1. Learner is self-directed learning via nodes (content source, people, groups) within network
2. Critical thinking + Creative thinking = Problem solving
3. Mindset
3.1. Fixed
3.2. Growth
3.3. Opinion
3.4. Assumption
3.5. Knowledge
3.6. Emotions
4. Ages evolution
4.1. 20th century
4.1.1. • content • assessment
4.2. 21st century
4.2.1. • 21st assessment • life skills • 21st century content • core subject • learning thinking skills • ICT literacy
4.2.2. 4C:
4.2.3. o Critical Thinker (solving problems) o Communicator( understanding and communicating ideas) o Collaborator ( working with others ) o Creator ( producing high quality work)
4.2.4. Confirmation inquiry
4.2.4.1. The teacher develops a question based on a topic or theme that has already been covered in a previous class.Rather than discover something new, the main aim is to confirm and deepen prior knowledge.
5. Teaching approach
5.1. Project-based learning
5.1.1. 1. Challenging problem or question 2. Sustained inquiry 3. Authenticity 4. Student Voice and Choice 5. Reflection 6. Critique and Revision 7. Public Showcase
6. 4 Pedagogical Theories
6.1. Cognitivism
6.1.1. how information is received, organized, stored and retrieved by the mind
6.1.1.1. • Visual learning • Auditory learning • Digital learning
6.1.1.2. Stimuli - responce - stimuli
6.2. Behaviorism
6.3. Constructivism
6.3.1. klowlwdge is constructed by learners as they attempt to make sence of their experiences
6.3.1.1. learning rather than teaching
6.4. Connectivism
7. Education differences
7.1. Assssment
7.1.1. 20th - Summative
7.1.2. 21st - Formative
7.1.3. Centricity
7.1.3.1. 20th - Teacher centered
7.1.3.2. 21st - Student centered
7.2. Technology use
7.2.1. 20th - Literacy (learning about technology/ learning with technologies)
7.2.2. 21st - Transformative ( learning through technology)
7.3. Teaching methodologies
7.3.1. 20th - Lecture,Stand & Deliver
7.3.2. Project & Problem based learning
7.4. Learning styles
7.4.1. 20th - Read, Write & Auditory
7.4.2. 21st - Visual, Auditory, Kinesthetic & Read, Write
8. Heuristic technique
8.1. Curriculum progress
8.2. Challenging students
8.3. Integrating courses
9. Inquiry-based learning
9.1. Structured Inquiry
9.1.1. Starts with a question posed by the teacher.The teacher is there to guide them through every step, but learners are encouraged to analyze and evaluate the information they collect.
9.2. Guided Inquiry
9.2.1. The teacher provides the initial question and learners decide how to approach it. Having designed their own method of inquiry, with the guidance of the teacher, students will collect, analyze and present their results.
9.3. Open inquiry
9.3.1. Learners are fully responsible for the direction of their research, from defining the questions to analyzing and communicating the results. As complex as this may sound, with the right preparation and support, there’s no reason why primary learners can’t get involved in open inquiry.
10. The Team Roles Model by Dr. Raymond Meredith Belbin
10.1. Action-oriented roles
10.1.1. The completer / finisher
10.1.2. The Implementer
10.1.3. The Monitor/Evaluator
10.2. Social roles
10.2.1. The specialist
10.2.2. The coordinator
10.2.3. Teamworker
10.3. Intellectual roles
10.3.1. Resource Investigator
10.3.2. The shaper
10.3.3. The plant
10.4. all behaviors are acquired through conditioning
11. COIL
11.1. Develop relationships with people in another nation
11.2. Share humaneness
11.3. Function effectively
11.4. Technology support
11.5. Senior leadership buy-in and
11.6. Logistics
12. Google Apps in FLC
12.1. Google Drive
12.2. Google Docs
12.3. Blogger
12.4. Google Translate
12.5. Google Presentations
12.6. Google Spreadsheets
12.7. Google Forms
12.8. Google Drawing
12.9. Google Templates
12.10. Google Calendar
12.11. GMail
12.12. Google Sites
12.13. Google Groups
12.14. Google Plus
12.15. YouTube Video
13. BYOD (bring your own device)📱💻
13.1. MALL📱
13.1.1. .
13.1.2. identifying gaps in knowledge
13.1.3. developing a habit of reflection on language learned
13.1.4. learning to notice (how language is used, how I use the
13.1.5. language)
13.1.6. using language for real purposes in real world contexts
13.1.7. connecting language users (more expert and less expert)
13.1.8. rehearsing, experimenting
13.1.9. developing ability to respond to a context
13.1.10. developing multiple perspectives
13.1.11. learning to learn, developing autonomy
13.1.12. developing digital (mobile) literacies.
13.2. MALL Advantages 👍
13.2.1. Exposure to the target language
13.2.2. Increased engagement
13.2.3. Various vocabulary learning strategies
13.2.4. Different games exercise different skills and result in different effects
13.3. MALL Disadvantages 👎
13.3.1. Low efficiency of studies
13.3.2. A lack of studies on this topic
13.3.3. Not all games are useful for language learning
13.3.4. A lack of game-based learning pedagogy for teachers
14. Artificial Intelligence
14.1. Artificial Narrow Intelligence
14.1.1. Specializes in one area and solving only one problem
14.2. Artificial General Intelligence
14.2.1. Refers to a computer that is as smart as a human across the board
14.3. Artificial Super Intelligence
14.3.1. An intellect that is much smarter than the best human brains in practically every field