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Kabilan, Shanmugampillai Jeyarajaguru
- Effect of Autonomous Assessment Method in Effective Teaching of 'Clinical Trials and Management' Course
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Authors
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1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil, Tamilnadu, IN
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil, Tamilnadu, IN
Source
Journal of Engineering Education Transformations, Vol 34, No SP ICTIEE (2021), Pagination: 298-303Abstract
Abstract: Clinical trials and management is a unique course offered to the students of Biotechnology and life science graduates in few engineering institutions. This course recently came into limelight due to its huge value in the pharmaceutical job market in both India and abroad which also made private institutions to offer certification, diploma and special degree courses related to this field. This course needs a practice and activity based teachinglearning approach unlike other courses offered in the programme, due to its novel concepts and as to provide the learners complete knowledge to work in this clinical trial industry. To bring in the practicability approach various special assessment methods are applied which includes case study reports, sample clinical trial document preparation, open book test, seminar and also assessment by industry person. Apart from the unique assessment pattern followed, the activity based teaching-learning process such as mock clinical trials, guest lecture by industry persons, clinical trial documentary sessions, clinical trial scenario discussions, role play activities, etc were also emphasized. From the feedback collected from the 42 Biotechnology undergraduate students who learned the course under this method it was understood that they had a very different learning experience compared to the students who went through the conventional assessment system. As an outcome the impact of this course made many students from this group to get special interest towards this field and made a new trend in the student community, as many went to pursue higher studies and jobs related to this field. The students were able to understand the complete process behind clinical trials in an effective manner than in the conventional method. Thus, based on the learning outcome observed at the end of this course, it was evident that the use of such assessment methods brought in the practicability and effective learning of this course. The faculties and institutions offering similar courses could try such approaches specific for the courses to enhance their teaching- learning process.Keywords
Assessment, Clinical Trials, Activity Based Learning, Practicability.- Effect of Virtual Activity and Game-Based Learning Techniques in Effective Teaching of 'Professional Ethics' Course
Abstract Views :101 |
PDF Views:1
Authors
Affiliations
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil, Tamilnadu, IN
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil, Tamilnadu, IN
Source
Journal of Engineering Education Transformations, Vol 35, No 3 (2022), Pagination: 100-106Abstract
COVID-19 pandemic has created a need for adapting to online teaching, making this the era of Digital Pedagogy. The switch to the online mode makes tutors not use their usual chalk and board methods, creative flashcards, charts, models and creates urges to switch for online materials. Professional ethics is a common humanities course across all engineering courses offered in multiple Engineering educational Institutions. This course requires more activity and game-based learning than formal lecturing for understanding the basic concepts. This article illustrates the list of various online tools and their roles in interactive teaching for this course. The implementation and impact of this teaching-learning technique to this course were discussed here briefly. Based on the student feedback from the 36 Biotechnology undergraduate students who learned this course under this method it was clear that the learning environment was more interactive and engaging. Thus, based on the learning outcome observed at the end of this course, it was evident that the use of such a teaching method helps the learners have more interaction and learning. The faculties and institutions offering this course could adapt similar teaching practices to enhance their teaching-learning process.Keywords
Gamification, Professional Ethics, Activity Based Learning, Online Class.References
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- Teaching and Learning in the Metaverse World: The Future of New-Gen Education
Abstract Views :52 |
PDF Views:1
Authors
Affiliations
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil-626126, Tamilnadu, IN
1 Department of Biotechnology, Kalasalingam Academy of Research and Education, Krishnankoil-626126, Tamilnadu, IN
Source
Journal of Engineering Education Transformations, Vol 37, No 1 (2023), Pagination: 134-141Abstract
The change in the education system to meet the needs of the students of every generation is inevitable. The education system is transforming towards technology catering to the requirements of Generation Y and Generation Alpha. The online teaching practice has many issues and concerns among students, like lack of interaction, inactiveness, incuriosity, and ineffectiveness. The innovation in technology by incorporating Virtual and Augmented Reality (VAR), Artificial Intelligence (AI), holograms, virtual laboratories, blockchain technology, and the Internet of Things (IoT) can make it more effective. The metaverse is a web of three- dimensional virtual environments centered on socializing, which utilizes the above- said technologies. Metaverse delivers an immersive learning experience for the students and increases class involvement, making learning more exciting and active. Its expansion has been aided by superior information technology enterprises such as Meta Platforms, Epic Games and Microsoft. Metaverse has also raised concerns like privacy, security, societal and psychological issues among users. Further research into the application of metaverse application in education can shed more light on it as we need to prepare the educators and learners of the near future.Keywords
Metaverse, Generation Alpha, Virtual Augmented Reality, Online education, Roblox.References
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