Bridging the gap: Comparing history curricula in history teacher education in Western countries.
In: Palgrave handbook of research in historical culture and education., S. 593-611
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In: Palgrave handbook of research in historical culture and education., S. 593-611
In: Palgrave Handbook of Research in Historical Culture and Education, S. 593-611
In: Palgrave Handbook of Research in Historical Culture and Education, S. 413-425
In: Adult learning and education in international contexts. Future challenges for its professionalization. Comparative perspectives from the 2016 Würzburg Winter School., S. 197-209
In: Vocational Education and Training in Sub-Saharan Africa: Current Situation and Development, S. 39-133
This session highlights the basics of Vocational Education and Training (VET). Each university has its own characteristics. The contributions seek to encourage various forms of VET. Challenges for universities and other institutions are emphasised. The contributions help draw conclusions for the Further structuring of VET in Sub-Saharan Africa. Other country-specific articles from the session concentrate on the characteristics and orientation of VET systems, thereby helping create an overall picture of the status of VET in all participating countries. The participants endeavored to analyze the current situation of VET in Sub-Saharan Africa by exploring the character and individual design of the current VET systems in the participating countries.
In: Vocational Education and Training in Sub-Saharan Africa: Current Situation and Development, S. 11-38
Technical and Vocational Education and Training (TVET) in Sub-Saharan Africa: the missing middle in post-school education; Cross-country comparison of TVET systems, practices and policies and employability of youth in Sub-Saharan Africa. Both focus on the current situation of school graduates in Sub-Saharan Africa.
In: Vocational Education and Training in Sub-Saharan Africa: Current Situation and Development, S. 219-341
Session 3 Concepts or conditions of success for networked VET learning and teaching, especially for Further Education. Participants presented their concepts and conditions of success for a competence-based and networked VET Education and Further Education.
Following the theoretical approaches of sessions 1 and 2, session 3 presents ideas and models for Further Education concepts that were tested in practice. They come from nine African universities and one German university. The authors provide supportive and obstructive factors for competence-oriented Further Education in VET.
In: INTED2017 Proceedings, S. 1316-1324
In recent decades, a vast amount of literature has been published discussing the educational use of simulation games in higher education. Since their emergence in the 1960s, simulation games have had a substantial effect on the way we think about teaching and learning in higher education. One reason simulation games are regarded as superior to traditional teaching is that they encourage students to interact and collaborate. Simulation games can therefore be subsumed under Kolbs learning model of experiential learning referring to learning through experience. Experiential learning follows a recursive cycle of experiencing, reflecting, thinking and acting to increase students' learning motivation and learning success.
In the broader field of education, the added value of gaming in general is incrementally becoming more evident. A large number of articles from various fields have been published stating the benefits of simulation games in higher education. In spite of the success of gaming as a tool to foster learning, the way it affects learning success and learning motivation of students needs further clarification. In this paper, I want to contribute to the debate by critically examining whether, and if yes to what extent, the use of simulation games in higher education can lead to enhanced learning motivation and learning success. Based on the findings of existing literature, boosted students' interaction might be one key reason to explain the success of simulation games.
As a case study, I present empirical findings from the incorporation of a simulation game into a university course about climate change. The course is part of a Master program on interdisciplinary environmental science. The aim of the course is to teach students the basic knowledge about causes and effects of climate change with a special focus on the political understanding of the international negotiation process. The course is offered as a blended learning course combining a virtual collaboration phase with a three-day attendance seminar. For several years, this attendance seminar was comprised of students' presentations, scientific lectures and joint discussions. In 2015, we tested whether the use of a simulation game instead of classical teaching methods would affect the students' learning motivation and learning success. As our results indicate, the boosted student´s interaction increased through the use of the simulation games lead to an enhanced learning motivation and learning success.
As for the structure of the paper: In the first section, I discuss the potential benefits of simulation games for teaching in higher education. In the second section, I present how the simulation game was integrated and conducted during the course. In the third section, I present and critically examine the influence of the simulation game on the students' performance. To this end, I compare data from previous course evaluations with the recent course evaluation. To secure the reliability of the findings, an additional survey was conducted to gauge whether the simulation game was decisive for the variances in the regular evaluation. In the last section, I discuss the results in the wider context of simulation games in education.