This document outlines several dynamic learning activities that can be implemented in advanced placement (AP) classes, including:
Genius Hour which gives students freedom to design their own learning on a topic of their choice. Project Based Learning where students investigate real-world problems and collaborate to find solutions. Dynamic Learning Objects which use visual content like interactive graphics and videos to engage students. Pro and Con Grids where students analyze arguments on both sides of an issue to develop analytical skills. Fishbowl discussions where a small group openly discusses a topic while the rest observe to build discussion and evaluation skills. Mnemonics and memory tools like rhymes, acronyms and associations to help recall information. Field trips provide hands-on learning outside the
This document outlines several dynamic learning activities that can be implemented in advanced placement (AP) classes, including:
Genius Hour which gives students freedom to design their own learning on a topic of their choice. Project Based Learning where students investigate real-world problems and collaborate to find solutions. Dynamic Learning Objects which use visual content like interactive graphics and videos to engage students. Pro and Con Grids where students analyze arguments on both sides of an issue to develop analytical skills. Fishbowl discussions where a small group openly discusses a topic while the rest observe to build discussion and evaluation skills. Mnemonics and memory tools like rhymes, acronyms and associations to help recall information. Field trips provide hands-on learning outside the
This document outlines several dynamic learning activities that can be implemented in advanced placement (AP) classes, including:
Genius Hour which gives students freedom to design their own learning on a topic of their choice. Project Based Learning where students investigate real-world problems and collaborate to find solutions. Dynamic Learning Objects which use visual content like interactive graphics and videos to engage students. Pro and Con Grids where students analyze arguments on both sides of an issue to develop analytical skills. Fishbowl discussions where a small group openly discusses a topic while the rest observe to build discussion and evaluation skills. Mnemonics and memory tools like rhymes, acronyms and associations to help recall information. Field trips provide hands-on learning outside the
Lesson Objectives (considers the CAP, focus on the development of
HOTS) II.Content : The topic III.Procedure (The procedure contains the DLC with introductory part, development of the knowledge and extension of the knowledge using the different yet appropriate dynamic learning activities for every lesson. The dynamic learning activities are: Genius Hour, Dynamic Learning Objects, Pro and Con Grid, Fishbowl Discussion, Field Trip Activities, Case-Based Learning, Simulation-Based Learning, Mnemonic Devices, Socratic Approach, Free Writing and Guided Discovery Approach) Dynamic learning activities that can be implemented in AP classes: Genius Hour. It is an approach to learning built around learners’ curiosity, self-directed learning, and passion-based work. Learners are in control, choosing what they study, how they study it, and what they do, produce, or create as a result. This promotes inquiry, research, creativity, and self- directed learning. It provides students freedom to design their own learning during a set period of time during school. Some examples of the activities under Genius Hour are poster making, timeline making, writing a Venn diagram, role playing, accordion card making, recycling. The teacher coaches them, conference with them, and helps them reflect as they go through the students’ dynamic activities. (teachthought.com. 2019) Project Based Learning (PBL) is a student-centered pedagogy with a belief that learners acquire a deeper knowledge through active exploration of real-world challenges and problems. Learners learn about a subject by working for an extended period of time to investigate and respond to complex questions, challenges, or problems. Learners take advantage of digital tools to produce high quality, collaborative products. It refocuses education on the student, not the curriculum- a shift mandated by the global world, which rewards intangible assets such as drive, passion, creativity, empathy, and resiliency. It is a comprehensive perspective focused on teaching by engaging learners in investigations in which learners pursue solutions to nontrivial problems by asking and refining questions, debating ideas, making predictions, designing plans and/or experiments, collecting and analyzing data, drawing conclusions, communicating their ideas and findings to others, asking new questions or creating artifacts. This may include a variety of media such as writings, art, drawings, three-dimensional representations, videos, photography, or technology-based presentations and group work, investigatory project, and problem solving. (What is Project Based Learning? Defined Learning at (definedstem.com. 2018) Dynamic Learning Objects encompass a range of different visual learning aids, including clickable info graphics, interactive 3D objects, and video content or explodable images. A form of visual content that is becoming increasingly popular and widely used across both physical and online media channels. The evolution of technology will likely mean the dynamic learning object. Dynamic activities include social networking, using e-mail/g-mail, creating and editing videos, photograph, news online, PowerPoint presentation, video clipping. Though the process of producing a dynamic learning object can be both time-consuming and expensive, so important to make sure they are developed in line with a coherent e- learning strategy, rather than simply as a response to a market trend. (virtual-college.com.2018) Pro and Con Grid is a technique that assesses learners’ ability to analyze both sides of an issue. Learners develop a list or argument of the pros and the cons of a defined situation. It encourages learners to take responsibility for their own learning and to find out what students already think about a topic – the good and the negative. The Pro and Con Grid will help develop a list of advantages and disadvantages of any issue and helps students develop analytical and evaluative skills. This technique helps learners develop analytical and evaluative skills, and encourages them to go beyond initial reactions to complex