Ubiquitous Learning and Instructional Technologies MOOC’s Updates
The Nature of Classroom Learning - Bill Cope
Comment: In what ways can computer-mediated learning environments support more active learning?
Make an Update: Describe and analyze an example of social learning supported by ubiquitous learning devices.
Computers benefit students by providing interactive educational resources, multimedia learning content that caters to different learning styles, and access to online courses, adaptive learning programs and an endless amount of knowledge through the internet. This expands learning beyond the classroom. We are also no longer limited to classrooms. Learning can be done anytime and anywhere, and all students around the world can discover new knowledge on the same platforms.
The activities carried out through digital and interactive tools increase student concentration and, therefore, they assimilate concepts more quickly, enhancing learning. This type of tool involves students in more practical learning, with the aim of reinforcing what they have learnt.
This social learning idea works great in group projects, students from different locations collaborate using all kind of devices where they can access resources, communicate with others and work together in real time.
With access to various learning materials and communication tools, students can learn at their own pace and convenience and still collaborate in peer review moments, and group reflective activities, fostering critical thinking, self-reflection and continuous improvement of results.
Work groups well illustrates how social learning devices and platforms can effectively support collaboration, engagement, and personalized learning in an online environment, improving both the learning experience and results in the development of students' knowledge and skills.
With the widespread availability of computers, laptops, tables and smartphones, computer-based learning offers unprecedented accessibility and flexibility. Students can access educational resources and take online courses anytime, anywhere, enabling personalized learning experiences that fit different schedules, preferences and learning styles. Computer-based learning platforms provide interactive and engaging content through multimedia elements such as videos, simulations, games and interactive quizzes. Many computer-based learning systems include adaptive learning technologies that tailor the learning based on the individual needs, preferences, and performance of the student. Adaptive learning algorithms analyze student interaction and progress data to dynamically adjust the difficulty of learning activities, provide targeted feedback and provide personalized learning paths based on each student's strengths and weaknesses, optimizing learning outcomes.
@Hanae Qabil,
Nowadays many schools are increasingly viewing technology-mediated educational programs as a key resource in differentiating themselves from other schools and in gaining a competitive advantage. Furthermore, with the increased availability of Internet and technologies, computer-mediated learning environments are on the rise in both higher education and corporate sectors of society. At the same time there has been an increased awareness among educators and researchers of the importance of human interaction in the learning process. Computer-mediated groupwork is an instructional strategy that combines online technologies with human interaction.@Hanae Qabil,
I think that, as the inclusion of technological resources in schools is something recent, we still don´t have significant data about the real impact of this change on educational environments. I believe the outcomes will speak for itself in cases of schools that are just putting computers in the classrooms without promoting any change in the interaction between students.
Social learning is a strategy that helps establish values peer to peer learning. I think it is a very effective method that helps learners to interact, exchange knowledge and then learn from each other. I think also social learning is linked to the learning by doing strategy, which is an educational approach that raises the cognitive and collaborative knowledge construction by supporting learners’ active participation and interaction.
In this vein, social learning or learning by doing is a paradigm that allows students to actively participate in a lifelike practical environment for understanding key principles. Such a paradigm is considered, as well as teaching by examples, to ground a ubiquitous auction learning system. I think that this strategy has been used to support ubiquitous learning outcomes. Since it brings collaborative problem solving, brainstorming, identification of sides and views and this could be done for example by mobile devices, tablets, or laptops etc. In this way, the combination of the use of technology in class and social learning or learning by doing will surely enhance students’ problem solving and better contribute to their learning outcomes.
