Chan Eunice Grace

Sunday, March 22, 2009

revisiting the concept of engaged learning

During the whole course of ICT, I really enjoyed the process of learning. From someone who knows little about technology and the various pedagogical approaches, I believe I have truly grown and learn so much more than before. Have been exposed to various technologies for learning as well and I'm really thankful for it. The various technologies include:
  1. PbWiki (My current favourite platform for group discussion. Ha.)
  2. Mindmeister (a tool used for concept-mapping. It can work both synchronously and asynchronously)
  3. Blog
  4. Skype
  5. Quandary (to come up with game-based learning questions)
  6. Makebeliefscomix
  7. HotPotatoes (jigsaw puzzle, cloze passage etc!)
  8. Photostory
I'm glad to have been exposed to various 'funs' as well and these includes:
  1. Classroom of the Future
  2. Wii (Surgical game)
  3. Second Life
  4. Learning more about engaged learning
  5. Learning more about the various pedagogical approaches
  6. Knowing more about game-based learning
  7. Bonding with my coursemates through the games
  8. Understanding about collaboration and how it takes place
  9. Designing lesson plans incorporating ICT tools
This module exposed me to alot of things that I probably have not experienced through my education years. Ha. I used to dread going for 8.30am class but surprisingly, ict have managed to make me enjoy learning and coming to class instead of dreading it.

Dr. Ashley have indeed incorporated engaged learning in this module. The dimensions of engaged learning includes real world learning contexts, meaning making with scaffolds, collaboration with others as well as evaluating on-going performance.
  1. Giving us examples such as Second Life, coming up with lesson plans using ICT tools, Dr. Ashley have given us real world learning situations. It enables us to solve an authentic situation where we might be able to use that particular lesson plan for teaching in future.

  2. Throughout the course, Dr. Ashley started off by building our foundations in the various pedagogical approaches. In most of the lessons before introducing a particular concept, he often tapped on our prior knowledge first and then, building up the missing gaps and links from there. Learning stages were designed for example, when teaching us game-based learning, he allowed us to explore the various games and experience for ourselves how we might gain from game-based learning. Thereafter, he introduced the mindmeister for us to input our thoughts and ideas about how we feel. This is then followed by a summary of what game-based learning is and how it benefits us. The various stages that he designed is a form of scaffolding.

  3. There were many opportunities for collaboration with others. For example, the first few lessons where we share our information with one another through PbWiki. Mindmeister also allows us to exchange information and ideas with one another. Dr. Ashley also defined the scope of our interaction and what is to be discussed.

  4. Dr. Ashley constantly provided feedback for our learning. For example, in last week's lesson, he talked about the misconception that we have about second life, digital natives, COTF and iN2015 (eg. would be too reliant on technology, would there be less communication in future etc)
Dr. Ashley have definitely incorporated the elements of engaged learning in this module and I'm really very grateful for the information that I've learnt. One thing that I've learnt from last week's lesson is also that sometimes face-to-face communication can be a barrier itself where people may be shy or introvert and may not communicate as well. Instead, technology provides a platform for people to interact with one another. Another learning point was that second life provides a new platform for people whoare autistic for example. They would be able to lead a normal life in Second Life and be exposed to what normal people are exposed to. This itself, to me, is beneficial.

In future, when teaching, i want to adopt strategies that are student-centered and where collaboration is frequent in class. I feel that collaboration between students allow them to exchange valuable information with one another and they are able to learn faster. Through discussion and doing research, the information that students get would stay with them for a longer period of time. This is because they are not merely being spoon-fed, but they are actively finding information themselves. I want to make learning fun in future as well. Just like how Dr. Ashley have made the whole module a learning journey. When learning becomes fun, students would be addicted to them. Heh. (:

Next 2 weeks would be a presentation of our final work already! Looking forward to the partyyy at the end! haa :)

Tuesday, March 17, 2009

iN2015 and COTF

After looking at the video of iN2015 and viewing Classroom of the Future, I'm amazed and at the same time, traumatized? ha.

iN2015
  1. Most of the things would be controlled by voice. For example, we can just say "screens on" or "on the television" and everything would be switched on/off according to our instructions (via voice).

  2. People of different languages can communicate easily via a quick and accessible translator. This helps to break down language barriers and allow transfer of information to be faster.

  3. Taxi drivers or anyone can read news instantly from this cool device and receive messengers from one another instantly.

