251,777 research outputs found

    Education for a technologically advanced nation: design and technology in schools 2004-07

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    Closing the gap between business undergraduate education and the organisational environment: A Chilean case study applying experiential learning theory

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    In response to the continuous changes in Latin American higher education and the increasing demands for better prepared professionals, the Learning Connected to the Organisational Environment method was introduced in the course of Marketing at one public University in Chile. This was aimed as an integrated approach to education, providing pedagogical and social value by connecting organisations and real challenges with the learning objectives. This paper describes its design, implementation and initial impact on students’ learning process. Results on the impact of the LCOE method show that students valued learning with this new initiative (n = 158) and showed higher performance and improved quality of their written reports, along with higher evaluations of the teaching staff compared to students in the same course learning with traditional methods (n = 158). Discussion is centred on the value of this initiative and on suggestions for transference and future research

    Inspecting post-16 physical education : with guidance on self-evaluation

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    Four approaches to teaching programming

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    Based on a survey of literature, four different approaches to teaching introductory programming are identified and described. Examples of the practice of each approach are identified representing procedural, visual, and object-oriented programming language paradigms. Each approach is then further analysed, identifying advantages and disadvantages for the student and the teacher. The first approach, code analysis, is analogous to reading before writing, that is, recognising the parts and what they mean. It requires learners to analyse and understand existing code prior to producing their own. An alternative is the building blocks approach, analogous to learning vocabulary, nouns and verbs, before constructing sentences. A third approach is identified as simple units in which learners master solutions to small problems before applying the learned logic to more complex problems. The final approach, full systems, is analogous to learning a foreign language by immersion whereby learners design a solution to a non-trivial problem and the programming concepts and language constructs are introduced only when the solution to the problem requires their application. The conclusion asserts that competency in programming cannot be achieved without mastering each of the approaches, at least to some extent. Use of the approaches in combination could provide novice programmers with the opportunities to acquire a full range of knowledge, understanding, and skills. Several orders for presenting the approaches in the classroom are proposed and analysed reflecting the needs of the learners and teachers. Further research is needed to better understand these and other approaches to teaching programming, not in terms of learner outcomes, but in terms of teachers’ actions and techniques employed to facilitate the construction of new knowledge by the learners. Effective classroom teaching practices could be informed by further investigations into the effect on progression of different toolset choices and combinations of teaching approache

    Assessing Creativity: A Test for Drawing Production using Digital Art Tools The concept, application and assessment of digital art teaching as a means of enhancing creative proficiency

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    This paper describes the Test for Creative Thinking - Drawing Production (TCT-DP), including its design, concept and mode of assessment, and the practical consequences of its application in a specific context. The test was used to evaluate the performance of groups of students as part of a case study exploring the use of digital art tools for drawing in a junior school. The students used specific digital art software via both computers and tablets, and also drew manually using a variety of devices. TCP-DP evaluates drawing production by means of a set of 14 criteria. At the same time, this study used the Technology Acceptance Model (TAM) theory to assess the ease of use and usefulness of the digital tools. The test was trialled with students aged 9-10 years in different ability groups. There were no significant differences in performance between male and female participants. Details of various related studies, together with data concerning the reliability and validity of the TCT-DP test, are also provided. The study finds that motivation is an important factor in improving young people’s artistic ability

    The effectiveness of performance management and review (pmar) in further education institutions

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    Internationalising the Curriculum of International Relations

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    Applying Argumentation Analysis to Assess the Quality of University Oceanography Students' Scientific Writing

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    This article describes the methods and results of an assessment of students' scientific writing. The study was conducted in an introductory oceanography course in a large public university that used an interactive CD-ROM entitled, "Our Dynamic Planet." The CD provided students with geological data, which they used to build written arguments regarding plate tectonics. Twenty-four student papers from this course were analyzed for quality of written arguments by using both a grading rubric and an argumentation analysis model. Three implications were drawn from these initial studies. First, there is a clear need to help students understand how to use data representations as evidence for more theoretical arguments. Second, student writers need experiences receiving critiques of their own writing and analyzing others' scientific arguments. Third, the actual grading is dependent upon the socialization of the graders themselves (in this case, graduate students). Educational levels: Graduate or professional
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