ASSET aims at providing assessment tools for previously

TEMPUS funded curriculum development projects

WHAT LEARNING ENVIRONMENTS WERE

PILOTED IN THOSE PREVIOUS PROJECTS? 

Problem-based learning PBL

Problem-based learning (PBL) is a teaching-learning method based on the idea of using problems as the starting point of acquisition and integration of new knowledge.

Project-based learning PjBL

PjBL is based on the idea that real-life problems capture students’ interest, provoke critical thinking, and develop skills as they engage in and complete complex undertakings that typically result in a product, event, or presentation to an audience

Value and Knowledge Education VaKE

Usually, schools and academic institutions separate teaching ‘knowledge’ and teaching values. As a result, knowledge and values are considered two separate, standalone aspects of daily life. Scholars claim that this has far-reaching consequences to one’s decision-making process, which might exclude value considerations from the process. Decisions are not devoid of values, whether concerned with scientific, educational or everyday topics (Patry, 2002). Value and knowledge education (VaKE) suggests combining these aspects - to teach a specific field of knowledge, but also to understand the relationships between theory and its practical application. Accordingly, the educational process includes dialogue of a relevant moral dilemma.

Game-based Learning [Gamification]

Gamification works by making technology more fascinating, inspiring users to adopt desired behaviours, presenting ways to achieve self-agency and autonomy, solving problems and avoiding distractions, and utilising people’s psychological tendency to play. Thus, the use of game elements in contexts that are not games is a way to utilise digital technologies and video games’ features to increase people’s involvement and motivation to perform activities. One of those activities is learning.

Case-Based Learning CBL

Case-based learning (CBL) is a pedagogy that uses case studies or case reports that have been written for teaching purposes. Case studies are written summaries or syntheses of real-life cases that require students to extract the key issues involved and to identify appropriate strategies for the resolution of the 'case'.

Evidence-based practice EBP

Evidence-based practice (EBP) refers to any concept or strategy that is derived from or informed by evidence — most commonly, educational research or metrics of school, teacher, and student performance.

Work-based learning WBL

Work-based learning (WBL) has a fundamental characteristic, the connection between teaching practice and the organisational needs of companies. Learning occurs through activities that directly promote the professional skills required to meet the needs in a given sector of the company.

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