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Examples of How Digital Technologies Can Support Learners 

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Examples of How Digital Technologies Can Support Learners 

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1. Technology can make learning more fun and competitive by turning the material into a game format.

2. Technology allows for further, more concise and individualized information. It can also be used to simulate real situations for workplace training circumstances.

3. Technology offers the ability to take courses online making knowledge acquisition more convenient and available for people in the job market.

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Key Affordances of Learning With Technologies

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Key Affordances of Learning With Technologies

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1. Interactivity- The technology systematically responds to the actions of the learner (ex: playing chess against a computer or community of players).

2. Adaptivity- The technology presents information that is contingent

on the behavior, knowledge, and characteristics of the learner (ex: cell phone predicts text or autocorrects).

3. Feedback- The technology offers feedback to the learner on the quality of the learner's performance, sometimes including how the quality can be improved (ex: a student answers a question correctly so the system moves onto more difficult questions).

4. Choice- The technology gives students options for what to learn and

how to learn so they can regulate their own learning (ex- students can explore the internet to find the answers they need).

5. Nonlinear Access- The technology allows the learner to select or

receive learning activities in an order that deviates from a set order (ex: e-books with hyperlinks that allow the reader to jump to a different chapter).

6. Linked Representations- The technology provides quick connections

between representations for a topic that emphasize different

conceptual viewpoints, pedagogical strategies, and media (ex: concept maps help students visualize how different concepts are connected).

7. Open-Ended Learner Input- The technology allows learners to express

themselves through natural language, drawing pictures, etc. (ex: online discussion forums like Google classroom).

8. Communication With Other People- The learner communicates

with one or more other “persons,” who may range from peers to

subject-matter experts (ex: email, chatroom, discussion boards, etc.).

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Examples of Technologies that Stimulate Active Learning

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Examples of Technologies that Stimulate Active Learning

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Digital games designed specifically to support learning: Atlantis, Civilization, Crystal Island, Minecraft, Sim

City, and Whyville

Connect TV or movies with social media sites, online games & products based on favorite characters: U.S. DOE's Ready to Learn initiative- PBS Kids Lab

Create and post content: YouTube, Wikipedia

Makerspaces: computer clubhouses (create computer programs such as Scratch), Raspberry Pi software, Wearable technology projects use Flora microcontrollers

Embodied cognition: SMALLab, Tactical Language and Culture

Training System (TLCTS)

Conversational Agents: Computerized agent technologies

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How Learning Technology Can Support Instruction

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How Learning Technology Can Support Instruction

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Technology is capable of supporting instruction because it links formal and informal learning to improve learners' outcomes, orchestrates the complexities of instruction in the classroom, and

develops students’ writing through interactivity and feedback.

Wifi- allows students with longer commutes to do homework online on the bus

Flipped classrooms- students watch videos online of academic content before coming to class

Online "hangouts"- a place where students in large classes can meet to support each other's learning

Out-of-school activities to provide

mentoring and learning opportunities in digital media and computer programming for low-income, female, and minority youth.

Group Scribbles- a network technology designed to support collaborative learning.

Software systems for writing instructions and for giving students feedback (Summary Street).

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Opportunities and Challenges for Using Technology

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Opportunities and Challenges for Using Technology

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OPPORTUNITIES

Digital dashboard: allows learners to monitor their own progress through the learning environment (ex: Blackboard/Brightspace)

Distance learning: "planned learning that normally occurs in a different place from teaching and as a result requires special techniques..." - e-learning, online learning, or Web based learning provide many advantages for distance learning (live Webinars and asynchronous learning).

Mobile personal devices: easily transportable devices now give users quick and easy ways to search for information, create recordings (pictures, videos, audios), and communicate with others. Well-designed mobile applications can also be adapted to a learner’s abilities and desires.

CHALLENGES

Digital dashboard: providing the professional development necessary for instructors to use them effectively.

Distance learning: may be used more in the future as learning environments become more digitally supported, self-regulated, and socially connected.

Mobile personal devices: systematic research on their effectiveness is limited. If laptops are not used for specific aims and purposes, they can impede students’ ability to focus their attention on learning.

Technology can serve as a distraction for students (ex: reading highlighted text and skipping the narrative).

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Mayer’s Principles to Guide Multimedia Learning

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Mayer’s Principles to Guide Multimedia Learning

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Design that prioritizes easy engagement for the user and productivity with respect to the intended pedagogical goal is important.

12 Principles to Guide Learning from Multimedia

Guidelines for the design or selection of a learning technology, rather than as universal rules that apply to all multimedia.

1. Coherence Principle- words, pictures, sounds excluded

2. Signaling Principle- cues that highlight the organization of the essential material are added.

3. Spatial Contiguity Principle - corresponding words and pictures are presented near to, rather than far from, each other on the page or screen.

4. Temporal Contiguity Principle-corresponding words and pictures are presented simultaneously rather than successively.

5. Segmenting Principle- presented in user-paced segments rather than as a continuous unit.

6. Pretraining Principle- they know the names and characteristics of the main concepts.

7. Modality Principle- graphics and narrations are better compared to animation and on-screen text.

8. Multimedia Principle- words and pictures than from words alone.

9. Redundancy Principle- graphics and narration are better compared to the combination of graphics, narration, and on-screen text.

10. Personalization Principle- words are in conversational style rather than formal style.

11. Voice Principle- narration is spoken in a friendly human voice rather than a machine voice.

12. Image Principle- people do not necessarily learn better from a multi-

media lesson when the speaker’s image is added to the screen.

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Students will use the website Ziplet to fill out an exit ticket after the soccer lesson.

During the lesson, the 8th grade students will be taught how to dribble and pass the soccer ball.

At the closure of class, the teacher will ask the students to take our their cell phone and go to Ziplet.

They will type in the code, giving them access to the two questions.

Once they've answered the questions, they are free to go to the locker rooms and change.