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Knowledge and practice of continuous assessment : The barriers for policy transferNsibande, Rejoice Ncamsile 01 March 2007 (has links)
Student Number: 9710860W
School of Education
Doctor of Philosophy / The study investigates the extent to which primary school teachers understood and implemented the
requirements of the continuous assessment programme that has been introduced in primary schools
in Swaziland. By focussing on teaching and learning activities that occurred during eight teachers’
lessons within the Salesian-Ekutsimuleni zone in Manzini, and what they expressed as intentions
and justifications for these activities, it tries to clarify, in particular, the relationship between their
assessment strategies and the broader educational principles promoted by the programme.
Classroom observations and stimulated interviews were used to capture, respectively, data on what
teachers did and principles that informed their behaviour. Codes abstracted from classroom
observations and grounded on the views expressed by teachers indicate that they followed slavishly
what was contained in the curriculum support materials with which they had been provided. Even
though they used assessment strategies promoted by the Continual Assessment (CA) programme,
their assessment strategies prioritized knowledge-retention rather than the cognitive development
advocated by the programme and, in a specific sense, implied by lesson objectives they had to
fulfil. The conclusion is that teachers could not translate the rhetoric of the CA programme into
relevant professional judgement, decisions and practices without exposure to meaningful
development programmes.
Key Words
Swaziland, Continuous Assessment, Criterion - Referenced Assessment, Mastery learning,
Fordism, Post-Fordism
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Um método de ensino pautado na aprendizagem integrada aos mundos virtuais e princípios do mastery learning / A method of teaching based on integrated learning to virtual worlds and principles of mastery learningNunes, Felipe Becker January 2017 (has links)
A concepção de novas alternativas educacionais pautadas no uso de recursos tecnológicos, tem acarretado o aumento do número de pesquisas em diferentes domínios de ensino. Tem se destacado nas últimas décadas a abordagem dos Mundos Virtuais, cuja base está calcada na interatividade, visualização de objetos 3D, sensação de imersão e liberdade ao aluno para explorar os recursos didáticos disponibilizados. Desta forma, se considera necessário que o planejamento e condução das atividades propostas pelos professores nos Mundos Virtuais, estejam baseadas em uma abordagem educacional consistente e difundida no meio acadêmico. O Mastery Learning surge neste contexto como uma alternativa instigadora a ser explorada, cujos preceitos estão baseados na realização de atividades de reforço e na avaliação constante do aluno, que buscam resultar na aprendizagem com maestria dos conteúdos abordados. O potencial a ser explorado nestas duas áreas resultou na construção deste trabalho de Tese, que teve como objetivo a proposição de um método de ensino pautado na aprendizagem com o uso dos Mundos Virtuais e preceitos do Mastery Learning. O método proposto engloba a aplicação de atividades presenciais e complementares, com diversas avaliações durante as unidades trabalhadas, cujo reforço foi baseado no uso dos Mundos Virtuais de forma constante durante este período Um Estudo Piloto foi realizado na área de Computação, cujo tópico abordado foi o ensino de Algoritmos e Lógica de Programação, sendo os resultados obtidos considerados positivos, e, utilizados como base para a realização dos testes finais. Desta forma, o processo de experimentação final foi conduzido com três grupos de alunos do sexto ano em uma disciplina de Ciências, no ano letivo de 2016, e, com dois grupos de alunos do sexto ano na mesma disciplina, no início de 2017, sendo todo este processo separado em três fases distintas. Um Mundo Virtual foi construído no OpenSim contendo diversos tipos de materiais didáticos, como vídeos, slides, textos e questões, além do desenvolvimento de simulações interativas e estáticas, sendo acessado pelos alunos na modalidade a distância. Foram aplicadas diversas avaliações em cada uma das fases para averiguar o desempenho de aprendizagem dos estudantes, assim como foram monitoradas as interações dos alunos que utilizaram o Mundo Virtual e aplicados questionários de opinião sobre este processo conduzido. Para a análise dos resultados, foram empregadas técnicas estatísticas não paramétricas (Kruskal-Wallis e Wilcoxon-Mann-Whitney), além do uso de Box Plot Os resultados obtidos demonstraram um melhor desempenho nas duas primeiras fases ocorridas em 2016 do grupo que utilizou o Mundo Virtual, com relação ao grupo que optou por não utilizar nenhum ambiente, enquanto em comparação com o ambiente Moodle, os resultados do grupo do Mundo Virtual foram considerados similarmente bons ou até melhores. A terceira fase apresentou resultados novamente considerados similares ou melhores do grupo do Mundo Virtual, com relação ao grupo do Moodle. Foi constatado na análise geral que os participantes que utilizaram o Mundo Virtual tiveram um crescente desempenho, com medianas altas e adequada distribuição das notas, havendo predominância de uma menor amplitude e variabilidade destas. O sistema de monitoramento também operou de forma satisfatória, assim como, os questionários de opinião apresentaram percepções positivas