After 15 years of digital openness in education with as its most visible elements OER and MOOCs, the open community is challenged to widen adoption of openness in teaching practices to (as Rogers puts it) the early and late majority of teachers. For them to adopt, the gain should be clear and directly visible to have them adopt openness. Arguments like it saves students money, it is efficient because you will not reinvent the wheel or publishing quality OER and MOOCs adds to the reputation of our institution are, how true they might be, not appealing to teachers who are in most cases crowded with their day-to-day teaching tasks. One approach to overcome this hurdle is to connect to the core of a teacher’s job: pedagogy. We assume each teacher has a vision on when his/her course can be called a success and what this means for activities s/he and the students have to perform. Many teachers experience challenges in realizing their optimal lectures. For some of these challenges forms of open online education can be of use, especially in enhancing pedagogical opportunities. The latter is called Open pedagogy. To create awareness of the world of open and the opportunities it may have, we have developed a workshop for teachers and teacher support. This workshop has been delivered several times in Fall 2016. In the presentation we elaborate on the content of this workshop, the experiences we had, the feedback of the participants and the impact it had after taking the workshop. The materials used in this workshop and a script is published under a CC BY license and is available in both Dutch and English. This creates the opportunity to conduct the workshop locally for everyone interested, stimulating/increasing chances for widespread adoption of open education in (formal) education.
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We maken op grote schaal steeds meer gebruik van digitale middelen en mogelijkheden in het onderwijs; de leeromgeving is digitaal, we toetsen digitaal, we communiceren digitaal en we ontwikkelen steeds meer digitale lesmaterialen. Kortom: onderwijs digitaliseert. Met de toename van digitale lesmaterialen, is er een groeiende beweging om deze materialen voor iedereen toegankelijk te maken; dus niet alleen voor de eigen studenten of binnen de eigen instelling. Deze vrije toegang tot kennisproducten c.q. leermaterialen is versterkt door de Open Access beweging. De Open Access beweging stimuleer het vrij aanbieden van publicaties voor onderzoek en tevens het vrij aanbieden van o.a. leermaterialen voor het onderwijs. De Open Access beweging is al enkele decennia oud. We zien echter dat de “open-gedachte” nog geen gemeengoed is. Dit geldt zeker voor het onderwijs waarbij het gaat om het delen en hergebruiken van open leermaterialen. Open Leermaterialen, of Open Educational Resources (OER), zijn onderwijs-, leer- en onderzoeksmaterialen die digitaal of analoog vrij beschikbaar en herbruikbaar zijn voor iedereen. Om te weten of het materiaal vrij beschikbaar en herbruikbaar is, staat er een open licentie op. Deze licentie geeft aan hoe iemand de leermaterialen mag (her)gebruiken, wijzigen en (opnieuw) delen. Aan welke type (open) leermaterialen kun je denken? Dat zijn materialen zoals: tekst, beeld, audio, games, simulaties, presentaties, 3Dmodellen, websites, data, e.a..
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Dit rapport beschrijft de trends in binnen- en buitenland op het gebied van Open Educational Resources. Dat gebeurt aan de hand van twaalf artikelen van Nederlandse experts op het gebied van open leermaterialen in het hoger onderwijs. Ook bevat het rapport twaalf intermezzo’s met spraakmakende voorbeelden.
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Over belang van goed opgeleide mensen om de positie van Nederland op de wereldmarkt in deze tijden te behouden of zelfs te verstevigen is al veel gezegd. In haar rede bij de opening van het schooljaar 2017-2018 bij Fontys Hogescholen verwees bestuursvoorzitter Nienke Meijer in dezen naar “een meter rapporten op mijn bureau”. In veel van die rapporten worden vanuit dat geschetste belang visies beschreven op wat dat voor het hoger onderwijs betekent. Digitalisering speelt daarbij een belangrijke rol. Nienke Meijer publiceerde begin september een essay “Nieuwe tijd, nieuwe vaardigheden. Van praten naar doen”. Eveneens begin september publiceerde de VSNU haar rapport “Digitalisering in universitair onderwijs een agenda voor een toekomstbestendig onderwijsaanbod”. In beide rapporten komen voorstellen voor actieplannen om digitalisering (nog) beter in te passen in het hoger onderwijs. Hoewel in beide rapporten vormen van open onderwijs de revue passeren, blijft het veelal beperkt tot wat Massive Open Online Courses (MOOC’s) kunnen betekenen voor het hoger onderwijs, en dan met name universiteiten. Deze constatering wordt ook gemaakt in een recent verschenen rapport over bevindingen van het project Opening Educational Practices in Scotland: “Policy discussion on open education is too narrowly focused on the use of MOOCs in the university sector”. Open onderwijs heeft echter veel meer verschijningsvormen. In dit essay wil ik nader ingaan op open(er) hoger onderwijs, mogelijk gemaakt door digitalisering. Hierbij zal ik aandacht besteden aan de diversiteit aan vormen van open onderwijs en de gevolgen die open onderwijs heeft voor de hogeronderwijsinstelling van vandaag en de toekomst.
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Ecological Pedagogy is the “Pedagogy of the whole”. It assumes a continuous interaction between the individual and his or her environment (e.g. Bronfenbrenner (1977)). Traditionally, Pedagogy has been aimed at separate aspects, such as the school, the family, the neighbourhood or government policies. By contrast, Ecological Pedagogy is characterised by an integral approach. The perspectives of children, parents, educators and other stakeholders are in the middle and are approached by taking into account all their important interrelations. In this essay, a plea ismade for a broad research perspective in Ecological Pedagogy in which qualitative and quantitative methods are treated by addressing their similarities rather than their differences.
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I shall use this editorial to express my mixed feelings about the COVID-19 pandemic that affected our lives strongly, personally and professionally, in very different ways for over two years. Going back to our schools, colleges and universities, without even wearing facemasks, sometimes feel a bit unfamiliar. This unfamiliarity also touches upon the way we think and act in our daily work. We are virtually standing at a crossroads: are we returning to our previous routines or moving ahead by incorporating our new pandemic-related experiences into our routines?
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Brains and gender, separately and in their interrelatedness, are hot items today in popular journals and academic literature. It is in particular the complexity of the interdependence of physical-, psychological-, and contextual-related developments of feminization in education that we focus on these contributions. We argue that a combination of recent findings of brain research and Marcia's psychological model of identity development in a “provocative pedagogy”—combining youngsters’ (boys and girls) need for exploration, console, and support—is a promising “stepped care” strategy for religious development of youngsters in a multicultural and multireligious context.
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Rede uitgesproken bij aanvaarding van lectoraat Open educational resources.
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Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital game-based pedagogy for teaching education and training programs.
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