Page 64 - International Perspectives on Effective Teaching and Learning in Digital Education
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Tina Štemberger and Andreja Klančar

                  Table 3  The Application of Teaching Methods
                  Teaching method            Always     Often   Sometimes   Never
                                               f  f %    f   f %   f   f %    f  f %
                  Games                           ,7  1  13,5  3  4,5   3  43,
                  Study visits                   ,   14  18,9  33  44,9   7  36,5
                  Peer Learning                4   5,4  3  31,1  36  48,6   11  14,9
                  Simulation and modelling     3   4,1  3  31,1  9  39,   3   4,1
                  Teamwork                    1  16,  36  48,6  3   31,1  19  5,7
                  Case study                   6   8,1  31  41,9  9  39,   8  1,8
                  Project                      9  1,  1  8,4   31  41,9  13  17,6
                  Role–playing                 5  6,8     9,7  6   35,1  1  8,4
                  Brainstorming               1  16,    9,7   31  41,9  9   1,
                  Learning diaries               ,    6   8,1    9,7  46  6,
                  Experimentation              5  6,8   19  5,7  5  33,8   5  33,8
                  Discussions                 34  45,9  6  35,1  1  16,      ,7
                  Critical review method       3   4,1  15  ,3  4  56,8   14  18,9
                  Video review and discussion  3   4,1  15  ,3  4  56,8   14  18,9
                  Concept maps                 3   4,1   6   8,1  5  33,8  4   54,1
                  Interactive strategies/lecture  6  8,1  19  5,7  5  33,8  4  3,4
                  Learning stations            4   5,4   7   9,5  5  33,8  38   51,4
                  Group investigations         5  6,8   19  5,7  3  4,5    7,
                  Jigsaw                         ,       ,7    7,   5  7,3
                  I–Search                     1   1,4   3   4,1  5  33,8  45  6,8
                  Learning contracts             ,    4   5,4  14  18,9  56   75,7
                  Peer–assisted learning       1   1,4  19  5,7  4  54,1   14  18,9
                  Learning centres               ,    7   9,5  16  1,6   51  68,9
                  Storytelling                    ,7  16  1,6  3  4,5  6   35,1

                  as 16. % of respondents use it always and 48.6 % use it often. They report to
                  moderately use role-playing, case studies, and brainstorming show moder-
                  ate adoption. The results show that 36.5 % use role-playing frequently (6.8
                  % always and 9.7 % often), case studies are used by the half of respondents
                  and brainstorming is regularly used by nearly 46 % of respondents. Meth-
                  ods such as games, experimentation, and group investigation show the most
                  different frequencies of use. Games are sometimes of never used by 83.7 %
                  respondents, experimentation and group investigations are sometimes of
                  never used by 67.5 % of respondents. However, some methods are really rare-
                  ly used, these are: jigsaw, learning contracts, and I-Search are seldom used,
                  possibly due to constraints in resources, time, or training. According to the
                  results in Table 3, 6. % never use learning diaries, 7.3 % never use jigsaw,
                  75.7 % never use learning contracts, 6.8 % never use I-Search, and 68,9 %
                  never use Learning Centres.



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