scholarly journals The Research of Comenius' Teaching and Learning Principles through the Structure of Great Didactic(Didactica Magna)

2011 ◽  
Vol 59 (3) ◽  
pp. 697-728
Author(s):  
나현규 ◽  
BYUNG-SEONG LEE
2017 ◽  
Author(s):  
Arab World English Journal ◽  
Nur Salina Ismail ◽  
Safawati Basirah Zaid ◽  
Misrah Hamisah Mohamed ◽  
Nurazan Mohd Rouyan

Vocabulary teaching and learning principles assist in providing effective teaching and learning methods, in accordance with the learners’ proficiency level. However, studies that looked into the relevancy of those principles are rather limited. Thus, this study focuses on finding the common practices of vocabulary teaching and learning principles in the classroom. Interviews involving three experts were done to determine their vocabulary teaching and learning principles application in their teaching. Based on the data analysed using Atlas t.i, out of ten Vocabulary Teaching and Learning Principles, only eight were practiced by the participants. The findings revealed that these experts, even though practice the principles, the approaches were varied. Finally, the data points to the need for future studies on the importance of having good vocabulary instructions in teaching and learning vocabulary.


2019 ◽  
Author(s):  
Hazita Azman ◽  
Nurul Farhana Dollsaid

This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from the study elucidate the learning principles of good games that incorporate the dynamics of gaming which induce the language learner to be active generators of information, knowledge and language. Essentially the preliminary findings reported affirm the viability of online games as a potential tool for teaching and learning in the 4.0 era, which endeavours to engage the digital natives of the 21st century. The study thus claims that MMOGs in particular the massively multiplayer online role-playing games or MMORPGs can facilitate in providing contextualized and authentic language interaction opportunities in English between online multilingual speakers.


Author(s):  
Judith Parker

As Web 2.0 surfaces as the latest trendy phrase in education and technology discussions, it is imperative that instructors not get caught up in the glamour of the latest technology and loose sight of the required andragogical underpinnings necessary for effective and efficient teaching and learning. This chapter will begin by exploring the major theories and theorists in the field of adult education and the meshing of these theories with technology applications in higher education and global business venues. While Malcolm Knowles is credited with popularizing adult learning theory in the 1970’s, Stephen Brookfield, Jack Mezirow, Maxine Greene and Knud Illeris are among those who have moved the field forward over the past decades. Along with this progression in theory, the use of technology has escalated in popularity creating a need to frame its application in the foundational principles of adult education; an “Andragogy 2.0” focus is required. This chapter will expand on this theoretical base by offering short case studies that are linked to the theories as examples of innovative strategic approaches in the use of technology in adult teaching and learning.


2020 ◽  
pp. 135050762097252
Author(s):  
Annette Gainsford ◽  
Michelle Evans

Recent Australian research has identified that the success of an Indigenous business greatly relies on the business acumen of its owner. Whilst business education offered through Business Schools is seemingly open to all, Indigenous Australian participation in these educational offerings have been low. In contrast the number of Indigenous businesses emerging in Australia over the past decade is building a demand for Indigenous specific business education offerings. The MURRA Indigenous Business Master Class at Melbourne Business School is such an example of an Indigenous business education program. We discuss how this program implements an andragogical philosophy into the Indigenous teaching and learning approach of business education to take into consideration an individual’s cultural and business knowledge to contextualise business learning. This paper identifies a framework of andragogy principles that contributes to the learning environment for Indigenous entrepreneurs. We identify four key learning principles and offer an evidence based model to progress business education. Through well designed Indigenous business education, business education can provide Indigenous entrepreneurs with an effective learning environment that integrates their cultural identity, highlights Indigenous knowledges and allows for the development of skills to support self-determination practices.


Author(s):  
Natalііa Volkova

The presented publication substantiates the peculiarities of the proffesional training of modern engineer-pedagogues in the field of food technologies in the system of competenсy approach’s pedagogical categories. The benefits of this study are the regularities of the given process, analyzed by the author of the article. Moreover, the author has identified these regularities as the following: the correspondence of the learning process, the interconnection and interdependence of teaching and learning, the construction of the training’s content in accordance with the objectives, the provision of interdisciplinary connections between different educational subjects, the unity of education and upbringing. The problem of designing the content part of education is revealed and the main positions in methodological concepts are singled out in the article. It is also noted by the author of the article that the educational process in the higher education institution should be directed to fixed laws and principles. With regard to higher pedagogical education, some knowledge-based learning principles are defined in the article; the author noted that they form a certain system of initial requirements, the observance of which ensure the necessary effectiveness of the educational process. Accordingly, the main principles for the proffesional training of future engineer-pedagogies in the field of food technologies on the basis of a competency approach are defined by the author as: the principle of training’s professional orientation, the principle of scientificity, the principle of systemicity and consistency, the principle of directing the learning process on the personality of the learning’s subject, the principle of consciencity and creative activity of the person in the learning process. The requirements for the engineer-pedagogies of the XXI century are also quite widely presented in the article by the author. In the author’s opinion, these requirements’ condition is the transformation of the vector of pedagogical staff’s vocational training, based on a competence-oriented approach, involving the reorientation of the educational paradigm from a predominantly broadcast of knowledge to the formation of professionally relevant skills and competences for future engineer-pedagogies in the field of food technologies.


