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The Multiple Learning
Experiences (M-LEx™) Model –
A Holistic Approach to Education
Anil Mammen
Vice President & Chief Curriculum Designer, Tata Interactive Systems
www.tatainteractive.com
www.tatainteractive.com
Table of Contents
Introduction .........................................................................	 3
		 ICT in Schools ................................................................	 4
		 Introducing M-LEx .........................................................	 4
		 ...........................................................................................	 4
		 Multisensory Activities ...................................................	 5
		 The Use of Multimedia ...................................................	 5
		 Group Activities and Projects ........................................ 	 6
		 Plug Points and Differentiated Activities ........................	 6
		 Cultural Sensitivity in Visual Representation ..................	 6
M-LEx™ Activity Types ...............................................	 7
Why M-LEx™ ..................................................................	 10
References ......................................................................	 10
www.tatainteractive.com
www.tatainteractive.com
Introduction
Before we recommend an instructional model to be adopted in schools,
we need to be clear on two things:
1.	 What is the purpose of education?
2.	 What does it mean to learn?
Of course, views differ on what constitutes the purpose of education. But
here is what we believe:
» 		Education must provide students with the tools for thinking,
		problem-solving and creating new things.
» 		It must encourage them to question what is being taught.
» 		It must inculcate in students a certain sense of social justice.
» 		It must provide students with the ability to be sensitive to gender, 		
		social and cultural differences.
» 		It must leave them with the hunger to continue learning through life.
As for learning, it involves many things—not just the ability to retain and
reproduce what is taught.
Question
Assumptions
Reflect, Interpret &
Contextualize
Read & Visualize
Observe-Record
Be curious
Discuss &
Collaborate
Analyze & Solve
Problems
Create or
Construct
Enquire, Research
& Explain
Present Findings
or Teach
Learning
www.tatainteractive.com
www.tatainteractive.com
ICT in Schools
In the instructional framework for Tata ClassEdge—our technology
enabled learning solution for K-12 schools—the use of information
and communication technology (ICT) in classrooms is a significant
component. When we studied the use of ICT in many schools in India,
we realized that the focus was on delivering learning content through
the use of multimedia. However, the traditional lecture method and the
new multimedia mode seemed to share the same assumption—that
education is nothing but the transfer of information. That it is a one-way
traffic: it either flows from the teacher to the students or from the smart-
board to the students. The student remains a passive body whose only
responsibility is to assimilate information and answer questions during
tests.
What is in this for students, except that they now get to see a few
concepts in visual form? First we used “chalk and talk”; now we move to
“observe and listen”. Sometimes this is followed up with multiple-choice
quizzes and online tests. But can we call this education design? While
it is a practical necessity for students to score decent grades in exams,
is it the only purpose of education? Is it enough to teach to achieve
predictable learning outcomes? If the aim of education is to equip
students to set goals for themselves (not just to pursue given goals), then
this approach to education is regressive.
Introducing M-LEx
The Tata ClassEdge instructional framework, the Multiple Learning
Experiences (MLEx™) Model, aims to make the teaching-learning
process more experiential and enquiry-oriented.
The model is developed on the following premises:
1.	 Learning has multiple dimensions: understanding, application, critical 	
		 thinking, creativity and communication.
2.	 The teaching-learning process should include multisensory 			
		 experiences (visual, auditory, verbal and kinaesthetic) to enable 		
		 students to experience learning across different modalities.
3.	 In order to enable students to participate actively in learning, 		
		 meaningful multisensory activities need to be designed to promote 		
		 each dimension of learning.
www.tatainteractive.com
www.tatainteractive.com
The intention of this framework is to enable teachers to resist fixed
patterns of teaching, build on the natural curiosity of children, and
convert the classroom into an active learning space (as opposed to
passive transfer of information). Therefore, Tata ClassEdge lesson plans,
which are built on the M-LEx™ model, lay stress on designing activities
that provide multiple experiences to children—experiences that arouse
their curiosity and are engaging, explorative and participative.
Visual-
Auditory
Verbal
Kinesthetic
Understanding
Demonstrative
media (animations
& slideshows),
graphic organizers
Reinforcement
worksheets
Hands-on activities
(Recall activities)
Application
Interactive
media and labs
Application
worksheets
Hands-on
activities
(Application-
oriented
activities-
E.g.
