experiences that are appropriate to the curriculum. During the teaching session, the teacher observes student participation in all their activities and behavior during the lesson session. To complete this study, tests are conducted to see the impact of the learning experience on students' academic achievement.


Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school students. This game supports student knowledge acquisition on two Solar System planets Mercury and Venus, and a satellite - Moon through direct experience, interactive challenges and fun. This article compares the learning impact of the computer game-based learning approach with a classic teacher-based learning approach. User experience with the game and game usability are also evaluated. A case study that involved 53 children was conducted for the evaluation. Among the most important findings, include the facts that the experimental group that used the game in their learning activity have performed much better than the control group and the students had a great learning experience when using the Final Frontier game.


2020 ◽  
Vol 79 (Suppl 1) ◽  
pp. 607.2-607
Author(s):  
E. Elsayed ◽  
S. Abuyaqoub ◽  
N. Almallahi ◽  
F. Alam ◽  
R. Saleh ◽  
...  

Background:Rheumatoid arthritis is implicated in causing adverse pregnancy outcomes including high rates of prematurity and low birth weight. But little is known about the impact of the disease when it’s controlled as most of the information is extracted from retrospective data.Objectives:To examine the adverse obstetric outcomes after controlling disease during pregnancy. We also took into account many confounders that might affect the outcome.Methods:This is an ongoing Case-Control Prospective Cohort. It is implemented in a tertiary center where cases are recruited from a single specialized pregnancy and rheumatic disease clinic to ensure standardized management. These cases were fulfilling the ACR 2010 classification criteria for rheumatoid arthritis. Disease activity was measured using CDAI once before pregnancy and once in each trimester. We excluded subjects with chronic morbidities or twin pregnancy. Data were collected in pre-specified data sheets. Routine blood tests in addition to C-reactive protein were obtained. Cases were recruited at different disease activity stages, but treatment was escalated to reach remission as possible by the third trimester. Data were analyzed using SPSS software for descriptive and comparative analyses.Results:Since 2017 we have recruited 215 subjects. A total of 190 completed pregnancies were analyzed in this report (114 controls and 76 cases). Five subjects were excluded as their disease was not controlled by 27 weeks of gestation. Baseline characteristics of age, baseline BMI and anemia were similar. Exposure to passive smoking was significantly higher in the control group. There was no statistical difference in the incidence of gestational diabetes, pre-eclampsia and infections. Rates of abortions and cesarean sections were significantly higher in the cases group. The incidence of PROM & low birth weight was not statistically different. Three cases of IUFD were reported among controls versus none in the cases (Table 1). Prematurity rate was numerically higher in the control group but did not reach a statistical difference. Congenital anomalies and NICU admission rates were comparable between the groups. But the incidence of neonatal morbidities was significantly higher in the control group (p. value 0.006), but the majority of morbidities were due to jaundice that resolved with phototherapy. we have evaluated the incidence of group B streptococcal Agalactae as a possible contributor to morbidities but it was similar between the groups. All cases were on DMARDs during pregnancy. Hydroxychloroquine was the most commonly used (55%) followed by sulfasalazine (40%). Steroid was used for variable duration in pregnancy in 23 cases. In most of them, it was tapered and stopped by the end of pregnancy. Biologics were used in 15 cases with few adverse outcomes including: abortion (1 case), PROM (1), maternal UTI (1), repeated URT infection (1) and neonatal bronchiolitis (1).Table 1.Birth OutcomesBirth OutcomeCases (n)Controls (n)P.valueAbortion910.001IUFD030.18PROM180.09Cesarean20170.02LBW680.68Premature8250.74Conclusion:From this ongoing cohort we conclude that controlled RA during pregnancy carries low risk of adverse obstetric outcomes in spite the regular use of DMARDs. Although these results are reassuring, further regression models are required after recruiting more subjects.References:[1]Johanna M. W. Hazes. (2011). Rheumatoid arthritis and pregnancy: evolution of disease activity and pathophysiological considerations for drug use.Rheumatology, 50:1955-1968Disclosure of Interests:None declared


Author(s):  
Vijayakumar Bharathi S. ◽  
Mugdha Shailendra Kulkarni

This research article investigates the impact of using a Monopoly Board Game (MBG) in the teaching-learning process of financial statement analysis (FSA) to information technology management students, who earlier had little or no finance or accounting prior educational background. The subjects were students (N=159) in an Indian University. The study; first, narrated the process of administering MBG; second, quantitatively analyzed the learning experience through a structured questionnaire to validate the research objectives. The study resulted in the creation of three factor-clusters namely cognizance, collaboration, and enthusiasm which impacted students' MBG learning experience over the traditional teaching-learning methods. Results showed that factors relating to cognizance are more impacting than collaboration and enthusiasm. In the future, this research can be extended to advanced finance courses and can be integrated with relevant educational theories that underpin teaching-learning processes in higher education to other disciplines.


