The maker movement involves the emphasis of teachers implementing a hands-on and collaborative approach when designing activities that are project and problem based (Stager, 2013). “Constructionism takes a view of learning as a reconstruction rather than as a transmission of knowledge…” (Stager, 2013, p. 2). The maker movement follows the notions of the pedagogical approach,Continue reading “CONSTRUCTIONISM & THE MAKER MOVEMENT”
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GAMES BASED LEARNING
Games based learning is becoming increasingly prominent in education as our digital world progresses and grows. Digital games are user centric, thus promoting the increase of problem solving strategies, creativity, collaboration and engagement (Gros, 2007). This week I will be critiquing Scratch and Kahoot. SCRATCH! Scratch is a block-based programming website that gives students theContinue reading “GAMES BASED LEARNING”
VIRTUAL REALITY
Virtual reality is a computer generated tool that enables a simulated experience through a view of artificial environments that allows the user to perform in real time via an interface (Steuer, 1992). Virtual reality is becoming increasingly used in education. VR platforms such as google street view and google cardboard give teachers the ability toContinue reading “VIRTUAL REALITY”
AUGMENTED REALITY
Augmented reality (AR) involves an interactive real world experience that heightens / augments real life objects through digital generated data (Kerawalla et al., 2006). AR can be linked to both real life objects, and virtual 3D objects (Carmigniani et al., 2011). Through a digitally programmed experience, AR essentially allows one to enhance their own personalContinue reading “AUGMENTED REALITY”
ROBOTICS
The integration of robotics in education provides students with the ability to increase their creative thoughts and actions through innovative design and programming skills (Danahy et al., 2014). THE OZOBOT The OZobot is a robot that allows the opportunity for users to create a connection between the virtual and physical world (Hanson-Baldauf & Hassell, 2009).Continue reading “ROBOTICS”
COMPUTATIONAL THINKING
“A high quality computing education equips pupils to use computational thinking and creativity to understand and change the world” (Department for Education, 2013, p. 188). Students of today’s society are born into an advanced technological world that is continuously adapting, and with this many would call the Generation Z’s ‘digital natives’ (Kalelioğlu, 2015). From thisContinue reading “COMPUTATIONAL THINKING”
3D MODELLING AND PRINTING
SKETCH UP Sketchup is a 3D Modelling program that allows its users to virtually create anything and with that; promoting creativity for all involved (Liveri et al., 2012). The software is centred around its drawing tool that enables the creation of both simple or complex 3D shapes and models (Liveri et al., 2012). Additionally, theseContinue reading “3D MODELLING AND PRINTING”
AUTO DESK MAYA – 3D MODELLING
Emerging technologies can provide students and teachers the ability to observe the world from greater perspectives, in turn stimulating one’s creativity (Loveless et al., 2006). Autodesk Maya is a 3D effects and animation modelling software that allows for realistic virtual views through dynamic features such as motion graphics and 3D animation (Press, 2009 & AutoDesk,Continue reading “AUTO DESK MAYA – 3D MODELLING”