Source:
Ubiquitous learning: A systematic review - ScienceDirect
https://doi.org/10.1016/j.tele.2018.01.009
The adoption of new technologies in education sector impact not only the modes in which teachers teach but also on the ways in which learners learn, Technology-mediated learning can help students to develop into independent learners who can continue to learn by themselves. Technology provides greater flexibility to adapt teaching and learning to meet learner’s cognitive and learning styles. researchers reported that rapid advances in information technology are reshaping the learning styles of many students in higher education; Emerging technologies can be used to deliver instruction that matched the learning style of the new generation of students. Therefore, it will be of a greater advantage for higher education to make use of modern technologies in a manner that encourages and optimizes learning. A student in higher education requires a very flexible environment to communicate and collaborate with their colleagues to accomplish task needed to succeed. Individual students regardless of their gender can meet, communicate and collaborate at any time at any place of their choice through technology as compliment to instruction, when technology is used to compliment instruction the emphasis is on providing opportunities to practice skills taught and extending learning by working with specific software application etc.
Computer-mediated learning environments (CMLEs) help students learn more actively by making learning more fun and engaging, giving students access to a wide range of educational tools, and letting students learn at their own pace and in their own way.
Computers are inherently attractive to many students, and CMLEs use this to their advantage. CMLEs can incorporate technology, gadgets, and animated interfaces to make learning more visually appealing and engaging. This helps students better understand and remember complex concepts.
CMLEs also allow students to actively construct their own knowledge by interacting with the material at their own pace. This is especially beneficial for students who learn best by doing.
CMLEs also provide opportunities for students to construct knowledge in real time through activities like simulations, problem-solving exercises, and collaborative projects. This allows students to see their progress and get immediate feedback.
Examples of how CMLEs support active learning include:
• Simulations: CMLEs can simulate real-world scenarios so students can practice complex concepts or skills in a safe and controlled environment.
• Problem-solving exercises: CMLEs can give students opportunities to work on real-world problems, helping them develop critical thinking and problem-solving skills.
• Collaborative projects: CMLEs can facilitate collaborative learning by letting students work together on projects, helping them develop communication and teamwork skills.
Reference:
https://www.scirp.org/(S(351jmbntvnsjt1aadkposzje))/reference/ReferencesPapers.aspx?ReferenceID=642327
Computer mediated communication has created a major shift in how educators and students think about teaching and learning. By allowing students to learn in more convenient locations and often at more convenient times, distance education opens educational opportunities to previously unreached populations.
Related to my previous opinion about how facilitators/ teachers should have known their target market first in which they have to, as example, compose a survey as one of the ways to “test the water”. The result of the survey itself will be used for determining the learning indicators. By having these learning indicators will make it easier for the facilitators/ teachers to decide what learning method they will run.
In Indonesia nowadays, there are numbers of schools which still adopting The Old-School method. Students were asked to listen to teacher’s explanations and memorize it and being tested either formative or summative tests as the result of their memorized activity. In the end of this process, each student will be ranked based on their score in each subject, and off course this method will only well played for those who get good scores, on the contrary for those who get not-so-good scores will be considered as so-so students. In the end of the day, by continuing to use this method will only make that so-so students getting drown in their so-so thingy, because believe it or not, teachers will only have their attention to those who are excellent in each subject.
Finally, adaptive learning for me is a win-win solution either for the students or for the teacher themselves. The students will determine their own self-paced learning and the teachers will be less stress for having a so-so students.
in my opinion, computer-mediated learning can support active learning in several ways including:
1. Create an interactive and easy-to-use learning program
Interactive learning programs are not only supported by a pleasant user interface, but also through dialogue with teachers or fellow learners. With this condition, every idea that is poured can be responded to by the teacher or learner, so that each learner can enrich the ideas or understanding they already have.
2. Creating materials that encourage students to do further research related to the material
The learning materials that are made should raise questions for further study by the learner. Include other links to the application on your computer that lead to further reading on a particular topic. In addition, the program/application on the computer needs to be equipped with other learning suggestions/courses that the learner can follow.
3. Incorporating elements of gamification into the program
Everyone likes to play. To fulfill the desire to play while learning, the learning application on the computer needs to insert gamification into it. The material presented does not always have to be in the form of text or video, but can also be delivered in the form of puzzles, crossword puzzles, or the form of popular games that are usually played by many people.