10,339 research outputs found
Mobile technologies as a catalyst for pedagogic innovation within teacher education
This article reviews the use of mobile technologies within teacher education at the University of Northampton. In order to develop a strong commitment to digital literacy, the School of Education is using sets of teaching iPads with trainee teachers and has allocated an iPad to every member of the academic staff. Experiences from mobile technology projects involving ITT students, primary teachers and academics are shared to illustrate how mobile technologies have been a catalyst for new pedagogies based on a social constructivist model of learning in the teacher education programmes. The author aims to develop creative, self-directed learners who can work in collaborative teams within a professional community of teachers, academics and students. The author has considered ways in which mobile devices extend learning beyond taught sessions, and how the use of apps to make shareable digital artefacts can lead to purposeful engagement. To this end, the School of Education is focusing on a set of core apps that facilitate the creation, collaboration, curation, and capture of content
Teacher competence development – a European perspective
This chapter provides an European perspectives on teacher competence development
The role of virtual environment and virtual reality for knowledge transfer
Virtual Reality (VR) is a technology tool for workplace training that can lessen the total training time needed to learn complex cognitive tasks and aids a learner in converting abstract ideas into practical understanding. This review explores the use of VR training and its role in assisting a learner with knowledge transfer. A comprehensive literature search was conducted of peer-reviewed journal articles published between 2003-2018 and then 44 sources were selected for analysis. The reviewed research studies indicated that immersive VR training can provide a learner with a highly engaging virtual learning environment VE and stimulating experience that accommodates self-paced and self-directed learning. Trainers would benefit from potential immersive VR training outcomes such as bridging the gaps in understanding and promoting knowledge transfer and skill acquisition in a faster and more permanent manner when compared to traditional classroom training. It is recommended that future research should be conducted on the effects of VR cognitive load as it pertains to knowledge transfer
Community-based mentoring and innovating through Web 2.0
The rise of social software, often termed Web 2.0, has resulted in heightened awareness of the opportunities for creative and innovative approaches to learning that are afforded by network technologies. Social software platforms and social networking technologies have become part of the learning landscape both for those who learn formally within institutions, and for those who learn informally via emergent web-based learning communities. As collaborative online learning becomes a reality, new skills in communication and collaboration are required in order to use new technologies effectively, develop real digital literacy and other 21st century skills
A legacy handbook for innovation
Legacy Handbook reviewing emda's experience of innovation activity. Identifies key achievements and draws out lessons learned that may be relevant to successor bodies active in this area
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