15,063 research outputs found
Pedagogy, curriculum, teaching practices and teacher education in developing countries
This rigorous literature review focused on pedagogy, curriculum, teaching practices and teacher education in developing countries. It aimed to:
1. review existing evidence on the review topic to inform programme design and policy making undertaken by the DFID, other agencies and researchers
2. identify critical evidence gaps to guide the development of future research programme
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Assessing creativity in TV studio production
This paper will seek to gauge how media production can be taught within Higher Educational Institutions to inspire the next generation of programme makers to create original student led productions, rather than replicating content. Brown and Duthie ask how media educators and teachers of film and television production courses assess creativity and discuss innovative approaches to learning, teaching and assessment in the academy and ask how we can encourage risk taking in a risk averse environment. This paper considers whether contemporary global TV formats can be the catalyst for new ideas and content and how to encourage students to be film and TV making pioneers
The Use of Innovation Technology in Pedagogical Practices of L2 Reading Comprehension: An Annotated Bibliography
Teaching reading as a second/foreign language has gained increasing significance in the educational field. Investigating pedagogical methods has become one of the major areas of research in the expanding field of teaching second language (L2) reading comprehension. Many researchers have addressed various pedagogical aspects and issues related to this field. This annotated bibliography is designed for researchers and instructors working on developing modern technological techniques of teaching reading in second/foreign language settings and to provide a solid theoretical and pedagogical background based on many types of data from various angles and contexts. It attempts to provide an overview of and highlight research studies related to teaching L2 reading comprehension through updated digital methods with applications and recommendations based on previous research studies. The sources listed in this annotated bibliography are journal articles arranged alphabetically by author, and for each work there is a brief non-evaluative synopsis of the study’s objectives, instruments of data collection and results
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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