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8004.2A
JV
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Jayatheeswaran Vijayakumar
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Updated Jun 12, 2020
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00:02 - 00:02
My name is Jay.
00:03 - 00:06
I'll be presenting you with two ideas from 8004.2 a
00:06 - 00:11
submission. My first idea is a game.
00:12 - 00:14
This game is based on the popular trading card game
00:15 - 00:15
Magic. The Gathering.
00:17 - 00:18
Let's have a look at what the magic together in
00:18 - 00:18
car looks like.
00:23 - 00:24
So this is what a front facing the card normally
00:25 - 00:29
looks like and for the purposes of my game, this
00:29 - 00:30
is the proposed change on making.
00:31 - 00:38
So this face has toss and these toss differentiated and
00:39 - 00:42
scaffold it sufficiently so that the learners could have a
00:42 - 00:44
broad understanding in an interesting learning experience.
00:48 - 00:51
This is the back face of the card and on
00:51 - 00:52
the back face there five times.
00:53 - 00:55
Each gem represents a different color.
00:56 - 00:56
In my game.
00:57 - 01:00
This gem represent different competencies.
01:04 - 01:07
So how did the five colors relate to the five
01:08 - 01:13
capabilities White represents, Participating in tribute ing and relating to
01:14 - 01:18
others. Black represents managing self using language, symbol and texts.
01:19 - 01:23
Blue represents thinking and using language, symbols and text and
01:24 - 01:28
right represents managing self and participating in contributing and lastly,
01:28 - 01:31
green represents relating to others and thinking.
01:32 - 01:34
So now that we are, we know the different colors
01:35 - 01:37
and their corresponding corresponding capabilities.
01:38 - 01:42
Let's have a look at some examples, so this is
01:42 - 01:44
what a white tossed it looks like in this particular
01:45 - 01:48
toss. On the right hand side, you can see that
01:48 - 01:48
there are four tasks.
01:49 - 01:51
The first task asked the learning to watch a video,
01:52 - 01:55
the second to read article that the to draw five
01:55 - 01:58
pain comic strip explaining what they have learned.
01:58 - 02:02
And lastly, they're meant to create a five minute video
02:03 - 02:04
off them, going to the U.
02:04 - 02:07
N. And pleading the case on why the U.
02:07 - 02:09
N should help them with coral bleaching.
02:11 - 02:13
This is what a black to toss looks like.
02:15 - 02:16
This is what a blue task heart looks like.
02:18 - 02:21
This is what a red tossed cut looks like, and
02:21 - 02:23
this is what a green toss cut looks like.
02:24 - 02:27
At this point, I should mention that the cards are
02:27 - 02:29
handed out randomly to the kids.
02:31 - 02:33
What will then happen is the learners are given a
02:33 - 02:36
five minute window to exchange the cart to trade the
02:37 - 02:40
car with the other group mates.
02:43 - 02:46
The idea behind this is to force the communication and
02:46 - 02:47
collaboration in the classroom.
02:49 - 02:50
The last type of card I would like to introduce
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you to as the power card.
02:53 - 02:57
The public odds have special abilities and assigned at random
02:57 - 02:58
at the start of the game.
03:00 - 03:02
The learners have opportunities to earn these power cuts based
03:03 - 03:07
on the quality of the work that they produce currently
03:07 - 03:08
there to power cards in the game.
03:09 - 03:13
The Steal, a Task and Spy time Steeler Tasks allows
03:13 - 03:17
a group off learners to steal toss from another group
03:17 - 03:19
of learners at the beginning of the lesson.
03:20 - 03:23
The Spy Time Cat currently is the most powerful power
03:23 - 03:24
card in the game.
03:25 - 03:27
It allows the learners to pause all learning for three
03:27 - 03:32
minutes, have a look at their pierce work and then
03:33 - 03:36
with that inspiration, go back and try to make their
03:36 - 03:41
lessons their own material better a key point about this
03:42 - 03:43
card as well.
03:44 - 03:45
This card is in play.
03:45 - 03:48
All other learners are on a time out.
03:49 - 03:53
This means that they can't participate for three whole minutes
03:55 - 03:57
as this game is centered around completing the task of
03:57 - 03:59
pastors and to the best quality possible.
04:00 - 04:03
This car is really, really important.
04:05 - 04:07
Next, let's have a look at some of the limitations
04:07 - 04:12
and possible solutions to those limitations to that to limitations
04:12 - 04:13
that I could think off.
04:13 - 04:15
The first is it takes a long time to produce
04:16 - 04:19
quality differentiator content, and the second it could possibly take
04:20 - 04:24
a long time to assess the work produce Possible Solutions
04:24 - 04:27
to these problems include leveraging a personal learning network to
04:27 - 04:32
expedite and create more innovative and interesting tasks and trying
04:32 - 04:36
to incorporate more self grading worksheets into task so that
04:36 - 04:38
I am not overwhelmed by the Martin load.
