Active Methodologies in Education for Sustainability and Development of Action Skills

2022 ◽  
pp. 156-178
Author(s):  
Cristóbal E. Jorge-Bañón

This chapter revolves around the value and relevance of the use of active methodologies in education for sustainability, focusing especially on non-university levels of education. It begins with a conceptualization of active methodologies and exposes what are the most used, recognized, and best valued active methodological tools among teachers. It also reviews the origins of these methodological tools, their evolution, their potentialities and limitations, and the demands that arise in the educational context in view of the need to find a solution from the educational spheres to environmental problems. This chapter analyzes the actual use made of these methodologies in educational centers and finds a justification in the advances that neuroeducation and constructivism have contributed to the educational field in recent decades.

2014 ◽  
Vol 16 (1) ◽  
pp. 32-53 ◽  
Author(s):  
Tuula Keinonen ◽  
Yli-Panula Yli-Panula ◽  
Maria Svens ◽  
Rytis Vilkonis ◽  
Christel Persson ◽  
...  

Abstract The media, as a source of information, is supposed to have a significant role in effecting peopleís environmental knowledge and attitudes. The purpose of this study was to find studentsí perceptions of environmental issues as presented in the media and how students in Finland, Lithuania and Sweden used these media sources in the matters related to environmental issues. The most important source of environmental knowledge was found to be the Internet, followed by newspapers, television, school and education. In their own lives, students discussed environmental issues every day and, to some extent, in social media, discussion forums and blogs. In Finland, newspapers represented the most important source of environmental knowledge; in Lithuania, environmental organisations were the most prevalent, and, in Sweden, it was in a school or educational context. Based on these results, it was concluded that, in order to reach both genders of students in different countries and to more greatly benefit from all sources of information, a variety of media should be used in education for sustainability.


2015 ◽  
Vol 31 (2) ◽  
pp. 289-292 ◽  
Author(s):  
Sally Jensen

The importance of imagination in education has a significant history (Egan, 1986, 2001; Eisner, 1976; Greene, 1988; Steiner, 1954; Warnock, 1976); however, scholarship is often theoretical, and the involvement of imagination in understanding sustainability is often overlooked (Jones, 1995; Judson, 2010; Stewart, 2009). Imagination has rarely been the subject of Environmental Education (EE) and research. Its nature is contested, and its workings can be concealed by formal notions of knowing and learning. Contemporary environmental philosophies argue that education can often contradict its aims through limited understandings of environment and knowledge (Orr, 1991, 1992; Weir, 2008; Whitehouse, 2011). This thesis reconceptualises imagination as a way of knowing and learning in environmental terms. The study investigates the role of imagination in Education for Sustainability (EfS) contexts and critically analyses how imagination is involved in understanding sustainability for teachers and learners. The possibility of imaginationasenvironmental knowledge, and as essential to resolving environmental problems, is applied in this research.


1989 ◽  
Vol 3 (2) ◽  
pp. 95-114 ◽  
Author(s):  
Robert W Hahn

In this paper, I consider two tools which have received widespread support from the economics community: marketable permits and emission charges. Until the 1960s, these tools only existed on blackboards and in academic journals, as products of the fertile imaginations of academics. However, some countries have recently begun to explore using these tools as part of a broader strategy for managing environmental problems. This paper chronicles the experience with both marketable permits and emissions charges. It also provides a selective analysis of a variety of applications in Europe and the United States and shows how the actual use of these tools tends to depart from the role which economists have conceived for them.


2021 ◽  
Author(s):  
Inés Ruiz-Rosa ◽  
Francisco J. García-Rodríguez ◽  
Naira Delgado-Rodríguez

The promotion of entrepreneurial intention in educational contexts is a priority that is increasingly present in academic planning, especially at university level. Furthermore, social entrepreneurship has been gaining prominence not only as a formula for improving the welfare and equity of society as a whole, but also as a mechanism for professional development. Taking into account both aspects, this paper analyzes the effect of university students participating in volunteer activities on their intention to carry out social entrepreneurship projects. With this objective, this study is based on the Theory of Planned Action of Ajzen. A sample of 208 university students was analyzed, 96 of whom had some experience of volunteering. The results confirm that taking part in volunteering, during students’ education, positively affects their intention to start social entrepreneurship projects. This result allows us to conclude that encouraging volunteering could be a good methodological tool to promote social entrepreneurship within the educational field. In addition, the implementation of this type of social project could benefit university students not only by making social improvements to their environment, but also as a labor insertion tool.


RENOTE ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 398-407
Author(s):  
Wendel Souto Reinheimer ◽  
Roseclea Duarte Medina

Gamification has been a strategy widely used in the educational field to promote learning, engage and motivate students. Despite this, studies point to some issues related to the evaluation process in educational contexts. Thus, this work aims to identify the state of the art of evaluation in educational contexts. To this end, a systematic mapping of the literature was conducted. In total, 106 (one hundred and six) works were analyzed. As a result, a very heterogeneous scenario was found in the gamification evaluation process. Most authors carry out the evaluation of gamification in non-experimental studies; among the most used instruments are questionnaires. Regarding the observed metrics, most studies investigate metrics related to learning/performance, participation/interaction and metrics collected based on the opinion/perception of the participants.


