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  • Business SchoolCollege of Management-Academic StudiesDudibreg@colman.ac.ilD. Bregman, G. Keinan, A. Korman, Y. Raanan

  • Preface and Objectives Introduction: Our Digital World Simulation and Business Games Business Game Course eLearning Methodology Results Conclusions

  • ObjectivesAssess achievements and perceptions of students who attended the Business Game course in a traditional classroom, compared with students who attended it via a synchronous distance learning system.Expand advanced teaching and learning methodologies at COMAS School of BusinessAssess the efficiency and effectiveness of technology-based communication, from students point of view.

  • Our Digital World

  • *Ubiquitous computingUbiquitousWebster:-- existing or being everywhere at the same time : constantly encountered

  • *Mark Weiser: the father of ubiquitous computing Researcher in the Computer Science Lab at Xeroxs PARC (Palo Alto Research Center)

    First articulated the idea of ubiquitous computing in 1998Has called UC highest ideal is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.

  • Ubiquitous computingVirtual Worlds

  • *Dudi Bregman, PhDVirtual Reality

  • Virtual Worlds

  • Management and Decision-Making

  • Simulation Systems

  • Simulation Games HospSim Simcity

  • Serious Games Business Management War (Simulators)

  • RealityModelReality

  • Training, Instructions and EducationPerformance EvaluationOperations ResearchAlternative EvaluationFeasibility Study of Future SystemsSimulation

  • Better understanding of systemsEarly identification of potential problems Alternative Evaluation using Sensitivity AnalysisPerformance improvement and assuranceUnderstanding and Dealing with Complex Systems

    Simulation - Advantages*

  • Lack of optimization capabilitiesAccuracy of data input is crucial for reliable results No Out of the box solutionsProvides Information rather than AnswersUnable to simplify complex systemsSimulation - Challenges

  • Trainee and computerTeams and computerTrainees, instructors and computerSimulation in Training and Education

  • "Business Game " Course

  • An interdisciplinary course, obligatory for undergraduate students at the school of Business, elective for MBA students.Student-teams simulate a management group of a commercial Hi-Tech firm.Decisions address the diverse operation of a business: accounting, marketing, finance, HRM, manufacturing, resource planning, International activity and more.8 periods (weeks) represent four years in a companys life.The game simulates reaction of a competitive market to different prices and perceived value of goods and services offered by the competing teams.

    "Business Game " Course

  • Each team (representing a firm) is a group of 3 5 members.Performance points (reflecting 40% of the grade) are based on a few factors:ProfitabilityMatching supply to market demandFinancial ratiosConsistency between decisions and strategyBusiness ethicsThe way each firm is evaluated by different stakeholders."Business Game " Course

  • Encounters of all kinds*

  • Plenary SessionsIntroduction, game rules, assignments, materials Strategic managementAlternative evaluationFinancial ManagementDecision Domains, alternatives and consequencesPerformance evaluation and market research studiesConsultation meetings with staff membersTeam meetings decision making and assignmentsEncounters of all kinds*

  • Technology-Intensive Course

  • eLearning

  • eLearning Teaching Methodologies

  • Abolishes the location (and even time) boundariesAncient (Asynchronous), recently rejuvenated by the InternetAllows different teaching methods Synchronous, Asynchronous and blended. Asynchronous Learning materials are accessible 247, using LCMS (Learning Content Management Systems)Synchronous Learning Online sessions, both lecturer and students are online using dedicated applications.eLearning

  • Students and staff are connected online. Students hear the lecture, and watch the courses materials on their computer screen.The eLearning application allows students to ask questions, send notes, and record the session.Application sharing mode is used to demonstrate almost anything.Over the shoulder mode allows the moderator to remotely access a students computer for assistance and demonstration.

    eLearning Synchronous sessions

  • Developed by Interwise in Israel (later acquired by AT&T)Frequently used for intra-organizational communicationsVideo supportFeatures various level of communication:One-to-one (meeting)Extended meeting Class sessions Mass audienceSession may be recorded on a central server, as well as on participants computers for future use.eLearning application in use

  • Research MethodologyTwo teaching methodologies: Traditional and eLearning.eLearning classes were taught by the same staff, in order to prevent interference. Students were allowed to use the Interwise application for their intra-team communication. Teams performance and grades were compared.Students were asked to fill a weekly questionnaire, addressing their meetings (how many meetings, meeting method, duration, members attendance, etc.).

  • Findings - TeachingAll mean differences are significant at a=0.05 or better

  • Findings - Performance

  • Findings - Satisfaction

  • Courses with unique characteristics may also be successfully taught using eLearning methods!ConclusionseLearning had no adverse impact on students achievements.eLearning was accepted by students as a better teaching method.Students satisfaction was equal in the two groups.

  • **

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