Data-driven decision making (DDDM) is an increasingly important innovation at all levels of the education system, including early childhood care and education (ECCE). This multisite, qualitative case study was designed to investigate the practice and ideology of data use at early childhood centres in the Caribbean island of Tobago. We analyzed DDDM using a sociological lens of practice and ideology as described by Lofland, Snow, Anderson, and Lofland (2006).
In Trinidad & Tobago, game-based approaches are pedagogies encouraged in the core STEM disciplines of mathematics and science. This paper presents the results of a pilot study in which non-digital game based approaches were implemented in Grade 6 mathematics and science classrooms in Trinidad. In mathematics, reinforcement of 2D and 3D concepts in geometry took place through Gamification involving team competitions creating Tangrams and Origami. In science, student teams reinforced concepts of conservation through the board game Extinction.
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