Constructionism and the Maker movement

With the continued integration of digital technologies in the classroom, it is essential to ensure there is enough space for students to utilise their tools to optimise learning (Tomko, Nagel, Aleman, Newstetter, & Linsey, 2017). Many teachers have implemented a “makerspace” within the classroom (Paganelli, et al., 2017). Makerspaces are a physical space in the classroom thatContinue reading “Constructionism and the Maker movement”

Digital Games and Learning

Digital game-based learning is often dismissed as not real learning. However, there have been proven studies that have shown that game-based knowledge has a positive effect on students. Game-based understanding allows students to learn how to face challenges, teaches problem-solving, the students are engaged, and they can get how to work effectively as a team.ThereContinue reading “Digital Games and Learning”

Virtual Reality

With the increase in technology has allowed students to transform the classroom into a real-world simulation or a fictional simulation, this has been made possible through Virtual Reality (VR) (Checa & Bustillo, 2019).  VR has allowed students to express their creativity through two different methods (Alfadil, 2017). Students can create Virtual worlds using platforms likeContinue reading “Virtual Reality”

Augmented Reality

Augmented Reality (AR) systems allow virtual objects to be placed within the physical world setting. Using Applications on Mobile devices, students can visualise and interact with virtual objects within the real world and real-time setting (Fabio, et al., 2015). The basis of AR can use Image Based Marker to project an image, location Based, or GamesContinue reading “Augmented Reality”

Robotics

The definition of what classifies as a robot varies depending on individuals’ perceptions and ideas, however, the basic points of what makes a robot is that it is a mechanical machine that is programmable to independently complete tasks around the physical boundary that are designed (Edwards, Edwards, R. Spence, Harris, & Gambino, 2016). Robotics has allowedContinue reading “Robotics”

Computational Thinking

Computational thinking has become a critical element that should be implemented in the classroom. This is due to the ever-increasing nature of computing programs in industries (Özçınar, 2018). Computational thinking allows students to understand the process of analysing a problem then solving it so that a human, machine or computer can implement the solution (NESA,Continue reading “Computational Thinking”

Design Based Thinking

Design can relate to two different aspects, the planning and outlining solutions or to the final composition that is produced. Design-Based Thinking looks at the process where a problem is identified, then creative critical thinking allows the individual to change the problem into one that is preferred. By utilising Design-Based thinking in a classroom theContinue reading “Design Based Thinking”

Task 1: Learning Technology Critique

The continued advancements and innovations in technologies that have occurred in recent years have sparked many discussions on whether the increased variety of technologies has allowed for creativity to be fostered and encouraged within the classroom. Creativity has been defined as allowing students to deepen use skills and behaviours such as imagination and innovation inContinue reading “Task 1: Learning Technology Critique”

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