Measurements
& observation,
electric
circuits)
Critical
Thinking
Puzzles,
simulators,
spatial skills
worksheets
Problem
solving/
decision-
making
“challenge”
Worksheets
Hands-on
“challenge”
activities
(Higher-order
thinking
activities –
E.g.
Drawing
conclusions
from an
experiment.)
Creativity
Art projects,
Student
Presentations
Creative
writing,
debates,
role-plays,
research
projects
Hands-on
models &
Craft
Peer
Interaction
& Commu-
nication
Student
Presentations
Whole class
and group
discussions
Hands-on
models &
projects
Multisensory
Modalities
Multiple Dimensions of Learning
MultidimensionalActivities
www.tatainteractive.com
www.tatainteractive.com
Multisensory Activities
Studies show that the human brain has evolved to develop, learn and
operate optimally in multisensory environments. So, when more senses
are involved in learning, the better it is for retention. Therefore, each
teaching point within a lesson contains multisensory activities that are
well-aligned to the content. Over the course of a lesson, children will
have enough opportunities to do hands-on activities, discuss or debate,
narrate or listen to stories, solve problems, play with peers and interact
with multimedia.
The activities are a combination of not just different modalities (visual,
auditory, verbal, and kinaesthetic) and levels of difficulty but are also
a blend discovery and practice activities. Discovery activities
help students grasp the content through active exploration and inquiry
whereas practice activities enable them to apply their understanding,
question assumptions and improve their performance through effective
feedback.
Research says that spaced repetition and practice aid retention.
Therefore, by including different types of activities to teach each topic
within a lesson plan, what we are really doing is providing opportunities
for spaced and repeated practice for students without the monotony of
repetition.
The activities are designed in such a way that in the process of mastering
the topics, students also develop:
» 		 Social Skills (interpersonal, communication, presentation and 		
		 collaboration skills)
» 		 Thinking Skills (creative thinking, critical thinking, problem solving and 	
		 decision making)
» 		 Research orientation
» 		 Metacognition
» 		 Interdisciplinary learning
» 		 Information and Communication Technology (ICT) Skills
The Use of Multimedia
Multimedia is used only as a teaching aid. It doesn’t take away the
significant role of a teacher in the classroom. The media is used not
just to explain a topic but to generate interest in the subject as well.
Considering the low attention span of students and their ability to retain
only limited amount of information at a time in a whole class environment,
the maximum duration of multimedia is limited to just five minutes.
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www.tatainteractive.com
Media is used to provide the main idea of the topic and the lesson plans
provide tips to teachers to peg the details around the main idea. This
is because, according to studies (John Medina 2009), the human brain
processes the meaning or the big picture before processing the details.
Also, the lesson plans provide tips to get children to verbalise what they
see in a multimedia demonstration. For example, the teacher could ask
some questions related to the media or stop the media midway and ask
students to predict what is going to happen next.
Group Activities and Projects:
Group activities and projects focus on enhancing metacognitive skills.
They help children to:
» 		 Set realistic goals
» 		 Determine the best ways to achieve that goal
» 		 Monitor their progress
» 		 Make adjustments where required through trial and error
Moreover, in social sciences, the activities are carefully designed to
ensure students are sensitised to social and economic discrimination,
gender and community biases, multiple points of view on history and
civic responsibilities.
Plug Points and Differentiated Activities
The MLEx™ model makes use of interdisciplinary correlations, called
Plug Points, which link one subject to another or to contemporary events
and research.
There are differentiated activities as well (“Reinforcement” and
“Challenge”) for struggling students and high achievers. However, it is
important to note that “struggling students” and “high achievers” are
not permanent labels. For instance, a high achiever in math could be
a struggling learner in languages. Moreover, we don’t recommend that
teachers divide the class into high achievers and struggling students and
administer these activities to separate groups. Both kinds of activities
could be administered to the whole class. Students will be paired
intelligently for the “Challenge” activities so that even struggling students
participate in solving such questions.
www.tatainteractive.com
www.tatainteractive.com
Cultural Sensitivity in Visual Representation
The images that a child is exposed to can have a deep impact on the
way biases and stereotypes are formed in his or her mind. For example,
if the textbook and supporting materials show peasants as semi-literate,
poor, and incapable of a scientific worldview, children are most likely to
imbibe that view unless they question it at some point in their life. The
fact that stereotypes still play a large role in mass media only tells us that
many of us do not question our assumptions.