2021 ◽  
Vol 8 (S1-Feb) ◽  
pp. 73-78
Author(s):  
Khazi Mohammed Owais ◽  
Anjali Atipamula

This study is aimed to seek online feedback and conduct phonic interviews of Management students in B-Schools regarding their experience with E-learning methods used by their faculty and institutes. COVID-19 has turned the world into an unrecognizable and unthinkable setting. Various sectors have come together to battle this pandemic. Work from home (WFH) has become a norm and, so has studying from home. The purpose of this study is to understand the technology adoption, teaching and learning process, student engagement, and experience towards virtual classrooms during Lockdown due to COVID 19 in Business schools in Electronic City, Bangalore. This study uses inductive reasoning and qualitative research methodology to collect the data from the students of B-Schools who are currently pursuing courses such as PGDM, M.B.A, M.Com, M.C.A, etc. The students are currently in their hometowns across India and attending classes through various online platforms. The focus of this study is to find out the impact of online education on Learning Aspect and Student Engagement during this period. This study also emphasizes on how the current scenario has an impact on policymakers like educationalists, students, and the adoption of technique by faculty in the future. An indistinct study is done on the tactics and strategies that would be implemented in the ongoing pandemic. The current study is limited to the sample frame of around 300 students from business schools in Electronic City, Bangalore, India. Hence, the findings of this study cannot be generalized forentire India. Even though COVID 19 has created cognitive dissonance in students’ and faculties’ minds towards various situations they have faced in their day-to-day life. The learning and teaching have not stopped and are continuing at a fast pace and without any disruption.


ReCALL ◽  
2018 ◽  
Vol 31 (01) ◽  
pp. 75-91 ◽  
Author(s):  
Arif Bakla

AbstractDespite their potential benefits, teacher-created animated cartoons have not found much room in second-language (L2) research, probably due to some technical challenges involved in creating them. This paper reports the findings of a mixed-methods embedded experimental study, designed to test the impact of tailor-made animated cartoons on the correct use of common punctuation rules in English. The participants were 112 Turkish-first language (L1) learners of English, assigned to either the treatment or control group through random cluster sampling. The instructional materials in the treatment group included teacher-created animated cartoons, exercises designed using SCORM-compliant software, and a forum for discussions in Moodle. The participants in the control group, on the other hand, used PowerPoint presentations (PPTs) instead of animated cartoons and completed the same follow-up activities. Quantitative results suggested that the treatment and control groups’ post-test and late post-test scores significantly differed in favour of the former. Moreover, qualitative data from semi-structured interviews and document analysis revealed that the participants, especially those in the treatment group, viewed this learning experience highly positively. The findings globally imply that tailor-made animated cartoons might facilitate the learning of punctuation and help raise students’ awareness of it.


Healthcare ◽  
2021 ◽  
Vol 9 (9) ◽  
pp. 1228
Author(s):  
Nermine M. Elcokany ◽  
Amal Ismael Abdelhafez ◽  
Vivian Magdi Samuel Sharaby ◽  
Safia Belal

Computer-based learning has numerous advantages. It gives students the chance to accommodate and solve problems independently, it can increase motivation during the learning process, and it offers students direct feedback. Students will also receive an authentic learning experience, increasing their level of knowledge retention. It can assist nursing educators in improving learning outcomes. Aim: This study aimed to investigate and evaluate the impact of computer-based scenarios on undergraduate nursing students’ decision-making skills. Sample: There was a total sample of 112 nursing students who were enrolled in a critical care nursing course at the College of Applied Medical Sciences in Saudi Arabia. These students were divided into two groups. Methods: The two groups were taught the same topic for one week. Two case scenarios were given to each group during the clinical rotation. The study group used the computer-based case scenario, and the control group used the paper-based case scenario. The two groups were compared regarding their decision-making skills. The student’s feedback about the computer-based case scenarios was also investigated. Results: The study group scored significantly higher in their decision-making skills when compared to the control group. In addition, the study group reported that they highly agreed that their general learning and specific nursing abilities improved after using computer-based case scenarios.


2016 ◽  
Vol 29 (4) ◽  
pp. 733-749 ◽  
Author(s):  
Robert Newbery ◽  
Jonathan Lean ◽  
Jonathan Moizer

Purpose Serious games are playing an increasingly significant role across a range of educational contexts. Business focused serious games can provide students with an authentic learning experience and their use has been increasingly taken up by business school faculty, including those delivering entrepreneurship education (EE). The purpose of this paper is to evaluate the impact of participation in a serious business game on the entrepreneurial intent (EI) of undergraduate students. Design/methodology/approach The study adopts a pre-test/post-test quasi-experimental design. It employs a modified version of Linan et al.’s (2011) EI model in the form of a questionnaire survey completed by 263 undergraduate business and management students. Findings A logic regression model was used to analyse the survey responses. The research findings indicate that the serious game used in this study has a significant negative impact on EI. Gender and role model effects are also identified from the analysis. Originality/value The paper contributes to the literature in two ways. First, it demonstrates the impact of serious business games on EI during the enterprise awareness stage of a student’s EE. Second, it provides a foundation for exploring the role that serious games can play in educating the potential entrepreneurs of the future.


2020 ◽  
Vol 7 (4) ◽  
pp. p90
Author(s):  
Mohammed M. Obeidat ◽  
Arqam M. Mohideen

Second language (L2) teaching and learning and the use of first language (L1) in the EFL classroom are debatable issues among educationists, specialists, and researchers. Some of them argue that L2 should be taught through L2 and others contend that L1 should be used as a support for L2. As a result of this controversy, the researchers have decided to conduct this study to investigate the impact of using English-only and English-Arabic on the grammar achievement of undergraduate EFL students. The research instrument used was a pre-post-test developed by the researchers. Two groups were randomly chosen: The experimental group was taught by using English-only whereas the control group was taught through English-Arabic. The variables used and may affect the findings of the study are: school-type, study-year, and Grade Point Average (GPA). Results of the study showed statistical difference in the means of students’ scores, in favor of the control group, private-school students and higher achievers. However, they revealed no statistical difference according to study-year.


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