issues. It involves learners to do a role play, debate, open forum, discussion, think- pair-share, quick writes, gallery walk, find your match. (humber.com.2018) Fishbowl discussion is useful in learners’ participation in a discussion where they reflect on what a good discussion looks like on a difficult topic. A Fishbowl discussion makes for an excellent pre-writing activity. After the discussion, teachers ask the learners to reflect on how they think the discussion went and what they learned from it. Learners can also evaluate their performance as listeners and as participants. They could also provide suggestions on how to improve the quality of discussion in the future. These reflections can be in writing, or they can be structured as a small- or large-group conversations. This dynamic activity involves the learners in group discussion, team building, debate, open forum, reflection, question and answer using metacards, reporting and news casting. Fishbowl is an engaging and learner-centered strategy that builds comprehension of complex texts while developing group discussion skills, analytical skills, evaluative skills, critical thinking skills, problem solving skills and socialskills.(facinghistory.org. 2018) Mnemonic is a device to aid memory. This tool helps one remember an idea or phrase with a pattern of letters, numbers, or relatable associations. Mnemonics are cheat codes for learners who struggle with memorizing a certain complicated subject, list, or concept. These cues or codes give quick and successful learning as these gives clues to minds and tend to remember information to which one can relate or experience. Mnemonics have been proven to work as tools of memory-forming for a variety of tasks. There are activities for devising mnemonics in real-life situations such as mnemonic acronyms, mnemonic phrases, mnemonic rhymes, mnemonic associations, music mnemonics, and name mnemonics and special rhymes and poems, acronyms, images, songs, outlines, and other tools. It builds visual skills, analytical skills and writing skills. (hliteraryterms.net.2018) Field trip activities allow learners hands-on, farm-based activities in outdoor classroom. Most activities can be tailored to meet the needs of any age level or ability. This activity expands learners learning through active and real experiences with the rich resources of the local community. It increases learners’ knowledge and understanding of a subject and add realism to the topic of study. Good planning must precede field trips. Careful attention should be given to the trip. If students will be viewing an exhibit teachers must provide clear and familiar protocols for observation. Alternative to field trips are gallery walk, watching videos, field trip in the locality, or connecting with another classroom on another continent and classroom innovation of different places. Field trips contribute to the development of learners into civilized young men and women who possess more knowledge about art, have stronger critical-thinking skills, life skills, observation skills, social skills, exhibit increased historical empathy, display higher levels of tolerance, and have a greater taste for consuming art and culture. (newvisions.org.2018) Free writing is a very useful tool in getting learners to think and write, and be a little critical, at the same time. Free writing can be used in a range of ways, but generally free writes are short and focused on a single question or mini-topic. Students can be encouraged to write during class – at the beginning or the end, or at different points during a discussion. Some of these activities can be adapted and used in lectures to encourage larners to participate, to think, to speak and to interact with you and with one another about aspects of the lecture topic or theme. Using small group work requires some organization and forward planning and often the creative use of space when in cramped or tiered lecture rooms, but can be very rewarding and enjoyable for lecturers and learners. The purpose of freewriting is to unlock creativity and ideas in a low-stakes, not-for-marks writing task that is specifically timed and framed. It should only be used as an exercise for learning and thinking. Freewriting can be used in relation to revision and recall of lectures; to promote and activate critical thinking and questioning; and to work through essay writing and assignment writing tasks. Activities like essay writing, news writing, and reflection. (Elbow, 2000) Socratic approach is based on the practice of ‘disciplined, rigorously thoughtful dialogue’. In brief, the lecturer claims to know very little about the topic under discussion in order to draw learners into a thoughtful and thought-provoking discussion that will engage them in thinking through their own ideas and responses to the topic, and to what they have been learning in the course. The overall aim of using the Socratic method of questioning learners and eliciting their responses and engagement is based on Socrates’ idea that the ‘disciplined practice of thoughtful questioning enables the scholar/student to examine ideas logically and to be able to determine the validity of those ideas’. Socratic questioning helps learners to think critically by focusing explicitly on the process of thinking. During disciplined, carefully structured questioning, students must slow down and examine their own thinking processes (i.e., reflective thinking). This method is effective in teaching and learning because it promotes more active learning; it focuses on what learners are doing and asks them to engage in their own learning and thinking, rather than treating them as passive receivers of knowledge; it takes some of the pressure off the lecturer or tutor to have ‘all the answers’ and asks students to take responsibility for coming up with the answers; and it develops graduate attributes that speak being inquiry- focused and knowledgeable, being skilled communicators and having a critical attitude towards knowledge. Some of the activities for Socratic methods are posing questions about a topic, problem solving, discussion, debate, and dialogues. (criticalthinking.org.2018) Simulation-Based Learning is a constructivist learning model that provides learners with an experience of working on a usually simplified simulated world or system. Robert Gagne (2005) identified the following properties of a simulation as crucial, represents a real situation in which operations are carried out, provides the user with certain controls over the problem