12,695 research outputs found

    A critical reflection on the role of success criteria in peer assessment to facilitate pupil learning and performance

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    According to research, peer assessments in education can significantly contribute to the learning experience of pupils through establishing motivation, confidence and essentially dynamic higher order learning skills. This inquiry specifically focused on exploring the role of success criteria within peer assessment as an effective learning tool for pupils. The research comprised of a group of 30, year 7 science pupils from an Ofsted rated “outstanding” school. Research findings support the use of success criteria as an effective learning tool, so long as it is used correctly. It suggests that the efficacy of success criteria is dependent on its transparency, rigidity and explicitness. The findings from the study reveal that pupils are more likely to connect with their cognitive and intellectual processes to reach suitable judgements in the absence of rigid, explicit success criteria – and that the use of broader guidelines is more appropriate, to enhance and guide the learning of pupils

    A collaborative working model for enhancing the learning process of science & engineering students

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    Science and engineering education are mostly based on content assimilation and development of skills. However, to adequately prepare students for today's world, it is also necessary to stimulate critical thinking and make them reflect on how to improve current practices using new tools and technologies. In this line, the main motivation of this research consists in exploring ways supported by technology to enhance the learning process of students and to better prepare them to face the challenges of today's world. To this end, the purpose of this work is to design an innovative learning project based on collaborative work among students, and research its impact in achieving better learning outcomes, generating of collective intelligence and further motivation. The proposed collaborative working model is based on peer review assessment methodology implemented through a learning web-platform. Thus, students were encouraged to peer review their classmates' works. They had to make comments, suggest improvements, and assess final assignments. Teaching staff managed and supervised the whole process. Students were selected from computer science engineering at the University of Alicante (Spain). Results suggested greater content assimilation and enhanced learning in several scientific skills. The students' final grade exceeded what any student could produce individually, but we cannot conclude that real collective intelligence was generated. Learning methodologies based on the possibilities of Information and Communication Technologies (ICT) provide new ways to transmit and manage knowledge in higher education. Collaborating in peer assessment enhances the students' motivation and promotes the active learning. In addition, this method can be very helpful and time saving for instructors in the management of large groups

    PENGARUH MOBILE LEARNING TERHADAP KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK PADA MATERI ASAM BASA

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    Penelitian ini bertujuan untuk mengetahui pengaruh positif penggunaan mobile learning terhadap kemampuan berpikir kritis peserta didik pada materi asam basa. Penelitian ini dilakukan pada semester genap tahun ajaran 2018/2019. Metode penelitian yang digunakan adalah quasi experiment dengan menggunakan teknik pretest-posttest design. Populasi dalam penelitian ini adalah seluruh peserta didik kelas XI SMAN 113 Jakarta, sedangkan sampel penelitian berjumlah 72 peserta didik yang terdiri dari kelas XI MIA 3 (kelas kontrol) dan kelas XI MIA 4 (kelas eksperimen) dengan menggunakan purposive sampling. Kelas eksperimen menggunakan media pembelajaran mobile learning, sedang kelas kontrol menggunakan media pembelajaran PowerPoint (PPT). Instrumen kemampuan berpikir kritis yang digunakan berjumlah 10 soal essai. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest kelas eksperimen (33,13) lebih besar dari pada pretest kelas kontrol (27,27). Kemudian setelah diberi perlakuan, peserta didik mengerjakan tes kemampuan akhir berpikir kritis (posttest) yang bertujuan untuk mengetahui pengaruh mobile learning terhadap kemampuan berpikir kritis peserta didik menunjukkan bahwa nilai rata-rata posttest kelas eksperimen (68) lebih besar daripada kelas kontrol (59). Hasil kemampuan berpikir kritis dari uji t diperoleh thitung > ttabel, sehingga H0 ditolak. Dapat disimpulkan bahwa terdapat pengaruh positif penggunaan mobile learning terhadap kemampuan berpikir kritis peserta didik pada materi asam basa

    Teenage Mutual Understanding: BRIDGING THE CULTURAL GAP

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    The present project seeks to put into practice the instruments and programmes that the national system of education in Uruguay has been developing upon the three pillars of the global context of the XXI Century: • an increased access to Information Technology, • the emergence of New Pedagogies, • and the Democratization of Education

    ICT and gamified learning in tourism education: a case of South African secondary schools

