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Methodology developed in practice
Over the span of my practice I have adopted a range of methodologies and employed many methods, as well as supervising students for Bachelors, Masters and Doctoral dissertations as they developed their methodological approaches and applied methods. This section focusses on those methodologies that I have developed and applied directly in my design practice.
Located in Methodology
Methodology for this dissertation
This section explains and critiques the methodology used in the completion of this dissertation as opposed to the methodology applied in my practice. It begins with the philosophical and methodological approaches taken and the specific methods used to create the dissertation and discover my thesis.
Located in Methodology
Book Reference Methods in Educational Research: From Theory to Practice
Written for students, educators, and researchers, Methods in Educational Research offers a refreshing introduction to the principles of educational research. Designed for the real world of educational research, the book’s approach focuses on the types of problems likely to be encountered in professional experiences. Reflecting the importance of The No Child Left Behind Act, “scientifically based” educational research, school accountability, and professional demands of the twenty–first century, this resource empowers educational researchers to conduct research in their classrooms, districts, and the greater educational community—activities now not only expected but required of all teachers. (From Amazon)
Located in References
Mexico's Ministry of Education Conference
I presented to a high-level national conference in Mexico on 'Didactic materials to support competency based training: its formats and applications
Located in Portfolio / Timeline / Conference
MHVR '94
I presented the paper 'Educational multimedia - how to take allow for cultural factors' co-authored with Greta Mladenova at the conference 'Multimedia, Hypermedia and Virtual Reality 1994' in Moscow
Located in Portfolio / Timeline / Conference
Microcomputers in Computer Education (MICE)
A group of computer studies teachers led by Brian Weaver, Advisor for Computer Education in the Inner London Education Authority, who collaborated to create interactive for learning concepts in computing
Located in Portfolio / Timeline / Professional
Book Reference MICROSMILE
SMILE is an ILEA mathematics project which produces learning resources for children of all abilities in the 11-16 age range. Most of the thousand items currently on the SMILE network have been written by practising teachers and this includes the design of the 30 computer programs. The content of these MICROSMILE programs ranges across the whole spectrum of mathematics and they all aim to encourage children to think mathematically. The programs are designed to be used by children working independently. Many of the activities are most successful when two or three children are working together.
Located in References
Book Reference Mind, self and society
Located in References
Book Reference Mindstorms: Children, Computers, and Powerful Ideas
Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person’s entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.
Located in References
Mobile Games Based Learning
mGBL was a 3-year pan-European project that began in October 2005 and was supported by the European Commission (EC) Information Society Technologies (IST) programme within the Sixth Framework [5]. It set out to improve the effectiveness and efficiency of learning in young adults aged 16 - 24 through the development of innovative learning models based on mobile games. Ten partner organizations formed the consortium, from EC countries as diverse as Austria, Croatia, Italy, Slovenia and the UK.
Located in Portfolio / Timeline / Project