Running The British Economy. A High Quality Learning Environment

Author(s):  
Keith Lumsden ◽  
Alex Scott
2015 ◽  
Vol 54 (7) ◽  
pp. 984-1006
Author(s):  
Chiu-I Sung

This study investigates a proposal to relocate a secondary school in Taiwan because of political and urbanization forces. This important issue has received little attention in the educational literature. Interviews, a focus group, and surveys were used to collect the views of parents, students, teachers, administrators, and local influential people. Strengths, weaknesses, opportunities, and threats (SWOT) analysis was adopted to evaluate the possibility of school relocation. The results showed that teachers were less likely to agree to relocate, whereas policymakers supported the move. The principal, many students, and their parents would agree to relocate if the new site offered a high-quality learning environment.


2021 ◽  
Vol 29 ◽  
Author(s):  
Herianto ◽  
Insih Wilujeng

The use of interactive multimedia has the potential to create a high-quality learning environment. The key elements of various media, user control over information delivery and interactivity can be used to improve the learning process by creating an integrated learning environment. This study aims to determine the increase in students’ attention, relevance, confidence and satisfaction (ARCS) before and after using interactive science learning multimedia. This study collected data from 30 students aged 12–13 years from a junior high school in Yogyakarta City, Indonesia. Data collection was done using learning motivation questionnaires. Data analysis techniques used paired sample t-test. The results of this study are that the learning motivation aspects of ARCS after using interactive science learning multimedia have increased significantly. However, the relevance aspect of students’ learning motivation did not increase significantly.


Author(s):  
Nancy B. Hastings ◽  
Karen L. Rasmussen

Standards provide designers and developers of competency-based education courses and programs with a structure and framework that serve as a way to create quality learning environments that align objectives, instruction, and assessments. At the micro-level, standards facilitate direction of the structure, format, and content of a competency-based course that ensures a high-quality product. At the macro-level, standards help institutional administrators and faculty make good, informed decisions about program policies and procedures.


Author(s):  
Barbara Kurshan ◽  
Anne Schreiber ◽  
Peter Levy

Advances in information technologies have created unique opportunities for the free exchange of ideas on a global scale. To this end, a growing number of education stakeholders are finding that applying an open source approach to content development provides an extraordinary opportunity to change the curricula paradigm. Access to quality learning materials and the free exchange of knowledge is increasing. The authors explore the increased adoption of open and shared educational resources (OSER), with such examples as Curriki. Curriki extends the model by providing an integrated learning environment and resource repository centered on a culture of collective participation.


2015 ◽  
pp. 1903-1914
Author(s):  
Ramesh C. Sharma

The world over, some common factors have contributed to the emergence and growth of open educational resources. These can be to increase access to educational materials, to reduce the costs, to enhance the quality of educational content through working collaboratively, and to be used for capacity building and research. The WikiEducator project has been the foremost initiative to turn digital divide into digital dividends through free content and open networks. WikiEducator was established on 1 May 2006, and since then, it has grown a very big network of more than 66,700 registered WikiEducators. Learning4Content is one of the flagship initiative of WikiEducator providing free training for teachers. In this chapter, the author discusses building a vibrant and sustainable global community contributing to design, development, and delivery of free content for learning and providing training to develop wiki skills for mass collaboration to create high quality learning resources.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan ◽  
Abdennour El Rhalibi

Games-based learning takes advantage of gaming technologies to create a fun, motivating, and interactive virtual learning environment that promotes situated experiential learning. Many researchers now believe that this approach can better motivate present day entertainment-driven learners to more thoroughly engage in learning through meaningful activities defined in the game context as opposed to those offered using more traditional didactic approaches. This chapter describes games-based learning, the related terms and scope, current approaches, embedded pedagogies and challenges for providing high-quality education in the 21st Century.


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