15,303 research outputs found

    Learning to teach ideas and evidence in science: a study of school mentors and trainee teachers

    Get PDF
    This article reports on a small-scale evaluation of how beginning teachers undertaking a PGCE in secondary science worked collaboratively with their school based mentors to enhance practice in the use of ideas and evidence in science. Mentors and beginning teachers were introduced to the resources and teaching strategies previously developed at Kingā€™s College London as part of the Nuffield funded IDEAS curriculum development project (Osborne, Erduran & Simon, 2004a). The judicious selection of resources and strategies from the IDEAS pack formed the basis of mentorsā€™ workshops, where mentors were encouraged to put into practice IDEAS and other argumentation activities and strategies. Collaborative work with their mentors enabled the BTs to initiate their teaching of ideas and evidence. They experienced both positive aspects and limitations when attempting IDEAS activities in their science classrooms

    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

    Get PDF
    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    Report on argumentation and teacher education in Europe

    Get PDF
    This document will ultimately form part of a comprehensive package of materials for teacher education and professional development in argumentation. The initial deliverable from Kaunas University of Technology described the rhetorical basis of argumentation theory for preā€ and inā€service teachers, whilst this state of the art report sets out the current and rather unsatisfactory status of argumentation in curricula, initial teacher training/education and teacher professional development, across the fifteen Sā€TEAM partner countries. We believe that this is a representative sample and that the report can be taken as a reliable snapshot of the situation in Europe generally

    Going Beyond the Games with iCivics. A Response to ā€œThe Challenges of Gaming for Democratic Education: The Case of iCivicsā€

    Get PDF
    Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCivics games and the goals of democratic education. In this response, we suggest that iCivics can be utilized to help meet the goals of democratic education and to encourage our nationā€™s youth to become active civic participants if used alongside other instructional practices, such as Action Civics. We offer three important reasons for the use of iCivics as a tool for democratic education and engagement. Firstly, we describe the affordances of several other iCivics games not explored in Stoddardā€™s study as well as other elements of the iCivics program including lesson plans, impact points, and discussion boards. Secondly, we suggest that iCivics games should not be a stand-alone curriculum and describe ways to extend the iCivics games to inspire students to consider issues in their community and engage them in action civics. Thirdly, we describe the need for high quality professional development which is central in using iCivics games as part of a comprehensive civics curriculum. Our response extends the findings of Stoddard et al.ā€™s study by suggesting ways educators can go beyond the games to utilize iCivics as a tool for democratic education

    Cognitive and affective perspectives on immersive technology in education

    Get PDF
    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Re-playing Maimonidesā€™ Codes: Designing Games to Teach Religious Legal Systems

    Get PDF
    Lost & Found is a game series, created at the Initiative for Religion, Culture, and Policy at the Rochester Institute of Technology MAGIC Center.1 The series teaches medieval religious legal systems. This article uses the first two games of the series as a case study to explore a particular set of processes to conceive, design, and develop games for learning. It includes the background leading to the author\u27s work in games and teaching religion, and the specific context for the Lost & Found series. It discusses the rationale behind working to teach religious legal systems more broadly, then discuss the hermeneutics influencing the approach to understanding the legal systems being modeled, and closes with a discussion of the kind of teaching and learning involved in the design of the games and early stage data on the public play of the games
    • ā€¦
    corecore