Using Multiple Active Teaching-Learning Approaches in Software Project Management: A longitudinal analysis of students’ motivation and learning

P. Schoeffel, R. Wazlawick, V. Ramos
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引用次数: 2

Abstract

This article describes the instructional design and evaluation of a course about project management in a software engineering post-graduation program using different teaching approaches and with a focus on active learning. We use four different approaches: digital educational game, non-digital educational game, hands-on activity, and experiential activity. Each one of the activities is evaluated for the aspects of motivation, user experience, and learning, following the MEEGA evaluation model and Cidral’s experiential activity model. To verify the perceptions of students over time, we also assess graduated students that have concluded this course after two to four years, considering the aspects of motivation and learning. Results indicate a high level of approval for dynamic activities, regarding both motivation and learning. Activities with greater impact on motivation and learning are dynamics and educational games, group practical activities, and group theoretical activities. Among the factors that most influence students’ motivation, we highlight: active learning, teacher knowledge, the taste of the area, and teaching methods. We realized that there was no significant variation in the perception of the activities by students over time.
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在软件项目管理中运用多种主动教学方法:学生动机与学习的纵向分析
本文描述了软件工程研究生项目管理课程的教学设计和评估,使用不同的教学方法,并以主动学习为重点。我们使用了四种不同的方法:数字教育游戏,非数字教育游戏,动手活动和体验活动。根据MEEGA评估模型和Cidral的体验活动模型,对每个活动进行动机、用户体验和学习方面的评估。为了验证学生随着时间推移的看法,我们还评估了在两到四年后完成本课程的毕业生,考虑到动机和学习方面。结果表明,在动机和学习方面,对动态活动的认可程度很高。对动机和学习影响较大的活动是动态和教育游戏、小组实践活动和小组理论活动。在影响学生学习动机的因素中,我们强调:主动学习、教师知识、区域品味和教学方法。我们意识到,随着时间的推移,学生对这些活动的看法并没有显著的变化。
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