As teachers today work in ever more challenging contexts, groupwork remains a particularly effective pedagogical strategy. Based on years of research and teaching experience, the new edition of this popular book features significant updates on the successful use of cooperative learning to build equitable classrooms. Designing Groupwork, Third Edition incorporates current research findings with new material on what makes for a groupworthy task, and shows how groupwork contributes to growth and development in the language of instruction. Responding to new curriculum standards and assessments across all grade levels and subject areas, this edition shows teachers how to organize their classroom so that all students participate actively. This valuable and sensible resource is essential reading for educators at both the elementary and secondary levels, for teachers in training, and for anyone working in the field of education.
Find out how matching research-based principles of collaborative learning with practical action can make all group work productive group work, with all students engaged.
Successful implementation and completion of team activities requires instructors and students alike to confront challenges not present in individual work. To maximize learning, group projects need a solid lesson plan that helps students understand the benefits of group work, develop ground rules and assign responsibilities, value everyone’s contributions, and resolve potential conflicts. Teacher, curriculum designer, and “teacherpreneur” Patrice Palmer offers thirteen easily implemented, robust group-work activities formatted to foster the development of life skills. Designed with secondary and postsecondary students in mind, Palmer’s workbook takes students through the team-building process, from getting to know one another to a final evaluation of the group’s work and success. Written in a user-friendly format, Successful Group Work: 13 Activities to Teach Teamwork Skills allows teachers to choose activities that best meet their students’ needs. Make group work a powerful addition to your teaching repertoire. You may be surprised how your students rise to meet a new challenge!
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
`The authors did an excellent job of addressing many of the "real world" issues in conducting a business research project. They have given care to address some of the issues that often represent the major stumbling blocks for students engaged in business research projects.... An excellent text.... It is concise, very readable and addresses many of the issues that we, as instructors, grapple with as we assign research projects′ - Andrew M Forman, PhD, Hofstra University Designing and Implementing a Research Project is a concise, easy to read text designed to guide business students through the various aspects of designing and managing research projects. The focus is on research projects that have a solid academic basis, although some implications for more applied projects are also highlighted. It is divided into three main sections, `Laying the Foundations′, `Undertaking the Research′, and `Communicating the Results′, which present a logical flow for the research project. A unique aspect of the book is the inclusion of particular chapters on topics like supervision, group work and ethics, and the focus of the discussion of data analysis (qualitative and quantitative). The authors have applied their years of past experience in supervising student projects, when writing this book to provide some actual examples of problems and practical guidelines. This unique book presents a step-by-step guide for undertaking research projects that is multidisciplinary in focus and student friendly in style. It could be used, as either a text, or a supplementary text on courses in management (including industrial psychology) and marketing. Graduate students in related fields such as health care administration, public administration, and nursing administration would also find this text useful.
The Spring of 2020 saw educational institutions around the world abruptly convert to online teaching formats. While this transition may be unfamiliar—and even uncomfortable—the skills and techniques needed to engage and empower online learners can be learned and mastered to serve the current and ever-expanding need. This indispensable resource focuses on combining thoughtful teaching strategies with innovative technology to help learners engage more meaningfully and learn more effectively. The book distills decades of research in adult learning and education to provide evidence-based strategies that directly and practically apply to online environments. The author identifies five core areas for focus: principles of adult learning (how people learn), engagement through presence, diversity and inclusion, community, and learner empowerment; thereby demonstrating how to prepare for the online learning environment, design and develop suitable course materials, deliver instruction, and evaluate the learning experience. Book Features: A holistic approach that addresses and integrates every key dynamic to ensure the design, development, and delivery of optimal online learning experiences. Appropriate for instructors and course designers as they manage blended or fully online teaching models.Content is readily applicable across disciplines and institutional types. Grounded firmly in research, theory, and best practices related to social presence, engagement, inclusive pedagogy, Understanding by Design (UBD), Universal Design framework for Learning (UDL), reflective practice, and principles of adult learning and development. Comprehensive checklists provide overviews of key action items and associated steps involved in course design, development, and delivery. Reflection is a cornerstone of deep learning, and reflective questions are included in each chapter.
Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.
Social work degree students must be confident in working with groups of service users as well as other professionals. This revised new edition introduces the practicalities of planning, establishing, facilitating and evaluating social work projects including small helping groups as well as interprofessional working parties. The authors examine the best methods in setting up a group, the issues around power and anti-oppressive practice, and how to cope with unexpected or unhelpful outcomes. This second edition features new material on sociodrama and psychodrama action methods, with more examples from actual groupwork projects.