sobre o método aplicado e o uso dos recursos neste ambiente. Desta forma, foi possível concluir que os resultados obtidos com o método foram instigadores e positivos, o que acarretou na validação desta pesquisa e apresentou uma clara contribuição para o meio acadêmico. / The conception of new educational alternatives based on the use of technological resources has led to the exploration of research in different domains of education, among which, the approach of Virtual Worlds has been used concisely in recent decades. Its base is focused on interactivity, visualization of 3D objects, sensation of immersion and freedom to the student to explore the didactic resources made available. In this way, it is considered necessary that the planning and conduction of the activities proposed by the teachers in the Virtual Worlds, are based on a consistent educational approach and diffused in the academic environment. Mastery Learning appears in this context as an instigating alternative to be explored, whose precepts are based on the accomplishment of activities of reinforcement and the constant evaluation of the student, that seek to result in master the contents approached. The potential to be explored in these two areas resulted in the construction of this Thesis, which had the objective of proposing a teaching method based on learning with the use of Virtual Worlds and precepts of Mastery Learning. The proposed method includes the application of face-to-face and complementary activities, with several evaluations during the units worked, whose reinforcement was based on the use of Virtual Worlds in a constant way during this period A Pilot Study was carried out in the Computing area, whose topic was the teaching of Algorithms and Logic of Programming, and the results were considered positive and used as basis for the final tests. In this way, the final experimentation process was conducted with three groups of sixth-year students in a science course in 2016, and with two groups of sixth-year students in the same discipline at the beginning of 2017, with this process separated in three phases. A Virtual World was built in OpenSim containing several types of didactic materials, such as videos, slides, texts and questions, as well as the development of interactive and static simulations, being accessed by students in their homes. Several evaluations were applied in each of the phases to ascertain the student's learning performance, as well as the interactions of the students who used the Virtual World were monitored and opinion questionnaires were applied on this process. For the analysis of the results, non-parametric statistical techniques (Kruskal-Wallis and Wilcoxon-Mann-Whitney) were used, besides the use of Box Plot. Results obtained demonstrated a better performance in the first two phases occurred in 2016 of the group that used the Virtual World, in relation to the group that chose not to use any environment, whereas in comparison to the Moodle environment, the Virtual World group results were considered similarly good or even better The third phase presented results again considered similar or better in the Virtual World group in relation to the Moodle group. It was verified in the general analysis, that the participants who used the Virtual World had a growing performance, with medians high and adequate distribution of the notes, being predominant of a smaller amplitude and variability of these. The monitoring system also operated in a satisfactory way, making it possible to map the learning trajectories and evaluate the students in the Virtual World, as well as the evaluation questionnaires presented positive perceptions about the proposed method and the use of the resources of this environment. Thus, it was possible to conclude that the results obtained with the proposed method were instigating and positive, which resulted in the validation of this research and presented a clear contribution to the academic environment.
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Differences in Statistical Reasoning Abilities through Behavioral-Cognitive Combinations of Videos and Formative Assessments in Undergraduate Statistics CoursesRamey, James M 01 May 2015 (has links)
This study evaluated whether significant differences in statistical reasoning abilities exist for completers of short online instructional videos and formative quizzes for students in undergraduate introductory statistics courses. Data for the study were gathered during the Fall 2013 semester at a community college in Northeast Tennessee.
Computer-based pedagogical tools can promote improved conceptual reasoning ability (Trumpower & Sarwar, 2010; Van der Merwe, 2012). Additionally, prior research demonstrated a significant relationship between formative quiz access and student achievement (Stull, Majerich, Bernacki, Varnum, & Ducette, 2011; Wilson, Boyd, Chen, & Jamal, 2011), as well as multimedia object access and student achievement (Bliwise, 2005; Miller, 2013). Four research questions were used to guide the study. A series of analysis of variance (ANOVA) statistical procedures was used to analyze the data.
Findings indicated no significant differences in statistical reasoning abilities between students who were provided access to supplemental online instructional videos and formative quizzes and students who were not provided access. Moreover, statistical reasoning abilities did not differ significantly based upon number of quizzes successfully completed, average number of quiz attempts, or number of videos accessed.
