Friday, July 12, 2019

Educational Technology - Module #5: Collaboration and Communication Tools


Module #5: Collaboration and Communication Tools




Collaboration tools is very important as it helps other people to collaborate. It is also important to support a group or two or more individuals to accomplish a common goals or objective. Meanwhile, Communication tools refers to three forms of electronic communication in distance education courses which consists e-mail, discussion groups, and chat rooms.  For the purposes of the lesson, collaboration and communication tools are the online tools that allow teachers and students to work together for the teaching and learning process. There is some example of collaboration tools that given in this module such as Blendspace, and for the communication tools is Blogspot and Skype.

Blendspace is an online tool through the education curriculum company TES.com. The goal of Blendspace is to enable teachers to “blend” multimedia seamlessly into the classroom in an efficient and effective way. There are benefits on using blendspace which is it can be used to flip the classroom and to save the vital classroom time for student interactions, engaging activities, or having students independently.

Blogger is a free publishing platform, while Blogspot is a free domain service provider. Blogspot have to be used with Blogger, but Blogger doesn't have to be used with Blogspot. However, both are designed to work together in providing free blogging experience for their users. Having a blog spot can make someone a better writer and can build a network.


According to Wikipedia, Skype is a telecommunications application software product that specializes in providing video chat and voice calls between computers, tablets, mobile devices, the Xbox One console, and smart watches via the Internet and to regular telephones. Skype additionally provides instant messaging services. Skype can also be use in schools especially in the classroom. There are creative ways to use Skype in the classroom which is by using it to collaborate with other classes.


In conclusion, collaboration and communication tools are very important. It gives us many advantages that can help us in many ways not to forget in education fields.

Educational of technology - Module #4: Learning Design Models


Module #4: Learning Design Models




Learning design is a formal description of the individuals who participate in learning process. An instructional design model is used to define the activities that will guide the development of E-Learning projects. It allows you to communicate with others the purpose and reason behind a strategy. The models help teachers or educators to guide and plan overall process. For example, TPACK, ADDIE models and 5Es Instructional models. 

The ADDIE model is the generic process traditionally used by instructional designers and training developers. The five phases—Analysis, Design, Development, Implementation, and Evaluation—represent a dynamic, flexible guideline for building effective training and performance support tools. ADDIE is an instructional systems design framework that many instructional designers and training developers use to develop courses.




SAMR is a model designed to help educators infuse technology into teaching and learning. Popularized by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and infuse digital learning experiences that utilize technology according to Wikipedia. SAMR model can help teachers understand and embrace it. It is used to teach above the line.

As a conclusion, learning about design model is very important for teachers as it is really needed in education where in school students gets more advanced day by day because students in this 21st century are born with technologies around them.

Educational Technology - Module #3: The Learning Theories and Models of Learning



Module #3: The Learning Theories and Models of Learning




Learning theory consists of cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a world view, is acquired or changed and knowledge and skills retained. Geographical learning theory focuses on the ways that contexts and environments shape the learning process. As for learning model, it is a description of the mental and physical mechanisms that are involved in the acquisition of new skills and knowledge and how to engage those those mechanisms to encourage and facilitate learning. The primary learning styles that exist are visual, auditory and kinesthetic (physical) learning.




Behavioral theory or also known also as behaviorism, also known as behavioral psychology, is a theory of learning based on the idea that all behaviors are acquired through conditioning. Conditioning occurs through interaction with the environment. Behaviorists believe that our responses to environmental stimuli shape our actions. Behaviorism is a learning theory that only focuses on objectively observable behaviors and discounts any independent activities of the mind. Behavior theorists define learning as nothing more than the acquisition of new behavior based on environmental conditions.

Cognitive theory defines learning as "a semi-permanent change in mental processes or associations." Cognitivists do not require an outward exhibition of learning but focus more on the internal processes and connections that take place during learning. Cognitivism is the study in psychology that focuses on mental processes, including how people perceive, think, remember, learn, solve problems, and direct their attention to one stimulus rather than another. Psychologists working from a cognitive perspective, then, seek to understand cognition. It has been told that it concerned with identifying and describing mental processes which can affect learning, thinking, behaviour and the conditions that influence those mental processes.




Educational Technology - Module #2 (BED): Classroom Technology Tools & Trends


Module #2 (BED): Classroom Technology Tools & Trends
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Classroom technology tools and trends are important as it can improves engagement, improves knowledge retention, encourages individual learning, encourages collaboration, students can learn useful life skills through technology, and also give benefits for teachers. It is important to acknowledge that students are already interested and engaged in using technology. This creates many amazing opportunities for schools and teachers to benefit from integrating some forms of technology in the classroom and to make teaching and learning more effective and interesting. Today, more than ever, the role of educational technology in teaching is of great importance because of the use of information and communication technologies. With the help of various applications for distance education, the Internet, teachers, and students themselves, they see the advantage of educational technology.




