Conclusion
I offered reflections on technology-enhanced learning throughout my digital collection entries. For example, in the section on MS
Word and supervision, I introduce the discourse around the use of
technology as being either a neutral tool (deterministic position) or
instrumental, where we as actors have choices in how we use the technology
(instrumental position). I further point to the fact that a dualistic
perspective is too narrow to discuss our use of technology in learning and that
terminology and use need to be constantly critically reviewed. This critical
stance is especially important with the rise of AI technology, such as ChatGPT, which can potentially
be a paradigm shift in how we engage with the written word and knowledge.
In my
section on MS teams, I reviewed the benefits and drawbacks of in-person
and online educational encounters. I feel in congruence with Fovet 2023’s
observations on learners not yet reaching for the full potential of online
tools to challenge traditional ways of learning and to engage with critical
pedagogy. At the same time, I can see how online environments can offer additional
functionalities in comparison to in-person learning. These functionalities support
accessibility options for learners with different needs, content can be
recorded (e.g. Panopto) and reviewed by students at later points, which
supports the concept of scaffolding. The use of visuals in the
online environment can convey ‘inclusive’ messages subtly, and this can nurture
a safe learning environment, which promotes a sense of belonging, thus improving
the learning experience. Furthermore, the online learning environment allows
students with options to present themselves such as using pictures or messages,
which are forms of expressing their identities.
In my section on Moodle, I reflect
on the importance of good interface design to make the use of the software easier
but also more enjoyable. I offer a ‘hot tip’ from my colleague on how to capture
students' attention and to visit Moodle. I further describe how I would like to
use Moodle’s features more to create a sense of 'a learning community'.
In the
Padlet section, I refer to Hughes, Thomas & Scharber (2006)’s RAT model,
which considers technology to be replicating, amplifying or transforming pedagogical
practices.
I consider Padlet to be a transformational
pedagogical practice as it allows collaboration on an equity level (all
participants are equal to contribute) synchronously and asynchronously from
anywhere in the world as long there is digital connectivity.
Pro-social games are games that encourage positive behaviour.
Although I was not able to get all students to engage with the game during the
lecture, I invited Prof Priti Chopra, who was responsible with a wider team for
the development of the pro-social game Danielle to speak about it. In my reflection
in this section, I point to the issue that digital games are usually not considered as
a learning experience in HEI. However, I advocate that it can be a
transformative learning experience and could be combined with critical pedagogy
when embedded with further reflective learning activities. I would
like to do the latter in the future with BA Digital Game Design Students.
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