Fresh from the blogger…

  • Gamification in Education

    The idea of using games for learning is not new to pedagogy; however, the technological aspect of video games is (Barber, 2021). Gamification engages players with elements like points, badges, leaderboards, and challenges. Using this type of incentive in a learning environment could engage and motivate learners to participate. Gamified learning helps enhance retention by reinforcing knowledge and recall. Learners are safe to fail and try again in a gaming environment versus in real life, where making a mistake can cause consequences. Risk-taking is encouraged with games and you can collect data, which is valuable to meeting the students’ needs. Gamification can transform a traditional learning environment into a dynamic and enjoyable experience. The success of gamification is dependent on the user experience, therefore, there is a focus on the design of game elements to be optimized (Nivedhitha & Manzoor, 2020).

    Gamification has many benefits, but with the pros come the cons. Some drawbacks, such as leaderboards, can be seen as a stress-inducing element. Not all learners perform well under stress or in a competitive environment and it may cause more harm than good. In the same sense, some students are more tech-savvy than others, and some do not have access to technology like their peers causing an unfair advantage. The novelty of a game can also wear off, which I have personally experienced. When students become disengaged, they lose interest and may try “gaming” the system. This happened to me with Gimkit; my students were more focused on strategy and figuring out how to exploit the mechanics of rewards rather than focusing on the content.

    To overcome the drawbacks of gamification, the designer could incorporate challenges that align with the student’s interest, create non-competitive paths to success, and ensure all students have equal access to technology. A designer could create problem-solving and creative thinking challenges and then have the learner reflect on what they learned and how they applied it. A designer must also keep the gamified elements fresh with new challenges, levels, and rewards. Students also provide the best feedback as to what is most engaging to them, one could have them help design a game as well. The best way to learn is by teaching afterall.

    References:

    Barber, C. S. (2021). When students are players: toward a theory of student-centric edu- gamification systems. Journal of Information Systems Education, 32(1), 53–64.

    Nivedhitha, K. S., & Manzoor, A. K. S. (2020). Gamification inducing creative ideation: a parallel mediation model. Behaviour & Information Technology, 39(9), 970–994.


  • Mobile Technology Implementation Plan
    Workplace Environment Glass Aquatics Product Launch 
    Problem Achieving a product launch using four companies’ schedules and skills working together to produce a new product by a specific date. 
    Target Audience Aquatic lovers of all ages. 
    Technology Needed Wifi/Internet Access, smart device 

    The problem we are facing is having four separate companies collaborating on one marketing idea for a new product for Glass Aquatics. Each company has a task, but we must all work together in a timely matter to have the product fully launched by a selected date. The mobile technology that we will all be accessing is called Miro. The purpose of this application is to make sure everyone is aware of the overall goal, timeline, and where each team is on their respective task list at any time. 

    Ethical dilemmas that could challenge the implementation plan might be the blurring of work and personal life boundaries, being that mobile technology can be accessed anytime, anywhere, making it easy and somewhat expected to be “available” 24/7. We will address these challenges using best practices such as establishing respectable response times and availability for collaboration. Another arguable point may be determining ownership of ideas generated during collaboration times or anything placed on the Miro board. To address this challenge all parties should agree on clear policies addressing ownership before beginning the project. Recognizing and/or rewarding each other for their contributions may encourage more innovation and participation. Data breeches, privacy, and security are also valid concerns. Implementing data encryption, updating security protocols, and access controls are helpful in staying ahead of any emerging threats. 

    In order to implement the mobile technologies plan in the workplace environment, we will begin by assessing the needs of the marketing team. Before the project begins, we will all meet and agree upon the collaboration tool, response times, communication etiquette, content ownership, sharing rights, timeline, and security measures. Mobile technologies have enabled access to information technology, which is uncoupled from standard workplaces and working hours (Viete & Erdsiek, 2018). Coordination and communication costs within the workplace would normally increase, but when employees start working autonomously, companies can gauge their employees’ output versus time spent in the office, which has been proven to be more productive. 

    References: 

    Viete, S., & Erdsiek, D. (2018, April 17). Trust-based work time and the productivity effects of mobile information technologies in the Workplace. SSRN. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3159890 


  • Immersive Learning

    A training methodology that uses Virtual Reality (VR) to simulate real-world scenarios and train employees in a safe and engaging immersive training environment.


    Best Practices for Designing an Immersive Learning Experiences? 

