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Reflections on teaching an engineering course through murder mysteries 通过谋杀之谜讲授工程课程的思考
Q1 Social Sciences Pub Date : 2023-06-16 DOI: 10.3926/jotse.2014
K. Kumar
This paper presents a reflective analysis of a novel approach to Problem-Based Learning (PBL) to teach abstract concepts in a large-class setting, specifically tailored for a third-year required undergraduate course, “Introduction to Geotechnical Engineering.” The primary objective is to enhance student engagement and learning outcomes by employing forensic case studies-based learning, also known as murder mysteries. This unique adaptation of PBL offers a fresh perspective on teaching abstract concepts by introducing real-world engineering failures relevant to the topic. Students then identify potential reasons for failure, rank them, and cooperatively explore them. By progressing from the known to the unknown, students develop a comprehensive understanding of the fundamental principles they later encounter. by progressing from the known to the unknown This approach overcomes the limitations of traditional teaching methods that introduce abstract concepts before presenting real-world examples. The murder mysteries capture students' attention and interest, allowing them to experience the process of doing real-world engineering. Consequently, the course rating improved significantly, achieving the highest score in the last twenty years - 4.9 out of 5.0, well above the average course rating of 3.8 during the same period. The paper delves into the background, methodology, challenges, and reflections on implementing and evaluating this engaging and effective PBL adaptation in a large-class setting for teaching abstract concepts in engineering.
本文对基于问题的学习(PBL)在大班教学中教授抽象概念的新方法进行了反思分析,该方法专门为三年级的本科必修课程“岩土工程导论”量身定制。主要目标是通过采用法医案例研究为基础的学习,也被称为谋杀之谜,来提高学生的参与度和学习成果。通过引入与主题相关的现实世界工程故障,这种独特的PBL改编为抽象概念的教学提供了新的视角。然后,学生们找出失败的潜在原因,对它们进行排名,并合作探索它们。通过从已知到未知的发展,学生对他们后来遇到的基本原理有了全面的理解。这种方法克服了传统教学方法的局限性,即先介绍抽象概念,再介绍现实世界的例子。谋杀之谜吸引了学生们的注意力和兴趣,让他们体验了现实世界的工程过程。因此,课程评分显著提高,达到了近20年来的最高分——4.9分(满分5.0分),远高于同期课程的平均评分3.8分。本文深入探讨了背景,方法,挑战,以及在大班教学中实施和评估这种吸引人的有效PBL适应的思考,以教授工程中的抽象概念。
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引用次数: 0
The effectiveness of study, explore, implement, evaluate model e-learning based on project-based learning on the conceptual understanding and agility of students 基于项目学习的电子学习模式的学习、探索、实施和评价对学生概念理解和敏捷性的影响
Q1 Social Sciences Pub Date : 2023-06-12 DOI: 10.3926/jotse.1624
K. Setemen, Gede Sudirtha, Wayan Widiana
The results of online learning were not optimal, as evidenced by the unsatisfactory learning outcomes. These issues influenced students who had a poor understanding of concepts and those who were quick to learn. It was the reason for the study that aims to analyze the effectiveness of study, explore, implement, evaluate (SEIE) model e-learning based on project-based learning (PjBL) on the conceptual understanding and agility of students. The research design is a posttest control group design, which is a quasi-experimental design. The sample size for this study is 58 students, including 28 in the experimental group and 30 in the control group. The study used test and questionnaire methods to collect research data. A test instrument in the form of a description of 10 questions was used to assess conceptual understanding, and a questionnaire instrument with 30 statements was used to assess their agility. Quantitative descriptive analysis and inferential statistical analysis using MANOVA were utilized as data analysis methods and techniques. The findings revealed that the SEIE model e-learning based on PjBL was beneficial in improving students' ability to understand concepts and their agility as learners, both partially and simultaneously. This condition was indicated by the value of sig. < 0.05. As a result, the SEIE model e-learning based on PjBL was effective on students' ability to understand concepts and their agility, both partially and simultaneously. Thus, this model became a learning recommendation for improving conceptual understanding and agility.
