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Full-Text Articles in Education

Engaging The Gen. Y Student: Curriculum, Innovation And Challenges, Mary O'Rawe May 2016

Engaging The Gen. Y Student: Curriculum, Innovation And Challenges, Mary O'Rawe

Conference papers

Curriculum and pedagogy have been central to many contemporary debates on fostering student success. These themes are evident in discussions from policy level to the staffroom in many countries, and are particularly relevant in the mass higher education sector in the Republic of Ireland. However, a narrow treatment of the term curriculum can prevent the development of new understandings and effective learning. Central principles have emerged in debates around curriculum and innovation, with ‘student engagement’ evolving as a focal point in the search for a solution to tackle what are perceived to be problems of student disengagement particularly associated with …


Commuting Versus Resident Students: Differences In Irish Student Engagement, Social And Living Conditions Based On Place Of Residence, Brian Gormley Jan 2016

Commuting Versus Resident Students: Differences In Irish Student Engagement, Social And Living Conditions Based On Place Of Residence, Brian Gormley

Other Resources

This is the first study into resident students and commuter students in Ireland and was carried out to facilitate a more informed and targeted approach to supporting specific student groups. The research is based on secondary data analysis of three national Eurostudent surveys undertaken in 2006, 2009 and 2013. Four different student cohorts were studied to examine differences in their living and social conditions and their levels of student engagement. The cohorts were: resident students; those living with their parents; renters; and home-owners. Much of the previous research into student residential arrangements has taken place in the US, and this …


Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan Jan 2016

Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan

Practitioner Research Projects

The purpose of this project was to examine the role of Gamification in increasing first year student engagement within the third level educational setting. A literature review was carried out in order to explore the teaching philosophy behind gamification in education and review the quantitative and qualitative evidence regarding its use. Gamification can be broadly described as the application of gaming methods and elements in non-gaming contexts in order to improve user engagement and user experience (Deterding et al., 2011). Qualitative analysis suggests these factors result in beneficial emotional and social impacts on students, particularly in the area of increasing …


Management Accounting – Combining Blended Learning And Mobile Apps To Enhance The Flipped Classroom Concept, Daniel King Jan 2016

Management Accounting – Combining Blended Learning And Mobile Apps To Enhance The Flipped Classroom Concept, Daniel King

Teaching and Learning in a Digital Context

The primary purpose of this paper is to demonstrate how Blended Learning, Mobile Apps and other technological innovations can be combined with the Flipped Classroom concept to enhance the delivery of a Management Accounting module. In this study there were two separate but linked objectives in introducing the Flipped Classroom, Blended Learning and Mobile Apps. Firstly, to explore if the students would engage with the Flipped Classroom concept and secondly to explore if the students would engage with the Blended Learning elements (including mobile Apps) which were designed to support the Flipped Classroom. Currently, there is no single model for …