Written by: Piet van der Zanden (all versions), Themara Bogerd (versions 1.1 and higher), Iris van Loon (version 1.0). Editing by: Themara Bogerd Requirements…
In recent years, 'gamification' has become a hot topic in higher education. Gamification refers to using technological innovations to 'gamify' learning by…
These days it is very common for students to bring their laptops to school and for many, reading and writing is mostly done in a digital manner. What effect…
Intentional classroom design is core to supporting a vibrant and effective learning environment. T.A. Travis. “Learning theorists and researchers have come to…
According to the Self-Determination Theory, the autonomy-supporting feature of choice leads to an increase in intrinsically motivated behavior. Although this…
Although there is an increase use of online learning all over the world, the understanding of how to engage online students is still limited. Hew (2018) argued…
Although many examples and definitions of a flipped, or inverted, classroom exist in a higher education context, there remains a lack of consensus on its…
Associate Professor and Director of Liberal Arts, Faculty of Arts, University of Nottingham From the website of the Higher Education Acamedy I have been…
From the website of the Higher Education Academy. Article: Cathedrals Mission Group - Peer Learning Project 2017: Smart buddies (academic skills mentors)…
Anders Ericsson is well known from his research on the development of expertise. At the core of his thinking is the idea of Deliberate Practice: to develop a…