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2.The second issue is about Public Health and access to medicine which is:
a growing problem in developing countries due to the fact that medicine are
unavailable, inaccessible or unaffordable for those who need them most.
According to NGOs this is the impact of IP Rights. Indeed patented medicines cost
much more than unpatented ones and generic version . Moreover, WTO agreements
do not reflect the interests of developing countries.
students needs;
Expanding content knowledge;
Taking on new roles; and
Responding to individual students.
ORGANIZATIONAL AND
TECHNOLOGICAL
Challenge 1:professional development:REDINESS
Key among all challenges is the lack of adequate, ongoing professional development for teachers
who are required to integrate new technologies into their classrooms yet who are unprepared or
unable to understand new technologies.
Challenge 2: resistance to change:
Resistance to technology comes in many forms, but one of the key resistance challenges
identified in the report is "comfort with the status quo(the way things are, as opposed to they way
they could be)." According to the researchers, teachers and school leaders often see
technological experimentation as outside the scope of their job descriptions.
Challenge 3: failure to use technology to deliver effective formative
assessments:
Assessment is an important driver for educational practice and change, and over the last years we
have seen a welcome rise in the use of formative assessment in educational practice. However,
there is still an assessment gap in how changes in curriculum and new skill demands are
implemented in education; schools do not always make necessary adjustments in assessment
practices as a consequence of these changes. Simple applications of digital media tools, like
webcams that allow non-disruptive peer observation, offer considerable promise in giving teachers
timely feedback they can use."
PURPOSE:
1. FACILITATE AND INSPIRE STUDENT LEARNING AND CREATIVITY
Teacher use their knowledge of subject matter, teaching and learning, and
technology to facilitate experiences that advance student learning, creativity and
innovation in both face-to-face and virtual environments.
a.
Promote, support,
inventiveness
and
model
creative
and
innovative
thinking
and
b.
c.
d.
a.
Design or adapt relevant learning experiences that incorporate digital tools and
resources to promote student learning and creativity
b.
c.
d.
Provide students with multiple and varied formative and summative assessments
aligned with content and technology standards, and use resulting data to inform learning
and teaching.
a.
b.