729 resultados para project oriented design-based learning (PODBL)
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De beoordeling van vorderingen en inzet van (extra) diagnostiek ('indicatiestelling') in het onderwijs kunnen de kans op het ontstaan van problemen bij een kind vergroten. Tijdige herkenning en preventieve ondervanging van de problemen vragen veranderingen in de inhoudelijke, evaluatieve, didactisch-organisatorische en diagnostische systematieken in en rond scholen. Daarom wordt gewerkt aan de opbouw van een inhoudelijk integrerende, pedagogisch-didactische kernstructuur (PDKS). Deze helpt de dialoog en samenwerking tussen opvoedeling(en) of leerling(en), opvoeder(s), leerkracht(en) en andere professionals eenduidig in te richten en te optimaliseren. Didactisch-organisatorische steun wordt verleend door passende software in de vorm van 'Diagnostische, Instructie en Management Systemen' (DIMS). De beoogde veranderingen worden samen met leerkrachten en schoolleidingen ontwikkeld en proefondervindelijk gerealiseerd in enkele scholen voor primair onderwijs. De schoolontwikkeling biedt de contextuele condities ter realisatie van 'verantwoorde zelfregulatie' van elk kind of elke leerling. Dit wordt toegelicht in verschillende praktijkvoorbeelden. Ook worden volgende ontwikkelingen geschetst.
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Een review van onderwijsanalyses en (beleids)onderzoeken verricht in de periode 1916-2015 wijst uit dat de reguliere jaarklassensystematiek in het Nederlandse primair en voortgezet onderwijs aanleiding geeft tot prestatie- en motivatieproblemen bij risico-leerlingen. Dit zijn met name de leerlingen die qua ontwikkelingspotenties of leervorderingen (aanvankelijk) duidelijk naar beneden of naar boven afwijken van leeftijdsgenoten in een groep of klas. Ondervanging van deze problemen lijkt mogelijk via een preventieve systematiek van ‘Optimaliserend Onderwijs’ voor elk kind in de vóór- of vroegschoolse educatie en elke leerling in het primair of voortgezet onderwijs. Een eerste vraag betreft de inhoudelijke en vormgevingskenmerken van dit onderwijsontwerp: welke richtlijnen en specificaties daarvan kunnen het onderwijs, spelen en leren voor elke leerling, zo optimaal mogelijk inhoud en vorm geven en hoe ziet een model van dit Optimaliserend Onderwijs eruit? Een tweede vraag is gericht op de realisatie van dit onderwijsontwerp: hoe is deze onderwijssystematiek te ontwikkelen in de Nederlandse schoolpraktijk? Gebruik van de sneeuwbalmethode in met name Nederlandse onderzoeks- en designliteratuur leidt tot beantwoording van de eerste vraag in de vorm van een multiniveau theoretisch ontwerp van ‘Optimaliserend Onderwijs’. Kernpunten hierin zijn: landelijke (deel)curricula gekenmerkt door instructievarianten; integratie van dubbele diagnostiek (individueel-longitudinaal en vergelijkend-genormeerd); flexibele certificerings- en diplomeringsstructuur; een ondersteunende schoolorganisatie; gecontroleerde opbrengst-optimalisering per kind of leerling en op instellings- en schoolniveau; per vóór- of vroegschoolse instelling of school(bestuur) kunnen ook vrije ofwel eigen onderwijsinvullingen worden ingericht. Beantwoording van de tweede vraag gebeurt met behulp van (onderzoeks)literatuur over multiniveau onderwijsinnovatie in de schoolpraktijk. Aanbevolen wordt om, op basis van een gezamenlijk besluit van het ministerie van Onderwijs, Cultuur en Wetenschap, de Tweede Kamer, relevante onderwijsinstanties, schoolbesturen en ouderorganisaties, te komen tot inrichting van samenhangende ontwikkelingsprojecten en -onderzoeken. Via een projectenserie in instellingen voor vóór- of vroegschoolse educatie en scholen voor primair en voortgezet onderwijs kan gecontroleerd worden samengewerkt tussen leid(st)ers, leerkrachten en docenten, scholen, ontwikkelings- en andere onderwijsinstellingen, instellingen voor onderzoek en informatietechnologie, en onderwijspolitiek. Tussenresultaten van Optimaliserend Onderwijs worden steeds in andere instellingen en scholen beproefd en verder verspreid.
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The presentation explains the approach of the RAGE project. It presents three examples of RAGE software components and how these can be easily reused for applied game development.
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In deze presentatie wordt ingegaan op mogelijkheden het onderwijs voor en het leren van jonge kinderen en leerlingen in het PO, VO en MBO te optimaliseren.
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The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions.
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AIMS AND OBJECTIVES: To explore hospice, acute care and nursing home nurses' experiences of pain management for people with advanced dementia in the final month of life. To identify the challenges, facilitators and practice areas requiring further support.
