269,473 research outputs found
WWW.raising achievement: internet research resources on raising achievement in post-compulsory education; the agency comments
This report is designed to help practitioners and researchers find and use internet-based resources that deal with raising achievement. It contains a guide to useful research sources and organisations accessible via the internet; an introductory synthesis of research findings drawn from the Educational Resources Information Center (ERIC) and suggestions for applying American research findings to raising achievement in the UK
Beyond Financial Aid: How Colleges Can Strengthen the Financial Stability of Low-income Students and Improve Student Outcomes
Completing education beyond high school is essential to Americans' well-being and economic success. But rising costs and inadequate financial resources hinder too many students from earning postsecondary credentials. This guidebook identifies six key strategies for improving services for low-income students. The report showcases promising approaches that colleges and universities are already employing, and offers these ideas as guides for all institutions. It also features an institutional self-assessment designed to help postsecondary institutions determine their effectiveness in serving low-income students and take steps toward improving their practices
Recommended from our members
Pedagogy For Employability
This guide, produced by the HEA, constitutes a revised and updated version of the Pedagogy for Employability publication first published in 2006.
The publication has been updated with the practitioner in mind – those teaching in the classroom and those engaging with policy and student interactions in other ways, such as careers guidance and learning development workers. Practitioners are our focus, as we discuss the policy and institutional context that frames the environment within which people work. The early sections of this publication are intended to illuminate the possibilities and constraints that operate in different national, institutional and departmental situations, having a direct impact on the way that teaching and learning takes place between practitioners and students. Case studies of learning and teaching that support the development of student employability, in the classroom, through distance and part-time learning and in co-curricular and extra-curricular activities, are provided throughout the publication. In the later sections of the publication we focus particularly on the curriculum and learning and teaching practice
Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices
Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy
Gamificacion in education and active methodologies at Higher education
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication.
This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto.
The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.Universidad de Málaga. Campus de Excelencia Internacional AndalucĂa Tec
Recommended from our members
Learning Design for Student Retention
Student retention is an issue of increasing interest to higher education institutions, educators and students. Much of the work in this area focuses on identifying and improving interventions that occur during the presentation of a course. This paper suggests that these represent only one set of factors that can influence student withdrawal, and equally important are design based factors that can aid retention throughout the course. The main research question addressed by the paper is what design-related factors impact on student retention. An analysis of student withdrawal at the UK Open University conducted by the researchers produced a synthesis of seven key factors in the design phase that can influence retention. These factors have been given the ICEBERG acronym: Integrated, Collaborative, Engaging, Balanced, Economical, Reflective and Gradual. Examples of how these factors can be implemented are provided, and conclusions focus on how the model has been embedded in the module production process at the Open University
- …