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IMPLEMENTATION OF THE 21ST CENTURY INNOVATIVE PEDAGOGIES IN COMPUTER-BASED COURSES THROUGH BLENDED LEARNING ENVIRONMENTS

The education of the 21st-century learning needs to be immersive, collaborative, interactive and inclusive. Immersive instructional approach is well-suited to be embedded in the learning and teaching environment since it has the potential to engage the learner holistically – cognitively, emotionally and physically, particularly when they need to evaluate complex situation, making judgments, decisions, etc.

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While immersive learning emphasizes on engaging the learners deeply, a lot of learning instructions are irrelevant because they fail to involve/engage/assess/simulate the learners with the real-world tasks/challenges faced by the professionals in the learner’s field hence can hinder them from acquiring skills and values at the highest level.

 

Therefore, the use of innovative pedagogies such as problem-based learning, problem-solving, scenario-based learning, case-based learning, reflective learning, social collaborative learning, flipped classroom, heutagogy, peeragogy, and cybergogy through technology tools (such as LMS, blog, Facebook, Flipgrid, and Mobile Apps) provide meaningful immersive blended learning environments since both the pedagogy and technology support each other and coherent with the preferences of the millennials.

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The innovative pedagogies are not only supporting the delivery of instructions but also they will ease and assist the assessment of students’ learning based on performance, reflective thinking, cognitive retention, cognitive engagement and motivation. In general, innovative pedagogy views learners as active participants in their own learning, where they have opportunities to determine their own learning, involve their prior knowledge and be active in investigation.  

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We used an acronym of INNO-GOGY to represent the words of “Innovative Pedagogies”, and “Technology” since several 21st century innovative pedagogies have been implemented in learning and teaching process such as problem-based learning, problem-solving, scenario-based learning, case-based learning, reflective learning, social collaborative learning, flipped classroom, heutagogy, peeragogy, and cybergogy in teaching computer/technology-based courses through the use of several types of technological tools/platforms such as LMS, blog, Facebook, Flipgrid, and Mobile Apps in immersive blended learning environments.

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