Need-Based Learning: An Integration of Just-In-Time-Learning, Flipped Classroom and Gamification in a Project-Based Learning Setting

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Auteurs principaux: Pereira Pessôa, Marcus Vinicius, Oude Alink, Charlotte, Wachter, Grace
Format: Recurso digital
Langue:anglais
Publié: Zenodo 2021
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author Pereira Pessôa, Marcus Vinicius
Oude Alink, Charlotte
Wachter, Grace
author_facet Pereira Pessôa, Marcus Vinicius
Oude Alink, Charlotte
Wachter, Grace
contents Engineering education must help learners develop analytical, communication, and teamwork skills, alongside independent learning, while meeting ever increasing content demands for solving engineering practice problems. Design problems, typically complex and lacking structure in nature, required an interdisciplinary approach, integrating multiple content domains. The currently most-favored pedagogical models for teaching design are problem-based learning (PBL) and project-based learning (PjBL), both of which are challenged when faced with multidisciplinary open problems, also known as wicked problems. To tackle wicked problems in an educational setting a combination of different pedagogical methods is necessary. This paper strives to create a pedagogical model to use while dealing with wicked problems in the specific education setting of a Master course in an Engineering programme. The behaviorism, cognitivism and situative learning paradigms are analyzed and related to the engineering learning peculiarities, which led to proposing Need-Based Learning (NBL). NBL is a pedagogical approach for teaching product design and development, which innovates by integrating Just-In-Time (JIT) Learning, flipped classroom and gamification in a PjBL setting. NBL includes six activities: challenge, select, acquire, apply, reflect, explain, and evaluate. A challenge is set by the lecturer, which becomes the background for all other course work. During the game phases, the students make a 'just-in-time' selection of knowledge to be acquired in the flipped classroom, applying this knowledge in the gamified project and reflecting on their choices and results. The lecturer then gives further feedback and makes the summative evaluation.
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language eng
publishDate 2021
publisher Zenodo
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spellingShingle Need-Based Learning: An Integration of Just-In-Time-Learning, Flipped Classroom and Gamification in a Project-Based Learning Setting
Pereira Pessôa, Marcus Vinicius
Oude Alink, Charlotte
Wachter, Grace
engineering education
pedagogical model
teaching strategy
self-driven learning
Engineering education must help learners develop analytical, communication, and teamwork skills, alongside independent learning, while meeting ever increasing content demands for solving engineering practice problems. Design problems, typically complex and lacking structure in nature, required an interdisciplinary approach, integrating multiple content domains. The currently most-favored pedagogical models for teaching design are problem-based learning (PBL) and project-based learning (PjBL), both of which are challenged when faced with multidisciplinary open problems, also known as wicked problems. To tackle wicked problems in an educational setting a combination of different pedagogical methods is necessary. This paper strives to create a pedagogical model to use while dealing with wicked problems in the specific education setting of a Master course in an Engineering programme. The behaviorism, cognitivism and situative learning paradigms are analyzed and related to the engineering learning peculiarities, which led to proposing Need-Based Learning (NBL). NBL is a pedagogical approach for teaching product design and development, which innovates by integrating Just-In-Time (JIT) Learning, flipped classroom and gamification in a PjBL setting. NBL includes six activities: challenge, select, acquire, apply, reflect, explain, and evaluate. A challenge is set by the lecturer, which becomes the background for all other course work. During the game phases, the students make a 'just-in-time' selection of knowledge to be acquired in the flipped classroom, applying this knowledge in the gamified project and reflecting on their choices and results. The lecturer then gives further feedback and makes the summative evaluation.
title Need-Based Learning: An Integration of Just-In-Time-Learning, Flipped Classroom and Gamification in a Project-Based Learning Setting
topic engineering education
pedagogical model
teaching strategy
self-driven learning
url https://doi.org/10.5281/zenodo.14650386