classroom experiences
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2022 ◽  
Vol 51 ◽  
pp. 100592
Author(s):  
M. Ryan ◽  
M. Khosronejad ◽  
G. Barton ◽  
D. Myhill ◽  
L. Kervin

Panta Rei ◽  
2021 ◽  
Vol 15 ◽  
pp. 31-50
Author(s):  
Manuel Jesús Jaldón-Méndez Sánchez

El objetivo de este trabajo es valorar la idoneidad del videojuego Dominations como herramienta para crear un aprendizaje significativo en el alumnado de 1.º de ESO para los contenidos relacionados con la cultura mesopotámica, así como los beneficios que aporta su utilización en el aula. Para ello, se ha diseñado una investigación de tipo interpretativa estructurada en diferentes fases (búsqueda de experiencias de aula, preparación y diseño de los instrumentos de investigación y didáctica, investigación en el aula y evaluación de los resultados), teniendo como herramienta principal el videojuego. Este proceso revela, además de la mejora de la motivación en el aula, una mejor percepción de los contenidos, así como una mejor comprensión del tiempo histórico. El videojuego supone pues una excelente herramienta dentro del marco educativo formal para la enseñanza y el aprendizaje de la civilización mesopotámica. The objective of this work is to analyse the suitability of the Dominations video game as a tool to create meaningful learning in 1st year ESO students for the content related to Mesopotamian culture, as well as the benefits that its use in the classroom provides. To do this, an interpretive-type research structured in different phases has been designed (search for classroom experiences, preparation and design of research and didactic instruments, research in the classroom and evaluation of the results), with the video game as the main tool. This process reveals, in addition to improved motivation in the classroom, a better perception of the content, as well as a better understanding of historical time. Thus, the video game is an excellent tool within the formal educational framework for the teaching and learning of the Mesopotamian civilization.


2021 ◽  
Vol 3 (1) ◽  
pp. 21-29
Author(s):  
Ezis Japar Sidik ◽  
Dhafid Wahyu Utomo ◽  
Yudi Juniardi

The role of English in Indonesia can be said quite special because English is the only compulsory foreign language included in secondary curriculums. However, the special status of English in national education is not accompanied by satisfactory results. Out-classroom experience (OCE) is believed to overcome this issue and has been applied successfully. Therefore, this study investigates the use of out-classroom experience in enhancing Indonesian EFL learners’ ability in speaking English. By conducting a case study approach, the research used triangulation data collection techniques consisting of classroom observation, interview, and speaking performance test. The study involved 40 undergraduate students from one of the public universities in Banten province as its subjects. The result showed that the use of OCE positively contributes to the development of students’ speaking development. Out-classroom activities can facilitate the learners to access or even create language exposures by themselves. This study provided some implications about using OCE for language teachers and educational practitioners. Keywords: Out-Classroom experiences, speaking, college students, EFL context


mSystems ◽  
2021 ◽  
Author(s):  
Megan A. Carney

As evidenced by classroom experiences in the midst of the COVID-19 pandemic, microbes are “good to teach with” not only within microbiology and related fields but across a variety of academic disciplines. Thinking with microbes is not a neutral process but one shaped by social, political, and economic processes.


Author(s):  
Anvitha Anumolu ◽  
William Stadtlander

This paper discusses the development of a virtual environment for pre-college students to have more interactive, and educational out of classroom experiences.  This can be achieved by initial development of a virtual environment, testing with local educators, revising, and implementing changes.


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