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Learning
traditional pedagogy. Memorization is a common way we learn. We are encouraged to use flash
cards, rewrite definitions, and quickly learn large amounts of information, which we demonstrate
by our performance on exams. Too often, this promotes a instructors promote strategies foster
learning environments in which students are passive recipients of knowledge. The goal of higher
education, rather, should be to promote active learning in which students apply their knowledge
and think critically. Active learning This can be achieved through the collaboration of students
and instructors, which stimulates thoughtful discussion. The use of technology, such as
interactive, computer-based applications, can effectively promote collaboration, and hence active
Collaborative learning can be achieved attained through blended learning models, which
include a combination of online and face-to-face instruction. Some blended learning models,
example, students access lectures online instead of in class. Pei-Ying Chen and Gwo-Jen Hwang
are educational researchers who identify that traditional flipped classrooms rely more on
make learning passive rather than active. On the other hand, the “Instant Response System
(Hwang and Chen). It uses technology to “enhance students’ interactivity and collaboration
during the learning process,” as opposed to technology that is used as a substitute for
interpersonal interaction (Hwang and Chen). Learning through solitary online programs is a
technological approach to individual learning that limits discussion. The issue-quest approach,
by contrast, improves students’ verbal engagement in a flipped classroom setting. After watching
content at home, students answer online quiz questions. Then, they engage in player vs. player
competition because “social competition is a positive behavior” and can stimulate learning
(Hwang and Chen). Next, students “formed groups and engaged in peer discussion and group
collaboration to find the correct information and answers” (Hwang and Chen). Students who
learned using the issue-quest flipped classroom were more engaged than those who learned in a
investment in digital technologies, which includey; these technologies include online art and
design programs, digital game design, social media, and other forms of online communication
such as online forums. Media that Because this media is engaging and provides opportunities for
TBAL, or technology based active learning, is another blended learning model used to
promote collaboration in the classroom. Clickers are one example of TBAL. In their research,
Neri Bloomfield School professors Yaron and Ruth Ghilay analyze the effectiveness of clickers,
which function to engage students, gauge understanding, and provide feedback to students.
While a few outgoing students may actively participate in a traditional lecture, clickers aim to
increase participation and facilitate “collaboration and teamwork” (Ghilay). Another illustration
of TBAL is Moodle, which is an online teaching aid. Moodle encourages students to share ideas
in online forums and take online quizzes. Instructors must use Moodle as a platform for
collaboration; students should verbalize their ideas in addition to sharing them online. According
to Ghilay, Moodle “functions as a perfect clicker, better than what existed in the previous
generation,” because the website can be updated to respond to the new demands of teachers and
students. TBAL’s success was measured by a study conducted at the Neri Bloomfield School of
Design and Education. The study involved a course using TBAL with fourth-year business
management students in 2013-2014 and 2014-2015. At the culmination of the course, students
evaluated TBAL by responding to a survey. The majority of students reported that “learning
through technology is better than passive learning and listening to a lecturer” (Ghilay). They also
said that “the use of technology allows the creation of cooperation among students and
teamwork,” and “the use of technology allows all students to participate and express themselves”
(Ghilay). The findings of TBAL suggest that teaching without technology may be inadequate for
student engagement. Traditional instruction is accepted by students who have not been exposed
to learning with technology, but when students experience multimedia in the classroom, it is the
TBAL and the issue-quest flipped classroom are effective because they adhere to the
definition of “connectivism.” Connectivism was studied by Trevor Male and Fayiz Aldhafeeri in
their research at Kuwait University. It defines learning as “a continual process which occurs in
different settings and allows teachers to shift focus from their textbooks and presentation to the
actual student” (Male and Aldhafeeri). Furthermore, it is a transition “from passive acquisition of
someone else’s ideas to active learning experiences that empower people to inquire, critique,
collaborate, problem solve, and create understanding” (Male and Aldhafeeri). Just as the
issue-quest flipped classroom gave students opportunities to share what they learned, programs
like Powerpoint and Prezi facilitate collaborative learning by encouraging students to work as a
team. Because multimedia fuels collaboration, it can prepare students for the workforce, “where
problem solving and creativity are the products of collaboration rather than independent
Minecraft, a creative video game that allows gamers to interact with each other, applies
connectivism by encouraging teamwork. The game’s social component can be applied to the
realm of education, where collaboration has been found to improve learning outcomes. Dodie
Niemeyer , author of “Maker Culture and Minecraft: Implications for the Future of Learning”
states that, “social connection is essential because learning is more meaningful when it is part of
a person’s valued social relationships and shared practices, culture, and identity” (Niemeyer).
