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dc.date.accessioned2021-05-17T15:12:03Z
dc.date.available2021-05-17T15:12:03Z
dc.date.copyright2020
dc.date.issued2020-04
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/3583
dc.description.abstractIn the physical classroom, the guidelines for the completion of application exercises can be printed off and distributed to each team (e.g. Franklin et al., 2016), or projected on a screen for a class to view. Teams then discuss their application exercise and indicate their decisions often using voting cards or through the creation of outputs using whiteboards, flipchart paper or some other means e.g. a drawing pin (Sibley, 2018) Whole class discussion follows. Low tech options like voting cards, flipchart paper and drawing pins can be very easy to set up and operate for both faculty and students. However they can limit the types of application exercise that are possible to roll out. From a practical perspective they also require a lot of materials to bring to class also. Here we discuss how digital technology can be utilised to transform the type of application exercise that studentsen_US
dc.formatPDFen_US
dc.language.isoengen_US
dc.publisherAthlone Institute of Technologyen_US
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.subjectTeam-based learningen_US
dc.subjectDigital technologiesen_US
dc.subjectTechnology educationen_US
dc.titleFacilitating TBL - tools to succeed: application exercisesen_US
dc.typeinfo:eu-repo/semantics/otheren_US
dc.contributor.affiliationAthlone Institute of Technologyen_US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessen_US
dc.subject.departmentLearning and Teaching Unit AITen_US
dc.type.versioninfo:eu-repo/semantics/publishedVersionen_US


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Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)