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Module 1: History of Computer-Based Instruction, Digital Technology Link,…
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Thoughts
Though there are advancements in educational technology there is still improvement measures that need to be considered to engage with/motivate the student
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Students can learn through digital technology if they are motivated and sense community or personal engagement with the tool.
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Personalization
The Histories of Personalized Learning: Link
No concrete definition
Student driven: interests, abilities, and needs
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Szegedine (2020) renders that gamification provides community among learners through critical thinking and collective decision-making. The author also posits that educational gaming foster the practical knowledge needed to be successful in reaching career goals; and is the catalyst for experiential learning. It is emphasized that teachers must create a space that encourages choice, presents challenges for problem solving and incorporates measurable goals with rewards—such as badges, widgets, and points. This correlates with Lepper and Gurtner (1989) that notes computer-based tools as aiding to facilitate learning that promotes choice in ways that students can examine their own knowledge and choices through experiential learning.