A Framework for Self-Regulated Project-Based Learning in Higher Education

Mohamed Yassine Zarouk, Francisco Restivo, Mohamed Khaldi
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引用次数: 1

Abstract

The 21st century requires the acquisition of new skills to keep pace with the drastic and continuous changing technology in our lives. Hence, this transforming causes a gap between the skills people learn and the skills people need. Consequently, today's labor force hiring candidates must be able to collaborate, communicate, and solve problems. For this propose, this chapter presents a framework for the self-regulation of project-based learning suitable for a student-centered learning environments in higher education. The framework is defined by a set of general requirements, based on a theoretical model, whereby strategies, practices, principles, tools, and actors are defined for conducting the project's processes, and it is instrumental according to a series of cyclical and reciprocal activities as well as a functional architecture. The integrated framework guides and helps learners to effectively benefit from the emergence of some educational digital tools and strategies such as gamification, portfolio, learning analytics, and digital mind mapping.
高等教育自主项目式学习框架
21世纪需要掌握新技能,以跟上生活中日新月异的技术。因此,这种转变在人们学习的技能和人们需要的技能之间造成了差距。因此,今天的劳动力招聘候选人必须能够合作,沟通和解决问题。针对这一建议,本章提出了一个适合以学生为中心的高等教育学习环境的项目式学习自我调节框架。框架是由一组基于理论模型的通用需求定义的,在此基础上,战略、实践、原则、工具和参与者被定义为指导项目的过程,并且它是根据一系列循环和相互作用的活动以及功能架构而工具性的。该综合框架指导和帮助学习者有效地受益于一些教育数字工具和策略的出现,如游戏化、组合、学习分析和数字思维导图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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