How does COTF promote student-centered learning?
The visit to COTF was a very eye opening and inspiring one. With its various capabilities and dimensions, it opened my eyes to the endless possibilities that technology can offer now and in the future. It also inspired me to strive to motivate students using multiple ways which can captivate and sustain their interests thus keeping them engaged and developing them into lifelong learners.
So how does COTF promote student-centered learning? I shall first start by defining what student-centered learning means to me and then proceed to discuss how I feel that COTF promotes student-centre learning in each setting, based on my visit.The main principles of student-centred learning are:
ü The learner has full responsibility for her/his learning
ü Involvement and participation are necessary for learning
ü The relationship between learners is more equal, promoting growth, development
ü The teacher becomes a facilitator and resource person
ü The learner experiences confluence in his education (affective and cognitive domains flow together)
ü The learner sees himself differently as a result of the learning experience.
(http://www.aishe.org/readings/2005-1/oneill-mcmahon-Tues_19th_Oct_SCL.html)
The main concept of COTF is that learning can start or take place anytime, anywhere. It focuses on the different kinds of tool that can be used to support different learning environments.
Café Starbucks
The first impression of this setting is that it is very relaxing and causal, a cool place to hang out in! This puts students in a very comfortable environment which they can easily relate to. It promotes the concept that informal and incidental learning can take place anywhere and anytime.
ü The setting is ideal for collaborative group work with 2 touch screen tables. However, with the single touch feature, it would mean that only one person can be engaged in the interface at any one point in time while the rest discuss or watch on,
ü Each student is given a UMPC (Ultra Mobile Personal Computer), a personal learning device with features which allows downloading, collection and sharing of information through communication via the Internet. This allows self-paced learning, research and facilitates collaborative work. It is also a lifestyle device were students can perform leisure function like listening to music, watching movie etc, thus students might view it as a ‘hip’ device and is more willing to use it as an educational tool. The only danger is that students might ‘abuse’ it as in only using it for leisure purposes
ü The UMPC also allows sharing of information by linking each group member’s personal workspace on the main touch screen system. This is very useful in collaborative group work and sharing of information amongst group members
ü The system allows communication with users from all over the world and eliminates language barrier by a direct language translation tool, Web 2.0 social networking tools which runs the translation software directly from the internet.
ü It also boosts other collaborative tools like remote screen cast projection. Friends in other places or countries can send their screen cast over so that students can view at their desktop. This further enhances online, real-time communication and collaborative work.
ü It uses cluster search engine (eg. Grokker), which presents information in clusters eg mindmaps, which allows students to visualise or conceptualise better
ü It also enhances self directed learning by making research facilities and materials easily available event in the absence of a teacher
Bio Lab
ü Online database of experts around the world serves as a pool of resources which students can tap on.
ü The sharing of workspace function via the UMPC allows online communication, interaction and discussion with experts and friends around the world. This aid in the analysis and explanation of information and data gathered and further enhances online collaboration.
ü Gesture input of third party from the UMPC and language translation functions allow video conferencing and discussion.
ü This enables students to compare data and make discoveries that could not have been achieved in a traditional classroom environment, eg. discovering that a particular strain of bacteria reacted differently in different parts of the world, possibly due to different climate and diet.
ü Visualisation and communication tools enhance learning
MRT
ü This setting further promotes that learning can take place anywhere.
ü Student can scan UMPC to download advertisement or music samples while in the MRT.
ü This feature is ideal for field trips as students can download information and video clips of eg. a historical building. This allows students to perform research of field trip on the spot and travel around to hunt for more information if needed. However, if there are no network reception available at that particular areas, this feature would not be useful
ü The UMPC also allows students to locate the whereabouts of other students via GPS, send and received messages to and from them. This further enhances communication and collaborative work.
ü IP broadcasting enables teachers to ‘push’ information to student’s UMPC eg. to remind them to hand in their assignment. However, this can easily be achieved by other communication devices like mobile phone also.
Home
ü This multi user virtual environment creates a conducive environment for fun interactive learning, even in the comfort of home, which is essential in student-centered learning
ü Students can access to school’s games portal to play interactive or simulation games with a maximum of 12 players even with friends at a remote location.
ü The online interactive game requires each player to take on different roles, each role learning a different concept eg. of a topic. This encourages active and fun participation from every group member. It creates an environment where students build on their concepts to achieve a task (in this case, they need to know the physics concept well to defeat the opponents), thus creating an interactive and fun learning environment
ü Synchronous communication like text, voice and video messaging enables real time communication and discussion which helps in collaborative work
ü Smart assistive technology using voice recognition allows hands-free activation of controls on the screen which is very user friendly, even for the physically challenged
ü Allows access to the school portals/ provide updates on children’s progress report to enable parents to monitor and be more involved in children’s learning
Classroom
ü This classroom transforms the phrase ‘making the classroom come alive’ into reality. Upon entering, you would be greeted with a surround wall that can be transformed into an animated screen or a digital gallery. It can be used to display relevant information, students’ works, videos or simulation games about the topics eg a wall map to better illustrate the topic. It can also be used as a backdrop to enhance the sense of reality
ü Uses the UMPC mark attendance using sensors on the chairs. This however is not full proof as UMPCs can be switched to fake attendance or if the students’ UMPC is not working on that day, he cannot mark attendance
ü Classroom management system allows the teacher to project his or any group’s desktop, on the classroom screen. It also allows multiple screen projection. This facilitates discussion and enhances collaborative group work. The system also enables the teacher to control or lock the screen of students, thus monitoring the student
ü With the UMPC, mobility of the teacher is enhanced, this enables the teacher to move around in the class performing his roles as a facilitator during collaborative group work
ü Real time collaborative table uses digital inking to make annotation on the table and projected on the screen real time. This replaces the traditional flipchart in group discussion and presentation. It even allows collaboration with other classes or student in other countries
ü The teacher can set online assessment immediately after the lesson for students to complete in the class, followed by the teacher marking the assessment on the spot. This provides immediate assessment results to the teacher so that he can give timely feedback and reinforcement of learning. It is an ideal tool to capture and correct misconception real time
ü Use of Scroles (a free software) to do annotation over a video to better illustrate and explain a concept
ü Arts application on the writing table uses pressure sensitivity to enhance drawing and creation of graphics
Conclusion
Overall, I feel that COTF promotes student-centered learning in many ways:
ü It focuses on the different kinds of tool that can be used to support different learning environments.
ü It enables students to take charge of their own learning by allowing self-paced learning, research and exploration
ü It enables and encourages learning to take place anywhere and anytime, thus captivating and sustaining the interests of students
ü Coupled with its various collaborative tools, it provides a conducive environment, for collaborative group work and encourages active involvement and participation
ü Creates an ideal setting whereby the teacher can better support and facilitate collaborative work by enhancing the mobility of the teacher.
ü However, as with all technologies, over reliance might put the class to a standstill and thus affecting learning once there are technical glitches. Hence, alternatives to the use of technologies should not be overlooked.
References:
http://www.aishe.org/readings/2005-1/oneill-mcmahon-Tues_19th_Oct_SCL.html, retrieved on 13 Feb 2008