Koleksi Perpustakaan
This open access book is a comparative analysis of recent large scale education reforms that broadened curriculum goals to better prepare students for the 21st century. The book examines what governments actually do when they broaden curriculum goals, with attention to the details of implementation. To this end, the book examines system level reforms in six countries at various levels of develo…
Karya Tulis Ilmiah
This book provides a practical philosophy for promoting students' sophisticated thinking from Early Childhood to PhD in ways that explicitly interconnect across the years of education. It will help teachers, academics and the broader learning and teaching community to understand and implement these connections by introducing a conceptual framework, the Models of Engaged Learning and Teaching (M…
Koleksi Perpustakaan
This study is one of the main outcomes of Leading Learning by Networking, an Erasmus+ project. It concerns the management of learning networks in schools with regard to the mission of these networks in the context of growing diversity. The text consists of three main parts. The opening chapter is of theoretical study, dealing with the term Professional learning networks and various factors that…
Koleksi Perpustakaan
This open access book reviews evidence and case studies on the effects of outdoor learning on teachers and learners. It shows how real-world learning outside the classroom contributes to unlocking the full potential of learners, demonstrating its benefits for academic learning, social competencies, personal and emotional development, psychological well-being, and physical activity and health. I…
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This book brings together a diverse range of international scholars to highlight recent developments in research on collaborative learning. The emphasis is on research that has a strong evidence base for the work that is presented and includes empirical studies, best evidence synthesis of the relevant research, case studies, and theoretical reports. It also highlights how different technologies…
Koleksi Perpustakaan
Although many educational researchers were pioneers in the integration of technology into teaching and learning prior to 2000, institutions started extensively adopting technology in their courses around this period. However, the adoption process was slow and mainly followed the traditional mode of teaching in the formal university learning environment. The COVID-19 pandemic?s disruption ?force…
Koleksi Perpustakaan
Games are a natural activity?we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment?plenty o…
Koleksi Perpustakaan
This is an open access book. It draws from relevant theories and approaches to teachers? professional development (TPD) and innovative and inspiring TPD practices in higher education. It first lays a solid foundation for the rest of the book, through critiquing prevalent theories, approaches, and teaching competency frameworks guiding TPD in higher education, and defining the key concepts relat…
Koleksi Perpustakaan
The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aim…
Koleksi Perpustakaan
A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students? motivation and engagement in learning proces…