scholarly journals Active learning activities

2021 ◽  
Author(s):  
Lenita Brodin Berggren ◽  
Ika Jorum

First year architecture students are introduced to the library by taking part in an “Escape Room” activity in the KTH library. The aim of this initiative is to introduce the students to the library space and the library ́s resources in an interactive and playful way and to enable them to learn and reflect upon their learning within the frame of an active learning activity.1 Another objective with this active learning introduction is to engage students in a collaborative peer-to-peer learning activity that gives them opportunities to share knowledge and solve problems together. In this presentation, we will talk about the introduction in more detail and discuss the benefits of the live-action method as well as share results and improvements. “Escape room” is a live-action game, developed from a computer game. Gamification is a new trend in education to support cooperation, learn by “doing” and develop new knowledge through a more playful way.2 During the workshop, the students worked in groups, which gave them the opportunity to socialize and learn from each other while solving the tasks on time.The results of the students’ assessment after the game indicates that the students enjoyed the game, the teamwork, the competition and the creativity of the introduction compared to a lecture. They also found it a pedagogical way of learning about the library’s resources. During the workshop,the librarians had the opportunity to adjust instructions that were not clear enough. These adjustments effected the comments in the last group where some answers indicated a wish for more difficult clues.   1Brian Detlor et. al., “Student perceptions of information literacy instruction: The importance of active learnings”, Education for Information29 (2012), DOI 10.3233/EFI-2012-0924, 147-161 2Cassano, Fabio, Antonio Piccinno, Teresa Roselli, and Veronica Rossano. “Gamification and Learning Analytics to Improve Engagement in University Courses”,Advances in Intelligent Systems and Computing804 (2019),156-63

2020 ◽  
Author(s):  
Lenita Brodin Berggren ◽  
Ika Jorum

First year architecture students are introduced to the library by taking part in an “Escape Room” activity in the KTH library. The aim of this initiative is to introduce the students to the library space and the library's resources in an interactive and playful way and to enable them to learn and reflect upon their learning within the frame of an active learning activity.1 Another objective with this active learning introduction is to engage students in a collaborative peer-to-peer learning activity that gives them opportunities to share knowledge and solve problems together. In this presentation, we will talk about the introduction in more detail and discuss the benefits of the live-action method as well as share results and improvements. “Escape room” is a live-action game, developed from a computer game. Gamification is a new trend in education to support cooperation, learn by “doing” and develop new knowledge through a more playful way.2 During the workshop, the students worked in groups, which gave them the opportunity to socialize and learn from each other while solving the tasks on time. The results of the students’ assessment after the game indicates that the students enjoyed the game, the teamwork, the competition and the creativity of the introduction compared to a lecture. They also found it a pedagogical way of learning about the library’s resources. During the workshop, the librarians had the opportunity to adjust instructions that were not clear enough. These adjustments effected the comments in the last group where some answers indicated a wish for more difficult clues.


2018 ◽  
Vol 42 (2) ◽  
pp. 182-191 ◽  
Author(s):  
Renee M. McFee ◽  
Andrea S. Cupp ◽  
Jennifer R. Wood

Didactic lectures are prevalent in physiology courses within veterinary medicine programs, but more active learning methods have also been utilized. Our goal was to identify the most appropriate learning method to augment the lecture component of our physiology course. We hypothesized that case-based learning would be well received by students and would be more effective at helping them learn physiological concepts compared with more traditional laboratory exercises. In this study, approximately one-half of the laboratory sessions for the two-semester course were dedicated to traditional hands-on laboratory exercises, whereas the remaining one-half of the sessions were dedicated to case-based exercises. The lecture portion of the course was not altered. Student attitudes were evaluated after each session and at the end of each semester via quantitative and qualitative survey questions. Student performance was evaluated using section exams and end-of-semester posttests. The vast majority of survey responses received were positive for both cased-based activities and traditional hands-on laboratories. In addition, participation in both types of active learning activities, but not lecture, was associated with retention of conceptual knowledge based on student performance between the section exams and posttests ( P < 0.002). These results indicate that both case-based learning and laboratory exercises are beneficial learning activities to incorporate into a lecture-based physiology course. However, positive survey responses were significantly greater following case-based activities vs. traditional hands-on laboratories, and only participation in case-based activities resulted in greater student performance on the posttest ( P < 0.04). Therefore, case-based activities may be the preferred supplemental learning activity for veterinary medical physiology.


