Monday 9 March 2015

2.1 Pedagogogies, 2.2 Technologies, 2.3 Challenges

2.1    Pedagogies (are different styles of teaching and delivering content to students).

Case-based learning
Case-based learning, is where students are presented a case study and students learn through solving problems that are related to that case.

In a previous course at EIT I recall a case study involving the Qantas Airlines and having to make strategic management decisions weather to merge the company with another airline or focus on cutting costs within. Using a real company to research and problem solve for, certainly engaged me as a student. The information that was gathered was real and you felt connected.

e-Learning could be integrated into this learning practice by creating a formal communication management system between the student and tutor. Implement either a video update or a shared google doc that you can communicate with the tutor for mentoring and to help problem solving. Implementing interactive case-studies, using mostly all digital content.

Inquiry-based learning
Inquiry-based learning is when students work on a task or question and ask specific questions relating to a particular question or ask the tutor for direction when they need to know something. This is an active style of learning and engages the student in the learning. 

I have had tutors that have taught using this style, but I found it was not as effective as a student when only the tutors had the answers and students don’t always ask for help or know what to ask. In my experience only using this type of learning only helps some students as not everyone will ask the right questions. 

e-learning strategies would include providing collaborative communication capabilities such as diaries, wiki’s, reports, course material and added links to YouTube that give examples of the topic in practice. Aspects to using a collaborative environment would include integrating an interactive web based platform that the tutor and students can post, share and problem solve with the class.

Project-based learning
Project-based learning is learning by engaging in a project, this style of teaching is involving the students by actually managing and working on their own project rather than just working directly within the four walls of a classroom.

I have found this to be one of the best approaches as it reflects what working in the real world is about and focuses on skills professionals need to know. This puts you into a situation in which questions naturally arise. I have also used content from some of my previous project work as a resource in current business situations, whether it be using a template or utilising information as a reference.

e-Learning can be integrated by using a process management system, that ensures a transparent working process, with real-time measurements of your activities, progress, and highlights any risks and deadlines.

Game-based learning
Game-based learning is educational learning by playing all types of games with educational value. They are designed to help students learn about certain subjects, expand concepts, reinforce development, understand and assist them in learning skills as they play.

This my preferred style of learning, as I do have a competitive streak! An example of this was in a management paper I completed. The game was “Mike’s Bikes”, we were put in teams and we had to manage a bike business against the other class teams (our competitors), we all had a log-in to use the web-based program, and had to outperform our competitors by having higher profits and shareholding value. This was achieved by managing cashflow, designing, marketing, and managing the operations of the company throughout the course, in a virtual world. Every week we discussed the results, examined what worked, what didn’t and why. This was an effective learning technique, although like all group work, some team members contributed very little but gained the same mark.

e-Learning can certainly be a component of game-based learning, if not the only component. Transforming game-based learning into a multi-dimensional platform by building game-based, interactive applications and maintaining and measuring learning results digitally.  



2.2 Technologies

The most memorable technology that was integrated into my learning would have to be the use of the educational game-based activity, as mentioned above, using the interactive “Mikes Bikes” application. Although it was addictive and time consuming this resource certainly cemented my learning and it was fun!

The availability and reliability of networks are significant barriers to using technology, one example is when tutors are busy getting their teaching resources up on the screen, the network is slow and/or there is no connection and they have to resort to traditional methods of teaching while wasting 20 or so minutes of class time.


2.3 Challenges

The biggest challenges for ubiquitous an individualised digital learning would be the shortcomings in human-computer interfaces. Students have limited contact with real people and problems are synthesized through a computer, making students reliant on digital technologies. This raises the questions about curriculum boundaries and as students, do we require a multi-dimensional learning platform for certain courses, rather than just digital?


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