In het TEPE-jaarboek Teacher Education Policy in Europe : a Voice of Higher Education Institutions , beschrijven Marco Snoek, Ursula Uzerli en Michael Schratz hoe op Europees niveau een proces van peer learning tussen lidstaten impulsen probeert te geven aan de nationale beleidsvorming rond lerarenkwaliteit en lerarenopleidingen. In hun artikel beschrijven ze het peer learning proces van het Cluster Teachers & Trainers van de Europese Commissie en reflecteren ze op uitkomsten en belemmeringen van dit peer learning proces dat deel uitmaakt van de Open Coördination Method die de Europese Commisie gebruikt om impulsen te geven op het terrein van onderwijsbeleid.
In considering how to better support teacher and school leader careers, the ET2020 Working Group on Schools has redressed the balance by understanding better the lived experience of individual teachers and school leaders. The starting point was to focus on what teachers may want from their careers as they enter the school education profession, and how these ambitions may change as their career is sustained.Importantly for policy makers, the Group has considered how support mechanisms can benefit these individuals and, at the same time, benefit schools and the wider system in a coherent manner.It is hoped that education systems, by virtue of their policy makers, can engage and support stakeholders to take a new approach to teacher and school leader careers: one that genuinely nurtures individual motivation and abilities (competence), whilst providing a range of opportunities in which all teachers and school leaders can grow and progress.There are two core ideas explored in this Guide: the need to recognise and support diverse career paths; and the need to take a coherent approach to that support.
For me the concept of the teacher educator as a agent of social change, implies that teacher educators should be focused on stimulating change and improvement in teacher education, schools and society. That focus should not only shape our teaching of student teachers, but also our research activities. This has implications for the research projects that we undertake. When research by teacher educators intends to contribute to change and improvement of practices in teacher education, schools and society, our research projects need to be understood as interventions. In the design of PhD or other research projects, not only academic requirements regarding validity should be taken into also account but also criteria that contribute to interventions and change in universities, schools and society.Effective change is a collective challenge, which requires likeminded colleagues.
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The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
De robot assistent is een nieuwe, veelbelovende technologie om docenten te ondersteunen en leerprestaties te verbeteren. Echter, een moreel kader voor een aanvaardbare inzet van zulke robots mist nog.Doel Het doel van dit project is, het creëren van een richtlijn, in samenwerking met stakeholders, voor het toepassen van robots in het basisonderwijs op een moreel verantwoorde manier. Resultaten Het hoofddoel van dit project is het creëren van een richtlijn voor het moreel verantwoord toepassen van sociale robots in het Nederlandse basisonderwijs. Deze richtlijn kan worden gebruikt door alle belangrijke belanghebbenden, zoals leraren, robotbedrijven en schoolbesturen, bij het nemen van beslissingen over het ontwerpen, bouwen en toepassen van sociale robots. Looptijd 01 november 2017 - 01 november 2021 Aanpak Dit project maakt gebruik van de Value Sensitive Design Methodology. Ten eerste voeren we een grootschalig systematisch literatuuronderzoek uit om de relevante morele waarden te identificeren. Daarna houden we focusgroepsessies met belanghebbenden om deze waarden verder te conceptualiseren. Op basis van de focusgroepsessies zullen we een enquête ontwikkelen om kwantitatieve gegevens over de stakeholderperspectieven te verkrijgen. Deze onderzoeken vormen de basis voor de richtlijnen. Extra informatie Stel je voor: een robot die de leerkracht helpt in de klas. Interview met Matthijs Smakman voor De Nationale Wetenschapsagenda (NWA) Relevantie Bijdrage aan de wetenschap Meerdere studies benadrukken de dringende behoefte aan ethische reflectie en richtlijnen voor robotleraren en theoretisch integratie van de tot dusver bekende, gefragmenteerde resultaten. Dit promotieonderzoek beoogt dit te doen door het ontwikkelen van een nieuwe moraaltheorie over de ethische opvattingen die verbonden zijn aan de implementatie van robotleraren, en test de theoretische aannames empirisch. De