BACKGROUND: Pain management in end-stage dementia is a fundamental aspect of end of life care; however, it is unclear what challenges and facilitators nurses experience in practice, whether these differ across care settings, and whether training needs to be tailored to the context of care.
DESIGN: A qualitative study using semi-structured interviews and thematic analysis to examine data.
METHODS: 24 registered nurses caring for people dying with advanced dementia were recruited from ten nursing homes, three hospices, and two acute hospitals across a region of the United Kingdom. Interviews were conducted between June 2014 and September 2015.
RESULTS: Three core themes were identified: challenges administering analgesia, the nurse-physician relationship, and interactive learning and practice development. Patient-related challenges to pain management were universal across care settings; nurse- and organisation-related barriers differed between settings. A need for interactive learning and practice development, particularly in pharmacology, was identified.
CONCLUSIONS: Achieving pain management in practice was highly challenging. A number of barriers were identified; however, the manner and extent to which these impacted on nurses differed across hospice, nursing home and acute care settings. Needs-based training to support and promote practice development in pain management in end-stage dementia is required.
RELEVANCE TO CLINICAL PRACTICE: Nurses considered pain management fundamental to end of life care provision; however, nurses working in acute care and nursing home settings may be under-supported and under-resourced to adequately manage pain in people dying with advanced dementia. Nurse-to-nurse mentoring and ongoing needs-assessed interactive case-based learning could help promote practice development in this area. Nurses require continuing professional development in pharmacology. This article is protected by copyright. All rights reserved.
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The efficiency of lecturing or large group teaching has been called into question for many years. An abundance of literature details the components of effective teaching which are not provided in the traditional lecture setting, with many alternative methods of teaching recommended. However, with continued constraints on resources large group teaching is here to stay and student’s expect and are familiar with this method.
Technology Enhanced Learning may be the way forward, to prevent educators from “throwing out the baby with the bath water”. TEL could help Educator’s especially in the area of life sciences which is often taught by lectures to engage and involve students in their learning, provide feedback and incorporate the “quality” of small group teaching, case studies and Enquiry Based Learning into the large group setting thus promoting effective and deep learning.
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Today a number of studies are published on how organizational strategy is developed and how organizations contribute to local and regional development through the realization of these strategies. There are also many articles dealing with the success of a project by identifying the criteria and the factors that influence them. This article introduces the project-oriented strategic planning process that reveals how projects contribute to local and regional development and demonstrates the relationship between this approach and the regional competitiveness model as well as the KRAFT concept. There is a lot of research that focuses on sustainability in business. These studies argue that sustainability is very important to the success of a business in the future. The Project Excellence Model that analyses project success does not contain the sustainability criteria; the GPM P5 standard consists of sustainability components related either to the organizational level. To fill this gap a Project Sustainability Excellence Model (PSEM) was developed. The model was tested by interviews with managers of Hungarian for-profit and non-profit organizations. This paper introduces the PSEM and highlights the most important elements of the empirical analysis.
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Real Estate is by nature a hands-on business in which real-world experience and new challenges are the best teacher. With this in mind, graduate real estate education has embraced case competitions as a way to apply education-based learning to real world project simulation. In recent years, teams from Cornell have consistently stood out in these competitions, making impressions and forming relationships that they will carry with them over their careers. In this issue of the Review, we recognize a composite of previous winners of the four major real estate-focused case competitions, and look back on what was a very successful year for case competition teams at Cornell. The case competitions draw students from all the constituent programs of Real Estate at Cornell, including the Baker Program, Johnson Graduate School of Management, City and Regional Planning, Architecture, and Landscape Architecture.
