According to Papert (1986), constructionism focuses on ‘learning by doing’ through reconstruction of knowledge received, rather than transmission. This pedagogical approach occurs in the classroom when students have the opportunity to explore manipulative resources during a hands on activity, through this meaningful learning can occur (Bower & Boyd, 2020). Extending on this concept of manipulatingContinue reading “Constructionism and the Maker Movement”
Author Archives: neeshabozinovski
Games and Learning
Scratch Games based learning provides students with an opportunity to meet learning outcomes through the use of activities that incorporate game play characteristics and principles. Whereas gameification involves game like elements into orthodox learning activities (Park, 2018). According to Gee (2015), well developed games are those that incorporate the following: feedback, perseverance, accessibility, reward andContinue reading “Games and Learning”
Virtual Reality in Education
CoSpaces Virtual reality is a technology that displays a virtual environment in a computer produced setting, in which users can interact through an interface that reflects with the users real time actions and movements (Tussyadiah et al., 2018). Through this experience users are able to gain a sense of pysically being in the virtual environmentContinue reading “Virtual Reality in Education”
Augmented Reality in Education
Anatomy 4D Augmented reality (AR) creates an experience which involves both the real and digital world. This occurs with the overlay of technology, displaying temporary modifications without actually making any changes. This coexistence of virtual objects in our regualar environment, offers endless engaging learning opportunities (Azuma, 1997). To further explore AR, I investigated various apps,Continue reading “Augmented Reality in Education”
Robotics and Computational Thinking
BeeBots According to Jung and Won (2018), robotics involves a piece of machinery that can be programmed to assist in completing tasks. Therefore robotics in education can provide experiences for students to further understanding of technology and mechanical system by problem solving through the use of coding and computational thinking. These experiences can been furtherContinue reading “Robotics and Computational Thinking”
Computational Thinking
Micro:Bit Computational thinking refers to the problem solving process involved in transfering a design into a computer. Wing (2006), refers to it as the ability to design and problem solve which then enables an understaning of human behaviour and design systems through computer schience techniques. In the 21st century, computational thinking is recognised as aContinue reading “Computational Thinking”
Designed Based Thinking and Learning
TinkerCad Design based thinking is a user focused approach, which involves the mental process of problem solving how to achieve a desired design (Dunne & Martin 2003). It is a interactive and structured approach that is suggested to be achieved by the following steps: identify challenges, gather information, create potential solutions, refine ideas and testContinue reading “Designed Based Thinking and Learning”
Technology Critique
3D Pen For any individual, the most imperative skill to adequately develop as a child is creative thinking (Wheeler et al., 2002). Therefore, it is important for teachers to encourage and nurture creativity in the classroom. An increasingly popular way to foster creativity at school, is through providing learning experiences with emerging technologies (Dousay &Continue reading “Technology Critique”