resultaten zullen worden verspreid op wetenschappelijke conferenties, debatten en in tijdschriftpublicaties. Bijdrage aan de samenleving De angst en implicaties van intelligente robots die banen overnemen, maakt deel uit van een internationaal debat (Brynjolfsson & McAfree, 2016) en zal een grote impact hebben op de taken van docenten. Robotleraren zijn een perfecte kandidaat om te helpen leraren in hun toenemende werkdruk. Er moet echter voorzichtig worden omgegaan met het introduceren van robotleraren in het klas. Dit doctoraatsonderzoek erkent de morele overwegingen en zorgt voor de nodige theoretische basis om een richtlijn te ontwikkelen voor de implementatie van robotleraren op een moreel gepaste manier. De resultaten wordt via websites, videoclips en maatschappelijke debatten aan het publiek getoond. Co-financiering Dit onderzoek is gefinancierd door NWO, Promotiebeurs voor Leraren, projectnumer: 023.00.066 Aanvullende documenten en doorverwijzingen Publicaties Smakman, M.H.J.; Konijn, E.A.; Vogt, P.; Pankowska, P. Attitudes towards Social Robots in Education: Enthusiast, Practical, Troubled, Sceptic, and Mindfully Positive. Robotics 2021, 10, 24. https://doi.org/10.3390/robotics10010024 Smakman, M., Berket, J., Konijn, E. A. (2020, October). The Impact of Social Robots in Education: Moral Considerations of Dutch Educational Policymakers. In 2020 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (pp. 647-652). IEEE. Van Ewijk, G., Smakman, M., & Konijn, E. A. (2020, June). Teacher's perspectives on social robots in education: an exploratory case study. In Proceedings of the Interaction Design and Children Conference (pp. 273-280). Konijn, E.A., Smakman, M. & van den Berghe, R. (2020). Use of Robots in Education. In: van den Bulck, J., Sharrer, E., Ewoldsen, D. & Mares, M-L. (Eds). The International Encyclopedia of Media Psychology. Wiley Publisher Smakman, M., Jansen, B., Leunen, J., & Konijn, E. (2020) Acceptable Social Robots in Education: A Value Sensitive Parent Perspective. In INTED2020 Proceedings (pp 7946-7953). Smakman M., Konijn E.A. (2020) Robot Tutors: Welcome or Ethically Questionable?. In: Merdan M., Lepuschitz W., Koppensteiner G., Balogh R., Obdržálek D. (eds) Robotics in Education. RiE 2019. Advances in Intelligent Systems and Computing, vol 1023. Springer, Cham Goudzwaard, M., Smakman, M., & Konijn, E. A. (2019). Robots are Good for Profit: A Business Perspective on Robots in Education. 2019 Joint IEEE 9th International Conference on Development and Learning and Epigenetic Robotics (ICDL- EpiRob), 54–60. https://doi.org/10.1109/DEVLRN.2019.8850726 Video Stel je voor: een robot die de leerkracht helpt in de klas
Innovating STE(A)M in Higher Education with Transdisciplinary Talent Programs (STEAM+) is a large-scale innovative project with a holistic approach, aiming to provide educational policy makers with instruments to prepare new generations for handling the challenges of our time. Europe faces grand challenges, such as climate change and energy transition, which have a STEM subject at their core, but need transversal skills and knowledge from All other subjects (the extra A) to create STEAM solutions. We need to use brains, hearts and hands of all talents to tackle these challenges. The STEAM+ project uses transdisciplinary talent programs as laboratories of innovation in higher education (HE). The project is co-created by a dedicated and qualified team of 18 partners from 9 countries, bringing together educators, policy makers and future employers, united in their aim to provide new generations with future-proof skills. In the project, we run three international STEAM+ Innovation Labs, where students and teachers from 9 countries come together to co-create solutions for grand challenges. The experience from the Labs and a subsequent series of 54 workshops, 27 national policy meetings and an International Policy Meet-up are used to create two main products:1. An instrument on how to establish transdisciplinary talent programs in HE: The STEAM+ Innovation Lab Implementation Path; 2. An instrument for policy makers at HE, local, regional, national and EU levels to support and recognize (development of) such programs: the STEAM+ Menu for Policy Inspiration.STEAM+ combines three key innovative elements:1. Applying a holistic approach, starting with grand challenges, using international, transdisciplinary and educational chain perspectives;2. Using the proven innovative power of transdisciplinary talent programs;3. Collaborating transnationally with 18 HE and policy partners and 34 enthusiastic associate partners to optimize dissemination of results and impact.