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The continuous advancement in computing, together with the decline in its cost, has resulted in technology becoming ubiquitous (Arbaugh, 2008, Gros, 2007). Technology is growing and is part of our lives in almost every respect, including the way we learn. Technology helps to collapse time and space in learning. For example, technology allows learners to engage with their instructors synchronously, in real time and also asynchronously, by enabling sessions to be recorded. Space and distance is no longer an issue provided there is adequate bandwidth, which determines the most appropriate format such text, audio or video. Technology has revolutionised the way learners learn; courses are designed; and ‘lessons’ are delivered, and continues to do so. The learning process can be made vastly more efficient as learners have knowledge at their fingertips, and unfamiliar concepts can be easily searched and an explanation found in seconds. Technology has also enabled learning to be more flexible, as learners can learn anywhere; at any time; and using different formats, e.g. text or audio. From the perspective of the instructors and L&D providers, technology offers these same advantages, plus easy scalability. Administratively, preparatory work can be undertaken more quickly even whilst student numbers grow. Learners from far and new locations can be easily accommodated. In addition, many technologies can be easily scaled to accommodate new functionality and/ or other new technologies. ‘Designing and Developing Digital and Blended Learning Solutions’ (5DBS), has been developed to recognise the growing importance of technology in L&D. This unit contains four learning outcomes and two assessment criteria, which is the same for all other units, besides Learning Outcome 3 which has three assessment criteria. The four learning outcomes in this unit are: • Learning Outcome 1: Understand current digital technologies and their contribution to learning and development solutions; • Learning Outcome 2: Be able to design blended learning solutions that make appropriate use of new technologies alongside more traditional approaches; • Learning Outcome 3: Know about the processes involved in designing and developing digital learning content efficiently and what makes for engaging and effective digital learning content; • Learning Outcome 4: Understand the issues involved in the successful implementation of digital and blended learning solutions. Each learning outcome is an individual chapter and each assessment unit is allocated its own sections within the respective chapters. This first chapter addresses the first learning outcome, which has two assessment criteria: summarise the range of currently available learning technologies; critically assess a learning requirement to determine the contribution that could be made through the use of learning technologies. The introduction to chapter one is in Section 1.0. Chapter 2 discusses the design of blended learning solutions in consideration of how digital learning technologies may support face-to-face and online delivery. Three learning theory sets: behaviourism; cognitivism; constructivism, are introduced, and the implication of each set of theory on instructional design for blended learning discussed. Chapter 3 centres on how relevant digital learning content may be created. This chapter includes a review of the key roles, tools and processes that are involved in developing digital learning content. Finally, Chapter 4 concerns delivery and implementation of digital and blended learning solutions. This chapter surveys the key formats and models used to inform the configuration of virtual learning environment software platforms. In addition, various software technologies which may be important in creating a VLE ecosystem that helps to enhance the learning experience, are outlined. We introduce the notion of personal learning environment (PLE), which has emerged from the democratisation of learning. We also review the roles, tools, standards and processes that L&D practitioners need to consider within a delivery and implementation of digital and blended learning solution.
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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.
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Computer game technology provides us with the tools to create web-based educational materials for autonomous and collaborative learning. At Worcester, we have researched the use of this technology in various educational contexts. This paper reports one such study; the use of the commercial game engine “Unreal Tournament 2004” (UT2004) to produce materials suitable for education of Architects. We map the concepts and principles of Architectural Design onto the affordances (development tools) provided by UT2004, leading to a systematic procedure for the realization of buildings and urban environments using this game engine. A theory for the production of web-based learning materials which supports both autonomous and collaborative learning is developed. A heuristic evaluation of our materials, used with second-year students is presented. Associated web-pages provide on-line materials for delegates.
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Dans cette étude, nous nous sommes intéressé à l’utilisation des TIC, plus précisément du Tableau Numérique Interactif (TNI), en géométrie, par des groupes d’élèves de deux classes du primaire en pédagogie Freinet. S’inspirant d’une revue de littérature concernant la pédagogie dialogique, qui se rapproche de la pédagogie Freinet, trois unités d’observation, qui se rapportent aux trois types de discussion (cumulatif, disputationnel et exploratoire) au sein des groupes, ont été analysées. Le but de l’étude est de comprendre en quoi les discussions des groupes d’élèves autour du TNI, dans un contexte dit dialogique, peuvent être exploratoires (un type de discussion qui favoriserait les apprentissages). Pour cela, une activité d’apprentissage, appelée situation-problème, impliquant six groupes d’élèves autour du TNI, a été créée en collaboration avec les enseignants en géométrie. Nos résultats indiquent, entres autres, que les aspects pédagogiques de la technologie en question, ici le TNI, sont à différencier des aspects pédagogiques du logiciel utilisé, ici Tinkercad en mathématiques. Ce mémoire remet en relief toute la complexité de prendre en compte un unique facteur (l’analyse des discussions) pour discuter des apprentissages des élèves autour du TNI.
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Urgency to embed awareness of sustainability principles and practice across society, and need for digital literacy and advocacy for sustainability are reshaping ESD. These, together with developments in learning and teaching, demand new tools to support implementation of project-based learning and more interactive approaches. This investigation explores the evolution of susthingsout.com, an online magazine for students, academics and expert practitioners, developed by the University of Worcester. This comprises two parts; the first, a private site specifically for students involved in sustainability learning on-campus; the second, an open-access site developed to deliver sustainability information and good practice across campus, community and not-for-profit and commercial organisations. This paper involves only the private site i.e. the equivalent of an in-house VLE specifically designed to support the teaching of sustainability to multi-disciplinary first and second year undergraduate students. It reports on the progress of the VLE, following three years of use and initial improvements, in terms of the student support and engagement, as well as considering the practical issues affecting these. The results fall into four categories of pedagogical, operational, cultural and external factors, which are synthesised to capture and share emerging knowledge of good practice offering insights to other developers of online sustainability materials.