Here is a sample checklist that our media developers use to avoid biases
and ensure a certain level of sensitivity in the way we depict visuals:
Gender Sensitivity
1.	 Is there any gender stereotyping in our media representation?
		 a.	 Are nurses and teachers always women?
		 b.	 Are doctors and engineers always men?
		 c.	 Is it always the mother who works in the kitchen?
		 d.	 Are women/girl children shown as needing male support to get 		
				 things done?
	 (Obviously the answers to the question given above should be in the 		
	negative.)
	 Gender discrimination cannot be taken care of by just having an equal 	
	 number of male and female characters. Who is the main actor or 		
	 agent of change? What is the setting, the action and the purpose of 		
	 the scenario? We need to be sensitive about biases creeping into any 		
	 of these.
Class and Urban/Rural Sensitivity
2.	 How are lower classes represented? (We avoid the typical social 		
		 advertising format—sympathy evoking faces, ragged clothes, etc.)
3.	 Are all scenarios set only in an urban middle class milieu? (We use a 		
		 mix of rural and urban scenarios.)
4.	 How is rural India represented? Is it represented in the typical
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www.tatainteractive.com
		 “illustrated story” style—huts, mud roads, and old men on a charpoy? 	
		 (We avoid such clichéd representations and look up more visual 		
		 references to represent the diversity of rural India.)
Sensitivity Towards Indigenous People and Forest Dwellers
5.	 Are forest dwellers shown as ignorant people? (We avoid representing 	
		 the superiority of science and civilized ways in relation to indigenous 		
		people.)
6.	 In what context is the word tribal used? (Scheduled tribes in India are 	
		 today part of the so called “civilized mainstream”. Children from tribal 	
		 communities attend mainstream schools. In fact, there are several 		
		 well-off scheduled tribes in places like Jharkhand. So, it would be 		
		 inappropriate to show people wearing animal skin or traditional tribal
		 clothes and refer to them as tribal people—especially when referring 		
		 to contemporary tribal societies.)
7.	 How are indigenous people and forest dwellers visually represented? 	
		 (We avoid the typical stereotypical way in which they are represented 	
		 in popular cinema.)
www.tatainteractive.com
www.tatainteractive.com
M-LEx™ Activity Types
The table below provides a list of activities used in the model. Each
activity is denoted by an icon in the Tata ClassEdge lesson plans. Some
activities are intended to help students discover concepts for themselves,
while others serve as practice activities.
The table also indicates the learning dimensions, modalities and life skills
(although these will depend on the exact nature and specific content of
the activities).
Activity Icon
Play
Role-plays, group games,
multimedia games
Share
This is a paired/group
activity.
Think
An activity that typically
involves higher-order thinking
skills (this could be a group
or individual activity):
» 	 Fact & Opinion
» 	 Drawing Inferences
» 	 Predicting Consequences
» 	 Breaking down a problem 	
	 into component parts
» 	 Identifying the main idea/	
	problem
Dimension
Understanding,
Creativity,
Communication
Understanding,
Communication
Critical
Thinking,
Creativity
Modality
Verbal, Visual-
Auditory,
Kinaesthetic
Verbal, Visual-
Auditory (For
hands-on
activities, the
kinaesthetic
modality
applies, too.)
Verbal, Visual
(could also
include
Auditory and
Kinaesthetic
modalities,
depending on
the nature of
the activity.)
Life Skills
Role-play: Facing
an audience,
communication skills
Group Games: Peer
Interaction, Decision
Making
Multimedia Games:
Problem Solving,
Decision Making
Peer interaction
Logical thinking, creative
thinking, problem
solving, decision making
#
1
3
4
www.tatainteractive.com
www.tatainteractive.com
Activity Icon
Hunt
Projects (group or individual)
Projects are always followed
up with a presentation where
students talk about their
findings. Projects are age-
appropriate and can be done
without much adult support.