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Um método de ensino pautado na aprendizagem integrada aos mundos virtuais e princípios do mastery learning / A method of teaching based on integrated learning to virtual worlds and principles of mastery learningNunes, Felipe Becker January 2017 (has links)
A concepção de novas alternativas educacionais pautadas no uso de recursos tecnológicos, tem acarretado o aumento do número de pesquisas em diferentes domínios de ensino. Tem se destacado nas últimas décadas a abordagem dos Mundos Virtuais, cuja base está calcada na interatividade, visualização de objetos 3D, sensação de imersão e liberdade ao aluno para explorar os recursos didáticos disponibilizados. Desta forma, se considera necessário que o planejamento e condução das atividades propostas pelos professores nos Mundos Virtuais, estejam baseadas em uma abordagem educacional consistente e difundida no meio acadêmico. O Mastery Learning surge neste contexto como uma alternativa instigadora a ser explorada, cujos preceitos estão baseados na realização de atividades de reforço e na avaliação constante do aluno, que buscam resultar na aprendizagem com maestria dos conteúdos abordados. O potencial a ser explorado nestas duas áreas resultou na construção deste trabalho de Tese, que teve como objetivo a proposição de um método de ensino pautado na aprendizagem com o uso dos Mundos Virtuais e preceitos do Mastery Learning. O método proposto engloba a aplicação de atividades presenciais e complementares, com diversas avaliações durante as unidades trabalhadas, cujo reforço foi baseado no uso dos Mundos Virtuais de forma constante durante este período Um Estudo Piloto foi realizado na área de Computação, cujo tópico abordado foi o ensino de Algoritmos e Lógica de Programação, sendo os resultados obtidos considerados positivos, e, utilizados como base para a realização dos testes finais. Desta forma, o processo de experimentação final foi conduzido com três grupos de alunos do sexto ano em uma disciplina de Ciências, no ano letivo de 2016, e, com dois grupos de alunos do sexto ano na mesma disciplina, no início de 2017, sendo todo este processo separado em três fases distintas. Um Mundo Virtual foi construído no OpenSim contendo diversos tipos de materiais didáticos, como vídeos, slides, textos e questões, além do desenvolvimento de simulações interativas e estáticas, sendo acessado pelos alunos na modalidade a distância. Foram aplicadas diversas avaliações em cada uma das fases para averiguar o desempenho de aprendizagem dos estudantes, assim como foram monitoradas as interações dos alunos que utilizaram o Mundo Virtual e aplicados questionários de opinião sobre este processo conduzido. Para a análise dos resultados, foram empregadas técnicas estatísticas não paramétricas (Kruskal-Wallis e Wilcoxon-Mann-Whitney), além do uso de Box Plot Os resultados obtidos demonstraram um melhor desempenho nas duas primeiras fases ocorridas em 2016 do grupo que utilizou o Mundo Virtual, com relação ao grupo que optou por não utilizar nenhum ambiente, enquanto em comparação com o ambiente Moodle, os resultados do grupo do Mundo Virtual foram considerados similarmente bons ou até melhores. A terceira fase apresentou resultados novamente considerados similares ou melhores do grupo do Mundo Virtual, com relação ao grupo do Moodle. Foi constatado na análise geral que os participantes que utilizaram o Mundo Virtual tiveram um crescente desempenho, com medianas altas e adequada distribuição das notas, havendo predominância de uma menor amplitude e variabilidade destas. O sistema de monitoramento também operou de forma satisfatória, assim como, os questionários de opinião apresentaram percepções positivas sobre o método aplicado e o uso dos recursos neste ambiente. Desta forma, foi possível concluir que os resultados obtidos com o método foram instigadores e positivos, o que acarretou na validação desta pesquisa e apresentou uma clara contribuição para o meio acadêmico. / The conception of new educational alternatives based on the use of technological resources has led to the exploration of research in different domains of education, among which, the approach of Virtual Worlds has been used concisely in recent decades. Its base is focused on interactivity, visualization of 3D objects, sensation of immersion and freedom to the student to explore the didactic resources made available. In this way, it is considered necessary that the planning and conduction of the activities proposed by the teachers in the Virtual Worlds, are based on a consistent educational approach and diffused in the academic environment. Mastery Learning appears in this context as an instigating alternative to be explored, whose precepts are based on the accomplishment of activities of reinforcement and the constant evaluation of the student, that seek to result in master the contents approached. The potential to be explored in these two areas resulted in the construction of this Thesis, which had the objective of proposing a teaching method based on learning with the use of Virtual Worlds and precepts of Mastery Learning. The proposed method includes the application of face-to-face and complementary activities, with several evaluations during the units worked, whose reinforcement was based on the use of Virtual Worlds in a constant way during this period A Pilot Study was carried out in the Computing area, whose topic was the teaching of Algorithms and Logic of Programming, and the results were considered positive and used as basis for the final tests. In this way, the final experimentation