iLearnSpace Methodology

REAL WORLD SITUATIONS WITH THE STUDENT AS THE PROTAGONIST

TECHNOLOGY TOOLS AS AN AID TO SOLVING REAL WORLD PROBLEMS

While the focus is on teaching new technologies to students, at iLearnSpace we approach the learning objective from a reverse angle. 

If we only ask, ‘What can we use this technology for in teaching/learning?’ then we will only learn what the technology is good for; we don’t sort out the problems we need to solve.
So instead we say ‘Here is the teaching/learning problem – How can technologies help?’

And that way, we challenge the technology to help with the really important learning needs.

* First the problem,
* then the creative solution and
* finally the technology that will allow the students to execute a solution.

Within this paradigm, the student assumes the leading role in his or her own learning.

PROJECT BASED LEARNING


Projects are chosen according to the students’ own interests and passions. Therefore, our students develop skills and abilities whilst following personalized paths which keeps them engaged, enthused.

CHALLENGE BASED LEARNING


New technologies are taught to students through challenges that they choose themselves. With time, the challenges are refined, allowing students to develop their skills and competencies.

GAME BASED LEARNING


The gamification of learning developed with the affordance technology brought to the classroom. It emphasizes a type of learning that explores skills and content creatively, in a fun and playful way.
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