Author(s):  
Nicole Naibert ◽  
Erin E. Shortlidge ◽  
Jack Barbera

Measuring a student’s perception of active learning activities may provide valuable insight into their engagement and subsequent performance outcomes. A recently published measure, the Assessing Student Engagement in Class Tool (ASPECT), was developed to assess student perceptions of various active learning environments.


2018 ◽  
Vol 5 (suppl_1) ◽  
pp. S401-S401 ◽  
Author(s):  
Sarah Cotner ◽  
Kelly M Smith ◽  
Leah Simpson ◽  
David S Burgess ◽  
Jeffrey Cain

Abstract Background As health professions education evolves toward active learning environments, interest in using games as an educational tool is increasing. One contemporary commercial game that has design potential for learning activities is an “escape” or “breakout” room. Escape rooms are live-action games where teams of players work to achieve a common goal in a set amount of time. Limited literature is available assessing this type of gaming format for education design. This study investigated the design and implementation of an escape room learning activity in a third-year pharmacy infectious disease elective course at the University of Kentucky College of Pharmacy. Methods During a Gram-positive antimicrobial resistance module, third-year pharmacy students participated in both patient case-based instruction and an escape room learning activity. Three IRB-approved surveys were distributed electronically to students; the first was completed prior to class and functioned as a standard teaching tool to assess mastery of content based on pre-assigned reading and previous coursework. Two surveys were completed after the session to assess knowledge and perceptions gained during each learning activity. Students answered multiple-choice knowledge-based questions and then responded to five statements using a Likert scale from 1 to 7 (1 = Not at all, 4 = Somewhat, and 7 = Very much) to indicate perceptions of each instructional activity. Results Nineteen students participated in the study. The mean correct scores for knowledge-based assessment were 90.5% in the pre-class survey, 82.1% in the post-case survey, and 90.5% in the post-escape room survey. There was an overall positive perception of both learning activities based on results of the survey questions. The escape room learning activity was preferred by 18 of 19 students (94.7%), but only 11 of 19 (57.9%) indicated they learned better from the escape room. Conclusion This study illustrates an escape room designed to meet lecture learning objectives is a feasible active learning technique. While students demonstrated knowledge gained from the activity and indicated positive perceptions, this approach warrants further evaluation. Disclosures All authors: No reported disclosures.


1996 ◽  
Vol 2 (2) ◽  
pp. 74-78
Author(s):  
Rheta N. Rubenstein

When I began teaching in the late 1960s, we had no videotapes, commercial manipulatives, or calculators to create engaging learning activities for students. I recall spending a good part of my first year searching desperately for ways to motivate my seventh and eighth graders and help them learn mathematics. One activity that I stumbled across worked magically. I thought, “This is a gem,” and I continue to cherish it today. I call it the “function game,” but my students and others have called it the “input-output game,” “guess my rule,” or the “computer game.” I understand that the game first gained prominence in the “new math” era, but it must have been around in some form much earlier. Today, the game is available on many computer systems and is popular with students and teachers. The computer versions, however, lack many dimensions of the live version.


2015 ◽  
Vol 9 (2) ◽  
pp. 79-90 ◽  
Author(s):  
Angela Lumpkin ◽  
Rebecca M. Achen

Despite what many claim, just because there is teaching does not mean there is learning. Clear and convincing evidence supports changing the instructional paradigm to a learner-centered classroom. Flipping a class shifts the delivery, often through technologically presented lectures, to free class time for student participation in a plethora of learning activities, such as think-pair-share and discussions, leading to student perceptions of greater learning and more enjoyment. In an action research approach with one class, 72% of juniors and seniors in an undergraduate sport finance and economics class reported out-of-class lectures often positively impacted their learning, and the remaining 28% responded these lectures did sometimes. End-of-course evaluations and surveys were overwhelmingly positive about class engagement, interaction, and enjoyment.


