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Fehmi Damkaci, fehmi.damkaci@oswego.edu, Chemistry
Title: "Teaching Organic Chemistry Using Relationship Analogies"
Abstract:
Organic chemistry deals with reaction of molecules with each other
including some restrictions
and selections. Since there are many reactions to be learned and many
rules associated with each of them,
using analogies helps students to understand the concepts. In addition,
Using relationship analogies,
brings fun into classroom atmosphere and decrease the anxiety against
the subject.
Poster will present analogies of chemical concepts related to
relationships and student's responses for an anonymous survey
regarding teaching with relationship analogies.
Annlorraine Edwards, annlorraine.edwards@oswego.edu, Business
Title: "Applying
the Learning Organization Model to the Classroom"
Abstract:
Teachers continue to struggle with a
vast array of classroom challenges that include: i) integrating theory with
practice as means of bridging the gap between college classroom and real world
experiences; ii) engaging students in the learning process; and iii) promoting
development of workplace competencies – i.e. teamwork, leadership,
interpersonal and communication skills, adaptability, problem-solving and
project management (Calloway, 2004).
In his book, The Fifth Discipline (2006), author
Peter Senge introduces the concept of the learning organization which is
defined as “an attitude or philosophy of what an organization can become”
(Daft, 2005; Senge, 2006). It is premised on the idea
of operating with the intent to solve problems rather than o focusing primarily
on organizational efficiency. Senge emphasizes the need to cultivate several disciplines including that of
personal mastery, shared vision and team-building, changing mental
images, and systemic thinking (Senge, 2006). One version of the
learning organization encourages employees to identify organizational problems
and empowers them to find solutions
to those problems by working in teams
and by sharing information across
the board (Daft, 2005). This approach recognizes that change is a constant in
today’s turbulent business environment, as compared to the stable bureaucratic
organization of the 20th century.
.
The Technique
Principles
of Management (MGT 261) is a course designed to introduce
students to fundamental management principles and concepts. Students in this
course section were taught using a student-centered framework rather than a
teacher-centered framework. As well, students were advised that they were
considered to be members of an active learning classroom environment which
meant that after being introduced to theoretical management concepts they would
have the opportunity to apply those concepts.
There was a team-based, semester-long
project where the class itself operated as one large hypothetical business
organization divided into four distinct teams or "departments", each
representing one of the four functions of management: planning, organizing,
leading and controlling (Daft, 2005).
To ensure the
project's success, teams were required to operate cross-functionally. While
team projects are the norm in most business schools, working in cross-functional
teams is less common, presumably because of the sometimes chaotic process that
may accompany this type of learning. More specifically, the assignment required
that the class “create” a first-class hotel and convention center in New Orleans, post-Katrina,
that catered to the needs of business and leisure travelers. Ultimately they
would "pitch" their creation to a panel of corporate executives who
would assign a project grade.
Benefits
The objectives of this assignment were manifold
and required de-emphasizing the bureaucratic structure reminiscent of the 19th
and 20th century work environments, and often replicated in today’s
educational institutions.
The value of this active learning
approach included the following outcomes:
-
Emergence of creativity
among students
-
High student engagement
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Integrated functions
intended to foster collaboration rather than competition across teams
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Team members development of
diverse competencies
-
Improved understanding of the
direct correlation between theory and practice
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Students willingness to hold
themselves accountable and responsible for active learning
Through this exercise of engagement,
students demonstrated the disciplines of personal mastery, shared vision and
team-building, changing mental images, and systemic thinking. Individually and
collectively, they demonstrated the development of key competencies such as
learning, teamwork, leadership, effective communication, and critical thinking
skills. And they also developed an understanding of the learning organization
model and its utility in today’s business environment. In their feedback, the
panelists expressed their appreciation for the caliber of students and their
obvious commitment to a learning process that both employees and employers find
valuable..
References
Daft, R. L. (2005). Management. (Seventh Edition). Mason, Ohio:
Thomson-Southwestern
Senge, P. (2006). The fifth
discipline: the art and practice of the learning organization. New York:
Doubleday/Currency.
Wayne Calloway School of Business and
Accountancy. (2004). A Report on
Recruiters’ Perceptions of Undergraduate
Business Schools
and Students.
