Friday, July 12, 2019

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.



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