Augmented reality Augmented reality refer's to the "technique of adding computer graphics to a user’s view of the physical world" (Adcock, 2018), typically through the use of a camera application on a mobile device. Augmented reality is a very interested technological tool to use in education as it is very engaging, interactive and motivating for students, … Continue reading Augmented Reality + Virtual Reality
Author: patriciabovard
Maker Spaces: Maker spaces are site and technological tools which promote creative promotion in STEAM (science, technology, engineering, art and mathematics) subjects, where users blend digital and physical technologies to explore new ideas, create new products and learn new technical skills. The maker movement revolves around the importance of people's desire and ability to solve … Continue reading Maker Spaces – Makey Makey & Little Bits
Introducing robotics into a classroom environment provides students with the opportunity of engaging in STEM subjects in a collaborative and hands-on manner (Chandler, 2011). Robotics are effective in schools because they appeal to the “youth culture”, provide a technical challenge, allow students to work collaboratively to solve problems and can easily be linked to other … Continue reading Robotics
Integrating games and games-based principles into classroom lessons (also known as gamification) has been done in schools for decades, as a means of encouraging students to engage with course work materials. With developments in technology, the clear line of progression would suggest that teachers substitute the traditional dice and counter games with digital games on … Continue reading Games and Learning – Kodu
As Wing (2006) states, computational thinking “involves solving problems, designing systems, and understanding human behaviour, by drawing on the concepts fundamental to computer science” (Wing, 2006, p.1). Computational thinking shares several key principles with computer science, including abstraction, algorithm design, decomposition, pattern matching and generalisation (Mohaghegh & McCauley, 2016). Hence, computational thinking involves combining creativity with … Continue reading Computational Thinking – Scratch
This week, we explored design-based thinking in the classroom, and how it can be implemented through technologies such as Google Sketch up and 3D printing. Burnette (2005) describes design as “a process of creative and critical thinking that allows information and ideas to be organised, decisions to be made, situations to be improved and knowledge … Continue reading Design Based Thinking – Sketch Up
Microsoft Sway is a simple sliding presentation tool which incorporates elements of Prezi and PowerPoint into an easy to use, interactive, online platform. As Sway is an online tool accessed through a Microsoft account, people can access their presentations from anywhere at any time (Unknown author, 2015a). Sway differs from the business meeting vibe offered … Continue reading Microsoft Sway: A great emerging presentation technology