Bill Goffe, bill.goffe@oswego.edu, Economics
Title: "Team-Based Learning in the Economics Classroom"
Abstract:
This teaching method has been in development for some 20 years by a variety of higher education instructors. References include Team-based Learning: A Transformative Use of Small Groups in College Teaching, Michaelsen, Knight, and Fink (eds.), 2004, Stylus Publishing; New Directions for Teaching and Learning, Michaelsen, Sweet, and Parmelee (eds.), 2008, Jossey-Bass; and http://teambasedlearning.apsc.ubc.ca. It also recently received national publicity in "Team Program Is an Experiment in Active Learning," Sonia Kolesnikov-Jessop, New York Times, April 29, 2009. This method is highly polished given its numerous higher-ed instructors who have contributed to its development. Perhaps the most appealing feature is that the developers have structured it so that students face numerous incentives to do well in the class. Briefly, it works as follows. The semester is broken up into 5 to 7 "modules," each of which is comprised of 2-3 textbook chapters. Students are assigned into teams of 6-7 members that are carefully chosen to be diverse; teams are kept for the semester. Each module begins with a quiz over the basic material of the chapters; students are responsible for learning this material on their own. Immediately after they take it on their own, they retake the quiz as a team. "IF-AT" cards are used so teams receive immediate feedback (IF-AT cards use the same technology as lottery scratch-off cards). This rapid feedback aids team building as good suggestions are quickly recognized. It also encourages learning as it is obvious to team members who is not prepared for class. The results of these quizzes are used by the instructor to briefly address common areas of difficulty. The rest of the module is spent working in teams on questions of increasing difficulty. The teams report their answers to them at the same time. If there is a difference, teams are asked to explain why their answers differ. Once again, students are held accountable for their learning.
Team-based learning might be thought of as the ultimate in cooperative learning as almost all learning occurs in teams. This is also something of a drawback as the transition cost to the instructor is relatively high. This might explain why it is use isn’t more common. As the article in the New York Times puts it, “It's a completely different way from teaching and lecturing.”
This poster will contain a description of how team-based learning is implemented, the biggest pitfalls for those new to it, a list of resources, and tentative outcomes that I have found. The handouts will includes summaries of these same points.
Adrian Ieta, adrian.ieta@gmail.com, Physics
Title: "Improved Student Engagement in Introductory Physics Classes"
Abstract:
The Physics general education
courses may sometimes present challenges due to the highly heterogeneous
student population and to the level of interest in the course. Large classes
also present challenges in engaging students during class time. Presentations
can engage students, but using the technique in large classes may be
problematic. We report on an innovative teaching method used in Introductory
Physics for general education students. We have particularly designed the
course to increase student interaction and to allow them to make connections
among the taught concepts and their relevance to personal interests. The method
was tested on a class of sixty-six students. An initial in-class survey shows
that student interest varies from 0 to 10. Students were divided in six groups
and discussion groups were created accordingly. Questions pertaining to the
covered topics and related to the students’ majoring fields were formulated
progressively in sets of six, weekly. Students from each group had to negotiate
and be responsible for the question assigned to the group. A presentation
session was introduced once a week. The goal of teaching the course in this
special manner was to engage students independently and collaboratively in
exploring relevant engineering applications and the outside world, as they
relate to the studied physics laws and principles. The method did support
collaboration among students, although not to the extent initially intended. Our
experience shows that the benefits of the reported experiment greatly
outweighed the challenges introduced by the method.
Carolina Ilie, carolina.ilie@oswego.edu, Chemistry
Title: "How to Implement JITT (Just In Time Teaching)"
Abstract:
Reforms in education and the desire to improve the quality
of learning were the incentive to search for more efficient teaching
strategies. Here is presented Just In Time Teaching, JITT, which is an exciting
new methodology intended to engage students by using feedback from pre-class
web assignments. In this process the students are more in control of the
learning process and they become more active and interested learners. Even
though some examples from physics are presented, this method can be
successfully implemented in almost all the fields. The implementation of this
method at SUNY Oswego, SUNY Brockport and Pacific Lutheran
University is discussed.
Gregor M. Novak, Evelyn T. Patterson, Andrew D. Gavrin and
Wolfgang Christian, Just in Time Teaching – Blending Active Learning with
Web Technology, Prentice Hall Series in Educational Innovation, 1999.
