COTF promotes student-centred learning in various ways. In COTF, learning takes place anywhere and students take charge of the learning as they seek to explore, discuss and evaluate information on their own to gain knowledge with the aid of technology. Learning has become part and parcel of life and has become more interesting. Below explains how COTF promotes student-centred learning:
1. COTF allows collaborative learning to take place easily and more effectively across space and time. By doing so, students are more likely to engage in collaborative learning and thereby allowing knowledge to be shared among themselves instead of the traditional way where teacher spoon feed the required knowledge to them. They are more likely to take charge of their own learning and “learn more widely”.
COTF allows collaborative learning with remote users. Virtual learning communities are made possible in COTF. Students from different countries can collaborate and learn from each other in projects based on their shared purpose and not artificial distinctions of locations or age. Information sharing can take place through various ways such as emails (which include text, voice and video) and chatrooms. Example: Chatrooms with features such as video or voice conferencing, and sharing of files allow easy discussion of projects that transverse the barriers of time. In addition, the UMPC can actually translate language to allow students speaking different languages to communicate. Students in different countries can actually collaborate in projects and share files eg. mind maps and share and edit easily. Students can then communicate with each other easily and do projects together. Learning takes place globally as they actively interact with people from other countries.
COTF allows collaborative learning to take place easily by enabling them to communicate more efficiently. In the classroom, students sit in their project groups and communicate with other groups through chatrooms. They can actually share file easily and instantaneously and even “draw” on the information they have received. Take for example, they received a webpage on the web showing a map and wish to ask the other group what is a location on the map, they can simply circle it using the digital inking annotation and send back to them. Communication is no longer limited to typing on the keyboard. Students can engage in discussion, feedback to each other as if they are face to face.
2. COTF allows learning to take place anywhere and not limited to the classroom. High connectivity in COTF allows information to be downloaded or uploaded from anywhere. Students can learn at their own desired pace independently instead of following the pace set by the teacher in the classroom.
Learning can takes place in a comfortable informal environment where students are allowed to downloaded information to read and to share. One such example is the café in the COTF. The café not only allows easy access to the internet, it is also designed in such a way that is conducive for information sharing. Students are seated comfortably around a table which contains an in built computer. Students, who have brought along their Ultra mobile PC (UMPC), can place it near the table to connect it with the table computer and the screens on the UMPC will be “pushed” into the in built computer to allow sharing of information with others. Sharing of knowledge is made easy with the help of technology thereby allowing learning to take place easily anywhere.
Wireless connection everywhere allows information to be retrieved anywhere. Students travelling on trains can check their emails and teachers can send email and reminders to students instantaneously to students. This means that teachers and students can communicate, share resources and learn anytime and anyplace irregardless of the distance and time. Another example in the COTF is information on the advertisement can be downloaded onto the UMPC instantly and on the go. Students can review the information when they are free and also use in their projects if applicable. COTF allows students to research and gain knowledge on their own easily and anywhere.
Students are responsible for their own learning and can research more on the topic on their own without the aid of the teacher. For example in the COTF, students can know the field trips and other information relating on the topic they are searching on and will do the booking of the field trips on their own instead of relying on the teachers.
3. COTF allows students to process information more easily and customized according to their individual ability.
User-friendly programs such as Groker are available for students to allow them to learn on their own (or as a group) easily. Groker actually is a search engine that actually allows information to be presented graphically to allow students to actually interpret data more easily and also filters information according to students’ ability. It sets the borders for the students in their research so that students need to spend less time to do the filtering of information. This actually enhances learning and allows learning to takes place easily and quickly. Students can then learn things at their own pace and research on information on any topics besides those featured in their textbooks. Another example takes place in the laboratory in the COTF. Comparison of data collected across the world is allowed by simply scanning your UMPC. It is easy and efficient. Charts and graphs are automatically drawn from all the data collected to allow easy comparison. The process and display of data takes place instantaneously.
4. COTF allows learning to be interesting, fun, interactive in an informal setting. Student develop a lifelong passion in learning as they realize that learning can be fun for them.
Learning occurs as they play games at home. Learning can takes place in the form multi user visual environment of eg. Physics games in the house. The whole class can be invited to the house to play the game together as long as they brought along their UMPC. This can be further extended to other students who are not in the house by connecting it to the internet. Such simulation game allows students to “interact with the computer” and see how their decision will cause an impact. In fact, such simulation game can stimulate the real world context to deepen their understanding. Learning becomes interesting and fun by adding in the game component. Students can learn and interact together while they play.
Even under classroom settings, students can interact with people from any parts of the worlds and this makes lesson more interesting and less formal. Experts or professors from other country can be “invited to the class” as special speakers by video conferencing. Students can easily talk to professors from other countries through video conferencing and tap on remote human resource with the help of technology.
February 6, 2008 at 3:33 am
yoz Suchun!
I do agree with you that the COTF allows learning to be interesting, fun, interactive in an informal setting such as the home. Personally i feel that the multi-user visual environment seems to be unrealistic at this present stage or in the near future. I mean how many students can afford to install such features at home? If that’s the case, is there any way that we can overcome this technical problem and the kids are still able to learn in an informal setting?
