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Novel Approaches to Teaching Aging and Disability: Active Learning Through Design and Exploration
Andrew J Revell1,2, Brian J Ayotte1,2
114709 Department of Psychology, University of Massachusetts Dartmouth, North Dartmouth, MA, USA.
Active learning, like hack-a-thons, boosts critical thinking and engagement in STEM education. This approach enhances higher-order processing skills through collaborative, hands-on activities in academic settings.
Area of Science:
- STEM Education
- Active Learning Strategies
- Collaborative Learning
Background:
- Traditional passive learning, primarily lecture-based, is contrasted with active learning methods.
- Active learning enhances higher-order thinking and critical thinking skills.
- Active learning is prevalent in Science, Medicine, Engineering, and Mathematics (MSTEM) fields.
Purpose of the Study:
- To describe a hack-a-thon as a novel active learning approach for classroom settings.
- To highlight the applicability of hack-a-thons in various academic disciplines.
- To promote student engagement and collaborative learning through experiential activities.
Main Methods:
- Defining hack-a-thons as a blend of 'hack' (exploratory programming) and 'marathon' (timed event).
- Presenting hack-a-thons as a practical example of active learning.
- Discussing the implementation of hack-a-thons in educational contexts.
Main Results:
- Hack-a-thons are gaining popularity in research and academic settings.
- These events are particularly relevant in engineering, computer science, business, and healthcare.
- The hack-a-thon model fosters an environment of active participation and problem-solving.
Conclusions:
- Hack-a-thons offer a valuable active learning strategy for MSTEM education.
- This approach can significantly improve student engagement and skill development.
- Implementing hack-a-thons can transform traditional classroom dynamics into collaborative learning experiences.
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