Virginia Macentee, virginia.macentee@oswego.edu, Curriculum and Instruction
Title: "Simulations and Active Learning"
Abstract:
Constructivist learning and authentic learning are based on
students’ active participation in problem-solving and critical thinking
regarding a learning activity that they find relevant and engaging. Dewey
emphasized the need for learning to be grounded in experience. Lewin stressed
the importance of people being active in learning.
A simulation is an interactive exercise (may be computer
generated) that replicates some real world object or process. The use of simulated activities in education
is widely becoming recognized as an important tool that can supplement other
pedagogical approaches. They have considerable educational potential because
they provide an opportunity to 'learn by doing'. They simulate some activity so well that real
learning takes place.
The poster elements would highlight the literature
concerning constructivist and authentic learning and explain why simulations
are an effective method for engaging students.
Viewers would have the opportunity to try some of the
simulations themselves.
Alex Pantaleev, aleksandar.pantaleev@oswego.edu, Computer Science
Title: "Constructing Programs with Dzver"
Abstract:
Contemporary Software Engineering education focuses heavily on Object- Oriented Programming (OOP) in introductory courses to the field. OOP allows students to draw parallels between the real world and the hierarchies in their programs, thus helping them design good software blueprints. Unfortunately, it does not allow them to become aware of the internal workings of the digital computer, thus limiting their ability to implement the blueprints they design. OOP undoubtedly has its place in modern software engineering. It is the single most popular development paradigm in industry nowadays, and there is a very good practical reason for that: it allows for much larger software projects than other paradigms, mainly through focusing on clear and understandable design. However, in the author’s experience, the exclusive reliance on OOP as a teaching paradigm can be an issue when preparing students for industry. All engineering is synthesis: engineers construct useful combinations of the elementary particles of their trade. For software engineering those particles are the operations that the digital computer provides. But in order to accomplish synthesis, students must first be aware of what those particles are, and how they can be made to fit in a larger picture. Having realized that, the author introduced elaborate visual descriptions of how the digital computer works in the introductory programming courses he teaches. An example is a mouse in a maze, where the mouse can only do one of a set of predetermined actions, and its goal is to exit the maze. The role of the student is to build such a maze that a mouse can simultaneously traverse and accomplish a certain goal (e.g., draw a square on a piece of paper). The response from students has been overwhelmingly positive: suddenly they know what the computer actually does. They feel confident and empowered, they produce better programs, and the transition to OOP is smooth.
A useful expansion of the above is a simulated environment that allows students to visualize the inner workings of the digital computer. The environment, named Dzver, is currently work in progress. Some of its planned features are sequence and branching (a mouse running in a maze, the maze being the computer program), stack variables (the mouse carrying a backpack full of boxes), subroutine calls (the mouse entering a teleport and emerging at the start of a different maze, whose exit is a “return” teleport), and multithreading (more than one mouse running in the same maze). Obviously, similar examples can be devised (and implemented) for, e.g., method dispatch, thus seamlessly turning Dzver into an OOP environment; the difference from existing such tools is that students will follow a natural path of learning, from sequential processing to the high levels of abstraction that OOP provides.
A question that naturally arises is why build a simulated environment, when a real one (the digital computer) already exists? The answer is that a computer is different from all other mechanisms. Observation of the inner workings of a mechanism and experimentation is essential in all engineering fields. However, while in most engineering fields the mechanisms are physical and it is possible for a human to directly observe them, many of the essential aspects of a computer are not physical but logical. Thus, using only the unadorned digital computer as a learning tool, a student of software engineering is blindfolded, forced to fully rely on his or her imagination and abstraction abilities in order to learn. However, humans, even those with great abstraction potential, often need something they can see or touch to ground them and make them feel secure, so this “walking in darkness” is what often scares otherwise capable students away from software engineering and computer science.
This is where a simulated environment shines: it can acquaint students with the non-physical aspects of a computer by representing them with familiar concepts. Dzver will take full advantage of advances in computer graphics as exemplified in recent computer games. An example is a student being able to seamlessly switch his or her point of view from looking from a “god’s eye” perspective down on the mouse in the maze to looking through the mouse’s eyes, thus understanding the process of computing better.
As students understand computing through visualizing example programs increasing in complexity, they will begin to realize that the execution of a computer program is nothing but emergent behavior on the part of the computer. The natural next step is to try manipulating that emergent behavior through the elementary steps the mouse takes. Thus the simulated environment can be thought of as a new visual programming environment, allowing students to simultaneously design and implement programs in an intuitive way.
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