Les 9: technologie in het onderwijs Flashcards

(15 cards)

1
Q

enabling blends

A

meer dingen mogelijk maken
bv. lesopnames

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2
Q

skip: learning phases andere flashcards
&
alles van sterktes/zwaktes computer/F2F

A
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3
Q

enhancing blends

A

geeft net iets meer
bv. discussieforum

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4
Q

transforming bleds

A

radicaal anders omgaan met leerproces
bv. VR

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5
Q

computer-mediated environment : sterktes

A

-flexibiliteit
-participatie
-diepere reflectie

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6
Q

computer-mediated environment : zwaktes

A

-minder spontaniteit
-uitstelgedrag
-minder menselijk contact

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7
Q

F2F: sterktes

A

-menselijk contact
-spontaniteit

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8
Q

F2F : zwaktes

A

-participatie
-beperkte flexibiliteit

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9
Q

bevindingen blended learning

A

blended learning > traditional classroom
=> altijd!!!

->BL werkt beter bij STEM richtingen dan bij NON-STEM richtingen

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10
Q

blended learning bevindingen op
-prestatie
-attitude
-engagement

A

prestatie & attitude => positieve effecten
engagement => geen effect

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11
Q

game based learning

A

-algemene positieve effecten
-moderatoren in rekening nemen
-onderscheid maken tss spel en spel elementen

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12
Q

game-based is UDL = universal design for learning

A

voor iedereen de kansen zo optimaal mogelijk zijn

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13
Q

gelijkenissen game-based learning & gamification

A

-bredere trend
-groot potentieel
-oppassen voor commercieel aspect

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14
Q

mixed reality

A

zowel fysieke + digitale instrumenten

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15
Q

VR en AR in onderwijs

A

-vooruitgangen
-bottom-up initiatieven
-specifieke toepassingen/velden
-investeringskost
-meestal individueel
-positief voor prestatie, motivatie, engagement
-binnen doordachte pedagogische aanpak

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