2020 ◽  
Vol 47 (2) ◽  
pp. 67-79
Author(s):  
Darja Mertelj

The paper first brings an overview of spoken interaction in FL and flipped learning principles. This overview is followed by a thorough didactic report on how these two processes can be merged, how teaching materials can be prepared, and how the teaching and learning process can be systematically developed in order to extensively support learners’ efforts to speak at level B1 in Italian as a FL. Both positive and less positive aspects of a one-semester project are discussed. Finally, some conclusive glotodidactic implications stemming from the experience are proposed.


2019 ◽  
Vol 3 (2) ◽  
pp. 1
Author(s):  
Yeakub Ali

Abstract: Higher education is acknowledged today as a capital investment and is of paramount importance for economic and social development of a country (Barnet, 1990). Some specialists called attention that the present higher education system employs rote memorization approach rather than critical thinking by students. It is, therefore, needed not only to relook at our pedagogy of teaching and learning principles including methods but also to revitalize the higher education system. Although Bangladesh has had a long history of university teaching, pedagogy has hardly entered the imagination of university educators. Today’s teachers are yesterday’s students, with each generation being groomed in the same cultural patterns of learning that are continually repeated without examination. Pedagogy teaches teachers how to teach, so that they may effectively teach students how to learn; it offers important training for teachers to transform students from mere parrots of information into challengers of and innovators of knowledge. Earlier public sector had monopoly in the tertiary level of education. In 1992 private sector started its function. Within a short span of time more than ninety private universities have started their action. The Emergence and the growth of the private universities in Bangladesh have taken a phenomenal shape in recent years. However, the private universities are playing an important role in spreading the opportunities of higher education in our country. But in recent years a widespread allegations were raised against PUs that some are selling certificates, easy-to-get degrees, very poor teaching qualities, poor infrastructure, high tuition fees, etc. In this context this study is an initiative to explore the education quality (EQ) of PUs that is offered by them. This paper analyses the existing pedagogy, teaching style, quality education, capability of teachers to teach students and infrastructure of the Private University of Bangladesh.


Author(s):  
Isa de Jesus Coutinho ◽  
Lynn Rosalina Gama Alves

The theme of this chapter is in accord with the growing discussion proposed by several researchers while investigating games contributions for teaching and learning, particularly in relation to school. Within school environments, parents and teachers perceive that moment with suspicion, thus augmenting their questions about which evidence would point to games as capable of facilitating learning. Therefore, methodologies, procedural field, and evaluation instruments arise in an attempt to evidence the contributions of games for learning. The chapter's main objective is to present the bases of a summative evaluation methodology for educational digital games, having as a guiding tool an instrument ad hoc. The principles which orientate such grounds are based on interaction design and on the learning principles of Paul Gee. The instrument description is also included, as well as its enforceability by means of a pilot study.


2010 ◽  
Vol 112 (7) ◽  
pp. 1830-1850 ◽  
Author(s):  
Gadi Alexander ◽  
Isabelle Eaton ◽  
Kieran Egan

Background/Context Students’ ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be harnessed to make everyday academic learning more engaging and productive. Many studies of students’ learning while gaming have yielded recommendations for teaching and learning in regular classrooms. Purpose/Objective/Research Question/Focus The intent of this work is to describe various ways in which students’ ready engagement in, and quick learning when playing, electronic games have been assumed to provide useful guidance to educators. This goal is pursued by means of analysis of the relevant research and the prescriptions for classroom teaching and learning that have emerged it. Close critical examination of these attempts to infer educational practices from electronic gaming yields three general strategies that have been pursued. The focus of this study has been on evaluating the relative value of these three general strategies. Research Design This is an analytic article that provides a description of an array of attempts to derive educational principles from the perceived success of students’ learning while they are engaged in electronic games, a meta-analytic organization of these attempts into three general categories, and an evaluation of each of these categories’ success in contributing to education or failure to do so. Conclusions/Recommendations The analysis leads to the conclusion that the three main approaches to understanding the connection between gaming and education have included, first, seeing games as teaching desirable learning skills through the simple act of playing; second, a focus on the integration of curriculum content into games; and, third, an effort to abstract learning principles embedded in electronic games and applying these to educational content. Close examination of each of these three approaches in turn leads to the conclusion that the third approach is the one that holds the greatest potential value for educational practice.


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