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Author(s):  
Ingela Andersson ◽  
Viveca Lindberg

The article examines how students in Swedish upper secondary apprenticeship education contribute to the shaping of their education through their choices and actions in relation to work-based learning. Activity theory and the notion of interacting activity systems was used to emphasise the students’ perspective as active subjects. Data was collected through observations and interviews with 15 students in their second year of an apprenticeship. An initial qualitative content analysis revealed a pattern of actions that related to both school and work. The result of this analysis was further elaborated with activity theoretical concepts. Thereby dominating rules/norms and tools they made use of, contributed to identifying three potential objects for students’ actions: grades in vocational subjects, development of vocational skills, and inclusion in the workplace community. Depending on what objects the students held as superior and subordinate different outcomes could be achieved – an upper secondary vocational degree, development of vocational skills, and/or being employed while studying. One object did not necessarily exclude the others. It is concluded that the multiple expectations from students, school, and workplaces that coexist in relation to work-based learning need to be continuously communicated among all participants to strengthen the students’ possibility to achieve their desired educational outcome.


2022 ◽  
pp. 146978742110730
Author(s):  
Karin Väyrynen ◽  
Sonja Lutovac ◽  
Raimo Kaasila

Previous research has emphasized both the importance of giving and receiving peer feedback for the purpose of active learning, as well as of university students’ engagement in reflection to improve learning outcomes. However, requiring students to explicitly reflect on peer reviewing is an understudied learning activity in higher education that may contribute to the utilization of peer-feedback and promote further learning. In this study, we suggest reflection on peer reviewing as one approach to providing a platform for students to engage in reflective practices and for stimulating active learning in higher education, and to make that learning visible to the educator. We examine 26 undergraduate students’ reflections on peer-review to identify categories of reflection and what students have learnt from the peer reviewing process. Our findings reveal six different categories of reflection suggesting students’ active engagement in learning and pointing to the ways educators can direct and instruct students how to reflect. We discuss how these findings can inform university lecturers in the use of reflection upon peer reviewing as a pedagogical tool in higher education.


Author(s):  
Svanhild Breive

AbstractThis paper reports from a case study which explores kindergarten children’s mathematical abstraction in a teaching–learning activity about reflection symmetry. From a dialectical perspective, abstraction is here conceived as a process, as a genuine part of human activity, where the learner establishes “a point of view from which the concrete can be seen as meaningfully related” (van Oers & Poland Mathematics Education Research Journal, 19(2), 10–22, 2007, p. 13–14). A cultural-historical semiotic perspective to embodiment is used to explore the characteristics of kindergarten children’s mathematical abstraction. In the selected segment, two 5-year-old boys explore the concept of reflection symmetry using a doll pram. In the activity, the two boys first point to concrete features of the sensory manifold, then one of the boys’ awareness gradually moves to the imagined and finally to grasping a general and establishing a new point of view. The findings illustrate the essential role of gestures, bodily actions, and rhythm, in conjunction with spoken words, in the two boys’ gradual process of grasping a general. The study advances our knowledge about the nature of mathematical abstraction and challenges the traditional view on abstraction as a sort of decontextualised higher order thinking. This study argues that abstraction is not a matter of going from the concrete to the abstract, rather it is an emergent and context-bound process, as a genuine part of children’s concrete embodied activities.


2022 ◽  
Author(s):  
Kin Meng Cheng ◽  
Ah Choo Koo ◽  
Junita Shariza ◽  
Shen Yuong Wong

