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361.
Colleges and universities have not adequately dealt with the education of the experienced adult student. Currently these students are forced to choose between traditional courses and independent studies and the assessment of learning. Courses and independent studies force students to spend time re-learning that which they've learned through experience. Even worse, students don't learn to integrate theoretical knowledge with practical knowledge. Assessment, on the other hand, places little emphasis on theoretical knowledge and provides little opportunity for interaction with other experts in the field. This paper outlines the problems inherent in those options and presents another alternative: educational workshops which focus on the theories in a field and the relationships between those theories and practical experience. In these workshops students gain the theoretical knowledge so often not gained through experience, and have the opportunity to interact with and learn from other experienced adults without being forced into the traditional classroom geared toward younger less experienced students.  相似文献   
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ABSTRACT

This study examines how a cohort of 32 Chinese student teachers experience a 3-week Intensive Study Abroad Programme in Canada, which focused on facilitating understanding of teaching and learning from an international perspective. Research findings underscore the effectiveness of a context responsive approach to cross-cultural teaching and learning that places emphasis upon modelling and deliberate explication of teaching practice, experiential learning and dialogic reflection.  相似文献   
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学校的管理者是一个特殊的教师群体。要成为优秀的教育管理者,教师必须接受适当的培训以遵守特殊教育领域的法律和法规。教育管理培训方案必须包括特殊管理教育方面的要求。对教育管理者自我效能感的调查结果表明,教育管理者的自我评价与实际能力之间存在差异。研究结果显示,培训方案需要改进以便更严格地培养教师成为教育管理者,最终他们才能做到“不让一个孩子掉队”。  相似文献   
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While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
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