A Study of the Response to Accountability and Standardized Testing in a State University System: Pre
This study was an investigation of the perceptions of university certification officers in teacher education in a state university system regarding university responses to accountability, standardized testing, predictive models, gatekeeping, and intervention strategies, and incorporates the issues of social justice and ethics. This study also includes the development of a predictive model to predict results on the Praxis II Elementary Education: Curriculum Instruction and Assessment (ELED:CIA) t
Exploring Teachers’ Beliefs through Collaborative Journaling: A Qualitative Case Study of Japanese
This qualitative case study was implemented to describe, interpret, and document preservice EFL teachers’ learning processes through collaborative journaling and gained awareness for all participants (including myself as a participant-observer). Four preservice EFL teachers in Japan (two males and two females) participated in the study. At the time of the investigation, they were all undergraduate students studying in an EFL teacher education program at a Japanese university. To investigate th
Interfacing adaptive solutions with corporate training systems
not available,Research report of the ProLearn Network of Excellence (IST 507310), Deliverable 1.9
SECI-based Professional Learning Process Framework
This deliverable focuses on the link between individual and organizational learning based on the interaction processes at the workplace, and key implications for personal and organizational knowledge management as they relate to organizational performance. Building on the results from PROLEARN D5.3, which introduced the SECI process framework, we here modify the SECI model so that it better fits the observed interaction processes that go on between employees at the workplace. The aim is to captu
JeCo: Combining Program Visualization and Story Weaving
We present a collaborative learning tool for programming, Jeliot Collaboratively or JeCo. Jeliot Collaboratively is a combination of a program visualization tool for Java programs, called Jeliot 3, and a collaborative authoring tool, Woven Stories. We introduce these systems and explain how they can be used in learning. Furthermore, we present future directions in order to support a wider range of use cases with JeCo.
SelMa - Self-guided Learning in Teaching Mathematics
In the project ``Self-guided Learning in Teaching Mathematics - SEC II'' (SelMa), five authoring schools are working out scenarios, media and materials for phases of self-guided learning, which will be tested systematically by 10 trial schools with regard to their everyday suitability. In this paper three approaches to such learning arrangements (independent learning centre, jigsaw classroom and learning at stations) are being outlined and relevant experiences are being made available. Learning
Turtle's Navigation and Manipulation of Geometrical Figures Constructed by Variable Processes in a 3
Issues related to 3d turtle's navigation and geometrical figures' manipulation in the simulated 3d space of a newly developed computational environment, MaLT, are reported and discussed here. The joint use of meaningful formalism and the dynamic manipulation of graphically represented 3d figures seem to offer new resources and to pose new challenges as far as geometrical activities and construction of meanings are concerned, which are strongly related to the representational infrastructure of Ma
Social and Behavioral Foundations of Primary Health Care
Aims at providing you with the knowledge and skills needed to diagnose (understand) community, individual, and organizational behaviors and change processes in developing countries and in cross-cultural settings as a foundation for planning culturally appropriate primary health care (PHC) in the context of the ecological model of health behavior.
Technical specifications of collaboration support tools as web services
This document presents the technical specifications of the services that will be published by two tools developed in the context of the PALETTE project, namely CoPe_it! and e-Logbook (Collaboration services). It describes in detail all published functions along two dimensions: the functional and the technical one. For each service the Community of Practice needs are also discussed. With respect to technical aspects, the W3C Web Services standard has been adopted as the proposed technology to pub
Virtual plants in high school informatics L-systems
A creation of models is becoming an important part of informatics education besides algorithmization and programming. An appropriate example concerning use of computer science while modelling real world are the L-systems. In the paper we describe a proposal of teaching of plants growth modelling by the L-systems at a high school. Our goal is to help students to understand and try creation of plants model on the computer.
Purpose and design of an ePortfolio
The focus of this contribution is the relationship between the purpose to use an ePortfolio and its design. By highlighting the relationship between purposes and design of an ePortfolio, we want to present a framework that gives directives to use an ePortfolio in an educational context. When used for lifelong learning and / or assessment for learning, student-ownership and reflection are important characteristics. When used for accreditation (=assessment of learning) the use of standar
Digital literacy towards a re description of literacy for the digital learning environments
The concepts of digital literacy and digital competence are the focus in this paper. The paper will argue that the traditional concepts regarding literacy need to be re described and augmented when faced with the challenges and affordances of the digital learning environments. The paper will suggest a theoretical framework for how to understand the ways in which young people include digital technologies into their social and cultural practices. Some examples from the empirical material w
Evaluation of educational software regarding its suitability to assist the laboratory teaching of el
The present research effort is aimed at investigating of students perceptions relating to the criteria they themselves would choose in order to select amongst various similar software packages, with the aim of selecting the one most suitable to assist them in their study of electric circuits. For the purpose of the present study, software simulating electrical circuits was deliberately selected. This was precisely because electricity experiments are simple enough to be constructed in a school-
A New Analytical Approach on Continuous Improvement Evaluation: A National Presentation Case
This paper demonstrates a new approach on how to analyze evaluation data to find a teams (sometimes called circle) improvement ability and the characteristics of evaluators by using the data from the national Quality Control Circle (QCC) presentations in Taiwan. Most evaluations on the QCC presentation use the itemized rating method or the duplex-pole evaluation method. The former has the negative effects of canceling out the higher and lower while the latter cannot distinguish the ability typ
ePortfolios in Education - Learning Tools or Means of Assessment?
ePortfolios are collections of electronic evidence which capture the idea of lifelong learning ePortfolios at school can support the documentation of competences better than normal tests and assessments. The acquired competences may further be transfered from school to the world of work. On the other hand ePortfolios are powerful tools for learning and reflecting.
The Influence of Game Features on Collaborative Gaming: A Process-oriented approach
Game technology and design are creating powerful collaborative gaming experiences that can be exploited pedagogically. Building on a research trends from various fields, a process-oriented model is adopted to evaluate the instructional potential of games, considering both their surface and deep structure. Two experimental approaches are adopted. Through reflective evaluation the Neurocognitive skills employed, Perceived Competence Facilitation and Perceived usefulness of games are determ
Power versus the Market Reusing Streaming Contents in Engineering and Education Courses Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers Helping Your Child with Homework
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Bolognas process and the opening of university teaching to new educational scenarios provide an opportunity for the implementation of innovative and active methodologies. This paper describes a practice implemented by the share and reuse of learning contents using streaming technology. Streaming technology was used since it promotes the support of pedagogical activity as a dynamic resource and oriented to a model of shared learning. The motivation beyond this idea was the share of teachers e
This guide suggests how to read aloud to children, develop their listening and speaking skills, teach about letters and numbers, and build their background knowledge and thinking skills. The booklet is designed to help people who work with young children create rich learning environments.
This site tells how parents can make sure children succeed with homework and develop strong study skills. Among the topics: setting a regular time and place for homework, removing distractions, looking over completed assignments, discussing assignments to be sure they are clear, talking with teachers, and more. A brief checklist is included.
Reusing Streaming Contents in Engineering and Education Courses
Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers
Helping Your Child with Homework