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Pedagogy and new humanism at the time of Covid 新冠疫情时期的教育学与新人文主义
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14668
Anna Tataranni
Schools, society as a whole, have been deeply affected by the emergence of Covid19. The shift to distance teaching and learning has exacerbated many pre- existing vulnerabilities and inequalities in education systems. This paper argues for the urgency for school systems to accept new challenges in training, organizing           inclusive environments towards the promotion of collective social and critical capacities, in synergy with the digital within a school that broadens its horizons, its classrooms, capable of bringing in human riches, assuming the richness of the student as a unique and unrepeatable subject who develops thanks to the relationship with the other, capable of transformative resilience, which looks at the human becoming by virtue of the encounters of places, including virtual ones, that are experienced in the course of life. A school pervaded by a new humanism, the only true wealth.
学校和整个社会都受到了2019冠状病毒病的深刻影响。向远程教学的转变加剧了教育系统中许多先前存在的脆弱性和不平等。本文认为,学校系统迫切需要接受培训方面的新挑战,组织包容性环境,以促进集体社会和批判能力,与学校内的数字协同作用,扩大视野,教室,能够带来人类财富,假设学生的丰富性是一个独特的,不可重复的主体,由于与他人的关系而发展,能够具有变革的弹性。它通过在生活中经历的各种场所,包括虚拟的场所,来观察人类的成长。一所充满新人文主义的学校,是唯一真正的财富。
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引用次数: 0
Combining subject-specific and subject-independent competencies in teaching Linguistics 在语言学教学中结合特定学科和独立学科的能力
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14490
I. Tragel, L. Komissarov
In recent decades, the concept of key competencies has become increasingly relevant in education, prompting universities to revise their curricula to make more room for subject-independent skills and knowledge. We argue that the best way to incorporate key competencies into the curriculum is teaching them through different subjects. In favour of this notion we present the case study of our course ‘Introduction to Linguistics’ at the University of Tartu (Estonia), which successfully combines subject-specific and subject-independent knowledge through a coursework which let the students write their own linguistic autobiography, combining their own unique experience with a scientific framework. In the process, the students mastered the linguistic concepts covered in lectures, while also practicing academic writing and application of scientific methods.
近几十年来,关键能力的概念在教育中变得越来越重要,促使大学修改课程,为独立于学科的技能和知识腾出更多空间。我们认为,将关键能力纳入课程的最佳方式是通过不同的学科进行教学。为了支持这一概念,我们提出了塔尔图大学(爱沙尼亚)的“语言学导论”课程的案例研究,该课程通过课程成功地将特定学科和独立学科的知识结合起来,让学生撰写自己的语言自传,将自己独特的经验与科学框架结合起来。在这个过程中,学生们掌握了讲座中涉及的语言概念,同时也练习了学术写作和科学方法的应用。
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引用次数: 0
Game-based learning to promote student engagement: an escape room on databases 以游戏为基础的学习促进学生参与:数据库的密室
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14422
Vicente Cerverón-Lleó, Esther De Ves Cuenca
The use of game dynamics in the academic environment has proven to be highly motivating for students. This paper focuses on an Escape Room game developed in a database subject to cover several objectives: to integrate contents in a single activity, to encourage group work, to increase student engagement and to promote a playful environment for proficiency testing.The experience is evaluated by means of a survey in which students are asked about the degree of achievement of different objectives such as the improvement of learning, reflection on their own learning (metacognition) or their engagement and motivation. The analysis of the data collected reveals a high degree of acceptance of the activity among the students, so another objective of the work is to describe the implementation of the activity as well as to provide some tips that can be useful to adapt this type of game to other university subjects.
