scholarly journals Faculty Leaders Challenges and Strategies in Redesigning EdD Programs

Author(s):  
Jill A. Perry ◽  
Debby Zambo ◽  
Emma Abruzzo

Producing change in higher education is not always easy or quick (Kennedy, et al., 2018; Perry, 2014a; Schuster & Finkelstein, 2006; Tierney, 1998). Conferences provide faculty with exposure to new ideas, but that exposure is often not enough to produce programmatic and structural change. In addition to new ideas, faculty must also have the tools they need to navigate change and institutional resistance when introducing and implementing new ideas. Over the last decade or so, school of education faculty, guided by the Carnegie Project on the Education Doctorate (CPED) have worked to redesign the Education Doctorate and make it a professional practice degree.  As a leader in educational change, CPED aims to reframe the EdD through both the cultivation of innovative ideas and the promulgation of those ideas across existing institutions and structures. CPED found faculty leaders to be necessary in creating institutional change, but also that the role of leader is a challenging one. Building upon earlier inquiries of faculty from CPED member institutions, this current study sought to discover more about the needs, challenges, and means for successful innovation implementation by EdD programmatic change leaders.

Author(s):  
Anna Kasimati ◽  
Sofia Mysirlaki ◽  
Hara Bouta ◽  
Fotini Paraskeva

The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiquitous technologies by HEIs is still in its early stages. This chapter attempts to provide a framework to support Higher Education Institutions towards implementing mobile and ubiquitous, game-based learning activities. Aligned with the objective of this book, this chapter presents some examples and best practices of implementing this framework towards achieving the learning goals of future professionals in the fields of electronic and ubiquitous commerce.


Author(s):  
Nicoleta Duta

The purpose of this study is to show the importance of innovation in classroom management. This chapter contributes to the current debate over the role of higher education in relationship to students and teachers in digital society. Internet and related technologies have already had a significant impact on ways to organize learning and studying. The chapter focuses on the preliminary phase including a written administration of a questionnaire to sample 190 students. The results obtained by analyzing the responses of the subjects have shown that both groups of students have the same opinions regarding the importance of innovation in classroom management. In conclusion, it is necessary to improve professional practice and stimulate collective capacity building, individual and collective reflection processes in solving problematic situations in academic learning to create and maintain an environment of collaboration and interaction in digital society.


2010 ◽  
Vol 6 (3) ◽  
pp. 447-461 ◽  
Author(s):  
Chi-yue Chiu ◽  
Letty Y-Y. Kwan

The articles in this forum present many innovative ideas on the role of culture in creativity. In this commentary, we first discuss the contributions of these articles in relation to two recurrent themes: (i) where creativity resides and (ii) what conceptual refinements are needed to push the field forward. Next, we oudine a process model of creativity and explain the role of culture at each stage of knowledge creation. We argue that successful innovation involves one or more iterations of the following three stages: (i) authoring new ideas; (ii) selecting, editing, and marketing new ideas; and (iii) acceptance of the new ideas in the market. The desired outcomes are different at the different stages, and culture influences all stages of the process. Specifically, existing knowledge provides a reference point for evaluating the originality of ideas; assumed cultural consensus provides the normative basis for idea selection, editing, and marketing; and actual cultural norms determine how likely an idea will be accepted in a culture. Furthermore, different social and psychological processes are at work at different stages of the creativity process, and culture can affect the outcomes of the creativity process through its effects on these social and psychological processes.


2018 ◽  
Vol 71 (4) ◽  
pp. 2039-2049 ◽  
Author(s):  
Bianca Joana Mattia ◽  
Maria Elisabeth Kleba ◽  
Marta Lenise do Prado

ABSTRACT Objective: to identify themes addressed in studies on the repercussions of nursing training in professional practice in Brazil. Method: this is a qualitative research, following the assumptions of Ganong's Integrative Literature Review (1987). The keywords or terms "Health Care" were used; "Nursing"; "Higher Education"; "Teaching in Higher Education"; "Health Service"; "Human Resources" and "Nursing Undergraduates" in consultation with the Virtual Health Library and the CAPES Portal of Journals. Sixty-four studies were found, of which 41 met the inclusion criteria. Results: in the analysis, three themes were highlighted: pedagogical processes and the role of professors and students; curricular structure in nursing education; management of health training. Final considerations: we observed the need to incorporate the Brazilian Unified Health System (SUS) principles and directives in nursing education in the country so that the training is consistent with the needs of professional practice. The study points out to the challenges that emerge with this incorporation.


Gamification ◽  
2015 ◽  
pp. 1015-1039 ◽  
Author(s):  
Anna Kasimati ◽  
Sofia Mysirlaki ◽  
Hara Bouta ◽  
Fotini Paraskeva

The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiquitous technologies by HEIs is still in its early stages. This chapter attempts to provide a framework to support Higher Education Institutions towards implementing mobile and ubiquitous, game-based learning activities. Aligned with the objective of this book, this chapter presents some examples and best practices of implementing this framework towards achieving the learning goals of future professionals in the fields of electronic and ubiquitous commerce.


2019 ◽  
Vol 16 (04) ◽  
pp. 1940002 ◽  
Author(s):  
Zvi H. Aronson ◽  
Richard R. Reilly ◽  
Gary S. Lynn

Teams are progressively becoming primary in the way employees in organizations conduct work. We investigated the role of staff personal style in project performance for teams working on incremental and radical innovations. Regression results based on 149 teams suggest that, for employees, conscientiousness and agreeableness, predominantly, seem to be beneficial for new product development (NPD) performance. Slope tests promote our proposition that for speed, radical NPD might gain from extra open and stable staff. Further, exceedingly agreeable employees do not seem to provide support when new ideas are fostered, since it could be a precursor to group think and less successful innovation. We provide implications for selection and training of employees assigned to work in innovation teams.


2020 ◽  
Vol 21 (5) ◽  
pp. 959-975
Author(s):  
Therese Ferguson ◽  
Carmel Geneva Roofe

Purpose The purpose of this case study is to focus on the role of higher education in the realisation of Sustainable Development Goal (SDG) 4, discussing both challenges and opportunities. Drawing on the example of The University of the West Indies (UWI) School of Education (SOE) (Mona Campus in Jamaica), this paper illustrates how higher education can move SDG 4 forward in a realistic and significant way. Design/methodology/approach Drawing on the literature and case study experiences implementing education for sustainable development-related activities within a SOE, opportunities and challenges regarding SDG 4 and higher education institutions (HEIs) are identified and outlined. The SOE at the UWI campus is used as an illustrative case study to highlight the ways in which HEIs can drive SDG 4 through teaching, programme and course development, research and outreach activities. Findings Based on the literature examined, along with the case study, the paper argues that HEIs must help to shape and lead the SDG 4 agenda by being integrally involved and no longer watching from the side lines. A framework to aid HEIs in achieving outcomes associated with SDG 4 is then proffered. The intent is that this will not only help shape discourse but also shape actions, as the demand for higher education increases across the globe. Originality/value This paper uses a Caribbean regional HEI as the basis for the framework proposed to aid HEIs in achieving SDG 4 outcomes. This brings to the fore discourse from the global south, as space that is often missing from the discussion.


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