80,547 research outputs found
Critical Pedagogy and Student Learning Outcomes: A Systematic Literature Review
This study aims to evaluate the impact of Critical Pedagogy on student learning outcomes, focusing on academic and social dimensions across various educational levels and settings. A systematic literature review followed PRISMA 2020 guidelines, analyzing 13 peer-reviewed articles published between 2014 and 2024 – the inclusion criteria centred on journal articles and reviews, excluding book chapters and proceedings. The studies employed qualitative, quantitative, and mixed methodologies. The review revealed that Critical Pedagogy positively influences critical thinking, academic achievement, social awareness, and civic engagement. It demonstrated adaptability to online and technology-enhanced learning environments. The studies covered primary to higher education educational levels, significantly impacting student engagement and academic outcomes. Critical Pedagogy significantly enhances educational outcomes and student engagement, advocating for democratic values and social justice. Its integration with emerging educational technologies like AI and VR shows promise for modern pedagogical strategies. Future research should explore the implementation of Critical Pedagogy in early childhood settings, assess its effectiveness in online education, and develop quantitative measures for social outcomes. Further studies should also investigate interdisciplinary applications and incorporate student perspectives to enrich the understanding and application of Critical Pedagogy
The professionalism of the higher education teacher: what's ICT got to do with it?
HE professionals generally work in an ICT rich environment. There are expectations that the existence of ICT benefits them, their students and the overall learning environment. This paper investigates and debates the complex interplay between two aspects of HE that have witnessed rapid change: the HE teacher’s professional role and the use of ICTs for teaching and learning. This paper reviews writing, research and theory in these areas and draws out key themes. A Masters course run at the Institute of Education, University of London is used as a practical context to evaluate aspects of this debate and assess their contemporary relevance. It establishes the importance of professional learning communities that include ICT ‘enthusiasts’ and an integrated pedagogic approach to ICTs. The paper suggests these factors can be key in enhancing the capacity of the HE teacher to engage positively, collaboratively and critically with the growth of learning technologies
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Educational Technology Topic Guide
This guide aims to contribute to what we know about the relationship between educational technology (edtech) and educational outcomes by addressing the following overarching question: What is the evidence that the use of edtech, by teachers or students, impacts teaching and learning practices, or learning outcomes? It also offers recommendations to support advisors to strengthen the design, implementation and evaluation of programmes that use edtech.
We define edtech as the use of digital or electronic technologies and materials to support teaching and learning. Recognising that technology alone does not enhance learning, evaluations must also consider how programmes are designed and implemented, how teachers are supported, how communities are developed and how outcomes are measured (see http://tel.ac.uk/about-3/, 2014).
Effective edtech programmes are characterised by:
a clear and specific curriculum focus
the use of relevant curriculum materials
a focus on teacher development and pedagogy
evaluation mechanisms that go beyond outputs.
These findings come from a wide range of technology use including:
interactive radio instruction (IRI)
classroom audio or video resources accessed via teachers’ mobile phones
student tablets and eReaders
computer-assisted learning (CAL) to supplement classroom teaching.
However, there are also examples of large-scale investment in edtech – particularly computers for student use – that produce limited educational outcomes. We need to know more about:
how to support teachers to develop appropriate, relevant practices using edtech
how such practices are enacted in schools, and what factors contribute to or mitigate against
successful outcomes.
Recommendations:
1. Edtech programmes should focus on enabling educational change, not delivering technology. In doing so, programmes should provide adequate support for teachers and aim to capture changes in teaching practice and learning outcomes in evaluation.
2. Advisors should support proposals that further develop successful practices or that address gaps in evidence and understanding.
3. Advisors should discourage proposals that have an emphasis on technology over education, weak programmatic support or poor evaluation.
