The Move is On! From the Passive Multimedia Learner to the Engaged Co-creator Despite the promise of great things, the actual integration of information and communication technologies (ICT) in education has led to dashed hopes and myth-making with regard to their potential for improving learner motivation and achievement [1, 2]. The integration of ICT in education has also led to a polarization among educators, creating "techno-enthusiasts" who boldly support the integration of educational technologies by default , and "technophobes" who oppose their integration on a variety of grounds, be they pedagogical, technological or resource-based . Such a polarization usually stems from an overly techno-centric vision  that expects technology will automatically produce pedagogical benefits without taking into consideration all of the components in a given learning situation [6, 7] or learning activity . Using ICT to Foster Learning
Tips for Designing an Online Lesson Using the 5 Es Instructional Model Covid 19 has educators and educational institutions worried about and preparing for possible school closures. What happens if students have to stay home for days or even weeks? How can we keep them learning remotely? What strategies and technology tools can teachers leverage to take their traditional classes online? A Task-based approach This article also links to the following activity. Try - Speaking activities - Task-based speaking - planning a night out Present Practice Produce The problems with PPP A Task-based approach The advantages of TBL Conclusion Present Practice Produce (PPP) During an initial teacher training course, most teachers become familiar with the PPP paradigm. A PPP lesson would proceed in the following manner. First, the teacher presents an item of language in a clear context to get across its meaning.
Mighty Coconut When two cousins are shipwrecked on a remote island in Alaska, it’s up to you to help them survive, escape, and maybe even discover why there are so many security cameras out here in the middle of nowhere... 57° North uses augmented reality to tell a gripping story with hundreds of decisions and multiple endings that depend on the choices you make. Gorgeous illustrations become 3-dimensional in the palm of your hand. Just don't get too distracted looking at the scenery... we've heard there are bears on the island.
Wikidata Card Game Generator “Ludicrously cool!” @firstname.lastname@example.org “It's awesome!” @Auregann “Superb” @umblaetterer Generate your own card game, suitable for playing Top Trumps, using Wikidata! Think of a topic, and type its singular form into the search box over at Wikidata. 4 Different Visual Guides To Bloom's Taxonomy I recently received a question from a reader who wasn’t clear about what exactly Bloom’s taxonomy is. It got me thinking that perhaps not everyone is a Bloom’s taxonomy expert, and a little bit of a refresher might be helpful. In later posts, we’ll look at a variety of iterations and interpretations of the traditional Bloom’s graphic, along with apps and tools that address Bloom’s objectives in our modern classrooms.
Step by Step - How to Gamify any E-Learning Course Over the last few months I have been trying to find a way to beef up my Video based courses, to create engagement and motivate learners. I have quizzes, activities, discussions, peer review projects, case studies and additional resources already included in my courses. But like many other online instructors, I find it a challenge to keep my students motivated and engaged. So I have decided to add an element of game to one of my courses. The game element I have chosen is a simple leader board, which I have created using Google Forms, Sheets and apps. The cost to me was nothing, just my time!
Gamefinder - BrainPOP Addition BlocksTest your addition skills and speed! Destroy falling sum blocks by clicking on connected digit blocks. Add fast, or the sum blocks will stack up! All About Bird AnatomyHey, what’s under all those feathers? The Big Picture Of Education Technology: The Padagogy Wheel The Big Picture Of Education Technology: The Padagogy Wheel by TeachThought Staff Teaching is a matter of design. That’s not new, but in an era of change and possibility, it’s more apparent now than ever. The SAMR model (which acts as a kind of continuum to reflect the possibilities of technology in learning) is a helpful tool to make sense of this idea, a visual reminder that ideally technology moves beyond Substitution phase (the “S”) towards a Redefinition (the “R”) of what was previously impossible without it. This, among other shifts, will help fully realize the potential of learning technology.
The SAMR Model is Missing a Level – A.J. JULIANI One of the most often used models for technology integration in education is the SAMR Model. Here is a quick overview for those that may not be familiar: It starts with S for Substitution. Technology can substitute but the functionality stays the same. Writing on a chalkboard is the same function as writing on a whiteboard and writing on an overhead projector and smartboard (as long as all you are doing is project words and diagrams onto a board).