process was conducted with three groups of sixth-year students in a science course in 2016, and with two groups of sixth-year students in the same discipline at the beginning of 2017, with this process separated in three phases. A Virtual World was built in OpenSim containing several types of didactic materials, such as videos, slides, texts and questions, as well as the development of interactive and static simulations, being accessed by students in their homes. Several evaluations were applied in each of the phases to ascertain the student's learning performance, as well as the interactions of the students who used the Virtual World were monitored and opinion questionnaires were applied on this process. For the analysis of the results, non-parametric statistical techniques (Kruskal-Wallis and Wilcoxon-Mann-Whitney) were used, besides the use of Box Plot. Results obtained demonstrated a better performance in the first two phases occurred in 2016 of the group that used the Virtual World, in relation to the group that chose not to use any environment, whereas in comparison to the Moodle environment, the Virtual World group results were considered similarly good or even better The third phase presented results again considered similar or better in the Virtual World group in relation to the Moodle group. It was verified in the general analysis, that the participants who used the Virtual World had a growing performance, with medians high and adequate distribution of the notes, being predominant of a smaller amplitude and variability of these. The monitoring system also operated in a satisfactory way, making it possible to map the learning trajectories and evaluate the students in the Virtual World, as well as the evaluation questionnaires presented positive perceptions about the proposed method and the use of the resources of this environment. Thus, it was possible to conclude that the results obtained with the proposed method were instigating and positive, which resulted in the validation of this research and presented a clear contribution to the academic environment.
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Avaliação de uma abordagem personalizada de ensino no contexto de programação introdutória. / Evaluation of a personalized teaching approach in the context of introductory programming.MORAIS, Luiz Augusto de Macêdo. 02 May 2018 (has links)
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Previous issue date: 2015-09-28 / Nas disciplinas introdutórias de programação existem alunos que aprendem em ritmos diferentes Apesar disso, muitos professores permanecem adotando abordagens nas quais todos são tratados da mesma forma. Infelizmente, aqueles que não conseguem acompanhar o ritmo da disciplina acabam aprendendo o conteúdo superficialmente, pois precisam estudar novos conceitos antes de dominar os anteriores. Pensando nisso, professores da Universidade Federal de Campina Grande (UFCG) resolveram aprimorar a abordagem de programação I, utilizando elementos do Mastery Learning - uma filosofia de aprendizagem baseada no princípio de que todos podem aprender, desde que sejam oferecidas as condições adequadas O intuito desta mudança foi permitir que cada aluno pudesse aprender em seu próprio ritmo e, assim, dominar os conteúdos antes de estudar os próximos. A nova abordagem foi implementada na disciplina e bem aceita entre os professores. No entanto, não havia evidência científica de ela tivesse trazido benefícios ao processo de ensino-aprendizagem. este trabalho surgiu como uma oportunidade para investigar os efeitos da mudança de método nos estudantes e descobrir os aspectos positivos e negativos da nova abordagem. Descobrimos que o Mastery Learning tornou os alunos mais focados e possibilitou que eles levassem menos dúvidas a diante Além disso, à medida que o método evoluiu na disciplina, houve uma melhora considerável no desempenho dos estudantes. Este trabalho reuniu evidências de que a introdução do Mastery Learning em Programação I melhorou vários aspectos do processo
de ensino-aprendizagem e reuniu lições aprendidas pelos professores ao longo da mudança de método. / Students in introductory programming classes learn at different paces. Nevertheless, many professors remain adopting approaches in which all are treated equally. Unfortunately, students who fail to keep pace with the course end up learning superficially, because they study new concepts before mastering the previous ones. Professors from the Federal University of Campina Grande decided to improve the teaching method used in their CS1 course using elements of Mastery Learning - a philosophy of learning based on the principle that everyone can learn under adequate conditions. They changed the teaching approach hoping to allow every student to learn at his/her own pace and master the content before studying the next one. The new method was implemented in the course and well accepted among instructors. However, there was no scientific evidence to support its benefits in the teaching-learning process This work is an opportunity to investigate the effects of Mastery Learning in students and find out the positive and negative aspects of its implementation. We found that students were more focused on their difficulties and had less doubts. In addition, as the method has evolved in the course, there was considerable improvement in student performance. This work gathered evidence that the use of the Mastery Learning in CS1 improved various aspects of the teaching-learning process and brought together lessons learned by instructors
throughoutthechange ofmethod.