Lit
Making picture stories or
rhymes (for primary classes)
Developing a story or writing
a poem around a given topic
(for secondary and high
school students)
Art
Colouring, painting,
sketching, collages, card
making, craftwork, clay-
modelling, origami, poster
making, creating advertising
campaigns, etc.
Word
Crossword
Word Search
Word Jumble
Trip
Field trips
Media
- Multimedia demonstrations
- Animations
- Click & Explore 		
Demonstrations
- Slideshows
Interactive
Multimedia interactivities
(except Games which come
under Play)
Dimension
Application,
Critical
Thinking,
Communication
Creativity,
Communication
		
Creativity,
Communication
Understanding
Understanding
Understanding
Application
Modality
Verbal, Visual-
Auditory
Verbal, Visual
Verbal, Visual
Verbal, Visual
Visual, Verbal,
Auditory,
Kinaesthetic
Verbal, Visual-
Auditory
Verbal-Visual-
Auditory
(Could include
Musical)
Life Skills
Information gathering,
critical thinking,
creativity, metacognition,
presentation skills, ICT
skills (if the students
are using computer and
the Web to develop the
project)
Writing skills, creativity
Artistic skills, creativity
Problem solving, logical
thinking
Observation and
recording
Observation and
recording
Problem solving,
decision making,
ICT skills
#
5
6
7
8
9
10
11
www.tatainteractive.com
www.tatainteractive.com
Why M-LEx™
Children are natural learners. They learn through experiences and
by tinkering with things. They learn by observing things and asking
questions. They learn in ways we can’t even imagine. Technology alone
will be able to do precious little if it is introduced without concern for
the way children learn and make sense of things. We need an adoption
model that integrates technology with effective teaching-learning
practices. We need to provide scaffolding and space for students to
learn on their own.
As a start, classrooms should promote an environment of inquiry,
experimentation and dialogue. We should recognize the porous borders
that compartmentalize different subjects. We should acknowledge the
differences in aptitude and provide room for each child to build on his or
her strengths.
References
The following books and papers have inspired us in the design of
M-LEx™:
1.	 The National Council for Educational Research and Training (2005). 		
		National Curriculum Framework 2005
2.	 Bernie Trilling, Charles Fadel (2009). 21st Century Skills: Learning for 	
		 Life in Our Times
3.	 Howard Gardner (1983). Frames of Mind: The Theory of Multiple 		
		Intelligences
4.	 Krishna Kumar (1989). Social Character of Learning
5.	 John J. Medina (2009). Brain Rules: 12 Principles for Surviving and 		
		 Thriving at Work, Home, and School
6.	 M. David Merrill (2002). First Principles of Instruction
7.	 Richard E. Mayer and Roxana Moreno (1996). A Cognitive Theory of 		
		Multimedia Learning: Implications for Design Principles

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The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Education

  • 1. The Multiple Learning Experiences (M-LEx™) Model – A Holistic Approach to Education Anil Mammen Vice President & Chief Curriculum Designer, Tata Interactive Systems
  • 2. www.tatainteractive.com www.tatainteractive.com Table of Contents Introduction ......................................................................... 3 ICT in Schools ................................................................ 4 Introducing M-LEx ......................................................... 4 ........................................................................................... 4 Multisensory Activities ................................................... 5 The Use of Multimedia ................................................... 5 Group Activities and Projects ........................................ 6 Plug Points and Differentiated Activities ........................ 6 Cultural Sensitivity in Visual Representation .................. 6 M-LEx™ Activity Types ............................................... 7 Why M-LEx™ .................................................................. 10 References ...................................................................... 10
  • 3. www.tatainteractive.com www.tatainteractive.com Introduction Before we recommend an instructional model to be adopted in schools, we need to be clear on two things: 1. What is the purpose of education? 2. What does it mean to learn? Of course, views differ on what constitutes the purpose of education. But here is what we believe: » Education must provide students with the tools for thinking, problem-solving and creating new things. » It must encourage them to question what is being taught. » It must inculcate in students a certain sense of social justice. » It must provide students with the ability to be sensitive to gender, social and cultural differences. » It must leave them with the hunger to continue learning through life. As for learning, it involves many things—not just the ability to retain and reproduce what is taught. Question Assumptions Reflect, Interpret & Contextualize Read & Visualize Observe-Record Be curious Discuss & Collaborate Analyze & Solve Problems Create or Construct Enquire, Research & Explain Present Findings or Teach Learning
