125,793 research outputs found

    Identification and evaluation of educational uses and users for the STS. Educational planning for utilization of space shuttle ED-PLUSS

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    A planning and feasibility study to identify and document a methodology needed to incorporate educational programs into future missions and operations of the space transportation system was conducted. Six tasks were identified and accomplished during the study. The task statements are as follows: (1) potential user identification, (2) a review of space education programs, (3) development of methodology for user involvement, (4) methods to encourage user awareness, (5) compilation of follow-on ideas, and (6) response to NASA questions. Specific recommendations for improving the educational coverage of space activities are provided

    John Templeton Foundation: Capabilities Report

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    This annual report, celebrating the 25th anniversary of the foundation, includes letters from its leaders, a history of the foundation, details of current grantmaking and other activities, financial statements, and lists of trustees

    Learners reconceptualising education: Widening participation through creative engagement?

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    This paper argues that engaging imaginatively with ways in which statutory and further education is provided and expanding the repertoire of possible transitions into higher education, is necessary for providers both in higher education and in the contexts and phases which precede study at this level. Fostering dispositions for creativity in dynamic engagement with educational technology together with the consideration of pedagogy, learning objects, inclusion, policy and the management of change, requires innovative provision to span the spaces between school, home, work and higher education learning. Reporting on The Aspire Pilot, a NESTA-funded initiative at The Open University, the paper offers the beginning of a theoretical frame for considering learning, learners and learning systems in the information age prioritizing learner agency. It will report emergent empirical findings from this inter-disciplinary project, with a significant e-dimension, which seeks to foster the creativity of 13-19 year olds in considering future learning systems, developing provocations for others to explore creative but grounded possibilities. It explores implications arising from this project for approaches that may facilitate widening participation in higher education

    Personalised Learning: Developing a Vygotskian Framework for E-learning

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    Personalisation has emerged as a central feature of recent educational strategies in the UK and abroad. At the heart of this is a vision to empower learners to take more ownership of their learning and develop autonomy. While the introduction of digital technologies is not enough to effect this change, embedding the affordances of new technologies is expected to offer new routes for creating personalised learning environments. The approach is not unique to education, with consumer technologies offering a 'personalised' relationship which is both engaging and dynamic, however the challenge remains for learning providers to capture and transpose this to educational contexts. As learners begin to utilise a range of tools to pursue communicative and collaborative actions, the first part of this paper will use analysis of activity logs to uncover interesting trends for maturing e-learning platforms across over 100 UK learning providers. While personalisation appeals to marketing theories this paper will argue that if learning is to become personalised one must ask what the optimal instruction for any particular learner is? For Vygotsky this is based in the zone of proximal development, a way of understanding the causal-dynamics of development that allow appropriate pedagogical interventions. The second part of this paper will interpret personalised learning as the organising principle for a sense-making framework for e-learning. In this approach personalised learning provides the context for assessing the capabilities of e-learning using Vygotskyā€™s zone of proximal development as the framework for assessing learner potential and development

    'I play, therefore I learn?' Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game

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    This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high school students in its subsequent design stages. We first focus on the multifaceted construct of game experience and how it is related to serious games. To measure game experience we use the Game Experience Questionnaire and add a perceived learning scale to account for the specificity of serious games in a classroom. Next, the data obtained from testing PING in 22 classrooms are analyzed. Results suggest that the evolution in the different design stages of the game is not just an issue of game experience, but also of usability. Furthermore, little evidence is found indicating that the learning experience changed positively during the different test phases. However, findings show a strong effect of the game experience on perceived learning while the game experience also varies significantly between different classrooms

    Educational planning for utilization of space shuttle (ED-PLUSS). Executive summary: Identification and evaluation of educational uses and users for the STS

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    The development and application of educational programs to improve public awareness of the space shuttle/space lab capabilities are reported. Special efforts were made to: identify the potential user, identify and analyze space education programs, plan methods for user involvement, develop techniques and programs to encourage new users, and compile follow-on ideas

    Self regulated learning: a review of literature

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