Abstract: Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.
Abstract: Teaching statistics is a critical and challenging issue especially to students from multidisciplinary and diverse postgraduate backgrounds. Postgraduate research students require statistics not only for the design of experiments; but also for data analysis. Students often perceive statistics as a complex and technical subject; thus, they leave data analysis to the last moment. The lecture needs to be simple and inclusive at the same time to make it comprehendible and address the learning needs of each student. Therefore, the aim of this work was to design a simple and comprehendible statistics lecture to postgraduate research students regarding ‘Research plan, design and data collection’. The lecture adopted the constructive alignment learning theory which facilitated the learning environments for the students. The learning environment utilized a student-centered approach and used interactive learning environment with in-class discussion, handouts and electronic voting system handsets. For evaluation of the lecture, formative assessment was made with in-class discussions and poll questions which were introduced during and after the lecture. The whole approach showed to be effective in creating a learning environment to the students who were able to apply the concepts addressed to their individual research projects.
Abstract: The advances in technology in the last five years
allowed an improvement in the educational area, as the increasing in
the development of educational software. One of the techniques that
emerged in this lapse is called Gamification, which is the utilization of
video game mechanics outside its bounds. Recent studies involving
this technique provided positive results in the application of these
concepts in many areas as marketing, health and education. In the last
area there are studies that covers from elementary to higher education,
with many variations to adequate to the educators methodologies.
Among higher education, focusing on IT courses, data structures are
an important subject taught in many of these courses, as they are
base for many systems. Based on the exposed this paper exposes
the development of an interactive web learning environment, called
DSLEP (Data Structure Learning Platform), to aid students in higher
education IT courses. The system includes basic concepts seen on
this subject such as stacks, queues, lists, arrays, trees and was
implemented to ease the insertion of new structures. It was also
implemented with gamification concepts, such as points, levels, and
leader boards, to engage students in the search for knowledge and
stimulate self-learning.