語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Experiential Learning in a Tradition...
~
Roberts, Frederic P.
FindBook
Google Book
Amazon
博客來
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference./
作者:
Roberts, Frederic P.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2016,
面頁冊數:
125 p.
附註:
Source: Masters Abstracts International, Volume: 56-02.
Contained By:
Masters Abstracts International56-02(E).
標題:
Education. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10172473
ISBN:
9781369272390
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference.
Roberts, Frederic P.
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference.
- Ann Arbor : ProQuest Dissertations & Theses, 2016 - 125 p.
Source: Masters Abstracts International, Volume: 56-02.
Thesis (M.A.)--Prescott College, 2016.
Experiential learning theory, student driven learning methods, and brain research related to learning and memory support the use of experientially based learning activities in a traditional classroom. It is the author's opinion, however, that teachers rarely make use of such activities, termed Learning Games in this paper, as a means to help students learn, retain, and recall material presented in the classroom. Reasons include a lack of training and a perceived limit of time for the inclusion of experientially based teaching techniques. Others argue that experiential learning resembles unguided learning and places undue demands on student working memory that can hinder effective learning. This paper presents support for the use of Learning Games, activities developed by the author based on research and the value of 'fun', 'play', and 'games', to enhance the learning process. Significance of the study is to increase the acceptance of experiential learning in a traditional classroom, to dispel preconceived notions, and to expand on a teacher's diversity of teaching techniques to offer more opportunities for student learning. A mixed methods research design is used to evaluate student preference to experiential learning pedagogy to that of traditional classroom instruction. The results showed no significant difference in student preference between experiential and traditional pedagogy. Possible reasons include factors related to the school's culture and traditions, student demographics, teacher inexperience, and classroom environment. Heuristic inquiry reveals the researcher's teaching philosophy and methods incongruent to the research setting.
ISBN: 9781369272390Subjects--Topical Terms:
516579
Education.
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference.
LDR
:02654nmm a2200313 4500
001
2160738
005
20180727125211.5
008
190424s2016 ||||||||||||||||| ||eng d
020
$a
9781369272390
035
$a
(MiAaPQ)AAI10172473
035
$a
(MiAaPQ)prescott:10501
035
$a
AAI10172473
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Roberts, Frederic P.
$3
3348672
245
1 0
$a
Experiential Learning in a Traditional Classroom; Experiential Pedagogy, Traditional Pedagogy, and Student Preference.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2016
300
$a
125 p.
500
$a
Source: Masters Abstracts International, Volume: 56-02.
500
$a
Adviser: Loren Thomas.
502
$a
Thesis (M.A.)--Prescott College, 2016.
520
$a
Experiential learning theory, student driven learning methods, and brain research related to learning and memory support the use of experientially based learning activities in a traditional classroom. It is the author's opinion, however, that teachers rarely make use of such activities, termed Learning Games in this paper, as a means to help students learn, retain, and recall material presented in the classroom. Reasons include a lack of training and a perceived limit of time for the inclusion of experientially based teaching techniques. Others argue that experiential learning resembles unguided learning and places undue demands on student working memory that can hinder effective learning. This paper presents support for the use of Learning Games, activities developed by the author based on research and the value of 'fun', 'play', and 'games', to enhance the learning process. Significance of the study is to increase the acceptance of experiential learning in a traditional classroom, to dispel preconceived notions, and to expand on a teacher's diversity of teaching techniques to offer more opportunities for student learning. A mixed methods research design is used to evaluate student preference to experiential learning pedagogy to that of traditional classroom instruction. The results showed no significant difference in student preference between experiential and traditional pedagogy. Possible reasons include factors related to the school's culture and traditions, student demographics, teacher inexperience, and classroom environment. Heuristic inquiry reveals the researcher's teaching philosophy and methods incongruent to the research setting.
590
$a
School code: 1181.
650
4
$a
Education.
$3
516579
650
4
$a
Educational philosophy.
$3
3173367
650
4
$a
Educational leadership.
$3
529436
690
$a
0515
690
$a
0998
690
$a
0449
710
2
$a
Prescott College.
$b
Education.
$3
1023220
773
0
$t
Masters Abstracts International
$g
56-02(E).
790
$a
1181
791
$a
M.A.
792
$a
2016
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10172473
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9360285
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入