12 resultados para Organizational learning - Case studies

em JISC Information Environment Repository


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HE case studies from the Technology for employability report, November 2015

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FE and Skills case studies from the Technology for employability report, November 2015

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A case study from South West College, Northern Ireland focusing on their InnoTech Centre, which forges partnerships between industry and education in science, engineering, and technology.

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Forging links between education and industry

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Learning in a Digital Age is one in a series of Effective Practice guides. It demonstrates, through a range of case studies, how institutions are using technology to attract and retain diverse groups of learners, offer professional development opportunities for their staff, and enhance engagement and collaboration with employers and other organisations with a stake in effective lifelong learning.

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Increasing investment in estate and learning technologies, combined with the need for more cost-effective space utilisation, is making it increasingly important for senior managers to keep abreast of new thinking about the design of technology-rich learning spaces. Designing Spaces for Effective Learning, one of a series of guides, was launched at the JISC Conference 2006 which helped to meet this need. A visually-rich publication, it was designed to promote better understanding of what makes an effective design for the 21 century and to summarise the key points to consider when approaching a refurbishment or new-build project. The publication takes the reader on a ’walk through’ an educational institution, exploring the relationship between learning technologies and innovative examples of physical space design at each stage of the journey. Discussion of the key points is illustrated by ten case studies from further and higher education, and floor plans from AMA Alexi Marmot Associates, architects and space planners, which provide up-to-date guidelines on the integration of technologies into teaching and learning accommodation.

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The report has been produced to inform practitioners who are considering using games and simulations in their practice. Towards this end, the work includes a review of the literature and a series of case studies from practice to illustrate the range of uses of games and to synthesise key issues and themes arising from learning in immersive worlds.