  • 4. www.tatainteractive.com www.tatainteractive.com ICT in Schools In the instructional framework for Tata ClassEdge—our technology enabled learning solution for K-12 schools—the use of information and communication technology (ICT) in classrooms is a significant component. When we studied the use of ICT in many schools in India, we realized that the focus was on delivering learning content through the use of multimedia. However, the traditional lecture method and the new multimedia mode seemed to share the same assumption—that education is nothing but the transfer of information. That it is a one-way traffic: it either flows from the teacher to the students or from the smart- board to the students. The student remains a passive body whose only responsibility is to assimilate information and answer questions during tests. What is in this for students, except that they now get to see a few concepts in visual form? First we used “chalk and talk”; now we move to “observe and listen”. Sometimes this is followed up with multiple-choice quizzes and online tests. But can we call this education design? While it is a practical necessity for students to score decent grades in exams, is it the only purpose of education? Is it enough to teach to achieve predictable learning outcomes? If the aim of education is to equip students to set goals for themselves (not just to pursue given goals), then this approach to education is regressive. Introducing M-LEx The Tata ClassEdge instructional framework, the Multiple Learning Experiences (MLEx™) Model, aims to make the teaching-learning process more experiential and enquiry-oriented. The model is developed on the following premises: 1. Learning has multiple dimensions: understanding, application, critical thinking, creativity and communication. 2. The teaching-learning process should include multisensory experiences (visual, auditory, verbal and kinaesthetic) to enable students to experience learning across different modalities. 3. In order to enable students to participate actively in learning, meaningful multisensory activities need to be designed to promote each dimension of learning.
  • 5. www.tatainteractive.com www.tatainteractive.com The intention of this framework is to enable teachers to resist fixed patterns of teaching, build on the natural curiosity of children, and convert the classroom into an active learning space (as opposed to passive transfer of information). Therefore, Tata ClassEdge lesson plans, which are built on the M-LEx™ model, lay stress on designing activities that provide multiple experiences to children—experiences that arouse their curiosity and are engaging, explorative and participative. Visual- Auditory Verbal Kinesthetic Understanding Demonstrative media (animations & slideshows), graphic organizers Reinforcement worksheets Hands-on activities (Recall activities) Application Interactive media and labs Application worksheets Hands-on activities (Application- oriented activities- E.g. Measurements & observation, electric circuits) Critical Thinking Puzzles, simulators, spatial skills worksheets Problem solving/ decision- making “challenge” Worksheets Hands-on “challenge” activities (Higher-order thinking activities – E.g. Drawing conclusions from an experiment.) Creativity Art projects, Student Presentations Creative writing, debates, role-plays, research projects Hands-on models & Craft Peer Interaction & Commu- nication Student Presentations Whole class and group discussions Hands-on models & projects Multisensory Modalities Multiple Dimensions of Learning MultidimensionalActivities
  • 6. www.tatainteractive.com www.tatainteractive.com Multisensory Activities Studies show that the human brain has evolved to develop, learn and operate optimally in multisensory environments. So, when more senses are involved in learning, the better it is for retention. Therefore, each teaching point within a lesson contains multisensory activities that are well-aligned to the content. Over the course of a lesson, children will have enough opportunities to do hands-on activities, discuss or debate, narrate or listen to stories, solve problems, play with peers and interact with multimedia. The activities are a combination of not just different modalities (visual, auditory, verbal, and kinaesthetic) and levels of difficulty but are also a blend discovery and practice activities. Discovery activities help students grasp the content through active exploration and inquiry whereas practice activities enable them to apply their understanding, question assumptions and improve their performance through effective feedback. Research says that spaced repetition and practice aid retention. Therefore, by including different types of activities to teach each topic within a lesson plan, what we are really doing is providing opportunities for spaced and repeated practice for students without the monotony of repetition. The activities are designed in such a way that in the process of mastering the topics, students also develop: » Social Skills (interpersonal, communication, presentation and collaboration skills) » Thinking Skills (creative thinking, critical thinking, problem solving and decision making) » Research orientation » Metacognition » Interdisciplinary learning » Information and Communication Technology (ICT) Skills The Use of Multimedia Multimedia is used only as a teaching aid. It doesn’t take away the significant role of a teacher in the classroom. The media is used not just to explain a topic but to generate interest in the subject as well. Considering the low attention span of students and their ability to retain only limited amount of information at a time in a whole class environment, the maximum duration of multimedia is limited to just five minutes.
