Week 12: Constructionism and the maker movement

What is Constructionism? The theory of constructionism reveals that knowledge is best built upon through design projects. According to Iancu (2018), constructionist learning was built on Piaget’s theory of constructivism where individuals use mental patterns to guide behavior or cognition. Seymour Papert developed the constructionism theory which contradicts Piaget’s constructivism theory. In this, individuals focus... Continue Reading →

Week 11: Games and Learning

Games in education can often be misused or not utilised effectively. However, the popularity of games has supported development and learning in classrooms and demonstrates the underlying principles and pedagogies (Beavis, Rowan, Dezuanni, McGillivray, O’Mara, Prestridge, Stieler-Hunt, Thompson & Zagami, 2014). As technology starts to evolved in the future, teaching methods need to adapt to... Continue Reading →

Week 7: Virtual Reality

What is Virtual Reality (VR)? Virtual Reality is a computer generated environment which allows users to immerse themselves into real situations (Lee, Sergueeva, Catangui & Kandaurova, 2017). It comes with a VR headset which provides 3D vision including high resolution image generators with real time rendering to be updated based on the users movement (Moore,... Continue Reading →

Week 6: Augmented Reality

What is Augmented Reality? Augmented reality is based off the real world environment but uses computer generated images. It is the combination of information, media and live action from real world scenarios which enhances our senses (O’Shea, 2011). AR is continually growing in society with many opportunities in education to use it. Augmented Reality in... Continue Reading →

Week 5: Cozmo and Robotics

Cozmo What is Robotics? Technology is continually growing into everyday life. Robotics is a part of this as it can be used for multiple services including home and industry support, and entertainment. In education, robotics can be used in supporting teaching of subjects enabling students to explore computational thinking and creativity (Spolaor & Benitti, 2017).... Continue Reading →

Week 4: Micro:bit and Computational Thinking

What is Computational Thinking? Computational thinking was defined as “an analytical thinking skill that draws on concepts from computer science but is a fundamental skill used by, and useful for all people” (Yadav, Stephenson & Hong, 2017). It is used in disciplines such as problem solving allowing students to think of solutions that computers could... Continue Reading →

Week 3: Google Sketchup and Design Based Thinking

Design based thinking is a creative problem solving method that allows individuals to discover hidden ideas (Tae, 2017). This includes being user and solution focused, and allows flexibility to leverage on previous design knowledge. Google Sketchup has demonstrated the ability to foster design based thinking in classrooms through exploration of creative pathways. This can be... Continue Reading →

Week 2: Google AutoDraw and Creativity

What is Google AutoDraw? Google AutoDraw was designed in 2017 using artificial intelligence to assist individuals in creating drawings to become professional designs in seconds. This tool is accessible to everyone through computers, laptops, mobile devices and tablets. It pairs machine learning with drawing enabling individuals to experiment and create. This allows individuals to develop... Continue Reading →

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