This week our in class lesson was an exploration of blended learning. Blended learning is the combination of online experiences and face to face learning. We were provided with a small booklet outlining a list of activities and were expected to move through the activities independently. The activities required us to research certain topics and make connections between them and our prior knowledge. The instructions were detailed enough for us to navigate independently but still required critical thinking to make connections. They also enabled us to work on our technological and research skills. At the end of the independent activities we were required to pair up and create a Tellagami that summed up what we had discovered through the activities.
We were in the classroom, surrounded by our peers and had access to our teacher but our internet explorations allowed us to reach far outside the classroom walls. We worked independently to gather our base knowledge but were able to consolidate and expand by conferencing with our peers. Blended learning allowed us to maintain the personal connection many learners require but still work on independent work and self-regulation. We had our in class expectations as well as an opportunity to expand our technological understanding.
Similar to cross-curricular teaching, which is praised for allowing students to make connections between topics and experience a variety of learning through one experience, blended learning should be praised for incorporating a vast amount of opportunity for student growth. It can include moments of in person communication and virtual communication, independent and teamwork as well as the expansion of research and 21st century skills.
In the first year of teachers college we took a tech course that focussed heavily on Gamification in the classroom. Gamification encourages learning through play; more and more frequently it is being encouraged as an online component. One of the most important aspects of teaching is providing the best ways to promote engagement; this means understanding the needs, likes and dislikes of each student and finding ways to adapt learning to suit those needs. Gamification and play in the classroom is one of the best ways to incorporate blended learning and promote engagement in the classroom. Students are growing up in a technological world; many of them already spend much of their time online exploring the internet or playing games. By including it in their lessons and their learning we are ensuring an activity that they will be interested in but that will also expand their technological toolbox.
As math is a difficult subject to engage students in, it is especially important to find ways to encourage students to take a personal interest in their learning. Gamification, play and online learning are great ways of delivering expectations in an engaging format. There are also an abundance of online platforms that can be used as resources, practice or individual math exploration. For example, Youcubed is a website that has tools, tasks and tips that can be used to assist math learning in the classroom. Opening your classroom to the online world really expands the amount of math opportunities you can offer your students.
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