  • 7. www.tatainteractive.com www.tatainteractive.com Media is used to provide the main idea of the topic and the lesson plans provide tips to teachers to peg the details around the main idea. This is because, according to studies (John Medina 2009), the human brain processes the meaning or the big picture before processing the details. Also, the lesson plans provide tips to get children to verbalise what they see in a multimedia demonstration. For example, the teacher could ask some questions related to the media or stop the media midway and ask students to predict what is going to happen next. Group Activities and Projects: Group activities and projects focus on enhancing metacognitive skills. They help children to: » Set realistic goals » Determine the best ways to achieve that goal » Monitor their progress » Make adjustments where required through trial and error Moreover, in social sciences, the activities are carefully designed to ensure students are sensitised to social and economic discrimination, gender and community biases, multiple points of view on history and civic responsibilities. Plug Points and Differentiated Activities The MLEx™ model makes use of interdisciplinary correlations, called Plug Points, which link one subject to another or to contemporary events and research. There are differentiated activities as well (“Reinforcement” and “Challenge”) for struggling students and high achievers. However, it is important to note that “struggling students” and “high achievers” are not permanent labels. For instance, a high achiever in math could be a struggling learner in languages. Moreover, we don’t recommend that teachers divide the class into high achievers and struggling students and administer these activities to separate groups. Both kinds of activities could be administered to the whole class. Students will be paired intelligently for the “Challenge” activities so that even struggling students participate in solving such questions.
  • 8. www.tatainteractive.com www.tatainteractive.com Cultural Sensitivity in Visual Representation The images that a child is exposed to can have a deep impact on the way biases and stereotypes are formed in his or her mind. For example, if the textbook and supporting materials show peasants as semi-literate, poor, and incapable of a scientific worldview, children are most likely to imbibe that view unless they question it at some point in their life. The fact that stereotypes still play a large role in mass media only tells us that many of us do not question our assumptions. Here is a sample checklist that our media developers use to avoid biases and ensure a certain level of sensitivity in the way we depict visuals: Gender Sensitivity 1. Is there any gender stereotyping in our media representation? a. Are nurses and teachers always women? b. Are doctors and engineers always men? c. Is it always the mother who works in the kitchen? d. Are women/girl children shown as needing male support to get things done? (Obviously the answers to the question given above should be in the negative.) Gender discrimination cannot be taken care of by just having an equal number of male and female characters. Who is the main actor or agent of change? What is the setting, the action and the purpose of the scenario? We need to be sensitive about biases creeping into any of these. Class and Urban/Rural Sensitivity 2. How are lower classes represented? (We avoid the typical social advertising format—sympathy evoking faces, ragged clothes, etc.) 3. Are all scenarios set only in an urban middle class milieu? (We use a mix of rural and urban scenarios.) 4. How is rural India represented? Is it represented in the typical
  • 9. www.tatainteractive.com www.tatainteractive.com “illustrated story” style—huts, mud roads, and old men on a charpoy? (We avoid such clichéd representations and look up more visual references to represent the diversity of rural India.) Sensitivity Towards Indigenous People and Forest Dwellers 5. Are forest dwellers shown as ignorant people? (We avoid representing the superiority of science and civilized ways in relation to indigenous people.) 6. In what context is the word tribal used? (Scheduled tribes in India are today part of the so called “civilized mainstream”. Children from tribal communities attend mainstream schools. In fact, there are several well-off scheduled tribes in places like Jharkhand. So, it would be inappropriate to show people wearing animal skin or traditional tribal clothes and refer to them as tribal people—especially when referring to contemporary tribal societies.) 7. How are indigenous people and forest dwellers visually represented? (We avoid the typical stereotypical way in which they are represented in popular cinema.)
