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) 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
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
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) 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
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?