Abstract Recycling is a process carried out by various organizations and individuals to enhance the environment’s long-term sustainability. Some youth think that recycling is a monotonous action as it may seem inconvenient, less aware of the environmental issues and more time-consuming than they think and rather go for video games. Therefore, this study aims to investigate the relationship between motivation and recycling intention in gamified learning among youth. To address the research aim, this study uses gamification as a motivational driver for a game-like learning experience to improve recycling intentions among youth. Self-determination theory (SDT) and the theory of Planned Behavior (TPB) will be this study's main motivational and behavioural theories. (n=124) high schools and college students were invited to take part in an online gamified recycling activity, Edcraft Gamified Learning (EGL), consisting of two levels of gamified unused plastic-crafting recycling activities. After the activity, the participant will answer a post-event questionnaire and the data collected were analyzed. The result shows that both controlled motivation (CM) and autonomous motivation (AM) positively influenced youth attitudes and social norms. Besides, attitude is the only psychosocial determinant that positively influences the recycling intention of the youth. Gamification only moderates positively between attitude and recycling intention. This study has clearly shown the effectiveness of gamified learning activity towards recycling intention directly and as a component that moderates the relationship between attitude and recycling intention, which shows a favourable evaluation towards recycling intention with gamified learning involved. Moreover, findings show that not all relationships are positive in a gamified learning environment, and it gives a good view on the weakness and strengths with the guide of SDT and TPB.


Author(s):  
Nurbaiti Nurbaiti ◽  
Nadhrah Al Aflah ◽  
Supardi Supardi

Almost all corners of the world have been affected or affected by this Covid-19 virus disease, even some countries have set a lockdown status and other anticipations for the spread of the Covid-19 virus. The alternative used in this bold learning activity system is to utilize the internet network, namely the Zoom Meeting and Classroom application. This study aims to determine students' perceptions of the use of internet networks such as zoom meetings and classrooms used and how effective learning is during the Covid-19 pandemic. The research conducted here uses descriptive qualitative research methods. And the results of this study indicate that the zoom application is an application that is very effective and preferred by students because it is easier to use and very efficient when the learning process is bold and shows that some students who give their perception of the application used during learning that are brave are the Zoom Meeting application, namely the application. Zoom Meeting. by 66.7%, followed by the Google Meet application at 22.2% and the Classrom application at 11.1%.  


2022 ◽  
Vol 12 (1) ◽  
pp. 31-40
Author(s):  
Salim Salim ◽  
Yunita Indah Permata Sari

The purpose of this study is to examine the Missouri Mathematics Project (MMP) learning model that influences students' mathematical problem solving abilities. This research is a quantitative research using a quasi-experimental approach. The quasi-experimental design used is a posttest-only control group design. The research sample was taken by purposive sampling technique in order to obtain two class groups with different treatments. To obtain data in this study, the instrument of student learning activity sheets and test questions of students' mathematical problem solving abilities was used. The data analysis techniques used consisted of descriptive statistical analysis and inferential statistical analysis. The results of this study reveals that there is significant effect of the MMP learning model on students' mathematical problem solving abilities as indicated by the achievements: (1) student learning activities with the MMP model carried out both by teachers and students are in the very good and good category; (2) the mathematical problem solving ability of students who were treated with the MMP model was 71.60 higher on average compared to students who were treated with the conventional learning model of 35.48; (3) the mathematical problem solving ability of students who were treated with the MMP model was better than students who were treated with the conventional learning model.


2022 ◽  
pp. 16-22
Author(s):  
Elaine V. Nguyen ◽  
So Hyun Kim ◽  
Mohammed A. Islam ◽  
Youngil Chang ◽  
Judy Aoyagi ◽  
...  

Objective: To implement and assess innovation and entrepreneurship (IE) learning experience in professional pharmacy students using presentations based on the Shark Tank model. Methods: First-year doctor of pharmacy students were invited to participate in an IE learning experience emphasising the importance of self-care needs of the society during the early phase of the COVID-19 pandemic crisis. Students’ proposals were assessed by Sharks (inquisitors) based on a grading rubric, and a post-activity survey captured students’ reflections of their experience. Results: Twelve students participated in the IE activity, and presented their proposals virtually in a Shark Tank style format. Students’ scores for the proposals ranged from 87.5% (capable entrepreneurs) to 56.8% (incapable entrepreneurs), with the winner receiving a gift certificate. Survey ratings given by students on a scale of one to five for the IE activity were overwhelmingly favourable, with both the activity (4.73 (1.09)) and presentation style (4.27 (0.37)) viewed to be timely and relevant. Conclusion: An IE learning activity was implemented and assessed in the pharmacy programme using Shark Tank style presentations. The authors believe such initiatives, conducted either virtually or face-to-face, could serve as prototypes for professional pharmacy schools interested in creating exciting ways to implement IE activities in their programmes.


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