Teaching and Learning Practice

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Since March 2020 higher education has experienced one of the most disruptive phases in its recent history. In a sector typified by considered, researched and incremental change, overnight everyone began emergency remote teaching, learning and assessing. The dramatic shift resulted in positives and negatives, and posed a series of questions for students, staff and other stakeholders. Though still living through the pandemic, in March 2021 fifteen partners from a range of stakeholders across the sector agreed to work together to answer one shared persistent and urgent question: In the context of Covid-19, what have we learnt and what does it mean for the future of teaching and learning in Irish higher education?

OpenGame project (Promoting Open Education through Gamification) aims to contribute to the uptake of Open Education Resources and Open Education Practices among educators in Higher Education in an innovative and motivating way, through the developing of a gamified and situated learning experience on Open Education. It is a project funded by the Erasmus+ Programme of the European Commission. The main objectives of the project are:

1. Foster awareness of HE educators to adopt OEP in their daily teaching, by mainstreaming successful practices.
2. 2 Increase motivation of HE educators towards adopting OEP by providing an attractive and motivating environment.
3. 3 Develop capacity of HE educators to work with open approaches, through an engaging gamified learning experience

All the results of OpenGame Project can be found here: www.opengame-project.eu/results/

The Fledgling Project reviewed assessment and feedback strategies of a final year early childhood studies professional practice placement in which students create and run a community-based parent and toddler group. A student practical guide was developed which includes feedback/guidance from past students, graduates, parents and employers.

‘AT Hive’ is a web based resource by AHEAD that aims to impart information about the large area of Assistive Technology that supports students students with disabilities. These technologies and tools help people who may have challenges with reading, writing, organisation, motivation as well as much more so explore the wide range of apps and tools.

INDEx Survey: Final Summary Report

This INDEx Survey Final Summary Report outlines how INDEx Survey findings provided a source of evidence for the initial response to the COVID crisis, have supported data-informed decision-making in multiple ways, and represent an important baseline of pre-COVID teaching, learning and digital experience.

The 40 sources summarised in this document each have an explicit focus on impact and provide useful insights for those wishing to explore the topic. The majority of sources focus on teaching and learning impact in a higher education context. A small number focus on impact in other contexts (research or post- primary contexts) and these were included due to their potential relevance to those interested in higher education teaching and learning impact.

There is a wide range of thinking in terms of how impact can be identified, captured and communicated effectively. This Forum Insight introduces some key evidence-based considerations regarding impact within the context of teaching and learning in higher education. The Insight is based on an extensive review of the literature related to impact, key examples of which have been included.