Improving reading: a handbook for improving reading in key stages 3 and 4 (National Strategies: secondary) [PDF]
"This handbook explores what it means to be a reader and some core challenges and skills that need to be addressed in the teaching of reading. The handbook outlines a route to improvement that can be followed to ensure that all pupils make expected ...
core
King Aorta: Narrative anatomy education
Abstract The aim of this study was to investigate the effects of narrative anatomy education and traditional anatomy education on academic achievement. The study included 64 students who were randomly divided into two groups. The two groups were (n = 32) control (Group 1) and (n = 32) experimental (Group 2). The pretest scores of the two groups were 36.
Halil Yilmaz
wiley +1 more source
Introducción: Las tendencias de la Educación Médica reclaman de las universidades la participación de los educandos en su propia formación, con una orientación idónea del profesor, que garantice un aprendizaje efectivo y duradero, y que tenga continuidad
Dalila Aguirre Raya +1 more
doaj
Experiences of Education for Democratic Citizenship in Italian Schools in Recent Years: Research Lines. In: INVALSI–CIDREE. Building Democracy in Europe Through Citizenship: EducationEuropean Year of Citizenship Through Education: General Assembly 2005 CIDREE, Frascati 17th November 2005 [PDF]
The research assumes the definition of Education for Citizenship proposed by the Council of Europe: “is a set of practices and principles that aim to make young people and adults better equipped to participate actively in democratic life by assuming and
Calidoni, Paolo
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‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
Perfeccionamiento de la actividad investigativa en el primer año de la Carrera de Estomatología
Introducción: es importante que a medida que se implementa un nuevo plan de estudios se realice su evaluación curricular y perfeccionamiento. Objetivos: evaluar la actividad investigativa del primer año de la Carrera de Estomatología y realizar una ...
Sol Ángel Rosales Reyes +4 more
doaj
Planning distance learning: pedagogical-curricular options for the 1st Cycle
2020 está a ser marcado por uma situação de pandemia que implicou a reorganização de múltiplas atividades sociais, nomeadamente dos processos educativos. Perante este cenário extraordinário, em Portugal, os estabelecimentos de ensino foram encerrados e a atividade pedagógica continuou na modalidade de ensino à distância.
Duarte, Pedro, Moreira, Ana Isabel
openaire +1 more source
AfL with APP: developing collaborative school-based approaches: guidance for senior leaders (National Strategies) [PDF]
"Schools are now taking forward Assessing Pupils' Progress (APP) as a continuing priority to personalise learning for all pupils across all phases, plan for progression and overcome barriers.
core
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source