    • Clearly outline learning objectives and skills that will be acquired. 
    • Understand demographics, preferences, and prior knowledge of the target audience. 
    • Choose proper simulation tools based on learning objectives, audience, and resources available. 
    • Create interactive and immersive content that encourages active participation. 
    • Develop realistic scenarios that mirror real-life situations. 
    • Incorporate interactive elements like decision making, feedback loops, and quizzes to enhance learning. 
    • Use clear instructions and offer support materials. 
    • Encourage learners to experiment with different approaches and analyze their choices. 
    • Incorporate multi-sensory elements that appeal to diverse learning styles. 
    • Assess the effectiveness of your immersive experience: pilot test, gather feedback and iterate your design for improvements. 

    Examples of Immersive Learning Experiences:

    Medical: Learners can perform virtual surgeries or explore the human body in detail through VR simulations, providing a safe environment for practicing complex procedures without the risk associated with real patients. 

    Engineering: Learners can design and interact with virtual prototypes, allowing them to visualize and test their ideas in a three-dimensional space, leading to better understanding and retention of concepts. 

    Soft Skills & Language Learning: Learners can participate in realistic scenarios where they practice conflict resolution, negotiation, real-life conversations, enhancing their skills through contextual learning and receiving immediate feedback and guidance on their performance. 

    The Future of Learning

  • Professional Learning Networks (PLNs)

    In the changing realm of education, as new challenges and possibilities arise, Personal Learning Networks (PLNs) are expected to adjust and transform to cater to the changing requirements of educators and aid in their professional growth and development. When I first heard this topic, I assumed it was only professional organizations like PLTW or Adobe Educators. What I have discovered is that a personal learning network can be any place where learning occurs by connecting with others. Connectivism, originally attributed to George Siemens, is one prominent theory around which PLNs are centered (Haas, 2020).

    Belonging to a PLN is beneficial because it provides access to a vast array of resources, tools, and multimedia content and enables us to stay updated on the latest trends and best practices in our fields. These ever-expanding PLNs provide us with diverse perspectives from around the globe. There are so many innovative ideas and approaches that we may never think of alone, it definitely pays off to reach out and join for inspiration and growth.

    Here are a few PLNs that I currently belong to and participate in:

    PLTW – Project Lead The Way

    DFW Teachers’ Lounge (Facebook)

    Create Studio Official (You Tube)

    PLNs that I am currently researching and plan to join:

    • Happy Teacher Revolution (Instagram) 
    • The Sassy Teacher (Instagram) 
    • Canva Teachers Community (Facebook) 

    References

    Haas, M. R., Haley, K., Nagappan, B. S., Ankel, F., Swaminathan, A., & Santen, S. A. (2020). The connected educator: personal learning networks. Clinical Teacher, 17(4), 373–377. https://doi.org/10.1111/tct.13146 


  • Time Management Micro-Learning Course

    Pros of Micro-Learning

    Micro-learning has become very popular in recent years due to its effectiveness in delivering bite-sized learning content that can be consumed on the go. Psychologist George Miller states that our brain can only hold 5-9 facts at a time before the “garbage collection” system kicks in (Giancini, 2023). The ability of micro-learning courses to deliver targeted information in condensed quick lessons makes it very suitable for employee training, skill development, and continuous learning. Breaking down information into smaller chunks and reviewing them at different intervals could help learners overcome limitations in memory and attention (Lifelong Learning, 2023). The compatibility of micro-learning with various digital platforms, such as mobile devices and learning management systems, has further contributed to its popularity.

    Cons of Micro-Learning

    Critics argue that micro-learning might oversimplify complex topics or neglect the depth of understanding that can be achieved through traditional longer-form learning methods. While I do not think micro-learning is necessarily a bad form of learning, I do tend to consider it more of a short intro or overview that may help me discern if I am interested in studying the specific content presented deeper or in a more traditional manner.

    Time Management Micro-Learning

    Time management is about a person’s ability to plan and control how they spend their time to achieve their goals. Simply, it means you’re in control of where your time is going. Do you manage your time efficiently? Click on the interactive infographic below to take a quiz and find out!

    This micro-learning course will give you core strategies to tackle that problem and give you tips on how to start managing your time more effectively. Click the web icon to enroll in this micro-learning course to dive deeper into time management skills and how to make the most of your time. I hope you enjoy!

    Resources & References:

    Giancini, M. (2023, May 31). 6 big reasons microlearning is not learning. LinkedIn. https://www.linkedin.com/pulse/6-big-reasons-microlearning-learning-mario-giancini/

    Lifelong Learning. (2023, September 1). What are the benefits and challenges of microlearning and spaced repetition for learners and instructors?. A Guide to Microlearning and Spaced Repetition. https://www.linkedin.com/advice/1/what-benefits-challenges-microlearning-spaced


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