E-pedagogy and video based learning as a new approach to digital literacy across the Curriculum for the gifted students of different ethnic minorities

Konstantinos Kalemis, Elpida Alchazidou
University of Athens

The educational environment is changing from traditional classroom teaching ecology from the adaptive individual/collaborative learning one by development of Internet, mobile and wireless technology. Therefore, we need to develop the new pedagogy in consideration of such new technologies. Especially, our knowledge and wisdom are cultivated by interactive learning/problem solving/building something through collaborative activities. In this paper, we would like to examine the meanings/ecology of “collaborative learning” again and explore the new technologies of communications which evokes and enhances it. Also, we aim to understand and share the concept of computer/Internet supported collaborative learning, and then we explore the technologies of collaborative tools and infrastructure to promote collaborative learning in consideration of the image of new e-pedagogy for collaborative learning. Teachers are now being told that e-Learning is way of the future. Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate that even simple video games are offering important educational benefits in classrooms with bilingual students from different countries. On the other hand, as a teacher, it is important to be aware of such technology and to know that these instruments can all be used in the classroom in some way. Can games based learning helps in eliminating racism problems, assisting the acceptance in small communities of the new immigrants, and can assist the gifted and talented students in their future plans? This essay identifies characteristics of highly cognitive virtual interactive environments and offers a detailed index and scoring rubric as a tool for teachers and preserves teachers to use when evaluating the tendencies a video game demonstrates toward encouraging higher order thinking in its participants. Computers have been used in the classroom for years but now it has become so advanced that it allows teachers and students to use the computers in a more efficient way. Computer games have been developed for everything and anything, including topics such as typing, reading, math, science, foreign language training, etc. Research has been done to examine whether or not these games are useful to children. It appears that children are growing up in a technological world and that these games are useful to them because it is something familiar.


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