Wednesday, December 5, 2018

Module 5

Digital Tools

There are various types of digital tools that we can implemented in education. It is recommended in teaching method because it can increase the participation of the students inside of classroom. I will briefly explained 5 digital tools that is suitable for teaching session.

Google Classroom

Google Classroom is s website, Android and iOS app that serves to help manage workflow and communication between teachers and students. When teachers log  in, they have a section for each of their classes. Each class can be given a color and different banner to help teachers and students differentiate between multiple classes. Teacher can ask question and foster rich discussions. Some students who find participating in oral discussions difficult find it easier to contribute in an online format. Once comfortable teacher may use all of these features.



Playposit


It is a web which is Chrome based interactive video and assessment tool that lets teachers add interactive elements. Such as questions and pauses to stream video content from popular sites such as YouTube. Throughout any video lesson, students can rewind to hear any part of the video again. However, they can't fast forward to skip ahead of what they have already watched. Teacher can get data about students use and performance within the embedded assessment items.


edpuzzle


Edpuzzle is a web-based interactive video and formative assessment tool that lets users crop existing online videos and add content to target specific learning objectives. Teacher can search the extensive library or upload their own videos to customize them with voice-overs, audio comments, embedded assessment questions and additional resources.



Kahoot

With Kahoot! Teacher and students can create multiple-choice quizzes as well as pools and surveys. In addition to their own score, students see only the top achievers, so low performing students won't feel put on display. 

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Edmodo


While the design of Edmodo is fairly basic, the opportunities to reach and engage students are plentiful for teachers who design thoughtfully, give responsive feedback and commit to providing students with rich educational resources and experiences. The online discussion forum may encourage less vocal students to share and give students chance to form thoughtful responses.

Module 4

Learning Design Models 

In this module I have learned about TPACK, ADDIE, SAMR, and 5Es instructional model.

TPACK 
It is a deeply skilled teaching with technology, TPACK is different from knowledge of all three concepts individually. Instead, TPACK is the baisi of effective teaching with technology, requiring an understanding of the representation of concepts using technologies; pedagogical techniques that use technologies in constructive ways to teach content. So by using the technology it will help to redress some of the problems that students face.

Reproduced by permission of the publisher, 2012 by tpack.org


ADDIE
The ADDIE model is the generic process traditionally used by instructional designers and training developers. The five phases- Analysis, Design, Development, Implementation and Evaluation. This phase represent a dynamic, flexible guideline for building effective training and performance support tools.

Analysis Phase
Goals and objectives are established and the learning environment and learner's existing knowledge and skills are identified.

Design Phase
Design phase deal with learning objectives through assessment, exercises, content, analysis and doing lesson plan. It should be systematic which is orderly method of identifying, developing and evaluating a set of planned strategies targeted for attaining the project's goals

Development Phase
The developers create and assemble the content assets that were created in the design phase.

Implementation Phase
It is a procedure for training the facilitators and the learners is developed. Preparation of the learners include training them on new tools (software or hardware).

Evaluation Phase
The evaluation is a process where these formation is present in each stage.



SAMR
The SAMR model is made up of four steps-Substitution, Augmentation,Modification and Redefinition.

Substitution
At this stage technology have been revealed to the students. Students might also answer questions about the constitution using a Microsoft Word instead of filling out a worksheet.

Augmentation
The technology is again directly substituted for a traditional one, but with significant enhancements to the students experience.

Modification
In this stage you are beginning to move from enhancement to transformation on the model. Instead of replacement or enhancement this is an actual change to the design of the lesson and its learning outcome.

Redefinition
The last stage of the SAMR model is Redefinition and represents how technology can transform a student's experience.



5Es Instructional Models
5E stands for Engage, Explore, Explain, Elaborate and Evaluate steps which educators have traditionally taught students to move through in phases. This model is suitable for hands-on activities.


Teacher open a lesson with an activity or question meant to Engage students. Grab their interest into that topic and share them what you want them to know about the topic.

