Click to start… (Gamification in Education) — April 4, 2018

Click to start… (Gamification in Education)

hook-and-loop-300x180In her book Active Literacy Across the Curriculum, Jacobs (2006, p.45) highlights the importance of developing creative instructional activities that initiate Mental Velcro– a state by which pupils can commemorate knowledge without it being abandoned. The purpose of Mental Velcro is to support students in identifying the sticking point when engaging in reading, listening, and visual activities (Jacobs, 2006, p.45).

blog-mentoringTo illustrate the significance of initiating Mental Velcro for students, Fisher (2013) shares a past event with his mentor, Vivian, a teacher and brain-based learning specialist. After discussing about innovative activities, Fisher’s mentor asked him what he remembered about seventh grade. He responded enthusiastically by sharing memories of an art contest, dissecting a frog, and attending a big school dance. The mentor then proceeded to ask how often such activities took place. Fisher answered that they had only occurred once throughout his schooling experience. The mentor then challenged Fisher to recall three worksheets, questions, or even a topic from his Social Studies textbook. The struggle to recognise such learning activities persisted until Fisher admitted he was unable to do such a thing (Fisher, 2013).

2585579183Despite an expanding body of research indicating the insufficiency of traditional-based learning, as well as the, immense cognitive, behavioural and emotional advantages of digitally oriented learning (Tynjala, 1999, 357-442; Engum et al., p.67-74; Hannay and Newvine, 2006, p.1-11; Clayton et al., 2010, p.349-364), many educators still favour the instructionalist approach due to its familiarity and straightforwardness (Giannikas, 2016, p.160; Gashan and Alshumaimeri, 2015, p.176). Regarding this, educationalists have managed to embody the simplicity of traditional-based learning and conveniences of digital learning by advancing towards a curriculum of gamification (Huang and Soman, 2013; Kirvakova et al., 2014).

behavioral-psychologyHuotari and Hamari (2012, p.19) define gamification as the application of game-based experiences, elements and principles within a non-game scenario. The rise and attention of gamification has been witnessed across multiple fields of marketing, health, politics and quite significantly education. Whilst many consider gamification to be a new, innovative concept, its utilisation can be traced as far back as the 19th century, whereby individuals such as Coonradt (1984) integrated game-based feedback loops within the workplace as a means of diminishing low productivity rates. Likewise, ever since the development of Pavlovian (1897) and Skinnerian (1938) behavioural psychology, educators have always integrated elements of gamification through means of reward (stickers) and punishment (detention).

8fad5a85019926d9e667978a1bc26001e32f616dA case study by Borys and Laskowski (2013) revealed that educators who employ gamification techniques within their pedagogy witness higher rates of attendance, deeper levels of concentration, and sharper degrees of enthusiasm than those who do not. Ryan and Deci (2000) accentuate that by organising classroom and curricula activities in conjunction with gamification principles, students may become so captivated by the process of learning, such that they may not want to stop. Ryan and Deci (2000) go on to further explain that a major contributor as to why gamification is a powerful educational approach is due to its direct impact on pupil intrinsic motivation. Whilst conventional learning activities primarily involve elements of extrinsic motivation (assessments), gamification elements seek to cultivate a learning experience that revolves around internal rewards- enjoyment, progression and creativite expression (Ryan and Deci, 2000, p.68).

screen-shot-2016-05-16-at-14-750x469Skinner (1938) and Thorndike (1905) both demonstrated how positive and negative reinforcements become motivational drivers of human behaviour. Activities which lead to pleasant conclusion are more likely to be repeated more consistently than those that lead to an unpleasant outcome. Regarding this, Duhigg (2012) asserts that it is only through successfully constructing motivational mechanics of reinforcement and emotions by which successful gamification platforms can emerge.

Whilst the extensive use of digital game-based learning is relatively new, it is important for educators to understand the four” fundamentals of effective gamification:

    1. iStock-527133735Conceptual challenges- effective games merge an abundance of pedagogy and intriguing challenges that result in higher levels of conceptual learning, as opposed to insignificant fact recall.
    2. Productive failure-

      “Failure is instructive. The person who really thinks learns quite as much from his failures as from his successes” (Dewey)- from (Salkind, 2008, p.393).

      mistake-featuredDewey believed that there is much to learn from failure, as there is through books and experts. He understood the ability to learn from a mistake as a powerful asset towards constructivist learning. Thus, it is essential for effective educational games to motivate learners in continuing despite failure. Whether it be through instructional feedback or visual illustrations, such feedback games must supplement children to learn by developing and testing hypothesis.

       

    3. 9cb9945292c5ef01625eb795a5ad4409Careful Calibration- Vygotsky (1980, p.86) observed that as children solve problems within the presence of a more knowledgeable other (MKO), they gradually develop the competency to discover solutions without the accommodation of others. Through this observation, he speculated that the purpose of education is to provide learners with experiences that are in contingent to their zone of proximal development (ZPD), so that as time progresses, the learner advances and expands their framework of potential development (Berk and Winsler, 1995, p.24). Concerning this, practical gamification systems must detect and establish the zone of proximal development of the learner to ensure that learners are not extensively being challenged to frustration, nor lightly engaged to boredom.
    4. accessibility-video-banner-02Accessibility- great games provide everyone an equal opportunity to access resources and information. Whilst progress will vary amongst every individual, effective gamified systems supply continual opportunities to develop abilities and expertise at all levels.

Examples of gamification tools:

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References:

  • Berk, L. and Winsler, A., 1995. Scaffolding Children’s Learning: Vygotsky and Early, p.24
  • Borys, M. and Laskowski, M., 2013, June. Implementing game elements into didactic process: A case study. In Management, Knowledge and Learning International Conference (pp. 819-824).
  • Clayton, K., Blumberg, F. and Auld, D.P., 2010. The relationship between motivation, learning strategies and choice of environment whether traditional or including an online component. British Journal of Educational Technology, 41(3), pp.349-364.
  • Coonradt, C.A., 1984. The game of work. Gibbs Smith.
  • Duhigg, C., 2012. The power of habit: Why we do what we do in life and business (Vol. 34, No. 10). Random House.
  • Engum, S.A., Jeffries, P. and Fisher, L., 2003. Intravenous catheter training system: computer-based education versus traditional learning methods. The American journal of surgery, 186(1), pp.67-74.
  • Fisher, M., 2013. Digital Learning Strategies: How Do I Assign and Assess 21st Century Work?. ASCD.
  • Gashan, A.K. and Alshumaimeri, Y.A., 2015. Teachers’ attitudes toward using interactive whiteboards in English language classrooms. International Education Studies, 8(12), p.176.
  • Giannikas, C.N., 2016. The use of interactive whiteboards: enhancing the nature of teaching young language learners. CALL communities and culture–short papers from EUROCALL 2016 Edited by Salomi Papadima-Sophocleous, Linda Bradley, and Sylvie Thouësny, p.160.
  • Hannay, M. and Newvine, T., 2006. Perceptions of distance learning: A comparison of online and traditional learning. Journal of Online Learning and Teaching, 2(1), pp.1-11.
  • Huang, W.H.Y. and Soman, D., 2013. Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
  • Huotari, K. and Hamari, J., 2012, October. Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM.
  • Kiryakova, G., Angelova, N. and Yordanova, L., 2014. Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
  • Ryan, R.M. and Deci, E.L., 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), p.68.
  • Salkind, N.J. ed., 2008. Encyclopedia of educational psychology. Sage Publications, p.393.
  • Skinner, B.F., 1938. The behavior of organisms: an experimental analysis. Appleton-Century. New York.
  • Thorndike, E.L., 1905. Elements of psychology. AG Seiler, New York.
  • Tynjala, P., 1999. Towards expert knowledge? A comparison between a constructivist and a traditional learning environment in the university. International journal of educational research, 31(5), pp.357-442.
  • Vygotsky, L.S., 1980. Mind in society: The development of higher psychological processes. Harvard university press, p.86
E-learning Authoring Tools —

E-learning Authoring Tools

authoring_toolWhilst the interpretation varies amongst discipline to discipline, authoring systems are generally defined as computational systems that allow users to develop multimedia applications for shaping multimedia objects. Concerning education, Krebs et al (2003) interprets an authoring tool as programmes that help educators develop digital learning resources. Such tools can be utilised at a micro-level; stand-alone learning object; or a macro-level; merged within a Virtual Learning Environment (VLE) or Institutional Learning Management Systems (LMS).The rapid expansion of educational authoring tools has not only allowed educators to seek creative ways in constructing a dynamic curriculum, but has also allowed the process of learning to become more personalised in contingent to the learner’s development. Murray, Blessing and Ainsworth (2003) accentuate that the immense advantages offered by e-learning authoring tools possess the capacity to deter modern educational issues. They assert that by adopting such a tool, educators can speed up the process of planning, increase levels of pupil engagement, maximise knowledge retention, and lower school funding costs (Murray et al, 2003, p.323-467). With over a hundred distinct authoring tools effortlessly waiting to be applied within the classroom environment, the decision to select may feel bewildering.investigation-blueguy

This blog post seeks to analyse two of the most popular authoring tools utilised by educators across the globe, in an attempt to demonstrate the diverse uses and advantage of each resource.

 

Edmodo- an educational software that seeks to offer a social, collaborative, and an instructional platform to learners/teachers from the early years up to the secondary stage. The network augments social networking feeds like Facebook by embedding identical post, like and comment systems. Despite being teacher-centred in design and philosophy; as it is only through the invitation of educators by which parent and students can join; Edmodo also offers a stand-alone app for parents, as a means of expanding the digital learning environment at home, rather than school-exclusive. Parents can monitor the child’s learning, assignment deadlines, announcements and events. The platform allows educators to effectively reduce their workload by digitally construct learning groups and environments, assigning homework, scheduling assessments, and regulating progress, all simultaneously. A major implementation of Edmodo is the spotlight- a resource centre/database whereby individuals can share free or premium tools, apps and games amongst the wider community. This allows educators to discover, explore and distribute new pedagogical approaches within the classroom environments. Educators are able to give feedback, provide constructive criticism, as well as suggest specific improvements in developing an influential and effectual learning resource.

Advantages of Edmodo- usability, accessibility and compatibility

  • Edmodo is a closed private system, hence all learners under the educators account cannot be intervened by an external party.
  • Due to the design being inspired by mainstream social websites, Edmodo is the most user friendly digital learning environment that can be utilised by all parents, learners and educators.
  • Edmodo parents expands the process of learning to the home environment.
  • Develops a paperless classroom, thus, effective tool to lower teacher workload.
  • Educator is in total control, thus, the likelihood of students engaging in violent behaviour or forgetting passwords are minimised.
  • An Edmodo account is only required for the educator, learners nor parents are required to create an email account or provide personal information.
  • No age-limit.
  • Ability to make learning resources, activities and assessments public.
  • Encourages teachers and wider schooling systems to collaborate.
  • Establishes parent-teacher communication instantly.

Disadvantages of Edmodo

  • Students cannot make edits/changes once an assignment is submitted
  • Lack of student autonomy
  • Edmodo does not authenticate if an individual is an educator. This may provoke student to create a teacher account, as a means of inviting friends and communicating privately.
  • Edmodo is fundamentally a digitally-reliant application. Any technical interferences, such as lack of internet connection, may interrupt student from uploading their work. Likewise, the minority of student without a computer or smart device will not be able to use the tool.
  • Whilst Edmodo attempts to create a constructivist/social bridge amongst students, educators and parents, the lack of face-to-face interaction may develop an isolative schooling environment.

(Edmodo, 2018, online; Laur, 2013; Carlson and Raphael, 2015; Holland and Muilenburg, L., 2011; Balasubramanian et al., 2014, p.416-442)

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Moodle- a free and open-source learning management system (LMS) developed under pedagogical principles such as blended learning, distance education and flipped education. Moodle is used amongst various educational institutions and business organisations as a means of developing online courses, modules and social platforms to accommodate learners in achieving their goals (Costellio, 2013, p.187-200; Krassa, 2013; Horvat et al., 2015, p.515-527). The online learning system allows students to access course materials, gain feedback, upload assignments, observe grades, and contact tutors. Similarly, educators can construct digital classrooms with electronic assignments, literature, documents, quizzes, discussions and workshops. The online platform also allows educators to fully customise the graphical interface and structure of the course; making it personal for each institution. Administrative features allow course leaders to track the course gradebook, construct learning groups, backup and restore a course, import content from another course, or access activity reports of the learner’s online behaviour (What is Moodle, 2017). In addition to this, educators are able to install plugins such as turnitin to ensure the absence of plagiarism in the learners academic work.

Advantages of Moodle

  • A universally identified e-learning authoring tool with approximately more than 39 million active registered users and 83 languages supported.
  • An entire library of plugins allows educators to personalise their very own learning system in accordance to the learner needs
  • Each individual has a unique account with their own credentials
  • Allows learning to work at a distant
  • Helps educators develop a detailed database of the progression and needs of each learner

Disadvantages of Moodle

  • the more students registered on a course, the slower the system becomes
  • maintenance issues withhold students from accessing or submitting work
  • a tool that requires prior understanding of technology and software

Dvorak, 2011; Dougiamas and Taylor, 2003; Cole and Foster, 2007)

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References:

  • Balasubramanian, K., Jaykumar, V. and Fukey, L.N., 2014. A study on “Student preference towards the use of Edmodo as a learning platform to create responsible learning environment”. Procedia-Social and Behavioral Sciences, 144, pp.416-422.
  • Carlson, G. and Raphael, R., 2015. Let’s Get Social: The Educator’s Guide to Edmodo. International Society for Technology in Education.
  • Cole, J. and Foster, H., 2007. Using Moodle: Teaching with the popular open source course management system. ” O’Reilly Media, Inc.”.
  • Costello, E., 2013. Opening up to open source: looking at how Moodle was adopted in higher education. Open Learning: The Journal of Open, Distance and e-Learning, 28(3), pp.187-200.
  • Dougiamas, M. and Taylor, P., 2003. Moodle: Using learning communities to create an open source course management system.
  • Dvorak, R., 2011. Moodle for dummies. John Wiley & Sons.
  • Edmodo. (2018). Edmodo. [online] Available at: https://www.edmodo.com/ [Accessed 1 Apr. 2018].
  • Holland, C. and Muilenburg, L., 2011, March. Supporting student collaboration: Edmodo in the classroom. In Society for Information Technology & Teacher Education International Conference (pp. 3232-3236). Association for the Advancement of Computing in Education (AACE).
  • Horvat, A., Dobrota, M., Krsmanovic, M. and Cudanov, M., 2015. Student perception of Moodle learning management system: a satisfaction and significance analysis. Interactive Learning Environments, 23(4), pp.515-527.
  • Krassa, A., 2013. Gamified Moodle Course in a Corporate Environment.
  • Krebs, A., Schaper, J., Gerteis, W., Altenhofen, M. and Leidig, T., SAP SE, 2003. E-learning authoring tool. U.S. Patent Application 10/184,111.
  • Laur, D., 2013. Instant Edmodo How-To. Packt Publishing Ltd.
  • Murray, T., Blessing, S. and Ainsworth, S. eds., 2003. Authoring tools for advanced technology learning environments: Toward cost-effective adaptive, interactive and intelligent educational software. Springer Science & Business Media.
  • What is Moodle. (2017). [ebook] engagewithtech. Available at: https://engagewithtech.wikispaces.com/file/view/WhatisMoodle.pdf [Accessed 1 Apr. 2018].
Technology Enhanced Assessments —

Technology Enhanced Assessments

CaptureMany individuals consider an assessment to be a modern phenomenon, conjoining the term with an academic program, an examination, or even the curriculum. However, the concept of assessment and significance of assessing others can be traced as far back as the ancient Greek period; whereby individuals such as Socrates developed a method of systematic questioning, inductive reasoning and universal defining, to assess flaws in reasoning and comprehension, as well as, bring forth a better understanding to learners (Overholser, 1993, p.67). The idea of assessing as a medium in measuring the success of goals and outcomes has always been an integral component of instruction. Throughout the period of each teaching session, educators; consciously or subconsciously; are always making professional judgments on learners’ performance and translating it into feedback (Jones, 2005, p.1). Brown and Knight (1994) proclaim that by employing an assessment as a diagnostic tool, learners increase a sense of purpose, motivation and encouragement. Race, Brown and Smith (2007) further elaborate by accentuating that the outcomes and approaches in delivering the results of an assessment shape the learners life and career, as it is only through progressive feedback by which the learner can surpass previous accomplishments. It has also been reported that learners who receive a variety of assessment tasks and feedback on a regular basis, are more prone to develop skills, strategies and processes that lead to more effective, pleasant and competent learning experiences (Race et al., 2007, p.7).

Despite the endless benefits and possibilities that can be acquired through the utilisation of assessment tools, a growing body of research illustrates how the increase in teacher’s workload prevents the embodiment of such a powerful, transformative educational tool (Butt and Lance, 2005, p.401-422; Ingvarson et al, 2005, p.6-11; Bubb and Earley, 2004; Barmby, 2006, p.247-265). Statistics from the Department of Education (2015) regarding the workload challenge revealed that 82% of educators felt that lesson planning, assessment managing and report making were tasks that contributed to the greatest workload. Respondents also proclaimed that monitoring and analysing data, as well as, in-depth marking were also a burden on their duties (DfE, 2015, p.7-8). tackle_the_workload_issue_945_573_80_int_s_c1_c_tWhilst the classroom pupil rate advances (DfE, 2011, p.4-35), and the requirements for teaching intensifies (DfE, 2011, p.3-14), Gohl et al (2009) asserts that by integrating technology-enabled assessments, the time, resources and disruption required for the management of traditional paper-based assessments immediately deteriorates. In addition to this, the US Department for Education (2017, p.55) exemplifies that by conjoining digital tools with assessments, learning becomes more personalised, as educators are able to depict a more comprehensive and distinct illustration of the learners needs, abilities and interests. Reeves (2009) makes a further remark by accentuating that through embedded assessments, educators can witness a visual representation of the pupil’s thoughts during the learning process. As a result, real-time feedback can be provided through learning dashboards by which the learner can instantly produce action. Immediate and longitudinal studies on the impact of parental/external involvement within a schooling system has demonstrated the various positive influences collaboration has amongst both educator and learner performance (Ames, 1993; Freytag, 2001, Keith et al., 1998). passngrt1By employing aspects of digital assessment, not only do parents gain an understanding of the child’s behaviour, but also receive an all-inclusive insight on specific concepts that the child understands or has difficulty comprehending; ultimately allowing the learning process to further extend within the home (Oldfield et al., 2012). As technology advances and further improves our capacity to innovate long-standing assessment approaches, it is the responsibility of public education systems to utilise such tools and resources in ways which produce the greatest impact on student performance.

Nonetheless, as stated by Davies (2010, p.8) the potential benefits offered by digital assessment are accompanied by numerous challenges. Jenkins et al (2006) asserts that by following a technology enhanced approach, schooling institutions face major ethical issues such as data protection, ownership and information handling. The expanding pervasiveness and sheer volume of digital assessments bring rise to many complicated concerns regarding how such data should be collected, used and stored without external threat. Facer (2012) highlights how technology enhanced assessments possess the ability to acquire the private attributes, qualities and skills of every individual learner. cohen2bmarch2b2016He asserts that such a trend in assessment can cause an alarming educational system that revolves around control, rather than freedom. In addition to privacy concerns, Timmis et al (2015) specifies the diversity of each individual learner. Whilst content creation, media authoring and information sharing tools provide innovative possibilities for active participation, it can be argued that not all learners will receive such advantages (Timmis et al.,2016, p.466-467). For instance, Dawson (2010) explains that integrating digital assessments on social group settings such as a discussion board, may cause some members to feel socially excluded; as such platforms allow individual contributions to be visible amongst others within the group. Despite the increasing amount of cognitive, behavioural, and pedagogical benefits digital assessments can bring to global education systems, it is important for educationalist to consider and eradicate the potential challenges, risks and violations such an approach can accompany.

 

A brief illustration on the usability of Digital Assessments

 

 

References:

  • Ames, C., 1993. Parent Involvement: The Relationship between School-to-Home Communication and Parents’ Perceptions and Beliefs. Report No. 15.
  • Bubb, S. and Earley, P., 2004. Managing teacher workload: Work-life balance and wellbeing. Sage.
  • Butt, G. and Lance, A., 2005. Secondary teacher workload and job satisfaction: do successful strategies for change exist? Educational Management Administration & Leadership, 33(4), pp.401-422.
  • Barmby, P., 2006. Improving teacher recruitment and retention: the importance of workload and pupil behaviour. Educational research, 48(3), pp.247-265.
  • Davies, S., 2010. Effective Assessment in a Digital Age A guide to technology-enhanced assessment and feedback. Bristol: JISC Innovation Group, pp.8.
  • Dawson, S., 2010. ‘Seeing’the learning community: An exploration of the development of a resource for monitoring online student networking. British Journal of Educational Technology, 41(5), pp.736-752.
  • DfE (2011). Class Size and education in England evidence report. London: Department for Education, pp.4-35.
  • DfE (2011). Teachers’ Standards. London: Department for Education, pp.3-14.
  • DfE (2015). Workload Challenge: Analysis of teacher consultation responses. London: Department for Education, pp.7-8.
  • Facer, K., 2012. Taking the 21st century seriously: young people, education and socio-technical futures. Oxford Review of Education, 38(1), pp.97-113.
  • Freytag, C.E., 2001. Teacher-Parent Communication: Starting the Year off Right.
  • Gohl, E.M., Gohl, D. and Wolf, M.A., 2009. Assessments and technology: A powerful combination for improving teaching and learning. Meaningful measurement: The role of assessments in improving high school education in the twenty-first century. Washington, DC: Alliance for Excellent Education.
  • Ingvarson, L., Kleinhenz, E., Beavis, A., Barwick, H., Carthy, I. and Wilkinson, J., 2005. Secondary teacher workload study: report. Teacher Workforce and Careers, p.6-11.
  • Jenkins, H., Purushotma, R., Weigel, M., Clinton, K. and Robison, A.J., 2009. Confronting the challenges of participatory culture: Media education for the 21st century. Mit Press.
  • Jones, C.A., 2005. Assessment for learning. London: Learning and Skills Development Agency, pp.1-37.
  • Keith, T.Z., Keith, P.B., Quirk, K.J., Sperduto, J., Santillo, S. and Killings, S., 1998. Longitudinal effects of parent involvement on high school grades: Similarities and differences across gender and ethnic groups. Journal of School Psychology, 36(3), pp.335-363.
  • Oldfield, A., Broadfoot, P., Sutherland, R. and Timmis, S., 2012. Assessment in a Digital Age: A research, pp.1-43.
  • Overholser, J.C., 1993. Elements of the Socratic method: I. Systematic questioning. Psychotherapy: Theory, Research, Practice, Training, 30(1), p.67.
  • Race, P., Brown, S. and Smith, B. (2007). 500 tips on assessment. London: Routledge Falmer.
  • Reeves, D.B. ed., 2009. Ahead of the curve: The power of assessment to transform teaching and learning. Solution Tree Press.
  • Timmis, S., Yee, W.C. and Bent, E., 2015. Digital diversity and belonging in higher education: A social justice proposition. International advances in education: Global initiatives for equity and social justice, 10.
  • Timmis, S., Broadfoot, P., Sutherland, R. and Oldfield, A., 2016. Rethinking assessment in a digital age: Opportunities, challenges and risks. British Educational Research Journal, 42(3), pp.454-476
  • US Department of Education (2017). Reimagining the Role of Technology in Education. New York: Office of Educational Technology, pp.55-63.

 

Neuroscience and an Educational Reform —

Neuroscience and an Educational Reform

neuro-anatomy-chart_npp_2According to Pepeira (2007), western thought has predominantly emphasised on the dualism of the mind and body. Not until recently has this separation been examined by which the development of new concepts from multidisciplinary areas of research has been elicited (Anttila, 2007, p.79; Bishop, 1994; Putnam, 2000; Vail 2006, p.30). Amongst the many field of studies, neuroscience is a multidisciplinary area that has revolutionised the way modern society perceives the functioning and significance of the mind (Ayd, 2000, p.688; Shulman, 2013, p.59; Longstaff, 2011; Languis et al., 2014). Squire et al (2013, p.3) defines neuroscience as the structural analysis of the brain, spinal cord and central nervous system. The researchers assert that by analysing the design, functioning and intelligence of such organ systems, educators can comprehend the biological basis and reasoning for behaviour, cognition and thought. Although neuroscientists study various aspects of neuroscience simultaneously, sub-branches such as cognitive, behavioural and educational neuroscience aim to expand their understanding of neurology to become more competent and attain progressive outcomes within the professional workplace (Kedia et al, 2017, p.1-12). The contribution of neuroscience has restructured and transformed fields of law, medicine and psychology (Diamond and Amso, 2008, p.136-141; Solnais et al., 2013, p.68-81; Jenkins and Mitchell, 2011, p.3-83), yet, for many decades the collaboration between researchers from education and neuroscience has remained non-existent (Carew and Magsamen, 2010, p.685-688); leading to a state by which many educators have lacked the training, qualifications and understanding on the relationship between the neuro-system and cognitive development (Zadina, 2015, 71-77).

The emergence of advanced technology and widespread availability of productive, powerful and portable devices have allowed us to reconcile the issues between understanding and executing current knowledge of the mental process within a learning environment. Many educational-neuroscientists are actively participating in the progression of technology-centred interventions that aim in fusing current knowledge of motivation and leaning with classroom practice (Howard-Jones et al., 2011, p.12). Amongst the popular approaches of utilising neural and cognitive research has been emerged through the concept of applied-game design. For instance, with approximately 41% of online gamers experiencing a sense of addiction (Hussain and Griffiths, 2009, p.563), digital platforms such as Classcraft recognise the cognitive and neural changes in behaviour which further reinforce such addiction. Through use of various studies (Electronic Software Association, 2013; Ryan et al., 2006, p.344-360), the developers explain that games fulfil three basic needs; autonomy, competency, and relationship. Classcraft embodies these principles by replacing “lessons” with “quests”, allowing educators to overlay their course content into an interactive RPG-based map. As learners complete each activity, a new adventure awaits. Each student is assigned with a virtual avatar, whereby the possibilities of customising the personality, traits and appearance remain endless. The grades of the learners are converted into points and formative assessments involve a collaborative battle against an enemy boss. Educational tools, like Classcraft, aim in simulating the same dopamine response evoked by the gaming platform in order to channel the high levels of motivation, curiosity and competition within the realm of learning. Whilst individuals such as Davis (2004, p.21-36) argue that neuro-scientific models of cognition have an insignificant role within the comprehensive process of education and learning; as individual learning cannot exclusively be analysed by brain activity; Pettito and Dunbar (2004, p.1-20) declare that without the integration of educational neuro-cognition, the ability to confront todays educational issues diminish.

An illustration on the game mechanics of Classcraft;

Having spent the last 20 years extensively researching on the various branches of cognitive science, Dr Scott Bolland shares the potential studies on neuroscience can bring to the world of a digitally-integrated education system.

References:

  • Anttila, E., 2007. Mind the Body. Ways of knowing in dance and art, p.79.
  • Ayd, F. (2000). Lexicon of psychiatry, neurology, and the neurosciences. Philadelphia: Lippincott Williams & Wilkins, p.688.
  • Bishop, G.D., 1994. Health psychology: Integrating mind and body. Allyn & Bacon.
  • Carew, T.J. and Magsamen, S.H., 2010. Neuroscience and education: An ideal partnership for producing evidence-based solutions to guide 21st century learning. Neuron, 67(5), pp.685-688.
  • Davis, A., 2004. The credentials of brain‐based learning. Journal of philosophy of education, 38(1), pp.21-36.
  • Diamond, A. and Amso, D., 2008. Contributions of neuroscience to our understanding of cognitive development. Current directions in psychological science, 17(2), pp.136-141.
  • Electronic Software Association, 2013. sales, demographic and usage data: Essential facts about the computer and video game industry.
  • Howard-Jones, P., Ott, M., Van Leeuwen, T. and De Smedt, B., 2011. Neuroscience and technology enhanced learning, pp.1-26
  • Hussain, Z. and Griffiths, M.D., 2009. Excessive use of massively multi-player online role-playing games: A pilot study. International Journal of Mental Health and Addiction, 7(4), p.563.
  • Jenkins, A.C. and Mitchell, J.P., 2011. How has cognitive neuroscience contributed to social psychological theory. Social Neuroscience: Toward understanding the underpinnings of the social mind, pp.3-83.
  • Kedia, G., Harris, L., Lelieveld, G.J. and van Dillen, L., 2017. From the brain to the field: the applications of social neuroscience to economics, health and law. Brain sciences, 7(8), pp.1-12.
  • Languis, M., Buffer, J., Martin, D. and Naour, P. (2014). Cognitive science. London: Routledge.
  • Longstaff, A. (2011). BIOS Instant Notes in Neuroscience. Hoboken: Taylor & Francis.
  • Pereira Jr, A. (2007). What The Cognitive Neurosciences Mean To Me. Mens Sana Monographs, 5(1), p.158.
  • Petitto, L.A. and Dunbar, K., 2004, October. New findings from educational neuroscience on bilingual brains, scientific brains, and the educated mind. In Conference on Building Usable Knowledge in Mind, Brain, & Education. Harvard School of Education (pp. 1-20).
  • Putnam, H., 2000. The threefold cord: mind, body and world.
  • Ryan, R.M., Rigby, C.S. and Przybylski, A., 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), pp.344-360.
  • Solnais, C., Andreu-Perez, J., Sánchez-Fernández, J. and Andréu-Abela, J., 2013. The contribution of neuroscience to consumer research: A conceptual framework and empirical review. Journal of Economic Psychology, 36, pp.68-81.
  • Shulman, R. (2013). Brain imaging. New York: Oxford University Press, p.59.
  • Squire, L., Bloom, F., Spitzer, N., Lac, S., Ghosh, A. and Berg, D. (2013). Fundamental Neuroscience. 3rd ed. Amsterdam: Elsevier/Academic Press, p.3.
  • Vail, K., 2006. Mind and body. American School Board Journal, 193(3), p.30.
  • Zadina, J.N., 2015. The emerging role of educational neuroscience in education reform. Psicología Educativa, 21(2), pp.71-77.
A brief introduction to “Digital Literacy” — March 23, 2018

A brief introduction to “Digital Literacy”

The rapid expansion of technological development over the past centuries has had a revolutionary impact on the way societies operate (Sidelinger et al, 2008, p.334). According to Korunka (2014), the speed of communication throughout history has always been limited to the speed of the carrier. Only recently has the process of communication evolved to an extent whereby individuals possess the capacity to communicate instantaneously from opposite ends of the world. Forester (1986, p.3-27) asserts that technology has reconstructed the interaction we have with everyday products by transforming expensive and intricate mechanical objects, into cheap, convenient and flexible microcomputers. Popular industries such as marketing have evolved into e-commerce; financial institutions have matured as online banking; and medical fields have become reliant on automation. The speedy transition composed by technological change throughout the world has provoked an expanding body of literature to declare that human civilisation is now experiencing a new digital era (Castells, 2000, 2003, 2009; UNESCO, 2015, p.1-5).

Whilst traditionally the term literacy was connotated with the ability to function, achieve and unlock one’s potential within society, through use of printed and written information. Modern researchers emphasise the importance of rethinking this interpretation, as individuals who are considered literate by the standards of 20th century are prone to being illiterate in the 21st century (Crockett et al, 2011, p.57). Regarding this, Spilka (2010) defines digital literacy as the ability to read, write, and communicate through technological mediums; the ability to assess and critique digital technology; and the ability to analyse political, cultural, social, and educational implications associated with digital technology.

A recent analysis by Lloyds Bank in conjunction with the Department of Culture Media and Sport revealed that more than 11 million people within the UK lack basic digital skills; with 1 in 11 users having no interest in connecting to the online world whatsoever (Lloyds Bank Consumer Digital Index, 2017, p.5-49). These alarming figures have induced a change in the National Curriculum, by which it has become a statutory requirement for schooling institutions to provide a high-quality digital education. Educators are now encouraged to ensure that through means of computational thinking, learners are competent in expressing, developing and assimilating the world around them (DfE, 2013; DfE, 2013). A study executed by the British Educational Communications and Technology Agency (BECTA) disclosed that the combined use of technology and leaning facilitates a powerful influence on the progression of young learners. It was reported that educators who integrated components of digital literacy within their practice witnessed an increase in knowledge comprehension motivation and fulfilment, in comparison to those classes that were taught in a traditional manner (BECTA, 2002).

Vygotsky (1978, p.57-60), in his theory of constructivism), accentuated that the process of learning and cognition appear in two consecutive ways; first as a social process, then, in an individual manner. As the child interacts and develops a social bond with learners of diverse abilities, the consciousness, logic, and the understanding of concepts evolve. With gamification tools such as Kahoot, Socrative and ClassDojo, the possibilities of developing an immersive, collaborative and stimulating classroom environment becomes endless. Nonetheless, research shows that amongst the reasoning for why schools avoid incorporating a digital environment is due to the lack of; digitally literate educators (Prestridge, 2012, p.449-458), internet access and ICT access (BESA, 2014, online), as well as, negative attitudes and beliefs towards the effectiveness of technology (Spires et al, 2008, p.497-515).

Below is a Ted Talk video by Dr. Doug Belshaw- who further elaborates on the issues surrounding the lack of technology adopted by mainstream schooling establishments.

 

 

References:

  • BECTA (British Educational Communications and Technology Agency) (2002). Information Sheet: Parents, ICT and Education. Coventry: BECTA.
  • BESA. (2014). Digital divide emerges as new research finds ‘poor’ pupil access to computers in half of all schools – BESA. [online] Available at: https://www.besa.org.uk/news/besa-press-release-digital-divide-emerges-new-research-finds-poor-pupil-access-computers-half-schools/ [Accessed 10 Mar. 2018].
  • Castells, M., 2000. Materials for an exploratory theory of the network society. The British journal of sociology, 51(1), pp.5-24.
  • Castells, M. and Ince, M., 2003. Conversations with Manuel Castells (Vol. 6). Blackwell Publishing.
  • Castells, M. (2009). The rise of the network society. Oxford: Wiley-Blackwell.
  • Crockett, L., Churches, A. and Jukes, I. (2011). Literacy is “Not” Enough: 21St Century Fluencies for the Digital Age.the 21St Century Fluency Series. London: Corwin, A SAGE Publications Company, p.57.
  • DfE (2013). Computing programmes of study: key stages 1 and 2. London: Department for Education.
  • DfE (2013). Computing programmes of study: key stages 3 and 4. London: Department for Education.
  • Forester, T. (1986). The information technology revolution. Cambridge: MIT Press, pp.3-27.
  • Korunka, C. (2014). The impact of ICT on quality of working life. Dordrecht: Springer, pp.9-12.
  • Lloyds Bank Consumer Digital Index., 2017. London: Lloyds Bank, pp.5-49.
  • Prestridge, S., 2012. The beliefs behind the teacher that influences their ICT practices. Computers & education, 58(1), pp.449-458.
  • Sidelinger, R.J., Ayash, G., Godorhazy, A. and Tibbles, D., 2008. Couples go online: Relational maintenance behaviors and relational characteristics use in dating relationships. Human Communication A Journal of the Pacific and Asian Communication Association, 11(3), pp.333-348.
  • Spilka, R. (2010). Digital literacy for technical communication. New York: Routledge/Taylor & Francis.
  • Spires, H.A., Lee, J.K., Turner, K.A. and Johnson, J., 2008. Having our say: Middle grade student perspectives on school, technologies, and academic engagement. Journal of Research on Technology in Education, 40(4), pp.497-515.
  • UNESCO., 2015. Diversity of Cultural Expressions in the Digital Age. UNESCO, pp.1-4.
  • Unwin, T. (2009). ICT4D. Cambridge: Cambridge University Press, pp.19-21.
  • Vygotsky, L. (1978). Mind in society. Cambridge, Mass.: Harvard University Press, pp.57-60.