在学术环境中使用游戏动态已被证明对学生有很高的激励作用。本文关注的是在数据库主题中开发的一款密室逃脱游戏,它涵盖了几个目标:将内容整合到单个活动中,鼓励小组合作,提高学生的参与度,并为熟练程度测试创造一个有趣的环境。这种体验是通过一项调查来评估的,在调查中,学生被问及不同目标的实现程度,如学习的改善、对自己学习的反思(元认知)或他们的投入和动机。对所收集数据的分析显示,学生对该活动的接受程度很高,因此这项工作的另一个目标是描述该活动的实施情况,并提供一些有用的提示,以使这种类型的游戏适应其他大学科目。
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引用次数: 1
Using data analysis to predict the students’ trend of choosing preferred data storage 利用数据分析预测学生对首选数据存储的选择趋势
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14195
G. Cholakov, A. Stoyanova-Doycheva
Predicting trends is crucial for any business. No exception for education as well. Usually, this is a complex task that needs good planning and hard working to get to results. But sometimes luckily, a result from a study could be recognized as something that could reveal a potential trend, though it was not its primary goal, but spending some time digging deeper into data would pay off. This paper presents results from a study of the students’ trend for choosing favorite database type to learn and use, which was found during analyzing data from the software agents that work for our e-learning portal DeLC, serving as helpers for students and lecturers. These agents are there for very different purpose, but from the data they collect many interesting facts and behavioral patterns of our students could be revealed.
预测趋势对任何企业都至关重要。教育也不例外。通常,这是一项复杂的任务,需要良好的计划和努力工作才能取得成果。但有时幸运的是,一项研究的结果可以被认为是可以揭示潜在趋势的东西,尽管这不是它的主要目标,但花一些时间深入挖掘数据是值得的。本文介绍了一项关于学生选择最喜欢的数据库类型来学习和使用的趋势的研究结果,这是在分析我们的电子学习门户DeLC的软件代理的数据时发现的,这些代理为学生和讲师提供帮助。这些代理人的目的各不相同,但从他们收集的数据中,我们可以发现许多有趣的事实和学生的行为模式。
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引用次数: 0
Developing a Game Production Pipeline for University Educators 为大学教育工作者开发游戏制作管道
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14642
Ylva Grufstedt, Tomi Kauppinen, Annakaisa Kultima
In this paper, we describe the initial process of developing what we call the Game Production Pipeline (GPP), an effort to assist and guide educators in making educational games within higher education. Noting the need to push the boundaries of engaging virtual learning principles in the wake of the pandemic, the GPP seeks to address the epistemic gap between game design, virtual education, and game production. We set out to investigate educator wants, needs, and challenges in this area. We also created a probing survey to collect juxtaposing feedback on the GPP from commercial game developers. We found that educators were more concerned with implementation than design, and that developers had notes on time and production management, and epistemic clashes in making educational games.
在本文中,我们描述了开发游戏制作管道(GPP)的初始过程,这是一种帮助和指导教育工作者在高等教育中制作教育游戏的努力。GPP注意到有必要在大流行之后突破参与式虚拟学习原则的界限,并寻求解决游戏设计、虚拟教育和游戏制作之间的认知差距。我们着手调查教育工作者在这一领域的需求和挑战。我们还进行了一项调查,收集商业游戏开发者对GPP的反馈。我们发现比起设计,教育工作者更关心执行,开发者在制作教育类游戏时也会注意到时间和生产管理以及认知冲突。
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引用次数: 1
A case study comparing the flipped hybrid classroom and traditional classroom in a post-graduate chemical pathology module 研究生化学病理学模块中翻转混合课堂与传统课堂的比较案例研究
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14521
R. Punchoo, S. Bhoora, L. Wolvaardt
This case study compared student performance and experiences in a flipped hybrid classroom (FHC) and a traditional classroom (TC) in a post-graduate chemical pathology programme. Nine students participated in the study. The final summative grades based on clinical case vignettes assessing high cognitive domains were 55.83% (26.94) and 60.61% (36.02) for the FHC and TC, respectively. Students obtained higher scores in the synthesis domain in the FHC compared to the TC. In contrast, higher scores were obtained in evaluating pathophysiology and biochemical test results in the TC.  The thematic analysis of the open-ended questions identified three themes: (1) flipping is fun and informative; (2) TC is better with a bit of flip;  and (3) we know what we like.This study showed that the TC showed slightly better summative assessment performance, and that students are positive about flipped approaches but have their own preferences.
