School Excursions

Learning about the human body (for doctors and medical students) was restricted to looking at human organs in jars when they’re already dead, this new 3D technology brings the organs to life and enables students to look at the way in which the human body functions normally.

This research article attempts to determine the effects of computer games in the classroom on different students’ goal structures. Goal structures are the means by which students are motivated and evaluate their own performance.

Technology has the ability to support and engage students, and it is not simply a vehicle for content. Furthermore, it’s evident that many teachers and educators do not incorporate a human element to their work, and instead stand and deliver information.

This article looks at inclusion in the classroom, and a teacher, about whom the article is about, makes the bold statement that inclusion in the classroom is a simple thing to achieve.

The virtual school-bag is the idea that all students when they enter school have a metaphorical backpack with a set of skills and ideas – some of which are useful, and others not.

High expectations, research has demonstrated, lead to higher results through the ‘Pygmalion’ effect – that is, a student will become what is expected of them.

If a culture of low expectations is in place, the students in this classroom will achieve to the expectations set – so not very highly. The five techniques outlined in the chapter are extremely strong in their pedagogical value.

A Tablet A Day This is a synopsis from an article first published in “The Economist” on the 7th of July 2014 and is entitled “A Tablet A Day”. Access to this article can be found on “The Economist Website” or by following the link here. Examining Nigeria’s education crisis, this article sees technology as a

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