Author(s):  
Mohammad Nehal Hasnine ◽  
Mahmoud Mohamed Hussien Ahmed ◽  
Hiroshi Ueda

Active learning is a learner-centric instructional method that uses discussion, role play, collaborative problem-solving based approaches to engage students with the course materials. However, due to the pandemic, active learning activities take place over multiple learner-centric technologies, as classroom-centered activity design is no longer possible. This study explored the success stories of active learning in disadvantageous educational contexts, particularly in Arab regions. After examining the theory, models, various learner-centric technologies of pre-pandemic active learning de-signs, this study proposes 25 emerging technologies to support active learn-ing 19 active learning strategies in terms of activity design in new education normal. The three-fold findings are related to designing active learning activities in new education normal, enhancing less practiced active learning strategies, and bridging the gaps in pre-and post-pandemic active learning activity design using learner-centric technologies.


2019 ◽  
Vol 3 (1) ◽  
pp. 99-109
Author(s):  
Nopriza Rahmawati ◽  
Rusdi Rusdi ◽  
Hanifah Hanifah

AbstrakPenelitian ini bertujuan untuk mengetahui cara menerapkan Model Active Learning Start With A Question sehingga dapat meningkatkan hasil belajar siswa pada pokok bahasan segiempat dan segitiga. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Subjek Penelitian ini adalah 22 siswa kelas VIIB SMP Negeri 6 Kota Bengkulu semester genap tahun ajaran 2017/2018. Instrumen yang digunakan adalah adalah lembar observasi aktivitas siswa. Hasil penelitian menunjukkan terjadi peningkatan aktivitas belajar siswa yang dilakukan dengan cara membentuk kelompok diskusi yang heterogen, menggunakan bahan ajar berupa handout, membimbing untuk mengambil andil tugas kegiatan kelompok, dan memberikan motivasi dan apresiasi berupa nilai plus dan pujian. Peningkatan aktivitas belajar dapat dilihat dari rata-rata skor pada lembar observasi aktivitas belajar siswa siklus I sampai siklus III secara berturut-turut: 14 (kriteria kurang); 20,375 (kriteria cukup); 26,5 (kriteria baik).Kata kunci: Aktivitas Belajar, Model Active Learning Start With A Question AbstractThis study aims to find out how to apply Active Learning Start With A Question Models so as to improve learning outcomes of mathematics on the topics of rectangle and triangle. This type of research is Classroom Action Research (CAR). The subject of this research is 22 students of class VII B SMP Negeri 6 Bengkulu City even semester of 2017/2018 academic year. The instrument used is activity observation sheets. The results showed that there was an improvement in the student's learning activities by forming heterogeneous discussion groups, using handout as assistance, guiding them to take on the task of group activities, and providing motivation and appreciation in the form of plus values and praise. The improvement of learning activity can be seen from the average score on the observation sheets of student learning activities from cycle I to cycle III respectively: 14 (less criteria); 20,375 (sufficient criteria); 26,5 (good criteria). Keywords: Learning Activity, Active Learning Start With A Question Models


2018 ◽  
Vol 4 (01) ◽  
pp. 135
Author(s):  
Komariah Komariah

Teaching and learning activities at school should be interesting and funny, student activities as learning is always enthusiastic in following each subject. But the reality in the field shows another, learning activities that should attract, full of activities, creativity and bright ideas that do not exist, there is only a passive class hanayalah. Teachers are the spearhead in the success of teaching and learning process, therefore teachers are required to be able to innovate and master the various methods in delivering learning meteri that will be conveyed to the students. Lack of variation in the model of learning is one of the factors lazy students in following the teaching and learning process resulting in the level of mastery of student learning. To cultivate the spirit, cheerfulness in learning and not boring required a method of learning such as "shake the dice" as one of the active learning model, is essentially a traditional game with the aim that students in implementing learning is not saturated because this learning invites students to play while learning. Keywords. Learning Activity, Learning Model, Beat Dice


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