Students realizing their own ideas and driving their own learning.
Given the infusion of technology in almost every aspect of our lives, the education sector is struggling on how to integrate it into the classroom. We have seen the current trends and attempts for the use of educational technology with the Flipped classroom, Interactive whiteboards in every classroom, and lots of discussion about what are the 21st century skills and literacies.
Most educators agree that the main purpose of education is to assist learners in gaining skills, attitudes and knowledge for having a better quality of life now and in their future. Qualitative evidence points to the ease by which kids pick up their computer devices and use them as if they were brain-weird to do so.
Even though some parents and educators express unease about students' digital diets, they are intensifying efforts to use technology in the classroom and seeing it as a way to connect with students to give them essential skills. Across the county, school are equipped themselves with computers, Internet access and mobile devices so they can teach on the students’ technological territory.
So in the big picture, Are we pushing our students for Academic Success or find and pursue their passions? I2Global does understand that many educators would argue for both. The current educational climate is so centred on academic achievement and standards-based curriculum but in i2Global, we make proactive and concentrated attempts to get the pendulum to swing towards semi-structured, open-ended, process-oriented and student-driven learning environments.
If we want more young people to choose a profession in one of the groups of crucial fields known as STEAM - Science, Technology, Engineering, Art and Math - We ought to start cultivating these interests and skills early. In order for technological imagination to develop, tinkering needs to be encouraged within educational settings. Students explore questions that interest them, taking things apart and then building something new, in a process that involves planning, designing, creating and failing.