The Maker Movement is a way of using the ability and capability of students to construct digital media and solve problems (Martinez & Stager, 2014). It involves constructionism through a process of exploring, building, and presenting, bringing creativity into learning (Donaldson, 2014). This results in students being confident in the way they solve problems by … Continue reading Week 12: Constructivism and the Maker Movement – Mover Kit
Author: Lachlan
Week 11: Games and Learning -Scratch
In today’s society, education in schools requires adaptation towards technological innovation to meet the changes of the world (Arnab et al., 2012). The connection between learning and innovation is increased in games because of the opportunities it produces for creative or imaginative thinking (Thomas & Brown, 2007) Using Scratch as a platform to adopt games … Continue reading Week 11: Games and Learning -Scratch
Week 7: Virtual Reality – Google Cardboard
Virtual Reality (VR) is an interface for engagement and learning through immersive experiences (Dede, 2009). It provides creative virtual learning environments that facilitate the acquisition of spatial and experiential knowledge, as well as transferring this knowledge and skills learnt into realistic situations (Dalgarno & Lee, 2010; Southgate, 2018). It also increases motivation and engagement through … Continue reading Week 7: Virtual Reality – Google Cardboard
Week 6: Augmented Reality – Space 4D+
Augmented reality is a creative technology for teachers to implement within the classroom to further student learning. Abstract concepts can be visualised through virtual objects allowing students to interpret spatial relationships in real world environments (Arvanitis et al., 2007). The main implication for teachers is to not think of the technology as important, but to … Continue reading Week 6: Augmented Reality – Space 4D+
Week 5: Robotics – Cubelets
Robotics education provides learners with practical experiences of understanding (Jung & Won, 2018). These technologies are seen as potential tools to creative new ways of thinking about teaching and learning (Alimisis, 2012). Robots are ideal in education as they can generate ideas that prompt creative thinking, and inspire the development of digital literacy (Okita, 2015). … Continue reading Week 5: Robotics – Cubelets
Week 4: Computational Thinking – Scratch
Computational thinking is a fundamental skill for everybody and is linked to all areas of knowledge (Wing, 2006). It is a creative approach to problem solving and can be applied in many subjects or areas (Marcelino, Pessoa, Vieira, Salvador & Mendes, 2018). It allows people to design systems and solve problems through computer science and … Continue reading Week 4: Computational Thinking – Scratch
Week 3: Design Based Thinking -Mural
Design based thinking is a method of creativity and a way for enriching students learning. Through technology, students can capture, collect, organise, create and share ideas that they have unveiled in a meaningful way (Bower, 2019). The technology enables the representation and sharing of outputs (Laurillard, 2012), making it easier for students to consolidate their … Continue reading Week 3: Design Based Thinking -Mural
3D Printing and Creativity in Schools
3D printing as an emerging technology is likely to have an impact on teaching, learning and creativity in school education (Wilson, 2013). It is a great tool for teachers to employ in their classroom, educating students on design thinking as well as making STEAM subjects fun and engaging (Makers Empire, n.a.). There are many benefits … Continue reading 3D Printing and Creativity in Schools