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.
Good observations Margaret.
ReplyDeleteThank you Prossy.
DeleteWell 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.
ReplyDeleteThank you Hussein for that vote of confidence.
DeleteYou 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.
ReplyDeleteThank you Nellie.
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ReplyDelete