February 6, 2008 at 3:33 am
oops i forgot to identify myself.. im aikit..
February 9, 2008 at 6:48 pm
Hi,
Happy Chinese New Year!
I feel that this whole concept of COTF can really make learning a lot more convenient for students. If the students are doing majority of the work, what do you think is the role of a teacher in such a setting? What are some of the challenges that the teacher might face?
Regards,
Huiping
February 14, 2008 at 5:55 am
Hi Suchun,
Would you really call that Physics game a “simulation game that simulates the real world context to deepen their understanding”? Many of your classmates thought the game was an info-recall game. What are your thoughts?
Swee Kin
February 14, 2008 at 1:32 pm
Hi Ai Kit!
I do agree with you that those features at home seems very expensive to the students currently. Currently, teachers can find or decide interactive simulation games to encourage students to play. For example, there is this game call second life. According to the website: “Second Life is a 3D virtual world where users can socialize, connect and create using voice and text chat”. Basically it is a virtual world where you can go to schools, set up business or do anything there. It is fun, interactive and encourage creativity. “Many universities and educational institutions are already using the Second Life Grid, and you can find an updated list of them here.”
Heard that it is rather addictive too so I haven’t try it.
Haha. Other simple simulation game like SimCity are availabe too but it maybe difficult to have multi-players.
Hope this answer your question.
Cheers!
Suchun
P.S: Can find out more about second life from this URL:
http://secondlife.com/whatis/
February 14, 2008 at 1:50 pm
Hi Huiping!
Teachers are still important in the COTF. Technology cannot replace the teachers. Teachers still need to demonstrate and guide students to use the technology. They need to choose the correct technology to help the students. and tailor the etchnology to their needs. For example, in COTF, a guest professor was invited to the lab class. The teacher needs to choose the correct positive and trustworthy person to speak to the students!
Also, teachers need to monitor students using the technology so that they will not be “off track”. As shown in COTF, the teacher can “see” what the students are doing on their computers to monitor them. At anytime, the teachers can lock the computers so that students see ablank screen stating “Please pay attention.”. Actually, currently, teachers can lock the students computers anytime too if they have the software. However, I’m not sure if the teachers can “see” what the students are doing.
Also, the teachers have to ask questions to guide the students in their thinking. Teahcers are basically needed to monitor their learning, asessing their work and giving feedback.
As for challenges, teachers got to be really good with IT!Teachers need to be consistently update with the latest technology and know about the available software that can best effectively aid the students in their learning.
Cheers!
Suchun
February 21, 2008 at 3:07 pm
Hi Swee Kin,
In my opinion, the Physics game is a war game involving projectile motion. I wasn’t aware that there is an info-recall element incorporated into the game.
Cheers,
Suchun
March 19, 2008 at 5:02 pm
Hi Suchun,
Perhaps I was not clear enough. What I meant was as students gain access to so much information, they are no longer restricted to textbook knowledge. Of course, a teacher must always try to keep up with the technology, but in actual fact, this is very difficult to achieve. My main concern is that when students have difficulties analyzing the information that they have found, will we, as the teachers, have enough content knowledge to deal with that? Must we direct students to different experts all the time when this happens? What do you think about that?
Regards,
Huiping
March 23, 2008 at 3:02 pm
Hi Huiping, so sorry I didn’t get your idea for the first time. What you bring up is true. I agree wth you that in COTF, teachers may not have enough content knowledge to help the students. Tecahers cannot know everything. In COTF, information is everywhere. Teachers will have to learn along with the students and have to put in more effort in researching on ideas which she do not know in order to help the students . Our main role in classroom of the future is to guide the students to find the knowledgeand not really to provide the knowledge. We need to show them the source of the information. In this case, all these experts are simply another source of information just like the information on the worldwide web. Hope that I answer your question this time. Haha.
March 27, 2008 at 3:25 pm
Hi Suchun,
Thank you for answering my question. You are right in saying that we are there to guide our students. However, with so much information on the world wide web, how can we make sure that students won’t take this for granted and become lazy to think on their own? It is so easy to cut and paste without much thought put in. With so much available resources, it is very easy to hand in nice reports without understanding. I feel that process is more important than results. So how can we check the process part and make sure that students really understand what they are doing?
Regards,
Huiping
April 2, 2008 at 3:51 pm
Hi Huiping,
I guess we cannot really monitor the process directly. Rather, we can set the project questions that touch on the why and how questions and promote higher ordered-thinking skills. Questions have to be drafted carefully such that students cannot really copy the entire chunk from the worldwde web and hand in as their assignment. Even if they copy from various sources, they still got to spend time to read, analyse and determine what information that want to out into the report. Get them to present their ideas to ensure that they really know what they were doing. And maybe emphasize on the part on creativity as even if the worldwide web has full of resources, students can always use their creativity to value-add other people’s ideas. I guess unltimately a lot of things still bring down to the big word “facilitation”. Haha.