  4. A special 'spectacle' also allows one to see information clearly and able to communicate with another party. It also allows communication via voice.

  5. Technology allows drivers to note the various parking places and slots.

  6. Students are able to consult virtual professors on field trips and obtain relevant information that they need on the spot. They are able to transfer information to each other rapidly as well.

  7. It allows shoppers to test the various cosmetic products on a model and see if the colour suits them.

  8. It allows patients to be aware of their health condition.
iN2015 video makes me feel that the future world is going to be so robotic in future!!!! I seriously do not mind upgrading myself, however, if everything were to be controlled by voice, I'm highly uncomfortable with that right now. It seems as though everyone is progressing at such a fast pace and in the end, all of us would end up being lazy. Also, if technology is so advanced, would teachers be replaced one day?

Classroom of the Future

COTF visit was a great experience for me as well. I particularly like the idea of taking attendance using the small little device. Heh. In this way, it does not have to be manual and it is more convenient. Besides that, there was another station where we could capture the posters and advertisements from the small device too! Personally, the preparation that NIE has given us for such environment is minimal. Even right now, we're exposed to the normal teaching methods, taking aside e-learning activities. Tutorials are conducted in more teacher-centered manner. I also do not feel adequate enough to conduct such IT-savvy lessons in future. Again, one of the fears that I have is that would teachers be replaced by technology in future.

To prepare myself for the learning environment ahead, I guess the only thing that I can do right now is to change my mindset, otherwise, I would not be able to progress further. Ha.

Tuesday, March 10, 2009

youtube on second life

The youtube video that I looked at was educational uses of second life.

The benefits of Second Life that were mentioned in the video are as follows:
  1. Once users are done with the basics of navigating the terraine, students can suspense their sense of disbelief and feel immersed in their environment. Thus this makes SL ideal for role-playing eg. learners can engage in a Shakespeare play and interact with other characters.

  2. Students can participate in virtual scavenger hunts where they locate information relevant to their field of study. For eg, how to build a capillary.

  3. Students can go for guided tours on their field of study in their classrooms. They are able to travel to places where they would have otherwise not be able to go.

  4. Students can learn by doing, ie. students can experience with building objects.

  5. Students can learn to collaborate in a project and co-create virtual images.

  6. SL provide opportunities for students to walk in other people's shoes. They are able to experience issues such as schizophrenia.
  7. Students are able to attempt quizzes as well and tutorial sessions can be conducted on SL.

  8. Educators can join professional networks in SL to discuss about various topics. Meeting of colleagues is also possible through SL for discussion.

  9. SL breaks down language barriers as there are language translators.

  10. Whiteboard can also be used for teaching in SL and students are able to edit the whiteboard after the presentation.

The video talks about the educational uses of education. It can be further improved by also mentioning the various drawbacks of Second Life and maybe the strategies that we can take to minimize certain issues since SL is still a new concept to many of us. Overall, the video gave me a clearer picture of how it can be linked to education, compared to the hands-on-activity last week where I could not really find the linkage.

Monday, March 9, 2009

second life

I had my ICT presentation on Friday on HotPotatoes. Amazingly, there weren't any questions. Maybe the presentation was too boring that my classmates fell asleep. Ha. Anyways, even as my group was preparing the presentation, I noticed a few flaws of our project.

  1. Our project seemed as though it could be done without HotPotatoes. For example, for the second lesson plan on Biology, students could come up with the Mix and Match even without HotPotatoes and the work might have been done more efficiently through traditional methods.

  2. HotPotatoes is a simple ICT tool and it would be more applicable for teachers to use while generating worksheets. For example, teachers can use it to generate crossword puzzles or cloze passage using HotPotatoes. To use it as a student-centered learning activity would be a challenging task compared to other ICT tools such as Photostory, Youtube, Skype etc.

For now, I guess my group would have to come up with a lesson plan that would require technology, and ie. without the tool used, the lesson plan might not be that effective. Most importantly, like what Dr. Ashley have mentioned, the focus is on the lesson plan. Something that I've been trying to remind myself from the start of this module is that I should not be using technology-integrated tools for the sake of using it. Rather, the ICT tools would be used if it engages the students, helps them to be more creative, or aids the lesson in any ways.