2017 ◽  
Vol 33 (3) ◽  
pp. 189-200 ◽  
Author(s):  
Jennifer Nicholls ◽  
Marcia Thorne

AbstractSustainability is a Cross-Curriculum Priority (SCCP) in the Australian Curriculum and is intended to be integrated into teaching and learning where deemed appropriate by teachers. This article explores teachers’ knowledge, understanding, and beliefs about curriculum priorities and the situational context of teaching and learning in Queensland schools. In this article we discuss the ways in which teachers describe their relationship with sustainability education and the SCCP. Data were collected from interviews with 26 Queensland teachers, teaching across all year levels from early childhood to Year 12, as part of two different PhD research projects. Queensland teachers participating in both studies indicated strong support for the inclusion of sustainability within formal curriculum; however, this strong support did not translate into practice in most cases. As a result of curriculum and policy pressures, teachers indicated that despite their belief that Education for Sustainability (EfS) is important, few believe they have the time or support for teaching EfS. The current educational context teachers have described offers limited opportunity for teachers to integrate sustainability in ways that are meaningful and relevant to their students. The SCCP did not influence planning or teaching decisions, and many teachers were unaware of its existence. Data from both studies question the adequacy of current educational policy and curriculum documents for supporting teachers to engage with sustainability education.


Author(s):  
Samira Fayez Kfouri ◽  
Gilberto Carmo de Morais ◽  
Osmar Pedrochi Junior ◽  
Maria Elisabette Brisola Brito Prado

A Escola Nova, movimento que representou uma revolução educacional entre os séculos XIX e XX, impulsionou transformações no campo educativo em diversas partes do mundo por considerar, em suas metodologias, a individualidade dos educandos no processo de ensino e aprendizagem, deslocando a figura central do professor para o estudante. Esse movimento ganhou força por considerar os interesses e necessidades de aprendizagem de cada um, transferindo ao aluno a autonomia para a construção do conhecimento. Tendo como principal característica a aprendizagem ativa, de modo que o aluno possa aprender pela experiência e pela prática. Esse movimento perdeu força no Brasil devido às políticas públicas, mas também pela dificuldade de levar essa concepção educacional para toda a população, devido aos seus critérios de personalização e à necessidade de trabalhar com poucos alunos por turma, em sala de aula. Já no século XXI, com a expansão dos recursos tecnológicos, surgem novamente as tendências da utilização de metodologias ativas, em que, pela tecnologia aliada ao processo pedagógico, é favorável um ensino personalizado e ativo, assim como no ideário escolanovista. Portanto, a fim de colaborar com a compreensão das necessidades educacionais atuais, centradas no aluno, esta pesquisa tem como objetivo principal analisar as metodologias ativas e suas relações com a tendência pedagógica escolanovista. A análise dessas aproximações pauta-se pelo método de pesquisa bibliográfica, pois envolve a compreensão de uma tendência pedagógica de séculos passados e a compreensão do novo contexto educacional que, culturalmente, está totalmente inserido na era digital. Palavras-chave: Ensino. Tecnologia. Tendência Pedagógica. AbstractThe New School, a movement that represented an educational revolution between the 19th and 20th centuries, stimulated changes in the educational field in different parts of the world, because it considered the learner’s individuality during the teaching and learning process, shifting the central figure from teacher to student. This movement gained strength by considering the interests and needs of each student, transferring to the student the autonomy for building knowledge. The main characteristic of this method is the active learning, in which the student learn by the experience and the practice. This movement lost strength in Brazil due to public policies, but also because of the difficulty to apply this educational concept to the entire population, since personalization criteria requires the need of few students per class. In the 21st century, the expansion of technological resources brought again attention to the use of active methodologies. Thanks to technology allied to pedagogical process, a personalized and active teaching is favored, as well as in Escolanovista’s ideology. Therefore, in order to collaborate with the understanding of the current educational needs, this research has, as main objective, the analysis of active methodologies and their relation to Escolanovista’s pedagogical tendency. The analysis of these approaches was based on literature review, since it involved the pedagogical trends knowledge from past centuries plus the understanding of the new educational context fully inserted in the digital era. Keywords: Teaching. Technology. Pedagogical Tendency.


2021 ◽  
pp. 101-122
Author(s):  
Matilda Ståhl

As growing societal phenomena, esports and gaming is gaining more interest and visibility in educational contexts. However, online game culture often involves offensive language as an established player jargon. Therefore, employing games in educational settings may be challenging. Here, player jargon is exemplified from an ethno-case study in collaboration with students at an esports program in Finland. Seven students (identifying as male, aged 17–18) from two different teams regularly shared screen recordings of matches of the multiplayer game Counter-Strike: Global Offensive. The aim of the chapter is twofold: a) to analyse and discuss how player jargon is employed in esports within an educational context and b) to discuss how video research, here through screen recordings, facilitates analysis of player jargon within a new educational field of research. The screen recordings, administered by the participants themselves, included the team internal voice chat, thereby offering an intimate participant perspective on player jargon in online game culture. Through this, the researcher gains repeated access into a space no outsider otherwise has access to as the internal voice chat solely includes invited players. The data, and analysis, show that the language use, at times homophobic and/or misogynistic, becomes particularly problematic when esports and education meet, since offensive language defies educational principles of equity. Nevertheless, what would be a better place to address this in-game culture than in educational contexts?


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