It is too soon to establish how e-learning technologies will feature in this brave new action plan of academic/technical streaming, although there can be no doubt that they will. Be assured that we will keep a ready eye on developments in the UK, with the hope that they find a winning formula in providing young people with practical, necessary qualifications that ensure equality and social mobility for everyone willing to learn.
Student-centered learning is a hot topic among educators around the world. No matter if their students have just joined the education system or they are enrolled in Higher Education, more and more teachers and various other stakeholders turn to the student-centered approach to education. Student-centered learning is better aligned with the 21st Century learning needs of students.
The future of work will be more fractured and compartmentalized, so teaching very specific technical skills empowers students far more than a generalized ambition to make them creatures of extraordinary creativity and collaboration. Mastering the 4 Cs is no doubt important for students of all ages, but this shouldn’t come in the detriment of creating, developing and following more practical curricula of technical education.
Scenario-based learning for young students is a way of describing a learning journey designed by educators that takes students on a tour or journey through a problem-based scenario, allowing them to “figure out” the answers in an environment that is close to the original but without the risk. It can create high levels of motivation, is inherently assessment-based and it should keep students on their toes.
After exploring why educators should include gamification techniques in their classrooms and a few principles of gamification they can follow in order to do that, I promised a few tips on how to do it exactly. Doing it for the right reasons, starting slow, projecting it on standards, using technology and knowing how much gamification is enough are all part of the best advice for gamifying a classroom.
Gamification is a tried and tested technique that can have a positive impact on students’ learning. Most educators that adopt gamification in learning activities witness two things: students get a better attitude towards learning and they are more motivated to move along their learning path to get the final reward: recognition for their mastery of skills.
Teachers have many options of creating gamified learning environments for their students if they keep in mind principles like including rewards, crafting levels of progress and offering instant feedback to kids when they learn by playing. Gamification can really benefit the primary school classroom. Mary Poppins would surely agree about that.
Digital citizenship is no doubt an important part of any school curriculum, even in schools that only have a moderate to small amount of digital or blended teaching. Teaching digital citizenship can result in online citizens in your area that are more aware, sensitive, respectful of themselves and others and physically and digitally safe, so tune in for some DOs and DON’Ts on how to do it.
After exploring what computational thinking is, and why teachers should consider teaching it in their classrooms, the time has come for actual examples. From Green Dot to TedEd, there are plenty of online resources of great computational lesson plans teachers can use in their classroom instruction. Plus, I made a list of extra professional development resources for those interested in computational thinking.
In a simulation the users can interact with the learning environment, make changes and see instant results of their actions. And the best part is that they can make as many mistakes as they need before completely understanding the concept that they are learning. Simulations will probably become the norm for teaching applied sciences, as have the immense potential of taking learning to the next level.