Assessing the value of physical and virtual spaces in enriching learning.

Get Started. It's Free
or sign up with your email address
Rocket clouds
Assessing the value of physical and virtual spaces in enriching learning. by Mind Map: Assessing the value of physical and virtual spaces in enriching learning.

1. Why a MirandaMod?

1.1. idea is this reflective space

1.1.1. engage through questions

1.1.1.1. come up with the bigger picture

1.2. callbarative way of learning

2. Looking into space

2.1. sussex -location based sensors in the park

2.1.1. turning a physical space where learning was embedded - most common use

2.2. Do we understand the impact of physical space on learners (and teachers.)?

2.3. Lots of excellent examples, but still limited in number - how do we empower more people/teachers to make use of resources? Will the pupils provide the driver?

2.4. How senses & sense sensitive deign affects learning & behaviours

3. Can we facilitate learning in virtual spaces?

3.1. visual and virtual learning and how they interact

3.2. add value to traditional pedagogical models

3.3. Consider new Pedagogical models?

3.4. makes resources more available

4. Can mobile devices be used for learning?

4.1. handheld voting systems

4.1.1. Interactive Classroom

4.2. Pervasive technology

4.2.1. How can we use this appropriately

4.3. individuals get their first phones at the age of 8

4.3.1. growing up with moblie technology

4.4. BYO device? Pros & cons

4.5. complementary -extra tool in portfolio

4.6. exploratary- out of classroom

4.6.1. context of learning

4.7. on the go learning

4.8. Pollock's Toy Theatre

4.8.1. Creating plays their own plays

4.8.1.1. recording them and playing them back

4.8.2. http://www.youtube.com/watch?v=kGY-SZCH7AY

4.8.3. http://www.youtube.com/watch?v=Ew89ThQeqYE

4.9. Ko-Su

4.9.1. simple interface

4.9.2. invite other people into your classroom

4.9.3. create activities for them to complete

4.9.3.1. Use it to create quick tests

4.9.3.1.1. They are able to complete them in their own time

4.9.4. students can be anywhere in the world or in the classroom

4.9.4.1. send the work back to the teacher for feeback

4.9.5. is now availble in an APP

4.9.6. http://www.youtube.com/watch?v=tmPiJeaPrDw

4.10. Design apps - systems/user-centred design principles. evaluation - higher thinking skills, entrepreneurial education

5. Is a games space an environment for learning?

5.1. Learning goes on in the process of making and playing not the end product

5.1.1. Interesting assessment problem - capturing process

5.2. Can gaming scenarios be used for assessment?

5.2.1. How learner tackles a problem, maybe choices made?

5.3. why games

5.3.1. Motivation

5.3.2. children get bored listing to the teacher talki

5.3.2.1. they learn more if their intrested

5.4. innovation putting them in control of their own learning

5.5. working with children on games

5.5.1. develop communication skills

5.5.1.1. collaborating with others and have an audience

5.6. reliant on task set; method of feedback; teacher mediation and motivation

6. Does the Virtual Flat Classroom unite learners?

6.1. everything is fluid, nothing is stable

6.1.1. similar to work enviroments which students discover after education process

6.2. wider key skills which is part of a continual process that make the project a success

7. Social networking: To ban, or not to ban?

7.1. most schools disagree with social media

7.1.1. cybar bullying is a one of the reasons for this

7.1.1.1. Bullying is about people. Technology amplifies behaviour

7.2. 16% of teachers had received insults from parents

7.2.1. to enter this survey you had to elect that you were being abused.

7.2.1.1. data was insecure

7.3. danah boyd

7.4. NYC department of education

7.4.1. begining to devlop social media guidlines

7.5. those that create policy around this have a lot less problems than those that do not

8. Are Twitterers Twits? Virtual life in 140 characters

8.1. Creation of realtime resource networks

8.2. is trap

8.3. a lot of accounts are started and not continued

8.4. BackChannels at conferences

8.5. Amplifer

8.5.1. event that is happening in real space can be expanded

9. Why should academics join online communities

9.1. video confernces with children their age in other countries such as france, germany

9.1.1. allowing those learning languages to speak to those in other countries

9.1.1.1. learn cultures & customs

9.1.2. Cheap solutions such as Skype over projector

9.2. allows you to ask questions and others across the world maybe able to solve the problem you have.

9.3. allows us to have the ability to record knowledge and build on it

9.4. look at medicine resorces

9.4.1. allows you to find information on all health issues

9.5. Communicate with practitioners on a more regular basis and learn from each other - encourages reflective practice as a continual process and can capture emerging and developing understanding

9.6. New node

9.7. Knowledge hub- allows you share content and groups

9.8. requires national organisations to take the initiative

9.8.1. why not in education

9.9. looking at starting a pilot

9.9.1. education comunities.org

9.9.1.1. work online

9.9.1.1.1. cost of meetings is zero

9.9.1.2. share information

9.9.1.3. for academics, management, connecting with empolyers

9.9.1.3.1. resources are there

9.9.1.4. work is significant, enage with others in other countries and avoids criticism of small scale research in education

9.10. Build knowledge pool

10. Can we socialize in virtual space?

10.1. linksthe world through virtual resources

10.2. New node

11. Can the 'flipped classroom' re-energise education?

11.1. Teacher confidence

11.2. Robust collaborative/communication enabling technology

12. can we make classrooms as a learning space for teachers? Using technology..

12.1. It's a good idea to learn together with your students.

12.1.1. Teachers as learners, learners as teachers

13. Cultural Understanding

13.1. knowledge buliding

13.1.1. lifestyle

13.1.2. flexible

14. Need to refer to the Japanese concept of the Knowledge Creating Company (Nonaka) to see how important sharing knowledge within the company to create innovation and change

15. Academics supporting work within schools to help create Learning Communities -action research etc

15.1. Supportive professional dialogue

15.2. critical reflection - learners and teachers

16. technology used for the understanding of child development

16.1. children need to hear to an intelligible level

16.1.1. school spaces for this are poor

16.1.1.1. classroom design is poor

16.1.1.1.1. Light not good in classrooms either - particularly when screens are involved

16.1.1.1.2. acoustics are poor and the majoriority of knowledge is gained through audio

16.1.2. 30% of primary school children have a hearing impairment

16.1.3. sound of the voice will only travel about 2meters before it starts to fade

16.1.3.1. only way to overcome getting the teachers voice is video audio technology

17. "Teaching also improves within a collegial, collaborative envirnment. The power of the collective capacity is that it enables ordinary people to accomplish extraordinary things" - Michael Fullan. Academics should be part of this mix

18. Facilities of learning-John Cuthell

18.1. Important role for teacher/facilitator encompasses monitoring students, ensuring all pupils are engaged

18.2. a combinationofamentorandacoachtodevelopperformance

18.3. element of langauage - simple to use keyboard and screen to type what you are thinking

18.4. buliding a community

18.4.1. envoles getting people to adopt roles

18.4.1.1. Identify who are the supportive individuals in the group

18.5. key point for e-facilitator - students have to do a majority of the work

19. The Three Cs: Communication, Creativity and Collaboration In education, technology can be used as a way to encourage Communication and enhance the feedback teacher-student-teacher and student-student. Technology supports Creativity - for example, there are a number of Apps that encourage people to make artwork in a way they might not have thought to do. Technology enables wide (global) Collaboration, leads to closer links, broader networking and enhances exchange and development of knowledge and ideas.

20. gfhdfdfdgf