EDUC7010NA (20110724) Knowing Our Learners

Technology has changed Learners
Generation Y
Generation G
Education authorities have to take these into consideration in order to meet their learners' needs
  • Constructivist
  • Constructionist
  • Transmissive - the more traditional approach...
  • Autocratic...
Different approaches
  • Teaching for deep thinking
  • Collaborative
  • Cognitive acceleration
  • Problem-based learning
  • Learning by doing research
  • Learning using games
    • There is a growing research showing evidence that games are good for learning, but not because they are games:
    • Video games can create an embodied empathy for a complex system
    • They are simulations of embodied experience and preparations for action
    • They involve distributed intelligence via the creation of smarter tools
    • They create opportunities for cross-functional affiliation
    • They allow meanings to be situated
    • They can be open-ended in ways that encourage a melding of personal and social goals
    • Free Math Physics Engineering Lessons Simulations Freeware Shareware : http://www.scienceshareware.com/ 
    • Games as games
      • Profoundly motivating
      • The role of failure
      • Competition and Collaboration
      • The design of a game
      • Interactivity, Customisation, Strong identity, Well-seqenced problems, etc
    • Planet Kodu: http://planetkodu.com/welcome-planet-kodu/182
    • Alice.org: http://www.alice.org/

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