04:42 - 04:44
Let's have a look at the methodology I started by
04:44 - 04:45
considering principles of Gamification.
04:47 - 04:50
Adding Gamification elements showing shows a promising increase in learner
04:51 - 04:55
performance. Next, I considered how to embed New Zealand curriculum
04:56 - 04:59
key competencies into the task a good way to introduce
05:00 - 05:03
deliberate teaching that supports learners to use key competencies across
05:04 - 05:04
all learning areas.
05:08 - 05:10
I was a considered perhaps depth of knowledge.
05:12 - 05:12
The finder.
05:13 - 05:17
Each task in the toss cards are scaffolding, the final
05:17 - 05:18
toss off each task.
05:18 - 05:21
Art looks to create products born from longer periods of
05:21 - 05:24
critical thought, and as such, all the times prior to
05:24 - 05:25
it helps Keppel Ernest.
05:29 - 05:32
Next, I considered how to incorporate principles of design for
05:32 - 05:33
learning into the task cards.
05:34 - 05:37
I included blended learning student agency, student and activity differentiation
05:38 - 05:39
and Magna meta cognitive strategies.
05:41 - 05:42
These principles allowing me to get the most out of
05:42 - 05:44
my learners because I'm able to private more choice and
05:44 - 05:47
contacts in my activities while building on important real world
05:47 - 05:48
lifelong skills.
05:48 - 05:52
These strategies also helped create equality in the classroom as
05:52 - 05:54
I have more time to interact with my learners that
05:54 - 05:55
need scaffolding.
05:55 - 05:57
Wilderness with sufficient scaffolding can move on to the next
05:57 - 06:01
activity. If I'm unable to provide interesting, highly integrated activities
06:01 - 06:03
to my learners, they could become disengaged.
06:04 - 06:05
If this occurs, they could lose out on the added
06:06 - 06:08
value from the activities, and that could lead to poor
06:08 - 06:08
alone outcomes.
06:09 - 06:12
Next, I would like to utilize my peeling next time.
06:12 - 06:14
I would like to utilize my PLN in order to
06:14 - 06:14
produce this activity.
06:15 - 06:17
I feel if I have a wider input from my
06:17 - 06:19
peers, I'm better able to create a more dynamic engaging
06:19 - 06:22
and enough of it innovative lesson in a timely manner.
06:23 - 06:24
This is my reference section.
06:26 - 06:28
My next idea is a reflective general for experiments.
06:30 - 06:33
What is this Until after every experiment experiment learners are
06:33 - 06:36
given 10 minutes to reflect on the experiments They need
06:36 - 06:38
to reflect on what went right, what went wrong and
06:38 - 06:40
how they're going to troubleshoot the issue in the future.
06:41 - 06:44
They will don't participate in intergroup discussion to so solicit
06:44 - 06:45
feedback from their peers.
06:47 - 06:48
How does it incorporate design for learning?
06:49 - 06:51
So the goal of this task is to promote meta
06:51 - 06:53
cognition in science that is important for learners to understand.
06:54 - 06:56
Experiments do not always go as plan.
06:56 - 06:58
They need to think about their approach and critically evaluate
06:59 - 07:00
what went wrong and how to troubleshoot.
07:01 - 07:03
If nothing went wrong, they need to consider how to
07:03 - 07:05
improve the experiment to get a better result.
07:06 - 07:09
This activity is designed to promote scientific methodology through reflective
07:09 - 07:12
practice and to be an impetus for learners thinking about
07:13 - 07:13
their thinking.
07:15 - 07:17
So some of the limitations that you can face with
07:18 - 07:20
this activity is let us take some time to get
07:20 - 07:20
into their routine.
07:21 - 07:26
Lenders could feel shy about sharing yeah, troubleshooting troubleshooting ideas.
07:27 - 07:30
Possible solutions for this include maintained the routine, provide the
07:30 - 07:33
learners for the starting sentence, uh, during the first couple
07:34 - 07:36
attacks, use of many white.
07:36 - 07:43
But to facilitate the group discussion portion, it is important
07:43 - 07:46
to try to discover the early competencies that serve as
07:46 - 07:48
building blocks for subsequent acquisition of knowledge.
07:49 - 07:51
It is important to equip learners toe to be able
07:51 - 07:54
to manage their own learning and learn difficult concepts, difficult
07:55 - 07:55
concepts deeply.
07:56 - 07:58
It is also important to help learners understand what they
07:59 - 08:01
know and what they don't know and what they'd like
08:01 - 08:03
to learn and to help them reflect on your learning
08:04 - 08:06
and to evaluate their work against the continuum that their
08:06 - 08:11
own. These are my three key reasons why I want
08:11 - 08:14
to incorporate medical passion into my learning into my teaching.
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