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HOD IP Workshop 2e-Pedagogy:Lesson Design for Active Learning with Technology
HumanitiesBreakout Room
Run 1: 19 Oct
Please be informed that we will be recording this workshop.
2
Housekeeping
Turn on your video
Mute your microphone when
not speaking
Please use the ‘raise hand’ function if you have any queries or
comments
3
Please participate actively.
Educational Technology DivisionLearning Partnership in Educational Technology Branch
Zhou Wensi Eileen Educational Technology Officer
Low Wei Min Grace Educational Technology Officer
Objectives of Workshop 2
At the end of this workshop, participants will be able to:
a) understand the use of e-Pedagogy in designing for active learning with PLDs
b) apply e-Pedagogy by using SLS PS 2.0 to guide teachers in designing for the PLD learning environment
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Overview of Workshop 2 ProgrammeTime Programme Room
2.15pm Housekeeping and Context Setting Subject Roomzoom details: Meeting ID: 816 0043 8470Passcode: ws2HUMrun1
2.25pm e-Pedagogy Overview- 4 Elements of e-Pedagogy
2.50pm Breakout Room 1- Discussion on designing for Active
Learning Processes and Learning Interactions with e-Pedagogy
Breakout Room 2- Discussion on Learning Experiences
and exploring possibilities with e-Pedagogy
Breakout Room
4.15pm Break
4.30pm Coaching Teachers in e-Pedagogy- Sharing by Phase 1 School on good practices and challenges- Sharing of Design Cycle resources
Zoom Room:ID: 861 0722 8304PW: ws2BIGGRP15.15pm Closing and Feedback
In Workshop 1, you have heard about your role as a curriculum planner.
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Change in teaching practices by reviewing the
Department Plans to include learning context
with PLDs, guided by e-Pedagogy
Change in teaching and learning practices by
reviewing the SOW
Changed Practice for HODs IP/
Teacher Leaders :
Plan for changes in teaching practices with
e-Pedagogy in the learning context with
PLDs
In Workshop 2, you will learn about your role as a coach.
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Coach others to design lesson units for learning
experiences for active learning with technology
Draws on e-Pedagogy principles to give
feedback and suggestions to refine lesson units
Coaching teachers in lesson design and
review with e-Pedagogy in the learning context
with PLDs
Pre-Learning Task
4 Elements of e-Pedagogy
Is there Constructive Alignment in the design?
Learning Outcomes
AssessmentTeaching & Learning Activities
1
Is there an instructional flow that makes the experience
meaningful?
2 3
How can we design for active learning for different learning
interactions?
How does technology mediate interactions and support the
learning processes?
4
e-Pedagogy in action: SLS Pedagogical Scaffold 2.0
2Learning
Experiences
4Key
Applications of Technology
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1Constructive alignment
3Active Learning Processes and Learning Interactions
Learning Outcomes
AssessmentTeaching & Learning ActivitiesHow do you know if the
students have achieved the learning outcomes?
What must students be able to do by the end of
the lesson?
What learning activities will help students
achieve these learning outcomes?
Constructive Alignment
Students are constructing meaning for themselves through relevant learning activities.
The learning outcomes, learning activities and assessment tasks are coherent.
Constructive Alignment
Image from Pixabay, free for commercial use
4 Elements of e-Pedagogy
Is there Constructive Alignment in the design?
Learning Outcomes
AssessmentTeaching & Learning Activities
1
Is there an instructional flow that makes the experience
meaningful?
2 3
How can we design for active learning for different learning
interactions?
How does technology mediate interactions and support the
learning processes?
4
15
Learning Experiences (LE) are instructional models that pull together the learning activities and tasks into technology-enhanced, orchestrated and meaningful pedagogical patterns for meeting certain learning objectives (Laurillard, 2012).
Learning Experiences
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Which Learning Experience to Choose?
Acquisition Do I want my students to be able to understand the critical features and structure of a concept by studying given information?
Collaboration Do I want my students to be able to construct new knowledge by collectively ideating and co-constructing a shared output?
Discussion Do I want my students to be able to generate and critique multiple perspectives on an issue?
Inquiry Do I want my students to investigate and analyse data to validate the hypothesis and apply their understanding in a new context?
Practice Do I want my students to apply their understanding of concepts through performing a task, receive feedback and refine their understanding?
Production Do I want my students to articulate conceptual understanding by producing a tangible artefact that would consolidate their learning?
