User:Jhwilson84

If there was going to be an educational technology trend that encompassed all four learning theories, there is a strong argument that eLearning would be that trend. It does come down to the educator and their style, or knowledge. The trend of eLearning can show hints of behaviorism, cognitivism, constructivism, and connectivism. Because eLearning can be incentive based, perception driven, collaborative, and highly technological and collaborative, this trend is a well-balanced option for all four learning theories. On the same note, it’s important to realize it’s not as relational for students or teachers.

In order for students to feel supported by their educators in the eLearning method, they must feel that their teachers are championing their success. It can be very challenging to do this, but through consistency and discipline it is possible. Making students have their screens on while having a video call is one way to promote engagement and build relationships. Once you have that, you can build on content mastery no matter what the course is about.

In an eLearning classroom, it’s important to have lots of different instructions styles. There needs to be calendar, bullet points, images, and videos to help every student. Next, there needs to be video chats, recorded videos, chat rooms, and lots of email communication. If an assignment is due far out, break it down in to multiple steps and multiple days of eLearning to allow the needed time to complete the work and ask all questions.

Social Media in Learning is one hundred percent a connectivism theory. If students were to use Instagram, Twitter, or even Snapchat for an assignment, this would be a prime example of social media learning as a technology trend.

Linguistic multiple intelligence is an area that social media learning integrates. Through this process, students have the ability to take a deeper more relatable approach to the content. A student that may not want to hand write, or even type on a laptop, might be more wiling to create a short real on Instagram, or Snapchat.

In a journalism or yearbook class, if a student is very quiet and shy, but has a strong eye for what is artistic, they may be more likely use social media learning. Students could take photos, videos, and even record comments of what they want to say, rather than simply write it out. The spoken word can occasionally be expressed audibly by students who otherwise wouldn’t, or couldn’t do so otherwise.

STEAM stands for Science, Technology, Engineering, Art, and Math’s. STEAM is one of many educational trends. STEAM is a constructivism theory in my opinion. A lot of the learning is very hands on, which helps spark interest and helps students collaborate.

There are several ways the STEAM supports learning and students’ abilities to take a deeper dive into the content. The biggest benefit is the growth in soft skills. Students can learn creativity, problem solving skills, and teamworking skills. STEAM supports educators in developing authentic ways with logical-mathematical multiple intelligences.

The best way to incorporate STEAM in the classroom is with hands on and real-world applications. I like for my students to use the technology they have available. Whenever we can build a webpage of our work and then present it, I like to make that an option. Students spend a lot of time on the internet, but when they become the inventors, it helps them see things differently.

Gamification is one of my favorite educational trends. I am a highly competitive person. Student’s often enjoy competing with their classmates for bragging rights, but with gamification, they are also learning along the way. Gamification best aligns with the behaviorism theory. Because behaviorism focus on environment and incentives, it’s a great idea for educators to incorporate challenges for their students.

A lot of game can be considered bodily kinesthetic when thinking of multiple intelligences. This is especially true in a physical education class, but can even be done in a computer lab. Typing is a very hand on and eye on physical activity. Starting students out small, and working their way up on their words per minute through games is one way to create master in students.

A great classroom activity using gamification is points systems. Today in class I was teaching students how to create a game project with coding. Before we started making anything, we played a game that was created on the coding system. I challenged them to get a higher score than me and receive bonus points. After they played and had fun, then we began creating their own games. The next step is to allow them to share their games and play against one another.

Video assisted learning is one of many educational trends. You can use video assisted learning in multiple ways, but some of the most common ways are for lecturing, interviews, documentaries, or demonstrations. Video assisted learning uses the cognitivism learning theory. Many students are visual learnings and draw connections through watching videos. Through this method, students form perceptions and draw better conclusions about the material and content.

One way that video assisted learning reinforces support for authentic learning is through the intrapersonal multiple intelligence. Videos can often evoke feelings or memories. This can create a choice of different options in students when they are making a conclusion. Students may also choose to create their own video responses to an essay rather than write their answer in a paper format or take an exam.

A classroom activity could be creating a flipgrid video. After students watched an instructional video, they could then create a response of what they learned and how they might apply it in the real world.