or situation, and simulation omits certain distracting variables irrelevant or unimportant for the particular instructional goals. Simulation-based learning today mostly relies on usage of computers and advanced technologies to provide a near authentic experience for the user and enhance learning. As a learning tool, simulations mostly rely on some other learning theory and implement its principles. Simulation-based learning is the discovery that system representations are often to complex and difficult for a novice to facilitate his learning. Even though principles of human cognitive structure and methods of reducing cognitive load were taken into account while designing a simulation, it has been shown that learners are still frequently unable to successfully relate multiple representation elements to each other. This issue can be described in the context of prior knowledge as well. Simulation-based learning can also be guided or unguided, yet research has shown that instructional help in form of hypotheses to prove, offered interpretations, assignments to complete or structuring can be useful. Critical thinking skills, problem solving skills and technological literacy are develop in the simulation based learning. (learning-theories.org.2018) Case-Based Learning (CBL) is an approach used across disciplines where learners apply their knowledge to real-world scenarios; promoting higher levels of cognition. In CBL classrooms, students typically work in groups on case studies, stories involving one or more characters and/or scenarios. This method involves guided inquiry and is grounded in constructivism whereby learners form new meanings by interacting with their knowledge and the environment (Lee, 2012). CBL utilizes collaborative learning, facilitates the integration of learning, develops learners’ intrinsic and extrinsic motivation to learn, encourages learner self-reflection and critical reflection, allows for scientific inquiry, integrates knowledge and practice, and supports the development of a variety of learning skills. CBL has several defining characteristics, including versatility, storytelling power, and efficient self-guided learning. The stories that comprise the framework of case studies are also a key component to CBL’s effectiveness. The stories within case studies serve as a means by which learners form new understandings through characters and/or scenarios. (queensu.com.2018) Guided Discovery Approach is an approach where learning takes place when the learner is personally engaged and allowed to discover skills on their own by trial and error over a period of time. The joy of discovery motivates students to learn. It is this process of discovery that learners need to recreate for learning in classrooms. By re-creating knowledge which already exists learners will progress in learning how to create new knowledge, and they will have training in inductive reasoning – the method used to create most human knowledge (Sachs, 2018).The guided discovery approach cannot be rushed, learners must be allowed to make mistakes, pick wrong choices, and face consequences. This requires more time, but will help learners develop a deep understanding of principles; therefore, learning follow-up material is lot easier and faster. Guided discovery approach focuses on helping every student to reinvent important concept in their mind. (sparkfuneducation.com.2019)
Dynamic Learning Circle (DLC)
Dynamic learning activity follows a Dynamic Learning Circle (DLC) as described by Nielsen (2009). DLC suggests that learners should have to follow four stages in the learning process. In each stage, the learners should be aware of their motor and sensory activity, the objects or activities in the environment and the people in the environment including their social or communication activities. Stage 1. Awareness and Interest. A learner becomes aware of and interested in his/her own motor and sensory activity; the objects or activities in the environment, and people in the environment including his/her social or communication activities. The learners’ awareness and interest becomes purposeful to learn. Stage 2. Curiosity and Participation. This is manifested through learner’s repetition of his/her own activity, establishing memories of his/her own activity, experimentation, exploration and comparison with objects, imitation of the activity of others, responding into verbal and non-verbal communication of others, initiating activity, sharing his/her experiences with others. In this stage, a learner should be allowed to interact in the manner that best provides the learner with input in which he/she is allowed to do the pushing, banging, grasping, throwing or mouthing with the use of mouth, feet, hands, head, arm, leg, chest or any other part of the body. The learner is allowed to actively experiment in different positions with the use of active learning equipment; Stage 3. Complete Learning. The learner completes learning with an activity. It signifies that the learner has learned all that he/she can give in the resources provided at the time. The activity is repeated to such a level that is becomes part of the learners’ every day actions and patterns. The activity or action becomes familiar enough that it presents no more challenges to the learners. It signifies that the learner has learned all that he/she can given the resources provided at the time. Stage 4. Readiness to New Learning Exposures. It indicates a learner ready for new experiences, challenges, activities and interaction which lead to new awareness and interest. The learner is given opportunities to experience new sensory and motor activities; experience the new actions of others; the challenges offered to the learner are within his or her developmental level other people have taken an interest in the child’s past activities. It signifies the need for new experiences, new challenges, new activities, and new interactions. Once the cycle is done, it is the basis to start all over again following the DLC. It must have to take note that new challenges and activities are only slightly different than the previous ones because if it is too difficult or too easy to attain, the learner may shut down and refuse to participate, exhibits frustrations or demonstrate stereotypical activity. As to the developed DLAG in AP 5, the dynamic learning circle was incorporated in each lesson in order to develop the competencies set leading to the attainment of the goals of AP and DepEd.
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