Jo Earp is the Editor of Teacher.
Teenage students in Singapore have once again outperformed their peers around the world in PISA testing, this time in an assessment of collaborative problem solving.
If schools want to promote entrepreneurial thinking and action it’s students who need to be in the driver’s seat. That’s one of the findings from a year-long Australian initiative.
UK charity Education Support Partnership recently commissioned a large-scale survey into the mental health and wellbeing of education professionals. Our latest infographic reports on some of the findings from the survey.
In this instalment of The Research Files we discuss student fitness and wellbeing, specifically, two simple exercise programs – the first is a new project aimed at improving adolescent health and wellbeing, and the second is being used by thousands of early years and primary students across the world.
Hit film Inside Out provided the inspiration for Team Kalianna in this year’s Australian STEM Video Game Challenge, so it’s fitting that the whole process – from initial idea to winning game – brought plenty of joy to the talented group of students and their teacher mentor.
In today’s video Teacher magazine sits down with Australian Council for Educational Research CEO Professor Geoff Masters AO to discuss why it is important that students are involved in the process of setting goals for their own learning and can monitor the progress that they’re making.
Research has highlighted the importance of providing ongoing opportunities for children to read aloud in class to teachers and friends, and at home to parents, siblings and even pets.
For the last three years school leaders and staff at Jordan River Learning Federation Senior School have been focusing on evidence-based teaching and reflection. It’s included the development of a professional learning approach called CCRP – Connect, Collect, Reflect and Progress.
Online learning environments have been a game changer for Australian distance educators. The technology allows teachers to provide one-to-one support and immediate feedback to students who are struggling with issues such as anxiety, helping to build their confidence and self-esteem and re-engage with learning.
The Australian STEM Video Game Challenge, now in its fourth year, is open to students in Years 5-12. Students used the theme of 'reaction' as their inspiration as they went about designing, building and testing an original video game – from first idea to final product. Here are the six winners for 2017.
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