Wednesday, 6 May 2015

Apps and Software for Teaching


In Designing learning there are several principles of learning that are presented and they all have areas that they emphasize in the process. Authentic learning theory and Constructivist theory give learners chance to experience things in the real world by creating an environment that gives them chance to play their role in increasing their knowledge. It allows them the opportunity to observe, engage in, invent and discover in the way that makes sense to them. It also emphasizes continuous assessment of the learner.  Learners interact with the problem and also have an active role in the problem solving for instance in  drill and practice, quizzes, games and puzzles. The learners are given chance to control their own learning and they set pace and time for it and are given immediate feedback.  There is a vast supply of software on the net that caters for Authentic learning and Constructivist theories. With online learning, learners have a hands-on experience, they do everything themselves, navigate through the links and get answers to the many questions they have, and are also in position to create their own products. With Multiple Intelligence Theory on the other hand, where the teacher or educator is expected to take into account the fact that learners have differing intelligence levels and learn differently, the various software online provides for all levels too. There are instructional games such as brain games like Sudoku, Metrix, mind games, Lumosity , Crossword puzzles. Others software include; Quizzes, Tutorials, Typing lessons, Exam software, developer and programming and e-learning programs. Socratic Approach lays emphasis on getting the learners to think and think of thinking. It also makes it clear that there is never one answer to a question, and that when one question is seemingly answered it raises a string of questions in its wake. As is evident with the software available, there are many questions that are answered and yet there is much that still need to be answered and the process is continuous. Some software is meant to task the students with thinking. Through using the software, the students will also be inspired to also come up with their own questions about a topic. Navigating through the software arouses students' interest and thinking. They will not be satisfied with one answer and that they are made aware of existence of other answers to the same problem. TPACK and  SAMR theories introduce the aspect of technology into the teaching and learning process and offer various ways in which technology can gradually be introduced without causing dismay or panic among the students and teachers.
In all these principles the major/ key issues emphasized include; Collaboration, experiencing, researching, recreating, different intelligence levels, Reworking and observing and giving the learner a chance to make meaning out of these learning situations. In all these situations, the learner is encouraged to make use of technology in their learning process. The principles help the teacher to determine what kind of software to use with each category of learners. Since amongst the available software we have quizzes, puzzles, instructional games, and others about different activities that could be used to engage the learners, the teacher will find little or no problem in identifying the software and apps that would best suit the learning situations of his students.
The different kinds of software have activities set out for students as well as teachers. Some of the activities specified include classroom activities, group discussions as well as individual tasks all of which require collaboration, experiencing, researching, and recreating, reworking, observing e.t.c. The most engaging educational software is the instructional games, and drill and practice software. Adults as well as children are easily captivated and taken up by the online games and quizzes.  Aside from that, the attention is very concentrated and intense when it comes to games. The nature of activities in these software are such that all areas of a topic are touched upon however briefly.

 

7 comments:

  1. Well done Margaret. You have discussed everything about Apps in our teaching and learning. This is going to my starting point when I start lesson 3.4.

    ReplyDelete
    Replies
    1. Thank you Hussein for that vote of confidence.

      Delete
  2. You have said it all so beautifully integrating designing learning with what the tools have to offer. These tools essentially are 'appliances' in the hands of the teacher to bring out the best in the learners by encouraging learner centered pedagogues through confidence building and guided discovery.

    ReplyDelete
  3. Nice to be visiting your blog again, it has been months for me. Well this article that i've been waited for so long. I need this article to complete my assignment in the college, and it has same topic with your article. Thanks, great share. teknisk analys

    ReplyDelete