Specialist Writeup Digital Resources for Learning

Why?

  1. SSes to build up its unique characteristic body of expertise, esp. in the areas of technologies for education, learning sciences and technologies etc.;
    Deep expertise of the use of tech beyond subject domains, familiarity of related research, knowledge and applications in edtech are expected of us;
    Trials to apply certain new technologies are necessary to build the required expertise, while meeting the needs and demands of schools (to emphasise we need to look more like a start-up rather than an academic institution);
    Calibration between organisational needs and our own interests is required;
    SSTRF projects should be related to the focus areas of Division;
    A sliver of our work (10-20%) could be on more emerging and “blue-sky” technologies.

What?

  1. Revamping of mp4
  2. Digital Resources for Learning
  3. e-Assessments
  4. e-Pedagogies
  5. Learning Analytics
  6. Making/ Playing
  7. 1:1 PLDs

Digital Resources for Learning

Why this area?

Learning problems in education could stem from a lack of concrete and personal experiences with scientific or mathematical concepts. Therefore, the use of simulations is a well established technique for practice and gaining experience that can be applied to many different disciplines such as the military,  aviation and of course education. We argue that simulations when used appropriately can complement existing concrete hands-on learning experiences and experiments that are dangerous or near impossible, such as bringing students to outer-space to 'see' the Moon and Earth etc.
Thus, we claim that simulation can provide valuable learning experiences, especially relevant to the Singapore Student Learning Space.
In today’s context, it is increasingly common to see students owning smart devices. Likewise, our HTML5 simulations are also able to run on these smart devices in addition to normal computers. The One Portal All Learners (OPAL) resource library also used outdated web-based technology such as Flash and Java, incompatible with these smart devices. Lastly, even on the internet, many useful interactive resources are also not localised to our national curriculum. Thus, we believe this area is a fertile but "high laying fruit" that Senior Specialists can provide technical and thought leadership.

What knowledge to capture/ document/ create?

We proposed a Do-It-Yourself approach (with interns/research assistants) to design and develop open-source Science and Mathematics simulations, virtual laboratories and interactive resources, harnessing the collective wisdom of professors in the Open Source Physics community.
The tool selected to create simulation is Easy Java/Javascript Simulations as anyone can freely access, adapt and distribute the simulations, licensed creative commons Attribution-NonCommercial-ShareAlike.
Realising the vision of “Quality Learning in the Hands of Every Learner - Empowered with Technology”, an existing digital library of simulation is already serving Singapore students and teachers since 2012 through this open URL. To add creditability, this MOE work has been conferred the following international and MOE awards and Senior Specialist Track Research Fund SSTRF grants.

  1. UNESCO King Hamad Bin Isa Al-Khalifa Prize 2015-16 for the Use of ICTs in Education
  2. Innergy Award Gold, 2017Innovative DC Motor Demonstration Kit Set: A CoRe Approach
  3. Innergy Award Gold, 2016, Open Source Physics at Singapore
  4. Innergy Award Gold, 2012, Gravity Physics by Inquiry
  5. SSTRF-ETD 2017_03 Explore-Useful Learning Math Apps
  6. SSTRF-ETD 2012_01 Gravity Physics by Inquiry

Who can use this knowledge?

Every Science and Mathematics students and teachers can use, adapt, copy and distribute our simulations.

PPT 2 slides page 14


Why is this important?

Digital resources compliments physical resources to provide individualised learning experiences. Technological advances have made possible the creation of a wide variety of digital learning resources (e.g., interactive video, AR and 360° VR video and simulation) to further enhance learners’ experience and engage them in quality learning.

Who is on the team?
Hong Lim, Aileen, Lawrence and Mashor


page 15

What do we hope to achieve?

The team proposes to develop MOE relevant digital resources design thinking principles, substantiated in the form of a ‘living’ digital library:
Prototype quality digital resources that harness relevant educational technologies for encourage self directed exploration and ignite joy of learning, to achieve desirable learning outcomes

The team will share insights and findings with interested project teams in MOE divisions and schools where appropriate.
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