For years, students have grown accustomed to traditional methods of instruction where teachers fill the role of "sage on the stage," imparting their wisdom during allotted class time then sending work home to reinforce learned concepts with little or no added support. As a result, students exist as mere listeners on the receiving end of a one-way communication process that does little to promote social interaction or encourage critical thought. In an effort to "flip" this trend of passive learning, teachers are now utilizing technology to implement a blended learning method that frees up class time for collaborative activities by shifting lectures out of the classroom and on to the internet. This method, known as a "flipped" classroom, combines the benefits of direct instruction and active learning to engage students in the educational process.
Erin Reilly: "Produced by the USC Annenberg Innovation Lab and the Joan Ganz Cooney Center, this paper provides a much-needed guidebook to transmedia in the lives of children age 5-11 and its applications to storytelling, play, and learning."
Digital literacy is a trend that involves the consumption, comprehension, and curation of digital media.
2. Shift From Standards To Habits
The shift from purely academic standards to critical thinking habits supports personalized, 21st century learning through a preceding shift from institution to learner.
3. Game-Based Learning & Gamification
Game-Based Learning aggregates the power of learning simulations, social gaming, emotional immersion, and digital literacy to produce a net effect of transparency and participation on the learner.
Through social media, mobile learning, blended learning, eLearning, and other inherently connected learning experiences, it is possible to leverage the potential of interdependence and crowds.
A natural consequence of digital and social media, transparency is the opposite of closed, traditional schooling, where the walls of the classroom are tick and the local teachers and policies govern, judge, and process everything.
6. Place-Based Education
Place-Based Education complements digital platforms that tend towards globalization.
7. Self-Directed Learning & Play
Self-Directed Learning is almost certainly at the core of the future of learning. To not allow learners to “play” with information, platforms, and ideas is to ignore the access, tools, and patterns of 21st century life.
1. Descubrir. Si uno tiene un objetivo debe ser capaz de preguntarse ¿cómo acercarse al mismo? ¿Qué estrategias utilizar? ¿Cómo poder llegar a asumir las habilidades para realizarlo?
2. Interpretar. Una vez realizada la experiencia, ¿cómo la interpretamos? ¿Qué aprendizaje podemos sacar del mismo?
3. Idear. Si un docente ve una oportunidad, ¿cómo se puede hacer que la misma tenga sentido en sus aulas?
4. Experimentar. Una vez tenida la idea, ¿cómo llevarla a cabo? ¿Qué necesitamos? ¿Cuál es el mejor momento para implementarla? ¿Quiénes van a ser los sujetos de dicha experimentación?
5. Evolucionar. ¿Qué se puede hacer para conseguir una evolución a otro nivel del aprendizaje? ¿Qué cuestiones previas se pueden aprovechar? ¿Qué posibilidades de mejora hay? ¿Cómo se pueden establecer unos parámetros para estabilizar ese aprendizaje?
No-Shows – These students appear to be the largest group of those registering for an Coursera-style MOOC, where people register but never login to the course while it is active.
Observers – These students login and may read content or browse discussions, but do not take any form of assessment beyond pop-up quizzes embedded in videos.
Drop-Ins – These are students who perform some activity (watch videos, browse or participate in discussion forum) for a select topic within the course, but do not attempt to complete the entire course. Some of these students are focused participants who use MOOCs informally to find content that help them meet course goals elsewhere.
Passive Participants – These are students who view a course as content to consume. They may watch videos, take quizzes, read discuss forums, but generally do not engage with the assignments.
Active Participants – These are the students who fully intend to participate in the MOOC and take part in discussion forums, the majority of assignments and all quizzes & assessments.
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