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We’re pleased to present this special issue, Learning through Play and Games, at a time when interest in play-based learning and game-based learning is growing in many New Zealand schools. The issue...


The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests there...


Virtual classrooms are ICT immersion environments where teachers use technology to teach students from different physical locations—which might mean that they use the opportunities of ICT to enable...

This article looks at the current organisation of senior secondary curriculum in New Zealand, and raises some key questions that will need to be considered as we seek to develop a senior secondary...

Who should decide what students learn at school? I’ve grown increasingly interested in this question since becoming an educational researcher, but writing this article also reminded me of something...

The current New Zealand Curriculum/Te Marautanga o Aotearoa Project involves a wide-ranging process to engage teachers, principals, students, lecturers, and others in revitalising the New Zealand...

Based on a recent evaluation of environmental education in New Zealand schools, this article explores possibilities and challenges for involving secondary school students.

Most of the ideas and concepts that underpin environmental education have developed outside the school education system. This article draws on a recent review of New Zealand and international...

Some of the findings from a research project that aimed to document the role that a visit to one New Zealand science and technology centre played in the educational activities of six visiting primary...

Fictional article written from the perspective of a senior secondary student from the year 2030.
Inspired by the NZCER book Disciplining and drafting or 21st century learning? Rethinking the...
