Sunday, August 19, 2018



Module 5 introduce the digital tools that can be used in classroom or our daily lives. There are many types of tools which are collaboration tools and communication tools, LMS tools and E-portfolio tools, creativity tools, critical thinking tools, survey or feedback tools and survey or assessment tools. Those tools have their own function which can meet the needs of creating 21st century learning and classroom.

Collaboration Tools to Help Your Team Be More Productive

Yammer

yammer
Yammer is a private social network that helps employees collaborate across departments, locations and business apps.
Yammer is a social network that’s entirely focused on your business. In order to join your business’s Yammer network, your team member must have a working email address from your company’s domain.
In order to segregate relevant information to specific team members, you can create groups that will help reduce the noise in the Newsfeed.
Users can share posts with specific groups simply by utilizing the drop down menus below the Update box which is similar to Facebook’s Status Box

Slack

slack
One of the fastest growing startups today, Slack is the powerhouse messaging app used by remote teams.  Its powerful integrations, numerous bots, and the ecosystem being built on top of the platform have quickly transformed it into one of the most flexible communication tools on the market.
At its core, Slack operates in channels.  A company can create channels to track and archive conversations around teams and projects in order to get things done. Slack’s search feature ensures that you will never “lose” a conversation about a project.

Logo Maker

logo maker
Designhill’s artificial intelligence and machine learning based logo maker tool creates cool logo easily within minutes that says a lot about brand.
Designhill logo maker offers 1000+ custom symbols and fonts that goes with the array of industries where one can easily create cool logo within minutes with our unique logo generator

Skype

skype
One of the biggest reasons that Skype is the most popular communication tool is that it’s free.
Skype allows audio and video calls between multiple devices.  In other words, one person could be on a laptop and another can be on their phone. One of the most prominent 



Learning theories are conceptual frameworks that describe how students absorb, process, and retain knowledge during learning Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a world view, is acquired or changed and knowledge and skills retained.
Behaviorists look at learning as an aspect of conditioning and advocate a system of rewards and targets in education. Educators who embrace cognitive theory believe that the definition of learning as a change in behavior is too narrow, and study the learner rather than their environment and in particular the complexities of human memory. Those who advocate constructivism believe that a learner's ability to learn relies largely on what they already know and understand, and the acquisition of knowledge should be an individually tailored process of construction. Transformative learning theory focuses on the often-necessary change required in a learner's preconceptions and world view. Geographical learning theory focuses on the ways that contexts and environments shape the learning process.
Outside the realm of educational psychology, techniques to directly observe the functioning of the brain during the learning process, such as event-related potential and functional magnetic resonance imaging, are used in educational neuroscience. The theory of multiple intelligences, where learning is seen as the interaction between dozens of different functional areas in the brain each with their own individual strengths and weaknesses in any particular human learner, has also been proposed, but empirical research has found the theory to be unsupported by evidence.


     learning design models help instructional designers to make sense of abstract learning theory and enable real world application. An instructional design model provides structure and meaning to an instructional design problem. Many of them have common instructional design principles and patterns. Below is a list of the most common instructional design models that are used to design learning experiences, courses, and instructional content.

 Learn the latest developments in instructional design for online education and employ a variety of multimedia technology tools to design, create and evaluate engaging learning experiences.

  This course includes best practices and the research that supports those best practices, along with templates and other helpful guides.

     One of the model in module 4 is ADDIE model. First step in ADDIE model is analyse. Analyse is the instructional goals, target audience and required resources. Second step is design. Design is a learning solution that aligns objectives and strategies with instructional goals. Third step is develop. Develop refer to the learning resources, validate and revise drafts, and conduct a pilot test. Fourth step is implement. Implement is the learning solution by preparing the learning space and engaging participants. Fifth step is evaluate. Evaluate is the quality of learning resources and how well they accomplish instructional goals.

        Next, the SAMR model stands for Substitution, Augmentation, Modification and Redefinition. Substitution refer to technology acts as a direct substitute with no functional change. Augmentation refer to technology acts as a direct substitute with functional improvement. Modification refer to technology allows for significant task redesign. Redefinition technology allows for the creation of new tasks previously inconceivable.

    5E instructional model refer to engage, explore, explain, elaborate and evaluate. Engage refer to establish relevancy which help learner determine need of learning new concepts. Explore present the content which help learner understand concepts, process, facts or principles. Explain to improve understanding by helping learner to express new learning and provide guidance. Elaborate refer to construct new learning by helping learner apply prior learning and acquire new. Lastly, evaluate refer to assess learning by helping learner measure learning against its corresponding goals.

