Read the following report, paying particular attention to the sections related to the questions below.
Jaber, M. A. (2014). Breaking through Glass Doors: A Gender Analysis of Womenomics in the Jordanian National Curriculum. Brookings Institute. Retrieved from: https://www.brookings.edu/wp-content/uploads/2016/06/EchidnaAbu-Jaber2014Web.pdf
Please address the following questions:
What is womenonics, and why is this an important term to discuss in Jordan’s employment of female workers?
What are some interesting findings from the Arabic textbooks used? Why did you find these to be interesting?
Upon reading the report, what strategies do you think could be helpful, in promoting gender equality in Jordan?
Take a moment to think about how womenomics looks in your country. Describe the aspects of womenomics where you live and how you believe it can improve.
3. Certain activities are better suited to non-technological solutions. A good example is texts. Neuroscience indicates that reading a physical book boosts cognition and enhances a wide range of skills to a greater extent than reading text on a virtual screen. We are already seeing a move back towards books in the classroom, especially in literacy classes. 4. The impact of screen use on developing minds continues to be controversial. There is no peer-reviewed evidence that iPads and phones negatively affect development. The moral panic about screen use is similar to the moral panics about novels, films, TV, comics and video nasties that the popular press whipped up over the last two hundred years. We do need to be mindful of the arguments coming out of this quarter and respond to them in a measured way, backed up by robust statistical evidence. 5. A number of theories that still have currency in education have been refuted. These include Left Brain/Right Brain theories and Multiple Learning Styles or Intelligences (the VAK model). We must make sure that we no longer refer to, or use these theories to inform product and marketing, even if some of our clients still use it in their practice. Similarly, we must avoid inventing our own theories of education and learning, and instead align ourselves to future peer-reviewed and validated research and thinking. Game-based learning As pointed out in the section on Neuroscience above, gaming and game-based learning appears to be the optimal way to learn. Over the next few years games and gaming will increasingly take a significant role in learning. It is important to separate out Gaming from Gamification. Gamification is basically gaming-lite, whereby students get points, rewards, badges and reach levels as they learn. This is no different from the motivational gold stars or scouting badges used over the last hundred years or so and while it has some positive effects, does not have the significant impact on, or potential for, education that actual games have. The key points about gaming for education are as follows: 1. The increase in Massive Multi-Player Online Role-Playing games has a huge potential for teaching and learning as this allows groups of students to interact. More sophisticated simulation-based games focussing on co-operative and project-based tasks (as opposed to fighting and levelling-up) will become increasingly important. Open-world sandbox games where the players create their own s>GET ANSWER