The primary goal of any educator is to get every learner to achieve their maximum academic potential. And any learning environment should aim to be inclusive for all learners, maximize their chances of success, and reduce inequities in their learning journeys. To ensure that these goals are incorporated into curriculum design, guidelines have been issued under the term of Universal Design for Learning, also known as UDL.
There is a growing interest in the importance of autonomy in learning, including for adults. This topic seems more relevant than ever, given the increasing importance of elearning, which may require learners to be more independent than face-to-face courses. One of the most interesting and encompassing concepts on the subject is that of self-regulated learning, which dynamically integrates the fundamental aspects of the act of learning, such as cognition, motivation, metacognition and volition.
Metacognition can be summarized as the ability to reflect on one's cognitive processes, allowing us to identify our mistakes and successes, understand their origin, and adjust our goals. Developing metacognitive skills is one of the best ways to improve the quality of learning.
Do you know how common academic cheating is? What makes a human being susceptible to cheating? Are the reasons for cheating the same from elementary school to university? What do you think are the main factors that encourage students to cheat? Finally, what are some effective ways to counteract this problem in our educational institutions? Test your knowledge by answering the following five questions.
In these times of over-solicitation, attention is a crucial factor in our cognitive efficiency, whether we are learning new things or simply doing many of our daily tasks. To preserve and cultivate it, the first step is to know its unique mechanisms in order to identify the factors we can influence and those to ignore. Let's decipher it in 15 points!
There is a growing concern about being inclusive in different spheres of society, including education. You may have heard the terms "universal design," "universal design in education," and "universal design for learning," or their abbreviations UD, UDE and UDL. Do you know what these terms actually mean and how they differ?
We all use it daily, more or less consciously, and developing it is one of the best ways to improve the quality of our learning. It is called "metacognition," a notion that the American psychologist John H. Flavell was the first to name in his work in the 1970s and to set out the theoretical foundations still considered today.
As an important method to develop active learning, gamification is increasingly used in education. It makes learning more fun and, therefore, less dry, and at the same time, it makes use of the benefits of games for learning.
The applications of Virtual Reality (VR) in education can create active experiences in increasingly immersive worlds and provide a safe environment for learners to test and practice situations otherwise stressful or, in some instances, dangerous. In this context and working closely with a team from Concordia's Teaching English as a Second Language (TESL) unit from the Department of Education, we created a VR experience where students can prepare, in a safe and customized virtual environment, for their assessment interview with their mentor (either classroom teacher or university supervisor).
Virtual reality (VR) is a fascinating technology that allows users to immerse themselves in a dynamic and adaptive 3D world of 360 degrees. In this digital universe, they can move and interact with tactile and sensory feedback by simply wearing a visor and, if necessary, haptic gloves. Primarily associated with the world of video games, VR is increasingly becoming a training tool.