This public knowledge states what is e pedagogy.
https://www.moe.gov.sg/docs/default-source/document/media/press/2020/infosheet-on-SFEd.pdf
in the INFOSHEET ON SKILLSFUTURE FOR EDUCATORS (SFEd) there is these Areas of Practice.
The six prioritised Areas of Practice in SFEd are:
- Assessment Literacy,
- Differentiated Instruction,
- Inquiry-Based Learning,
- E-pedagogy,
- Character and Citizenship Education, and
- Support for Students with Special Educational Needs.
It also has a brief description of these six prioritised Areas of Practice, the rationale for prioritising them, and the implications on teaching practices but of great interest to me is e -pedagogy.
E-Pedagogy
Aim: To create new learning possibilities afforded by digital technologies.
How: Teachers need to leverage digital technologies to accelerate and deepen learning by making it more active and personalised.
Well, I have been exploring this mathematical modelling form of e pedagogy since 2012 and it is worth revisiting it, though is it publicise in 2015 under the 2015-6 UNESCO King Hamad Bin Isa Al-Khalifa Prize for the Use of ICTs in Education. The award was for Pedagogical Innovation in the Use of ICT in Teaching and Learning, so it must be worth a read again under e-pedagogy right? Below, are two videos that I prepared for illustrating the e pedagogical innovation.
https://youtu.be/ZFyy3LYPVIg tracker modeling
https://youtu.be/fHBLMbKi4vA Progressive mathematical modeling with OSP@SG
Pedagogical Affordances of Technology heavily referencing How People Learn II: Learners, Contexts, and Cultures (2018)
It is worth noting the affordance of technology in e -pedagogy and they are
- Adaptivity, all the easy javascript simulation are open sourced and adaptable via the EJSS editor to suit new purposes.
- Interactivity, with every change, a new outcome or result is display helps students see and visualise the phenomena. https://www.youtube.com/watch?v=JzfFxJirJ54&t=15s
- Feedback, correct and wrong by what quantity helps students figure out the issue with their inputs answers. https://www.youtube.com/watch?v=qXtE07tbK8s
- Choice, more content management system related
- Non-Linear Access, more content management system related
- Linked Representations, https://www.youtube.com/watch?v=BJAXTUGsw58 world view link to graphs etc
- Open-ended Learner Input - Technology allows learners to express themselves through natural language, pictures, computer-based models and other forms of open-ended communication that encourage active learning.
- Communication and Collaboration with Other People, self directed and self driven pursuit to solve real problems
Rationale for Blended learning and e -pedagogy
Suggestion:
Levels of Practice
| Emergent | Proficient | Accomplished | Leading |
| Domain 1: Use e-Pedagogy Considerations to Design Lesson | |||
Designs learning activities (with guidance) that promote active learning with technology: -activate students’ prior knowledge; -promote thinking and discussion; -facilitate demonstration of understanding; and -monitor and provide feedback
| Designs learning experiences to harness technology to meet intended learning outcomes
Explains lesson design decisions based on the e-Pedagogy considerations | Designs learning experiences for active learning with technology to meet students’ diverse learning needs to deliver customised and differentiated learning
Adapts and remixes resources and lessons designed by other teachers | Mentors others to design learning experiences for active learning with technology
Draws on the e-Pedagogy considerations to give feedback and suggestions to refine lessons |
| Domain 2: Use of Technology for Active Learning | |||
Begins to apply the key applications of technology to enhance learning in one or more of the following ways: -effect conceptual change -provide differentiation -facilitate learning together -develop metacognition -provide personalisation -scaffold learning
| Critically selects and applies the key applications of technology to augment classroom practices by enhancing the various learning interactions | Deploys key applications of technology to better differentiate learning experiences for diverse learning needs of students
Explores, innovates and repurposes a range of technologies | Mentors others to effectively deploy the key affordances of technology, and to innovate, repurpose and apply a range of technologies |
| Domain 3: Use of Technology for Assessment and Feedback | |||
Uses technology to design assessment tasks to formatively assess students’ learning to: -check student understanding -monitor learning progress -provide timely and targeted feedback | Uses technology to design assessment tasks to enable students to: -do self-assessment by reflecting on own learning and take steps to close learning gaps -do peer assessment by giving feedback to others
Uses technology to capture student learning and use the data to review lesson effectiveness
| Uses technology to design a variety of assessment tasks
Uses technology to involve students in assessment and motivate them to reflect on own learning and do peer feedback
Uses technology to capture student learning and use data to differentiate and personalise learning | Mentors others to design a variety of assessment tasks with technology for diverse student profiles
Mentors others in using technology to capture student learning and use data for assessment and feedback
Mentors others to use student data to review lesson effectiveness |

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