Virtual Reality (VR): Get ready for the Next Generation of Education

Virtual Reality (VR) has been a focal point of discussion in the technology sector for the last couple of years but recently it hit a new high, thanks to the movie adaptation of Ready Player One (RPO). The story’s main setting is a world where VR is interwoven into every aspect of our daily lives. In the year 2045, people engage in the virtual reality world of the OASIS (Ontologically Anthropocentric Sensory Immersive Simulation), where they can engage in many activities for work, education, and entertainment to escape the anguish of a dystopia. In particular, education can be revolutionized by … Continue reading Virtual Reality (VR): Get ready for the Next Generation of Education

Game-based learning: Games as a context for learning

Game-based learning relates to the use of games to enhance the learning experience (Nistor & Iacob, 2018). For years, educators have leveraged games in the classrooms. Game-based learning has the following distinctive features: Meeting learning outcomes via games; Learning by discovery through gameplay; Promoting critical thinking and problem-solving skills Achieved via digital or non-digital games; May involve simulations to enable students to learn experientially The Learning, Technologies and Innovation (LTI) department has developed a game called Arconomics to pique students’ interest in mastering Economics concepts by complementing it with the concepts taught in class. The game engages students through role-playing. … Continue reading Game-based learning: Games as a context for learning

Augmented Reality (AR) on mobile devices brings Teaching down to Earth

Augmented reality (AR) is an emerging technology which “provides a direct view of real world supplemented by computer generated material in the form of multimedia. Overlaying computer-generated imagery onto actual physical surfaces is the core function of augmented reality systems” (Andone & Frydenberg, 2017). In a nutshell, AR systems can be defined as those that allow actual and virtual objects to coexist in the same space and be interacted with in real time (Azuma, 1997). Most of you should have an impression of Pokémon Go, the most popular AR game till date. It allows you to catch virtual Pokémon that … Continue reading Augmented Reality (AR) on mobile devices brings Teaching down to Earth

Daylight is Coming! eGlobal Upgrades to a new look come May 30th

On 30th May 2018, SIM Global Education’s eGlobal Learning Management System (LMS) will be upgrading to a modern and clean user interface (UI) known as the Daylight UI. Classic View Daylight View     What has changed The Daylight UI’s environment emphasizes on content and aims to improve lecturer and student activity. The way eGlobal functions remain the same. There are no changes to workflows. Buttons and links will remain in the same spot and function exactly the same as pre-Daylight. The Daylight UI is a new look for eGlobal that includes larger fonts and more space between lines of text. … Continue reading Daylight is Coming! eGlobal Upgrades to a new look come May 30th

Molding Future Leaders

Introduction A student once shared; “Parents raise us but teachers raise our mind.” This seemingly simple statement has since profoundly impacted the way I perceive my role as an educator. Being in a position to influence students’ thinking, behavior and, most of all, their desire to be future ready, is a noble cause that has become my personal career mission. The world today is hungry for good leaders, and organizations thrive on leadership excellence to stay competitive and successful. Therefore the power to leave positive footprints in one’s life continues to fuel my passion for teaching and life-long learning. I … Continue reading Molding Future Leaders

The Difference in Cooperative Learning & Collaborative Learning

As the old adage goes ‘two heads are better than one’, the benefits of working together as a group are apparent. Teamwork is vital in any workplace nowadays and so it should be promoted in your classrooms. There is a lot of journal articles written to help teachers differentiate between cooperative learning and collaborative learning. Deciding which approach to use depends on your intent and the desired learning outcomes for your students. Purpose First, the two terms ‘collaborative learning’ and ‘cooperative learning’ are often used interchangeably because the purpose of both approaches is the same which is to allow students … Continue reading The Difference in Cooperative Learning & Collaborative Learning

Team-based Learning (TBL) using Learning Catalytics at SIMGE

Team-based learning (TBL) is an active learning, group-based, peer teaching strategy that fosters positive team dynamics through intra-team communication. It involves a specific sequence of activities and feedback designed to quickly transform groups of students into high-performance learning teams in which members of each team know and need each other, and hold each other accountable for preparation and contribution (Sweet & Michaelsen, 2012). Learners are expected to prepare before coming for class and collaborate with their team members to solve authentic problems. Principles The four key principles of TBL (Walker, Zheng, Mendoza, & Lee, 2017) are: Team formation and looking … Continue reading Team-based Learning (TBL) using Learning Catalytics at SIMGE

What is an affordance and how it can help us understand the use of ICT in education?

In the world of design including learning design, the term ‘affordance’ has taken on a larger-than-life meaning. So, let me bring you back to its origin. According to Gibson (1979), affordances refer to the actionable properties between the world and its actors which include you and me. A person’s perception of the environment leads to some course of action. Clues in the environment or affordances point out possibilities for action by a person directly with no sensory processing. Examples include: Buttons for pushing Knobs for turning Affordances and technology However, Norman (1998) offered a modified view of affordance focusing on … Continue reading What is an affordance and how it can help us understand the use of ICT in education?

From Happy Learning to Effective Learning – Classroom Management Techniques for the 21st Century

Mark enters the classroom for another day of lectures looking forward to learning something new. If the lectures are boring, he can always choose to connect with his friends in class or get on social media and update himself. Mark and his classmates are part of Gen-Y, a generation of students that have been described as impatient, incurious, unmotivated and in possession of a belief that they are entitled to large rewards for small amount of effort. Gen-Y has grown up in an environment that is significantly different from what prior generations have experienced. The impact is that their view … Continue reading From Happy Learning to Effective Learning – Classroom Management Techniques for the 21st Century