在线学习的效果并不理想,学习结果令人不满意。这些问题影响了那些对概念理解不好的学生和那些学习很快的学生。因此,本研究旨在分析基于项目学习(PjBL)的学习、探索、实施、评估(SEIE)模式电子学习对学生概念理解和敏捷性的有效性。研究设计为后测对照组设计,属于准实验设计。本研究的样本量为58名学生,其中实验组28人,对照组30人。本研究采用测试法和问卷调查法收集研究数据。一个包含10个问题描述的测试工具被用来评估概念理解,一个包含30个陈述的问卷工具被用来评估他们的敏捷性。数据分析方法和技术采用了定量描述分析和方差分析的推理统计分析。研究结果表明,基于PjBL的SEIE网络学习模式对提高学生的概念理解能力和学习敏捷性有一定的促进作用。以p < 0.05为指标。结果表明,基于PjBL的SEIE模型在线学习对学生的概念理解能力和敏捷性都有一定的促进作用。因此,该模型成为提高概念理解和敏捷性的学习建议。
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引用次数: 0
Augmented reality on students' academic achievement viewed from the creative thinking level 从创造性思维层面看增强现实对学生学习成绩的影响
Q1 Social Sciences Pub Date : 2023-06-12 DOI: 10.3926/jotse.1813
I. Buditjahjanto, Juki Irfansyah
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a learning process in the classroom. The research objective is to investigate the effect of augmented Reality on students' academic achievement viewed from the creative thinking level. MANOVA was used to analyze differences in cognitive and psychomotor learning outcomes between the experimental class using AR and the control class using PowerPoint. The results showed that learning media and creative thinking levels affect cognitive and psychomotor learning outcomes. Cognitive learning outcomes of students using AR are higher than student learning outcomes using PowerPoint. Meanwhile, the psychomotor learning outcomes of students using AR are higher than those using PowerPoint. The learning media significantly affects cognitive learning outcomes with a p-value = 0.007, while the creative thinking level significantly affects psychomotor learning outcomes with a p-value = 0.016.
利用计算机应用程序作为学习媒介已广泛应用于学习过程中。增强现实就是这样一种计算机应用。增强现实在易用性、媒体吸引力和移动性方面具有优势,因为它可以在手机和平板电脑上使用。创造性思维是学生在课堂学习过程中解决问题所需要的一种技能。本研究旨在从创造性思维层面探讨增强现实对学生学习成绩的影响。采用方差分析方法分析使用AR的实验班与使用PowerPoint的对照班在认知和精神运动学习结果上的差异。结果表明,学习媒介和创造性思维水平影响认知和心理运动学习结果。使用AR的学生的认知学习结果高于使用PowerPoint的学生的学习结果。同时,使用AR的学生的心理运动学习效果高于使用PowerPoint的学生。学习媒介显著影响认知学习成果(p值= 0.007),创造性思维水平显著影响精神运动学习成果(p值= 0.016)。
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引用次数: 0
Digital tools and active leaning in an online university: Improving the academic performance of future teachers 网络大学中的数字化工具与主动学习:提高未来教师的学习成绩
Q1 Social Sciences Pub Date : 2023-06-12 DOI: 10.3926/jotse.2084
Ingrid Mosquera Gende
Digital tools are part of any online educational context. When it comes to training future teachers, this point is crucial because they will transfer this technology to their classrooms. Additionally, incorporating these digital resources as part of an active learning proposal will contribute to future teachers' motivation, self-regulation, and autonomy and positively influence their academic performance. This piece of research refers to the evaluation of an educational active learning proposal in which a pre-experimental design without a control group was used in order to study the possible relationship between the use of digital tools and the academic performance of the students. A sample of 908 students participated, distributed in three academic years. Results show that those who used more tools as part of the active learning proposals obtained better final marks, as well as a higher grade in the continuous assessment activities, which they also completed in a higher percentage (p<0.001). It can be concluded that the use of digital tools within an active learning proposal contributes to an improvement in the academic performance of future teachers as well as in the participation and engagement of the students.
数字工具是任何在线教育环境的一部分。当谈到培训未来的教师时,这一点至关重要,因为他们将把这项技术应用到课堂上。此外,将这些数字资源作为主动学习计划的一部分,将有助于未来教师的动机、自我调节和自主性,并对他们的学习成绩产生积极影响。本研究是对一项教育性主动学习计划的评估,该计划采用无对照组的预实验设计,以研究数字工具的使用与学生学业成绩之间可能存在的关系。908名学生参与了调查,分布在三个学年。结果表明,那些使用更多工具作为主动学习建议的一部分的人获得了更好的最终分数,以及在持续评估活动中的更高分数,他们完成的百分比也更高(p<0.001)。可以得出结论,在主动学习计划中使用数字工具有助于提高未来教师的学习成绩,以及学生的参与和参与。
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引用次数: 0
Problem-based learning using e-module: Does it effect on student’s high order thinking and learning interest in studying geography? 利用e-module进行问题型学习:对学生在地理学习中的高阶思维和学习兴趣有影响吗?
