Makerspaces and the Constructionism Movement

Constructionism is a pedagogical philosophy that prioritizes creativity, exploration and construction as essential elements of the learning process. It is underpinned by the idea that learning happens best when learners construct their understanding through a process of designing and creating projects to share with others (Donaldson 2014). Constructionism is very closely linked with the theoreticalContinue reading “Makerspaces and the Constructionism Movement”

Video Games

Gamification is the use of game design elements in non-game contexts and has been used to success in many web-based businesses and web-based educational tools (Dominguez et al, 2013). Including elements such as progression systems, badges, and earnable rewards increases student engagement and motivation. Video games are interactive activities that provide continuous challenges to theContinue reading “Video Games”

Virtual Reality in Education

Virtual Reality (VR) has existed in various forms for over half a century but it has yet to see widespread adoption in the field of education due to limitations of the technology, pedagogical barriers and the monetary expense (Kavanaugh, Luxton-Reilly, Wuensche & Plimmer, 2017). As a result, the potential benefits of VR, including increased timeContinue reading “Virtual Reality in Education”

Augmented Reality

Augmented Reality (AR) is a technology that super-imposes computer generated images over the user’s real time view of the world around them. AR is a technology that enables new approaches to educational instruction and enriches student’s learning experiences (Dalim et al 2017). Studies show that it can have significant benefits to the depth of understandingContinue reading “Augmented Reality”

Robotics – LEGO Mindstorms EV3

The LEGO Mindstorms EV3 brick is a programmable computer that makes it possible to control a range of motors, collect and process sensor feedback and program tasks. The system includes medium and large motors and an array of sensors that can be utilised to program both simple and complex operations. The strength of the MindstormsContinue reading “Robotics – LEGO Mindstorms EV3”

Coding and Computational Thinking

Coding has been explored as an educational tool in the Australian curriculum for some time now (Albion 2015), existing as a niche and being focused on computer programming for secondary school students. ACARA (2015) recognises the need for students to become fluent in the use of Digital Technologies, including it as part of the AustralianContinue reading “Coding and Computational Thinking”

3D Modelling and Printing

3D modelling and printing has the potential to be utilised as a valuable tool in project-based learning approaches, inquiry-based learning activities and investigative tasks. 3D modelling, as an active learning process of designing and creating, allows students to express and develop their creative ideas, utilise problem solving techniques and nurture creativity (Torrey and Maloy 2017).Continue reading “3D Modelling and Printing”

Learning Technology Critique – Osmo

There is a burgeoning need for students to possess the capacity to think creatively in future workplaces that will possess a host of demands distinctly different to the ones we have experienced over the recent and distant past (Pink 2011). To operate within the complex environmental, social and economic pressures of the twenty-first century, studentsContinue reading “Learning Technology Critique – Osmo”

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