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PEDAGODY WHEEL

PEDAGODY WHEEL

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Jethro Vediyos

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PEDAGODY WHEEL

The Padagogy Wheel is all about mindsets; it’s a way of thinking about digital-age education that meshes together concerns about mobile app features, learning transformation, motivation, cognitive development and long-term learning objectives.

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PEDAGOGY WHEEL

The Padagogy Wheel, though, is not rocket science. It is an everyday device that can be readily used by everyday teachers; it can be applied to everything from curriculum planning and development, to writing learning objectives and designing centered activities. The idea is for the users to respond to the challenges that the Wheel presents for their teaching practices, and to ask themselves the tough questions about their choices and methods.

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So how does it work?

The Padagogy Wheel brings together in the one chart several different domains of pedagogical thinking. It situates mobile apps within this integrated framework, associating them with the educational purpose they are most likely to serve. It then enables teachers to identify the pedagogical place and purpose of their various app-based learning and teaching activities in the context of their overall objectives for the course, and with reference to the wider developmental needs of their students.

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THE FIVE GRIDS

1. Graduate Attributes And Capabilities

Graduate Attributes are at the core of learning design. Graduate Attributes address the long-term, enduring aims of our educational activity. They involve thinking about the type of people that emerge from our educational programs – their ethics, responsibility, and citizenship, for example – and their employability in our current and future society. Teachers must constantly revisit the way in which their programs are contributing to the development of these attributes.

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Every teacher needs to look at their courses and pedagogy and ask, “How does everything I do support these attributes? Is there any way I can build content and activities that help students become ‘excellent’?”

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2. Motivation

Motivation is vital to achieving the most effective learning outcomes. It is valuable for teachers to regularly ask themselves “Why am I doing this again?” That is not a joke. I am referring to the choices of learning outcomes, development of activities and design of content e.g. writing text and even making videos. So the wheel introduces a 21st century model of motivation that science has developed and is so well presented by Dan Pink in the TEDtalk “The Puzzle of Motivation“.

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3. Bloom’s Taxonomy

Bloom’s Taxonomy is really a way of helping teachers design learning objectives that require higher order thinking. You start with ‘remembering and understanding’, which is the easiest category to serve with objectives but produces the least effective outcomes in achieving transformation. When supporting teachers, I recommend they try to get at least one learning objective from each category and always push towards the domain category of Creating, where higher order thinking takes place. This is the ‘By the time you finish this workshop/seminar/lesson you should be able to. . .’ type of thinking. Only after you have developed your learning outcomes are you ready for technology enhancement.

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4. Technology Enhancement

Technology Enhancement serves your pedagogy. When you choose any app or technology remember to apply the app selection criteria. The model only suggests apps that can support the learning objectives and activities at the time of publishing. The Padagogy Wheel constantly needs updating with apps as they are released. Teachers also should think customization all the time – is there a better app or tool for the job of enhancing my defined pedagogy?

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5. The SAMR Model

Developed by Ruben Puentedura, the SAMR model – standing for “Substitution, Augmentation, Modification, Redefinition” – is a framework that assists teachers to assess the degree to which digitally-empowered learning and teaching is (or is not) moving beyond what can be taught using analog technologies. The SAMR Model is extremely useful when considering how you are going to use the technologies you have chosen. SAMR is a widely used model with a wealth of resources online, like Kathy Schrock’s excellent SAMR resources page. A very useful perspective about SAMR is through the eyes of the students.

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THE SAMR MODEL

VIDEO PRESENTATION na gui!!!!!!!

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The history of the Padagogy Wheel

In 2012 on a teaching trip to the UK, I got the idea of putting apps around the outside of Bloom’s Taxonomy Wheel and organizing them according to his cognitive domain categories. The taxonomy was based on Kathwohl and Anderson’s (2001) adaption of Bloom (1956) and it was their work that combined Remembering and Understanding.

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The first version of the Padagogy Wheel had at its core Bloom’s cognitive domain categories and teachers started their exploration of the wheel by making decisions about learning outcomes from each of those categories. They were aiming for those outcomes that promoted higher order thinking skills, in the ‘Analyse’ and ‘Create’ domains. I was the first to show 65 educational apps around the outer rim of the wheel. These apps were categorized by their strengths in helping learners reach better outcomes. I knew I was onto something useful by the requests for my permission to use this info-graphic after the seminars.

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App Selection Criteria

Remembering: Apps that fit into the "remembering" stage improve the user's ability to define terms, identify facts, and recall and locate information. Many educational apps fall into the "remembering" phase of learning. They ask users to select an answer out of a line-up, find matches, and sequence content or input answers

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Understanding: Apps that fit into this "understanding" stage provide opportunities for students to explain ideas or concepts. Understanding apps step away from the selection of a "right" answer and introduce a more open-ended format for students to summarise content and translate meaning.

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Applying: Apps that fit into the applying stage provide opportunities for students to demonstrate their ability to implement learned procedures and methods. They also highlight the ability to apply concepts in unfamiliar circumstances

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Analysing: Apps that fit into the "analysing" stage improve the user's ability to differentiate between the relevant and irrelevant, determine relationships, and recognise the organisation of content..

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Evaluating: Apps that fit into the "evaluating" stage improve the user's ability to judge material or methods based on criteria set by themselves or external sources. They help students judge content reliability, accuracy, quality, effectiveness, and reach informed decisions.

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Creating: Apps that fit into the "creating" stage provide opportunities for students generate ideas, design plans, and produce products. 

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Applying: Apps that fit into the applying stage provide opportunities for students to demonstrate their ability to implement learned procedures and methods. They also highlight the ability to apply concepts in unfamiliar circumstances

PEDAGODY WHEEL

The Padagogy Wheel is all about mindsets; it’s a way of thinking about digital-age education that meshes together concerns about mobile app features, learning transformation, motivation, cognitive development and long-term learning objectives.

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