Reference no: EM133533049 , Length: word count:3500
Instructional design: Harnessing digital technologies for learning
Objectives for this task:
• To demonstrate carefully considered, critical and contextually appropriate understanding and application of digitally enabled instructional design.
• To become actively involved in the development of one's own learning through a participant centred, problem solving approach.
Topic - Effectiveness of the Math Blaster video game instructional design in teaching mathematics to Primary school children.
Option 1: Essay
Word length: maximum 3500 words (references excluded) plus an interview with assessor
It can be on any topic of your choice but must relate to the unit synopsis or the modules and topics within the unit. It is essential to remember that this unit is focused on the combination of digital technologies and instructional design. Your essay must engage with this and it must offer clear design implications or principles. Simply discussing a topic such as digitally enabled flipped classrooms is not sufficient, you need to also make well justified propositions for how it should or should not be designed in your context. The paper should present an argument, supported by the literature.
Tips
- Plan ahead for your drafts, re-writes and final version.
- Read as widely as possible before you decide on a topic.
- Do not keep changing your mind. Choose your topic fairly early. Stick to it!
- If you are finding it difficult to find relevant research and articles, don't despair. Try using different search terms, look in other places, search in related fields.
- Do not make the mistake of relying on AI systems to produce accurate or logical arguments. Alway be careful and thorough in developing and checking your claims.
Also, while discussing the advantages and disadvantages of the game, focus on its instructional design elements e.g., How does the game''s design promote or hinder maths learning of primary school students?