Activity 2:
Metacognitive reflection on learning and practice.
The last 24 weeks…
In the last 24 weeks of study, the first sixteen weeks was
very intense. I felt the workload was high and became compounded by my
schoolwork. Four hours per day, two hours per course, once a week was intense
and lot of information to take in and think about. At times, I felt that
certain topics needed much more time for me to comprehend. The first two courses had some interesting
topics that kept challenging my views and assumptions. Some of the interesting
topics that grabbed my attention were collaborative learning and coding,
augmented reality, blending learning, games in education and gamification of
leadership, agile based learning and leadership, design thinking in classrooms
and leadership, leading change and leadership theories plus leading change.
These topics are of great interest to me, which needs further attention. From
weeks 17 to 24, the literature review was quite involved and demanding. The
inquiry based research project was equally demanding but beneficial. However, doing
online discussion on the Mindlab discussion forum was helpful. Seeing other
peoples’ views in regards to your discussion was also helpful.
Key Competencies
In the last 24 weeks of enrolling in this programme, my
personal views about classroom pedagogy and pedagogical theories have been
critically analysed. In doing so, I have further developed some of the key
competencies. The two that I would like to mention are :
i)
Thinking skills
ii)
Managing self
Thinking:
“Thinking is about
using creative, critical, and metacognitive processes to make sense of
information, experiences, and ideas.”
as defined by the NZ curriculumon TKI web site. This course has taken me on a learning journey where I had to rethink
my learning strategies to assimilate all the information disseminated at us. I
had to read, think and accept information relevant to my learning. At the same
time, I critically evaluated the importance and relevance of certain
information while writing my assessments for this course. As time went on, I
found that I became better at sieving relevant information and critically
analysing it. My metacognitive skills also developed. I think while doing my
literature review, my thinking skills helped me review information relevant to
my research questions. Furthermore, my creative writing skills enabled me to
tie in all the information gathered in a cohesive manner to produce a
literature review. In the last 24 weeks I believe, I have empowered myself to
become a lifelong learner.
Managing Self:
As per New Zealand Curriculum TKI website “This competency
is associated with self-motivation, a “can-do” attitude, and with students
seeing themselves as capable learners. It is integral to self-assessment.”
While doing the first sixteen weeks of this course, I found
that I had to manage myself in order to sustain this course. I felt it required
lot of motivation from myself and lot of discipline.
When I started doing my first assessment, I was completely
confused. At one point, I felt like withdrawing from the course. Anyway, my
results from the first two assignments were not to my liking as I always set
very high standards for myself. I started setting goals and having that
positive can do attitude helped me through the first 24 weeks. I have also
built resilience and manged my time wisely with my school workload. In doing so, I have developed my leadership
skills.
Key Changes:
As mentioned earlier, this course has led me to make pedagogical
changes within my classroom. The two key changes that I am looking at are:
i)
Creating project based learning in class.
ii)
Using digital games to enhance students
understanding of concepts in Physics and maths.
Project based
learning
As mentioned in http://www.edutopia.org/pbl-research-learning-outcomes
“Project-based learning
essentially involves the following:
·
students
learning knowledge to tackle realistic problems as they would
be solved in the real world
·
increased student
control over his or her learning
·
teachers
serving as coaches and facilitators of inquiry and reflection
·
students
(usually, but not always) working in pairs or groups”
As a teacher, I can create some real
world problem questions, which the students will have to solve using inquiry
based learning. Students are engaged, creative, they ask questions and allows
them to revise knowledge. At the same time their skills in critical thinking,
collaboration, communication, reasoning, synthesis and resilience is developed.
Using digital games to enhance students understanding of concepts in
Physics and maths.
Digital
games have the ability to develop the following 21st century skills.
Critical thinking, problem solving, collaboration, effective
communication, motivation, persistence, or learning to learn. “Many DGBL experts now believe that the true
power of digital games lies in their ability to promote these 21st-century
skills through the learning strategies that digital games support and the
unique way in which those strategies are synergized through gameplay.” (Van Eck,
2015).
Bibliography
Bibliography
Van Eck, R. (2015). Digital
Game-Based Learning: Still Restless, After All These Years. Retrieved from
http://er.educause.edu/articles/2015/10/digital-game-based-learning-still-restless-after-all-these-years
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