Active methodologies and digital technologies
In defense of a de-centered pedagogy
DOI:
https://doi.org/10.31686/ijier.vol7.iss3.1156Keywords:
Active learning, Blended learning, Cooperative learning, Educational technology, CT in education, Teaching methods, VideogamesAbstract
The aim of this article is to explore how active methodologies and digital technologies can foster a more active participation of students in their learning process and suggests possible changes in pedagogical practices. Blended learning, conceived in a stricter sense as the mix of face-to-face and online activities, and in a broader sense as the mix of different methodologies and spaces, is considered the future of educational activities. The following methodologies are discussed: flipped classroom, peer instruction, problem-based learning, project-based learning, and game-based learning. Research shows that these methodologies, when adequately combined with information and communication technologies, result in greater motivation and involvement of the students. Although these strategies do not generate improvement in immediate retention of knowledge, more complex skills are developed when compared to traditional education methods, such as: problem solving, the transfer of knowledge to reality, and retention of knowledge in the longer term. The article concludes with a critique of the contemporary discourses that position the student at the center of the teaching and learning process, claiming for a de-centered pedagogy, in which students interact with each other, teachers and other actors, in collaboratively groups where there is no need for a center, or in which each of these actors can alternatively perform a central function.
References
Battro, A. M., Fischer, K. W. (2012). Mind, Brain, and Education in the Digital Era. Mind, Brain, and Education, 6(1), 49-50.
Bender, W. N. (2012). Project-based learning: Differentiating instruction for the 21st century. Corwin Press.
Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International Society for Technology in Education.
Cavalcanti, G. (2013). Is it a Hackerspace, Makerspace, TechShop, or FabLab? Make. Retrived from http://makezine.com/2013/05/22/the-difference-between-hackerspaces-makerspaces-techshops-and-fablabs/
Clark, R. C.; Mayer, R. E. (2011). E-learning and the science of instruction: proven guidelines for consumers and designers of multimedia learning. 3rd Edition, Pfeiffer (Kindle Edition).
Coll, C., & Monereo, C. (Ed.). (2008). Psicología de la educación virtual: aprender y enseñar con las tecnologías de la información y la comunicación. Ediciones Morata.
Crouch, C. H.; Mazur, E. (2001). Peer instruction: ten years of experience and results. American journal of physics, 69(9), 970-977.
Derrida, J. (1989). Structure, sign, and play in the discourse of the human sciences. In D. H. Richter (Ed.), The critical tradition (pp. 878-889). 2nd ed. Boston: Bedford Books.
Diamond, A., Lee; K. (2011). Interventions Shown to Aid Executive Function Development in Children 4 to 12 Years Old. Science, 333(6045), 959-964, 2011.
Educause. (2012). 7 things you should know about... flipped classrooms. Retrieved from http://net.educause.edu/ir/library/pdf/eli7081.pdf
Epstein, J., Noel, J., Finnegan, M., & Watkins, K. (2016). Bacon Brains: video games for teaching the science of addiction. Journal of child & adolescent substance abuse, 25(6), 504-515.
Eskrootchi, R.; Oskrochi, G. (2010). A study of the efficacy of Project-based learning integrated with computer-based simulation – STELLA. Educational Technology & Society, 13(1), 236-245.
Finkelstein, N.; Hanson, T.; Huang, C.; Hirschman, B.; Huang, M. (2010). Effects of problem based economics on high school economics instruction. Final Report. NCEE 2010-4002. National Center for Education Evaluation and Regional Assistance, US Department of Education.
Flipped Learning Network. The Four Pillars of F-L-I-P. (2014). Retrieved from https://flippedlearning.org/wp-content/uploads/2016/07/FLIP_handout_FNL_Web.pdf
Fortugno, N.; Zimmerman, E. (2010). Learning to play to learn: lessons in educational game design. Retrieved from http://www.ericzimmerman.com/texts/learningtoplay.html
Freire, P. (2005). Pedagogy of the oppressed. Translated by Myra Bergman Ramos. 30th anniversary edition. New York: Continuum.
Gee, J. P. (2005). Why video games are good for your soul: pleasure and learning. Melbourne: Common Ground.
Herrero, D., del Castillo, H., Monjelat, N., García-Varela, A. B., Checa, M., & Gómez, P. (2014). Evolution and natural selection: learning by playing and reflecting. Journal of New Approaches in Educational Research, 3(1), 26-33.
Horn, M. B., & Staker, H. (2014). Blended: Using disruptive innovation to improve schools. John Wiley & Sons.
Hsiao, H. (2007). A brief review of digital games and learning. In: Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL'07. The First IEEE International Workshop on. IEEE, 124-129.
Johnson, S. (2006). Everything bad is good for you: how today’s popular culture is actually making us smarter. New York: Riverhead.
