Monday, 22 February 2016

Knowledge Building (KB)



‘Tell me I will forget; teach me I will remember; involve me I will learn’. This is knowledge building and the power of knowledge building. The perceived KB class would look like as shown in the figure below.


In this collaborative forum on wiki, members identified several problems of understanding, created theories and strategies for the learners to pick on and build or develop knowledge.

Ciao!

Monday, 15 February 2016

From Clickers to Kahoot, all to Engage Learning



(Kahoot!) Not easy to start at the beginning but believe in me every time you introduce something new in the class room, the learners get to love it. It equally brings ice breakers and refreshment into the classroom. Kahoot enable the teacher to create and share questions and be able to challenge learners to ask their own questions.

The interactive technology called Clickers that enables instructors to pose questions to students and immediately collect and view the responses of the entire class. Of course, no technology automatically enhances learning; rather, it must be used thoughtfully and deliberately to advance the learning objectives of a particular course. For example, an instructor in a large or medium-size class might choose to use clickers to elicit student participation and engagement to prompt deeper thinking about a particular question or problem or Monitor students’ understanding of course content in real time, in order to identify and address areas of confusion and adjust the pace of the course appropriately.

Engaged learners in shaping and leading their own learning and education have the following benefits in so doing:
·         greater sense of ownership over their learning
·         increased motivation
·         improved self-esteem
·         greater achievement
·         improved relationships with peers and educators
·         increased self-efficacy.

However, the following ‘costs’ are associated with technology engaged learning e.g digital literacy among students is still far from a level playing field and as such some students may be uncomfortable with it.

Ciao!

Sunday, 7 February 2016

‘Techknowledgy’ With Innovations



Innovative Learning Activities

It is known from common experience that when things have been done in a certain way or a set of ways over a given period of time, and that the outcomes are still not significantly good as anticipated, then it is time to experiment something differently. Innovation is simply ‘the experiment of looking at things differently’ as defined by me.

Focusing on the real world actually requires innovative learning and teaching. Karen Bonanno in her 40 mins video (found here: http://eduwebinar.com.au/archives/2271) clearly outlines 18 of the common innovative activities the learner would require to be innovative (and creative) to fit in the environment.

In addition to her innovations, one could be innovative by physically engaging the learners with activities such as running, jumping, dancing around (for a couple of mins) as an ice breaker to keep the brain steadfast. Such innovations foster an understanding in a fun and an exciting manner.

Integrating Innovative Learning with Teaching

The table below gives some of the common innovations of ‘Techknowledgy’ Innovative Learning Environments

First-Order Innovations
Second-Order Innovations
1.    blogs, wikis
2.    social networking sites
3.    virtual learning environments (VLE)
4.    laptops, netbooks and tablet PCs
5.    interactive whiteboards
6.    Web apps
7.    digital cameras, scanners, projectors
8.    e-Learning
9.    digital portfolios
1.    augmented reality (AR)
2.    simulations
3.    digital games
4.    console games
5.    remote-response systems
6.    mobile/handheld computing
7.    programming applications
8.    pico projectors
9.    electronic books

As Martin pointed out in his blog (found here: martinlubega.blogspot.com) that learners are different and need not to be over stretched in the process of innovations, so I will adopt innovation in my teaching by using a combination of some of the first order and second order innovations listed above in the table like: blogs, wikis, social net working site (1st order), augmented reality, simulations, electronic books (1st order).

Ciao!