After the presentation, we had a short introduction of Second Life and a hands-on activity. When i read the "7 Things You Should Know About Second Life", it was mentioned that SL is the largest virtual world. It allows users to speak to one another and basically, SL is a virtual world that reflects the real world. Users can engage themselves in educational, recreational, socializing, entertaining purposes and more. The only difference is that users are able to do things in SL that they might not otherwise do it in a real-life situation. There are a few advantages and disadvantages that I gathered from SL in the first session.

Advantages:
  1. SL allows one to explore places such as the gene laboratory (or something like that?) that allows users to enter into the world of genome to explore. This is impossible in the real world where we cannot possibly enter a cell. Also, this may be engaging for the students as they venture through SL.

  2. Educational learning can also take place for example exploring the volcano areas or tsunami areas. We would not be able to do that in real-life but SL provides a medium where we're able to do so.

  3. SL also teaches users to work effectively in a group by allowing them to experiment with behaviours that they might be too reluctant or shy to try in the real world (as stated in the reading). This is beneficial to the users as it might allow them to open up more seeing how others might react to a certain behaviour that they might not try. It helps to improve their interactions skills if used appropriately.

  4. SL is fun as it allows one to teleport to other places instantly. It also allows one to change their genders and to fit different attires.

  5. SL allows people to conduct surveys, for example. what kind of music would affect shopping behaviour.

Second Life has its disadvantages as well. This includes:
  1. People are not bound by the rules and norms of society. In the virtual world, it is okay to engage in unethical issues in real life for example child pornography and gambling.

  2. Users might not be able to differentiate the difference between a virtual world and real-life world anymore. They might be caught up in a world of fantasy and continue to live in there.

  3. There is an illusion of anonymity in SL. As a result, cyberbullying might occur? waha.

  4. Users may be overly addicted and spend large portion of their time online.

I don't deny that SL is would be beneficial in futurebecause it allows users to interact in a virtual world like how they would in real-life situations. Also, in classroom settings, it allows us to explore various issues that we would not be able to explore in real-life. However, for now, I'm still uncomfortable with such advanced technology. Maybe there really should be re-professionalizing of teachers taking place. I might be one of the teachers who are not open to technology. lol. Hopefully one day someone would be able to demonstrate to me clearly the usefulness of using SL. I'm looking forward to Classroom of the Future though. ha. Wondering what it's like.

Playing SL during classtime was fun especially when all of us were busy trying to change the appearance of our avatars. However, due to a short time span, I havent been able to explore much of it and understand it. Furthermore, it's not free and expensive! ha. Hopefully there's another opportunity to try out SL again.

In class, Dr. Ashley also summarized game-based learning. One of the things that I took home was that as teachers, we should try to link the various subjects together. For example, in the McDonald game, we can link how ecology can link to business management? haha. It's quite vague in my mind now but I remembered clearly him mentioning about this point. I agree that subjects are linked together for example that of geography and ecology. I used to have alot of common topics with my geography major friend, seeing how what we've learnt come together to form a big picture.

This week would be e-learning again! haha.Will learn more about COTF and integrating technology in the 21st century! (:

Wednesday, March 4, 2009

interview with James Paul Gee

I was watching the video of the interview of James Paul Gee, and these are the few differences of game-based learning from traditional learning/interesting points that I've managed to pick out.

1. Game-based learning is a continuous and on-going form of assessment throughout the game and does not separate learning from fun. For traditional learning, assessment usually takes place after a chapter is being taught.

2. Game-based learning allows the integration of the tools/skills that we learn and not merely using the standard solutions.

3. Game-based learning allows us to solve problems which are what we often face in real-world situation. On the other hand, traditional learning sometimes does not allow many problem-solving scenarios to take place.

4. For game-based learning, we learn about something that we produce and not just merely about knowledge and facts.

5. Scientists learn the language of science by doing science. Similarly, students can play the games first and have a greater understanding of the topic. They would then be more interested to read up on the various instructions and manuals after the games as the terms would then made more meaning/sense. This allows them to be addicted to learning instead of being forced.

6. Game-based learning allows collaboration and students usually prefer to learn with another person instead of a person who is an expertise in the subject (eg. Teacher).

7. Students not only want to consume, but they would want to produce as well. For example, they would want to design/construct some product of their own.


