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Innovative changes in a UK midwifery education programmePorter, Jan, Meddings, Fiona S. 27 September 2013 (has links)
No / At the University of Bradford, the midwifery team have developed an innovative approach to the delivery of their midwifery programme. This includes the use of a spiral curriculum that is underpinned by problem based learning. A spiral curriculum is one that facilitates an iterative revisiting of topics, subjects or themes throughout the programme. The approach is not simply one of repetition but one that enables the student to achieve deeper knowledge with each turn of the spiral.
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A Change in Structure: Meaningful Learning and Cognitive Development in a Spiral, Organic Chemistry CurriculumGrove, Nathaniel P. 01 May 2008 (has links)
No description available.
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A change in structure meaningful learning and cognitive development in a spiral, organic chemistry curriculum /Grove, Nathaniel P. January 2008 (has links)
Thesis (Ph. D.)--Miami University, Dept. of Chemistry and Biochemistry, 2008. / Title from first page of PDF document. Includes bibliographical references (p. 121-127).
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Mind the Gap: An Integration of Art and Science in Music Theory PedagogyPenny, Lori Lynn 22 April 2021 (has links)
My inquiry, centered on the applied practice of teaching, confronts the detachment that often disassociates the intellectual study of music theory from the physical experience of music. This pedagogical detachment, perceived as a split between opposing views of knowledge, privileges positivist science over interpretive art (Aróstegui, 2003), producing written competencies that have little or no musical meaning (Rogers, 2004). Endeavouring to re-attach music theory and the music it was initially intended to explain (Dirié, 2014), I constructed four Listening Guides to align with the intermediate-level theory curriculum of the Royal Conservatory of Music. Their construction incorporates elements of design research along with an underlying framework derived from the Kodály Method’s four-step instructional process. Given my multi-faceted personal/professional interactions with music theory, my research project is presented in the form of a quest narrative that weaves together my story and the stories of participant teachers who established the Listening Guides’ potential usefulness through reviewing and implementing interactions. This narrative, as a creative representation of arts-based research practices (Leavy, 2015), is derived from the blurring of specific cognitive findings and less definable aesthetic knowings (Greenwood, 2012). My data, both the prototypical data I designed and the empirical data I collected from focus group discussions with my participants, are filtered through an a/r/tographic lens that acknowledges the coexistence of my artist/researcher/teacher identities. The analysis of our aggregate narrative, as an exploration of music theory pedagogy with, about, in, and through music, relies on the evaluative tools of educational criticism (Eisner, 1991). Unfolding in a mostly linear climb, my quest for a fully integrated music/theory (art/science) pedagogy reaches its apex in the understanding that a music-logic organization confounds the subject-logic of traditional teaching approaches. Thus, my inquiry challenges the customary practices of scientific knowledge-building with a model for artistic “ways-of-knowing” in music theory pedagogy.
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Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?ticaAraujo, Luis Gustavo de Jesus 06 April 2018 (has links)
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Previous issue date: 2018-04-06 / Teaching programming is a great challenge in every educational stage and in several institutions of the world, being a general problem in the area of computing education. In the Brazilian Informatics vocational high school programs, historical issues of the Professional Education System in Brazil make this problem even harder. With these issues in mind, we proposed and evaluated a teaching approach based on spiral learning associated with programming environments for novices and contexts relevant to students, aiming to improve motivation and learning in programming courses. Three case studies were carried out: one in Midlle School, and two in vocational high school programs in Informatics in Feira de Santana, Bahia, Brazil. The case studies were split into three contextualized blocks, where programming content was learned through a context, using appropriate tools. Contexts such as games, geometric figures and images were used, as well as Scratch, JES and PPlay tools. Given the qualitative and quantitative nature of this research, we used sur- veys, interviews, observations, evaluations and logbooks to obtain the data. Results on motivation are described in terms of the ARCS model (Attention, Relevance, Confidence and Satisfaction), and the results on learning are described from student exams and qualitative data. Results point to high levels of motivation during the whole approach and to the influence in student motivation of either maintaining or changing context and tools used in each block. Regarding learning, results demonstrate that the approach has enhanced learning of some concepts. One noti- ces that Scratch helped in understanding Functions, Select and Repeart Structures, and that the use of the Python language led to better understanding of Variables and Relational Operators. About object-oriented programming concepts, students showed ease with Classes, Constructors, Objects and Variables. This study also reveals the mutual influence between student motivation and learning. The results, materials, research design and the courses presented in this work may contribute to the design of other vocational courses and to the research on teaching and learning programming. / O ensino de programa??o ? um grande desafio em todas as modalidades de ensino e em v?rias institui??es de diversos pa?ses, configurando-se como um problema geral na ?rea de Computa??o. Nos cursos t?cnicos em inform?tica brasileiros, somam-se os problemas hist?ricos da Educa??o Profissional no Brasil. Diante destes problemas, buscou-se a motiva??o e o aprendizado em disciplinas de programa??o, atrav?s de uma abordagem se ensino em espiral e contextualizada. Foram realizados tr?s estudos de caso: um, no ensino Fundamental, e dois, em cursos t?cnicos de Inform?tica, no munic?pio de Feira de Santana, Bahia. Os estudos de caso foram divididos em tr?s blocos contextualizados, onde estudavam-se conte?dos de programa??o atrav?s de um contexto, usando ferramentas apropriadas. Foram utilizados contextos como Jogos, Figuras geom?tricas e Imagens, assim como as ferramentas Scratch, JES e PPlay. Tendo em vista o car?ter qualitativo e quantitativo da pesquisa, utilizamos question?rios, entrevistas, observa??es, avalia??es e di?rios de bordo para obten??o dos dados. Os resultados sobre motiva??o s?o descritos em termos do modelo ARCS (Aten??o, Relev?ncia, Confian?a e Satisfa??o), enquanto que os resultados sobre aprendizagem s?o descritos a partir das avalia??es e dos dados qualitativos. Os resultados apontam para altos ?ndices de motiva??o, durante toda a abordagem e para a influ?ncia direta da manuten??o ou mudan?a do contexto e das ferramentas, utilizadas nos blocos, na motiva??o dos estudantes. Quanto `a aprendizagem, os resultados demonstram que a abordagem potencializou a aprendizagem de alguns conceitos. Percebe-se que o Scratch auxiliou na compreens?o de Fun??o, Estruturas de Repeti??o e Sele??o e que o uso da linguagem Python possibilitou uma maior compreens?o sobre Vari?veis e sobre Operadores Relacionais. Quanto ? orienta??o a objetos, os estudantes apresentaram facilidades em Classes, Construtores e Objetos. Este estudo revela ainda, rela??es de influ?ncia entre a motiva??o dos estudantes e a aprendizagem. Espera-se que os resultados, os materiais e o design da pesquisa e das disciplinas, aqui apresentados, possam contribuir para a concep??o de disciplinas de programa??o em outros cursos t?cnicos e para a investiga??o sobre o ensino-aprendizagem de programa??o.
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