Cooperation and Consumerism: Lessons Learned at a Kindergarten Mini Mall

2002 ◽  
Vol 9 (3) ◽  
pp. 179-183
Author(s):  
Robin R. Smith

Sophie drapes a six-foot-long boa constrictor over her shoulders and smiles widely, pleased with her new purchase from Jimmy, the shopkeeper at the toy store. Zoë helps Joseph count out a nickel and three pennies to buy a coveted Santa Bear, and Morgan is excited about the slightly worn plaid tie he bought for his dad. These images of children engaged in hands-on learning come to mind when I think about the kindergarten mini-mall: an interactive, real-world application of many skills and concepts. Students work cooperatively to create storefronts, collect and classify items to sell at their stores, and use money as both customers and shopkeepers to make purchases. My team member, Lou Toscano, and I look forward to the start of this exciting project each spring.

Author(s):  
Jeffrey Harris ◽  
Charles Park

This paper explores a case study of implementing blended learning in a third-year engineering course. In “Mechanical and Thermal Energy Conversion Processes”, blended learning was implemented by flipping the classroom (i.e. reversing the roles of lectures and homework) for selected units of the course. While flipping an entire course can be a significant undertaking, it can be much easier to take a blended approach and only flip lectures on selected topics. Many studies on flipped classroom learning have focused on the production of online lectures and active learning methods; often these case studies have overlooked the mechanisms to bring homework into the classroom. In this case study, homework was adapted into a variety of in-class activities, composed of hands-on learning, problem solving, and classroom discussions. In addition, a variety of classroom space types were used to conduct these activities. In this paper, the successes, challenges, and lessons learned for each type of activity and classroom space are discussed. Strategies for student engagement and acceptance of blended learning are also discussed.


2005 ◽  
Vol 10 (7) ◽  
pp. 349-355
Author(s):  
Esther M. H. Billings ◽  
Melanie Schultz McClure

How the context of mailing a package was used with seventh-grade students to explore and connect the different representations of step and linear functions. Students will learn geometry concepts and algebra concepts through this hands-on, real world application.


10.28945/2330 ◽  
2016 ◽  
Vol 15 ◽  
pp. 001-017
Author(s):  
Svetlana Peltsverger ◽  
Guangzhi Zheng

The paper describes the development of four learning modules that focus on technical details of how a person’s privacy might be compromised in real-world scenarios. The paper shows how students benefited from the addition of hands-on learning experiences of privacy and data protection to the existing information technology courses. These learning modules raised students’ awareness of potential breaches of privacy as a user as well as a developer. The demonstration of a privacy breach in action helped students to design, configure, and implement technical solutions to prevent privacy violations. The assessment results demonstrate the strength of the technical approach.


1995 ◽  
Vol 88 (8) ◽  
pp. 690a-707
Author(s):  
Leon S. Pedrotti ◽  
John D. Chamberlain

My and José are hurrying to their morning mathematic class. They are excited! Today they are scheduled to do a mathematics-laboratory assignment. Twice a week, their classroom turns into a laboratory where they use real measuting equipment—such as a vernier caliper, a carpenter's square, or a stopwatch. They collect and analyze data. They ee just how the mathematics they learn in the classroom helps them solve real-world problems. They really like these assignments.


Author(s):  
Saeed Foroudastan ◽  
Brigette Thompson

The Experimental Vehicles Program (EVP) was created in 2004 as an umbrella program for five different undergraduate experimental vehicle design teams. These projects consist of the Solar Vehicle, Moonbuggy, Baja SAE, Formula SAE, and Solar Boat. The goal of the EVP is to foster undergraduate student development through hands-on construction of experimental vehicles with the guidance of faculty mentors and partnerships with both national and international industry leaders. Each EVP project performs a vital function in the professional development of students. The projects provide a forgiving environment in which students can test their classroom knowledge in a real-world setting and learn important skills such as leadership, effective communication, and working as a team member. Furthermore, the students in the EVP develop highly versatile and qualified skill sets that will allow them to fill various positions within the workplace. In the past 90% of EVP graduates have been able to obtain highly regarded national and international positions upon graduation due to their real-world hands-on experience gained throughout their involvement in the EVP. Each year the EVP sponsors up to sixty interdisciplinary students that come together in peer-led teams to combine and expand upon their classroom knowledge in building innovative vehicles. The successes of the MTSU EVP have been recognized by becoming the national model for hands-on engineering education; helping engineering students take classroom knowledge and apply it to real-world situations. Students work in teams to annually design, construct, and test novel vehicle designs for participation in national and international competitions. Due to the competitive nature of each of the events, students must use cutting edge technology and design methods in order to create the best entries possible. Often times this means creating partnerships with industry leaders who help mentor the students from the design conception, the fabrication, through the manufacturing of each vehicle. These partnerships benefit both the students and the companies; students are able to create real-world contacts and gain a working knowledge of the industry that they cannot learn in the classroom. Furthermore, the students are able to use the contacts to garner equipment like solar panels and wheels. Likewise, the companies are able to receive recognition at national and international competition as program sponsors are advertised on the competition vehicles. Moreover the industries are able to build relationships with future employees who have real-world experience and who have become intimately involved with specialized technology such as “green energy”.


