CONSTRUCTIONISM Donaldson (2014) states that constructionism is based on individuals actively constructing knowledge from the real world, using manipulative materials and reconstructing items, rather than transferring knowledge through traditional pen and paper forms of learning. Hands-on tools allow for people of all ages to invent and transition from knowledge consumers to makers in the real…
Author: michelletrinh24
Week 11: Games and learning
GAMES As conveyed by Ryle (1949), play is a disposition towards the world and is way to view oneself in the world and the several possibilities offered in the world. Games based learning is significantly different to standard pedagogical teaching (Thomas and Brown, 2007). Online games allow for students to ‘learn to be’ as they…
Week 7: Virtual Reality
VIRTUAL REALITY Virtual reality (VR) is a 3D simulated environment, conveying realistic and imaginative events (Southgate, 2018). By wearing a head mounted display (HMD), VR tracks the user’s position and projects visuals from the scenario directly to their eyes, creating a sense of presence of being inside the virtual world with events occurring around them…
Week 6: Augmented Reality
QUIVER Augmented reality (AR) allows for virtual elements such as graphics, text and audio to be combined with the real world (Green, Green and Brown, 2017). QuiverVision (2016) (Quiver) is an AR program that provides colouring in sheets to be printed and physically coloured in. A device is used to scan and transform the picture…
Week 5: Robotics
ROBOTICS Robotics is emerging in education and has several benefits for education, allowing for process-oriented learning and innovation (Jung and Won, 2018) and active participation of controlling the behaviour of a physical model, while fostering curiosity and motivation (Alimisis, 2009) DASH IN THE CLASSROOM Alimisis (2012) suggests thatlearning experiences should be created for students to…
Week 4: Computational thinking
COMPUTATIONAL THINKING According to NESA (n.d), computational thinking (CT) is a mental process of expressing a problem and solutions for a computer to solve. It is based on what humans can do, and breaking down a problem into simpler steps (Wing, 2006). CT combines data and code together to communicate and interact with others, and…
Week 3: Design Based Thinking
DESIGN BASED THINKING Brown (2010) states that design based thinking (DBT) is based on observation, brainstorming ideas and creating prototypes. DBT is human centred, based on needs, goals and a strong belief that change can happen, despite the problem, time or budget (IDEO, 2012). IDEO (2012) provides a structured approach to creating ideas and DBT….
AT1: Fostering creativity using technology
CREATIVE THINKING Since the 1990s, creativity scores have been decreasing. One of the reasons for this is due to the advancement of technology (Pink, 2011). As stated by Hennessey and Amabile (2010), creativity is evident in contexts that are supported by an individual’s personal interests and involvement in challenging tasks. Creative thinking allows individuals to produce and…