This study focuses on the effectiveness of the project-based language learning(PBLL) in a college Secretarial Oral English(SOE) Module. Student reflections of the language project work have been analyzed through Activ...This study focuses on the effectiveness of the project-based language learning(PBLL) in a college Secretarial Oral English(SOE) Module. Student reflections of the language project work have been analyzed through Activity Theory. Moreover,Data has been collected and categorized based on the components of complex human activity: the subject, object, tools(signs,symbols, and language), the community in which the activity take place, division of labor, and rules. The findings theoretically support the outcome of project-based language learning which align with the object of the activity.展开更多
This study aims to explore Chinese university EFL learners'perceptions toward alternative assessment in a context of a project-based learning digital storytelling presentation in Speaking Course.It also seeks to c...This study aims to explore Chinese university EFL learners'perceptions toward alternative assessment in a context of a project-based learning digital storytelling presentation in Speaking Course.It also seeks to compare the relationship between alternative assessment and teacher assessment.The findings showed that a strong correlation between alternative assessment and teacher assessment occurred.Alternative assessment activities are viewed by students as"authentic"assessments,as they mimic how the student will be using their knowledge in the future.Alternative assessment as a form of formative assessment can be a powerful day-to-day tool for teachers and students.Alternative assessment is an enabler of process of learning.The study suggests that alternative assessment can encourage learners to become more fully responsible for their learning and can result in more and better learning.Alternative assessment can thus be used as a golden key to the"deaf and dumb"phenomenon for Chinese university EFL learners.展开更多
In this paper,we report the experience received from the project-based learning activity in a fundamental chemistry course.We involved the first year students in Faculty of Engineering at King Mongkut’s University of...In this paper,we report the experience received from the project-based learning activity in a fundamental chemistry course.We involved the first year students in Faculty of Engineering at King Mongkut’s University of Technology Thonburi,Ratchaburi Learning Center,Thailand.This work considers the innovative activities performed in the field of chemistry and physics.This activity has been intensively implemented in teaching first year students.A project has been created to build up a small machine for measuring the concentration of sucrose solutions.The students participated in a project based learning(PBL)process,in which they worked in groups to create the instrument designed to measure the sucrose concentration in percentage by weight of sucrose in pure water solvent.Project-based learning has gained a greater position in the classroom as researchers have documented what teachers have long understood:Students become more engaged in learning when they have a chance to dig into complex and challenging problems that closely resemble real life.Moreover,several surveys have been conducted along one academic year to evaluate the impact of this method.The results of the surveys show that PBL encourages students’motivation and improves their knowledge involving the project.It is also pointed out that this methodology requires more dedication from lecturers than traditional methodology.展开更多
The peculiar nature of control theory as a course that cut across a lot of major engineering disciplines calls for a look into how its learning can best be done without students feeling like they are wasting their tim...The peculiar nature of control theory as a course that cut across a lot of major engineering disciplines calls for a look into how its learning can best be done without students feeling like they are wasting their time.This paper takes a look at control theory as subject cut across various engineering field and has a wide background that students must really be comfortable with.Its wide application and background pose a huge challenge to the teaching of control.It goes further to look into traditional method of teaching,Project-Based Learning Blooms Taxonomy.It then proposes applying Flipped Bloom Taxonomy to Project-based learning for a deep understanding of control systems.展开更多
This thesis sketches the connotation of project-based learning and introduces the basis on which project-based learning is practiced and applied in school of software as well as the plan of further practicing project-...This thesis sketches the connotation of project-based learning and introduces the basis on which project-based learning is practiced and applied in school of software as well as the plan of further practicing project-based learning.At the same time,this thesis also discusses application of project-based learning in "education and cultivation plan of excellent engineer".展开更多
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t...The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.展开更多
文摘This study focuses on the effectiveness of the project-based language learning(PBLL) in a college Secretarial Oral English(SOE) Module. Student reflections of the language project work have been analyzed through Activity Theory. Moreover,Data has been collected and categorized based on the components of complex human activity: the subject, object, tools(signs,symbols, and language), the community in which the activity take place, division of labor, and rules. The findings theoretically support the outcome of project-based language learning which align with the object of the activity.
文摘This study aims to explore Chinese university EFL learners'perceptions toward alternative assessment in a context of a project-based learning digital storytelling presentation in Speaking Course.It also seeks to compare the relationship between alternative assessment and teacher assessment.The findings showed that a strong correlation between alternative assessment and teacher assessment occurred.Alternative assessment activities are viewed by students as"authentic"assessments,as they mimic how the student will be using their knowledge in the future.Alternative assessment as a form of formative assessment can be a powerful day-to-day tool for teachers and students.Alternative assessment is an enabler of process of learning.The study suggests that alternative assessment can encourage learners to become more fully responsible for their learning and can result in more and better learning.Alternative assessment can thus be used as a golden key to the"deaf and dumb"phenomenon for Chinese university EFL learners.
文摘In this paper,we report the experience received from the project-based learning activity in a fundamental chemistry course.We involved the first year students in Faculty of Engineering at King Mongkut’s University of Technology Thonburi,Ratchaburi Learning Center,Thailand.This work considers the innovative activities performed in the field of chemistry and physics.This activity has been intensively implemented in teaching first year students.A project has been created to build up a small machine for measuring the concentration of sucrose solutions.The students participated in a project based learning(PBL)process,in which they worked in groups to create the instrument designed to measure the sucrose concentration in percentage by weight of sucrose in pure water solvent.Project-based learning has gained a greater position in the classroom as researchers have documented what teachers have long understood:Students become more engaged in learning when they have a chance to dig into complex and challenging problems that closely resemble real life.Moreover,several surveys have been conducted along one academic year to evaluate the impact of this method.The results of the surveys show that PBL encourages students’motivation and improves their knowledge involving the project.It is also pointed out that this methodology requires more dedication from lecturers than traditional methodology.
文摘The peculiar nature of control theory as a course that cut across a lot of major engineering disciplines calls for a look into how its learning can best be done without students feeling like they are wasting their time.This paper takes a look at control theory as subject cut across various engineering field and has a wide background that students must really be comfortable with.Its wide application and background pose a huge challenge to the teaching of control.It goes further to look into traditional method of teaching,Project-Based Learning Blooms Taxonomy.It then proposes applying Flipped Bloom Taxonomy to Project-based learning for a deep understanding of control systems.
文摘This thesis sketches the connotation of project-based learning and introduces the basis on which project-based learning is practiced and applied in school of software as well as the plan of further practicing project-based learning.At the same time,this thesis also discusses application of project-based learning in "education and cultivation plan of excellent engineer".
文摘The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.