Constructionism derives from Piaget’s theory of constructivism where the most effective learning combines the environment, materials and a sense of collaboration (Morado, Melo & Jarman, 2021). It is an alternative teaching methodology where the students are placed in the centre which allows them to go through a more personalised and hands-on learning experience within a… Continue reading WK 12: Constructionsim and the Maker Movement
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WK 11: Robotics: Jimu or Bee Bot?
Robots are not just limited to possible destruction of the world and the encouragement of AI technology. Robotics could be implemented within the classroom to assist in the fostering of student creativity. Educational robotics refers to robotic technologies that can be integrated into the classroom where it can be used to help with communication and… Continue reading WK 11: Robotics: Jimu or Bee Bot?
WK 10: Gaming and Learning
Anyone who makes a distinction between games and learning clearly does not know the first thing about either one” Marshall McLuhan as cited Becker, 2009 Games, in particular digital games have been shown through research that it holds many benefits to increasing student engagement, interaction and cognitive skills. According to Granic et al., (2014) there… Continue reading WK 10: Gaming and Learning
WK 6: Virtual Reality – CoSpace & Google Cardboard;
What if there was a way to fully immerse yourself into a world that was either not reachable through travel or doesn’t exist? Virtual reality (VR) technology manipulates the virtual space in order to create a real life experience with the use of visual, auditory and sometimes sensory output devices (Makransky, Petersen & Klingenberg, 2020).… Continue reading WK 6: Virtual Reality – CoSpace & Google Cardboard;
WK 5: AR Technology: Merge Cube
“A key part of that journey is making an open platform where any developer can create anything they want.” Mark Zuckerberg Augmented Reality (AR) technology refers to systems that allow virtual and real worlds to coexist and interact in real time (Azuma, 1997 as cited in Bower et al., 2014). Although AR technology relies on… Continue reading WK 5: AR Technology: Merge Cube
WK 4: Computational Thinking: Microbit
Computational thinking (CT) is beginning to become a necessary skill to survive within the 21st Century. Wing (2006) argued that CT refers to understanding human behaviour and solving problems by drawing upon the fundamental concepts to computer science emphasizing the idea that it is not about operating like a machine, but how exactly can humans… Continue reading WK 4: Computational Thinking: Microbit
WK 3: Design Based Thinking
Design is not just what it looks and feels like. Design is how it works. Steve Jobs The process of design thinking can be broken down into five stages (IDEO, 2013): Discovery Interpretation Ideation Experimentation Evolution However design thinking isn’t a linear process, but instead more so reflects a tangled ball of yarn that needs… Continue reading WK 3: Design Based Thinking
Task 1: 3D Pens within the classroom
” What underpins the successful integration of technology is not only the design of the technology, but also the teachers’ level of technological and pedagogical expertise in terms of helping their students learn. “ Ng & Chan, 2020 Meet Scribbler. A 3D printing pen that can create a tangible mass by melting a filament and… Continue reading Task 1: 3D Pens within the classroom