Q1 Social Sciences Pub Date : 2023-06-12 DOI: 10.3926/jotse.1965
B. Wijayanto, S. Sumarmi, Dwiyono Hari Utomo, B. Handoyo, M. Aliman
High Order Thinking Skills (HOTS) are abilities that students in the 21st century must acquire. Problem-based learning is one of the learning models to improve high order thinking skills. E-module is an innovative teaching tools used in geography education. Geography is the main focus of education in the 21st century, especially related to environmental issues. This study aimed to determine the effect of PBL with e-module based on HOTS to student’s learning interest in studying geography. The research population consisted of second-year students (grade 11) of social class in SMAN 2 Semarang (Public Senior High School). This research used a factorial experimental design. The data was collected using a test measuring HOTS and a questionnaire measuring enthusiasm for learning geography. The data were analysed using statistics, including the normality test, the homogeneity test, and hypothesis testing with the T-test, linear regression, and two-way ANOVA. The results found that: 1) PBL with e-modules had a significant effect on HOTS; 2) student’s interest in studying geography had no significant effect on HOTS; 3) there was no effect between PBL and e-modules with student’s interest in studying geography on HOTS. The HOTS test results were unaffected by the increase or decrease in student’s interest. The HOTS is not influenced by student’s interest in studying geography, but rather by the actual learning; 4) the highest indicator of developing HOTS is the capacity for abstract thought; 5) students conclude that using e-modules in PBL can improve interest for solving environmental issues. The combination of e-module content with project-based learning motivates students to protect the environment.
高阶思维技能(HOTS)是21世纪学生必须掌握的能力。基于问题的学习是提高高阶思维能力的学习模式之一。电子模块是一种创新的地理教学工具。地理是21世纪教育的主要焦点,特别是与环境问题有关。本研究旨在探讨基于HOTS的电子模块PBL对学生地理学习兴趣的影响。研究对象为SMAN 2三宝垄(公立高中)社会阶层的二年级学生(11年级)。本研究采用因子实验设计。数据的收集采用了测量HOTS的测试和测量地理学习热情的问卷调查。对数据进行统计学分析,包括正态性检验、齐性检验和假设检验,采用t检验、线性回归和双向方差分析。结果发现:1)带e-模组的PBL对HOTS有显著影响;2)学生地理学习兴趣对HOTS的影响不显著;(3) PBL和e模块对学生地理学习兴趣的影响不显著。HOTS测试结果不受学生兴趣的增加或减少的影响。学生学习地理的兴趣对HOTS的影响不大,而实际的学习情况对HOTS的影响较大;(4)发展HOTS的最高指标是抽象思维能力;5)学生认为在PBL中使用电子模块可以提高解决环境问题的兴趣。电子模块内容与项目学习相结合,激励学生保护环境。
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引用次数: 1
Formative research: Perceptions of Communication Science students at a Peruvian university 形成性研究:秘鲁一所大学传播学学生的认知
Q1 Social Sciences Pub Date : 2023-05-22 DOI: 10.3926/jotse.1758
José Esquivel-Grados, Valia Venegas-Mejía, Clotilde Paula Venegas-Mejía, Manuel Tomás Gonzáles-Benites, Heber Arnaldo Valdivia-Huaranga, Nelson Bacón Salazar
La investigación formativa genera diferentes percepciones en los estudiantes de pregrado, y para conocer más sobre ellas se encuestó a 80 y se entrevistó a 12 estudiantes de Ciencias de la Comunicación en una universidad nacional en Lima (Perú). Los resultados evidencian que la conciben como: la formación para realizar investigaciones científicas, las actividades curriculares o extracurriculares como parte o para la investigación científica, la preparación para la realización de trabajos de investigación para la graduación o la obtención de un título, el desarrollo de competencias para investigar en la profesión, una estrategia instruccional para desarrollar competencias investigativas, y un fortalecimiento de la cultura investigativa, entre otros. Pero más allá de estos variados conceptos, surge la estimación mayoritaria de que la investigación formativa ha sido desatendida por la universidad,
在本科生中,形成性研究产生了不同的看法,为了了解更多关于他们的信息,我们对秘鲁利马一所国立大学的80名传播学学生进行了调查,并采访了12名传播学学生。结果表明,他们认为它是:进行科学研究、培训等课外活动课程或部分或科学研究进行研究、准备毕业或获得冠军,职业生涯的调查能力,发展小型开发调查能力、战略和加强文化调查,等等。然而,除了这些不同的概念之外,大多数人认为形成性研究被大学忽视了,
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引用次数: 10
Media and information literacy in secondary students: Diagnosis and assessment 中学生媒介与信息素养:诊断与评估
