26 research outputs found
The Development of Innovation Education in Iceland: a Pathway to Modern Pedagogy and Potential Value in the UK
This paper will discuss how Innovation Education (IE) has developed in the Icelandic school system; its character, pedagogy, ideology, ethical dimensions, and practical applications. In addition it will describe Iceland’s cooperation with other European countries in Innovation Education, as a new Minerva project, under the name InnoEd. The paper then considers IE as a potential tool for use in the UK National Curriculum
Visual pattern recognition as a means to optimising building performance?
Visual pattern recognition as a means to optimising building performance
Supplement to Lauri Lahti's conference article "Educational exploration along the shortest paths in conceptual networks based on co-occurrence, language ability levels and frequency ranking"
A supplement to Lauri Lahti's conference article in 2015 "Educational exploration along the shortest paths in conceptual networks based on co-occurrence, language ability levels and frequency ranking" so that this supplement was referenced to by the original publication.Peer reviewe
Cultural Mythology Analysisof Media texts in the Classroom at the Student Audience
The author of this article presents the cultural mythology analysis of media texts: identification and analysis of mythologizing (including in the framework of the so-called folk sources - fairy tales, urban legends, etc.) plot, those types of characters, etc. in media texts. In particular, the audience (for example, students) offered by critical analysis to answer the question why so many entertainment media texts so popular with a mass audience? The author thinks that the media texts relating to the mass / popular culture, have success with the audience is not due to the fact that they supposedly only target people with low aesthetic taste, subject to psychological pressure, easy to believing the lie, etc., but because their authors respect and learning needs of the audience, including - information, compensatory, hedonistic, recreational, moral, aesthetic, etc
Building empathy through a design thinking project: A case study with middle secondary schoolboys
Adolescents' empathy is an essential socio-emotional concept that helps mediate
friendships and family relationships. Year 10 boys, aged 14-15 years, were invited to
participate in a five-day experiential education program (Design Week) based on a social
equity challenge using a Design Thinking concept. Students worked in small groups,
mentored by experts. Student groups developed innovative solutions to support women
who experienced domestic and family violence. As a key outcome, students' empathy
measured by the Comprehensive State Empathy Scale increased significantly from a
baseline of 63% to 75% at post-test, representing a large effect size (d= 1.06). Six
empathy subscale factors were also significantly increased (p= <0.05). The program was
feasible and was rated by teachers and students as engaging, relevant to learning, and
learning about complex social issues. This paper presents a case study of the Design
Week program, shown to be worthy of further testing with secondary school
adolescents