Achievement Profiles of Students in High School Vocational Training Programs

2016 ◽  
Vol 10 (1) ◽  
pp. 101-120 ◽  
Author(s):  
Annie Dubeau ◽  
Isabelle Plante ◽  
Mariane Frenay
2017 ◽  
Vol 13 (28) ◽  
pp. 335
Author(s):  
Benie Hillarion ◽  
Soungari Yeo

Entrepreneurship education was introduced as a formal discipline in vocational training programs in the late 1990s. This study reflects on the relevance of this education to entrepreneurship in terms of the persistence of unemployment and the underemployment of graduates. Its general objective is to analyze the influence of the satisfaction of the training expectations of the trainees on their propensity to undertake. The survey was carried out at the Yopougon Business Professional High School and the Riviera Professional Hotel School. The instrument used to capture the level of satisfaction of trainees' expectations and their entrepreneurial propensity is a questionnaire with scales of measurement with three categories of response. The results establish a growing monotonous relationship between the satisfaction of the trainees expectations and their propensity to undertake. These results also indicate that satisfying three of the expectations expressed by trainees has a significant influence on their propensity to undertake. Entrepreneurship education is an effective strategy for the social construction of vocational integration through entrepreneurship among trainees in vocational training.


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
J Kalubi ◽  
Z Tchouaga ◽  
A Ghenadenik ◽  
J O'Loughlin ◽  
K L Frohlich

Abstract Background Tobacco use accounts for half the difference in life expectancy across groups of low and high socioeconomic status. The objective was to assess whether social inequalities in smoking in Canada-born young adults are also apparent among same-age immigrants, a group often viewed as disadvantaged and vulnerable to multiple health issues. Methods Data were drawn from the Interdisciplinary Study of Inequalities in Smoking, a longitudinal investigation of social inequalities in smoking in Montreal, Canada. The sample included 2,077 young adults age 18-25 (56.6% female; 18.9% immigrants). Immigrants had been in Canada 11.6 (SD 6.4) years on average. The association between level of education and current smoking was examined separately in immigrants and non-immigrants in multivariate logistic regression analyses controlling for covariates. Results Twenty percent of immigrants were current smokers compared to 24% of non-immigrants. In immigrants, relative to those who were university-educated, the adjusted odds ratio (OR) (95% confidence interval) for current smoking was 1.2 (0.6, 2.3) among those with pre-university or vocational training, and 1.5 (0.7, 2.9) among those with high school education only. In non-immigrants, the adjusted ORs were 1.9 (1.4, 2.5) among those with pre-university or vocational training and 4.0 (2.9, 5.5) among those with high school education. Conclusions Despite a mean of over 10 years in Canada, young adults who immigrated to Canada did not manifest the strong social gradient in smoking apparent in non-immigrants. Identification of factors that protect immigrants from manifesting marked social inequalities in smoking could inform the development of smoking preventive intervention sensitive to social inequalities in smoking. Key messages A social gradient in smoking apparent in Canada-born young adults was not observed in same-age immigrants. Factors that protect immigrants against social inequalities in smoking should be identified.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


Author(s):  
Jose Javier Ángeles

Resumen. El siguiente artículo es una descripción interpretativa de una experiencia basada en la realización de un taller de técnicas de reproducción escultórica a partir de moldes de alginato, dirigido al alumnado con necesidades educativas especiales del Programa Específico de Formación Profesional Básica (PEFPB), realizado en un instituto de enseñanza secundaria. Se ha llevado a la práctica una metodología de interacción colectiva, monitorizada por los profesores del centro, en la que se ha empleado alginato dental como material para la confección de moldes, el cual, al ofrecer unas cualidades de copia excepcionales, permite al alumnado experimentar de manera manipulativa y visual todos los cambios que la materia comprende desde el proceso de mezcla de polvo y agua hasta la obtención de la reproducción. Las introducciones y explicaciones impartidas han sido simplificadas para obtener una mejor lectura y comprensión por parte del alumnado, introduciendo como ejemplo imágenes de obras escultóricas obtenidas mediante este procedimiento artístico. Además, se han realizado pequeñas demostraciones previas a la actividad para que el alumnado analice de forma visual cómo se manipula la materia, planteando como objetivo la reproducción de su propia mano en escayola. Cuando los conceptos y lenguajes artísticos se adaptan a las capacidades y necesidades del alumnado, hacen del aula un lugar de integración y cooperación, en el que los alumnos se introducen en experiencias visuales y manipulativas con las que descubren nuevos mecanismos de expresión. Palabras clave: integración, discapacidad, escultura, alginato, moldes, autoestima. Abstract: The following article is an interpretative description of a workshop devoted to sculpture reproduction based on alginate moulds addressed to students with special educational needs within the Specific Programme of Basic Vocational Training at a secondary education high-school. This workshop, supervised by teachers at the high-school, was performed following an interactional collective approach and using dental alginate for the production of moulds. Offering exceptional reproduction features, this material allowed the students to participate in a sensorial experience by means of the observation of all the changes that it suffers; from the mixing of alginate powder and water to the composition of the reproduction itself. The instructions and explanations given were simplified to obtain a better understanding of the students. Different images showing examples of sculpture works obtained by means of this technique were also provided. I addition, prior demonstrations were carried out so that the students could visually analyse how the material should be handled, suggesting the making of a plaster reproduction of their own hands. When concepts and artistic languages meet the student’s needs and capacities, they make the classroom a place for integration and cooperation where students live sensorial experiences which help them discover new ways of expression. key words: integration, disability, sculpture, alginate, molds, self-esteem.   DOI: http://dx.doi.org/10.7203/eari.10.14228


Author(s):  
Gilbert Paquette

A search on the Internet shows the renewed importance given to competency-based approaches in Education and Administration. Ministries of education, school boards, and teacher training institutes use competency profiles to define school programs or required qualities from the teachers, especially in the use of technologies in education. Consulting companies present their expertise by enumerating competencies, marketing their services in this way. Other companies offer services or computerized tools to help their prospective customers define or manage the competence of their staff, looked upon as the main asset of an organization in a knowledge management perspective. Governmental agencies or professional associations use competency-based approaches to define conditions to the exercise of a profession and to orient their vocational training programs.


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