One main point that I took home was Prof Ashley mentioning that in games, we often “fail” and thus would have to restart all over again. As students, we would more likely be willing to try out the particular stage again to proceed on to the next as it is fun and interesting. During this learning and failing process, students can constantly replay without having to feel demoralized. Instead, failing is part of the learning process in games. However, if we were to give a one-time assessment, then students may feel demoralized if they were to fail. Some may even give up and stop trying after a period of time.

However, it would take a long time for us to move from traditional learning to game-based learning as most of us would already have the traditional mindset and we would have to take on a new perspective and boldness to try out something creative and innovative. As what James Paul Gee mentioned, it’s time to re-professionalize teachers. Game-based learning is also helpful to students who are in general not interested to learn from the normal textbook style or students who suffer from ADHD. Games would in general attract their attention if they find it interesting and they would be able to gain knowledge from there. Some games require students to know certain terms before they can unlock the next stage. Therefore, games provide a good platform for learning. Hopefully one day in my contract teaching school, there would be a teacher bold enough to make a change! Ha. Despite the fact that I know it’s going to be so beneficial to the students, I think I’m too afraid to be the person to pioneer this if no one is doing it in my school. I feel so unadventurous!! Haha.

Monday, February 23, 2009

game-based learning

Last friday, I really struggled going for ICT class. Ha. Felt really sick throughout the week and wanted so much to take MC to stay home to rest. But somehow, the thought that I will be going to class for games and so much more fun-based learning, I decided to take the effort to travel for 1.5hrs to school to attend one lesson. A point struck me during the process. Even now as a student, I struggle to go school. But what motivates me to go for lessons is knowing that I will benefit from the class and it's not something that I will find "wasting time". Knowing that the lesson is fun and I will learn things out of it motivates me to go school despite me feeling unwell. So thoughts of how to make the lesson engaging went through my mind during the journey. I havent really figured it out though. Ha. And Dr Ashley was saying in class that if students can be addicted in gaming, what can we do to make them addicted to studying? wow. ha.

I read an article that wrote the following statement:

"Games are... the most ancient and time honored vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don't see mother lions lecturing cubs at the chalkboard; we don't see senior lions writing their memoirs for posterity. In light of this, the question, 'Can games have educational value?" becomes absurd. It is not games but schools that have the newfangled notion, the untested fad, the violator of tradition. Game-playing is a vital educational function for any creature capable of learning. ~Chris Crawford in The Art of Computer Game Design"

Source: Crawford, Chris. TheArt of Computer Game Design. 1 May 2007
(http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html)


Maybe games would be used more often in future for learning. Given that students nowadays spend most of their time on the computer after school, educational games can be one way to draw their interest to learning. Of course, there are many considerations to take note when introducing game-based learning. Read the website that Dr Ashley provided on the weekly instructions (http://schools.becta.org.uk/index.php?section=tl&rid=1859), and these are the questions that I'd have to remind myself to take note of whenever I were to play games in class. These includes:
  1. Does the equipment available in the classroom meet the minimum requirement for playing the game?

  2. Does the game matches the learning objectives?

  3. Are there other easier and more convenient methods to achieve learning objectives besides playing the game?

  4. What is the interesting factor? Is it the game itself or the interaction etc.?

  5. Does students have to take a long period of time to learn the skills required for the game?

  6. Are they able to access the game in their own free time besides in class time?

  7. Can the teachers and students save the game at appropriate timings?

  8. What other options does the game offer which can be useful? Can the level of difficulty be altered?
There are definitely more questions that has to be considered when integrating game-based learning into lessons.

Anyways, there were 2 other presentations on Friday on Skype and Youtube. For the first presentation on Skype, I was quite fascinated by the group's 2nd lesson plan. And that is if students were out on a fieldtrip, they are able to inform the updates of the group's findings to te class via Skype. This should be very applicable to one of the modules that I took before in NUS, and that is Ecology. We were out on Bukit Timah Nature Reserve, and we had to explore different plots of land, by checking the quality of the soil, measuring the level of humidity and temperature of the land, and identifying the different kind of plants that were located on the plot of land.

Looking back, Skype could have been a very good tool to use when doing that particular module. However, I wonder how relevant it is when it comes to secondary students. Will it be time-consuming to update each other about the situation on the spot or would it be better to take recordings of the results and share it in a classroom setting after doing the land survey. From the experience at Bukit Timah Nature Reserve, we did not have much time to complete our results. If we were to share using online facilities, would it impede the learning progress? Personally, I would still go for the traditional classroom sharing as I think that it would be more time-consuming and practical.