Process OutcomesProcess outcomes in a lesson are skills and dispositions that are not content-based but are necessary to prepare students to be future-ready learners. These process outcomes are also articulated in subject syllabuses. Examples of process skills are 21st century competencies such as critical and inventive thinking, communication and collaboration skills, and also digital literacy such as ability to curate information from the Internet.
Active Learning Processes and Learning Interactions
Activate Learning Promote Thinking & Discussion
Facilitate Demonstration of Learning
Monitor and Provide Feedback
Principles from
Learning Sciences
Active Learning
Processes
Active Learning Processes and Learning Interactions
Support
Foster
Provide
Facilitate
Develop
Enable
EmbedAnalyse learning and
process data to provide students targeted feedback
and resources
Use multimodal representations of abstract concepts for students to
discern patterns and infer generalisations
Harness the interactivity and multimodal features of digital
technologies to differentiate the nature of content, learning processes and products of learning to meet the
needs of all students
Allow learners to collectively improve their ideas over time by sharing, building on, organising, and
synthesising their knowledge and understandings
Integrate automated supports for students to make sense of and regulate learning activities, group knowledge and articulate their reflection through multiple modes
Foster student agency by giving choice in the learning goals, process and pace through digital resources
Embed digital scaffolds to support thinking and guide interactions between students, teachers and content
Key Applications of
Technology
How does technology
?
An Example of KAT: Use of Technology to Facilitate Learning Together
Build on ideas and collectively improve
Externalisation of ideasSynthesis of group
knowledge
#2: How does technology facilitate the learning process of Learning Together?
#1: What constitutes the learning process of Learning Together?
Using technology to facilitate Learning Together
2. Build on ideas and collectively improveITT
3. Synthesise group knowledgeITT
1. Externalise their ideas ITT
Helen Tang
Pradeep Gautam
Chan Huiwen
Helen Tang
Oh yah, @Huiwen, didn’t think of it that way. So I guess since the question is about everywhere, then not all the places have water. @Pradeep I did think about deserts, but now I wonder why people there don’t just leave to live somewhere else?
I think water can be easily everywhere in the world. I read somewhere before that the earth is 70% covered by water. If there is no water, people won’t want to leave there.
27 Jan 2021 09:20 PM
Actually, going by your statistics, wouldn’t water be difficult to find in the 30% of Earth?
27 Jan 2021 07:37 PM
We might think about places like deserts where water is scarce.
ITT allows students to share their observations / ideas with the peers, who can offer suggestions and different perspectives to help them refine their understanding.
Key Applications of Technology (Learning Together)
2. Build on ideas and collectively improveITT
3. Synthesise group knowledgeITT
1. Externalise their ideas ITT
e-Pedagogy in action: SLS Pedagogical Scaffold
2Learning
Experiences
4Key
Applications of Technology
24
1Constructive alignment
3Active Learning Processes and Learning Interactions
Segment 2: Applying e-Pedagogy
“Teachers cannot teach the traditional way using e-learning. They need new pedagogies – e-Pedagogy.”
- Minister of Education (2015 - 2020), Ong Ye Kung
Breakout Rooms: Spider-Man and Iron Man
- Move the design of a lesson to integrate Active Learning Processes and Learning Interactions
- Key Applications of Technology(KAT) too!
Spider-Man Iron Man
- Review a lesson designed as a Learning Experience
- Key Applications of Technology(KAT) too!
To promote active learning with technology:SLS PS 2.0 is the design tool to guide teachers in designing for active learning with technology. Teachers can use the guiding questions in SLS PS 2.0 to guide them in lesson design.
Q1, 3 and 4:To determine what the students would be doing and thinking for the activity based on the learning outcome, success criteria and evidence of learning.
Q6: To consider how technology can help enhance learning process to meet learning outcomes and support profile of students
Q7-8 : To think about how to design with technology to promote active learning and for different interactions
Q9: To consider how to use technology to capture students’ learning so as to determine if learning outcome is met.
To design for active learning with technology for the development of process skillsTeachers can design for development of process skills by designing for Learning Experiences and harnessing technology to meet the intended learning outcomes. Teachers can consider these guiding questions in addition those mentioned earlier.
Q2:To consider the 21st century competencies to develop the students through the series of learning activities.
Q5: To design and sequence the different learning activities and tasks to meet the intended learning outcomes
Q7-8 : To consider how to critically select and apply KAT to augment classroom practices by enhancing different types of learning interactions for the active learning processes
Q9: To consider how to use technology to capture students’ learning so as to determine if learning outcome is met.