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Um método de ensino pautado na aprendizagem integrada aos mundos virtuais e princípios do mastery learning / A method of teaching based on integrated learning to virtual worlds and principles of mastery learningNunes, Felipe Becker January 2017 (has links)
A concepção de novas alternativas educacionais pautadas no uso de recursos tecnológicos, tem acarretado o aumento do número de pesquisas em diferentes domínios de ensino. Tem se destacado nas últimas décadas a abordagem dos Mundos Virtuais, cuja base está calcada na interatividade, visualização de objetos 3D, sensação de imersão e liberdade ao aluno para explorar os recursos didáticos disponibilizados. Desta forma, se considera necessário que o planejamento e condução das atividades propostas pelos professores nos Mundos Virtuais, estejam baseadas em uma abordagem educacional consistente e difundida no meio acadêmico. O Mastery Learning surge neste contexto como uma alternativa instigadora a ser explorada, cujos preceitos estão baseados na realização de atividades de reforço e na avaliação constante do aluno, que buscam resultar na aprendizagem com maestria dos conteúdos abordados. O potencial a ser explorado nestas duas áreas resultou na construção deste trabalho de Tese, que teve como objetivo a proposição de um método de ensino pautado na aprendizagem com o uso dos Mundos Virtuais e preceitos do Mastery Learning. O método proposto engloba a aplicação de atividades presenciais e complementares, com diversas avaliações durante as unidades trabalhadas, cujo reforço foi baseado no uso dos Mundos Virtuais de forma constante durante este período Um Estudo Piloto foi realizado na área de Computação, cujo tópico abordado foi o ensino de Algoritmos e Lógica de Programação, sendo os resultados obtidos considerados positivos, e, utilizados como base para a realização dos testes finais. Desta forma, o processo de experimentação final foi conduzido com três grupos de alunos do sexto ano em uma disciplina de Ciências, no ano letivo de 2016, e, com dois grupos de alunos do sexto ano na mesma disciplina, no início de 2017, sendo todo este processo separado em três fases distintas. Um Mundo Virtual foi construído no OpenSim contendo diversos tipos de materiais didáticos, como vídeos, slides, textos e questões, além do desenvolvimento de simulações interativas e estáticas, sendo acessado pelos alunos na modalidade a distância. Foram aplicadas diversas avaliações em cada uma das fases para averiguar o desempenho de aprendizagem dos estudantes, assim como foram monitoradas as interações dos alunos que utilizaram o Mundo Virtual e aplicados questionários de opinião sobre este processo conduzido. Para a análise dos resultados, foram empregadas técnicas estatísticas não paramétricas (Kruskal-Wallis e Wilcoxon-Mann-Whitney), além do uso de Box Plot Os resultados obtidos demonstraram um melhor desempenho nas duas primeiras fases ocorridas em 2016 do grupo que utilizou o Mundo Virtual, com relação ao grupo que optou por não utilizar nenhum ambiente, enquanto em comparação com o ambiente Moodle, os resultados do grupo do Mundo Virtual foram considerados similarmente bons ou até melhores. A terceira fase apresentou resultados novamente considerados similares ou melhores do grupo do Mundo Virtual, com relação ao grupo do Moodle. Foi constatado na análise geral que os participantes que utilizaram o Mundo Virtual tiveram um crescente desempenho, com medianas altas e adequada distribuição das notas, havendo predominância de uma menor amplitude e variabilidade destas. O sistema de monitoramento também operou de forma satisfatória, assim como, os questionários de opinião apresentaram percepções positivas sobre o método aplicado e o uso dos recursos neste ambiente. Desta forma, foi possível concluir que os resultados obtidos com o método foram instigadores e positivos, o que acarretou na validação desta pesquisa e apresentou uma clara contribuição para o meio acadêmico. / The conception of new educational alternatives based on the use of technological resources has led to the exploration of research in different domains of education, among which, the approach of Virtual Worlds has been used concisely in recent decades. Its base is focused on interactivity, visualization of 3D objects, sensation of immersion and freedom to the student to explore the didactic resources made available. In this way, it is considered necessary that the planning and conduction of the activities proposed by the teachers in the Virtual Worlds, are based on a consistent educational approach and diffused in the academic environment. Mastery Learning appears in this context as an instigating alternative to be explored, whose precepts are based on the accomplishment of activities of reinforcement and the constant evaluation of the student, that seek to result in master the contents approached. The potential to be explored in these two areas resulted in the construction of this Thesis, which had the objective of proposing a teaching method based on learning with the use of Virtual Worlds and precepts of Mastery Learning. The proposed method includes the application of face-to-face and complementary activities, with several evaluations during the units worked, whose reinforcement was based on the use of Virtual Worlds in a constant way during this period A Pilot Study was carried out in the Computing area, whose topic was the teaching of Algorithms and Logic of Programming, and the results were considered positive and used as basis for the final tests. In this way, the final experimentation process was conducted with three groups of sixth-year students in a science course in 2016, and with two groups of sixth-year students in the same discipline at the beginning of 2017, with this process separated in three