Kick start Language iPad project - My first blog post
I have been in NZ for ..........
What I want to achieve from this coures.
Posted by Vickel Narayan at 1:24 PM 1 comments
Posted by Vickel Narayan at 10:56 AM 1 comments
Labels: creativity, student centred, web 2.0
https://picasaweb.google.com/m/viewer#photo/dayling92/5592753064963540609,authkey:Gv1sRgCL6l6afS-L2bMw/5592753243402994786
- Posted using BlogPress from my iPhone
Posted by Vickel Narayan at 3:11 PM 0 comments
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Labels: authentic learning, constructivist, social learning, ubiquitous, Unitec, web 2.0
Posted by Vickel Narayan at 9:19 AM 0 comments
Labels: blog, collaborative, constructivist, eportfolio, student-centred learning, web 2.0
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Labels: constructivist, marine, student-centred learning, Unitec, web 2.0
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Labels: immersive, secondlife, simulation, web 2.0
Session delivered to the Chinese delegates on how the eTeam is implementing the two key strategies at Unitec, the Living curriculum and the eLearning strategy through a community of practice approach.
Posted by Vickel Narayan at 10:17 PM 0 comments
Kinect in Second Life
Moving from an age of Clicks to Gesture based navigation. Exciting development mainly implications on learning in SL!
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this blog post by Vickel Narayan is licensed under a Creative Commons Attribution-NonCommercial 3.0 New Zealand License.
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Posted by Vickel Narayan at 8:27 AM 0 comments
Labels: active learning pedagogy 2.0, web 2.0
Pixelpipe HD - should be a cool app to use on the iPad for blog posts and status updates! Test post from the iPhone.
Pixelpipe HD should be a cool app to use on the iPad now for blog posts and status updates.
Posted by Vickel Narayan at 5:58 PM 0 comments
Posted by Vickel Narayan at 10:44 PM 0 comments
Labels: constructivist, project 2010, student-centred learning, Unitec, web 2.0
| GT5 (Game-based learning) | Constructivism | Authentic Learning |
| The situations presented in the game are realistic scenarios a racing driver and his crew face. This also creates an urgency/relevance for future tasks/actions | learning context should be authentic and where possible should be real-world the learning should have immediate relevance to the students | 'real world' learning - the learning situation has immediate relevance to the way learning will be applied in real life |
| All digital games presents an ill defined problem but 'in-time' promotes are in place to guide them through the process | learning should be situated in a social environment to enable collaboration and sharing | learning activities are ill defined - one complex problem that the students can explore over a period of time |
| The diagnostics centre, teacher in class and because GT5 is an online gaming platform expertise from around the world is also available | students have access to expertise and the use/process is modeled | |
| As a driver, owner, crew member, analyst. This enables a learner to bring any prior knowledge they may have into the current situation they are/could be facing. | the learning should take into account the learners prior knowledge and should build from it | learners are able to explore an issue from multiple perspective and through assuming different identities (roles) |
| Blogging/student portfolio, Google Buzz all situated within a student CoP - all geared towards building a student community - community of learners | should be student-centred - students given the ownership of their own learning | learning is situated in socio-cultural setting - students construct knowledge together through interaction each each other |
| Reflection and articulation is at the core of students blogging, learning activities designed also take this into consideration and feedback a regular event | formative assessments should be embedded within the course to create opportunity for the teacher to guide and lead the student into further learning. | Reflection and articulation is a critical element in the learning process |
| Scaffolds are built into almost all the games as an engagement factor, teachers in class as coach, and other resources on the web as guided by the teacher. Vickel Narayan as a technology steward and support in class for students/teacher, every week for 1-2hrs. | the teachers role in the process to be as a facilitator and not an instructor. | 'Scaffolding and coaching' - support mechanisms are out in place to help the students through the process - digital resources, readings, teachers |
| ePortfolio - every activity and events within make up a post(s). An assessment rubric will be discussed/created with the students at the start of the course. | teachers to create an environment that nurtures student views and perspectives and allows students to deliver content in multiple formats (multimedia - pictures, videos, audio, storyboards etc). | Authentic assessment - embedded assessment - activities and assessments are not separate and distinct from each other rather they should implement each other |
Posted by Vickel Narayan at 4:58 PM 2 comments
Labels: active learning pedagogy 2.0, authentic learning, community of practice, constructivist, context, game based learning, pedagogy 2.0, web 2.0