Search results for " Education."
showing 10 items of 10128 documents
Teachers’ intention to use educational video games: The moderating role of gender and age
2018
Educational video games represent an educational change that challenges teachers and managers of Higher Education institutions in several ways including their attitude formation and behavioural intention. Using a Technology Acceptance Model (TAM) approach a research model is developed to predict teachers’ behavioural intention to use educational video games in their courses. The research model is tested via structural equation modelling (SEM) on a sample of 312 Higher Education teachers. Main results suggest that perceived usefulness influences in a direct and positive way teachers’ behavioural intention while perceived ease of use indirectly influences intention through perceived usefulnes…
Using Recorded Audio Feedback in Cross-Cultural e-Education Environments to Enhance Assessment Practices in a Higher Education
2018
Providing feedback to learners on their writing assignments is perhaps one of the most important and time-consuming tasks that a supervisor performs. In e-Education environments, giving feedback becomes more challenging because there are often no possibilities for face-to-face discussions with learners. Typically, a supervisor provides comments to learners in written form via email; however, the use of recorded audio feedback (RAF) in e-Education environments has become a viable alternative. The purpose of this case study was to examine learners’ perceptions of RAF and written feedback for their assignments at the University of Jyväskylä (Finland) and at Keio University SFC (Japan). Formati…
Process-and context-sensitive research on academic knowledge practices
2007
The Contextual Activity Sampling System (CASS) methodology and CASS-Query tools have been developed for the investigation of learning and working practices. The CASS-methods and tools provide contextualized data that allow the analyzing and modeling of within-person changes across time. This paper describes a pilot study with 3G mobiles used by eight engineering students. Students answered questionnaires concerning their ongoing study projects, academic emotions, and collaboration, with a mobile phone five times a day for a period of two weeks (70 queries per person). Variation in their emotions were examined by time-series analysis. Students were also interviewed before and after the CASS-…
Developing a Serious Game for Nurse Education.
2018
Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game–playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG devel…
Proposals for a More Creative Education System
2019
The present paper supports the necessity of adapting any modern education system to the growing demand for creative specialists in all fields of activity. In this context, we appreciate that an education system that develops students’ creativity can be characterized as a creative system. In the framework of extensive research on creativity management we have developed over the last few years, one of the goals was to discover several ways to improve the education system. From the perspective of educational work in the academic environment, we believe that stimulating student group creativity is essential for their development as future specialists and for their successful integration in orga…
Collaborative Systems and Environments for Future Working Life: Towards the Integration of Workers, Systems and Manufacturing Environments
2017
While the industrial sector in Europe was previously strongly based on mass production technology, it is now moving towards highly customised products and thus to lot-size-one production. The change in production paradigm is strengthened by the emerging technologies. In small- and medium-sized enterprises (SMEs), this means, for example, the increased use of modern digital manufacturing tools, new additive manufacturing processes and novel engineering intelligence solutions. As a direct result, workers need to develop new skills and competences to effective work. From an educational perspective, it is especially critical that people with few prior successful experiences with fully applying …
English Language Policy in Relation to Teachers and Teacher Educators in Latvia: Insights from Activity Systems Analysis
2020
The ambitious objectives of European language policy and the strive for competitiveness have led to an increasing emphasis on foreign language competence at the level of national education systems. Using Spolsky’s onion model of language policy (2004) and Engeström’s Expansive Learning theory (1987, 2008), the study attempts to determine the formative influence of the existing multilayered language policy on the professional development of Latvian educators with the aim to compare the situation for teachers and teacher educators in respect of their English language proficiency.Given the prioritisation of English and strategic differences in foreign language management in relation to teacher…
Does EU cohesion policy work? Theory and evidence
2017
This paper evaluates the effectiveness of European Cohesion Policy in the regions of 12 EU countries in the period 1991–2008, on the basis of a spatial growth model, which allows for the identification of both direct and indirect effects of EU funds on GDP per worker growth. We find that “Objective 1” funds are characterized by strong spatial externalities and a positive and concave effect on the growth of GDP per worker, which reaches a peak at the ratio funds/GDP of approximately 3 percent and becomes non-significant after 4 percent. “Objective 2” and “Cohesion” funds have nonsignificant effects, while all the other funds exert a positive and significant effect, but their size is very lim…
Diagramas ¿Ilustraciones eficaces en la instrucción en ciencias?
2018
<span>Los diagramas científicos constituyen un tipo particular de ilustración que pretende mostrar relaciones entre conceptos antes que identificar entidades particulares, esto es, su objetivo no es reproducir fielmente la realidad (Lowe, 1986). Estos diagramas se caracterizan por contener información codificada de manera altamente económica</span>
Dificultades conceptuales y epistemológicas en el aprendizaje de los procesos químicos
2018
<span>La línea de investigación sobre las concepciones alternativas de los estudiantes en temas de Ciencia ha sido, desde hace más de 20 años, el eje medular del cuerpo teórico de conocimientos que hoy llamamos Didáctica de las Ciencias. Se dispone de mucha información sobre las ideas, preconcepciones o concepciones alternativas como puede apreciarse en la literatura didáctica. Y aunque, como indica Duit (1993), el dominio en el que más se ha investigado es en el de la Física, también hay un 18% de los más de 3,000 artículos referenciados por aquellos autores a los que podemos acudir en el campo de la enseñanza-aprendizaje de la Química (Furió, 1996).</span>