137,023 research outputs found

    A Faith-Based Context for Culturally-Relevant Instruction

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    Preparing prospective teachers who are equipped to successfully educate students from culturally, racially, and socioeconomically diverse backgrounds is critical work conducted by universities. This paper investigates how culturally-relevant pedagogies with biblical underpinnings have the potential to create educational environments that promote excellence, reflect the culture of the students and their communities, and develop awareness of societal injustices which inspire and equip prospective teachers to become agents of change. This approach is then illustrated through the course design and instructional strategies used in an introductory education course at a Christian liberalarts university

    Creating Space: Building Digital Games

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    Studies of games, rhetoric, and pedagogy are increasingly common in our field, and indeed seem to grow each year. Nonetheless, composing and designing digital games, either as a mode of scholarship or as a classroom assignment, has not seen an equal groundswell. This selection first provides a brief overview of the existing scholarship in gaming and pedagogy, much of which currently focuses either on games as texts to analyze or as pedagogical models. While these approaches are certainly valuable, I advocate for an increased focus on game design and creation as valuable act of composition. Such a focus engages students and scholars in a deeply multimodal practice that incorporates critical design and computational thinking. I close with suggestions on tools for new and intrepid designers

    Designing digital technologies and learning activities for different geometries

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    This chapter focuses on digital technologies and geometry education, a combination of topics that provides a suitable avenue for analysing closely the issues and challenges involved in designing and utilizing digital technologies for learning mathematics. In revealing these issues and challenges, the chapter examines the design of digital technologies and related forms of learning activities for a range of geometries, including Euclidean and co-ordinate geometries in two and three dimensions, and non-Euclidean geometries such as spherical, hyperbolic and fractal geometry. This analysis reveals the decisions that designers take when designing for different geometries on the flat computer screen. Such decisions are not only about the geometry but also about the learner in terms of supporting their perceptions of what are the key features of geometry

    Multimodal ways of eliciting students' voice.

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    For some time researchers have been exploring how students might best be supported to express their ideas, opinions and feelings and to demonstrate what they know and can do. In this paper, we discuss some of the implications of sociocultural view of learning for how classroom research is conducted and describe some of the approaches we have used to generate information on student classroom experiences. Over the course of our work we have found that the use of multiple and multimodal data generation methods allows student with different interests and abilities to take an active part in research. We then detail some of the challenges and rewards involved in working with students in these ways as part of a research agenda focused on enhancing teaching and learning

    Adoption of innovative e-learning support for teaching: A multiple case study at the University of Waikato

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    In response to recent social, economic, and pedagogical challenges to tertiary-level teaching and learning, universities are increasingly investigating and adopting elearning as a way to engage and motivate students. This paper reports on the first year of a two-year (2009-2010) qualitative multiple case study research project in New Zealand. Using perspectives from activity theory and the scholarship of teaching, the research has the overall goal of documenting, developing, and disseminating effective and innovative practice in which e-learning plays an important role in tertiary teaching. A “snapshot” of each of the four 2009 cases and focused findings within and across cases are provided. This is followed by an overall discussion of the context, “within” and “across” case themes, and implications of the research

    Faith Integration in the Higher Education Online Classroom: Perspectives and Practice

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    Online instruction in higher education has grown dramatically in recent years, and more faith-based colleges and universities are including online courses as a part of their educational offerings. The integration of faith in learning is an important goal in many of these faith-based institutions; however, the practice of faith integration in online settings presents unique challenges for faculty members. The purpose of this article is to provide support for faculty members teaching online in Christian colleges and universities with faith integration by presenting a series of strategies for their use. Approaches to faith integration are grouped utilizing a model presented by Dulaney et al. (2015) and adapted here for online contexts. Recommendations for working with students of differing faith backgrounds are also provided

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    Solved! Making the case for collaborative problem-solving

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    This report argues that the ability to solve problems with others is a crucial skill for our young people in the workplace of the future but the current education system does little to support it. Key findings Collaborative problem-solving (CPS) is an increasingly important skill to teach young people in order to prepare them for the future. Despite strong evidence for its impact, CPS is rarely taught in schools but if structured well it can reinforce knowledge and improve attainment. Significant barriers exist for teachers implementing this practice, from behaviour management to curriculum coverage, to task-design. For CPS to gain ground, a concerted shift is needed including teacher training, better resources and system level support. This report is part of Nesta’s ongoing commitment to equipping young people with the skills they need to succeed. It makes a series of recommendations on how organisations and policymakers can help support and embrace the implementation of CPS. Nesta is following this up with a series of small-scale pilots of aligned programmes in order to evaluate impact and explore how CPS can be implemented in a range of practical settings. Policy recommendations Stimulate production of quality collaborative problem-solving (CPS) resources and training, from primary education onwards. Fund existing, aligned programmes to scale and evaluate impact. Educate and involve the out-of-school learning sector and volunteer educators. Develop smarter collaborative problem-solving assessment methods. Help higher education organisations and MOOCs to track what works
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