本案例研究比较了研究生化学病理学课程中翻转混合课堂(FHC)和传统课堂(TC)学生的表现和体验。9名学生参加了这项研究。基于评估高认知域的临床病例片段,FHC和TC的最终总成绩分别为55.83%(26.94)和60.61%(36.02)。学生在FHC合成领域的得分高于TC。相比之下,TC的病理生理生化测试结果评价得分较高。对开放式问题的主题分析确定了三个主题:(1)翻转有趣且信息丰富;(2)有一点翻转,TC更好;(3)我们知道自己喜欢什么。本研究结果显示,TC的总结性评估表现略好,学生对翻转教学方法持肯定态度,但有自己的偏好。
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引用次数: 0
Learning of Pharmacogenetics in human medicine students through PBL and ICTs 通过PBL和ict学习人类医学学生的药物遗传学
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14674
Carlos Heber Contreras Pizarro, M. P. Placencia Medina, Javier Silva Valencia, Carlos Garcia Bustamante, Julian Anibal Villarreal Valerio, Rosa Pando Álvarez, M. Malca Casavilca
Objective: To describe the learning achievement after training in pharmacogenetics based on PBL and ICT and its persistence four years later in human medicine students of a public university in Peru.Materials and Methods: The knowledge of 160 students who received training on the pharmacogenetics of warfarin applying PBL and ICT was evaluated. The instrument was based on a clinical problem applied after training and 4 years later.Results: Results of the first evaluation indicated a good analytical resolution of the problem with argumentation in the genetic conditions of the patient. The four-year evaluation showed that 89% of the students continued at higher levels of learning.Conclusion: It was shown that the use of a meaningful learning methodology with PBL and ICT can make knowledge last and serve in the future for decision-making in the selection of medication.
目的:了解秘鲁一所公立大学人类医学专业学生在PBL和ICT基础上进行药物遗传学培训后的学习成果及其持续四年的情况。材料与方法:对160名接受华法林药物遗传学培训的学生应用PBL和ICT进行知识评估。该仪器是基于一个临床问题,在培训后和4年后应用。结果:第一次评估的结果表明,一个很好的分析解决问题与争论的遗传条件的病人。为期四年的评估显示,89%的学生继续提高了学习水平。结论:采用PBL和ICT相结合的有意义的学习方法可以使知识持久,并为未来的药物选择决策服务。
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引用次数: 0
Increasing Students’ Felt Need for Teamwork: An Experiential Learning Exercise that Sets the Stage 增加学生对团队合作的需求:一种体验式学习练习
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14590
A. Jassawalla, Hemant C. Sashittal, A. Witt
Abstract This paper describes an innovative learning exercise used in three management classes and inspired by the popular group experience-based game of “escape rooms.” Within one 75-minute period, the exercise engaged students and increased their awareness of and motivation for effective teamwork. Our qualitative analysis of the reflection reports students individually wrote immediately after the lesson, shows that the exercise was successful in increasing their knowledge of effective teamwork, creating the felt need for proactively planning their team process, creating the desire to develop more of their own teamwork skills, and arriving at the undeniable realization that working as a team is better than working individually on complex tasks.  This exercise adds to the instructor interventions needed in college classes when professors assign term-long team projects with the goal of helping students develop their teamwork skills and be better prepared for the workplace.
