Ubiquitous Learning and Instructional Technologies MOOC’s Updates
Essential Update #1: Learning technology which genuinely makes a difference to the dynamics of learning
* Thi is my first time posting in this type of media format, so forgive me if my post appears " wonky ".
For this update, I chose to talk about a ' Choose Your Own Adventure ' website, created by the BBC. It is called " Syrian Journey " & can be found at the links below.
https://www.bbc.com/news/world-middle-east-32057601
http://www.gamesforchange.org/game/syrian-journey/
I have ( hopefully ) attached a pdf, explaining the site, and providing examples of the choices the reader will face, when engaged in the scenarios.
Comment: In what ways does technology mediated learning change both learning in person and learning at a distance? Discuss other participants' comments by mentioning them @name.
Technology mediated learning can be more convenient, whether learning in person at a ‘ brick and mortar’ school, ( B & M ) OR by learning at a distance. In either case, help can be found, by asking a question of the teacher, in person, OR by clicking and sending a message.
Of course, the response time would be more immediate in a
B & M environment. The Time & Space factor are more convenient in distance learning. The learner learns at their own pace and a place of their choosing.
Make an Update: Find an example of a learning technology, which genuinely makes a difference to the dynamics of learning.
I first used this website / activity when I was teaching Geography to 9th grade boys in Kuwait. They had to play the game, and then complete a map of the region to see the locations of the places mentioned in the game. By making predictions, and seeing the results, in real time, the students hopefully developed a sense of empathy for the very REAL problems faced by the Syrian refugees. The ‘Choose your Own Adventure’ book genre has been around for a long time. Personally, I find them more engaging, as a reader.
@Ronald Genech, Games can encourage students to be creative and think for themselves and be at the center of that game. And they can encourage skill development, and especially in scenarios or simulation kind of experiences.
@Ronald Genech, I like the idea of gamification for most activities, and can see how with this population of students, choosing your own adventure would allow them to be more engaged with the topic. I also can see how the goal of helping with the development of empathy might be achieved, since the topics covered in the book are issues facing real people.
Did the students get to interact and comment on each other’s adventures? Was there an opportunity for students to comment on how interacting with the book/story made them feel or affected their perspective on what it is like for refugees?