Q1 Social Sciences Pub Date : 2023-05-15 DOI: 10.3926/jotse.1746
Osbaldo Turpo-Gebera, Mercedes Zea-Urviola, Fátima Huamaní-Portilla, Milagros Girón-Pizarro, Alexandra Pérez-Zea, Ignacio Aguaded
In the information and knowledge society, technology and the COVID-19 pandemic have added to the debate on Media and Information Literacy (MIL). In Peru, in spite of the recommendations from international institutions, proper attention has not been given, generating gaps in the study curricula. From this perspective, the study investigates the level of development of MIL in students studying the last cycle of intermediate education. In order to determine this, the AMI-Peru-21 survey was designed and validated, based on the UNESCO proposals. This research is of a quantitative, descriptive and cross-curricular nature, which made it possible to diagnose the relationship of the socioformative factors with the levels of MIL achievement, based on a sample made up by 1250 students from the province of Arequipa. The results evidence the validity and reliability of the instrument (α=0.96) in order to measure the level of MIL, from the perspective of student self-perception, as well as the association of certain socioformative factors with MIL (p<0.000), among them, progress with age, i.e., older ages are associated with greater the levels of achievement, and females make more progress than males. It is also verified that access to basic services, such as electricity and the Internet, and the type of educational institution are correlated with higher levels of MIL achievement. From the evidence that is generated, in order to ensure the education of critical, ethical and responsible citizens, a set of initiatives is suggested to further the evolution of MIL in education.
在信息和知识社会,技术和COVID-19大流行加剧了关于媒体和信息素养的辩论。在秘鲁,尽管国际机构提出了建议,但没有给予适当的注意,在学习课程中产生了差距。从这个角度出发,本研究考察了中级教育最后一个周期学生的语言素养发展水平。为了确定这一点,ami -秘鲁-21调查是根据教科文组织的建议设计和验证的。这项研究是定量的、描述性的和跨学科的,这使得有可能诊断社会形成因素与MIL成就水平的关系,基于一个由来自阿雷基帕省的1250名学生组成的样本。从学生自我感知的角度,以及某些社会形成因素与MIL的关联(p<0.000),结果证明了该工具测量MIL水平的效度和信度(α=0.96),其中,随着年龄的增长,即年龄越大,成就水平越高,女性比男性进步更多。研究还证实,获得基本服务(如电力和互联网)以及教育机构的类型与较高的MIL成就水平相关。根据所产生的证据,为了确保批判性,道德和负责任的公民的教育,提出了一系列倡议,以进一步发展教育中的MIL。
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引用次数: 0
Formative research and the achievement of skills based on undergraduate theses in university higher education 高校本科毕业论文的形成性研究与技能成就
Q1 Social Sciences Pub Date : 2023-05-15 DOI: 10.3926/jotse.1744
Giovanna Enriquez, Edith Zevallos, F. Zenteno, D. Pariona, Rommel López
The aim of this research was to determinate the relationship between formative research and the achievement of skills based on undergraduate theses in university higher education, considering three dimensions: student perception in the investigative endeavor, the role of the instructor and the institutional support in the process of building research skills. The methodology corresponds to a quantitative approach, and a survey technique was applied. A 21-item questionnaire card was designed, with a Likert scale that ranged from 1 to 5 for the formative research variable, and 30-item card with a Likert scale from 0 to 4 for the attainment of skills based on the thesis review. The instrument was validated by expert opinion, reaching an average of 85%. The reliability of the questionnaires was 0.92 and 0.95, respectively, according to the Cronbach’s alpha method. The population consisted of 1448 theses published in the institutional repository from 2016 to 2020, and the sample was made up of 110 theses from 11 colleges, with a 95% level of confidence. The results indicate that the perception of the achievement of research skills, instructor support during the research process and institutional support are “positive”; likewise, review of the theses reached a “successful” level. It is concluded that there is a direct relationship between formative research and the achievement of competences.
