2018
DOI: 10.1787/9789264085374-en
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Teachers as Designers of Learning Environments

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Cited by 124 publications
(100 citation statements)
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“…From schools to universities and in-work training, these are used to keep learners engaged and facilitate learning through incremental progression. The main challenge for teachers is how to make game mechanics support learning instead of just using them as occasional rewards (Paniagua and Istance, 2018).…”
Section: Playful Learning Through Hip-hop (Colombia)mentioning
confidence: 99%
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“…From schools to universities and in-work training, these are used to keep learners engaged and facilitate learning through incremental progression. The main challenge for teachers is how to make game mechanics support learning instead of just using them as occasional rewards (Paniagua and Istance, 2018).…”
Section: Playful Learning Through Hip-hop (Colombia)mentioning
confidence: 99%
“…Gamification entails therefore a multiplicity of teaching and learning mechanics with a feature in common: they go beyond 'game designing' to leverage the benefits of play and games to enhance students' learning and well-being (Paniagua and Istance, 2018). Such pedagogical strength lies in a number of elements (Flatt, 2016): Gamification provides a pedagogical lens beyond concrete mechanisms for instruction.…”
Section: Playful Learning Through Hip-hop (Colombia)mentioning
confidence: 99%
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“…Using ICT extensively may also cause physical discomfort (Scherer and Hatlevik, 2017 [127]). Palmer, Cicarelli, Falmer and Parson (2013 [128]) studied ICT-related discomfort among Australian 12-15 year olds and found that 86% of participants reported pain in the head/neck, legs, back or shoulders from using ICT. However, no statistical correlation was found between reported discomfort and ICT exposure.…”
Section: Health Consequences Of Extreme Screen-timementioning
confidence: 99%
“…Dans ce modèle, la salle de classe apparaît comme le lieu d'application des contenus et d'approfondissement des interactions individuelles, que ce soit avec l'enseignant ou dans le cadre d'une collaboration entre pairs. Cette catégorie de pédagogies comprend trois grandes approches : 1) la classe inversée, dans laquelle l'apprenant commence par travailler lui-même les contenus et n'interagit qu'ensuite avec l'enseignant ou les enseignants afin de mettre en pratique, de clarifier et d'approfondir sa compréhension ; 2) le modèle avec laboratoire, dans lequel un groupe d'apprenants alterne entre laboratoire scolaire et salle de classe pour mettre en pratique des contenus dans le cadre d'interactions en face à face avec les enseignants ; et 3) l'apprentissage mixte en classe, dans lequel chaque apprenant suit un programme personnalisé alternant entre enseignement en ligne et en face à face Paniagua, A. et D. Istance (2018),. Teachers as Designers of Learning Environments: The Importance of Innovative Pedagogies, http://dx.doi.org/10.1787/9789264085374-en, graphique 4.1, p. 79.…”
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