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Learning by Doing : a Handbook for Professional Learning Communities at Work, Third Edition
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ISBN: 9781943874378 Year: 2016 Publisher: Bloomington : Solution Tree Press,

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Discover how to close the knowing-doing gap and transform your school or district into a high-performing PLC. The powerful third edition of this comprehensive action guide updates and expands on new and significant PLC topics. Explore fresh strategies, models, and tips for hiring and retaining new staff, creating team-developed common formative assessments, implementing systematic interventions, and more. Benefits Build a shared knowledge of critical vocabulary and the concepts underlying key PLC terms.Equip yourself with the knowledge and tools necessary to model effective reciprocal accountability.Make honest assessments of your school by examining conventional practices from a fresh, critical perspective.Take immediate and specific steps to close the knowing-doing gap.Move beyond planning, and start doing.   Contents Introduction to the Third Edition 1                 A Guide to Action for Professional Learning Communities at Work™ 2                 A Clear and Compelling Purpose 3                 Building the Collaborative Culture of a Professional Learning Community 4                 Creating a Results Orientation in a Professional Learning Community 5                 Creating a Focus on Learning 6                 Creating Team-Developed Common Formative Assessments 7                 Responding When Some Students Don't Learn 8                 Hiring, Orienting, and Retaining New Staff 9                 Resolving Conflict and Celebrating in a Professional Learning Community 10               Implementing the PLC Process Districtwide.


Book
Learning by Doing : Experiments and Instruments in the History of Science Teaching
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ISBN: 9783515100151 Year: 2012 Publisher: Stuttgart Franz Steiner Verlag


Book
The Week
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Year: 2016 Publisher: Washington, D.C. : The World Bank,

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Is a five-day workweek followed by a two-day weekend a socially optimal schedule? This paper presents a model in which labor productivity and the marginal utility of leisure evolve endogenously over the workweek. Labor productivity is shaped by two forces: restfulness, which decreases over the workweek, and memory, which improves over the workweek. The structural parameters of the model are disciplined using daily variation in electricity usage per worker. The results suggest that increases in the ratio of vacation to workdays lead to output losses. A calibration of the model suggests that a 2-3 day workweek followed by a 1 day weekend can increase welfare.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
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Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.


Book
Gamification and Advanced Technology to Enhance Motivation in Education
Authors: ---
Year: 2020 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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Abstract

This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.

Keywords

Information technology industries --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation --- gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation

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