Posts

Showing posts from March, 2025

Module 5 Post: STEAM Skills as Transferable Skills

 Module 5: STEAM Skills as Transferable Skills                STEAM (Science, Technology, Engineering, Art, and Match) can be incorporated and implemented into the classroom in a plethora of ways. For starters, STEAM lessons should be hands-on projects in the form of mini lessons. Students should be given the autonomy to explore the learning concepts and engage in the project in whatever direction they choose. Encouraging students to be curious and explorative is the key to success when it comes to STEAM because it ensures that the learning is student-centered. When it comes to actually integrating STEAM into lessons, the best way to do so is by first identifying a core subject topic that would lend itself appropriately. From there, students can participate in various activities or projects that reflect the chosen topic. That said, STEAM can also help students build transferable skills they can apply in a variety of contexts. These skill...

Module 4 Post: Social Media and Privacy and Cybersecurity

 Module 4: Social Media and Privacy and Cybersecurity There are many privacy and cybersecurity concerns surrounding technology and social media, and it is important that we are mindful of the concerns when implementing these platforms into learning. To begin, one privacy and security concern is that any information posted or shared online by an individual can be compromised. As a result, we must be careful about what information we are putting online and we must also be aware of the risks that come with doing so. Another concern regarding social media relates to relationships being leveraged for information, meaning what you share and how you interact with others can reveal sensitive information about you solely based on who you are connected with online. Even if we are being told that our accounts and profiles are fully secure and private, we still run the risk of certain data and information being revealed publicly, and that said data can always be traced back to the individu...

Module 3 Post: Adaptive Learning

Equity through Adaptive Learning You may be wondering: How does adaptive learning contribute to equity in the classroom? For starters, adaptive learning is a learning trend centered on personalizing the learning experience for a student whether it be personalizing lessons, readings, learning activities, or assessments. All academic decisions and adaptations in the classroom are based on a student’s individual skills, progress, and performance levels, including both strengths and weaknesses. Personalization is supported by the use of AI (artificial intelligence) and machine learning techniques so it’s happening and supporting the student in real time. After data is collected and reviewed by adaptive learning software, further decisions can be made to adapt and revise instruction and learning practices based on the individual’s current needs. The idea that, for any concept or topic in which a student needs support with, each lesson or activity is adjusted in a way that improves the stude...

Module 2 Post: UDL

Image
Equity through UDL (Universal Design for Learning) UDL (Universal Design for Learning) contributes to equity in the classroom by including and acknowledging multiple means of representation, specifically guideline 1: perception. This guideline of the framework focuses on reducing and eliminating barriers in order to make learning possible to perceive, comprehend, and digest for all learners; information that is presented in various formats makes this possible. There are several ways we can ensure that information is detectable to all learners. For instance, we can do this by supporting all types of learners: visual, auditory, verbal, physical, etc. Additionally, teachers can manipulate and adjust information based on one’s needs whether this means enlarging the font of information, increasing the volume of a video clip, or highlighting key information. Lastly, we can reduce barriers to learning by welcoming multiple perspectives and outlooks. For example, I always try to ask students...

Module 1 Post: Gamification

Gamification in the Classroom      There are several competencies students must have to engage in gamification in the classroom. The purpose of this type of learning trend is to enhance a student's cognitive knowledge by creating an engaging, interactive experience. Students must be able to exercise critical thinking skills and problem-solving skills when engaging in the games and simulations. They must be quick-thinking and adaptable and flexible. Additionally, they must possess digital literacy skills since most of the gamification platforms are done using a phone or computer. When it comes to soft skills, learners must have collaboration and teamwork skills since many gamification programs allow students to play in teams. When working with others, it's important that students are self-aware and that they know how to self-regulate their emotions while engaging in the activities.