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6305 - Digital Culture and Educational Practice, WWW evolution - Coggle…
6305 - Digital Culture and Educational Practice
Session 1
New normal
education
MOOCs
mobile app for learning
new courses
web-based learning
web-based survey
assessment software
school from home
screencasting software widely used
to record teaching video
business
wfh
food deliveries
pray from home
online concert
exercise at home
online travelling
using VR
digital culture
digital transformation
social meaning
the www evolution
digital literacy
the affordance of multimodal text
meaning making
temporal and ubiquitous affordances
viewing and representing skill
multi-mode
affordance of mode
contextual link
navigation
digital functionalities
culture shaped by the emergence & use of digital technologies
design thinking
Y2K problem
komputer hanya pakai 2 digit. Ketika berubah dari 1999 -> 2000, menjadi bermasalah
computer bug (millenium bug)
Digital tools
AR
blippar
unity
poster/design
canva
website / lms
wordpress
wix
video
animoto
hihaho
app.animaker
chat
rumbletalk
flipping book
flippingbook.com
flipsnack
cognitive intelligence
wikipedia
quora
interactive video
TEDEd
edpuzzle
Computational thinking
scratch
pocket code
micro:bit
Math app
PhotoMath
Session 2
Revolution in learning
no writing, cannot read
say it verbally, show them (verbal way)
teacher & student there in the same time & places
writing developed
symbol, code -> but no printed book
first paper invented
learn is not necessary in the same place & the same time
printing machine (make a copy)
knowledge can be duplicated
sustainability of digital technologies
digital artefacts
distributed location
where store the data
elaborateness
semantic data
data of data (e.g. keywords, hashtag)
transparent structures
group discussion (case)
YouTube
wikipeda
Khan Academy
Four stages of revolution in modern era
Printing Revolution
scientific revolution
more ideas, more wisdom
the industrial revolution
invention
create products (turn the scientific idea to help people, to make things fast)
digital revolution
Learning more relevant and JIT (Just-in-time)
Artificial Intelligence
Personalization
Usability
Micro-learning
Augmented reality
Gamification
Tactile technology
Multiliteracy
socio-cultural diversity
the enhancement of information and communication media
new understanding & new skills
pedagogy in multiliteracies
Pop culture
Tacit knowledge
a knowledge that you get from a long period of time
from experiences
difficult to transfer from one person to another person (written or verbally)
Session 3
How people learn
assimilation
menambahkan informasi dengan apa yang sudah kita tau sebelumnya
accommodation
mengubah apa yang sudah kita tahu (totally change)
menambahkan apa yg kita belum tahu
Network effect
social media in formal and informal learning
why do we use?
part of our lives
can be accessed everywhere
can get other information
why are we afraid to use it?
distract attention
too open, can be found by outsider
too privacy
Learning theories
behaviorism
learn take place when you need to develop behaviour
salah punish, bener reward
cerita anjing dan bel
cognitivism
how brain work
short term memory
long term memory
information processing in the brain
constructivism
construct new knowledge
connectivism
flipped learning
teacher's role
facilitator, guidance
mechanism
4 pillars
flexible environment
learning culture
start from simple
intentional content
bikin konten dengan benar, sesuai dengan LO yg ingin dicapai
revise again and again
professional educator
Bloom's taxonomy
Social learning
collaborative learning
collective intelligence
more and more people contribute which make the knowledge more complete and valuable
Session 5
disruptive innovation in education
example
MOOCs
Coursera
Google classroom
Zoom
open education
resources
choices
public narratives
why is it important to education?
Transformational Learning Strategy
Just in case - Just in time - Just enough - Just for me
learning system
pipes
teacher-centered
top-down approach
e.g. for primary school
platform
student-centered
bottom-up approach
e.g. higher education
blue ocean strategy
eliminate
raise
reduce
create
personalized learning
learning autonomy
Computational Thinking
problem decomposition
pattern recognition
abstraction
algorithmic skills
Multidisciplinary learning
STEM
STEAM
STREAM
Session 4
case study
how the app embrace the digital technology to improve the learning experience?
identify any learning principal applied
app
quora
LessonApp
touch surgery
blippar
ludwig
Session 6
digital age learning
self-regulated learning
4 stages
dependent
interested
involved
self-directed learning
encourage students' learning autonomy
through HOTS
contextual and authentic learning
direct and clear expectation
clearly designed instructions
teaching method
student-centered
scaffolding
reflective method
assessment method
flexible
adjust to each learning objective
gamification
use game mechanics in a non-gaming context
ada rules dan goals (yg membedakan gamification dengan playing)
octalysis framework
providing engagement, commitment,
and long-term plan for long-term participation (consistent)
McGonigal 4 fundamental features in a game
clearly defined goals
consistently defined rules
a steady feedback system
the free will
track (progress) and report
not only about points & rewards
how you give value to the learners?
what value?
Flow theory
accomplishing a task as not getting bored and not feeling anxious as it is too hard
Session 7
Problem solving
creative process
no fix steps
but there is a good practice
Polya Steps
understand the problem
focus on your goal
devise a plan
how it should be done
specify the steps
execute the plan
review and extend
Case Study
Thai boys and coach were trapped on a cave
Aron Ralston was trapped in Blue John Canyon
problem appears when undesirable state -> to desirable state
the affordances of technology
chatbot
smart & secure feedback
example
snatchbot
hubert.ai
efficient teaching assistant
24/7 available
data-driven insights
for decision making
immersive education
virtual reality
augmented reality
haptics technology
can feel the touch virtually
automated schools
e.g. iBeacon
personalized education
more accessible education
WWW evolution
Web 2.0
read and write
provide function for participants to participate
e.g. youtube
Web 1.0
read only web
search info & read it
Creative Commons
share my 'rights' to the middle body
web yg ngumpulin gambar yg bs dipake utk bersama, bisa dipakai free
yg penting di-credit
ada langkah-langkahnya
Web 3.0
read, write, and execute
AI suggestion
e.g. suggestions from youtube after listening to something