Project-based learning (PBL) is a student-centered methodology that encourages students to learn and apply knowledge and skills through an engaging experience and active exploration of real-world problems (Dewey, 1997). Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem (Markham, 2011). PBL contrasts with traditional teaching since it doesn’t portray a linear knowledge path but instead poses questions and problems, thus enabling the motion of learning by doing.
What is Informal Learning? What is the difference between Informal and Formal Learning? How can Informal Learning be applied to eLearning scenarios?
Informal learning is any learning that is organized differently compared to the formal learning that happens inside classroom, either online or regular, because it has no pre-determined and clear objectives in terms of knowledge or learning outcomes.
Flipgrid is a video discussion platform which allows the sharing of user-generated videos, among groups of people. It is currently used in over 50,000 classrooms to empower students and ignite discussion.
What is it?
The process is really easy. In Flipgrid, teachers post discussion topics to which students then reply using videos. Learners can pause and flip their camera while recording, add pictures or documents, trim unlimited clips and include a whiteboard, video styles, text, emoji, inking to their stories. Teachers and students can post replies to videos, like them and provide feedback to their peers. Every video along with its replies forms a Grid. Grids are the meeting place for classrooms, schools, departments or any learning community to discuss specific topics. Those Grids can be easily embedded in a variety of other platforms such as Wordpress, Moodle etc.
The "Civilization" computer game series is a creation of Sid Meier,a well known digital video game producer and creator.
Minecraft is a building game in which the user is called within its virtual world to place and customize bricks (or as they are called in this game, Blocks) and materials to build constructions that can be functional or not. The user also has to choose from a series of playable scenarios that are distinguished in creative, adventure and survival modes and can also chose to play alone or with others in the multiplayer mode (Nebel, Schneider & Rey, 2015). The particularly useful scenario of creativity is one that provides the greatest potential for educational use as players have unlimited materials to develop the constructions they desire, without being limited by drawbacks such as slow movement from one place to another or the risk their virtual character experiences death, like it happens in the survival mode (Overby & Jones, 2015).
The integration and exploitation of technology in in recent years takes place through pleasant environments of learning, collaboration and authenticity. Such an environment is the Quizizz. It requires the student's active engagement and the emergence of a learning experience that no longer relies on the sterile knowledge of the content. The use of such tool keeps students' interest and commitment to acquiring new information (The effect of Kahoot, Quizizz, 2017).
Quizizz is a free learning application designed for mobile phones that uses wireless handhelds to collect student responses and then show the results in the classroom while collecting direct feedback by answering questions posed by the educator (Kahoot, Quizizz, 2017). The teacher selects a quiz that has been structured for the particular subject of interest and then provides a pin for the students. Students then use the pin and the questions appear on their mobile devices. They are required to answer a timeframe predetermined by the teacher. Questions appear randomly to each student, and then the learner observes the results of the choice he/she made (Boulden, Hurt & Richardson, 2017). The total results are also shown at the interactive whiteboard with the help of the teacher’s computer and a projector.
Games in education are the teacher’s weapon to try and involve students in activities that combine the element of fun and learning with a meaning. Mobile devices have reshaped the way of teaching and have created new opportunities towards this approach.
This article will present one of the most useful tools, Kahoot! which combines beautiful graphical representations and sounds, turns the classroom into a playroom, with the teacher being the "show" coordinator and the students to be the contestants (Fotaris, Mastoras, Leinfellner & Rosunally, 2016). Students are asked to give the appropriate answer to the current question they are dealing with using their mobile devices and according to their responses they earn points that rank them in a rating scale (Wang, 2015).