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8/6/2019 Methodologies for Web2.0 Mediated Learning
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Enabling Dynamic School
TransformationsIntegrating web.2.0 Tools into the learning/teaching
procedure
Konstantina Georga
M.Sc. e Learning,e Learning Manager in CosyLLab, University of Piraeus
Science View
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in
PART II
Methodologies while using
Web 2.0 Tools in Classroom
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e-learning methodologies
Lets talk about e-learning techniques and methods, which
are divided into two categories:
asynchronous,
synchronous
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e-learning methodologies
Asynchronous is :
facilitated by media such as e-mail and discussion boards,
supports work relations among learners and with teachers,
even when participants cannot be online at the same time.
providing the possibility for learners to log on to an e-learning
environment at any time and download documents or sendmessages to teachers or peers.
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e-learning methodologies
Synchronous is:
supported by media such as videoconferencing and chat, has
the potential to support e-learners in the development of
learning communities,
more social and avoid frustration by asking and answering
questions in real time.
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Indicative methodologies for Web 2.0
Mediated Learning
Methodologies for Web 2.0 Mediated learning:
Collaborative E-learning
Inquiry Based learning
Project based learning
Game based learning
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Collaborative e- learning methodology I
Students are working in Virtual environments into groups
(e- learning communities), mutually searching forunderstanding, solutions, or meanings, or creating a
product.
Collaborative learning activities center on studentsexploration or application of the course material, notsimply the teachers presentation or explication of it.
Collaborative e-learning methodology means that:
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Collaborative e- learning methodology II
Tools and systems developed and used for supporting e-learning communities:
a) document-focused Web-based training tools (i.e.
Blogs), b) meeting-focused tools (i.e. Skype),
and
c) three dimensional (3D)- centered multi-user tools,
which are based on multi-user Virtual Realitytechnology ( i.e. Second life)
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Collaborative e- learning methodology III
Second Life
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Inquiry based learning
During inquiry based learning, students:
construct much of their understanding of the natural and
human-designed worlds,
are not seeking the right answer - because often there is
none - but rather seeking appropriate resolutions to
questions and issues.
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Inquiry based learning in Science
Much thought and research has been spent on the role of inquiry in
science education, where the sciences demand verification of data.
When students are doing inquiry based science, they:
View Themselves as Scientists in the Process of Learning Plan and Carry Out Investigations (i.e. Mind mapping tools)
Communicate Using a Variety of Methods (i.e. Blogs, Google documents, Forum, Facebook
docs)
Propose Explanations and Solutions and Build a Store of Concepts
Raise Questions (i.e. Polls) Use Observation
Critique Their Science Practices - Reflect with their peers (i.e. in e-learning communities)
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Inquiry based learning (some thoughts)
Inquiry based learning can be applied to all disciplines. Individuals need
many perspectives for viewing the world. Such views could include
artistic, scientific, historic, economic, and other perspectives.
Well-designed inquiry-learning activities and interactions should be
set in a conceptual context so as to help students accumulate
knowledge as they progress from grade to grade.
Inquiry in education should be about a greater understanding of
the world in which they live, learn, communicate, and work.
Schools must change from a focus on "what we know" to anemphasis on "how we come to know."
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Project based learning and Web 2.0
Project based learning is:
focused on students active and often collaborative
production of knowledge through engaging with real world
problems/cases.
We need to:
distinguish between Web2.0 as a range of technologies (e.g.
blogs, podcasts, wikis) and Web2.0 as particular practices (e.g.blogging, podcasting, collaborative writing).
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Project based learning + Web 2.0 Tools
Example: a Wiki
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Game based learning
Refers to: serious games that deals with applications that have defined
learning outcomes.
Games often have a fantasy element that engages players
in a learning activity through narrative or storylines.
The success of game-based learning strategies owes toactive participation and interaction being at the center ofthe experience.
http://en.wikipedia.org/wiki/Serious_gamehttp://en.wikipedia.org/wiki/Serious_game8/6/2019 Methodologies for Web2.0 Mediated Learning
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Examples of game based initiatives
Edutainment
Serious games
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Digital Game based Learning
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Methodologies while using Web
2.0 Tools in classroom
Thank you for your attention!
Now its your turn.