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Biesta, Gert; Heugh, Kathleen; Cervinkova, Hana; Rasinski, Lotar; Osborne, Sam; Forde, Deirdre; Wrench, Alison; Carter, Jenni; Säfström, Carl Anders; Soong, Hannah; O'Keeffe, Suzanne; Paige, Kathryn; Rigney, Lester-Irabinna; O'Toole, Leah; Hattam, Robert; Peters, Michael A.; Tesar, Marek – Educational Philosophy and Theory, 2022
Public education is not just a way to organise and fund education. It is also the expression of a particular ideal about education and of a particular way to conceive of the relationship between education and society. The ideal of public education sees education as an important dimension of the common good and as an important institution in…
Descriptors: Public Education, Educational Philosophy, Correlation, Neoliberalism
Berner, Esther, Ed.; Gonon, Philipp, Ed. – Peter Lang Publishing Group, 2016
Understanding today's Vocational Education and Training (VET) systems requires a comprehension of the rise and development, i.e. of the foundations of topical VET. This book provides a comparative view of its development in Europe. The contributions of renowned authors give insight into conceptual questions, cases, and challenges in this field.
Descriptors: Foreign Countries, Vocational Education, Continuing Education, Educational History
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Alex Molnar Ed. – National Education Policy Center, 2017
In the five years since the first National Education Policy Center (NEPC) "Annual Report on Virtual Education" was released in 2013, virtual education has continued to be a focal point for policymakers. Proponents argue that virtual education can expand student choices and improve the efficiency of public education. In particular,…
Descriptors: Virtual Classrooms, Blended Learning, Public Schools, Traditional Schools
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games