Student Centered Learning
Student Centered Learning
The student learning experience and measurability of course learning outcomes are often influenced by practical instructional design practices, but student centered learning always begins with the teacher. Student centered learning is based on several actions.
First, students should always be allowed to share in decision making. Placing students at the center of their own learning requires their collaboration. They need a voice in why, what, and how learning experiences take shape. Student centered learning must include explicit skill instruction Learner-centered teachers teach students how to think, solve problems evaluate evidence, analyze arguments, generate hypotheses all those learning skills essential to mastering material in the discipline. They do not assume that students pick up these skills on their own, automatically. Students need to be aware of themselves as learners and to make learning skills something students want to develop. The biggest contribution and development of student centered learning has been technology. In addition, open source and shareware technology tools allow learners an endless ability to demonstrate their knowledge and understanding of learning. Implementing learning elements like videos are one of the most effective ways to successfully create a vibrant learning environment. However, instructional designers must be cognizant the length of videos to ensure the message maintains an identified perspective while delighting the view pleasures of others. Student centered learning models have continued to replace commonly used passive learning practices. While passive learning continues to demonstrate effective opportunities like the consumption of large quantities of information and promoting a more and relaxed learning environment; it does not require consistent use of higher-level cognitive skills while quickly losing learner appeal. Instructional designers need to maintain a student first perspective in learning development to increase critical thinking, increase their autonomy, and stimulate their desire to try new approaches to learning.
From Video script
From https://learning.edx.org/course/course-v1:USMx+LDT100x+3T2021/block-v1:USMx+LDT100x+3T2021+type@sequential+block@1bab908e5ace43969c6bc499d8e06783/block-v1:USMx+LDT100x+3T2021+type@vertical+block@5ff88a067dd14433bae8943f671a7237
Students learn to cook Thai food by doing.
Review Learning-Theories.com succinct overview of gamification. Click here to read the overview.
A blogger for TopHat.com has suggested four-plus ways to bring gamification to the classroom. Click here to read the blog post.
In 2013, Wendy Hsin-Yuan Huang and Dilip Soman published a nearly-thirty-page "Practitioner's Guide to Gamification of Education" for the Rotman School of Management. Click here to access the guide.
In 2013, Edward R. O'Neill proposed thinking about the way sports and games are structured similarly to learning experiences. Click here to access the article.
Extrinsic motivation is some kind of external reward: it could be money or praise or a candy bar.
Intrinsic motivation refers to the personal concerns and interests which draw us to, say, an activity.
From https://learning.edx.org/course/course-v1:USMx+LDT100x+3T2021/block-v1:USMx+LDT100x+3T2021+type@sequential+block@3e292026e16440bb8099091dbcfaab03/block-v1:USMx+LDT100x+3T2021+type@vertical+block@4f066b4122194bc0ac901876fd9c3d1d