Personal Best (PB) goals are described as goals that are specific, challenging, and most importantly, competitively self-referenced. To examine the effect of PB…
Gamification refers to use technological innovations to 'gamify' learning by borrowing aspects of games courses and lessons. The idea behind gamification is…
The citations in the text below are taken from chapter 1 of the Review of the Australian Qualifications Framework. Discussion Paper, December 2018 The…
This article explores the varied learning experiences among third-year students undertaking a structured work placement module in the furniture and wood…
It is increasingly clear that a discipline-specific degree is no longer sufficient for employers. Graduates must also possess an array of additional skills…
November 13, 2018 was the official opening of The Community for Learning and Innovation (CLI) at Erasmus University Rotterdam ( https://www.eur.nl/en/about-eur…
Using the Community of Inquiry framework (CoI; for review, see Garrison & Arbaugh, 2007) as a survey instrument, Kovanović et al. (2019) examined learners’…
From the website from Leiden University 23 November 2017. Inspiration from outside and best practices from inside the University. These were the most important…
In the Jisc report Designing learning and assessment in a digital age, from the authors: Gill Ferrell, Ros Smith, Sarah Knigh, 26 January 2018 one of the topics…
Students often use digital devices, such as a smartphone or laptop, to access educational materials and courseware. Another change that has come to higher…