269,473 research outputs found

    Integrated quality and enhancement review : summative review : Walsall College

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    WWW.raising achievement: internet research resources on raising achievement in post-compulsory education; the agency comments

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    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

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    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

    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    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

    Collaborate to compete : seizing the opportunity of online learning for UK higher education

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    Gamificacion in education and active methodologies at Higher education

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    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 Andalucía Tec
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