between gamers. For instance, This was demonstrated by a study in which the behavior of
Minecraft players was observed on YouTube: . It showed that “within each YouTube video
discussion board, viewers and the creator of the video engaged in lengthy dialogue and debate
about the content and creation of the video...As evidenced through the comments on discussion
boards, viewers were seeking to learn more about the game or to learn new ways of doing
gamers are intrinsically motivated to discuss, think critically, and engage (Niemeyer). Moreover,
it embodies a “maker culture” that “focuses on using and learning practical skills and then
applying them creatively to different situations” (Niemeyer). This maker culture was observed
by David Pogue of CNN News through his visit to a digital media class that uses Minecraft at
William Annin Middle School in Basking Ridge, New Jersey. According to digital media teacher
Steve Isaacs, his purpose for using Minecraft is “to create a choice-based, game studio-inspired
learning space that empowers students to take ownership of their learning while discovering and
pursuing their passions” (Isaacs). In Isaac’s interview with Pogue, the teacher stated that, “we are
taking kids in an environment they love. They love games--now they are making their own
games” (CBS News). For instance, seventh graders are using Minecraft for game design and
digital storytelling. According to one student, “Our main project for the cycle was to make a
game using either Minecraft or Gamestar Mechanic, and the game had to based off a fairytale,
folktale, or fable. The group that I was in made a game based off the fairytale The Three Little
Pigs. In our game, you have to go through certain obstacles to move from the sand house, to the
wood house, to the brick house. We even have a parkour! At the end of the game, the goal is to
get to the final brick hut where you are safe from Creepers and Big Bad Wolves!” (qtb. Isaacs).
According to Pogue, “Steve Isaacs says that Minecraft has done more than teach his students the
basics of computer coding” (CBS News). Rather, through his class, the New Jersey middle
school teacher achieved collaboration among students and fostered creative skills. Hence, it
provides a model for learning that can be adopted by teachers who want to use technology in
their lessons. Minecraft is one example of connected learning; Although unconventional, in
education would departs from traditional pedagogical practices, . But th it could better equip
students for the future, since “connected learning seeks to bridge the gap between the skills
needed to be competitive in the workforce and the way schools are teaching that is leading to
disengaged and alienated students who see little purpose in their education. Connected learning
is “a new vision of learning that is social, hands-on, active, networked, and personal”
(Niemeyer). This vision can be realized even by teachers who do not directly involve Minecraft
in their lessons; these instructors may opt to create original material using Minecraft as a
template. Yet, teachers can be confident that using Minecraft as a learning tool will directly
benefit students. In the classroom, the program retains its creative identity while becoming even
more collaborative than when it is used at home, since users can communicate in person rather
than online. Moreover, while Minecraft enthusiasts master the game by viewing instructional
video content and listening to audio, students who use Minecraft benefit from the guidance of an
instructor. learn new gaming strategies from an instructor. This application of Minecraft
demonstrates that collaboration n, is paramount, not only between both fellow students, but and
While students collaborate to exchange ideas, teachers “provide cohesion between the
information imparted and the experiences students engage with” (Gallou). Eirini Gallou, a
professor at the University College London (UCL), researched the opportunities provided to
students by technology, such as interactive learning. She concluded that these opportunities are
realized when instructors embrace their new roles in educating students; their role is to
encourage students to take possession of their learning by providing them with the right
knowledge and resources. Because students are “digital natives,” and using technology allows
them to play more active roles in their education, rather than being passive recipients of
knowledge. Hence, a partnership must develops between students and teachers. Teachers who