  • 10. www.tatainteractive.com www.tatainteractive.com M-LEx™ Activity Types The table below provides a list of activities used in the model. Each activity is denoted by an icon in the Tata ClassEdge lesson plans. Some activities are intended to help students discover concepts for themselves, while others serve as practice activities. The table also indicates the learning dimensions, modalities and life skills (although these will depend on the exact nature and specific content of the activities). Activity Icon Play Role-plays, group games, multimedia games Share This is a paired/group activity. Think An activity that typically involves higher-order thinking skills (this could be a group or individual activity): » Fact & Opinion » Drawing Inferences » Predicting Consequences » Breaking down a problem into component parts » Identifying the main idea/ problem Dimension Understanding, Creativity, Communication Understanding, Communication Critical Thinking, Creativity Modality Verbal, Visual- Auditory, Kinaesthetic Verbal, Visual- Auditory (For hands-on activities, the kinaesthetic modality applies, too.) Verbal, Visual (could also include Auditory and Kinaesthetic modalities, depending on the nature of the activity.) Life Skills Role-play: Facing an audience, communication skills Group Games: Peer Interaction, Decision Making Multimedia Games: Problem Solving, Decision Making Peer interaction Logical thinking, creative thinking, problem solving, decision making # 1 3 4
  • 11. www.tatainteractive.com www.tatainteractive.com Activity Icon Hunt Projects (group or individual) Projects are always followed up with a presentation where students talk about their findings. Projects are age- appropriate and can be done without much adult support. Lit Making picture stories or rhymes (for primary classes) Developing a story or writing a poem around a given topic (for secondary and high school students) Art Colouring, painting, sketching, collages, card making, craftwork, clay- modelling, origami, poster making, creating advertising campaigns, etc. Word Crossword Word Search Word Jumble Trip Field trips Media - Multimedia demonstrations - Animations - Click & Explore Demonstrations - Slideshows Interactive Multimedia interactivities (except Games which come under Play) Dimension Application, Critical Thinking, Communication Creativity, Communication Creativity, Communication Understanding Understanding Understanding Application Modality Verbal, Visual- Auditory Verbal, Visual Verbal, Visual Verbal, Visual Visual, Verbal, Auditory, Kinaesthetic Verbal, Visual- Auditory Verbal-Visual- Auditory (Could include Musical) Life Skills Information gathering, critical thinking, creativity, metacognition, presentation skills, ICT skills (if the students are using computer and the Web to develop the project) Writing skills, creativity Artistic skills, creativity Problem solving, logical thinking Observation and recording Observation and recording Problem solving, decision making, ICT skills # 5 6 7 8 9 10 11
  • 12. www.tatainteractive.com www.tatainteractive.com Why M-LEx™ Children are natural learners. They learn through experiences and by tinkering with things. They learn by observing things and asking questions. They learn in ways we can’t even imagine. Technology alone will be able to do precious little if it is introduced without concern for the way children learn and make sense of things. We need an adoption model that integrates technology with effective teaching-learning practices. We need to provide scaffolding and space for students to learn on their own. As a start, classrooms should promote an environment of inquiry, experimentation and dialogue. We should recognize the porous borders that compartmentalize different subjects. We should acknowledge the differences in aptitude and provide room for each child to build on his or her strengths. References The following books and papers have inspired us in the design of M-LEx™: 1. The National Council for Educational Research and Training (2005). National Curriculum Framework 2005 2. Bernie Trilling, Charles Fadel (2009). 21st Century Skills: Learning for Life in Our Times 3. Howard Gardner (1983). Frames of Mind: The Theory of Multiple Intelligences 4. Krishna Kumar (1989). Social Character of Learning 5. John J. Medina (2009). Brain Rules: 12 Principles for Surviving and Thriving at Work, Home, and School 6. M. David Merrill (2002). First Principles of Instruction 7. Richard E. Mayer and Roxana Moreno (1996). A Cognitive Theory of Multimedia Learning: Implications for Design Principles