    Module 4 bring benefit to me because it help me gain knowledge on how to implement technology into teaching and learning process by the correct ways and steps. The technology which implement into 21st century learning bring convenience to us compare to traditional teaching method. I realized that when we implement technology into learning process, we should use it according to the ways and steps. Furthermore, we can share our information by using technology which bring convenience to learning and teaching process.



A variety of classroom technology is offered to faculty and students in learning environments and facilities across campus. Services range from audio and video resources, projection systems, assistive technology, and general classroom support.

Classroom Technology Support
Classroom Tech Support (CTS) is your General Assignment Classroom (GAC) AV support team. CTS provides on-call help, GAC technology orientations, and equipment consultations. CTS supports the use of up-to-date and accessible technology in UC Berkeley’s General Assignment classrooms.
The Classroom Technology support team seeks to assist your technical needs so that your class sessions may progress smoothly and uninterrupted. In the case that something does not go as planned, we are committed to providing full support until the issue is resolved.

Clickers

Clickers also known as “audience response systems”, "classroom response systems", and "student response systems"enable instructors to pose questions to students and immediately collect and view the responses of the entire class. Clickers are often used to increase student engagement and obtain real-time feedback.

Computer Facilities

Computer facilities or labs are located across campus and available to students, staff, and instructors who need access to computers, specific software, or printing.

Course Capture

Berkeley's Course Capture (webcast) service offers instructors audio and/or video recording services for their courses. Integrated with bCourses, recorded courses are intended to enhance the learning experience by providing a review tool for students.

Gradescope

Gradescope is a suite of tools designed to accommodate a common grading workflow. Students or instructors scan and upload their homework or exams. Instructors and GSIs create a living rubric used for grading that allows for speedy grading of large courses. The Gradescope software can reveal valuable statistics about student work and provide a path for students to request re-grades of questions.

Instructional Computer Facilities

Instructional Computer Facilities offer UC Berkeley instructors, as well as campus and local groups, computer classrooms which can be scheduled for a semester or as needed for computer/software related instruction. The Instructional Computer Facilities provide an easy location for groups who need a space with up-to-date computers and software to lead instruction or group collaboration. Our Instructional Facilities are great for instructors and departments looking for a computer-classroom for short-term or semester long use.

Instructional Equipment Checkout

Instructional Equipment Checkout provides instructors additional technology beyond the standard equipment in General Assignment and department classrooms across UC Berkeley. If you are assigned to a general assignment or department classroom and you need additional technology, ETS can help. We provide equipment checkout to supplement the standard General Assignment technology and provide solutions for other rooms that might require display (AV) or other technology.

Moffitt Makerspace

Moffitt Makerspace is a general access Makerspace located on the first floor of Moffitt Library. Operated primarily by student staff, the Makerspace features support for core maker activities such as CAD design, 3D printing, digital prototyping with digital components, as well as traditional craft and hand tool based design activities for wood and fabrics. It also offers training workshops to help and guide students learning both the basics



STEAM is an educational approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking. The end results are students who take thoughtful risks, engage in experiential learning, persist in problem-solving, embrace collaboration, and work through the creative process. These are the innovators, educators, leaders, and learners of the 21st century.

For far too long in education, we’ve been working with the presumption of teaching to ensure our students get a “good job”. But what does that look like?  We are preparing students for jobs that don’t even exist.We are at a point where it is not only possible, but imperative that we facilitate learning environments that are fluid, dynamic, and relevant. 

None of us go outside and look at a tree and say, “that’s a tree, so that’s science” or, “the sky is blue, so that’s art.”our world is a beautiful, complex, and intricate tapestry of learning all in its own right. Why do we believe that we have the ability or the right to box it in behind brick walls and classroom doors in a place called school?Integrating concepts, topics, standards and assessments is a powerful way to disrupt the typical course of events for our students and to help change the merry-go-round of “school.”

It takes what we do when we open the doors to the real world and places those same practices in our cycles of teaching and learning. So we can finally remove the brick walls and classroom doors to get at the heart of learning.




In order to accomplish these goals, schools must consider a variety of factors, including:

  • Collaborative planning, including a cross-section of teachers on each team
  • Adjusting scheduling to accommodate a new way of teaching and learning
  • Professional development for all staff in STEAM practices and principles
  • STEAM schema-mapping for the curriculum and assessment design process
  • Alignment and unpacking of standards and assessments
  • Seamless lesson implementation processes and strategies