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    Tourism is often introduced as a subject in formal education curricula because of the increasing and significant economic contribution of the tourism industry to the private and public sector. This is especially the case in emerging economies in Asia and Africa (Hsu, 2015; Mayaka & Akama, 2015; Cuffy et al., 2012). Tourism in South Africa – which is the geographical setting of this research – is recognised as a key economic sector. At secondary level, tourism has been widely introduced at schools throughout South Africa since 2000 and has experienced significant growth (Umalusi, 2014). Furthermore, information and communication technology (ICT) has rapidly penetrated public and private sectors of the country. ICT affords novel opportunities for social and economic development, and this has especially been observed in the fields of both tourism and education (Anwar et al., 2014; Vandeyar, 2015). Yet, the many uses and implications of ICT for tourism education in South Africa are unclear and under-theorised as a research area (Adukaite, Van Zyl, & Cantoni, 2016). Moreover, engagement has been identified as a significant indicator of student success in South Africa (Council for Higher Education, 2010). Lack of engagement contributes to poor graduation rates at secondary and tertiary institutions in South Africa (Strydom et al., 2010; Titus & Ng’ambi, 2014). A common strategy to address lack of student engagement is introducing game elements into the learning process: the so-called gamification of learning (Kapp, 2012). The majority of research in this field has been conducted in more economically advanced and developed regions, and there is a paucity of research in emerging country contexts. It is argued that gamification can be effectively utilised also in these contexts to address learner engagement and motivation. This study aims to contribute in this respect: firstly, by investigating the extent to which ICT supports tourism education in South African high schools through the lenses of Technology Domestication Theory (Habib, 2005; Haddon, 2006) and Social Cognitive Theory (Bandura, 1977). Secondly, the study aims to examine gamified learning acceptance within tourism education in a developing country context. The research assimilates three separate studies. Study 1. The Role of Digital Technology in Tourism Education: A Case Study of South African Secondary Schools The study was designed as an exploratory analysis, based on 24 in-depth interviews (n=24) with high school tourism teachers and government officials. An analysis reveals that teachers recognize ICT as essential in exposing students to the tourism industry. This is especially the case in under-resourced schools, where learners do not have the financial means to participate in tourism activities. However, ICT is still limited in its integration as a pedagogical support tool. The major obstacles toward integration include: technology anxiety, lack of training, availability of resources, and learner resistance to use their personal mobile devices. Study 2. Raising Awareness and Promoting Informal Learning on World Heritage in Southern Africa. The Case of WHACY, a Gamified ICT-enhanced Tool The goal of the study was to present the World Heritage Awareness Campaign for Youth (WHACY) in Southern Africa. A campaign was dedicated to raise awareness and foster informal learning among Southern African youth about the heritage and sustainable tourism. The campaign employed an online and offline gamified learning platform, which was supported by a dedicated website, Facebook page, wiki and offline materials. In one year of operation the campaign reached more than 100K audience. For the evaluation of the campaign, a mixed methods approach was used: focus groups with students (n=9), interviews (n=19) and a survey with teachers (n=209). The study attempted to assess user experience in terms of engagement and conduciveness to learning and explored the possibility of a gamified application to be integrated into the existing high school tourism curriculum. The perspectives of South African tourism students and teachers were here considered. Study 3. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. The study is quantitative in nature and investigated the behavioural intention of South African tourism teachers to integrate a gamified application within secondary tourism education. Data collected from 209 teachers were tested against the research model using a structural equation modelling approach. The study investigated the extent to which six determined predictors (perceptions about playfulness, curriculum relatedness, learning opportunities, challenge, self-efficacy and computer anxiety) influence the acceptance of a gamified application by South African tourism teachers. The study may prove useful to educators and practitioners in understanding which determinants may influence gamification introduction into formal secondary education

    Afterschool in Action: Innovative Afterschool Programs Supporting Middle School Youth

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    This report, released by Afterschool Alliance in partnership with MetLife Foundation, highlights the work of quality afterschool programs that support children, families and communities across the nation.This compendium is a compilation of four issue briefs examining critical issues facing middle school youth and the vital role afterschool programs play in addressing these issues. This series explores afterschool and: arts enrichment, parent engagement, school improvement and digital learning. The compendium also includes in-depth profiles of the 2012 Afterschool Innovator Award winners, as well as highlights from 2008-2011 award winners.The 2012 MetLife Foundation Afterschool Award winners are:The Wooden Floor, Santa Ana, CALatino Arts Strings & Mariachi Juvenil, Milwaukee, WIKid Power Inc., The VeggieTime Project, Washington, D.C.Parma Learning Center, Parma, IDGreen Energy Technologies in the City, Lansing, M

    Assessing entrepreneurial competences: insights from a business model challenge

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    Purpose \u2013 While the number of entrepreneurship education programmes offered around the world is on the rise, research into the assessment of entrepreneurship education programmes is still lacking. The purpose of this paper is to take the stance that entrepreneurship education has to focus on a set of transversal competences aimed at teaching individuals to become more enterprising, and develop a framework and practical proposal for the teaching and assessment of entrepreneurial competences. Design/methodology/approach \u2013 The authors followed a three-pronged research design. First, the authors reviewed the literature and practices on the definition of entrepreneurial competences and measures for their assessment and identified a rubric of competences and a set of assessment tools. Second, the authors tested the identified tools to assess entrepreneurial competences through the development of an intensive extra-curricular initiative on entrepreneurship based on a business model challenge. Third, the authors evaluated the outcomes of this experience based on 72 student pre-test and post-test survey responses. Findings \u2013 The authors assessed the impact of participation in a business model challenge with regard to five competence areas: positive attitude and initiative; communication and interaction; team-work and collaboration; critical and analytical thinking or problem solving, including risk assessment; creativity and innovation. The authors found no relevant changes across these dimensions, concluding that the mere exposure to the business challenge was not a sufficient condition for stimulating the development of entrepreneurial competences in our sample. Originality/value \u2013 This work provides a relevant contribution to researchers, educators and policymakers by taking an interdisciplinary approach to reviewing previous literature and proposing ways of assessing transversal competences in the context of entrepreneurship education
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