Featured image gathered from: SquishyCircuits.com What is constructionism? Constructionism is not to be confused with Jean Piaget’s theory of constructivism. While both theories are interrelated, the constructionism specifies that students construct knowledge and meaning through the construction of meaningful artefacts (Donaldson, 2014). The Maker movement is largely based on the concept of constructionism – it… Continue reading Week 9: Constructionism and the Maker movement
Author: hayleygoingdigital
Week 8: Game-Based Learning & Scratch (again!)
Educational games have become a regular part of teaching and learning due to its capacity to promote pedagogical principles – namely constructionism, increased problem-solving skills, increased engagement and guided-discovery learning (Akcaoglu & Koehler, 2014). This is particularly true for digital games, which are powerful in delivering relevant, meaningful and engaging learning experiences to students, as… Continue reading Week 8: Game-Based Learning & Scratch (again!)
Week 7: Virtual Reality & CoSpaces
Referring back to Milgram’s Reality-Virtuality Continuum that we visit in our previous post, virtual reality exists on at the end of the continuum where users interact in a believable, interactive, 3D computer-created world (Southgate, 2018). Several types of VR exist – immersive VR typically involves a head-mounted display with stereo sound; however non-immersive VR (such… Continue reading Week 7: Virtual Reality & CoSpaces
Week 6: Augmented Reality
Augmented reality (AR) uses the existing surrounding environment of a user and overlaps it with virtual objects that can be interacted with in real-time (Billinghurst et al., 2001). Some common uses of AR that you may be familiar with are Instagram and Snapchat filters, and even more recently, virtual backgrounds on Zoom. Often confused between… Continue reading Week 6: Augmented Reality
Week 5: Robotics
(Featured image from: Tobe, F. (2020). 4,000 student clubs to use Dash and Dot robots in global contest – The Robot Report. Retrieved 15 April 2020, from https://www.therobotreport.com/4000-student-clubs-to-use-dash-and-dot-robots-in-global-contest/) Using robotics in education provides learners with a unique platform to engage in co-constructive learning experiences through problem solving, collaboration and process-focused learning (Jung & Won, 2018).… Continue reading Week 5: Robotics
Week 4: Using Scratch to Develop Computational Thinking
After 3 years of specialized IT teaching, Scratch has become a familiar friend of mine. It is a perfect tool for students to develop computational thinking, through drawing on fundamental computer science concepts, designing systems and problem solving (Wing, 2006). While Scratch does not necessarily subscribe to a specific coding language, it does engage with… Continue reading Week 4: Using Scratch to Develop Computational Thinking
Week 3: Using Design-based Thinking in 3D Printing
What is Design-based Thinking? Beghetto & Kaufman (2013) state that in order for production to be considered “creative”, students must be able to a) exercise originality and b) produce in task-appropriate contexts. Design thinking processes further assist this through reinforcing multiple stages of planning – before, during and after creating a product. It fosters student… Continue reading Week 3: Using Design-based Thinking in 3D Printing
Week 2: Enhancing Literacy using Adobe Spark
A growing amount of research has highlighted the importance of creative thinking in achieving success. In an age characterized by technology-driven automation and immediate access to an abundance of information, digital fluency and creative thinking skills have become high-demand skills in the workforce (Pink, 2011). It is therefore immensely important that creativity is fostered within… Continue reading Week 2: Enhancing Literacy using Adobe Spark