18,744 research outputs found

    Using an interactive whiteboard and a computer-programming tool to support the development of the key competencies in the New Zealand curriculum

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    Does children’s use of the software Scratch provide potential for the enhancement of key competencies as they work in pairs at the interactive whiteboard (IWB)? This article looks at how children using Scratch collaborated and managed their projects as they set about designing, constructing, testing and evaluating a game for others to play, a task that provided a sustained challenge over six weeks and beyond. The findings showed that the key competencies of participating, contributing, and relating to others were enhanced by the collaborative use of Scratch at the IWB, and that creative and conceptual thinking processes were sustained. Children became increasingly adept at using Scratch, and some children, previously thought to have poor social skills, began to articulate their understandings to others. While a guiding and scaffolding role was evident in teachers’ actions, close monitoring of group progress and direct input from teachers is required to keep the challenge high but achievable, and to extend children’s knowledge and thinking as they use Scratch at the IWB

    Advances in Teaching & Learning Day Abstracts 2005

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2005

    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    Auditing the ICT experiences of teacher education undergraduates

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    The importance of teacher education graduates having appropriate information and communication technology OCT) for learning competencies and experiences is well documented. However, without well developed processes for auditing the ICT experiences of undergraduates it should not be assumed that teachers enter their profession with the required ICT competencies to support their students' learning. This paper reports on the first phase of a project to audit the ICT experiences of teacher education undergraduates. It finds that the individual experiences of undergraduates can vary considerably depending on their choice of majors, electives or specialist teaching areas. It further finds that high percentages of students perceive themselves to have no competency with a range of ICT applications that would support the more motivational and interesting aspects of ICT integration for student learning

    HP Newsletter March 2010 Dowload Full PDF

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    Dynamic capability and superior firm performance in the UK Media Industry

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    The past decade has seen a transformation in the way television broadcasters have managed their businesses. This paper examines the ‘dynamic capability’ of two UK television broadcasters, BskyB and ITV, and their ability to adapt and transform themselves into multi-product, multi-platform media companies. Using Comparative Financial Analysis and Content Analysis of company Annual Reports, it compares and contrasts operating ratios in a time series, to gauge each company’s historical performance over time, whilst also providing inter-company comparisons. It also illustrates how the strategic management of media firms can be significantly different for two companies operating in the same sector. This research demonstrates an original contribution to knowledge in two areas. Firstly, it provides evidence of the dynamic capability performance effects of significant players in UK television broadcasting. Secondly, it extends the limited debate in literature on how to measure dynamic capability performanc

    Proceedings of the 15th International Conference on Technology in Mathematics Teaching (ICTMT 15)

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    What\u27s Wrong With American Secondary Schools: Can State and Federal Governments Fix it?

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    [Excerpt] The poor performance of American students is sometimes blamed on the nation\u27s diversity . Many affluent parents apparently believe that their children are doing acceptably by international standards. This is not the case. In Stevenson, Lee and Stigler\u27s (1986) study of 5th grade math achievement, the best of the 20 classrooms sampled in Minneapolis was outstripped by every single classroom studied in Sendai, Japan and by 19 of the 20 classrooms studied in Taipeh, Taiwan. The nation\u27s top high school students rank far behind much less elite samples of students in other countries. In mathematics the gap between Japanese and Finnish high school seniors and their white American counterparts is about twice the size of the two to three grade level equivalent gap between blacks and whites in the US (NAEP 1988b; IAEEA 1987). The learning deficit is pervasive
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