The report on Resourcing Higher Education in Portugal is part of a series of publications produced by the OECD’s Resourcing Higher Education Project. This project has sought to develop a shared knowledge base for OECD member and partner countries on effective policies for higher education resourcing through system-specific and comparative policy analysis. The review of resourcing in Portugal focuses on options for reform of the core public funding model for higher education institutions in Portugal, the strategic steering and funding of the future development of the public higher education system and the resourcing of policies to support widened access to higher education. Based on analysis and comparison of the current approach to higher education resourcing, the review provides recommendations to support future refinement of policies.
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Children and Youth, Education
Educating for a video game culture – A map for teachers and parents (2021)
Children and Youth, EducationEducating for a video game culture – A map for teachers and parents (2021)
0 out of 5(0)Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young people
Children, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players’ attention. These factors bring new opportunities but also new challenges for the education of children and young people.
This volume of the Digital Citizenship Education series aims to make teachers and parents – indeed all adults with an educational role – aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders.
Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language.
SKU: 978-92-871-9016-1CHF 15.90