{"title":"Using Educational Technologies to Further Critical Thinking, Creative Thinking, and Wisdom","authors":"N. Dalal","doi":"10.1109/T4E.2011.64","DOIUrl":null,"url":null,"abstract":"Are we teaching students what to think but not how to think? Drawing upon considerable experience in using educational technologies in the classroom and in teaching pure online courses, we explore the potential of such technologies for deep learning, more specifically, learning that can further critical thinking, creative thinking, and wisdom, regardless of the subject domain. We present actual examples of simple to advanced uses of technologies in the classroom to promote deep learning. The technologies include online discussions using a learning management system and game building using a high-level game generator. We discuss the benefits and challenges of such pedagogies.","PeriodicalId":162825,"journal":{"name":"2011 IEEE International Conference on Technology for Education","volume":"19 5","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE International Conference on Technology for Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/T4E.2011.64","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Are we teaching students what to think but not how to think? Drawing upon considerable experience in using educational technologies in the classroom and in teaching pure online courses, we explore the potential of such technologies for deep learning, more specifically, learning that can further critical thinking, creative thinking, and wisdom, regardless of the subject domain. We present actual examples of simple to advanced uses of technologies in the classroom to promote deep learning. The technologies include online discussions using a learning management system and game building using a high-level game generator. We discuss the benefits and challenges of such pedagogies.