An interactive whiteboard (IWB) is a large interactive display in the form factor of a whiteboard. It is one of the 21st century tool. It also can either be a standalone touchscreen computer used independently to perform tasks and operations, or a connectable apparatus used as a touch-pad to control computers from a projector. There are many benefits of using interactive whiteboards in the classroom. It can affect both the students and teachers positively if used correctly. The first benefit from using interactive whiteboard is it makes it easier for the teacher to structure lesson. The second benefit would be by using interactive whiteboard, it makes the learning process more fun if compared to the usual way. There are some creative ways to use the interactive whiteboard which is we can use Google Earth. Once installed, it can be helpful not only during geography lessons, but in almost every class. Explore the world, find rare plants and animals, discuss different cultures.  It can also be use to collaborate. IWBs allow students to interact with each other and with the teacher. For example, work on a project together, with different aspects done by different students, in front of a class. Not only will this engage the group, but also provide them with the visible fruits of their labors.


According to Wikipedia, Virtual Reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical. It can actually be divided into two,  which is the simulation of a real environment for training and also education and the development of an imagined environment for a game or interactive story.


 

Bring your own device (BYOD) is one of the digital strategies. Bring your own device (BYOD)—also called bring your own technology (BYOT), bring your own phone (BYOP), and bring your own personal computer (BYOPC)—refers to the policy of permitting employees to bring personally owned devices (laptops, tablets, and smart phones) to their workplace, and to use those devices to access privileged company information and applications. Mobile apps allow for simple and better-to-manage solutions in many instances for school matter. Through BYOD, students can learn beyond the classroom walls. As students spend countless hours outside the classroom on their mobile devices, make it an advantages and  let them use these devices as engaging learning tools in the classroom.


Cloud computing according to Wikipedia is shared pools of configurable computer system resources and higher-level services that can be rapidly provisioned with minimal management effort, often over the Internet. Cloud computing relies on sharing of resources to achieve coherence and economies of scale, similar to a public utility. Cloud computing can increase speed and agility in an organization, stop spending money on running and maintaining data centers and go global in minutes. Cloud computing can increase accessibility especially in education.



Open educational resources are freely accessible, openly licensed text, media, and other digital assets that are useful for teaching, learning, and assessing as well as for research purposes. There is no universal usage of open file formats in OER. Open educational resources include full courses, course materials, modules, textbooks, streaming videos, tests, software, and any other tools, materials, or techniques used to support access to knowledge.
  

From this module, I had learnt the classroom technology tools and trends. There are many benefits of the classroom technology tools and trends. Instructors can personalize the education experience. Next, it can also become an instant access to knowledge.

Educational Technology - Module #1: STE(A)M LEARNING


Module #1: STE(A)M LEARNING


Steam Learning is an educational approach to learning. It uses Science, Technology, Engineering, the Arts and Mathematics as an access points for guiding the students. By Steam Learning, it can guide student's inquiry, dialogue, and critical thinking. STEAM-based programmes take an integrated approach to learning and teaching. This is, which requires an intentional connection between curriculum learning objectives, standards, assessments, and lesson design and also implementation. It also applies meaningful mathematics, science, and technology content to solve real-world problems through hands-on learning activities and creative design. Eventually, through Steam Learning, students can solve their problems and making them to think more outside of the box. It is something positive that can help many students especially in their studies.

SHORT-TERM PROJECTS


The next short-term project is Online Learning or also known as E-Learning. The definition for E-Learning is a process of learning conducted via electronic media, typically on the Internet. Basically, it is education process or learning process that uses the Internet. This method can be used for most people. It has led to remarkable changes in how the content is accessed, consumed, discussed, and shared. Online educational courses can be used by school teachers, students, office goers and not to mention also housewives too. E-Learning provides a quick delivery of lessons making it easier for teachers and students to give task and to receive task from their teachers. Informations are also easy to share through online learning or also known as E-Learning.  It is more convenience to use online learning compared to traditional learning.


MEDIUM-TERM PROJECTS


Medium-term project includes Immersive Learning. Immersive Learning places individuals in an interactive learning environment, either physically or virtually. The intention is to replicate possible scenarios or to teach particular skills or techniques to the students. Simulations, role play, and virtual learning environments can be considered immersive learning and can be apply in the classroom during any lesson to make the lesson more interesting. By immersive learning, it can shows the ability to practice skills and interactions when and wherever an individual has access to a computer. It can enhance someone's skill especially in education which helps the teachers and students a lot.


The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning' - Wikipedia. Gamification is another medium-term project. By Gamification especially in education, it improves better learning experience. Students can enjoy the game while at the same time learning something.

A good gamification strategy with high levels of engagement will lead to an increase in recall and retention. Through Gamification, ones can also experience better learning environment. It provides an effective, informal learning environment, and helps learners practice real-life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention.




I have learnt about the short-term project and also the medium-term project. As we all know, STEAM Learning has many advantages for all. For examples, students can be exposed to the creative process and also increase the critical thinking of someone especially the students. It can also provides a good way to solve any problem and show them the different ways to value the arts. It shows how important STEAM Learning is especially in education. As a conclusion, from my own opinion and understanding about this online module#1, I will suggest to everyone to apply the STEAM Learning in education. Use it in classes especially in this modern world of 21st century where technology is something that anyone must know about.



Educational Technology - What is Educational Technology?



What is Educational Technology?


Educational technology is "the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources". Educational technology is the use of both physical hardware and educational theoretic.

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