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Welcome to my blog for exploring the use of Information and communications technology (ICT) in the classroom and ways in which it enhances and fosters creativity in students learning.

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EDUC3620 Task 1 blog post

Image above retrieved from: https://www.businessinsider.com.au/5g-help-retailers-shopping-augmented-reality-2019-8?r=US&IR=T Augmented reality applications in the classroom Augmented reality (AR) is an emerging technology that can bring immersive experiences and new possibilities of learning to a classroom (Wu, Lee, Chang and Liang, 2013). This blog will introduce what augmented reality (AR) is and how it can be used in the classroom…

Week 3: Design Thinking

Image above retrieved from: https://www.sketchup.com/ This week will focus on Sketchup and how 3D design software can foster creativity in both educators and students. What is 3D design software? 3D design software like Sketchup enable the creation of 3-Dimensional objects through various tools shown in the image above (Sketchup, 2020). Students can utilise this tool…

Week 4: Computational Thinking

This week we will be addressing the importance of computational thinking and how it enhances creativity within the classroom. What is Computational Thinking? Wing ,(2006) states that computational thinking is a computer science skill which is crucial to student’s learning and their analytical abilities. It is having the ability to design, problem solve and develop…

Week 5: Robotics

Image from: https://www.sitech.co.nz/products/all/bee-bot-class-pack This week will cover the benefits of utilising robotics in teaching for enhancement of learning, skills and creativity. Why Robotics? Robotics are programmable machinery that can allow students to manipulate different moving parts of the machinery for various different tasks (Jung & Won, 2018). These robotics can provide students with the skills…

Week 6: Augmented Reality

This week will focus on Augmented reality but more specifically about applications such as Zappar which can enhance engagement and learning experiences within the classroom. Augmented Reality in the classroom Bower, Howe, McCredie, Robinson and Grover (2014) argue that Augmented reality currently has many affordances which can be of benefit to classroom pedagogies. Augmented reality…

Week 7: Virtual reality

Above image from: https://www.mining-technology.com/features/featurereality-check-augmented-and-virtual-technology-in-the-mining-industry-4913055/ This week will focus on the wide range of applications of Virtual reality (VR) in education. Why Virtual reality? Similar to Augmented reality, Virtual reality can provide a sense of immersion through the use of sensory, symbolic and actionable activities (Dede, 2009). The potential affordances that come from VR can be…

Week 8: Games for Education

From: https://www.frogger.net/ This week will demonstrates the benefits of gaming in education for students through playing and designing. Why games? Squire, (2006) outlines that it is important for teachers to learn about games as they have the potential to become the next step in learning or an evolution of learning. Games are able to create…

Week 9: Constructionism

Above image from: https://classroom.littlebits.com/projects/rc-car-0c993f0b-d422-4071-9590-7e1d04937638 This week the theory of constructionism will be explored and how learning through doing is achieved. Why Constructionism? Donaldson, (2014) claims that learning is an active process whereby firsthand experiences are used to construct meaning, ideas and knowledge and is what shapes our understanding of the world. Additionally, when meaningful experiences…

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