What is the Essence of Engaged Learning?
How
Nellie created this venn diagram and how Nellie STRUGGLED to have it onto her
blog answers the question on engaged learning:
My involvement with the CCTI course is
the example per excellence in the delivery of engaged learning. Today I am able
to use technology to suit both my social and my learning needs. I save all my
work in the Google drive and I can retrieve it any time to continue from where
I stopped previously anywhere any time at my own volition. Nellie is
self-regulated.
Since I am responsible for my own
learning, I have a functional smart phone (Microsoft) because of it I am able
to benefit from all the tools that Microsoft Office has to offer. I also have a
router from Africel and can use my MTN network through my phone through which I
connect to my laptop via Wifi and I have data all the time. I load my data on a
monthly basis to make sure I am able to log on to the CCTI course anytime. I
make a sacrifice to manage my lessons and I go to bed at
2:00am nearly every day. Nellie is energised by her learning and because of this
I do lots of research; curate my resources in a repository, save some e books
that I find relevant to which I can refer anytime. Nellie knows how to learn.
Since the CCTI family is always connected through Email,Telephone, Whatsupp group, Blogging, etc I take advantage of this by
consulting or working together with my colleagues to solve a problem. I value
the members of my group therefore, I collaborate with them. The ideas we share
helps build my knowledge and skills which I use to solve problems in the
office. My colleagues know that if there is anything to do with digital
technology, they consult Nellie. In this regard, I can evaluate my progress and
tell that I am a formidable force in the use of technology in learning.
The
tutor (Senzo) is an apt facilitator and guide. He gives the sense of direction
but leaves Nellie to chart out the path on her own. Thus Nellie is always challenged and forced to learn.The modules provide the
rich environments and learning experiences needed for collaborative study. The
nature of these materials turns Nellie into an explorer through research, and
into a critical thinker through having to draw conclusions after reading from
various sources. The tasks are challenging, authentic, complex and
multidisciplinary: Take how to constructively come up with a the venn diagram, how
to find one’s way round kahoot and clickers- Nellie was forced into collaboration
and into asking the right questions. Nellie had to work with her peers collaboratively.
Instruction encourages
Nellie to construct and produce knowledge in meaningful ways –again, the example
of constructing and feeding in the salient ideas in the venn diagram –promoting engaged learning.
Now
I have to reflect here on my blog. This reflective practice galvanises my
learning. What question runs through my mind? Is there something that defines
this family? Whenever we engage in a conversation, the first question always
is: ‘How is CCTI?’
Is technology a critical role-player
in engaging learners?
Because technology is both highly customizable and
intrinsically motivating to students, it is particularly well-suited to expand
the learning experience. Technology highly supports learning by providing
engaging environments and tools for understanding and remembering content. For
example, game-based courses use features familiar to game players to teach core
subject content, such as history. The model below illustrates this:
Technology
provides access to a much wider and more flexible set of learning resources
than is available in classrooms and connections to a wider and more flexible
set of “educators,” including teachers, parents, experts, and mentors outside
the classroom. Engaging and effective learning experiences can be
individualized or differentiated for particular learners (either paced or
tailored to fit their learning needs) or personalized, which combines paced and
tailored learning with flexibility in content or theme to fit the interests and
prior experience of each learner.
Using technology for purposes, such as
writing, research and analysis—rather than simply drills and practice— engages
learners and can enhance student competencies that surpass the knowledge and
skills typically measured in achievement tests. These competencies include
problem solving, creativity, collaboration, data management and communication.
I will illustrate my idea further by referring to the Xbox
360 gaming console whose role I evaluated as a tool for learner engagement. I
choose to use a general term - games.
Digital
games can be computer-, game console- (XBox, PS3), or handheld-based (Nintendo
DS, iPhone), and are defined by two key elements: an interactive virtual
playing environment and the player pursuing a win-state (Salen & Zimmerman, 2003). Games are virtual worlds in
which learners “play at” some role as they solve problems and make connections
by learning to “think like” scientists, historians, journalists, soldiers,
diplomats, or any other group that employs systematic methods of inquiry and
problem framing in order to investigate the world. Games also provide a way for
teachers to meet students where they are.
Games
do not necessarily teach content. However, Gee (2005a) has proposed that games
can provide kids with experiences that teach them valuable higher order
thinking skills and some habits of mind that are very valuable in today’s post-industrial
society. Groff, Haas, Klopfer, & Osterweil (2009) have observed teachers
using games to get students to take on the role of scientist, engineer,
mathematician, journalist, etc., and found that students developed the higher
order thinking skills associated with those professions. Gee (2005b) has
demonstrated that game playing can help to develop users’ thinking skills, such
as the ability to quickly process information, to review information and decide
what is relevant and irrelevant, to process information concurrently from a
variety of sources, to explore content in non-linear fashion, to become familiar
with digital collaboration networks, to take a relaxed approach to play and
problem solve by exploring, to form hypotheses, and to experiment.
Digital
games infuse teaching with energy, spark innovative thinking and provide
diversity in teaching methods. Games make learning concepts more palatable for
learners and supply learners with a platform for their creative thoughts to
bounce around. Games encourage creative behaviour and divergent thought.
(Fuszard, 2001) and are excellent ice breakers.
Games will often act as learning triggers inducing lively discussion on learning concepts amongst students following game play.
Research
concedes that games can be powerful educational tools when they are used as a
springboard for engaging in critical thought and play.
What are the
limitations of technology in engaging learners?
In Uganda today, the School culture and structure do not support specific uses of technology. Often, technology
is not aligned with the school s’ vision, mission and curriculum. As a result,
there is no foundation in place to provide consistent access to—and use of—technology
throughout the years of schooling.
Also, most teachers lack confidence in technology as well as
their technology skills. They feel unprepared to integrate technology into
their instruction. Those who use technology do so primarily to present
information rather than to provide hands-on learning for students. Some are
unclear about policies governing the use of technology. Others are
uncomfortable with investing instructional time to deal with possible equipment
failures or slow Internet access.
Thank you Nellie. Indeed the CCTI family has a strong glue to keep it togather through watsapp. Nellie you ideed exhausted every thing that the CCTI course has done for us. Thanx for that write up, it wets up my appetite for research.
ReplyDeleteThanks Nellie for that great post and for struggling to put the Venn diagram on the Blog.Congs.
ReplyDeleteGreat Post Nellie. The images(Venn diagram ad model diagram) say it all.
ReplyDelete