Student-Produced Podcasts as a Teaching and Learning Tool

Author(s):  
Naomi M. Hall ◽  
Jason M. Jones
2020 ◽  
Vol 8 (2) ◽  
pp. 21-24
Author(s):  
A Srinivasacharlu

Present generation learners are growing up with digitalization. Educators are increasingly understanding and adapting new methods of teaching laced with digitalization. YouTube, an important off shoot of digitalization, is leading the charge as the most multipurpose medium for content transactions in the classroom and outside the classroom. It not only provides digital entertainment but also provides a great environment for learning. YouTube has multiple  advantages for teacher educators and teacher trainees. Teacher educators and teacher trainees search YouTube for any information or clarification on a topic. Using YouTube in the classroom can bring efficiency in teaching and learning. Considering its endless services, there is no surprise that Youtube has been ranked the highest as a preferred learning tool. The teacher educators and teacher trainees can follow the prescribed procedures for creating and uploading effective videos on YouTube. Teacher educators can use YouTube in their class with all precautions and well planning.


2020 ◽  
Vol 7 (1) ◽  
pp. 103-108
Author(s):  
Waqaas Akmal Butt ◽  
Qurratulain Shahood ◽  
Walid Hussain Farooqi ◽  
Kulsoom Ghias ◽  
Saniya Sabzwari ◽  
...  

BackgroundHackathons aim to develop solutions to preidentified problem domains and catalyse startup cultures. Recently, the teaching and learning potential of hackathons has also been documented. In this study, we make the case for utilisation of hackathons as an alternative teaching and learning tool geared towards entrepreneurship and as an opportunity for interprofessional integration.MethodsThis research study followed up with participants from the third hackathon at the Aga Khan University in Karachi, Pakistan. Hack MedEd was about solutions to problems of undergraduate and postgraduate medical education with an emphasis on low-income to middle-income countries. Participant evaluation data were filled at the end of the hackathon and gathered from three focused group discussions (FGDs): immediately before and after the event, a delayed follow-up after 11 months was recorded.ResultsOf 116 participants, the majority (71%) were under 30 years old, and over half were female. The evaluations provided by hackers were positive overall with a mean score of 4.37 out of 5 on a Likert Scale. During the FGDs, participants spoke positively of the process and felt that, by the end of the hackathon, they had learnt something new. In the delayed follow-up FGD, teams that had undergone incubation expressed that they had gained a critical and simple skillset that they might not have acquired otherwise.ConclusionHackathons business incubation programmes may be considered an alternative teaching and learning tool—especially for individuals studying or working within the healthcare discipline within low-resource settings.


Author(s):  
Jung Won Hur ◽  
Amy Anderson

The availability of engaging apps on the iPad and its portability have encouraged many educators to adopt it as a teaching and learning tool in the classroom. However, because iPad integration is new, neither practical guidance nor best practices are yet available. Consequently, the authors integrated 13 iPads into a third grade classroom for a year to facilitate learning while examining how to unlock their full potential. The purpose of this chapter is to present specific elementary-level subject learning lesson ideas for iPads, identifying the advantages and challenges of such integration. They also provide practical tips for mobile technology integration in elementary classrooms.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


Sign in / Sign up

Export Citation Format

Share Document