student skill
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2022 ◽  
pp. 179-191
Author(s):  
Vishal Srivastava ◽  
Ashish Kumar Singh ◽  
Arokiaraj David ◽  
Neel Rai

With the population growth and the employability scarcity, the placement of students has become a significant concern. Problems of global ageing and miss-match of student skill and knowledge can be witnessed easily. Fewer works of literature are available to predict the placement of students. This study aims to create a supervised machine learning (SML) model to predict the employability of graduates based on their academic scores and streams. The study used the decision-tree technique to create the SML model. The model can predict the placement chance based on students' academic scores and streams with 65% accuracy. Some new theoretical and practical contributions have been discussed.


2022 ◽  
pp. 145-172
Author(s):  
Samantha Marina Lemus-Martinez ◽  
Jessica M. Lewis ◽  
Bridgette Cram

Professional degree programs in higher education are increasingly under fire on matters of quality, proficiency, and cost. To address these issues and anticipated controversies, the authors of this chapter provide context to the process of developing a micro-credentialing system at the central university level at Florida International University (FIU) and how it was adapted at its medical school as an innovative tool for developing medical student skill sets. Through a use-case, the authors highlight examples of common challenges identified within professional degree programs, how they were addressed at FIU's Herbert Wertheim College of Medicine using the centralized micro-credentialing system, and the planning and implementation stages of a formalized micro-credential program in undergraduate medical education. Finally, the authors discuss the potential for micro-credentials to supplement or replace dual degree programs, enhance interdisciplinary collaboration, and influence the future of entrustable professional activities of professional practice in medical education.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012019
Author(s):  
C A J Malik ◽  
S Hadi

Abstract Information and communication technology development today has provided the latest innovation in didactic world. One of such innovation is the usage of virtual reality (VR) as learning media. The application of virtual reality in learning environment started to be adopted because VR is considered more capable to explain learning material when compared with other learning material. Moreover, learning with VR has the capability for student to learn independently anytime and anywhere. One of VR utilization in learning environment is to use it in a Mini CNC machine assembly simulator. The learning media is meant to be used to improve student skill in assembling a Mini CNC machine independently. This research uses Research and Development method with waterfall model which has several stages which are communication, planning, modelling, construction, and deployment. However, this research only aims up to construction stage, because this research focuses on media functionality test. The media black box research has shown that the media is capable to function as expected.


2021 ◽  
Vol 12 ◽  
Author(s):  
Aiqin Wang

Higher education is undergoing a paradigm move from passive learning toward active learning. Student engagement is assumed to be a significant criterion and gauge for the quality of the student skill for higher education; however, in the literature, the term engagement remains to be vague to delineate, and it is construed in different ways. Since institutions accentuate preparing alumnae for life further than their education, student engagement has turned out to be a priority for music education, and within the last 5 years, the attention was drawn to “Students as Partners” as a response to “students as consumers” construct manipulating higher education theory. Concerning the literature review, the meaning of student engagement, determinants influencing it, and its merits are brought together. In conclusion, the implications of student engagement are presented, and new guidelines for future research are depicted.


2021 ◽  
pp. 027347532110345
Author(s):  
Shannon Cummins ◽  
Jeff S. Johnson

Live cases, where students work directly with an outside organization to solve real-world problems, can be an immersive learning experience for marketing students. Current scholarship on live case usage in marketing is limited to small samples from a handful of live case devotees. This article draws from a large, international sample of 169 marketing educators to investigate the perceived educational impacts of live cases on student skill development. Specifically, the paper explores student teamwork, conflict handling, time management, presentation, communication, and critical thinking skills. Additionally, the article explores how student skill development is affected by the amount of course time dedicated to the live case as well as faculty experience with live cases.


Author(s):  
Heri Pratikto ◽  
Rizal Hanafiya ◽  
Muhammad Ashar ◽  
Muhammad Iqbal Akbar ◽  
Yudi Tri Harsono

The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game prototype made according to the real market location and market potential which is quite profitable. Determination of initial capital is very important in this educational game to successfully play the game until the final level. (there are 5 trial levels). The results obtained from this gameplay show an increase in entrepreneurial analysis in students with the ability to answer post-test questions well with an average of 88.2 percent with an average game time of 42.8 minutes per level


Author(s):  
Hana Maharani Fahimah ◽  
Aniek Hindrayani ◽  
Jonet Ariyanto Nugroho

<em>The aim of the paper is to examine the consequences of students engaging in part-time employment during their studies. The research consisted of a Google form survey of all the student of Sebelas Maret University, on 2015 and 2016 who studies also doing part-time. The survey found that part-time employment, in common with many previous studies. It also found that some students were spending longer in their chosen employment than in time-tabled classes. A central finding was that unlike much previous research, it emerged here that students reported more positive than negative outcomes to improve the student skills, but effect to the learning achievement give the negative outcomes. The data shows that students continue to engage in part-time employment at a significant level and for some studying is almost a secondary activity. The paper is of value in seeking to clarify the nature of the consequences for students seeking to combine employment and studying. Furthermore the paper builds on our understanding of the effect of part-time to the student learning achievement that gives negative effects but give the positive effect about the student skill to understand about business, social relationship, etc.</em>


2021 ◽  
Author(s):  
Peter Heckadon ◽  
Victoria Tuzlukova

English for Specific Purposes oriented inquiry spans different territories and domains (Basturkmen, 2013). Firmly established in the English for Specific Purposes teaching and learning practice developed in Oman’s tertiary education, this paper explores a skill-based teaching approach ascribable to its far-reaching partnership with Oman 2040 vision initiative, and 21st-century educational thinking and planning for the future. In particular, while debating current issues related to economic and digital transformation, it aims at examining student skill development in the context of an English for Specific Purposes classroom using Omani tertiary education students’ self-perceived responses. Students responded to a survey that investigated perceptions of transferable skill importance, self-efficacy, and opportunities for improvement. The results reveal that adaptability/flexibility, time management, oral communication, critical thinking, and problem-solving are the most essential student perceived transferrable skills concerning their future employability and professional success; however, the perceived opportunities to use and improve these skills as well as satisfaction with the ability to use them in the course vary, and, therefore, should be addressed when considering further development of the English for Business course curriculum and its delivery. As an outcome of this study, English for Specific Purposes program providers and educators will have a better understanding of the students’ skill-sets and provide their students with the tools and strategies they need to learn and thrive in English for Specific Purposes courses effectively.


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