dc.date.accessioned | 2021-05-17T15:12:03Z | |
dc.date.available | 2021-05-17T15:12:03Z | |
dc.date.copyright | 2020 | |
dc.date.issued | 2020-04 | |
dc.identifier.uri | http://research.thea.ie/handle/20.500.12065/3583 | |
dc.description.abstract | In 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 students | en_US |
dc.format | PDF | en_US |
dc.language.iso | eng | en_US |
dc.publisher | Athlone Institute of Technology | en_US |
dc.rights | Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ | * |
dc.subject | Team-based learning | en_US |
dc.subject | Digital technologies | en_US |
dc.subject | Technology education | en_US |
dc.title | Facilitating TBL - tools to succeed: application exercises | en_US |
dc.type | info:eu-repo/semantics/other | en_US |
dc.contributor.affiliation | Athlone Institute of Technology | en_US |
dc.rights.accessrights | info:eu-repo/semantics/openAccess | en_US |
dc.subject.department | Learning and Teaching Unit AIT | en_US |
dc.type.version | info:eu-repo/semantics/publishedVersion | en_US |