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Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022
BackgroundThe acquisition of in-depth medical knowledge, skills, and competencies is of utmost importance when training future medical professionals....
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Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment
The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional...
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Learning clinical skills: an ecological perspective
The pedagogy underpinning clinical psychology training is often reliant upon the acquisition and transmission of knowledge and the practice of...
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Research-Based Principles for Case-Based Learning for Teachers’ Professional Development
Case-based learningCase-based learning (CBL) has grown to be an important pedagogical approach in teacher education. While it has gained much... -
Innovative learning spaces: class management and universal design for learning
Recent and important changes in pedagogy design include flexible learning methods that address student diversity (universal design for learning–UDL)...
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Professional Learning Supporting Multilingual Children’s Social and Emotional Development in Diverse Australian Early Childhood Education and Care Settings
This research examined the conditions under which codesigned approaches to educator professional learning in multilingual, birth to five settings...
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Pre-clerkship Teaching and Learning in the Virtual Learning Environment: Lessons Learned and Future Directions
In response to the COVID-19 pandemic, we developed and implemented a theory-informed process to adapt a comprehensive pre-clerkship medical school...
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Co-Design of Augmented Reality Games for Learning with Teachers: A Methodological Approach
Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or...
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Creative pedagogies in digital STEAM practices: natural, technological and cultural entanglements for powerful learning and activism
This paper delves deeply into the creative pedagogies which support cutting edge digital STEAM practice across primary and secondary school settings....
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The influence of a digital clinical reasoning test on medical student learning behavior during clinical clerkships
Recently, a new digital clinical reasoning test (DCRT) was developed to evaluate students’ clinical-reasoning skills. Although an assessment tool may...
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Learning to Teach Equitably: Theoretical Frameworks and Principles for International Research and Practice
This chapter shares three theoretical frameworks that can be especially helpful in puzzling through six perennial “problems of learning teaching”:... -
Assessing student learning in a guided inquiry-based maker learning environment: knowledge representation from the expertise development perspective
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions,...
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Based case based learning and flipped classroom as a means to improve international students’ active learning and critical thinking ability
BackgroundInternational student education has become an important part of higher education and an important symbol to measure the level of higher...
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A Historical Review of Collaborative Learning and Cooperative Learning
Collaborative learning and cooperative learning are two separate approaches developed independently by two groups of scholars around the same period...
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Video Analytics in Digital Learning Environments: Exploring Student Behaviour Across Different Learning Contexts
The use of videos in teaching has gained impetus in recent years, especially after the increased attention towards remote learning. Understanding...
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Māori (Flexible) Learning Spaces, Old and New
Māori aspirations in education have not been served by past national policies. It is hard to extinguish the influence of monoculturalism, whereby...
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The Challenge and Opportunities of STEM Learning Efficacy for Living Technology Through a Transdisciplinary Problem-Based Learning Activity
According to extensive research, problem-based learning (PBL) in STEM education improves student learning outcomes and supports them in gaining...
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Reimagining democratic education by positioning Aboriginal Country-centred learning as foundational to curriculum and pedagogy
In settler colonial societies such as Australia, democracy has its origins in colonisation and so this influences educational structures, policies...
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Agency in Educational Technology: Interdisciplinary Perspectives and Implications for Learning Design
Advancing learners’ agency is a key educational goal. The advent of personalized EdTech, which automatically tailor learning environments to...
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Learning-by-doing in a professional learning community: technological pedagogical and content knowledge development of Hong Kong university teaching staff
To prepare teachers for blended teaching, this study proposed ongoing teacher professional development activities that utilize the learning-by-doing...