Learning with Technology

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Learning with Technology by Mind Map: Learning with Technology

1. Learning Research and Theories

1.1. SOLE

1.1.1. Researched by Sugra Mitra

1.1.2. Freedom to inquire and present findings

1.1.3. Big question

1.1.4. Freedom to inquire and present findings

1.1.5. Three to four children in a group

1.2. Epistemic Beliefs

1.2.1. Dualistic 'Right or wrong' knowledge handed down by authority Supplementary Teacher centred Instructionall

1.2.2. Multiplistic Multiple views but still believe that most knowledge is certain Enrich Mixed teacher/student centred Relevatory

1.2.3. Relativistic Most knowledge is tentative and contextual and generated by the self Enrich Mix teacher/student centred Relevatory

1.2.4. Relativism Knowledge is uncertain and based on the weight of accumulated evidence Transform Student Centred Conjectural

1.3. GONSKI Report

1.3.1. General Capabilities Literacy Numeracy ICT Capability Creating with ICT Communicating with ICT Investigating with ICT Critical and Creative Thinking Personal and Social Capability Ethical Behaviour Intercultural Understanding

1.3.2. Equip every child to be a creative, connected and engages learner in a rapidly changing world


1.4.1. Inspire Grab the students attention, generative intrigue through curiosity or connection to prior knowledge. Students predict future learning

1.4.2. Model Visual information, chunking information into smaller goals, demonstrate use of knowledge to students

1.4.3. Practise Repeat and commit knowledge to memory. Scaffold student tasks to ensure they practise the correct content

1.4.4. Apply Use knowledge to answer questions about, using problem solving and higher order thinking skills

1.4.5. Connect Connect with peers, globally or locally, collaboratively reflect on learning

1.4.6. Transform Use knowledge creatively through decision making, problem solving and design.

1.5. Self regulated learning

1.5.1. Peer Learning

1.5.2. Metacognition

1.5.3. Effort regulation

1.5.4. Time management

1.5.5. GRIT GRIT, characterised by resilience and self motivation is the biggest predictor of learning success

2. Technology

2.1. Technology Assisted Learning

2.1.1. Access Technology to enable students to engage with the curriculum Alternative keyboards, non-traditional mouse

2.1.2. Supportive Technology to improve efficiency of learning Seeing AI, immersive reader

2.1.3. Framework Applications to cater to learning needs Provide a blank slate, but a series of tools that allow the student to create

2.1.4. Curriculum Applications to enhance learning in a specific curriculum focus Software that focuses on a particular area of the curriculum (reading eggs)

2.2. Social Media

2.2.1. For teachers Social Reasoning Self Others Interactivity Reasoning Take Contribute

2.2.2. For students Collaboration Discussion Research

2.3. TPACK

2.3.1. Technology Tools Games as an Education Tool Minecraft The Old Man Content Specific Tools Scootle Mathletics Content Free Tools GIF Generator Explain Everything EDraw Meme Generator Flexible Tools Padlet PPT Kahoot

2.3.2. Pedagogical Style Behaviourist Students learn from the content. Content Specific Technology Dualistic/Multiplistic Epistemic Belief Constructivist Content Free Technology Students generate knowledge or are guided towards a path to researching it. Relativistic/Relativism Epistemic Belief

2.3.3. Example TPACK Analysis European Settlers Content: Investigate using google maps to identify schools, churches, landmarks, and create a community in minecraft Technology: Minecraft, Google Maps Pedagogy: Student centred, transformative pedagogical belief. Relativism epistemology. Conjectual learning.