Author(s):  
France Jackson ◽  
Lara Cheng

Introduction Heuristic Evaluation is a usability method that requires usability experts to review and offer feedback on user interfaces based on a list of heuristics or guidelines. Heuristic Evaluations allow designers to get feedback early and quickly in the design process before a full usability test is done. Unlike many usability evaluation methods, Heuristic Evaluations are performed by usability experts as opposed to target users. That is one reason it is going to make a great challenge activity for the UX Day Challenge session. Heuristic Evaluation is a usability method often used in conjunction with usability testing. During the evaluation, usability experts evaluate an interface based on a list of heuristics or guidelines (Nielsen and Molich, 1990). There are several sets of guidelines and they are used to evaluate a myriad of interfaces from gaming (Pinelle, Wong & Stach, 2008) and virtual reality (Sutcliffe & Gault, 2004) to online shopping (Chen & Macredie, 2005). Some of the most common heuristic guidelines to choose from were created by Nielsen (Nielsen and Molich, 1990) (Nielsen, 1994), Norman (Norman, 2013), Tognazzini (Tognazzini, 1998), and Shneiderman (Shneiderman, Plaisant, Cohen and Elmqvist, 2016). Choosing the best set of guidelines and the most appropriate number of usability professions is important. Nielsen and Molich’s research found that individual evaluators only find 20-51% of the usability problems when evaluating alone. However, when the feedback of three to five evaluators is aggregated together, more usability problems can be uncovered (Nielsen and Molich, 1990). This method can be advantageous because designers can get quick feedback early for iteration before a full round of usability testing is performed. The goal of this session is to introduce this method to some and give others a refresher on how to apply this method in the real world. The Challenge For several years, UX day has offered an alternative session. The most intriguing sessions were interactive and offered hands-on training. For this UX Day Challenge session, teams of at most five participants will perform a Heuristic Evaluation of a sponsor’s website or product. During the session, participants will be introduced to Heuristic Evaluations. Topics such as how to perform one, who should perform one, and when it is appropriate to perform one will be covered. Additionally, the pros and cons of using this method will be discussed. Following the introduction to Heuristic Evaluation, teams will use the updated set of Nielson Heuristics (Nielsen, 1994) for the evaluation exercise. Although there are several sets of heuristics, Nielsen’s is one of the best known and widely accepted sets. The following Updated Nielsen Heuristics will be used:  • Visibility of system status  • Match between system and the real world  • User control and freedom  • Consistency and standards  • Error prevention  • Recognition rather than recall  • Flexibility and efficiency of use  • Aesthetic and minimalist design  • Help users recognize, diagnose, and recover from errors  • Help and documentation Following the evaluation period, teams will be asked to report their findings and recommendations to the judges and audience. The judges will deliberate and announce the winner. Conclusion This alternative session will be an opportunity to potentially expose participants to a methodology they may not use often. It will also be an opportunity to have a hands-on learning experience for students who have not formally used this methodology in the real world. Most importantly this session is in continuation of the goal to continue to bring new, interesting, and disruptive sessions to the traditional “conference” format and attract UX practitioners.


Author(s):  
Joe D. Cornelius

This chapter will focus on strategies for educators teaching courses relying on a performance-based set of practices but are forced to teach virtually. By reflecting on the author's personal experience of teaching a hybrid module course in Spring 2019 and teaching completely online towards the end of the semester of Fall 2020, Cornelius will touch on several observations from recent times to propel proposed solutions, tips, and advice. Highlighting lessons learned during the transition and useful resources, this chapter will focus on strategies to lessen the blow of teaching a course rooted in practice during a pandemic and how to dial it back towards a theory-based course while maintaining most or all intended learning outcomes. In light of the pandemic, there will be a large amount of weight on the theory side; how does one find the counterweight? While lending towards an innovative side while thinking of solutions, the chapter will describe ideas that educators may want to attempt to facilitate hands-on learning at home.


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