Explore in which students carry out hands-on activities. Through experiments or other interactions with material.

After they have explored, students attempt to Explain what they have learned and experienced with help from the teacher.

From there, students Elaborate on their understanding, applying what they have learned to new situations to deepen their skills.

Lastly, students will Evaluate, reflecting on and providing evidence of their new understanding of the material,

Module 3

Learning Theories 

Learning theories is a process where students learn through absorbing, processing and retain their knowledge. We can say that they gather the information through environmental influences.
There are 3 types of learning theories.


  • Behaviorism - New behaviors or changes in behaviors are acquired through associations between stimuli and responses
  • Cognitive Theory - Information processing leads to understanding and retention
  • Constructivism - We construct our own knowledge of the world based on individual experiences


Teaching Models

Teaching models can be divided into various families based on the theories on which the model is developed. The different families of models of teaching are listed under various sub headings. Which is there are 4 of them.


  • The social family
  • Information processing family
  • Behavior system family
  • The personal family



The Social Family
The models in this family emphasise the relationship of the individual to society. The primary goals are the following.
to train students work together
to develop skills for maintaining human relations
to inculcate personal and social values

Information processing family
The information processing family models is based on enhancing a person's innate drive to make sense of his or her surroundings around them by using organizing data, finding solutions, to name a few. Also it is used in education to study oneself and society and achieving not only social goals but personal goals as well.


The behaviour system family
The common thrust of these models is the emphasis on changing desirable behaviour of the learner. The specific goals are the following:
to develop the competencies to adopt behaviour styles appropriate to given situations
to learn strategies for self-control through operant methods
to master techniques for stress reduction
to foster leadership qualities

The personal family
Models belonging to this family deal with the personal development of the individual. The primary goals are given below.
to create in the students a sense of selfworth
to help students understand themselves more fully
to help students refine their emotions and
to foster the students creativity

Module 2: Classroom Technology & Trends

Classroom technology refers to technology that have been applied in class session. Which is the using was totally different. The ways of the teacher to deliver the information may use various types of technology. By allowing the students to brings and use different types of devices should be practiced along them.



There is a few strategies that can be applied through this type of learning: Makerspace and Bring Your Own Devices (BYOD)

Bring Your Own Devices (BYOD)
Its promotes the use of personal electronic devices to further engage students and encourage interactive exploration of course materials. This makes them to improve their learning skills if this apply correctly in class session. Teacher should control the situation which setting some regulations on using their own devices in classroom. This types of learning to brings some enjoyment. Such an example



Makerspace
A makerspace is a collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools. These space are open to kids, adults and entrepreneurs and have a variety of maker equipment including 3D printers laser cutters and even sewing machines.

Module 1 : STE(A)M Learning


STEAM is a way to take the benefits of STEM and complete the package by integrating these principles in and through the arts. STEAM takes STEM to the next level. It allows students to connect their learning in these critical areas together with arts practices, elements, design principles and standards to provide the whole pallet of learning at their disposal. STEAM removes limitation and replaces them with wonder, critique, inquiry and innovation.





There is a few approach that we can use in STEAM education such as mobile learning which is suitable for short term learning (1 year or less). The other one was Gamification. The time frame for Gamification is 2 - 3 years only.

Short Term (1 year or less)
     
     Mobile Learning 

Mobile learning or known as m-learning is education via internet or network using personal mobile devices, such as tablets and smartphones to obtain learning materials through mobila apps, social interactions and online educational hubs. It is also flexible because it allows the student to access the information anywhere and anytime.


Mid Term (2 - 3 years)

     Gamification

Gamification is the use of game design and mechanics to enhance non-game contexts by increasing participation, engagement, loyalty and competition. When gamification brings in eduaction system it will helps the students to think creatively and their engagement will increase from time to time. Because through gamification they will try to compete which each other to achieve rank, medal, and have their name in leaderboard.