phases. A Virtual World was built in OpenSim containing several types of didactic materials, such as videos, slides, texts and questions, as well as the development of interactive and static simulations, being accessed by students in their homes. Several evaluations were applied in each of the phases to ascertain the student's learning performance, as well as the interactions of the students who used the Virtual World were monitored and opinion questionnaires were applied on this process. For the analysis of the results, non-parametric statistical techniques (Kruskal-Wallis and Wilcoxon-Mann-Whitney) were used, besides the use of Box Plot. Results obtained demonstrated a better performance in the first two phases occurred in 2016 of the group that used the Virtual World, in relation to the group that chose not to use any environment, whereas in comparison to the Moodle environment, the Virtual World group results were considered similarly good or even better The third phase presented results again considered similar or better in the Virtual World group in relation to the Moodle group. It was verified in the general analysis, that the participants who used the Virtual World had a growing performance, with medians high and adequate distribution of the notes, being predominant of a smaller amplitude and variability of these. The monitoring system also operated in a satisfactory way, making it possible to map the learning trajectories and evaluate the students in the Virtual World, as well as the evaluation questionnaires presented positive perceptions about the proposed method and the use of the resources of this environment. Thus, it was possible to conclude that the results obtained with the proposed method were instigating and positive, which resulted in the validation of this research and presented a clear contribution to the academic environment.
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Conditions that Promote the Academic Performance of College Students in a Remedial Mathematics Course: Academic Competence, Academic Resilience, and the Learning EnvironmentJanuary 2013 (has links)
abstract: Researchers have postulated that math academic achievement increases student success in college (Lee, 2012; Silverman & Seidman, 2011; Vigdor, 2013), yet 80% of universities and 98% of community colleges require many of their first-year students to be placed in remedial courses (Bettinger & Long, 2009). Many high school graduates are entering college ill prepared for the rigors of higher education, lacking understanding of basic and important principles (ACT, 2012). The desire to increase academic achievement is a wide held aspiration in education and the idea of adapting instruction to individuals is one approach to accomplish this goal (Lalley & Gentile, 2009a). Frequently, adaptive learning environments rely on a mastery learning approach, it is thought that when students are afforded the opportunity to master the material, deeper and more meaningful learning is likely to occur. Researchers generally agree that the learning environment, the teaching approach, and the students' attributes are all important to understanding the conditions that promote academic achievement (Bandura, 1977; Bloom, 1968; Guskey, 2010; Cassen, Feinstein & Graham, 2008; Changeiywo, Wambugu & Wachanga, 2011; Lee, 2012; Schunk, 1991; Van Dinther, Dochy & Segers, 2011). The present study investigated the role of college students' affective attributes and skills, such as academic competence and academic resilience, in an adaptive mastery-based learning environment on their academic performance, while enrolled in a remedial mathematics course. The results showed that the combined influence of students' affective attributes and academic resilience had a statistically significant effect on students' academic performance. Further, the mastery-based learning environment also had a significant effect on their academic competence and academic performance. / Dissertation/Thesis / Ph.D. Educational Technology 2013
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Children are the Messengers: A Case Study of Academic Success Through the Voices of High-Achieving Low-Income Elementary StudentsMcCray, Stephen Howard 18 March 2016 (has links) (PDF)
For low-income minority and marginalized communities, American democracy’s educational mission remains unfulfilled. Student voices have provided insight into ways that schools disserve and serve students and how schools can improve in promoting academic achievement; however, academically successful low-income students’ voices—particularly those at the elementary school level—are largely excluded from the literature. Providing a platform for student voices, this qualitative, intrinsic critical case study explored six high achieving low-income students’ views of their academic success and how that success was achieved. Participants were six fifthgrade students, their parents, and teacher, in a school-wide Title I urban public school. Data were collected over a 12-week period through individual interviews, observation, participation, and semiformal conversations. Using an immersive pattern analysis, four main categories emerged from the student interview data: student beliefs about their role; classroom structures; teacher practices; and family support. The study found four principal success factors: a dynamic effort-driven view of success and intelligence; a rigorous dialogic classroom that prioritized student voice, critical thinking, collaboration, and social imagination; an accountable classroom culture of high expectations and mastery learning; and the richly diverse experiences and teachings of parents and families as valuable funds of knowledge. Implications and recommendations are included for policy, practice, and future research.
