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The purpose of this paper is to explore how experienced teachers learn informally, and more specifically, how they learn through the activities they undertake when teaching classes. Regarding these activities we studied four aspects: behaviour, cognition, motivation and emotion. During one year, data were collected through observations of and interviews with four experienced teachers. For the analysis we used Eraut’s distinction into three types of learning which differ in the degree of consciousness that is involved. We found several activities that represented each of these types of learning. The findings demonstrate how cognitive, affective, motivational and behavioural aspects are interrelated in classroom teaching and that learning from classroom teaching occurs at several levels of awareness. Hence, we argue that a theory of teacher learning should account for activities involved in the alignment of behaviour to plan and for the role of motivation and emotion. The findings suggest that fruitful development of the quality of teaching requires more attention for the relation between teachers’ cognition, emotion, motivation and behaviour, and for promoting teachers’ awareness of their implicit beliefs and behavioural tendencies.
A considerable amount of literature on peer coaching suggests that the professional development of teachers can be improved through experimentation, observation, reflection, the exchange of professional ideas, and shared problem-solving. Reciprocal peer coaching provides teachers with an opportunity to engage in such activities in an integrated form. Even though empirical evidence shows effects of peer coaching and teacher satisfaction about coaching, the actual individual professional development processes have not been studied extensively. This article offers a way to analyze and categorize the learning processes of teachers who take part in a reciprocal peer coaching trajectory by using the Interconnected Model of Teacher Professional Growth as an analytical tool. Learning is understood as a change in the teacher's cognition and/or behavior. The assumption underlying the Interconnected Model of Teacher Professional Growth is that change occurs in four distinct domains that encompass the teacher's professional world: the personal domain, the domain of practice, the domain of consequence and the external domain. Change in one domain does not always lead to change in another, but when changes over domains do occur, different change patterns can be described. Repeated multiple data collection methods were used to obtain a rich description of patterns of change of four experienced secondary school teachers. The data sources were: audiotapes of coaching conferences, audiotapes of semi-structured learning interviews by telephone, and digital diaries with teacher reports of learning experiences. Qualitative analysis of the three data sources resulted in two different types of patterns: including the external domain and not including the external domain. Patterns of change within a context of reciprocal peer coaching do not necessarily have to include reciprocal peer coaching activities. When, however, patterns do include the external reciprocal peer coaching domain, this is often part of a change process in which reactive activities in the domains of practice and consequence are involved as well. These patterns often demonstrate more complex processes of change.
Digital game-based learning (DGBL) can be regarded as a promising teaching pedagogy to prepare students for challenges of the 21st century. However, the incorporation of digital games into K-12 curricula remains limited. Research suggests that a comprehensive understanding of barriers and motivational factors that teachers face when implementing DGBL is needed to ensure that teachers can receive the support required. To delineate suggestions for tailored curricula on game-based pedagogy in teacher education programs, we conducted a study to gain insight into in-service teachers’ perception of DGBL in relation to their previous experience in teaching with DGBL. To achieve our goal, we examined the factors that impede and promote the implementation of DGBL among in-service teachers who are presently pursuing master's level education programs, having in mind that this group of teachers is different from pre-service teachers. Data was collected using an online survey with open- and closed-ended questions. The sample consisted of in-service teachers (n=37) who were enrolled in a master’s course in math education. The data analysis conducted was of a qualitative nature. One significant finding derived from this study is that the level of pedagogical experience in utilizing games as a teaching tool appears to be a crucial factor in understanding the inclination of in-service teachers towards game-based pedagogy. Pedagogical factors were mentioned by teachers at all stages of experience with DGBL, and differences were observed between teachers at different stages. For instance, in-service teachers with experience with DGBL (intermediate and advanced stages) were concerned about being able to maintain focus on the math concepts, the need to adapt the game lesson to students, and the ways to evaluate student learning less experienced teachers were essentially concerned about ways to control the classroom during DGBL and whether the pupils would receive adequate practice in this learning mode. Differences were also noted for other factors between teachers at different stages. Advanced stage teachers did have concerns about game appropriateness for the intended learning; teachers with less experience were concerned about the lack of games (technical factors). Dealing with an existing curriculum and high workload were common aspects for teachers with no or some experience but only teachers with some experience mentioned obstacles related to school organization (structural factors). Teachers with few and some experience referred to the lack of knowledge and competence (personal factors) and that pupils would not take the lessons with games seriously (social factors). This research supports DGBL- practice (i) by adding new knowledge on the factors that can support or constrain the integration of DGBL and its implications for the development of curricula on game-based pedagogy; (ii) by providing suggestions to design and implement meaningful curricula on digital game-based pedagogy for teaching education and training programs.
Toetsen is een essentieel onderdeel van het onderwijs. Helaas leidt het huidige gebruik van toetsen vooral tot kortetermijn-effecten op leren: leerlingen werken van toets naar toets en het leren stopt bij het ontvangen van het cijfer. Deze constatering heeft veel VO-scholen gestimuleerd andere aanpakken te verkennen. Formatief evalueren is een bewezen aanpak die de ontwikkeling, betrokkenheid en het langetermijnleren van leerlingen versterkt. Momenteel stellen veel scholen de formatieve functie van toetsen centraal: zo reduceren scholen bijvoorbeeld het aantal momenten waarop cijfers worden gegeven en investeren zij in de kwaliteit van feedback. Zij zoeken naar manieren om zonder ‘formele toetsen’ inzicht te krijgen in de ontwikkeling van leerlingen. Docenten die binnen hun eigen lespraktijk aan de slag zijn met formatieve evaluatie, geven zelf aan dat dit op kleine schaal tot mooie resultaten leidt: docenten ervaren een toenemende motivatie en eigenaarschap bij leerlingen, en geven aan zelf meer plezier te hebben in het lesgeven. Toch ervaren zij ook de nodige knelpunten. Het blijkt dat docenten weliswaar in staat zijn om losstaande formatieve leeractiviteiten toe te passen, maar handelingsverlegenheid ervaren bij het ontwerpen en uitvoeren van een programma van formatieve leeractiviteiten: een combinatie van bewust gekozen en in samenhang ingezette formatieve leeractiviteiten die de juiste informatie oplevert om beslissingen te kunnen nemen over hoe het onderwijs verder vorm te geven ten dienste van het verdere leren van hun leerlingen. Doel van dit project is wetenschappelijk onderbouwde én praktische handvatten te ontwikkelen die docenten ondersteunen bij het ontwerpen en uitvoeren van een dergelijke combinatie van formatieve leeractiviteiten. De kernopbrengsten van dit project zijn ontwerpprincipes die docenten helpen bij het maken van een programma van formatieve leeractiviteiten dat docenten aantoonbaar ondersteunt bij het nemen van beslissingen over leerlingen en een praktische handreiking om deze combinatie van activiteiten in te zetten in de dagelijkse onderwijspraktijk.