embrace technology are not marginalized; The shift to technology does not marginalize teachers’
role in the classroom; rather, their jobs take on an essential new meaning. “The element that
needs to be emphasised is the passion of the tutor when encouraging her students to experiment
with technological means and be creative in the classroom” (Gallou). If a teacher fails to
passionately encourage the use of digital technology, it could be misused; the teacher’s role in
utilizing technology is essential because is important because “both the power and weakness of
technology lies in the way it is used” (Gallou). Teachers who recognize the value of
collaboration enhance their students’ experience with technology. Through this initial
“technology-based learning activities could act as a unifying platform for dealing with
differences between professors and students, enhancing not only learning, but also
and students; teachers need to be willing and equipped to participate in this conversation so that
Digital technology can be more engaging than traditional teaching methods. Therefore,
teachers who fail to adopt multimedia risk being less engaging. In neglecting the existence of
technology, teachers also assume an implicit cost: students will use their smartphones for
Student Distraction” reveals that students use technology to access personal content during class.
One survey showed that 80% of students “agreed that using a mobile phone in class decreases
their ability to pay attention,” yet 92% of college students still text in class (Harvard). But the
temptation of using technology for personal reasons can be reduced if a teacher chooses to
embrace the habits of “digital natives” by implementing technology in the classroom.The study
of clickers verifies that they are effective learning tools; in addition, programs like “Poll
(Harvard). Participation could simply be “students turning and talking to each other regarding a
prompt” (Harvard). Educators must be careful to facilitate participation that is engaging. Rather
than allowing responses to be submitted through email or text, which could admittedly “help
students who might be fearful of social interaction with a stranger,” digital technology should
spark face-to-face discussion (Harvard). Even if it makes them uncomfortable, students will
Similar conclusions were made by Research conducted by professors Rosser, Looney,
and Schneider of Black Hills State University regarding further supports the use of value of
digital technology in the classroom. They found that, because today’s students are digital natives,
while technology can be misused by students, it is also a technology can be an effective way to
teach. is an effective learning tool that caters to a generation of tech-savvy students. According
to the professors, “as society has morphed...so have the ways that students learn best” (Rosser,
Looney, and Schneider). For instance, “US-based education research on assessment of the mid to
late 20th century proved that some students were trending with more successful learning
collaboration with their teachers and community members” (Rosser, Looney, and Schneider).
Therefore, schools that do not utilize technology should revise their budgets and curriculum to
allow for digital technology. Schools that already invest in multimedia should continue their
study, the researchers’ focused on the impact of social media on learning. Lessons utilized
different digital-social media tools such as Youtube, Twitter, Facebook, and LinkedIn. The
results showed that sometimes, these technologies enhanced learning and engagement. For
instance, meaningful discussions emulated from a program called ArtStack, a social network for
collecting art. While students were too polite to critique their peer’s artwork on Facebook,
ArtStack was more effective, because “the instructor shifted the focus [away from criticism] and
used ArtStack as a way for students to select images and establish their individual aesthetic
sensibilities. The artistic choices could then become sources of discussion more than of
criticism” (Rosser, Looney, and Schneider). In another assignment, “the instructor spoke of the
enhanced work produced from students using Youtube for source material, as compared to prior
classes that used strictly print sources” (Rosser, Looney, and Schneider). In the study, the
instructor’s level of digital literacy determined the students’ ability to use technology effectively.