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Investigando aspectos do mastery learning e da capacidade da memória visual para objetos dinâmicosPEREIRA FILHO, Silvio Carlos Ferreira 22 December 2014 (has links)
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Previous issue date: 2014-12-22 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / O “ensino tradicional” de Ciências apresenta vários aspectos problemáticos, tais
como: a baixa taxa de retenção da informação nas - predominantes - aulas expositivas; a
baixa taxa de domínio do conteúdo; o conceito de domínio de fatos e ferramentas, em
contraposição ao domínio do pensamento científico; o esquema predominante de
avaliações classificativas, em detrimento ao de formativas. Estes problemas poderiam
ser minimizados levando-se em conta, por exemplo: a necessidade da redução da carga
cognitiva; a consideração dos conhecimentos prévios do estudante; práticas que
estimulem o engajamento dos estudantes, bem como provê-los com feedback
sistemático; o uso da Tecnologia no processo de ensino e aprendizagem.
Dentre as propostas alternativas de ensino, o “mastery learning” (ensino para
domínio) de Keller (proposto na década de 60) troca o esquema predominante de aulas
expositivas pelo de estudantes realizando avaliações formativas em sala. O método
eleva a taxa de domínio do conteúdo, gerando um efeito de inversão de notas finais (a
maioria dos estudantes obtendo as melhores notas). No entanto, apesar de todas as
evidências descritas na literatura de que essa alternativa de ensino traz resultados
positivos, o método perdeu quase toda a popularidade a partir da década de 80. Um dos
fatores pode ter sido a alta carga de trabalho requerida para sua aplicação. No presente
trabalho, propomos um modelo matemático para descrever o esquema de um curso
executado de acordo com o plano Keller. Este modelo prediz a evolução temporal da
distribuição de estudantes por unidade de conteúdo, prediz o efeito de inversão nas
notas finais e estabelece condições sob as quais este efeito pode ser observado. O
modelo também fornece uma quantificação da carga de trabalho despendida na
execução de avaliações, de forma que ele pode ser uma ferramenta útil para aqueles que
estão planejando ou interessados em investigações adicionais sobre cursos Keller.
Como auxílio na solução dos problemas do ensino tradicional, a Tecnologia, por
sua vez, permite o desenvolvimento de ferramentas que podem auxiliar nas práticas que
estimulem o engajamento, na identificação de conhecimentos prévios, no provimento de
feedback sistemático, na implementação de avaliações formativas e no desenvolvimento
do pensamento científico. No presente trabalho, também focamos na questão da
sobrecarga da memória de trabalho visual que pode surgir no uso de simulações
ix
computacionais, as quais envolvem objetos cujas características variam no tempo.
Investigamos a retenção na memória visual de quadrados com uma característica
simples (cor) que pode variar com o tempo. Nossos resultados registram o impacto na
capacidade da memória visual gerado pela alteração das características dos objetos com
o passar do tempo. Especificamente, mostramos que a memória visual pode armazenar,
aproximadamente, até 2 objetos do tipo quadrados com duas cores separadas no tempo,
em contraste com o limite de 4 objetos estáticos encontrado na literatura. Nosso
trabalho revela que essas variações temporais de características irão aumentar a carga
cognitiva visual, o que pode acabar prejudicando a eficácia educacional da simulação.
Desse modo, nossa pesquisa indica que não somente a quantidade de objetos estáticos
desnecessários deve ser reduzida nas simulações computacionais, mas também a
quantidade de dinâmica desnecessária deve ser reduzida, uma vez que essa dinâmica
gera carga cognitiva visual.
