COGNITIVE NEUROSCIENCE IN EDUCATION

Cognitive Neuroscience in Education can be described as the intersection of cognitive neuroscience, psychology, and educational research. From a methodological viewpoint, cognitive neuroscience can be applied to certain kinds of educational research because it presents a toolbox to study specific types of educational research topics. Promising applications of cognitive neuroscience in educational research include understanding the origins of atypical development, understanding the biological processes involved in learning school-relevant skills, predicting educational outcomes, making predictions that can be tested in educational research, and implementing biological interventions.

Source: De Smedt, B.  Applications of Cognitive Neuroscience in Educational Research. Oxford Research Encyclopedia of Education. Retrieved 21 Jun. 2021

DISRUPTIVE PEDAGOGY

Disruptive pedagogy is the introduction of new methods, activities, and concepts into existing educational settings. Disruptive pedagogy as a discipline aims to explore the different stages in preparation and introduction of change in the education context. 

Source: Dr. George Kalmpourtzis: Introduction to Education and Disruptive Pedagogy. MSc SmartEdTech program. Université Côte d’Azur. Nice, France.

Resources

INNOVATION and CO-CREATION

Innovation and co-creation go hand in hand in educational technology. Innovation involves the introduction and production of new ideas in technological advances in EdTech. While co-creation is the collective effort of students or teams to bring their innovative ideas to fruition in a project. In business, co-creation is about the process of product and service design where the contributions of both designers and consumers play a central role in the project.

Types of Co-creation.

  1. Collaborating: open contribution, customer-led selection
  2. Tinkering: open contribution, firm-led selection
  3. Co-designing: fixed contribution, customer-led selection
  4. Submitting: fixed contribution, firm-led selection

Source: Wikipedia

    








EDUCATIONAL INFORMATICS

Education Informatics is a subfield of computer science. It focuses on computer applications, systems, and networks that support educational research and delivery. Educational informatics is based on information science, computer science, and education, but is particularly concerned with the intersection of these broad fields. Note that it is distinct from Informatics Education, a term that refers to the practice of teaching/learning about computer science rather than the use of information science and technology to support teaching and learning.

Source: Wikipedia

DIGITAL CULTURE AND ETHICS

Digital culture is a new kind of culture in human civilization in which lifestyles and habits are changed or created by the innovations of digital technology. Digital culture is concerned with how societies embrace the age of digital technology and how we adapt to the rise technology that now occupies more space in our daily lives. The disciplinary aspect of digital culture looks at the evolving dynamics of information technology and how it creates new forms of culture.

Digital ethics, on the other hand, is the discipline that looks at the ways in which technology is shaping and will shape our socio-political and moral existence. Digital ethics examines how the advent of digital technology has affected our lives and how to deal with the moral issues that have arisen since the advent of information technology into our ever

GAME BASED LEARNING

Game-based learning (GBL) is a type of game that has defined learning outcomes. In general, game-based learning is designed to balance learning with play and the player’s ability to retain and apply the learning to the real world. Children tend to spend hours playing hide and seek, learning the steps of digital games such as chess, and engaging in creative play. Therefore, it can be said that playing and learning are synonymous and lead to cognitive and emotional development within a social and cultural context.

Source: Wikipedia


At a simple level, game-based learning can be defined as “learning facilitated by the use of a game.” This can be at any academic level, from preschool to lifelong learning, from simple memorization and recall to high-level learning outcomes such as assessment or creativity.

Source – Whitton N. (2012) Games-Based Learning. In: Seel N.M. (eds) Encyclopedia of the Sciences of Learning. Springer, Boston, MA.

Gamification

Serious Games

EDUCATIONAL ROBOTICS

Educational robotics refers to a range of approaches to design activities for teaching digital science. Based on the use of robots as tools, it facilitates the understanding of these concepts by making lessons more engaging and motivating. Unlike the world of screens, this tangible tool allows concrete activities to address sometimes abstract concepts and has proven to be an excellent context to introduce artificial intelligence and digital science to a wider audience.

Source – National Institute for Research in Digital Science and Technology (Inria)

According to Wikipedia, educational robotics is the design, analysis, application, and operation of robots. Robots include articulated robots, mobile robots, or autonomous vehicles. Educational robotics can be taught from elementary school through graduate programs. Robotics can also be used to motivate and facilitate the teaching of other, often basic, subjects such as computer programming, artificial intelligence, or engineering design.

Source – Wikipedia

ROBOTICS RESOURCES

MAKER EDUCATION

Maker education is an approach to problem- and project-based learning that relies on hands-on, often collaborative, learning experiences as a method for solving authentic problems. The term was coined by Dale Dougherty, the founder and CEO of Maker Media. MakerEd is closely related to STEM learning. People who participate in the Maker movement often refer to themselves as “makers” and develop their projects in makerspaces or development studios that emphasize prototyping and reusing found objects in the service of creating new inventions or innovations.

Culturally, makerspaces, both inside and outside of schools, are associated with collaboration and the free flow of ideas. In schools, Maker Education emphasizes the importance of learner-driven experiences, interdisciplinary learning, peer-to-peer instruction, iteration, and the idea of “failing forward,” or the idea that error-based learning is critical to the learning process and the ultimate success of a project.

Source: Wikipedia

Visit the MakerEd.org HERE 

MAKER ED RESOURCES

A Sample of a MakerEd Science Poster. Design Credit: Ese Emmanuel