Optimising the Impact of ETD Senior Specialists

Optimizing the Impact of ETD Senior Specialists

  1. Digital resources 
    1. complement physical resources to provide individualized 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.
    2. The team proposes to harness relevant technologies to prototype and develop digital resources that encourage self-directed exploration, ignite joy of learning and achieve desired learning outcomes. The deliverables might take the forms of:
    3. Principles and guidelines on the design and development of digital learning resources “Living” digital library 
    4. The team will share insights and findings with interested project teams in MOE divisions and schools where appropriate.
  2. Unstructured Play
    1. The world is changing rapidly due to technological advances and globalization. Thus, it is important for our students to be equipped with the skills and mindset to create and innovate. According to Wagner (2012), the ability to create and innovate often starts with unstructured play. 
    2. The team proposes to study and develop a set of principles or guidelines and recommendations for HQ divisions and schools in the following areas: 
    3. Unstructured play outside the formal academic curriculum, specifically in the form of making (including digital making) in Makerspaces, to allow the student to develop intrinsic motivation as they progress along the development arc of unstructured play, passion, and purpose; and 
    4. Self-directed exploration within the curriculum to increase students’ choice and agency with the view of raising intrinsic motivation.
  3. Design of Learning Spaces
    1. Technological advances have introduced new possibilities for learning and teaching, with tools such as sensors, analytics, and AI. To realize the transformative potential of technology, there is a need to clarify how technology, learning spaces and learning interactions impact learning experiences and outcomes. 
    2. The team proposes to study and develop a set of research-informed guidelines through the following:
    3. Clarify what constitutes learning spaces & identify possible spaces for learning e.g. physical classroom, digital learning environments
    4. Study how elements in the learning space interact with each other and with the student to bring about positive learning outcomes 
    5. Conduct a literature scan on future learning spaces and the technology trends that might shape future learning spaces
    6. The team will share insights and findings with COTF and other interested project teams in MOE divisions where appropriate.
  1. Framework for Optimising Impact of SSs as Experts in their Domains of Expertise
  • Research & Reflect (Identify problems and anticipate opportunities)
  • Dream & Co-Create (Ideate and co-create solutions with key stakeholders)
  • Do, Evaluate & Improve (Trial, implement and refine for improvement)
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