Juul, J. (2001). A clash between game and narrative: a thesis on computer games and interactive fiction. Dissertation (Masters). University of Copenhagen.
Kapp, K. M., Blair, L., Mesch, R. (2014). The gamification of learning and instruction: fieldbook. Ideas into practice. San Francisco, CA: Wiley.
Karmiloff-Smith, A. (2015). Toddlers, TV and touchscreens. Nursery World, 21, September issue.
Lage, M. J.; Platt, G. J.; Treglia, M. (2000). Inverting the classroom: a gateway to creating an inclusive learning environment. The Journal of Economic Education, 31(1), 30-43.
Lambert, C. (2012). Twilight of the lecture: the trend toward “active learning” may overthrow the style of teaching that has ruled universities for 600 years. Harvard Magazine, March/April 2012. Retrieved from http://harvardmagazine.com/2012/03/twilight-of-the-lecture
Lehto, O. (2009). The collapse and reconstitution of the cinematic narrative: interactivity vs. immersion in game worlds. In: D. Compagno & P. Coppock (Eds.), Computer games: between text and practice. Rivista on-line dell’Associazione Italiana di Studi Semiotici, Serie speciale, Anno III, 5, 21-28.
Lombardini, C., Lakkala, M., & Muukkonen, H. (2018). The impact of the flipped classroom in a principles of microeconomics course: evidence from a quasi-experiment with two flipped classroom designs. International Review of Economics Education. https://doi.org/10.1016/j.iree.2018.01.003
Mayer, R. (2009). Multimedia Learning. 2nd ed. New York, NY: Cambridge University Press.
Mazur, E. (1999). Peer instruction: A user’s manual. Harlow, Essex: Pearson Education.
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.
Michinov, N., Morice, J., & Ferrières, V. (2015). A step further in Peer Instruction: Using the Stepladder technique to improve learning. Computers & Education, 91, 1-13.
Sart, G. (2014). The effects of the development of metacognition on project-based learning. Procedia-Social and Behavioral Sciences, 152, 131-136.
Shaffer, D. W. (2008). How computer games help children learn. Palgrave Macmillan.
Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E. (2012). Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology, 43(4), 540-560.
Strobel, J., & Van Barneveld, A. (2009). When is PBL more effective? A meta-synthesis of meta-analyses comparing PBL to conventional classrooms. Interdisciplinary Journal of Problem-based Learning, 3(1), 44-58.
Tan, C., Yue, W. G., & Fu, Y. (2017). Effectiveness of flipped classrooms in nursing education: Systematic review and meta-analysis. Chinese Nursing Research, 4(4), 192-200.
Thai, N. T. T., De Wever, B., & Valcke, M. (2017). The impact of a flipped classroom design on learning performance in higher education: Looking for the best “blend” of lectures and guiding questions with feedback. Computers & Education, 107, 113-126.
Thorell, L. B., Lindqvist, S., Bergman, S., Bohlin, N. G., & Klingberg, T. (2009). Training and transfer effects of executive functions in preschool children. Developmental Science, 12(1), 106-113.
Yew, E. H., & Goh, K. (2016). Problem-based learning: an overview of its process and impact on learning. Health Professions Education, 2(2), 75-79.
Downloads
Published
Issue
Section
License
Copyright (c) 2019 Joao Mattar, Daniela Karine Ramos
This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.
Copyrights for articles published in IJIER journals are retained by the authors, with first publication rights granted to the journal. The journal/publisher is not responsible for subsequent uses of the work. It is the author's responsibility to bring an infringement action if so desired by the author for more visit Copyright & License.
How to Cite
Most read articles by the same author(s)
- Joao Mattar, Daniela Ramos, Paradigms and Approaches in Educational Research , International Journal for Innovation Education and Research: Vol. 10 No. 4 (2022): International Journal for Innovation Education and Research
- Gabriel Savonitti, Joao Mattar, Entertainment Games for Teaching English as a Second Language , International Journal for Innovation Education and Research: Vol. 6 No. 2 (2018): International Journal for Innovation Education and Research
- Simone Pletz Ribeiro, Daniela Ramos, Joao Mattar, Digital Games and the Exercise of Attention , International Journal for Innovation Education and Research: Vol. 9 No. 8 (2021): International Journal for Innovation Education and Research
- Tania Filomena Knittel, Joao Mattar, Wanderlucy Angelica Alves Correa Czeszak, Neide Aparecida Arruda de Oliveira, A School Selfie , International Journal for Innovation Education and Research: Vol. 10 No. 8 (2022): International Journal for Innovation Education and Research
- Marilene Santana dos Santos Garcia, Joao Mattar, Some guidelines for a smart and suitable design of applications for the social inclusion of functional illiterates , International Journal for Innovation Education and Research: Vol. 8 No. 11 (2020): International Journal for Innovation Education and Research