{"title":"Early Years Teacher Training Through Practice. The Polish Example","authors":"Marta Wrońska","doi":"10.5604/01.3001.0053.9401","DOIUrl":"https://doi.org/10.5604/01.3001.0053.9401","url":null,"abstract":"Developing and providing a register of rights and regularities underpinning the work of prospective teachers is a complex process. The current transmissive model of training in Poland does not meet the expectations with respect to preparation of new teaching staff. Thus designing new models of teacher training, including early childhood education teachers, should function in parallel with practical activities. In this article, I present a competence model of teacher training, which is my original proposal. It is the outcome of analysing theoretical and empirical achievements, and our own experience. The basic area of activities undertaken as part of teacher training is the development of relevant substantive competencies resulting from the student's selection of a specific subject area, psychological and pedagogical competencies, communication skills as well as methodological competencies, resulting from the specificity of the chosen subject area. The theoretical perspective of the proposed model is determined by the ideas of constructivism and the general taxonomy of learning outcomes by Ziemowit Włodarski. I divided the competence model of training into four stages: 1) simple student with learner-pupil contacts; 2) student as a teacher assistant; 3) student as an accompanying teacher; 4) student as an independent teacher.","PeriodicalId":470183,"journal":{"name":"International Journal of Pedagogy, Innovation and New Technologies","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136369143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ewa Duda, Helena Anacka, Jolanta Kowal, Iwona Nowakowska, Hanna Obracht-Prondzyńska, Hanne Cecilie Geirbo, Kacper Radziszewski, Małgorzata Romanowska, Aleksandra Wyciszkiewicz, Jakub Zawieska
{"title":"Encouraging Pro-environmental Behaviour Through an Educational Mobile Application: Preliminary Insights from Early Adopters","authors":"Ewa Duda, Helena Anacka, Jolanta Kowal, Iwona Nowakowska, Hanna Obracht-Prondzyńska, Hanne Cecilie Geirbo, Kacper Radziszewski, Małgorzata Romanowska, Aleksandra Wyciszkiewicz, Jakub Zawieska","doi":"10.5604/01.3001.0053.9400","DOIUrl":"https://doi.org/10.5604/01.3001.0053.9400","url":null,"abstract":"This article aims to explore the extent to which the educational mobile application PULA supports and promotes pro-environmental behaviours, identify the most utilised functionalities by early adopters, and explore the least engaged functionalities. The study employs a quantitative approach based on data collected from the application. The analysis provides a comprehensive understanding of users' experiences and behaviours within the application, contributing valuable insights into its potential to foster pro-environmental attitudes and behaviours. The results suggested that the users, especially women, were generally interested in the learning activities. Pro-environmental transport-related activities were also frequently undertaken by the users. While women tended to split their time into various functionalities of the application, men focused mainly on the transport-related ones. This research contributes to the emerging field of using educational mobile applications for promoting pro-environmental behaviour. The study's focus on early adopters provides unique perspectives on the mechanisms behind behaviour change and offers implications for future interventions. The findings of this study can impact environmental conservation efforts. By encouraging pro-environmental behaviour through an accessible mobile application, a broader audience can be reached and motivated to adopt greener habits. The insights gained from this research can inform the design and development of future applications to foster sustainable practices, benefiting society and contributing to building a more sustainable future.","PeriodicalId":470183,"journal":{"name":"International Journal of Pedagogy, Innovation and New Technologies","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136369158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Training Needs of Prison Officers in Poland in the Light of Own Research","authors":"Karolina Kostera","doi":"10.5604/01.3001.0053.9406","DOIUrl":"https://doi.org/10.5604/01.3001.0053.9406","url":null,"abstract":"The article presents an updated model of playing a computer game as the user’s interaction with its system, taking into consideration audiovisuality as the fundamental channel for computer-human communication. Interactivity is an inherent property of computer games, which clearly distinguishes them from other kinds of games: it is therefore a defining feature of computer games. On the other hand, audiovisuality is a necessary characteristic, following from the communication between the computer and its user, taking place mainly in the channel of synchronized image and sound, which is dominant in human perception. The point of departure for the model development is an analysis of human interaction with the machine which runs the game system; in the model, there is a dynamic change from interactivity of a computer game to a human being’s interaction with the computer while playing, which makes it possible to fully account for the complexity of the situation of playing a computer game. The presented model combines the ludic aspect of a computer game (interactive entertainment) with the capacity to convey messages (an audiovisual cultural text), and from a commmunicative perspective, it unambiguously assigns a human being the role of the subject using a computer game.","PeriodicalId":470183,"journal":{"name":"International Journal of Pedagogy, Innovation and New Technologies","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136369286","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}