1,233 research outputs found

    Becta review 2006. Evidence on the progress of ICT in education.

    Get PDF
    This is the review of the use and impact of ICT in the education system prior to the publication of the Government's e-Strategy for the education system, known as Harnessing Technology. The Review drew upon Becta's surveys of schools and FE colleges as well as other research to assess the impact of technology within the education system and the progress made in achieving Government policies in 2005-06

    Insight@unimas Vol.22 2013

    Get PDF

    An Investigation Into The Use Of E-Learning Resources Within An Environmental Context For Schools

    Get PDF
    The premise of this study was to take a game-based learning and investigate whether pupil engagement was enhanced through an environmental context and a competitive environment. Despite game-based learning being an active research area, there appears to be a relatively slow uptake by teachers (Axe & Routledge, 2011) which perhaps gives light to a certain pragmatism amongst teachers to adopt games in education. However, credibility is given to this body of research by a number of prominent authors (Becta, 2001; Kirriemuir & McFarlane, 2003; Shaffer, Squire, Halverson & Gee, 2004). Research has shown the most effective way of integrating game-based learning is to firstly identify the pedagogy for the learning tool and then wrap this with gamified elements (Gee 2003; Gee 2004). What this study aimed to do was provide a system where pupils could learn about environmental topics through a series of educational activities during a prescribed set of trials in school but also have the opportunity to use the system as much or as little as they liked outside of school hours. In addition, this study introduced a contextualised scenario which challenged participants to make decisions based on both moral and competitive judgement in order to determine whether there was an underlying pattern of competitive behaviour or whether users were motivated by more than just winning, a suggestion made by Deen & Schouten 2011). As a concept, gaming strategies are ways that participants utilise an educational tool to win or succeed at the game-based element without explicitly fulfilling the pedagogical purpose. Literature suggests mixed results with previous studies as to the demographic profiles of participants who employ gaming strategies and also their motivations behind those strategies (Baker et al, 2004; Baker et al, 2005). This study aimed to identify basic demographic information for participants who used gaming strategies throughout the usage of this contextual e-learning system as well as the ways in which various strategies were used. One of the fundamental parts of this study was a feature designed to test whether participants were more likely to exhibit selfish or morally responsible behaviour when posed with a number of environmental disaster scenarios. The questions took the form of Environmental Decision Points and provided users with an environmental disaster scenario and three options carrying different points values. The decision participants had to make was whether they chose the more selfish option (and progressed further up their class league table) or whether they took the socially responsible option (where they could perhaps feel better inside but had nothing tangible to show). Overall, this study was designed to further learning in the areas of game-based learning, contextualised learning and gaming strategies within a cohort of Primary and Secondary school pupils

    The e-revolution and post-compulsory education: using e-business models to deliver quality education

    Get PDF
    The best practices of e-business are revolutionising not just technology itself but the whole process through which services are provided; and from which important lessons can be learnt by post-compulsory educational institutions. This book aims to move debates about ICT and higher education beyond a simple focus on e-learning by considering the provision of post-compulsory education as a whole. It considers what we mean by e-business, why e-business approaches are relevant to universities and colleges and the key issues this raises for post-secondary education

    Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education

    Get PDF
    Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching sequences with STEM approaches that help students to learn. Under a gamified approach, this document addresses a didactic proposal in geometry focused on STEM disciplines. This proposal combines tools such as AR, VR, manipulative materials, and social networks, with techniques such as m-learning, cooperative-learning, and flipped-learning, which make methodological transformation possible. The research was carried out during two academic years under an action research framework. It departed from a traditional methodology and, in two cycles, methodology was improved with the benefits that gamification brings to STEM proposals in Secondary Education. The data gathered in the experiment were analysed following a mixed method. Learning produced, strategies employed, successes and errors, and results of a questionnaire are presented. Evidence shows an improvement in academic performance from 50% fails to 100% pass, most of the students ended up motivated, participation was of the whole group, more than 80% showed positive emotions, and thanks to the cooperative-learning, group cohesion was improved.This study was partially funded by the ERDF (European Regional Development Fund) research project from the FEDER-Andalusian Regional Government grant UAL2020-SEJ-B2086 and by University of Málaga (Spain). Partial funding for open access charge: Universidad de Málaga

    Networked Learning 2020:Proceedings for the Twelfth International Conference on Networked Learning

    Get PDF
    corecore