本研究的目的是确定形成性研究与基于大学高等教育本科论文的技能成就之间的关系,考虑三个维度:学生在调查努力中的感知,教师的角色和在建立研究技能过程中的制度支持。该方法对应于定量方法,并采用了调查技术。设计了21项问卷卡,形成性研究变量的李克特量表为1 ~ 5,根据论文综述设计了30项问卷卡,技能获得的李克特量表为0 ~ 4。该仪器经专家意见验证,平均准确率达到85%。根据Cronbach 's alpha方法,问卷信度分别为0.92和0.95。总体由2016年至2020年发表在机构知识库中的1448篇论文组成,样本由11所高校的110篇论文组成,置信度为95%。研究结果表明,学生对研究技能成就、研究过程中导师支持和机构支持的感知是“积极的”;同样,论文的复习也达到了“成功”的水平。结果表明,形成性研究与能力成就之间存在着直接的关系。
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引用次数: 0
E-learning and the factors that influence the fear of failing an academic year in the era of Covid-19 新冠肺炎时代的网络学习和影响不及格恐惧的因素
Q1 Social Sciences Pub Date : 2023-05-15 DOI: 10.3926/jotse.1752
Olger Gutierrez, Fabiola Talavera-Mendoza, Sandra Chicaña Huanca, Sharmila Cano Villafuerte, Antonio Sotillo Velásquez
The aim of this research has enabled us to establish the influential relationship between factors associated with e-learning, such as individual impact and depression, and the mediating role in psychological distress and computer anxiety related to the fear of failing an academic year in times of COVID-19 in university students at two universities in the Arequipa region of Peru. The methodology used was developed in two stages; in the first stage, an Exploratory Factor Analysis (EFA) was performed, which enabled us to compare the initial results from the theoretical matrix proposed with the observed matrix; in the following stage, a Confirmatory Factor Analysis (CFA) was performed, as an analytic condition for the factors and to determine the robustness of the proposed model. For this purpose, the Structural Equation Modeling (PLS-SEM) was used, based on partial minimum squares. The sample for the study was made up by 252 students. It is concluded that there are significant influential relationships among the variables observed, such as the individual impact of e-learning, depression, mediated by psychological distress and anxiety for fear of failing the academic year.
本研究的目的是使我们能够在秘鲁阿雷基帕地区两所大学的大学生中建立与电子学习相关的因素之间的影响关系,例如个人影响和抑郁,以及与COVID-19时期担心不及格相关的心理困扰和计算机焦虑的中介作用。所使用的方法分两个阶段发展;在第一阶段,进行探索性因子分析(EFA),使我们能够将理论矩阵的初始结果与观测矩阵进行比较;在接下来的阶段,进行验证性因子分析(CFA),作为因素的分析条件,并确定所提出模型的稳健性。为此,采用了基于偏最小二乘的结构方程模型(PLS-SEM)。该研究的样本由252名学生组成。研究结果表明,所观察到的变量之间存在显著的影响关系,例如电子学习的个人影响,由心理困扰和担心学年不及格的焦虑介导的抑郁。
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引用次数: 0
Motivations and use of video games in engineering students 工科学生对电子游戏的动机和使用
Q1 Social Sciences Pub Date : 2023-05-15 DOI: 10.3926/jotse.1897
Rosa Núñez-Pacheco, Osbaldo Turpo-Gebera, Aymé Barreda-Parra, Elizabeth Vidal, Eveling Castro-Gutierrez, Ignacio Aguaded
The use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games. To this end, an instrument to measure the use of video games and a scale of motivations were administered to 633 students enrolled in different academic engineering programs at a Peruvian public university. It was found that 91.3% of students play video games, compared to 8.7% who have never played them; it was also found that their use is greater among male students (95%) than among female students (73.4%). Likewise, it was found that these students prefer strategy video games, and that they mostly play them for escape and entertainment, and for socioemotional activation. It is concluded that consumption habits and motivations are related, since the greater the consumption of video games, the greater the motivation is for young people to play them.
电子游戏的使用在世界范围内呈指数增长,主要是在年轻人中。本文的主要目的是评估工科学生玩电子游戏的消费习惯和动机。为此目的,对秘鲁一所公立大学不同学术工程专业的633名学生使用了一种测量电子游戏使用情况的工具和动机量表。调查发现,91.3%的学生玩电子游戏,8.7%的学生从未玩过电子游戏;研究还发现,男学生(95%)比女学生(73.4%)更多地使用手机。同样,我们发现这些学生更喜欢策略类电子游戏,他们玩这些游戏主要是为了逃避和娱乐,以及为了激活社会情感。得出的结论是,消费习惯和动机是相关的,因为电子游戏的消费越大,年轻人玩电子游戏的动机就越大。
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引用次数: 0
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Journal of Technology and Science Education
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