Module 2 - Digital Pedagogy

The aim of this module is to equip you, as a VET educator, with the knowledge, skills, and critical thinking necessary to develop and implement effective digital pedagogy practices in your classes.

Learning Outcomes

After completing this SDL module, you will have gained the following knowledge, skills and attitudes: 

  • Explain the core principles of digital pedagogy and its application in VET education.
  • Design engaging and interactive learning activities.
  • Develop a growth mindset towards integrating digital pedagogy into your teaching practice.

You will explore the core principles and theoretical foundations of digital pedagogy within the context of VET education.

Examine diverse online and hybrid learning methodologies and their suitability for different VET subjects.

Learn strategies for effectively adapting your existing lesson plans for online and hybrid delivery.

Explore techniques for creating engaging and interactive learning activities specifically for the digital classroom.

Key Concepts

Digital pedagogy

Practice of teaching and learning that integrates digital technologies into educational processes to enhance engagement, collaboration, and learning outcomes. It involves the thoughtful use of digital tools and resources to create meaningful learning experiences for students.

Team building and the management of groups dynamics is an essential capacity that you should refine to build a cohesive learning team, nurture a mutually supportive community and establish a pleasant learning setting.

Your understanding of group dynamics is prerequisite to better intercept and tackle which kind of “soft” relational dynamics could (pre)exist within the group:

  1. Informal/formal roles detained by participants, and pre-existing group norms, if any (formal and non-formal as well)
  2. Impact and influence that certain power and relational dynamics might have over the success of the experience

Learner-centredness

Active learning

Teaching and learning approach that encourages students to actively engage with course material through activities such as discussions, problem-solving tasks, group work, and hands-on experiences. It emphasises participation, critical thinking, and application of knowledge, rather than passive reception of information.

Process of incorporating digital technologies into educational practices and curriculum to enhance teaching and learning outcomes.

Technology integration

Digital assessment

Evaluation of student learning using digital tools, methods, and resources. It encompasses a range of assessment strategies, including formative and summative assessments, that leverage technology to gather, analyse, and interpret student performance data. It aims to provide timely feedback, measure learning progress, and support continuous improvement in teaching and learning practices.

Integrating VR in VET

Sarah, a hospitality trainer at a VET school, teaches a course on customer service excellence. Traditionally, her approach involves lectures, role-playing activities with classmates, and written case studies. While these methods have their merits, Sarah observes several challenges. Lectures can be passive, and some students struggle to stay engaged. Role-playing activities can feel artificial, and written case studies lack the immediacy of real-world situations. Sarah wants to revitalise her course by incorporating digital pedagogy to enhance student engagement and create more realistic learning experiences.

Case Study:

Here are some specific digital teaching methodologies Sarah is considering:

 

Interactive simulations: Sarah could utilise online simulations that recreate realistic customer service scenarios. Students could role-play various situations, from handling difficult customers to resolving guest complaints, in a virtual environment. These simulations can provide immediate feedback on their responses and decision-making, allowing for personalised learning and targeted practice.

 

Gamification: Sarah could explore incorporating gamified elements into her class. This could involve creating points, badges, and leaderboards for students who excel in customer service simulations or online quizzes. Gamification can incentivise participation, foster healthy competition, and make learning more fun and engaging.

 

360-degree videos: Sarah could introduce 360-degree video tours of hospitality settings like hotels or restaurants. Students could virtually explore different departments and observe real-life customer interactions, gaining a deeper understanding of the hospitality industry and the practical application of customer service skills.

  • How can Sarah effectively integrate these digital tools (interactive simulations, gamification, 360-degree videos) with traditional teaching methods like lectures and role-playing activities? 

 

  • How can Sarah leverage digital pedagogy to create more personalised learning experiences that cater to different learning styles and address individual student needs?

 

  • Considering the hospitality industry’s emphasis on emotional intelligence and communication skills, how can Sarah ensure that technology complements, rather than replaces, in-person interaction and practice opportunities in the classroom?

 

  • What potential challenges might arise when integrating new technologies in the classroom (e.g., technical difficulties, student comfort level)? How can Sarah address these challenges and ensure all students have a positive and productive learning experience with digital tools?

Activity 1

This activity aims to help you analyse your approach to technology integration in your current teaching practice.

This very simple activity should help you in improving your effective communication skills, articulate your thoughts more precisely, clearly and confidently.

Activity Reflection exercise

  • Reflect on a recent lesson plan you delivered in your VET classroom.
  • Identify any instances where you used technology for teaching or learning purposes.
  • Did it enhance student engagement and learning outcomes?
  • If you haven’t yet integrated technology, brainstorm potential ways technology could be used in your subject area to support learning.
  • This activity will take approximately 1 hour.

Activity 2

This activity will guide you through developing a digitally-enhanced lesson plan for your specific VET programme.

Activity Hands-on task

Reflection Questions

  • Choose a specific topic or skill from your VET programme curriculum.
  • Retrieve one of your traditional lesson plans for delivering this topic in a face-to-face classroom setting.
  • Reflect on the learning objectives and potential challenges of adapting this lesson by integrating digital pedagogy.
  • Select a suitable digital teaching methodology (e.g., flipped classroom, gamification) that complements the learning objectives of your chosen topic.
  • Redesign your lesson plan, incorporating the chosen methodology and utilising digital tools to create interactive activities and enhance student engagement.
  • This activity will take approximately 1.5 hours.

Tips for VET Educators

Assessment: Effective communication

Conclusion

This module has equipped you with the foundational knowledge and practical strategies to develop and implement effective digital pedagogy practices in your VET classroom. We explored the core principles of digital pedagogy, emphasising its role in enhancing student engagement and learning outcomes.

 

We reflected on various digital teaching methodologies, such as gamification, and VR simulations, and their potential applications in different VET subject areas.

Through activities and case studies, we explored strategies for adapting existing lesson plans and designing engaging interactive learning activities.

 

Remember, the key to successful digital pedagogy is not just about the technology itself, but about using it purposefully and strategically to achieve your specific learning objectives. As you embark on integrating digital tools into your teaching practice, embrace a growth mindset, continuously learn and explore new resources, and prioritise the needs and learning styles of your students. By thoughtfully integrating digital pedagogy, you can create a more dynamic, engaging, and effective learning environment for your VET students.

References

  • Bates, A.W. (2019). Teaching in a Digital Age – Third Edition. Vancouver, B.C.: Tony Bates Associates Ltd. www.tonybates.ca/teaching-in-a-digital-age/  
  • Istrate, O. (2022). Digital Pedagogy. Definition and Conceptual Area. Journal of Digital Pedagogy, 1(1) 3-10. Bucharest: Institute for Education. https://doi.org/10.61071/JDP.0313  

  • Punie, Y., editor(s), Redecker, C. (2017). European Framework for the Digital Competence of Educators: DigCompEdu. EUR 28775 EN, Publications Office of the European Union, Luxembourg, ISBN 978-92-79-73718-3 (print),978-92-79-73494-6 (pdf), doi:10.2760/178382 (print),10.2760/159770 (online), JRC107466. ttps://publications.jrc.ec.europa.eu/repository/handle/JRC107466

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Project Number:2022-2-IE01-KA220-VET-000099488

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