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.
LINK
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.
DOCUMENT
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.
DOCUMENT
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?
DOCUMENT
Het gebruik van game-based learning (GBL) wordt erkend als een effectieve onderwijsmethode, maar veel docenten missen de pedagogische vaardigheden om het succesvol toe te passen.Studenten in de lerarenopleiding aan de Hogeschool van Amsterdam worden uitgedaagd om GBL te gebruiken, maar ze ervaren moeilijkheden bij de praktische toepassing ervan. In het kader van een Comenius Teaching Fellows beurs hebben we een cursus over Game Based Pedagogy (GBP) ontwikkeld in verschillende iteraties.In [deze] poster presenteren we de ontwerpaanpak en de resultaten van de tweede ontwerpcycle (Figuur 1): ontwerpprincipen en inhoudelijke thema’s.
DOCUMENT
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.
DOCUMENT
Despite the increase in entrepreneurship initiatives and interventions, there is a poor understanding of entrepreneurship programs’ principles and learning objectives in secondary education. This study provides insight into the current range of entre‑ preneurship programs and their underlying pedagogy in secondary education in the Netherlands. To structure the analysis, we used the 11 design principles of Baggen et al. (Entrep Educ Pedagog 5(3):347–374, 2022). Data were collected from three different sources: the Vecon Business Schools (VBS) application forms, interviews with VBS schools, and additional documents. The findings show that most schools are unfamiliar with the definitions of entrepreneurship education. Many of the prin‑ ciples of broad entrepreneurship education focus on personal growth and the devel‑ opment of an entrepreneurial mindset. These are not always recognizable in sec‑ ondary schools’ current offerings of entrepreneurship education. Furthermore, the pedagogies on which entrepreneurship programs are based are mostly traditional, despite literature showing that (socially) constructivist entrepreneurship programs lend themselves better to developing an entrepreneurial mindset.
DOCUMENT
Pedagogical approaches often assume fixed ontological positions, such as teacher-centered, curriculum-centered, child-centered, or world-centered perspectives, which tend to overlook the complexity of educational practice. These approaches limit educators’ ability to adaptively shift between diverse aims, including cognitive development, individual flourishing, social learning, and critical emancipation. This scoping review explores the potential of Object-Oriented Ontology (OOO) to introduce ontological flexibility into pedagogical discourse and practice, by addressing the research question: what is known on the integration of OOO into the field of pedagogy? A search was conducted across five databases: ERIC, Education Research Complete, Academic Search Complete, Psychology and Behavioral Sciences Collection, and Teacher Reference Center. Analysis of eleven included studies, published between 2011 and 2022, reveals that pedagogical practice is undesirably reduced when the ontological position is predetermined. Instead, educational practice consists of multiple irreducible objects, such as students, teachers, curricula, technologies, educational processes, methods, facts. The findings support the development of an adaptive pedagogical approach in which educational purpose emerges through the systematic comparison of objects, rather than predefined by approaches. OOO provides a framework for practitioners to imagine practices in which learning and self-realization unfold through shared participation in meaningful objects.
LINK
Using game-based learning (GBL) has a proven potential to be an effective didactical method but it is not easy to implement in practice. Teachers find e.g. difficult to match a particular game dynamics and the curricular goals or to connect with the pedagogical models of particular games.In order to support student-teachers to develop pedagogical knowledge and skills to effectively apply this method we are developing a course about Game Based Pedagogy (GBP) for the teacher education program. This project is a Teaching Fellows Comenius (see (https://www.nro.nl/en/onderzoeksprogrammas/comeniusprogramma/toegekende-projecten).The development and implementation of the course follows a co-creation process in an interdisciplinary team involving high-school teachers, teacher educators and the Smart Education lab for Applied AI.In this workshop we present our first prototype of the course and invite the participants, through hands-on activities to explore some of the games, materials and examples that we developed. This workshop is intended for high school teachers, teacher educators and anyone who is interested in integrating Game-Based Pedagogy into practice.
DOCUMENT