Tinkercad and 3D printing

Design education is essential in developing students’ problem-solving skills and is one way that teachers can foster student’s creativity. Creative problem-solving skills are necessary for the 21st century and therefore, teachers must help foster student’s creativity in the classroom. Design based thinking can be used to solve problems in various fields and can be usedContinue reading “Tinkercad and 3D printing”

Makerspaces and Constructivism

The maker movement creates opportunities for students to engage in hands-on learning experiences, fostering their creativity alongside higher-order and computational thinking skills (Bower, et al., 2018). Classrooms which provide students with opportunities to design and make, develops student’s problem-solving skills. The ‘learning by doing’ approach to learning supports Jean Piaget’s constructivism. Schools can implement constructivismContinue reading “Makerspaces and Constructivism”

Games and Learning

Game-Based Learning is an approach to teaching that combines principles of gameplay to teaching. Students learn through problem-based learning, as they are situated to overcome a set of challenges to finish the game. Problem-solving enables students to learn through a productive struggle in an environment that celebrates failure (Gee, 2005). Games provide users with instantContinue reading “Games and Learning”

Can VR assist learning?

What is VR? Virtual reality (VR) engages users into a fully simulated computer-generated digital environment which is interactive and immersive. There are two types of VR environments; Desktop VR is computer screen-based and users interact with the virtual world through avatars. Secondly, VR can be mediated through a head-mounted display (HMD) that present visuals directlyContinue reading “Can VR assist learning?”

Augmented Reality in the classroom

Augmented reality (AR) systems combine the real world with the virtual world. AR overlays virtual objects into the real-world environment. At a pedagogical level, AR engages students on a deeper level with tasks and concepts which essentially creates long-lasting connections and knowledge. AR creates authentic learning experiences and combined real-world experiences into the classroom. ARContinue reading “Augmented Reality in the classroom”

Robotics in the classroom

Why Robotics? Robotics in education has been increasing and evolving largely over the recent years decade. Robotics in education combines coding and computational thinking to solve problems, develop higher-order thinking, and acquire 21st-century competencies. Robotics has been mainly integrated into maths, science and technology classrooms, but can benefit education at all levels and subjects’ areasContinue reading “Robotics in the classroom”

How can a Micro bit be used to foster digital creativity and learning?

With technology rapidly developing, students must experience and develop skills in computational thinking and coding to be effective 21st-century learners, and to be successful in future careers and jobs (Hershkovitz, Sitman, Israel- Fishelson, Egnuiluz, Garaizer & Guenaga, 2019).  What is a Micro bit? The Micro bit is a physical computing device that can be efficientlyContinue reading “How can a Micro bit be used to foster digital creativity and learning?”

Using QuiverVision in Education

With the rapid growth of technology, it is important that technology and ICT is incorporated effectively into education (Srisawasdi & Panjaburee, 2013).  ICT programs are constantly growing and developing, and it is therefore important to implement effective ICT tools which promotes students’ creative thinking.  Augmented reality (AR) is a valuable technology in the educational setting thatContinue reading “Using QuiverVision in Education”

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