Norman (2009) discusses the three concepts in successful design to be; visceral, behavioural and reflective. Though this may be true, it is not where we begin building design thinking within our students. The reason for this is that for students to build design thinking, they first need to experiment with design themselves without the presence... Continue Reading →
Constructionism and the maker movement
According to Oliver (2016), a “physical space with shared resources to pursue technical project of personal interest with the support of a maker community (p.160)”. This could be translated to any place specifically designed to help students make or construct. To be a maker is to be encouraged in students. Similarly, to previous blogs it’s important to... Continue Reading →
Games and Learning
Close to 70% of Australians “play video games in their household (Brand, Todhunter & Jervis, 2018, p. 6).” Although this figure has decreased by 1% since 2016 (Brand & Todhunter, 2015, p.5), video game engagement continues to be consumed by more than half of Australia. The drop shown in the statistics, though not discussed in... Continue Reading →
Virtual Reality
Virtual Reality (VR) is made possible through simulations that “replace or amplify (Innocenti, 2017; Makransky, Terkildsen & Mayer, 2019, p.226)” the real world. There are currently two types of Virtual Reality; Desktop VR and Wearable VR. Desktop VR allows simulations to be viewed off a screen such as laptops, tablets, smartphones and televisions. Wearable VR... Continue Reading →
Augmented Reality
Augmented reality (AR) is a tool that utilises the physical and digital world in real time (Ibanez & Delgado-Kloos, 2018). It allows students to interact, learn and create through a virtual experience layered over their real world (Bower, Howe, McCredie, Robinson & Grover, 2014; Ibanez & Delgado-Kloos, 2018). Augmented reality can be utilized in various ways... Continue Reading →
Robotics + Computational Thinking
The previous blog introduced the concept of computational thinking (CT). To guide students on an upward trajectory from here, is to explore the wonderful mysterious world of robotics in the classroom. Simultaneously, robotics can add valuable teaching and learning strategies whilst instilling the power of their own creativity as well as enhance their CT skills. ... Continue Reading →
Computational Thinking
No Fear + More Risk = Solutions Creation The Australian Curriculum, Assessment and Reporting Authority (https://www.australiancurriculum.edu.au/f-10-curriculum/technologies/key-ideas/) consistent with Shute, Sun & Asbell-Clarke (2017) define computational thinking (CT) as "a problem-solving method" supported by acquiring the skills to solve problems with or without the use of technology. Misconceptions that CT skills can only be delivered through... Continue Reading →
Assessment 1 – Augmented Reality
Warning: You will need to download Zappa and Metaverse to feel the complete experience of this blog. Augmented reality (AR) is a tool that utilises the physical and digital world in real time (Ibanez & Delgado-Kloos, 2018). Positive impacts include the increase of student motivation, student collaboration and spatial awareness (Ibanez & Delgado-Kloos,2018; Radu, 2014).... Continue Reading →