- Field Based Learning (video)- Students learn though direct interaction with an environment that reflects taught concepts rather than learning through indirect presentations of the setting such as textbooks or lectures.
- Student-centered learning- Student-centered learning moves students from passive receivers of information to active participants in their own discovery process.
- Problem-based learning - is a teaching method in which complex real-world problems are used as the vehicle to promote student learning of concepts and principles as opposed to direct presentation of facts and concepts.
- Project-based learning- is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging, and complex question, problem, or challenge.
- Case-based learning- Using a case-based approach engages students in discussion of specific scenarios that resemble or typically are real-world examples.
- Inquiry-based learning -inquiry in the classroom places the responsibility for learning on the students and encourages them to arrive at an understanding of concepts by themselves.
- Active learning - means students engage with the material, participate in the class, and collaborate with each other.
- Constructivism; or co-constructing - is based on the belief that learning occurs as learners are actively involved in a process of meaning and knowledge construction as opposed to passively receiving information.
- Learning by doing - theorized that learning should be relevant and practical, not just passive and theoretical.
Student Roles in E-Classroom Teachers Roles in E- Classroom
- Researcher Coach & Guide
- Technology User/Expert Goal setter & Questioner
- Thinker & Sense maker Learning Designer
- World Changer Abandoning total control for controlled activity
- Self - Teacher Context Provider
What is E-Classroom? Is an online learning environment, just like in a real world classroom, a student in a virtual classroom participates in synchronous instructions.
- Web 2.0 - is a library for easy publishing of words, images, videos, and other media that have been developed that allow any student to be a publisher of his or her work.
- The Coming Wave- Giving each students his or her own computer ( laptop, netbook, or even cell phone) to use, maintain, take home. and, essentially, learn on is finally taking hold. This gives all students the right to have responsibilities using their computers outside of class for homework, research, connecting with teachers and assignments,, turning things in and so forth.
- Cell Phones- There are three good roles for cell phones in students education.
- Cell phones have become so active in a students every day activities, and they are such an important tool in students lives of of school.
- They are an area where there may be a digital divide, which as teachers we need to help overcome.
- Their power and the useful things they can do for education are growing rapidly and enormously as they morph into smartphones and full-fledged computers.
- Some existing off-the-shelf commercial games.
- Learning games
- Design& Create their own games
Different types of Assessments for the Curriculum of Digital Learning
- Ipsative Assessment- This is a kind of assessment used in sports, no one gives you a number or letter grade; it is your results that mater. The students are challenged to beat their personal best.
- Peer Assessment- This assessment involves having students' work assessed by a group of their classmates or peers in other places.
- Real-World Assessment- This assessment is welcome by students because the world feedback and seek it out on their own. Good examples of this assessment is Blog posts and How-to videos.
- Self Assessment- This is the most critical assessment because it is what today's students will need and use for the rest of their lives in order to control their actions.
Best way to assess students
- Give students necessary and helpful feedback (formative)
- Encourage them to do better and better (ipsative)
- Provide them with feedback from fellow students (Peers)
- Include evaluations from global audience (real-world)
- Get them to understand their own progress (self-assessment)
- Allow them to use their tools (21st Century)
- Satisfy the outside world by using standardized tests (summative)
Issues & Trends
The Five Essential Metaskills for the 21st Century
- Figuring out the right thing to do 4. Doing it creatively
- Behaving ethically Adapting
- Thinking critically Thinking creatively
- Setting goals Tinkering and designing
- Having good judgment Playing
- Making good decisions Finding your voice
- Planning Reflecting
- Solving problems Being proactive
- Self-directing Taking prudent risks
- Self-Assessing Thinking long term
- Iterating Continually improving through learning
- Taking leadership
- Interacting with individuals and groups
- Interacting with machines
- Interacting with a world audience
- Interacting with across culture