Promoting authenticity and academic integrity in assessment continues to present a priority for educational institutions. Besides providing the foundation for high academic standards and best ...practice, authentic assessments and academic integrity enrich students with skills that advance their employability. Given the multilayered significance of, and need for promoting academic integrity, this study used a suite of scaffolded authentic assessments that culminated with interactive oral examinations. A survey evaluated the effectiveness of interactive oral exams in offering authentic assessments that would prevent students from engaging in academic misconduct and help them improve their skill and employability prospects. The results show that scaffolded assessment tasks that include interactive orals help prevent academic misconduct. The more relevant the assessment to real-world scenarios, the less likely students are to engage in misconduct. Additionally, interactive oral exams enabled students to develop their professional identity and awareness, and communications skills, and help promote employability.
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Dostopno za:
BFBNIB, DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
Recently, hip-hop pedagogy or Hip-Hop Based Education (HHBE) have become buzz words in the academic and public debate around hip-hop. However, we found that most definitions of hip-hop pedagogy are ...missing the concept of pedagogy itself. One consequence of failing to adequately explain the concept of pedagogy is that it may lead future hip-hop researchers, students, and teachers inadvertently to disseminate misinformation or foster unclear thinking by using "hip-hop pedagogy" in inaccurate or vague ways. For these reasons, it is important to have a shared understanding of hip-hop pedagogy. In this article, we present three updated, expanded definitions of hip-hop pedagogy with the potential for widespread acceptance. These definitions aim to convey in the simplest terms what hip-hop pedagogy is for the purpose of informing educators and preparing them to use data.
The aim of the present research was to investigate the evolutionary course of rhythmic development in pre-school children in a private kindergarten (age 4–5 years) in Athens, Greece, through Lucy ...Green’s ‘Playing by ear’ method. Tools and strategies taken from qualitative methodology, and more specifically from action-research were used. What was investigated was to what extent the ‘Playing by ear’ method developed the rhythmic skills of the students and to what extent it enhanced the students’ ability to play music in small groups without the teacher’s instructions. It is important to mention that the research was conducted in connection with the goals set in the Analytical Curriculum of the Greek Ministry of Education and Religious Affairs (ΥΠ.Ε.Π.Θ.). The results of the research showed that Green’s ‘Playing by ear’ method helped the students’ development of rhythmic ability with the use of musical instruments, as well as their rhythmic ability through kinetic behaviour. It also helped students to engage in early experimentation. Finally, the method enhanced the students’ ability to play music in small groups without the teacher’s continuous and direct instruction, developing in this way new communication and cooperation practices and skills.
QR Code technology in a sensory garden as a study tool Prestes, Rafaela de Fatima Rocha; Cordeiro, Pedro Henrique Furquim; Periotto, Fernando ...
Ornamental Horticulture (Campinas),
06/2020, Letnik:
26, Številka:
2
Journal Article
Recenzirano
Odprti dostop
Abstract Sensory Gardens are considered non-formal learning environments, however, they are not used as a methodological alternative for teaching in Brazil. The installation of the QR Code in a ...Sensory Garden is innovative and the link to in a non-formal learning environment can attract and retain student’s attention. Our study tested the hypothesis that Public School students between the ages of 13 and 15 years old are not stimulated by subjects taught in the area of botany when exposed to non-formal learning environments. The study selected 23 students, divided into two teams, in which one obtained access to the Sensory Garden and the other team was restricted to the content addressed in the formal learning environment. ‘Diagnostic questionnaires’ were applied to assess botanical knowledge, before and after the activity, comparing results between teams. From the data obtained, it was possible to prove the effectiveness of the Sensory Garden in the student’s botanical learning process. Our results indicate that the use of QR Code technology contributed to students’ improvement and interest in botany, while arousing curiosity and enthusiasm to observe, in loco, the content previously covered in the classroom. In assessing botanical knowledge among participants, this study reported that students attending the Sensory Garden showed better performance compared to students who did not attend the Sensory Garden. Therefore, we reject the hypothesis tested and accept that the Sensory Garden using QR Code was relevant and contributed as a study tool for 13 to 15 years old students from Public High-schools.
Resumo Jardins Sensoriais são considerados ambientes não formais de ensino, porém não são utilizados como alternativa metodológica de ensino no Brasil. A instalação de QR Code em um Jardim Sensorial é inovador e, atrelá-lo em ambiente não formal de ensino, pode atrair a atenção dos estudantes. Este estudo testou a hipótese de que estudantes, entre 13 e 15 anos, da Escola Pública, em contato com ambientes não formais de aprendizagem, não são estimulados por disciplinas ministradas na área de botânica. Vinte e três estudantes foram selecionados para o estudo e divididos em duas equipes, em que uma obteve acesso ao Jardim Sensorial e a outra equipe ficou restrita ao conteúdo abordado no Ambiente Formal de Ensino. Foram aplicados ‘questionários-diagnósticos’ para avaliar o conhecimento botânico, antes e após a atividade, comparando os resultados entre as equipes. A partir dos dados obtidos foi possível comprovar a eficácia do Jardim Sensorial no processo de aprendizagem botânica dos estudantes. Nossos resultados apontam que a utilização da tecnologia QR Code contribuiu para o aprimoramento e interesse dos estudantes por botânica, além de aguçar a curiosidade e entusiasmo ao observar, in loco, o conteúdo previamente abordado em sala de aula. Ao avaliarmos o conhecimento botânico entre os participantes reportamos que estudantes que frequentaram previamente o Jardim Sensorial, mostraram melhor desempenho em relação aos estudantes que não frequentaram. Portanto, rejeitamos a hipótese testada e aceitamos que o Jardim Sensorial, com o uso da ferramenta QR Code, mostrou-se relevante e contribuiu como ferramenta de estudo para jovens estudantes da Rede Pública de Ensino entre 13 a 15 anos de idade.