Lesson plan 1 was on the whiteboard function in Skype. I guess again, meeting up face-to-face to discuss about a project would be more efficient compared to doing it in the whiteboard.

The 2nd presentation was on Youtube. To be honest, I was already half-asleep during the lesson as I wasnt feeling very well. But I think Youtube is an interesting method since almost all students are viewing Youtube videos now and then. And allowing them to visualise processes such as mitosis and meiosis and acting the process out would allow them to remember the experience and thus, remembering the process easier. As what Dr Ashley said, it's like making something that is irrelevant to them to be a real-life situation. Even issues such as abortion, by searching Youtube, they are able to gather more information. Whether the videos that they view are relevant or whether it is related, teachers would have to educate students on how to filter the information that they see. Guidelines can be given to students beforehand and illustrations can be made to them.

Then it was that we proceeded to games! I learnt about "Self-knowledge principle" in one of the stations and it was cool!! Basically it means to learn about one's strengths and potential through gaming. For example, in Wii trauma centre, if one does well in the game, it probably means that the person has stable hands and is able to consider jobs in future that requires that skills! Jobs such as surgeon, architect etc. Of course, many other skills are involved in those occupation. But it gives the students a rough gauge of their likely potentials!

So far, game-based learning has still been interesting. Enjoys listening to other groups' presentation on the various ICT tools as well! Hope to learn more!! (:

Monday, February 16, 2009

game-based learning

The last ICT class was definitely an interesting and fun one! (: Basically two groups presented. The first one was more of a hands-on activity for us as we took on the role of a student and played the game (using quandery) that the group had prepared. Game based learning usually engages players through an activity that has a storyline. It was interesting and fun, but yet at the same time, I felt that there were drawbacks to it.

  1. When I was playing the game, my group totally skipped all the instructions and proceed on with the questions.

  2. While doing the questions, we were more interested in getting the questions done in the shortest possible timing. Thus, the information that was presented did not really register in my mind.

  3. At the end of the game, I couldn't recall what I have learnt.

  4. The students played a more passive role in the activity compared to the teacher who had to do all the preparations beforehand.
I learnt that while playing such games in class, it's best to have a maximum of 3 or 4 students per group. If there are too many students in a group, then some may choose to be a spectator rather than a participant. Also, when engaging in such activities, we can rope in other teachers to help facilitate the lesson. This is because one teacher alone may not be able to cater to the needs of 40 students in a class.

The second group presented on makebeliefscomix. The graphics and images were very cute as there were various characters that one can choose from. If I didn't remember wrongly, it should be 15. And each character has 4 different emotions. A storyline can then be formed via a comic strip. Talking and thoughts bubbles can be added to express the character's emotion. The comic strip is definitely cute and it allows the students to put on their thinking cap and be more active in learning. However, there are not without drawbacks as well.

One of the drawbacks is that only a maximum of 4 frames can be selected. To summarise a storyline in 4 frames can be quite difficult I feel. As what the group has mentioned, it tends to oversimplify something that can be quite complex.

After the groups had presented, we had game-based learning!!! whee!! We played wii and of course some other games. There were altogether 5 stations. Each lesson we'd be playing 2 stations!

The first station that I played was some surgical game. Through the game, I learnt about the steps to take when conducting a surgery. My group's patient unfortunately did not survive for 3 times. haha. It was definitely fun though I do not know what else I havelearnt. Ha. The second station allowed us to explore various subjects depending on which one we choose. My friend, Lisa, and I, played this game that allowed us to improve on our English. Ha. Basically, there were 4 words that were located on the top. And out of the 4 words, we had to identify which are the adjectives, pronoun, noun, adverb, verb, preposition etc. It was very interesting as I did learn which type of words belonged to which group.

Through the 2 games, I realised that they are both collaborative games rather than competitive ones. It allows the team to come together to solve a common problem. In a way, collaborative games has its advantages as each member would attempt to help one another to achieve a common goal. If competitive games were used, students who constantly lose would develop a sense of failure, and eventually, may stop wanting to learn more through the games as they feel less motivated to do so. Students who constantly win the game, on the other hand, would be more engaged and eventually, learn more.

I believe through the lessons to come, I will learn more about game-based learning and also, on the various ICT tools as the other groups present. (: