learning by doing (2) – Teaching in a Digital Age (2024)

Chapter 3: Methods of teaching: campus-focused

In fact, there are a number of different approaches or terms within this broad heading, such as experiential learning, co-operative learning, adventure learning and apprenticeship. I will use the term ‘experiential learning’ as a broad umbrella term to cover this wide variety of approaches to learning by doing.

3.6.1. What is experiential learning?

There are many different theorists in this area, such as John Dewey (1938) and more recently David Kolb (1984).

Simon Fraser University defines experiential learning as:

the strategic, active engagement of students in opportunities to learn through doing, and reflection on those activities, which empowers them to apply their theoretical knowledge to practical endeavours in a multitude of settings inside and outside of the classroom.”

There is a wide range of design models that aim to embed learning within real world contexts, including:

  • laboratory, workshop or studio work;
  • apprenticeship;
  • problem-based learning;
  • case-based learning;
  • project-based learning;
  • inquiry-based learning;
  • cooperative (work- or community-based) learning.

The focus here is on some of the mainways in which experiential learning can be designed and delivered, with particular respect to the use of technology, and in ways that help develop the knowledge and skills needed in a digital age. (For a more detailed analysisof experiential learning, see Moon, 2004).

3.6.2 Core design principles

Experiential learning focuses on learners reflecting on their experience ofdoing something, so as to gain conceptual insight as well as practicalexpertise. Kolb’sexperiential learning model suggest four stages in this process:

  • active experimentation;
  • concrete experience;
  • reflective observation;
  • abstract conceptualization.

Experiential learning is a major form of teaching atthe University of Waterloo. Its web site lists the conditions needed to ensure that experiential learning is effective, as identified by theAssociation for Experiential Education.

Ryerson University in Toronto is another institution with extensive use of experiential learning, and also has an extensive web site on the topic, also directed at instructors. The next section examines different ways in which these principles have been applied.

3.6.3Experiential design models

There are many different design models for experiential learning, but they also have many features in common.

3.6.3.1Laboratory, workshop or studio work

Today, we take almost for granted that laboratory classes are an essential part of teaching science and engineering. Workshops and studios are considered critical for many forms of trades training or the development of creative arts. Labs, workshops and studiosserve a number of important functions or goals, which include:

  • to give students hands-on experience in choosing and using commonscientific, engineering or trades equipmentappropriately;
  • to develop motor skills in using scientific, engineering or industrial tools or creative media;
  • to give students an understanding of the advantages and limitations of laboratory experiments;
  • to enable students to see science, engineering or trade work ‘in action’;
  • to enable students totest hypotheses or to see how well concepts, theories, procedures actually workwhen tested underlaboratory conditions;
  • to teachstudents how to design and/or conduct experiments;
  • to enable students to design andcreateobjects or equipment in different physical media.

An important pedagogicalvalue of laboratory classes is that they enable students to move from the concrete (observing phenomena) to the abstract (understanding the principles or theories that are derived from the observation of phenomena). Another is that the laboratoryintroduces students to a critical cultural aspect of science and engineering, that all ideas need to be tested in a rigorous and particular manner for them to be considered ‘true’.

One major criticism of traditional educational labs or workshops is that they are limited in the kinds of equipment and experiences that scientists, engineers and trades people need today. As scientific, engineering and trades equipment becomes more sophisticated and expensive, it becomes increasingly difficult to provide students in schools especially but increasingly now in colleges and universities direct access to such equipment. Furthermore traditional teaching labs orworkshops are capital and labour intensive and hence do not scale easily, a critical disadvantage in rapidly expanding educational opportunities.

Because laboratory work is such an accepted part of science teaching, it is worth remembering that teaching science through laboratory work is in historical terms a fairly recent development. In the 1860s neither Oxford nor Cambridge University were willing to teach empirical science. Thomas Huxley therefore developed a program at the Royal School of Mines (a constituent college of what is now Imperial College, of the University of London) to teach school-teachers how to teach science, including how to design laboratories for teaching experimental science to school children, a method that is still the most commonly used today, both in schools and universities.

At the same time, scientific and engineering progress since the nineteenth centuryhas resulted in other forms of scientific testing and validation that take place outside at least the kind of ‘wet labs’ so common in schools and universities. Examples are nuclear accelerators, nanotechnology, quantum mechanics and space exploration. Often the only way to observe or record phenomena in such contexts is remotely or digitally. It is also important to be clear about the objectives of lab, workshop and studio work. There may now be other, more practical, more economic, or more powerful ways of achieving these objectives through the use of new technology, such as remote labs, simulations, and experiential learning. These will be examined in more detail later in this book.

3.6.3.2 Problem-based learning

The earliest form of systematised problem-based learning (PBL) was developed in 1969by Howard Barrows and colleagues in the School of Medicine at McMaster University in Canada, from where it has spread to many other universities, colleges and schools. This approach is increasingly used in subject domains where the knowledge base is rapidly expanding and where it is impossible for students to masterall the knowledge in the domain within a limited period of study.Working in groups, students identify what they already know, what they need to know, and how and where to access new information that may lead to resolution of the problem. Therole of the instructor (usually called a tutor in classic PBL) is critical in facilitating and guiding the learning process.

Usually PBL follows a strongly systematised approach to solving problems, although the detailed steps and sequencetend to vary to some extent, depending on the subject domain.The following is a typical example:

Traditionally, the first five steps would be done in a small face-to-face class tutorial of 20-25 students, with the sixth steprequiring either individual or small group (four or five students) private study, with a the seventh step being accomplished in a full group meeting with the tutor. However, this approach also lends itself to blended learning in particular, where the research solution is done mainly online, although some instructors have managed the whole process online, using a combination of synchronous web conferencing and asynchronous online discussion.

Developing a complete problem-based learning curriculum is challenging, as problems must be carefully chosen, increasing in complexity and difficulty over the course of study, and problems must be chosen so as to cover all the required components of the curriculum. Students often find the problem-based learning approach challenging, particularly in the early stages, where their foundational knowledge base may not be sufficient to solve some of the problems. (The term ‘cognitive overload’ has been used to describe this situation.) Others argue that lectures provide a quicker and more condensed way to cover the same topics.Assessment also has to be carefully designed, especially if a final exam carries heavy weight in grading, to ensure thatproblem-solving skills as well as content coverage are measured.

However, research (see for instance, Strobel and van Barneveld, 2009) has found that problem-based learningis better forlong-term retention of material and developing ‘replicable’ skills, as well as for improvingstudents’ attitudes towards learning.There are now many variations on the ‘pure’ PBL approach, with problems being set after initial content has been coveredin more traditional ways, such as lectures or prior reading, for instance.

3.6.3.3 Case-based learning

With case-based teaching, students develop skills in analytical thinking and reflective judgment by reading and discussing complex, real-life scenarios.

University of Michigan Centre for Research on Teaching and Learning

Case-based learning is sometimes considered a variation of PBL, while others see it as a design model in its own right. As with PBL, case-based learning uses a guided inquiry method,but usually requires the students to have a degree of prior knowledge that can assist in analysing the case. There is usually more flexibility in the approach to case-based learning compared toPBL. Case-based learning is particularly popular in business education, law schoolsand clinical practice in medicine,but can be used in many other subject domains.

Herreid (2004) provides eleven basic rules for case-based learning.

  1. Tells a story.
  2. Focuses on an interest-arousing issue.
  3. Set in the past five years
  4. Creates empathy with the central characters.
  5. Includes direct quotations from the characters.
  6. Relevant to the reader.
  7. Must have pedagogic utility.
  8. Conflict provoking.
  9. Decision forcing.
  10. Has generality.
  11. Is short.

Using examples from clinical practice in medicine, Irby (1994) recommends five steps in case-based learning:

  • anchor teaching in a (carefully chosen) case;
  • actively involve learners in discussing, analysing and making recommendations regarding the case;
  • model professional thinking and actionas an instructor when discussing the case with learners;
  • provide direction and feedback to learners in their discussions;
  • create a collaborative learning environment where all views are respected.

Case-based learning can be particularly valuable for dealing with complex, interdisciplinary topics or issues which have no obvious ‘right or wrong’ solutions, or where learners need to evaluate and decide on competing, alternative explanations. Case-based learning can also work well in both blended and fully online environments. Marcus, Taylor and Ellis (2004) used the following design model for a case-based blended learning project in veterinary science:

Other configurations are of course also possible, depending on the requirements of the subject.

3.6.3.4 Project-based learning

Project-based learning is similar to case-based learning, but tends to be longer and broader in scope, and with even more student autonomy/responsibility in the sense of choosing sub-topics, organising their work, and deciding on what methods to use to conduct the project. Projects are usually based around real world problems, which give students a sense of responsibility and ownership intheir learning activities.

Once again, there are several best practices or guidelines for successful project work. For instance, Larmer and Mergendoller (2010) argue that every good project should meet two criteria:

  • students must perceive the work as personally meaningful, as a task that matters and that they want to do well;
  • a meaningful project fulfills an educational purpose.

The main danger with project-based learning is that the project can take on a life of its own, with not only students but the instructor losing focus on the key, essential learning objectives, or important content areas may not get covered. Thus project-based learning needs careful design and monitoring by the instructor.

3.6.3.5 Inquiry-based learning

Inquiry-based learning (IBL) is similar to project-based learning, but the role of the teacher/instructoris somewhat different.In project-based learning, the instructor decides the ‘driving question’ and plays a more active role in guiding the students through the process.In inquiry-based learning, the learner explores a theme and chooses a topic for research, develops a plan of research and comes to conclusions, although an instructor is usually available to provide help and guidance when needed.

Banchi and Bell (2008) suggest that there are different levels of inquiry, and students need to begin at the first level and work through the other levels to get to ‘true’ or ‘open’ inquiry as follows:

It can be seen that the fourth level of inquiry describes the graduate thesis process, although proponents of inquiry-based learning have advocated its valueat all levels of education.

3.6.4Experiential learning in online learning environments

Advocates of experiential learning are often highly critical of online learning, because, they argue, it is impossible to embed learning in real world examples. However, this is an oversimplification, and there are contexts in which online learning can be used very effectively to support or develop experiential learning, in all its variations:

  • blended or flipped learning: although group sessions to start off the process, and to bring a problem or project to a conclusion, are usually done in a classroom or lab setting, students can increasinglyconduct the research and information gathering by accessing resources online, by using online multimedia resources to create reports or presentations, and by collaborating online through group project work or through critique and evaluation of each other’s work;
  • fully online: increasingly, instructors are finding thatexperiential learning can be applied fully online, through a combination of synchronous tools such as web conferencing, asynchronous tools such as discussion forums and/or social media for group work, e-portfolios and multimedia for reporting, and remote labs for experimental work.

Indeed, there are circ*mstances where it is impractical, too dangerous, or too expensive to use real world experiential learning. Online learning can be used to simulate real conditions and to reduce the time to master a skill. Flight simulators have long been used to train commercial pilots, enabling trainee pilotsto spend less time mastering fundamentals on real aircraft. Commercial flight simulators are still extremely expensive to build and operate, but in recent years the costs of creating realistic simulations has dropped dramatically.

Instructors at Loyalist College have created a ‘virtual’fully functioning border crossingand a virtual car in Second Life to train Canadian Border Services Agents.Each student takes on the role of anagent, with his/her avatar interviewing the avatars of the travellers wishing to enter Canada. All communication is done by voice communications in Second Life, with the people playing the travellers in a separate room from the students.Each student interviews three or four travellers and the entire class observes the interactions and discusses the situations and the responses.Asecondary site for auto searches features a virtual car that can be completely dismantled so students learn all possible places where contraband may be concealed. This learning is then reinforced with a visit to the auto shop at Loyalist College and the search of an actual car.The students in the customs and immigration track are assessed on their interviewing techniques as part of their final grades. Students participating in the first year of the Second Life border simulation achieved a grade standing that was 28per centhigher than the previous class who did not utilize a virtual world. The next class, using Second Life, scored a further 9 per cent higher. More details can be foundhere.

Staff in the Emergency Management Division atthe Justice Institute of British Columbiahave developed a simulation tool called Praxisthathelps to bring critical incidents to life by introducing real-world simulations into training and exercise programs. Because participants can access Praxisvia the web, it provides the flexibility to deliver immersive, interactive and scenario-based training exercises anytime, anywhere. A typical emergency might be a major fire in a warehouse containing dangerous chemicals. ‘Trainee’ first responders, who willinclude fire, police and paramedical personnel, as well as city engineers and local government officials, are ‘alerted’ on their mobile phones or tablets, and have to respond in real time to a fast developing scenario, ‘managed’ by a skilled facilitator, following procedures previouslytaught and also available on their mobile equipment. The whole process is recorded and followed later by a face-to-face debriefing session.

Once again, design models are not in most cases dependent on any particular medium. The pedagogy transfers easily across different delivery methods. Learning by doing is an important method for developing many of the skills needed in a digital age.

3.6.5Strengths and weaknesses of experiential learning models

How one evaluates experiential learning designsdepends partly on one’s epistemological position. Constructivists strongly support experiential learning models, whereas those with a strong objectivist position are usually highly skeptical of the effectiveness of this approach. Nevertheless, problem-based learning in particular has proved to be very popular in many institutions teaching science or medicine, and project-based learning is used acrossmany subject domains and levels of education. There is evidence that experiential learning, when properly designed, is highly engaging for students and leads to better long-term memory. Proponents also claim that it leads to deeper understanding, and develops skills for a digital age such as problem-solving, critical thinking, improved communications skills, and knowledge management. In particular, it enables learners to manage better highly complex situations that cross disciplinary boundaries, and subject domains where the boundaries of knowledge are difficult to manage.

Critics though such as Kirschner, Sweller and Clark (2006) argue thatinstruction in experiential learning is often ‘unguided’, and pointed to several ‘meta-analyses’ of the effectiveness of problem-based learning that indicated no difference in problem-solving abilities, lower basic science exam scores, longer study hours for PBL students, and that PBL is more costly.They conclude:

In so far as there is any evidence from controlled studies, it almost uniformly supports direct, strong instructional guidance rather than constructivist-based minimal guidance during the instruction of novice to intermediate learners. Even with students with considerable prior knowledge, strong guidance when learning is most often found to be equally effective as unguided approaches.

Certainly, experiential learning approaches require considerable re-structuring of teaching and a great deal of detailed planning if the curriculum is to be fully covered. It usually means extensive re-training of faculty, and careful orientation and preparation of students.I would also agree with Kirschner et al. that just giving students tasks to do in real world situations without guidance and support is likely to be ineffective.

However, many forms of experiential learning can and do have strong guidance from instructors, and one has to be very careful when comparing matched groups that the tests of knowledge include measurement of the skills that are claimed to be developed by experiential learning, and are not just based on the same assessments as for traditional methods, which often have a heavy bias towards memorisation and comprehension.

On balance then, I would support the use of experiential learning for developing the knowledge and skills needed in a digital age, but as always,it needs to be done well, following best practicesassociated with the design models.

Activity 3.6 Assessing experiential design models

1. If you have experiences with experiential learning, what worked well and what didn’t?

2. Are the differences between problem-based learning, case-based learning, project-based learning and inquiry-based learning significant, or are they really just minorvariations onthe same design model?

3. Do you have a preference for any one of the models? If so, why?

4. Do you agree that experiential learning can be done just as well online as in classroomsor in the field? If not, what is the ‘uniqueness’ of doing it face-to-face that cannot be replicated online? Can you give an example?

5. Kirschner, Sweller and Clark’s paper is a powerful condemnation of PBL. Read it in full, then decide whether or not you share their conclusion, and if not, why not.

Banchi, H., andBell, R. (2008). The Many Levels of InquiryScience and Children, Vol. 46,No. 2

Dewey, J. (1938). Experience & Education. New York, NY: Kappa Delta Pi

Gijselaers, W., (1995)‘Perspectives on problem-based learning’ in Gijselaers, W, Tempelaar, D, Keizer, P, Blommaert, J, Bernard, E & Kapser, H (eds) Educational Innovation in Economics and Business Administration: The Case of Problem-Based Learning. Dordrecht, Kluwer.

Herreid, C. F. (2007). Start with a story: The case study method of teaching college science. Arlington VA: NSTA Press.

Irby, D. (1994) Three exemplarymodels of case-based teaching Academic Medicine, Vol. 69, No. 12

Kirshner, P., Sweller, J. amd Clark, R. (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based TeachingEducational Psychologist, Vo. 41, No.2

Kolb. D. (1984) Experiential Learning: Experience as the source of learning and development Englewood Cliffs NJ: Prentice Hall

Larmer, J. and Mergendoller, J. (2010) Seven essentials for project-based learning Educational Leadership, Vol. 68, No. 1

Marcus, G. Taylor, R. and Ellis, R. (2004) Implications for the design of online case-based learning activities based on the student blended learning experience: Perth, Australia: Proceedings of the ACSCILITE conference, 2004

Moon, J.A. (2004) A Handbook of Reflective and Experiential Learning: Theory and Practice New York: Routledge

Strobel, J. , & van Barneveld, A. (2009). When is PBL More Effective? A Meta-synthesis of Meta-analyses Comparing PBL to Conventional Classrooms. Interdisciplinary Journal of Problem-based Learning, Vol. 3, No. 1

learning by doing (2) – Teaching in a Digital Age (2024)

FAQs

What is learning and teaching in the digital age? ›

Description. Teaching and Learning in the Digital Age is for all those interested in considering the impact of emerging digital technologies on teaching and learning. It explores the concept of a digital age and perspectives of knowledge, pedagogy and practice within a digital context.

What are examples of learning by doing? ›

For example, students learning about floating and sinking in a science classroom might do an experiment in which they fold a piece of paper to make a boat and see how many coins it can carry. This kind of activity may be fun and engaging. The students may well learn how to make boats out of paper.

What is the solution to too much teaching not enough learning? ›

Specifically, teachers should reduce the total amount of factual information students are expected to memorize, reduce our use of the passive lecture format, and devote much more effort to helping students become active, independent learners and problem solvers.

What are digital methods of teaching and learning? ›

Digital learning is any type of innovative learning that is accompanied by technology or by instructional practice that makes effective use of technology which encompasses the application of a wide spectrum of practices such as blended and virtual learning.

What is the purpose of digital learning? ›

Digital education helps learners build the skills they need to navigate technology and to get the best out of it. Students of digital education become comfortable with finding, accessing, consuming and sharing content online.

How do you teach learning by doing? ›

​One way to incorporate the “learning by doing” technique into the classroom is to give students frequent low-stakes quizzes. By design, these quizzes do not really assess performance. Instead they prompt students to engage with the content and generate the learned information from their own minds.

What is learning by doing method of teaching? ›

Learning by doing is a theory that places heavy emphasis on student engagement and is a hands-on, task-oriented, process to education. The theory refers to the process in which students actively participate in more practical and imaginative ways of learning.

What type of learning is learning by doing? ›

Experiential learning focuses on learners reflecting on their experience of doing something, so as to gain conceptual insight as well as practical expertise.

What are the 5 most commonly used digital skills? ›

What are digital skills?
  • Communicating.
  • Handling information.
  • Transacting.
  • Problem solving.
  • Being safe and compliant online.
Jul 25, 2022

What are three digital skills? ›

Essential digital skills include being able to:
  • use devices like a computer, tablet or mobile phone for simple, personal and work tasks.
  • find and use information on the internet.
  • understand how to be safe and responsible online.
  • communicate socially and professionally using email, messaging and social media.

What can teachers do to improve learning? ›

Establishing the Optimal Learning Environment
  • Having compassion and empathy. ...
  • Creating a secure and dependable structure. ...
  • Ramping up the positive. ...
  • Supporting academic risk. ...
  • Teaching active listening. ...
  • Embedding strategy instruction. ...
  • Building collaborative relationships.

How could I improve my teaching? ›

Assessing and improving teaching
  1. Self-reflection on teaching. Self-reflection is the cornerstone of a healthy, effective teaching practice. ...
  2. Gathering student feedback. ...
  3. Collaborating with colleagues. ...
  4. Assessing student learning. ...
  5. Hybrid and online course assessment. ...
  6. A guide to best practice for evaluating teaching.

What is an example of digital learning? ›

This means that online courses, conducting internet research, even watching online videos, or using digital tools and devices face-to-face with their teacher in a traditional classroom are all considered digital learning.

What is the digital way of learning? ›

In digital learning, a student learns with the help of digital technologies. It may involve online classes, electronic study materials in the form of audio-video lectures, and textbooks and notebooks for referencing.

What is the difference between digital learning and classroom learning? ›

The classroom environment is usually more dynamic and allows active debates and participation, whereas online learning may not have this much engagement. Online classes usually have one-way communication, in which the teacher provides required materials and instructions to the students.

How effective is digital learning? ›

Digital learning can offer several benefits to students, including increased engagement, improved access to resources, and greater flexibility. Digital learning can effectively engage students struggling with traditional educational methods.

What is a digital lesson plan? ›

A digital lesson plan is similar to one for face-to-face instruction, but it includes strategies for online learning. Digital lesson plans are flexible, easy-to-share and allow learners to thrive in a virtual environment.

What is the objective of learning by doing? ›

"Learning by doing" is active, hands-on, and engaging for 4-H members. The goal of this teaching approach is for learners to construct mental models that allow for "higher order" performance such as applied problem-solving and the transferring of information and skills (Churchil , 2003).

What is learning by doing based on? ›

John Dewey's concept of education is based upon the Philosophy of Pragmatism. He has proposed the concept of 'learning by doing. It emphasizes that reality must be experienced and students must interact with their environment in order to adapt and learn.

Why do children learn by doing? ›

The senses are engaged through physical participation in learning. Through their seven senses, children develop an understanding of their world and engage with different learning styles. Hands-on learning promotes fine motor skills and allows children to learn through their mistakes.

Who introduced learning by doing method of teaching? ›

Similarities between our experience and other well-known methods such as problem-based learning, problem solving and, more generally, the concept of learning by doing coined by John Dewey in his philosophy of education, are mentioned.

What is it called when students learn by doing? ›

Experiential learning is an engaged learning process whereby students “learn by doing” and by reflecting on the experience.

What are 4 examples of digital? ›

Simple Examples of Digital Technology
  • Video technologies for working from home.
  • GPS, What3Words and Location.
  • 5G and Virtual Reality.
  • Smart homes.
  • Cloud and SaaS.
  • Artificial Intelligence (AI)
  • Deep fake and AI.
  • Bitcoin and blockchain.

What are strong digital skills? ›

Handling sensitive information in virtual ecosystems. Safely using cloud-based collaboration tools like Google Drive, DropBox, and Microsoft Teams. Creating and managing spreadsheets and online documents. Basic device management like connecting to the internet or installing software updates.

What are the benefits of digital skills? ›

Digital skills help you work efficiently in a digitally charged workplace and communicate via smart devices. Doing so will ultimately save you time, connect you with multiple people worldwide, and unlock a goldmine of opportunities.

What is digital teaching skills? ›

This competence means that the teacher has to master communication in the digital environment, share resources and tools, share, interact and participate in communities and networks.

What are basic overall digital skills? ›

Overall digital skills refer to five areas: information and data literacy skills, communication and collaboration skills, digital content creation skills, safety skills and problem-solving skills. To have at least basic overall digital skills, people must know how to do at least one activity related to each area.

What are the biggest problem in digital age? ›

In this section, you can find resources on how to tackle these issues in a positive way.
  • Authenticating Information. ...
  • Cyberbullying. ...
  • Cyber Security. ...
  • Excessive Internet Use. ...
  • Gambling. ...
  • Online Hate. ...
  • Online Ethics. ...
  • Online Marketing.

What is the purpose of digital age? ›

The digital age refers to the time-period in which personal computers and other subsequent technologies were introduced to provide users the ability to easily and rapidly transfer information.

What are two opportunities of the digital age? ›

Children in the digital age now have opportunities to enhance scientific literacy, critical thinking, problem-solving, teamwork, foreign languages learning, etc., which can be appropriately used if the digital skill is available.

What is the best method of teaching? ›

There is no “best” method of teaching. However, many researchers today agree that including more student-centered learning approaches in the classroom can improve learning. Using only a teacher-centered approach leaves out many skills and learning opportunities for students.

How can I be a better online teacher? ›

Top Tips for Effective Online Teaching
  1. Create Your Syllabus.
  2. Explore the Learning Platform.
  3. Offer Live Lectures.
  4. Include Graphics and Slides.
  5. Use a Variety of Teaching Methods.
  6. Use Open Source Resources.
  7. Provide Timely Feedback.
  8. Offer Virtual Office Hours.

What is effective teaching and learning? ›

Effective teaching is the knowledge, strategies, processes and behaviours which lead to good student outcomes. Effective teachers have a positive impact on their students and use their expertise to improve learning. These good outcomes are often those that can be measured easily, usually through summative assessment.

What does good teaching look like? ›

Emphasizing connections across lessons, learning units, and courses; Defining and communicating outcomes for learning units and assignments; Aligning content, assessments, and activities with outcomes; Presenting content and activities at multiple, appropriate levels of engagement and challenge.

What is digital literacy in teaching and learning? ›

Digital literacy is the ability to use technology to find information, evaluate sources, create content, and communicate with others effectively. It's a skill set used to navigate the new technological paradigm in which society operates.

What influence has the digital age had on literacy teaching and learning? ›

The digital revolution has done much to reshape how students read, write, and access information in school. Once-handwritten essays are now word-processed. Encyclopedias have yielded to online searches. One-size-fits-all teaching is tilting toward personalized learning.

How does digital technology impact learning and teaching? ›

Flexibility in Learning and Development

It helps make it possible for a teacher to assess a student's specific needs and change things if they simply aren't working. Digital learning can also provide a better framework for educating children with things like Autism and ADHD.

How does digital technology enhance learning and teaching? ›

Technology in education enables children to adjust to their own pace of learning. Students who need extra time can spend more time going over exercises until they understand, while students who need less support can continue ahead. It also frees up the teacher to help kids who need more support on an individual level.

What are the 3 main skills of digital literacy? ›

There are three main types of skills within digital literacy. These are consuming skills, creating skills, and communicating skills.

What is an example of digital literacy? ›

Examples of Digital Literacy skills: Using your phone to check emails. Using an online search engine to find the answer to a question. Using online search to complete research project.

What is the importance of digital age literacy? ›

To live, learn, and work in this society, you need to have digital literacy - the ability to confidently, creatively, and critically use technology to meet the demands and challenges of life. As Developing Employability puts it, digital literacy is all about having the skills you need to thrive in a digital world.

Why are digital literacy skills important? ›

Digital literacy skills allow you to find, use & create info online in a productive & useful way. Having an understanding about digital literacy means you're able to use technology safely and it helps you avoid its dangers.

What is the positive impact of digital learning? ›

In digital education, students can easily access recorded lectures and use them as a reference. This helps them understand the subject better and speed up the entire learning process. It is also very convenient to access additional reading materials and other learning sources.

How does digital learning help students? ›

One of the greatest benefits of digital learning is that it can help to enhance student accountability. By giving students more control over their own education, what they are studying, and how they are studying it, they will also have more accountability over their progress.

What is the advantage of teacher with digital technology? ›

Teachers can use different apps or trusted online resources to enhance the traditional ways of teaching and to keep students more engaged. Virtual lesson plans, grading software and online assessments can help teachers save a lot time. This valuable time can be used for working with students who are struggling.

What are some good examples of using technology to enhance learning? ›

How to Integrate Technology in the Classroom
  • Power Points and Games. ...
  • Internet Homework Assignments. ...
  • Online grading Systems. ...
  • Classroom Tablets. ...
  • Listserv. ...
  • Keeping students engaged. ...
  • Helps students with different learning styles. ...
  • Prepare students with life skills.

Is digital technology making children's lives better? ›

Digital technology has become an integral part of our lives all around the world, and children are no exception. With the rise of tablets, smartphones, and other digital devices, children are now able to access a world of information and entertainment right at their fingertips.

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