Scheduling of repetitive projects with learning development effect

Author(s):  
M Ammar ◽  
A Abdel-Maged
Keyword(s):  
2012 ◽  
Vol 16 (5) ◽  
Author(s):  
Jennifer Heather Herman

Online education is no longer a peripheral phenomenon in higher education: over one-third of faculty have taught or developed an online course. As institutions of higher education expand their online education offerings, administrators need to recognize that supporting faculty through the use of incentives and through effective faculty development programs for online instruction is important to the improvement of the quality of educational programs. This quantitative study used an online survey to investigate the types and frequency of faculty development programs for online instruction at institutions with an established teaching and learning development unit (TLDU). The average TLDU offered about fifteen different types of faculty development programs, the most common being websites, technical services, printed materials, and consultation with instructional design experts.


Author(s):  
Irmiah Nurul Rangkuti ◽  
Harun Sitompul ◽  
Naeklan Simbolon

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media video pembelajaran rias karakter yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) mengetahui keefektivitasan media video pembelajaran rias karakter yang dikembangkan pada materi rias karakter. Penelitian pengembangan yang menggunakan model produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) media video pembelajaran layak digunakan dalam pembelajaran rias karakter pada program studi pendidikan tata arias universitas negeri medan, (2) terdapat perbedaan yang signifikan antara hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media video pembelajaran rias karakter dengan hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media belajar buku teks. Hal ini ditunjukkan dengan hasil pengolahan data (thitung=3,285 )pada taraf signifikansi ɑ = 0,05 dengan dk 56 diperoleh (ttabel = 1,67 ), sehingga (thitung > ttabel), efektivitas penggunaan media video pembelajaran rias karakter = 80,46%. Hasil belajar kelompok mahasiswa yang dibelajarkan tanpa menggunakan media video pembelajaran rias karakter sebesar 71,72%. Dari data ini membuktikan bahwa penggunaan media video pembelajaran rias karakter lebih efektif dalam meningkatkan kompetensi dan pengetahuan mahasiswa pada pembelajaran rias karakter dari pada tanpa menggunakan media video pembelajaran. Kata Kunci: media video pembelajaran, rias karakte, pendidikan tata rias Abstract: This study aims to: (1) produce a suitable use of character makeup learning video media, easy for students to learn and can be used for individual learning, (2) to find out the effectiveness of media character makeup learning videos developed in character makeup material. Development research using the Borg and Gall product model combined with the learning development model of Dick and Carey. The results of the study showed: (1) learning video media is feasible to use in character makeup learning in the field state university education education program, (2) there are significant differences between student learning outcomes learned using the character makeup video learning media with student learning outcomes which was learned by using media learning textbooks. This is indicated by the results of processing data (tcount = 3.285) at the significance level ɑ = 0.05 with dk 56 obtained  (ttable = 1.67), so that (tcount> t table), effectiveness of using media character makeup learning videos = 80.46%. The learning outcomes of the group of students who were taught without using the character makeup learning video media amounted to 71.72%. From these data prove that the use of character makeup learning video media is more effective in increasing students' competence and knowledge in character makeup learning than without using learning video media. Keywords: learning video media, character makeup, makeup education


Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg & Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


2021 ◽  
Vol 3 (2) ◽  
pp. 392-413
Author(s):  
Stefan Studer ◽  
Thanh Binh Bui ◽  
Christian Drescher ◽  
Alexander Hanuschkin ◽  
Ludwig Winkler ◽  
...  

Machine learning is an established and frequently used technique in industry and academia, but a standard process model to improve success and efficiency of machine learning applications is still missing. Project organizations and machine learning practitioners face manifold challenges and risks when developing machine learning applications and have a need for guidance to meet business expectations. This paper therefore proposes a process model for the development of machine learning applications, covering six phases from defining the scope to maintaining the deployed machine learning application. Business and data understanding are executed simultaneously in the first phase, as both have considerable impact on the feasibility of the project. The next phases are comprised of data preparation, modeling, evaluation, and deployment. Special focus is applied to the last phase, as a model running in changing real-time environments requires close monitoring and maintenance to reduce the risk of performance degradation over time. With each task of the process, this work proposes quality assurance methodology that is suitable to address challenges in machine learning development that are identified in the form of risks. The methodology is drawn from practical experience and scientific literature, and has proven to be general and stable. The process model expands on CRISP-DM, a data mining process model that enjoys strong industry support, but fails to address machine learning specific tasks. The presented work proposes an industry- and application-neutral process model tailored for machine learning applications with a focus on technical tasks for quality assurance.


Author(s):  
Mark O Sullivan ◽  
Carl T Woods ◽  
James Vaughan ◽  
Keith Davids

As it is appreciated that learning is a non-linear process – implying that coaching methodologies in sport should be accommodative – it is reasonable to suggest that player development pathways should also account for this non-linearity. A constraints-led approach (CLA), predicated on the theory of ecological dynamics, has been suggested as a viable framework for capturing the non-linearity of learning, development and performance in sport. The CLA articulates how skills emerge through the interaction of different constraints (task-environment-performer). However, despite its well-established theoretical roots, there are challenges to implementing it in practice. Accordingly, to help practitioners navigate such challenges, this paper proposes a user-friendly framework that demonstrates the benefits of a CLA. Specifically, to conceptualize the non-linear and individualized nature of learning, and how it can inform player development, we apply Adolph’s notion of learning IN development to explain the fundamental ideas of a CLA. We then exemplify a learning IN development framework, based on a CLA, brought to life in a high-level youth football organization. We contend that this framework can provide a novel approach for presenting the key ideas of a CLA and its powerful pedagogic concepts to practitioners at all levels, informing coach education programs, player development frameworks and learning environment designs in sport.


2021 ◽  
Vol 108 (Supplement_2) ◽  
Author(s):  
J Cheong ◽  
I Keenan

Abstract Introduction Massive open online courses (MOOCs) have become increasingly popular for remotely delivering education to global audiences. MOOCs can provide an online platform for participants coming from a variety of professional backgrounds and international locations. Our systematic review investigated current literature surrounding MOOCs, and identified the value of such courses with respect to anatomical and medical education. Method Our literature search strategy involved exploring the PubMed database for the terms ’MOOC + Anatomy’ and ‘MOOC + Medical Education’ identified 290 relevant articles. Following implementation of the PRISMA criteria, 24 articles out of 290 were selected for inclusion in our systematic review. Results Participants completing MOOCs in anatomical and medical education generally showed increased knowledge and skills. We found that MOOC discussion forums encourage participants’ social learning development. MOOCs have shown to address participants’ needs and expectations while supplementing traditional learning approaches. However, the majority of experimental research studies did not include pre-post testing or appropriate controls. Furthermore, high levels of participant attrition, inability to address all learning approaches were identified as limitations with respect to MOOCs. Conclusions Although MOOCs have shown success in providing an excellent platform for learning, it has yet to show definitive improvements when compared to traditional teaching methods.


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