本文描述了一个创新的学习练习,在三个管理课程中使用,灵感来自流行的群体体验游戏“密室逃生”。在一个75分钟的时间里,这个练习吸引了学生,提高了他们对有效团队合作的认识和动力。我们对学生在课后立即写的反思报告进行了定性分析,结果表明,练习成功地增加了他们对有效团队合作的认识,创造了主动规划团队过程的需求,创造了发展更多团队合作技能的愿望,并达到了不可否认的认识,即团队合作比单独完成复杂任务要好。这个练习增加了大学课堂上教师干预的需要,当教授分配长期的团队项目时,目的是帮助学生培养团队合作技能,为工作场所做好更好的准备。
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引用次数: 0
When technology meets educational sciences: Combining virtual reality and microteaching to train pre-service teachers’ kindergarten classroom management strategies. 当技术与教育科学相遇:结合虚拟现实与微教学培训职前教师的幼儿园课堂管理策略。
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14618
J. Mouw, M. Fokkens-Bruinsma
In our study, we asked 19 pre-service teachers (PSTs) about their experiences with and perceptions of a microteaching-supported virtual reality (VR) kindergarten classroom where they practiced and experimented with different classroom management strategies (CMS). We analyzed quantitative and qualitative responses to gain insight into the perceived usefulness of this learning environment for CMS development and transfer to internship practices. The quantitative results show that practicing in the VR classroom supported mastery of CMS and helped PSTs to manage behaviors at their internships. The qualitative data suggest that the microteaching approach can support transfer of CMS practiced in the VR-kindergarten classroom to in-situ classroom management situations, possibly because of the opportunity to collaboratively engage in reflexive practices. Moreover, PSTs raised valuable suggestions to further improve the microteaching structure to strengthen the effect of peer feedback. The results of this study underline the importance of purposefully grounding VR applications in proven instructional theories. 
在我们的研究中,我们询问了19名职前教师(pst)关于他们在微教学支持的虚拟现实(VR)幼儿园课堂中的体验和看法,他们在这里实践和实验了不同的课堂管理策略(CMS)。我们分析了定量和定性的反应,以深入了解这种学习环境对CMS开发和转移到实习实践的感知有用性。量化结果表明,在VR课堂上的实践有助于实习生对CMS的掌握,并有助于实习生在实习期间的行为管理。定性数据表明,微教学方法可以支持虚拟现实幼儿园课堂实践的CMS转移到现场课堂管理情境,可能是因为有机会进行协作性的反身性实践。此外,PSTs对进一步完善微格教学结构,加强同伴反馈的效果提出了有价值的建议。这项研究的结果强调了有目的地将VR应用建立在已证实的教学理论基础上的重要性。
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引用次数: 0
Reflections on a virtual reality soft skills teaching intervention 虚拟现实软技能教学干预的思考
Pub Date : 2022-06-14 DOI: 10.4995/head22.2022.14468
Tanya Hill, H. du Preez
The paper analyses undergraduate finance students’ reflections on the impact of a VR soft skills teaching intervention and their understanding of the influence of soft skills on their future work environment. The contribution of the research can be found in the self-developed VR soft skills videos, the analyses of the reflections using the Pedler reflective framework and the findings that focus on the insights students gain through the teaching intervention. The research question is: What is the impact of the VR soft skills teaching intervention on the insights of undergraduate finance students when confronted by work-place scenarios? The findings of the study show that the students were able to reflect effectively using the Pedler reflective framework and to develop strategies of their responses to similar situations in future. The soft-skills teaching intervention is therefore an effective tool in developing the insights of students for their future.
本文分析了金融本科学生对虚拟现实软技能教学干预影响的反思,以及他们对软技能对未来工作环境影响的理解。本研究的贡献体现在自主开发的VR软技能视频、使用Pedler反思框架对反思的分析以及关注学生通过教学干预获得的见解的研究结果中。研究的问题是:面对职场场景,VR软技能教学干预对金融本科学生的洞察力有何影响?研究结果表明,学生们能够有效地利用佩德勒反思框架进行反思,并制定出应对未来类似情况的策略。因此,软技能教学干预是培养学生对未来的洞察力的有效工具。
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引用次数: 0
期刊
8th International Conference on Higher Education Advances (HEAd'22)
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