How do young people experience camp, and how might that experience help us expand our understanding of what is possible in non-formal learning environments? In-depth interviews consisting of ...forced-choice and open-ended questions were conducted with 59 Concordia Language Villages residential camp participants who partake in a linguistically and culturally enriched grand simulation. This study focused on (1) quantitative assessments of their sense of safety and belonging, and (2) open-ended questions about the nature of the camp environment in general and as a learning place. From the qualitative data, we distilled participants’ sense of camp as a learning place by analysing their responses in terms of theoretically-driven categories of
thinking space
qualities and data-driven categories of
experience space
qualities. As a thinking space, participants described the camp environment as a safe space characterized by support for thinking and development, room for identity-supportive interactions, room to experiment, and a place with mentoring adults and a second-home feeling. As an experience space, they emphasized the centrality of the program’s daily activities (particularly simulations), the qualities of the people around them (diverse and community-focused), the physical setting of the program (particularly its aesthetics) and the instructional methods used (particularly language and cultural immersion). The relationship of these findings to our understanding of the nature of the thinking and experience spaces as program-specific and program-general phenomena is discussed.
This article re-examines the learning environment in an after-school science program for socio-economically disadvantaged children, attempting to discover why the particular group we studied failed ...to make significant progress between pre and post program testing, while other groups undergoing the same program elsewhere succeeded. Data composed of in class observations, students' class workbooks and perceptive/cognitive interviews was analyzed qualitatively to construct a picture of the learning environment as experienced by both the students and their student teacher, Liora. Our primary finding revealed a striking dissonance between the program's student-centered theory (based on the tenets of social-constructivism) and the classroom reality enforced by Liora, who ran the lessons primarily as a monologue that left very little room for active student participation. This disparity was further complicated by an ambiguity in Liora's position as an authority figure, wherein she wavered between her predilection for a rigid, authoritative teaching environment and a desire to be her students' friend and confidante.
Game-Inspired Design Aguilar, Stephen J.; Holman, Caitlin; Fishman, Barry J.
Games and culture,
01/2018, Letnik:
13, Številka:
1
Journal Article
Recenzirano
This paper describes research and development around two gameful courses that reimagined their assessment systems to better support student autonomy and promote engagement. We present results from an ...ongoing classroom-based research study that signals the success of these designs and, in so doing, explore key elements of what we call gameful design: the process of redesigning core elements of a learning environment to better support intrinsic motivation. We describe this process and discuss a set of promising practices for the design of gameful courses. Results from three studies indicate that gameful course design is positively related to students working harder and feeling more in control of their class performance.
Context. With the introduction of Computer Science (CS) into curricula worldwide, teachers’ adoption of CS pedagogical content is essential to ensure the long-term success of reform initiatives. ...Continuing Professional Development (CPD) programs play a key role in this process. Unfortunately, adoption is seldom evaluated in CS-CPDs or CPDs in general. The result is a dearth of studies (i) modelling teachers’ adoption of CS pedagogical content or (ii) investigating factors influencing the uptake of this new discipline. Both aspects are crucial to design and characterize successful CPD programs. Objectives. We thus propose the Teachers’ Adoption of CS (TACS) model to investigate factors influencing the adoption of CS pedagogical content by teachers who are following a mandatory CS-CPD program. More specifically, the model proposes that contextual factors (e.g., age, gender, and general teaching experience), prior factors (e.g., experience, and CS perception), and acceptance factors (e.g., interest, and self-efficacy) may impact teachers’ adoption of CS pedagogical content. Methods. The study included 180 grades 5 and 6 teachers (students aged 9–11) that were following a mandatory CS-CPD program. The CS-CPD program involved participation in three-day-long sessions distributed over the 2019–2020 academic year. In between sessions, with the support of instructional coaches in the schools, teachers were encouraged, but not required, to adopt the CS pedagogical content. Therefore, during the CPD, and employing surveys based on the TACS model, we evaluated teachers’ adoption of the proposed content and investigated how the different factors influenced it. Results. At the PD-level, the results indicate that self-efficacy and interest queried during the CS-CPD are indicative of CS pedagogical content adoption. To shed more light on the relationship between these metrics, a more in-depth analysis was conducted with n = 92 teachers whose responses could be matched between sessions. While interest relates to how teachers adopt CS pedagogical content overall, both interest and self-efficacy are necessary to ensure the likelihood of a specific activity being adopted. Finally, individual teacher characteristics appear to impact adoption, with teachers with low experience with Information and Communication Technologies (ICT) requiring onboarding, while middle-aged teachers require convincing to adopt CS pedagogical content. Conclusion. Three takeaways emerge from the study. First, the analyses confirm the foundation of the TACS model. Second, the findings establish the key role that interest plays in said model. Finally, the results support the relationship between the contextual, prior and acceptance factors on the adoption of primary school CS pedagogical content.