In week 3 we have been asked to explore some learning methodologies
- Churches, A. (2008). Bloom's Taxonomy for the Digital Age. Retrieved from http://edorigami.wikispaces.com/Bloom%27s+Digital+Taxonomy
- Education 2020. Retrieved from http://education-2020.wikispaces.com/Connectivism
- Gaudet, E.J. (2012, November). SAMR model - Technology is learning. Retrieved from the Noble High School MSAD60 Technology Department google site, https://sites.google.com/a/msad60.org/technology-is-learning/samr-model
- Gelder, S. (2015). Make this the Year of the RAT: level up your use of technology. Retrieved from the Learn Blog, http://blogs.learnquebec.ca/wordpress-mu/blog/2015/01/make-this-the-year-of-the-rat-level-up-your-use-of-technology/
- IDEO. (n.d.). Design thinking. Retrieved from https://www.ideou.com/pages/design-thinking
- Puentedura, R. (2010). SAMR and TPCK: Intro to advanced practice. Retrieved from http://hippasus.com/resources/sweden2010/SAMR_TPCK_IntroToAdvancedPractice.pdf
- Rheingold, H. (2014). The Peeragogy handbook (PDF). Retrieved from http://peeragogy.github.io/
- Siemens, G. (2005). Connectivism: A learning theory for the digital age. International Journal of Instructional Technology and Distance Learning, (2)1. Retrieved from http://www.elearnspace.org/Articles/connectivism.htm
- Wymer, K. (2016). The RAT Model. Retrieved from https://instructionaldesignbykelly.wordpress.com/2016/03/01/the-rat-model/
and create a mindmap on one of them. I decided to focus on Design Thinking because although I had read about it, I still needed to understand how it works.
Here's the mindmap I have drafted with Goconqr:
Design Thinking is a creative approach to problem-solving which focuses on human needs. It is essential to learn from people, at the beginning, what is the problem to be solved. Empathy is one of its main factors: interviews and research are fundamental to understand what your class, your students, your community or the world really need.
It is a process which is essentially divided into 5 phases: in the first one you collect information on the problem; in the second you define the problem; in the third ideas are brainstormed in order to find a way to solve it; in the fourth phase, a prototype is built or a solution is engineered, which will be tested as many times as needed in the last phase. This process may not be a linear one and is often cyclical.
But how can this method be applied to learning experiences? It turns out it could be the right solution for 21st century learners because it is centred on the student's needs and promotes creativity, collaboration, divergent and convergent thinking and inclusion. Last but not least, it is closely linked to real-life situations.
Below are some interesting videos explaining how Digital Thinking can be or has been applied to education.
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