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Updated time: 23 Jun 2021
Definition: As a consequence of the COVID-19 pandemic, many students have developed substantial educational delays, both cognitively and social-emotionally. To counter such negative effects of the school closures, several policies and support strategies on attainment and social-emotional well-being have been proposed and implemented. In the Netherlands, the focus is on using evidence-based interventions to boost educational achievement. The question is, however, how evidence-based the interventions really are.
Updated time: 30 Jul 2021
Definition: The Abecedarian Approach is an early intervention and contains a broad-spectrum adult/child curriculum. The Approach has been studied in three longitudinal randomized controlled trials in the USA, starting in 1972 and continuing today. Recent research studies in multiple countries have examined the Abecedarian Approach during the first three years of life. The collective findings from these studies lead to the conclusion that human development is malleable, especially in the years before school entry, and that high-quality early intervention exerts positive, early, and long-lasting influences on cognitive development, social development, and mental health.
Updated time: 01 Jul 2021
Definition: The emergence and global spread of COVID-19 has disrupted the traditional mechanisms of education throughout the world. Institutions of learning were caught unprepared and this jeopardised the face-to-face method of curriculum delivery and assessment. Teaching institutions have shifted to an asynchronous mode whilst attempting to preserve the principles of integrity, equity, inclusiveness, fairness, ethics, and safety. A framework of assessment that enables educators to utilise appropriate methods in measuring a student’s progress is crucial for the success of teaching and learning, especially in health education that demands high standards and comprises consistent scientific content.
Updated time: 20 Jul 2021
Definition: Augmented reality (AR) enables an interactive experience with the real world where objects in the real world are enhanced by computer-generated perceptual information. This technology has positively influenced different fields, such as industry, entertainment, medicine, tourism, among others. This Entry will explain an overview of twenty-five years of augmented reality in education.
Updated time: 17 Aug 2021
Definition: English is a fundamental language to learn as it is used worldwide. The teaching and learning of English has been emphasized in Malaysia as English plays a major role in global communication. However, speaking performance was recorded as poor and weak among pupils in ESL classrooms. Previous researchers explored a myriad of communicative language activities to improve speaking skill. Board games are employed as one of the most useful tools to improve speaking skills among pupils.
Updated time: 03 Aug 2021
Definition: The search for the best academic training of its students, increasingly aligned with the needs of organizations, has led educational institutions to use support tools in the development and improvement of knowledge, skills, and competencies. Therefore, technology in education is becoming increasingly relevant, and many institutions have been increasing their virtual education strategies due to the COVID-19 pandemic. Thus, the importance of a deeper scientific look at the possible contributions of the Business Simulation Games (BSG) emerges. The few types of research related to the design of BSG, mainly associated with the user experience, point out the need for contributions from other studies. In this sense, the approximation results from investigations with Serious Games can provide relevant insights into the theme. They are active learning tools that present similar didactic principles of demonstrative, activity, accessibility, a combination of theory and practice, scientific character, and involvement, to develop skills and knowledge for its users.
Updated time: 27 Aug 2020
Definition: With the rapid development of society and technology, personal adaptability is becoming more and more important. Learning how to adapt to a changing world is becoming one of the necessary conditions for success. Career adaptability can help individuals to smoothly adapt to changes when coping with their career roles, and maintain their ability to balance their career roles, which will affect their important psychological resources for career development and achieve more meaning in life. In recent years, career adaptability has gradually attracted the attention of researchers. Therefore, in order to explore the main factors, such as research focus, the main researchers, its evolution, and the important results of career adaptability in the last ten years, this study used the scientific knowledge mapping software CiteSpace as a research tool, and select related articles from the Web of Science between 2010 to 2020 under the theme of “career adaptability” for data analysis, which can help future researchers to understand current and future career adaptability research and control the research direction of career adaptability. The results of this research indicate that there are direct or indirect connections between different themes, such as the career adaptability scale, career construction, positive personalities, and so on, but few articles integrate multiple research topics. At the same time, the main researchers, research frontiers and network relationships were also obtained. Based on the above findings, the correlative main concept, theoretical structure, evolution, and research progress of career adaptability in the past ten years are discussed. Super and Knasel argued that career adaptability is a state of readiness which is required to cope with tasks that can be predicted by current or future job roles and to adapt to unpredictable work or changes in the work environment (Super & Knasel, 1981). Savickas modified it to be the individual’s state of readiness for predictable career tasks, the career roles involved, and career problems that are unpredictable in career changes or career situations, which is also a quality that allows for change without much difficulty to conform to the new environment (Savivkas, 1997). Later, Savickas made a more concise definition and supplement to the concept that was the state of preparation and resources needed to respond to current and anticipated career development tasks, including the attitudes, abilities, and behaviors individuals need to match them with work that suits them, which are psychological resources for managing career change, new tasks, and job trauma (Savickas, 2005; Savickas, 2002).
Updated time: 24 Sep 2021
Definition: The established mobile learning paradigm is now two decades old; it grew out of the visions and resources of e-learning research communities in universities in the world’s more economically developed regions. Whilst it has clearly been able to demonstrate many practical, pedagogic and conceptual achievements, it is now running out of steam. It has failed to adapt to a world where mobile technologies are pervasive, ubiquitous and intrusive and where people and communities can now own their own learning. This paper looks at the evolution of the established mobile learning paradigm and explores the current global, demographic, social and technical environment in order to develop a new paradigm more suited to the changed and changing realities and priorities. This is mobile learning2.0.
Updated time: 16 Dec 2020
Definition: The Compensatory Carry-Over Action Model (CCAM) is innovative as most behavioral theories only model single activity. The CCAM, however, models different single activities—such as physical activity and nutrition —and how they change as a result of one another. Such lifestyle activities are assumed to be formed by higher-level goals, which can drive activity volitionally or unconsciously, and are rather unspecific. They become specific because of activities that are subjectively seen as leading to this goal. Each activity must be intended, pursued, and controlled. Specific resources ensure that individuals have the chance to translate their intentions into activity and that they resist distractors. Compensation and transfer (also called carry-over) operate between the different activities. If people devote all of their energy to one domain and believe that no resources remain for the other activity, compensation can help to attain goals. It is also possible that an individual successfully performs one activity, and existing or developing resources may be transferred to another activity.
Updated time: 05 Feb 2021
Definition: COVID-19, caused by a member of the coronavirus family of viruses, has spread to most countries around the world since it was first recorded in humans in China in late 2019. Closing universities and cancelling all face-to-face activities have become a COVID-19 inevitable reality in many parts of the world. Its impact on university programs, particularly to maintain academic standards and quality assurance procedures, has become significantly more challenging and complex. New ways of working digitally, to minimize disruption to daily operations, have also led to enormous anxiety and uncertainty within the student population, and meeting students’ expectations has also become significantly more difficult.