There is a lot of talk about gamification in education and to a lesser extent using real games to enhance learning in schools. By real games I mean ones which have been developed for the leisure market, their primary focus being on entertainment rather than learning. Findings from the NP3 research suggested that the use of real games ...continue reading "Using real games"
One of the challenges facing the NP3 team was how to describe and differentiate between the pedagogical practices in the classrooms that we were researching. In essence, what were the key features of practice that needed to be considered in order to differentiate between the teaching in each setting? The obvious answer seemed to be to use core theories of learning and development as the basis for a framework to help us compare pedagogy across contexts. ...continue reading "The Innovative Pedagogy Framework"
How do you describe how young people are using digital technology outside school in ways that are concise yet comprehensive enough to allow meaningful comparisons across instances? ...continue reading "The Digital Practice Framework"
A version of this article was originally published on the OU News Website on the 25th July 2018
It is clear from talking with parents that they are often torn between a recognition of digital technology’s importance in their children’s lives and concerns about excessive screen time, Internet safety, online bullying and ...continue reading "Supporting your child’s digital practices – some pointers for parents"
I have always assumed that there was a straightforward relationship between socio-economic status (SES) and opportunities to use digital technology outside school. However, ...continue reading "Digital technology, SES and disadvantage"