All impact case studies (education and learning)

  • Results: (13)
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Surgeon

Improving surgical training

Findings from research on how surgeons interact are being used to improve surgical training, and implemented In 'Training the trainers' surgical courses.

Children and literacy

Helping parents with children's literacy

Practitioner workshops enabling parents to raise children's literacy achievements has resulted in around 300 practitioners getting involved, between them reaching 6,000 families.

Teacher and pupil

Investigating school rankings

Dr John Jerrim's research on England's ranking on the Programme for International Student Assessment (PISA) table has reframed the debate on school pupils' academic achievement.

Teacher and pupils

Teacher quality and performance pay

Research by Richard Murphy on teacher quality and the effect on pupils influenced the Education Secretary's decision to open up for performance-related pay for teachers.

Chalkboard small

Improving the school league tables

Recommendations from the ESRC Centre for Market and Public Organisation (CMPO) to improve school league tables were adopted by the Department for Education and implemented in 2011.

Primary school children

Social science impact on the Sure Start initiative

Social science underpinned by ESRC support played a major role in establishing and delivering the Government's Sure Start initiative in 1999, which aimed to provide integrated early years services for disadvantaged groups.

Nigeria teacher

Modern education in a traditional setting

Building on research from Global Uncertainties Fellow Dr Masooda Bano, 28 schools in Nigeria with nearly 1,000 pupils are offering part-time modern basic education incorporating traditional Islamic values.

HapTEL workstation

Toothless drilling with touch technology

A new tooth drilling simulator improves teaching for dentist students, by making it possible to practise on the same 'virtual tooth' multiple times.

Pupil and computer

Game time for pupils

MissionMaker, a software tool enabling teenagers to create their own computer games, is now used in over 200 schools and is part of the Institute of Education's Masters programmes.

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