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katespina

Lean Six Sigma: Research and Practice - 1 views

  • Six Sigma stresses elements that are critical to quality, such as reducing manufacturing defects. Lean Speed strives to eliminate seven kinds of waste. What happens when Six Sigma and Lean Speed merge? You end up with faster processes and fewer defects in your business.
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    free textbook on the marriage of Lean & Six Sigma
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    this is a textbook I'll use to point my students to research materials when they are working in their group projects. I can also pull from it to use as readings in the different areas.
Jessica M

http://jolt.merlot.org/vol5no2/sadera_0609.pdf - 0 views

    • Jessica M
       
      They suggested  that communities include "a sense of shared purpose, trust, support, and collaboration--i.e., a sense of  community-[that] is an essential element in the development of quality online learning environments" 
    • Jessica M
       
       Interaction influences learning and knowing, and it is especially important in distance  education because it helps reduce feelings of isolation and contributes to the student success in online environments 
sschwartz03

http://www.sunyresearch.net/hplo/wp-content/uploads/2012/02/LP-Additional-Research-draf... - 4 views

  • The authors posit that learning occurs through the interaction of students and their instructor and is manifest as three integrated elements that contribute to a successful online learning community
  • social presence (SP), teaching presence (TP), and cognitive presence (CP)
  • he model also includes cognitive presence, a multivariate measure of critical and creative thinking that results from the cyclical process of practical inquiry within such a community of learners.
lkryder

Gamification Shows the Learner Visible Signs of Their Learning | Faculty Focus - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
  • Gamification should orient the learner to where they are in the instructional process, where they are going, and how much further they have to go until the end. The concept is that the learner is able to “see” progress. The progress might be in the form of a character moving up a mountain or an image of how close the learner is to the next level (Kapp, 2013).
  • Gamification uses criterion and mastery to advance the learner from one element of the instruction to the next.
  • ...2 more annotations...
  • Mastery learning provides an approach that recognizes that aptitude for learning may be more closely linked to time and perseverance than to ability (Bloom, 1971; Melton, 2008)
  • The technique of scaffolding and the use of levels in games provides visual progress to the student and maintain interest in the instruction as the student moves from level to level having different experiences and achieving success as they progress toward the ultimate goal. In gamification, the levels usually become more difficult and challenging as the student moves toward the end and the skills they exhibit at the final level would not be possible without the experience of playing the preceding levels. This idea is embodied in Merrill’s application principle that “instruction should provide coaching, which should be gradually withdrawn to enhance application” (Merrill, 2009, pp. 42).
    • lkryder
       
      coaching in this case can be automated if the tools are deployed well
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    gamefying and use of visual signs of learning, ZPD
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