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檔案評量對EFL學生閱讀學習之成效 / The effects of the portfolio assessment on EFL learners’ reading performance張斐華 Unknown Date (has links)
本論文旨在探討閱讀檔案評量結合閱讀策略教學對於中台灣低成就國中生的影響。本研究對象為兩名八年級國中生,在七年級時因段考成績被學校歸為低成就組。這兩名學生上學期的英語成績平均相近,上課參與度高,作業確實繳交。
本研究採用Li (2008)與Yang (2007)針對國中基本學力測驗英語閱讀測驗題型提出之六大分類:確認文章主旨、引導正確結論、導出暗示推論、猜測字詞意義、尋找細部資訊、找出字詞指涉,並將此分類納為閱讀策略教學之目標。學生必須遵照閱讀檔案評量進度表,在接受閱讀策略教學同時,透過讀書心得練習策略,並透過閱讀檔案進行自評。研究為期十七週,每週一節課。為求完整了解學生閱讀與學習行為改變,並探究閱讀檔案評量結合閱讀策略教學之成效,本研究除蒐集學生閱讀檔案,亦施行仿全民英檢閱讀測驗,發放問卷,和學生進行面談,並觀察學生學習狀況。
本研究發現閱讀檔案評量結合閱讀策略教學能夠幫助低成就國中生精熟閱讀策略及提高閱讀成效。即使學生在進行檔案評量前後,對自己使用閱讀策略的認知和實際進行檔案評量的表現有所出入,學生於閱讀時進行選擇、反省、分享之情形仍較進行檔案評量前增加,充分體現檔案評量的精神。而學生閱讀行為之改變均符合Benson (2003)所談之促進學習自主原則。一旦學生學習自主性增加,學習動機隨之提高,學習反應良好,也同時負起學習責任(Cameron, 2007; Chen, 2004; Sarwar, 2002; ÜSTÜNLÜOGLU, 2009)。
本研究因此建議教育部基測委員會不應該僅以單選題型式來測驗學生閱讀能力,而應該嘗試其他題型。此外,本研究也建議英語教師設計適合學生的閱讀教材,或訂出學生閱讀分級讀本的規則,並建議編者把閱讀檔案評量與閱讀策略教學融入課本中。而按學生個別差異進行適性及彈性的調整仍有其必要性,以期發揮檔案評量結合策略教學對於學生閱讀表現之最大成效。 / The present study aims to investigate the effects of reading portfolio assessment (RPA) and reading strategy instruction on the junior high low achievers in central Taiwan. Participants in the present study were two eighth graders who were identified as low achievers according to their performance in monthly exams when in the seventh grade. They had something in common: having similar English average scores last semester, taking active participation in class, and finishing assignments by due dates.
According to Li’s (2008) and Yang’s (2007) categorization of reading strategies, the Basic Competence Test (BCT) English reading comprehension tests are designed based on the following six reading strategies— identifying the main idea, drawing correct conclusions, drawing implications and inferences, determining the meaning out of the context, finding the detailed information, and finding the targets of the references. Following the RPA syllabus, the participants received reading strategy instruction, practiced the strategies through journals, and assessed themselves through reading portfolios. The observation took one class period every week for 17 weeks. With the help of simulated General English Proficiency Test (GEPT) reading comprehension tests, questionnaires, reading portfolios, conferences, and observations, the findings of the present study showed the participants’ change in reading/learning behaviors and the effectiveness of RPA/reading strategy instruction.
The results indicated that RPA and reading strategy instruction may make the junior high low achievers master reading strategies and perform well in reading. Even though there is inconsistence between their understanding of their strategy use before RPA and their actual performance during RPA, they thoroughly show Katz and Johnson-Kuby’s (1996) three elements of portfolio assessment with increase in selection, reflection, and sharing when reading. The changed reading behaviors correspond to Benson’s (2003) principles for fostering learner autonomy; because of increased learner autonomy, they raise their learning motivation, have positive learning response, and take responsibility for their learning (Cameron, 2007; Chen, 2004; Sarwar, 2002; ÜSTÜNLÜOGLU, 2009).
At last, the present study suggested that the BCT committee consider trying more diverse ways to test reading ability, rather than focusing only on single choice questions. Furthermore, this study suggested that English teachers design reading materials suitable for students or set up a system to get students to read higher level books, and that textbook editors include RPA and reading strategy instruction. Meanwhile, editors and teachers have to keep in mind that personal and diverse adjustments are permitted in order to have the best effectiveness on students’ learning of reading, as long as the adjustments follow guidelines for RPA.
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