Sometimes the instructor altered his assignments in response to students’ feedback, such as in the
shift from Facebook to ArtStack. Other times, technology was not as effective because students
were confused by the depth of the online programs, and their confusion his prevented them from
completing assignments. For instance, “in the English/Remedial Writing class, a student began
his project intending to illustrate various styles of guitar playing. However, in the richness of
organizational structure and meet assigned deadlines, and did not finish” (Rosser, Looney, and
Schneider). Therefore, it is clear that the instructor plays a vital role in facilitating the effective
use of digital technology. As noted by the researchers at Black Hills State University, “the
instructors agreed they needed to be significantly fluent and confident in the operation of the
software in order for the lesson to be delivered to the point of being able to be fairly measured”
This observation is supported by experts within the field of educational technology. Julio
professors of the Center for Innovation in Education at the University of Technology in Chile,
wrote an article entitled “Technical and Didactic Knowledge of the Moodle LMS in Higher
Education: Beyond Functional Use”. They write that “the use of Moodle in the context of
teaching and learning depends critically on teachers having knowledge of the tools, their being
aware of how they should be used and their being able to organise the entire communication
process. Instructors become a key cog as they are responsible for creating content, planning
didactic activities and adopting different technological tools” (Cabero-Almenara, Arancibia, and
Del Prete). When a teacher learns how to use technology, he can impart this knowledge to
students, making digital media an even more powerful learning tool. Therefore, not only should
we instill the importance of technology in teachers, but we should train them to use multimedia.
Many instructors began teaching long before the advent of computer technology. Some
may view digital technology as negative because they observe students being distracted by their
smartphones in class. Others may feel inadequate in their abilities to apply digital technology.
Therefore, the distraction of digital technology and a A lack of media training among teachers
could result in decreased confidence to causes a hesitancy to implement technology in schools.
While it is natural for teachers to feel uncomfortable using technology in which they are not well
versed, they must overcome this barrier by advocating for digital literacy training. Research has
found that, when teachers are trained properly in the use of digital technology, it can be more
implementing technology, teachers not only develop enriched relationships with their students,
but they enable their students to develop relationships with each other. Through collaboration,
students challenge one another to think deeply about the subject material. Clearly, a teacher’s
can then be embraced by students, giving them the collaborative skills needed for future success.
Work Cited
Chen, Pei-Ying and Gwo-Jen Hwang. “An IRS-facilitated Collective Issue-quest Approach to
Flipped Classrooms.” British Journal of Educational Technology, vol. 50, no. 4, July
2019, pp. 1996–2013. EBSCOhost, doi:10.1111/bjet.12690.
Ghilay, Yaron and Ruth Ghilay. “TBAL: Technology-Based Active Learning in Higher
Education.” Journal of Education and Learning, vol. 4, no. 4, Jan. 2015, pp. 10–18.
EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1076407&site=ehost-live
Caton-Rosser, Mary, et al. “The Need for Assessment: The Double-Edged Sword of Online
search.ebscohost.com/login.aspx?direct=true&db=eue&AN=108567922&site=ehost-live.
Aldhafeeri, Fayiz and Trevor Male. “Investigating the Learning Challenges Presented by Digital
Information Technologies, vol. 21, no. 6, Nov. 2016, pp. 1509–1519. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1111510&site=ehost-live
Gallou, Eirini and Peter Abrahams. “Creating Space for Active Learning: (Opportunities from)
Niemeyer, Dodie J. and Hannah R. Gerber. “Maker Culture and Minecraft : Implications for the
Future of Learning.” Educational Media International, vol. 52, no. 3, Sept. 2015, pp.
bokcenter.harvard.edu/technology-and-student-distraction.
Cabero-Almenara, Julio1, cabero@us. e., et al. “Technical and Didactic Knowledge of the
Moodle LMS in Higher Education. Beyond Functional Use.” Journal of New Approaches
doi:10.7821/naer.2019.1.327.
https://www.cbsnews.com/video/minecraft-a-virtual-blockbuster/ y pause
Isaacs, Steve. Game Design and Digital Storytelling. Powerpoint notes. 2019, November.
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