Thursday, 1 September 2016
Irish Conference of GBL
Thursday, 14 July 2016
Google For Education Community Meetup
I attended the first Google For Education Community Meetup today. The event was hosted by Google Malaysia at the KL Sentral Office, which does not look like a conventional office to me.
This two-hour meeting was chaired by En Amir, involving 30+ people, ranging from preschool, primary and secondary teachers to public and private university lecturers (IPG, UPSI, SEGi and Taylor's).
After an hour long of self-introduction of every attendees, groups were formed to generate ideas on professional development (PD) training programs needed by educators in Malaysia for using Google for Education Apps.
I was proposed by other group members to synthesize and present outcomes of the discussion. I classified the outcomes into the TPCK model. Herewith the outcomes:
Contents:
1. Should cover the whole spectrum of education, i.e. early years, primary, secondary, tertiary and lifelong learning.
2. For specific subject matter e.g. Add Maths, learning apps should be made inclusive cover multiple topics to afford active, fun and creative learning activities.
Pedagogy:
1. Pedagogy for personalised and eaningful training experience.
Technology
1. In terms of affordance, post-training and just-in-time support should be made available to trainees.
2. Technological knowledge on using apps should be structured into three levels. The basic level would expose educators to the technologies; the intermediate levl should be demonstrating how to optimize the usage of existing apps, while the advanced level should focus on turning educators into apps developers.
I have shared the following formula to my group members:
Results = Personal Capability x Personal Knowledge x (1+method)(1+tool)
Also, a spider web visualization could be used to determine the types and topics of PD needed by individual trainees.
During the discussion outcome presentation, interesting ideas were suggested by other groups, including:
1. Setting up Google+ community to share teaching materials.
2. Sharing of short video clips, ideally 5 to 10 minutes per clip, like Brainwave Video Selfie on what you did in the class
3. The need for quality control and content curation.
4. Uploading Qs encountered in using the apps.
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My reflection:
I should use Google Apps in my teaching and document success and failure stories.
Training provided should be subject matter specific.
Tuesday, 12 July 2016
寓教于乐在教育里的潜力:从游戏中的学习来探询中华智慧
Sunday, 3 July 2016
Types of Learners (personal notes made in 2003 and reflection in 2016)
Monday, 30 May 2016
Mastery Learning via game playing
Mastery learning offers sufficient time, attention and help from tutor or lecturer to every student. GBL without time-pressure challenges can also offer sufficient time and attention to each student, while transferring the role of helpful tutor to either a programmed virtual tutor, or a game master who knows how to facilitate game playing sessions.
Mastery learning was accused for causing Robin Hood effects, in which additional time and support were given to students who are relatively slower in knowledge and skill mastery, at the expense of quick learners' time. GBL with benchmarked standard (good enough mastery) and enhanced standard (excellent mastery) can overcome the issue of Robin Hood effects. A rubric which explicitly defines and describes both standards can be shown to all students. All of them are encouraged to achieve the enhanced standard, which would involve supporting weak learners to master specific knowledge and skills. Those who achieved the enhanced standard would be regarded as "master", a status given to people who can teach (see the origin of Master's degree).
Criticism on mastery learning and how to counter back:
Mueller (1976) asserted that mastery learning:
(a) takes much of the responsibility for learning away from students, who may end up not knowing how to learn independently;
$$ in GBL, students have to play game or make games themselves, experience learning, construct knowledge and develop skills in the games.
(b) requires non-fixed-time instructional units or greatly liberalized time allocations;
$$ this is actually a strength of GBL, through flexible education, learn anytime anywhere.
(c) makes faster learner "wait around" while slower learner catch up, unless the faster learners are motivated to spend their time achieving objectives beyond the pre-specified ones;
(d) commits a major part of finite instructional resources -- corrective effort, teacher aides, peer tutoring, and alternative learning materials -- to slower students and
(e) assumes that everything in an instructional unit must be learned equally well by almost all students, although beyond basic skills and hierarchical subjects (such as mathematics) this assumption is hard to defend (p. 467).
Saturday, 26 December 2015
Gamifikasi dalam Pendidikan: Pembelajaran Berasaskan Permainan
This book was written for Malay speaking teachers and trainee teachers in Nusantara, particularly those in Malaysia, Singapore, Brunei and Indonesia. The graphics of the book cover were taken from Fight For Future 2.0 and TRIZ Puzzle game which I published on Google Play Store. Now the book is available at Penerbit UPSI and UPSI Education Research Laboratory at 20% discount:
Tuesday, 6 October 2015
Forgotten notes
Minecraft offers affinity space.
There's something for everyone.
I need the culture to be there first before talking about DGBL.
Keep the game modifiable.
Get back to the sense of playing we lost a lot in the content-based learning.
Different thematic activity over the year.
Horizontal learning space.