Search results for "Mathematics EDucation"
showing 10 items of 1280 documents
Making teaching of programming learning-oriented and learner-directed
2011
Programming education has been traditionally realized in the form of lecturing, but other approaches are under discussion. These emphasize active participation on the part of students, and, as a research activity, consider pedagogic questions holistically. We join this discussion by stating a course design in which we promote a learning-oriented study culture where learning should not be characterized principally as the task of meeting some predefined completion requirements. Moreover, we want our course to be learner-directed meaning that students should take control over their own learning process. Grounded on these goals, this discussion paper gives us a starting point for a subsequent a…
Special education students in transition to further education: A four-year register-based follow-up study in Finland
2016
Abstract This study examines the transition of special education students into upper secondary education in Finland. The national register-based school-level dataset comprises three compulsory school-leaving cohorts of 2004, 2006 and 2009 including all students and schools providing lower secondary education. Special education students (Tier 3) are divided into four different groups based on their curriculum adjustments. The school-level effect of special education provision is evaluated with statistical models exploiting the panel nature of the data. The results show that there are significant differences in participation in upper secondary education between the groups with different level…
What Sense Can We Make of the Possibility of Vocational Didactics? An Approach from the Spanish School-Based System Complemented by Non-Formal Vocati…
2015
International journal for research in vocational education and training 2 (2015) 3, S. 170-181
Mixed e-assessment: An application of the studentgenerated question technique
2010
This paper presents the experiment of a mixed summative-formative evaluation in an asynchronous distance higher education context. In the experiment, performed in the distance course of Total Quality Management, Industrial Engineering, University of Guadalajara (Mexico), students are guided to formultate questions on specific topics. Studentgenerated questions are evaluated through an ad-hoc quantitative tool, specifically designed for the purpose: the four-criterion Observation Matrix. The experiment shows: (1) that it is possible to improve the Higher Education evaluation process and formalise students' skill in a more thoroughly way than with traditional evaluation; (2) how the student-e…
The authenticity of ‘authentic’ assessment some faculty perceptions
2017
The attempt to embed Authenticity within the learning process in higher education has been a driving principle within many pedagogical approaches to Higher Education developed over the past three decades. The desire to allow students to learn in a manner that closely resembles the way in which expertise is developed outside the academic environment is a central element of problem-based, inquiry-based and projectbased learning. Exploring the implications of authenticity for student achievement and the ways in which this should be assessed has led to innovative teaching methods and ways of evaluating student performance. Unfortunately, authenticity, and authentic assessment in particular, are…
From special tasks to extensive roles: the changing face of special needs teachers in Finnish vocational further education
2014
Following the development of inclusive education in vocational education and training (VET), the discussion about the prevention of marginalisation and dropouts has increased. At the same time, the formal education system has strengthened the position of support services, such as special educational needs (SEN) teachers, social workers and counsellors. However, a confusion of roles in the work of SEN teachers seems evident. The changing work of SEN teachers has not been of great research interest in Finland. The focus has been mainly on SEN teachers at the secondary school level (Kivirauma and Kuorelahti, 2002; Strom, 1999). The work of vocational SEN teachers has been studied by Kaikkonen,…
Fuzziness: Came for the View, Stayed for the Same
2013
The first time I came across Fuzzy Sets, my first point of contact with Soft Computing, I was a young and inexperienced student of Computer Science in my hometown University. I had just completed the first semester, and as an aside of an image processing curriculum a loud-spoken, very kinetic lecturer spent a couple of hours introducing us to the mysteries of the idea of degree and Fuzzy arithmetic. The whole thing had a sort of secret sect bent, something like the secret tools that the powers to be don’t want you to know and use – a probably unwitting attitude I have seen many times in the community and that has harmed more than helped, but that on an unexperienced and young student as mys…
Game-based learning supported by audience response tools: game proposals and preliminary assessment
2018
The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on stud…
Telling Stories with Digital Board Games
2009
In the context of computer games, learning is an inherent feature of computer game playing. Computer games can be seen as multimodal texts that connect separate means of expression and require new kinds of literacy skills from the readers. In this chapter, the authors consider how the computer-based learning tool Talarius, which enables students to make their own digital games and play them, lends itself to literacy learning. The learning subject is a children’s novel, and thus it is narrative by its nature. In addition, the learning tool provides the potential to interweave narrative contents into the games made by it. The focus of this chapter is on the relationship between narrativity an…
Mathematics and Non-School Gameplay
2015
This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as m…