
My brain mynameisron in creativecommons
This week’s tutorial readings focussed on the idea of ICT being used as a tool for cognition, or in other words ICT as tool for thinking, understanding and learning. I reviewed two articles: ‘What is meaningful learning’ Johassen, Howland, Morra and Crismond (2008) and ‘Preparing Students for Elearning’ Elearnspace (2002).
The article ‘What is Meaningful Learning’ advocates schools helping students to learn how to be learners, rather than students who are successful at standardised tests but have not engaged cognitively with the subject they are studying. Furthermore it encourages the use of ICT to enable ‘active, constructive, intentional, authentic and cooperative learning experiences, rather than being used for skill and drill style testing practice. Active learning involves the interaction with, and manipulation of, objects in the environment. Constructive learning involves students being able to puzzle over, question and then articulate their findings to enable them to actively construct meaning from what they are engaged in. Authentic learning involves students being engaged in meaningful read-world tasks rather than complex formulas or ideas removed from everyday contexts. Finally, cooperative learning involves students working together to research, discuss and explore ideas.
To enable the kind of authentic learning outlined above it is suggested technology is used as a tool to learn with, rather than from. Some examples of this may involve students constructing their own inspiration ‘mind-maps’ which would enable students to represent their thoughts and ideas on a subject, engage with other students through internet, blogs and on-line discussions boards to debate ideas and beliefs and collaborate on projects and to engage in real life problems to learn more about particular subjects.
As a result of meaningful experiences with technology students are cognitively and actively engaged with their subject. There are several types of thinking fostered with technology, which include causal, analogical, expressive, experiential, and problem solving. This type of rich thinking and learning does not occur when technology is being used in traditional ways, rather it is learnt when students engage with the technology, using it to investigate and uncover what they need to know, not perceiving it as a tool that will provide them with fast answers.
The article ‘Preparing Students for Elearning’ was a collection of thoughts from several contributors regarding the problems with existing elearning, which result in high drop out rates for students. The main focus of the article was preparing students for elearning to enable them future success. The themes in this article were concurrent with that in ‘What is meaningful learning?’, in that a change in the perspective of how learning occurs is required for students to become successful. The article suggests that students needs to be prepared for how elearning operates, making them familiar with how an online environment operates, as opposed to traditional learning environments which students may have more experience with. Furthermore students need to be prepared for the exploratory nature of elearning, where they may not receive immediate clarification; rather they are required to undergo their own investigations into a subject.
I agree that the use of ICT as a cognitive tool can lead to rich and meaningful learning engagements. Personally, being educated in a more traditional environment, I can understand that some educators with the same background may have ‘phobias’ towards technology. However, I believe that it is vital to overcome these and embrace the use of technology to foster deep cognition rather than to resist the advantages of progress.
Here is a link to a great online game from The Learners Federation.
I liked this game, which is about adding or subtracting numbers on a number line, as it had great visual information and a fun voice narrating through the game. It gives the learner time to answer questions and reconfirms their answer, so that the learner has time to absorb and make meaning from the engagement.
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Which learning styles/s does this ICT support?
On-line games suit many learning styles including: students who have good visual/spatial intelligence – whose learning preferences are towards visual information including games, puzzle building, charts and graphs. It would also suit students with logical/mathematical intelligence due to their skills in problem solving, classifying and categorizing information. The ‘hands-on’ nature of on-line games would also be suited to those with body/kinesthetic learning styles.
How could this ICT be implemented as a good cognitive tool within the learning environment?
Games are great ways for children to interact and construct their own knowledge about a subject. Games enable students to work at their own pace, and develop their own understandings of a subject. Students who are struggling in some areas can benefit from a visual representation of their subject, for example, in the game I have chosen, the student is able to see the number line and physically manipulate the data, thereby giving them a clear picture of the concept.
How is this ICT enabling the development of creativity?
Many on-line games focus on building or designing. In my investigations I found a great game which focussed on children collecting items from a beach and creating their own artwork. Games also allow children to experiment, enabling them to try out ideas, and make adjustments/amendments, this fosters their creative and experimental thinking.