65,041 research outputs found
Researching Writing Program Administration Expertise in Action: A Case Study of Collaborative Problem Solving as Transdisciplinary Practice
Theorizing WPA expertise as problem-oriented, stakeholder-inclusive practice, we apply the twenty-first-century paradigm of transdisciplinarity to a campus WID Initiative to read and argue that data-driven research capturing transdisciplinary WPA methods in action will allow us to better understand, represent, and leverage rhetoric-composition/writing studies’ disciplinary expertise in twenty-first-century higher education
Time to Act: An Agenda for Advancing Adolescent Literacy for College and Career Success
Presents a vision for literacy instruction from fourth through twelfth grade; examines the challenges; outlines the elements of success, including professional development and use of data; and lays out a national agenda for change based on case studies
Exploring the Impact of Teacher Collaboration on Student Learning: A Focus on Writing
In this yearlong case study, six English teachers in an urban high school in Northern California engaged in sustained collaboration focused on developing and enacting strategies to improve the writing skills of their culturally and linguistically diverse freshmen. The study was conducted between August 2018 and June 2019, to determine the connections, if any, between teacher collaboration and student learning. Qualitative data were analyzed from teacher collaboration and observation of classroom practices, focus groups and teacher-created artifacts. Students’ on-demand writing assessments in fall and spring were compared with instructionally supported writing. Student surveys were analyzed in a mixed methods approach. Findings suggest that students’ writing skills improved and students reported increased confidence in writing and other literacy practices. The lessons developed in the collaboration meetings and observed in practice, in tandem with student and teacher self-reports suggest a positive relationship between teacher collaboration and student learning outcomes
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Evaluation Report of Prospero’s Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate students’ engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve students’ learning.
Prospero’s Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
• An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
• A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
• A return to the installation for one lesson, led by English teachers (autumn term);
• Follow-on work by teachers to develop immersive learning in English lessons (spring term);
• An independent evaluation of the project (autumn and spring terms)
Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the students’ experiences of language learning and performing while they play in the MMORPGs. Research was conducted in both the real and virtual worlds. In the real world the researcher observes the interaction with the MMORPGs by the students through actual discussion, and screen video captures while they are playing. In the virtual world, the researcher takes on the role of a character in the MMORPG enabling the researcher to get an inside point of view of the students and their own MMORPG characters. This latter approach also uses action research to allow the researcher to provide anonymous/private support to the students including in-game instruction, confidence building, and some support of language issues in a safe and friendly way. Using action research with MMORPGs in the real world facilitates a number of opportunities for learning and teaching including opportunities to practice language and individual and group experiences of communicating with other native/ second language speakers for the students. The researcher can also develop tutorial exercises and discussion for teaching plans based on the students’ experiences with the MMORPGs. The results from this research study demonstrate that MMORPGs offer a safe, fun, informal and effective learning space for supporting language teaching. Furthermore the use of MMORPGs help the students’ confidence in using their second language and provide additional benefits such as a better understanding of the culture and use of language in different contexts
Adopting Moodle:Case Studies in the Diffusion of Innovation
This joint research paper among five part-time English teachers at Maebashi Kyoai Gakuen University, hereafter called Kyoai University, represents a focused practical application of Action Research based on CALL (Computer Assisted Language Learning) in the classroom and syllabus. This research builds upon the history and development of CALL at the University, including previous research based on student perceptions of CALL (Deadman, 2014) and teacher’s perceptions and evaluations of multimedia technologies (Mason, 2014). The paper details and investigates how CALL is adopted amongst the teachers in this study, through the existent software Moodle (Modular Object-Oriented Dynamic Learning Environment). Two of the members of this group have used Moodle, whereas the three other part-time teachers have had limited exposure and experience using it. The aim of this research group is to peer-teach each other in a community of practice, in order that our own technology skills increase, ultimately transferring this to better learning experiences for the students.
The paper will use teachers experience, observations and planning to detail the purposefulness of technology in the curriculum; the teacher’s own perceptions of the technology; the subsequent selection, planning and design of appropriate class-specific Moodle applications; and each teacher’s initial evaluations of Moodle as they begin to construct their own Moodle accounts for various classes. A general e-mail was sent to all Japanese part-time teachers who would be interested in jointly partaking in a research paper, based on the above considerations. As such, the members of this research paper are equal in membership and responsibility for the research, as per the ethical considerations of practitioner research (Hammersley, M., Gomm, R., and Woods, P., 2003)
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