4. In design and evaluation, value-for-money metrics and cost-effectiveness analyses should be carried out
Strategies for mlearning integration : evaluating a case study of staging and scaffolding mlearning integration across a three-year bachelor’s degree
This paper outlines the third iteration of integrating mobile web 2.0 within a Bachelors level course. An analysis and comparison of the impact of mobile web 2.0 across all three years of the 2009 course enables the development of implementation strategies that can be used to integrate mlearning into other tertiary courses, and inform the design of further Product Design mlearning integration iterations
A Neocolonial Warp of Outmoded Hierarchies, Curricula and Disciplinary Technologies in Trinidad’s Educational System
I re-appropriate the image of a space-time warp and its notion of disorientation to argue that colonialism created a warp in Trinidad’s educational system. Through an analysis of school violence and the wider network of structural violence in which it is steeped, I focus on three outmoded aspects as evidence of this warp--hierarchies, curricula and disciplinary technologies--by using data (interviews, documents and observations) from a longitudinal case study at a secondary school in Trinidad. Colonialism was about exclusion, alienation, violence, control and order, and this functionalism persists today; I therefore contend that hierarchies, curricula and disciplinary technologies are all enforcers of these tenets of (neo)colonialism in Trinidad’s schools. I conclude with some nascent thoughts on a Systemic Restorative Praxis (SRP) model as a way of de-stabilizing the warp, by stitching together literature/approaches from systems thinking, restorative justice and Freirean notions of praxis. SRP implies that colonialism (and this modern-day warp) has rendered much psychic and material damage, and that any intervention to address structural violence has to be systemic and iterative in scope and process, include healing, be participatory, and foster an ethic of horizontalization in human relations
Does the TPACK framework help to design a more engaging learning environment?
This paper describes an attempt to design an e-learning course within a framework that combines theoretical underpinnings with pedagogy and content knowledge. It focuses on how a university lecturer can facilitate learning that integrates pedagogical and technological knowledge. The Technology Pedagogy And Content Knowledge (TPACK) framework enables new ways of thinking about technology integration and emphasises the intersection of these three domains: technology, pedagogy and content knowledge. Students’ involvement in a blended learning course and their reflections were examined to provide a picture of the synergy or lack there of in relation to this framework. This paper offers a look at the intersections of the TPACK domains to consider how the use of Web 2 technologies in teaching complement the other domains. It also describes how students assessed the combination of the technological, pedagogical and content knowledge domains in their learning experiences
Transforming pedagogy using mobile Web 2.0
Blogs, wikis, podcasting, and a host of free, easy to use Web 2.0 social software provide opportunities for creating social constructivist learning environments focusing on student-centred learning and end-user content creation and sharing.
Building on this foundation, mobile Web 2.0 has emerged as a viable teaching and learning tool, facilitating engaging learning environments that bridge multiple
contexts. Today’s dual 3G and wifi-enabled smartphones provide a ubiquitous connection to mobile Web 2.0 social software and the ability to view, create, edit,
upload, and share user generated Web 2.0 content. This article outlines how a Product Design course has moved from a traditional face-to-face, studio-based learning
environment to one using mobile Web 2.0 technologies to enhance and engage students in a social constructivist learning paradigm.
Keywords: m-learning; Web 2.0; pedagogy 2.0; social constructivism; product desig
Toward future 'mixed reality' learning spaces for STEAM education
Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom
Using design-based research to develop a Mobile Learning Framework for Assessment Feedback
Students’ lack of engagement with their assessment feedback and the lack of dialogue and communication for feedback are some of the issues that affect educational institutions. Despite the affordance that mobile technologies could bring in terms of assessment feedback, research in this area is scarce. The main obstacle for research on mobile learning assessment feedback is the lack of a cohesive and unified mobile learning framework. This paper thus presents a Mobile Learning Framework for Assessment Feedback (MLFAF), developed using a design-based research approach. The framework emerged from the observation of, and reflection upon, the different stages of a research project that investigated the use of a mobile web application for summative and formative assessment feedback. MLFAF can be used as a foundation to study the requirements when developing and implementing wide-scale mobile learning initiatives that underpin longitudinal practices, as opposed to short-term practices. The paper also provides design considerations and implementation guidelines for the use of mobile technology in assessment feedback to increase student engagement and foster dialogic feedback communication channels
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