Teacher development courses should be based on both research and literature to promote their success and impact in practice. In this article, we translate the findings of research studies and theories into evidence-based design principles for a professional development course for honors teachers. This course was evaluated on the level of teacher reaction, teacher learning, outcomes, and organizational response. Nine design principles were formulated and translated into concrete actions, resulting in a one-year course (study load of 140 hours), ‘A Teacher’s Road to Excellence.’ We evaluated the impact of the course with a questionnaire filled in by participants (N=10) who finished the course one year ago. The design principles showed to be helpful in developing this course for honors teachers. The course, ‘A Teacher’s Road to Excellence,’ seems to be instructive for honors teachers and impact on student learning outcomes is seen. More research is needed to improve its impact further, on organizational level.
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This article reflects on formal education for sustainable development (ESD), demonstrating how critical course on culturally diverse ways of relating to nature can contribute both to an appreciation of alternative ways of relating to nature and to a more nuanced understanding of one's own cultural and ideological positioning. This article will focus on the analysis of student reactions to the film Schooling the World, shown to students as part of this critical course. The film stimulated the discussion of the effects of Western-style education on indigenous communities. In their evaluation, the students have demonstrated their critical ability to look beyond their own neoliberal education and cosmopolitan culture. The course described in this article can serve as a blueprint for educational initiatives that combine both ethnographic insights and critical scholarship addressing environmental education and ESD. https://doi.org/10.1016/j.ijer.2013.10.002 https://www.linkedin.com/in/helenkopnina/
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Game-based learning (GBL) and gamification can improve the learning experience of students by making learning more fun, interesting, and motivating. However, integrating games in practice is challenging for many teachers as it requires competences that not necessarily are part of their teaching repertoire. Game-based pedagogy (GBP) refers to the teaching methods and learning processes involved in learning with games. Research stresses the need for adequate professional development and teacher education on GBP. However, there is a lack of empirical knowledge on effective methods to prepare pre-service and in-service teachers for using game-based learning. The aim of our research is to gain insight into the design of effective GBP learning experiences for teachers. The guiding research question was: What design elements of a course on GBL impacted in-service teachers' GBP competences and teaching practice? We investigated this question in the context of a teacher education program in the Fall 2023. We conducted an empirical study in which a course on GBL was designed, implemented, and evaluated in practice. The participants were 16 in-service secondary teachers from different disciplines in secondary education, from which 13 agreed to participate in this study, and three course leaders. We investigated participants’ and course leaders’ experiences, participants’ competences in GBP, the impact on participants’ teaching practice and the way design elements contributed to it. The data consisted of participant reflections, transcripts from participants and course leaders’ interviews and answers to a questionnaire. The data was collected and analysed using quantitative and qualitative methods between January and April 2024. Results reveal that in-service teachers’ improved their competences on GBP and increased their use of GBL in practice. Qualitative data analysis provides insight into the course's design elements and on participants’ learning process. This study contributes to GBP-education by offering a possible design solution and framework for developing effective teacher education.
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Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
Aanleiding Nieuwsuitgeverijen bevinden zich in zwaar weer. Economische malaise en toegenomen concurrentie in het pluriforme medialandschap dwingen uitgeverijen om enerzijds kosten te besparen en tegelijkertijd te investeren in innovatie. De verdere automatisering van de nieuwsredactie vormt hierbij een uitdaging. Buiten de branche ontstaan technieken die uitgeverijen hierbij zouden kunnen gebruiken. Deze zijn nog niet 'vertaald' naar gebruiksvriendelijke systemen voor redactieprocessen. De deelnemers aan het project formuleren voor dit braakliggend terrein een praktijkgericht onderzoek. Doelstelling Dit onderzoek wil antwoord geven op de vraag: Hoe kunnen bewezen en nieuw te ontwikkelen technieken uit het domein van 'natural language processing' een bijdrage leveren aan de automatisering van een nieuwsredactie en het journalistieke product? 'Natural language processing' - het automatisch genereren van taal - is het onderwerp van het onderzoek. In het werkveld staat deze ontwikkeling bekend als 'automated journalism' of 'robotjournalistiek'. Het onderzoek richt zich enerzijds op ontwikkeling van algoritmes ('robots') en anderzijds op de impact van deze technologische ontwikkelingen op het nieuwsveld. De impact wordt onderzocht uit zowel het perspectief van de journalist als de nieuwsconsument. De projectdeelnemers ontwikkelen binnen dit onderzoek twee prototypes die samen het automated-journalismsysteem vormen. Dit systeem gaat tijdens en na het project gebruikt worden door onderzoekers, journalisten, docenten en studenten. Beoogde resultaten Het concrete resultaat van het project is een prototype van een geautomatiseerd redactiesysteem. Verder levert het project inzicht op in de verankering van dit soort systemen binnen een nieuwsredactie. Het onderzoek biedt een nieuw perspectief op de manier waarop de nieuwsconsument de ontwikkeling van 'automated journalism' in Nederland waardeert. Het projectteam deelt de onderzoekresultaten door middel van presentaties voor de uitgeverijbranche, presentaties op wetenschappelijke conferenties, publicaties in (vak)tijdschriften, reflectiebijeenkomsten met collega-opleidingen en een samenvattende white paper.
ALE organised an event with Parktheater Eindhoven and LSA-citizens (the Dutch umbrella organisation for active citizens). Five ALE students from the minor Imagineering and business/social innovation took responsibility for concept and actual organisation. On Jan 18th, they were supported by six other group members of the minor as volunteers. An IMEM-team of 5 students gathered materials for a video that can support the follow-up actions of the organisers. The students planned to deliver their final product on February 9th. The theatre will critically assess the result and compare it to the products often realised by students from different schools or even professional ones, like Veldkamp productions. Time will tell whether future opportunities will come up for IMEM. The collaboration of ALE and IMEM students is possible and adding value to the project.More than 180 visitors showed interest in the efforts of 30 national and local citizen initiatives presenting themselves on the market square in the theatre and the diverse speakers during the plenary session. The students created a great atmosphere using the qualities of the physical space and the hospitality of the theatre. Chair of the day, Roland Kleve, kicked off and invited a diverse group of people to the stage: Giel Pastoor, director of the theatre, used the opportunity to share his thoughts on the shifting role of theatre in our dynamic society. Petra Ligtenberg, senior project manager SDG NL https://www.sdgnederland.nl/sdgs/ gave insights to the objectives and progress of the Netherlands. Elly Rijnierse, city maker and entrepreneur from Den Haag, presented her intriguing efforts in her own neighbourhood in the city to create at once both practical and social impacts on SDG 11 (sustainable city; subgoal 3.2). Then the alderman Marcel Oosterveer informed the visitors about Eindhoven’s efforts on SDGs. The plenary ended with very personal interviews of representatives of two impressive citizen initiatives (Parkinson to beat; Stichting Ik Wil). In the two workshop rounds, ALE took responsibility for two workshops. Firstly the workshop: Beyond SDG cherrypicking: using the Economy for the common good’, in cooperation with citizen initiative Ware winst Brabant en Parktheater (including Social innovation-intern Jasper Box), secondly a panel dialogue on local partnerships (SDG 17) for the sustainable city (SDG 11) addressing inclusion (SDG 10) and the livability (SDG 3) with 11 representatives from local/provincial government, companies, third sector and, of course: citizen initiatives.