通过团队游戏-竞赛合作学习方法培养工程本科学生解决问题的能力

Kartik Patel
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引用次数: 0

摘要

通过批判性思维解决问题的能力是工科学生所需要的一项重要技能。通过这些技能,学生们有望解决一个现实世界的问题,并提供一个优化的解决方案。作为个人和团队成员的工作可以帮助学生实现这一目标。小型小组活动将为每个学生提供互动的机会,反思和回应来自同伴的不同反应,从而有助于个人和小组的学习。其中一项活动是团队游戏比赛(TGT),它建立了一个合作学习的环境,发展了一项竞争活动,可以帮助学生进行批判性推理。通过在课堂上实施TGT活动,对23名天青工学院无线通信课程的学生进行了准实验。班级首先分成异构(家庭)小组,不同能力的学生通过协作、讨论、互相帮助的方式共同学习(团队游戏)。随后形成新的同质化团队,具有相同能力的学生通过应用他们在主队合作中学到的知识相互竞争(锦标赛)。然后学生们回到他们的小组,报告他们的得分。反馈调查显示,82%的学生强烈同意合作活动对批判性思维的参与和激励。半结构化的学生访谈显示,课堂协作优于网络协作。在游戏和锦标赛阶段获得的分数衡量每个学生的学习情况。在将每个小组的中位数得分与班级中位数得分进行比较后,我们发现有四个小组的得分超过了班级中位数,这表明他们的学习水平有所提高。在TGT活动后,在单元ii测试中尝试数值示例的学生数量有30%的提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Problem Solving Skills Amongst Undergraduate Engineering Students through a Team-Game-Tournament Collaborative Learning Method
Problem-solving ability through critical thinking is an important skill required by an engineering student. Through these skills, students are expected to solve a real-world problem and provide an optimized solution. Working as an individual and as a team member can help a student to achieve this. Small-sized group activities will give opportunities to every student for interactions, reflect upon and reply to the diverse responses from their peers and hence contributing to the individual as well as group learning. One such activity is a Team-Game-Tournament (TGT) which builds a cooperative learning environment to develop a competitive activity that can help students to engage in critical reasoning. The quasi experimentation is done with 23 students of T.Y.B. Tech in wireless communication course by the implementation of TGT activity in the classroom. The class is first divided into heterogeneous (home) teams where students of different ability to learn together (team game) through collaboration, discussion and help each other in learning. New homogenous teams are formed later where students of same ability compete with each other (tournament) by applying the knowledge they have learned through collaboration in home team. Students then return to their home groups and report their earned scores. Feedback survey reveals that 82% of students strongly agree that collaborative activity was engaging and motivating for critical thinking. Semi-structured student's interview reveals that classroom collaboration is superior to web collaboration. Points earned in the game and tournament phase measures the learning of every student. On comparing the median score of each team with the class median score it has been found that four teams have scored more than the median score of class indicating improved learning. There was 30% improvement in a number of students attempting numerical example in unit –II test after TGT activity.
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