Employers often complain that students leave school unequipped with the real-world skills needed, including problem-solving, teamwork and effective communication. Conversely, school-based education often suffers from limited perceived authenticity leading to low student engagement. Work experience is one solution, but it is labour-intensive and inequitably available. To address these challenges we undertook design-based research to explore a new relationship between enterprise and education: potentially scalable, curricular-integrated, simulated role-play experiences of the world of work. We developed a programme aligned to the English Key Stage 3 Computing and Design and Technology curricula (students aged 11-14). Student groups designed, ...
This case study considers a students-as-partners’ research project that aimed to develop technologi...
Dr. Xiaopeng (David) Ni and E\u27Lise Flood discuss the incorporation of real world components in tr...
This paper addresses the largely 18inauthentic 19 pedagogical approaches in current classroom and d...
School curricula have often struggled to authentically engage young people with the world of work. T...
Background: Many employers are clear about the skills future workers need: technical and practical s...
Increasing student enrolments in higher education have created new challenges for universities to ad...
Undergraduate digital media design education is linked to a professional or vocational model, given ...
WMG delivered and supported a group project for the Experience Warwick Summer School run by the Warw...
Educational researchers and practitioners have long lamented the chasm between education and real-wo...
In the aftermath of COVID-19, remote working has become the norm, and graduates now need an even wid...
“Reality Transfer” is a proposed teaching experiment that closely applies a simulated Graphic design...
A long established method of learning in Irish third level education has been the collaboration\ud o...
There is recognised value in the role that authentic problem-based learning (aPBL) provides engineer...
Gaming2Development (G2D: 2020-21) investigated learners’ dialogic interactions in - and virtually ar...
Whilst designing ‘for and with’ end-users has been commonplace in the professional design space sinc...
This case study considers a students-as-partners’ research project that aimed to develop technologi...
Dr. Xiaopeng (David) Ni and E\u27Lise Flood discuss the incorporation of real world components in tr...
This paper addresses the largely 18inauthentic 19 pedagogical approaches in current classroom and d...
School curricula have often struggled to authentically engage young people with the world of work. T...
Background: Many employers are clear about the skills future workers need: technical and practical s...
Increasing student enrolments in higher education have created new challenges for universities to ad...
Undergraduate digital media design education is linked to a professional or vocational model, given ...
WMG delivered and supported a group project for the Experience Warwick Summer School run by the Warw...
Educational researchers and practitioners have long lamented the chasm between education and real-wo...
In the aftermath of COVID-19, remote working has become the norm, and graduates now need an even wid...
“Reality Transfer” is a proposed teaching experiment that closely applies a simulated Graphic design...
A long established method of learning in Irish third level education has been the collaboration\ud o...
There is recognised value in the role that authentic problem-based learning (aPBL) provides engineer...
Gaming2Development (G2D: 2020-21) investigated learners’ dialogic interactions in - and virtually ar...
Whilst designing ‘for and with’ end-users has been commonplace in the professional design space sinc...
This case study considers a students-as-partners’ research project that aimed to develop technologi...
Dr. Xiaopeng (David) Ni and E\u27Lise Flood discuss the incorporation of real world components in tr...
This paper addresses the largely 18inauthentic 19 pedagogical approaches in current classroom and d...