scholarly journals The Project-based Learning Management Process for Vocational and Technical Education

2021 ◽  
Vol 11 (2) ◽  
pp. 20
Author(s):  
Prachyanun Nilsook ◽  
Pinanta Chatwattana ◽  
Thapanee Seechaliao

This research is an analysis and a synthesis of research papers and case studies concerning the project-based learning management. The brainstorming among experts as well as their opinions on learning management process are utilized to define an appropriate learning process for students in vocational and technical education in Thailand. The results of this research reveal that the project-based learning management process for vocational education consists of 5 steps, i.e. preparation, topic definition, creation and test, presentation, and evaluation. This is compliant with the concepts of experts, aligning the teacher and student roles in the same direction, which can be used as a learning management process as to the vocational curricula. Thus, the project-based learning management is an approach of instructional management that is in consistence with the development of vocational students in Thailand. The objective thereof is to provide learners with skills in creating inventions and innovations in the form of projects. Also, learners are encouraged to have attributes and skills of presentation, talk and communication with others, originality, critical thinking, creative thinking, and ability to work well with others; all of these are in accordance to the 21st century skills.

2020 ◽  
Vol 3 (2) ◽  
pp. 201-214
Author(s):  
Joko Krismanto Harianja

Abstrak: Tujuan penelitian ini adalah untuk meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa SMP kelas VII dengan menerapkan model pembelajaran Project Based Learning (PjBL) serta untuk mengetahui apakah keterampilan berpikir kreatif siswa memiliki hubungan positif terhadap komunikasi matematis siswa. Penelitian ini dilakukan di SMP XYZ kota Bogor. Adapun kegiatan pada proses pembelajaran ini adalah merancang mathematics board games. Mix method merupakan jenis metode penelitian yang dilakukan dengan teknik pengambilan data dengan wawancara terhadap 5 orang responden, kuesioner dan observasi. Analisa kualitatif dilakukan secara triangulasi. Sedangkan untuk analisa kualitatif dengan menggunakan data yang diperoleh dari instrumen rubrik indikator keterampilan berpikir kreatif dan komunikasi matematis. Hasil penelitian menunjukkan bahwa implementasi PjBL dapat meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa. Secara kuantitatif dengan menggunakan uji statistik korelasi Pearson, diketahui keterampilan berpikir kreatif memiliki hubungan positif dengan keterampilan berpikir kreatif. Abstract: The purpose of this study is to improve the creative thinking skills and mathematical communication of VII grade junior high school students by applying the Project Based Learning (PjBL) learning model and to find out whether students 'creative thinking skills have a positive correlation with students' mathematical communication skill. This research was conducted at SMP XYZ in Bogor. The activities in this learning process are designing mathematics board games. Mix method as the research methodology that is used with data collection techniques by interviewing 5 respondents, questionnaires and observations. Qualitative analysis is done by triangulation. Whereas for quanitative analysis using data obtained from the rubric instrument of creative thinking skills and mathematical communication indicators. The implementation of PjBL could improve students' creative thinking skills and mathematical communication. Quantitatively using the Pearson correlation statistical test, it is known that creative thinking skills have a positive relationship with creative thinking skills.


Author(s):  
Yeon Kim ◽  
Suk Lee ◽  
Changsun Ahn

Project-based learning is one of the popular and promising approaches in engineering education. The current study reports on a curriculum that was designed and implemented by a graduate school to help students gain knowledge and creative thinking skills through collaboration between different majors during industrial projects in a graduate course on home appliance engineering. The students selected the topics, planned the project, conducted research, produced a prototype, and presented their results under the guidance of a group of advisors consisting of professors, technical advisors, and industry mentors. A quantitative analysis showed that this approach was effective in improving the students’ attitude toward engineering. Furthermore, a qualitative analysis showed that this learning method helped students learn how to communicate and present effectively, to flexibly approach projects, and to understand the practices of industrial research. Based on the findings, the current study discusses how the project-based learning helped students advance.


2022 ◽  
Vol 22 (2) ◽  
pp. 1-26
Author(s):  
Sadia Sharmin

Computer science is a fast-growing field in today’s digitized age, and working in this industry often requires creativity and innovative thought. An issue within computer science education, however, is that large introductory programming courses often involve little opportunity for creative thinking within coursework. The undergraduate introductory programming course (CS1) is notorious for its poor student performance and retention rates across multiple institutions. Integrating opportunities for creative thinking may help combat this issue by adding a personal touch to course content, which could allow beginner CS students to better relate to the abstract world of programming. Research on the role of creativity in computer science education (CSE) is an interesting area with a lot of room for exploration due to the complexity of the phenomenon of creativity as well as the CSE research field being fairly new compared to some other education fields where this topic has been more closely explored. To contribute to this area of research, this article provides a literature review exploring the concept of creativity as relevant to computer science education and CS1 in particular. Based on the review of the literature, we conclude creativity is an essential component to computer science, and the type of creativity that computer science requires is in fact, a teachable skill through the use of various tools and strategies. These strategies include the integration of open-ended assignments, large collaborative projects, learning by teaching, multimedia projects, small creative computational exercises, game development projects, digitally produced art, robotics, digital story-telling, music manipulation, and project-based learning. Research on each of these strategies and their effects on student experiences within CS1 is discussed in this review. Last, six main components of creativity-enhancing activities are identified based on the studies about incorporating creativity into CS1. These components are as follows: Collaboration, Relevance, Autonomy, Ownership, Hands-On Learning, and Visual Feedback. The purpose of this article is to contribute to computer science educators’ understanding of how creativity is best understood in the context of computer science education and explore practical applications of creativity theory in CS1 classrooms. This is an important collection of information for restructuring aspects of future introductory programming courses in creative, innovative ways that benefit student learning.


Sign in / Sign up

Export Citation Format

Share Document