Category: edci335 (Page 1 of 2)
Interactive videos require students to actively participate while watching the video, such as interacting with the video by selecting different options, dragging and dropping elements, answering questions, or completing quizzes. Students must actively interact with the video to continue watching or completing the task. “Students cannot progress to the next level of learning without interacting with a test that determines whether they have learned enough to move on to the next level, or if they still need to do corrective learning. The nature of computer-based behaviorist learning is interactive because it forces the learner to respond(Bates, 2019).”
After viewing a video, effective activity for learners may be to reflect on the content and apply it to their own life or experience. For example, learners could be asked to write a short reflection or journal entry about how the concepts or ideas presented in the video relate to their personal or professional goals. This activity will help learners develop critical thinking and self-awareness skills and deepen their understanding of the video content.
To complete the reflection activities, learners can use various media or technologies such as word processors, blogging platforms or forums. Based on the learning objectives and target audience, designers and developers can choose the most appropriate medium or technology to best support learning outcomes as well as learner preferences and abilities.
To provide feedback on reflective activities, designers and developers can use various mediums or techniques, such as automated quizzes, peer reviews, or teacher feedback. Depending on the level of feedback required and the number of learners, designers and developers can choose the most appropriate medium or technology to best balance effort and quality of feedback.
Reference
Bates, A. W. (2019). 9.6 interaction. Teaching in a Digital Age Second Edition. Retrieved from https://pressbooks.bccampus.ca/teachinginadigitalagev2/chapter/pedagogical-roles-for-text-audio-and-video/
Interactive learning resource is designed to provide personalized and adaptive learning experiences to meet the needs of all learners. Interactive learning can adjust based on the individual’s learning style, level of understanding, and pace of learning. Moreover, Interactive learning can provide various learning modalities such as visual aids, audio, and interactive activities to cater to different learning preferences.
In the event of unexpected circumstances such as a pandemic, where many learners must work from home, and we can still provide high-quality training and education through various online platforms for learning. Learners can access learning resources remotely, and they can interact via video conferencing for real-time feedback and guidance.
To ensure learners can still do their jobs effectively, we can tailor learning activities to meet their specific needs. For example, we can help learners adapt to the new work environment through training in remote working practices, communication strategies and collaboration. “Ensure experiences are comparable when designing different ways for people to engage with your product or service. Just because you meet accessibility standards does not mean you have offered a usable or comparable experience.(Morales, 2021).”For example, offering different playback speeds to users with hearing impairments helps ensure your experience is equivalent for everyone.
In conclusion, interactive learning resource can adapt to the diverse needs of learners and provide quality training and education, even in unexpected circumstances such as a pandemic. By leveraging various online platforms and tools, interactive learning can deliver personalized and engaging learning experiences to help learners achieve their learning goals and succeed in their professional lives.
Reference
Morales, J.(2021). What is inclusive design? principles & examples, from https://xd.adobe.com/ideas/principles/design-systems/what-is-inclusive-design-principles-and-examples/
“Open pedagogy is an approach to education that emphasizes openness, collaboration, and the use of technology. It is based on the idea that education should be accessible and inclusive, and that students should be actively involved in their own learning process(Derosa&Jhangiani, 2022).” This approach is becoming increasingly popular, as more and more educators are recognizing the importance of fostering creativity, critical thinking, and problem-solving skills in students.
One key aspect of open pedagogy is the use of open educational resources (OERs). These are educational materials that are freely available online and can be reused, revised, and redistributed. “OERs can include anything from textbooks and videos to online courses and interactive simulations(Derosa&Jhangiani, 2022).” By making use of these resources, educators can provide students with access to high-quality, engaging educational materials at little or no cost.
Another important component of open pedagogy is the use of digital technologies to facilitate collaboration and learning. For example, online platforms and tools such as wikis, blogs, and discussion forums can be used to facilitate student-led projects and to encourage students to work together to solve problems and complete tasks. As I discuss with the group members, we work together to create the blueprint.
In open pedagogy, students are also encouraged to take an active role in their own learning. They are given the freedom to explore, experiment, and create, and to work with peers and teachers to develop new ideas and solutions. This helps students to develop a deep understanding of the subject matter, as well as important skills such as critical thinking, creativity, and problem-solving.
Finally, open pedagogy recognizes the importance of inclusivity and accessibility in education. By using OERs and digital technologies, educators can reach a wider audience and provide students with access to educational materials, regardless of their location or background. Additionally, open pedagogy can also help to bridge the digital divide and ensure that students from disadvantaged communities have access to high-quality educational resources.
In conclusion, open pedagogy is an innovative approach to education that emphasizes openness, collaboration, and the use of technology. By making use of open educational resources, digital technologies, and student-led learning, open pedagogy provides students with the tools and opportunities they need to develop the skills and knowledge they need to succeed in the 21st century.
Refenerce
Derosa, R., & Jhangiani, R. (2022). What is open pedagogy? Public Domain Core Collection Faculty Guide. from https://pressbooks.library.torontomu.ca/pdccguide/chapter/what-is-open-pedagogy/
I watched the backwards brain bicycle video. From the video, I found that once a person’s qualitative thinking is formed, it becomes very difficult to change it. In the video, the author spent 8 months learning to ride a bicycle with left and right interchangeable. This is enough to show that when people want to change a habit that has been accumulated over time, it takes a lot of time. But on the other hand, the author’s son in the video only took 2 weeks to learn to ride a bicycle with left and right interchangeable. The authors concluded that children’s brains are more neuroplastic. I don’t quite agree with this idea, because the author promised his child that if he succeeds, he will take him to Australia to meet the astronauts. The author and his son spend varying amounts of time practicing each day. The child knows that if he completes this task, he will be rewarded, which motivates the child to do it. Park (2018) claimed that “students are more motivated to participate in a task if they expect to succeed in it.” For example, when I was in elementary school, the school had a final exam. If I got excellent grades, my parents would take me to the amusement park. This makes me motivated in my studies, and I tend to be more serious in my studies and get better grades than usual.
Motivation is divided into extrinsic motivation and intrinsic motivation, as far as the example I gave is extrinsic motivation. “Extrinsically motivated behavior is controlled by external factors, so it leads to less productive learning behavior and lower quality engagement compared to intrinsically motivated learning behavior (Park, 2018)”. So how do you develop intrinsic motivation? Intrinsic motivation requires developing an interest in learning. We can add interactive games to traditional classroom teaching and slideshows, so that students can fully immerse themselves in the classroom. Establish a cooperative classroom learning model. Forms of learning gamification make it easier for learners to focus for extended periods of time. Many adults forget the specific subjects they learned as teenagers, but it’s hard to forget the games they played around the same time. Learning gamification is not classroom teaching, but a teaching method and tool in classroom teaching, which is an effective supplement to classroom teaching. This is of great help to our study.
Reference:
Park, S. (2018). Motivation Theories and Instructional Design. In R. E. West, Foundations of Learning and Instructional Design Technology: The Past, Present, and Future of Learning and Instructional Design Technology. EdTech Books. Retrieved from:https://edtechbooks.org/lidtfoundations/motivation_theories_and_instructional_designÂ