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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