107,314 research outputs found
Exploring teacher and administrator perception regarding game-based learning
Although games have permeated our society and culture, they have yet to take their rightful place in education. Game-based learning (GBL) is associated with a myriad of benefits, including increased motivation, engagement, and varied skill development; yet it is not widely used in formal K-12 schooling. Therefore, it is critical to understand not only the educational value of games (board, social, and digital) but also stakeholders' perceptions of GBL as they may impact programs and implementation. Working from a constructivist paradigm, this research reviewed existing literature regarding GBL benefits, obstacles, use, and perceptions before shifting its attention to explore perceptions in one secondary education institution considering GBL as a common instructional practice. By focusing on research questions that examine teacher and administrator perceptions about, teacher use of, and administrative observations regarding GBL, the study aimed to support and inform this school in future GBL implementation initiatives. The study employed a mixed methods approach using surveys and focus group discussions in a cycle of explanatory sequential design that gathered targeted input from 10 teachers and 8 administrators from a 7-12 high school, as well as elements from an administrative review of teacher practice through historical data, to construct and confirm a collective stakeholder perception about GBL. Data was reviewed from all three approaches and themes emerged that connected findings across data sources as well as stakeholder subgroups. Critical information on game use, perceived benefits, potential obstacles, and the emergent generational gap between new and veteran teachers provided insightful results that ultimately addressed the core research questions and yielded interesting recommendations for future initiatives and research. While the study may not be able to define conclusively GBL's rightful place in the field of education, the research thoroughly explored the perceptions and realities that influence the inconsistencies associated with game use as tool for teaching and learning in this setting. As a result, this, or any, district can now build on the established foundation of qualitative and quantitative data on perceptions, use, values, and concerns to drive GBL progress in a direction that is manageable and meaningful.Ed.D., Educational Leadership and Management -- Drexel University, 201
Does knowing stuff like PSHE and citizenship make me a better teacher?: Student teachers in the teacher training figuration
One of the key elements of figurational sociology is the emphasis on understanding complex networks of interdependencies in which people are involved. The focal point of this paper is the process of initial teacher training (ITT) and the relationships of which student teachers are part during their ITT course. The paper does not look at what student teachers ought to think; rather, it is an exploration of why student teachers may think the way they do. The paper uses data which was collected as part of a larger project funded by a Teacher Training Agency small research grant. Results suggest that student teachers value aspects of their course differently. In particular, student teachers value university practical sessions and school-based experiences over university-based theory sessions, which are considered irrelevant to the actual practice of teaching. Despite attempts by university tutors to engage student teachers in academic discourses about the nature of physical education (PE), student teachersâ perceptions of PE did not change during their course. Further, student teachers perceived conflict between the university-based theoretical elements and the school-based elements of the course
Rethinking sport teaching in physical education: A case study of research based innovation in teacher education
This paper focuses on the significance of physical education teacher education (PETE) in the diffusion of 'new' thinking about sport teaching in physical education. It explores issues arising from a case study investigation that sought to respond to the critical commentary about the form and substance of sport teaching in physical education by supporting innovation in school curriculum and pedagogy through pre-service teacher education. The study was designed to challenge PETE pre-service teachers' thinking about sport curriculum and pedagogy in physical education, introduce them to new thinking about models and specifically, the sport literacy model (Drummond & Pill, 2011; Pill, 2009, 2010). Details of the research design are presented and the insights that the data have provided in relation to challenges and opportunities that teacher educators and teacher education courses confront in seeking to promote and support curriculum and pedagogical innovation are discussed
Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values
The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research
ImpaCT2: pupils' and teachers' perceptions of ICT in the home, school and community
The Strand 2 report of the ImpaCT 2 research describes the results of applying a range of research methods to explore, how pupils use ICT, in particular out of school and what had been gained from this use. ImpaCT2 was a major longitudinal study (1999-2002) involving 60 schools in England, its aims were to: identify the impact of networked technologies on the school and out-of-school environment; determine whether or not this impact affected the educational attainment of pupils aged 8 - 16 years (at Key Stages 2, 3, and 4); and provide information that would assist in the formation of national, local and school policies on the deployment of ICT
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Evaluation Report of Prosperoâs Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate studentsâ engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve studentsâ learning.
Prosperoâs Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
⢠An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
⢠A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
⢠A return to the installation for one lesson, led by English teachers (autumn term);
⢠Follow-on work by teachers to develop immersive learning in English lessons (spring term);
⢠An independent evaluation of the project (autumn and spring terms)
Middle and elementary school studentsâ changes in self-determined motivation in a basketball unit taught using the Tactical Games Model
Studies examining student motivation levels suggest that this is a significant factor in studentsâ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the studentsâ previous exposure to TGM lessons, and the teachersâ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce controlling teacher behaviors, which will lead to positive changes in studentsâ need satisfaction and self-determined motivation. Future research is therefore needed to embrace this challenge to provide an increased evidence-base for GCAs such as the TGM
Pupils' perceptions shape educational achievement : evidence from a large-scale behavioural economics experiment
The experiment shed new light on classroom dynamics. Although, on average, teachers do not induce more confidence, trust or risk-taking behaviour than an external examiner, the experiment showed that male teachers are beneficial.
We also show that high ability pupils are more likely to exert effort when assessed by the teacher than when assessed by the external examiner. Low ability pupils did not significantly change their behaviour when assessed by the teacher.
Surprisingly, contrary to some theoretical literature that links ethnicity, gender, and socioeconomic status to self-fulfilling beliefs about performance, we do not find that any of these characteristics matter
Digital learning resources and ubiquitous technologies in education
This research explores the educators' attitudes and perceptions about their utilisation of digital learning technologies. The methodology integrates measures from âthe pace of technological innovativenessâ and the âtechnology acceptance modelâ to understand the rationale for further ICT investment in compulsory education. A quantitative study was carried out amongst two hundred forty-one educators in Malta. It has investigated the costs and benefits of using digital learning resources in schools from the educatorâs perspective. Principal component analysis has indicated that the educators were committed to using digital technologies. In addition, a step-wise regression analysis has shown that the younger teachers were increasingly engaging in digital learning resources. Following this studyâs empirical findings educational stakeholders are better informed about how innovative technologies can support our students. In conclusion, this paper puts forward key implications and recommendations for regulatory authorities and policy makers for better curricula and educational outcomes.peer-reviewe
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