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Reaction Paper 604
Reaction Paper 604
BOLOS JR
Course: Doctor of Philosophy in Educational Leadership
Subject: PHDEL 604
Professor: Rex Linao, PhD
According to the article published entitled Edtech and Covid 19: Digital Trends
Changing the Educational Sector in 2021, coronavirus lockdown caved the way of
new technologies to greatly impacted the educational system. It reshaped education
from traditional way of learning into the new trends that mostly remote and required
less personal interaction among learners and teachers.
The different digital trend that was presented, in my opinion, was already
present and used by some people years ago but it was not given emphasis and just
being used as option in some cases of solving teaching and learning conflicts such
as home schooling for the son of a prosecutor whose life is in danger due to his
father’s profession. Until Corona Virus 19 was discovered affecting millions of people
around the world that makes this digital trends a must to continue the learning of
people in the midst of pandemic.
As what I have read in the article entitled pros and Cons in using Video in
eLearning, video assisted learning is expensive; time consuming to script, record
and edit; low quality video is more distracting than useful; use more bandwidth and
takes longer to load; logistics in scheduling the recording, editing and resources
needed and video storage is difficult because some media platform has specification
on video that may be uploaded to be shared to the learners.
I do agree with the author about video assisted learning that it provides a long
lasting learning materials as long as it is properly stored and shared. Even if the
original copy will be corrupted, you may find another copy if it is stored in different
platforms like google drive, vivo cloud app or youtube app.
I usually send my important files like video learning materials on messenger
addressed to myself because whenever I need to see it or download it on another
computers or cellphones, I just open the messenger on the browser and download
videos I send to myself. I am also using google drive to store my files.
But only few of our learners have cellphones and gadgets that could store and
view videos to help their learnings. This is the reason why even this digital trend is
very helpful and as much as we would like to; it could not be widely used in our
school.
Covid-19 made a drastic change not only to our daily living but also in terms
of education. We are introduced to many online platforms to make education
possible despite not having face-to-face interaction. These platforms are useful not
only to the students but also to the teachers. Teachers are trained on how to use
these before the classes starts to equip themselves to the new normal. Using of
these online platforms enhanced our knowledge on technologies. We are now able
to reach out our students without meeting them face-to-face.
Google classroom and Zoom are two of the common online classroom used
by the students and also by the teachers in teaching. Both applications are easy to
use. The teachers and students can easily access to the given link. It also welcomes
a large number of participants which is convenient to a teacher with many students.
The links should be sent to a private group chat so that the only the students can
have an access to it to protect privacy. Students are also required to submit their
outputs online. Students don’t need to go outside and go to school to submit their
outputs.
Remote learning is advantageous during this time of pandemic but there are
also disadvantages. In using the online platforms, Zoom has only has limited time in
using since it is a US based platform we are don’t have full access in using it. The
teacher will cut the class and start a new one when the time runs out. It might be a
hassle to the students and to the teacher. Google Meet is convenient to use and can
be easily accessed the only problem is the network connection. When your internet
connection is poor you can’t access both online platforms. Remote learning is helpful
but it is not applicable for all especially to those who live from a remote area where
gadgets even electricity is not present. In online learning we also need an internet to
access but not all places have strong internet connection. Not all students can afford
to buy new gadgets and pay for internet bills. Online submission doesn’t assure us
that the receiver receives the one we submitted. Once it was lost we can’t recover it.
If we don’t have a copy we need to go back to the start. Also, the teacher can’t
monitor the progress of the students. Cameras are sometimes asked to turn we don’t
know if the students are listening to the discussion.
I do agree with what the author stated that when the learners enjoy they
learned faster like what I have read in the article Top 10 List for Using Gamification
Techniques to Engage Your Learners that gamification is fun and engaging; easier
learners to retain knowledge; drives behavioral change; create function between
learners, online and offline and it creates recognition by giving reward, certificates or
prizes for the winners.
The article also suggested 10 ways in using gamifications and those are first,
you must set the main success criteria so that the learners will have the birds eye
view on what they will going to expect after playing the games, second is that the
game should be launched in style that is capturing to the attention of the learners by
using colorful pictures, vivid videos and child friendly characters, third is keeping the
learning objectives close so that they will not be out of focus that the game will help
them on learning new things not just completing the game, forth is that use levels for
learning journey that starts from easy to difficult level to add excitement and
challenge to the game, fifth ,is that learners must see their progress at all times to
see how far they have gone in each levels, sixth is that the game must build
community among learners by comparing their levels or helping in one task of by
giving lifeline to other learners when they need help, seventh is that competition
must be encourage among learners by showing the leader board to see who is doing
better, eighth is that the learners will receive badges for every task they have
finished, ninth is that the learners must receive certificates or diplomas that they can
download and print to be displayed in wherever they want to show their progress and
lastly, after the games played by learners, all result, reactions, difficulties
experienced by the learners while playing the game must be analyzed and given
action to improve the game.
The idea of the author about immersive learning that it reduces cost and
expenses in providing learning among the learners is true and very concise as
immersive learning can provide education to plenty of learners at the same time. As
stated in one of the online article entitled Bringing Learning to Life through Immersive
Learning, immersive learning is reaching a greater variety of learners through an
environment that involves as many as our five senses as possible particularly our
vision, sound and touch rather than through the traditional mechanism of print, video
and audio. Imagine studying while looking on a 3-D periodic table or mixing elements
and waiting for its reaction while being just in their own houses. Looking how a
cheetah run from different angles.
Virtual reality is also top 2 in the article entitled Top 5 Educational Trends to
Look out for in 2021. Immersive VR experiences require a VR headset. This has a
digital interface which projects images, creating a real or virtual world that users can
see and interact with. It also includes gesture controls and easy-to-use teacher
controls.
Technology can have coordinative effect in the way of learning and teaching
and the emergence of it can push educators to leverage and understand these
technologies to be used in classrooms. While educators have come across several
new technological methods of teaching, implementing them in reality has been far
off.
Although these trends are very helpful but considering the actual situation of
our educational system in the Philippines, this trends are very hard to fully utilized.
Only those who can afford to buy equipment and gadgets can benefit. Add up the
slow internet connection that the internet providers could provide and the area that
the connection could reach, mostly those living in the far flung areas have nothing
could do but use the traditional way of learning.
References:
https://accelerole.com/10-tips-gamification-techniques/?keyword=gamification
%20techniques&creative=481846085909&gclid=CjwKCAjw_o-HBhAsEiwANqYhp8Vr-
TBrcGEaRG1KaakLYigVYZAMMKTssWqIxEhfcn-gFtUk7xPTZxoCHqIQAvD_BwE
https://tophat.com/blog/gamified-learning/
https://www.cognizant.com/whitepapers/bringing-learning-to-life-through-immersive-experiences-
codex3774.pdf
https://www.edsys.in/educational-trends-for-2019/