Photo Credit: Avel Chuklanov, unsplash
It's not new. Learning by teaching is a method students have found useful for years. Coaxing your brain to organise your thoughts in a comprehensible manner for your "Student” somehow helps you understand the concept better. So how can you make the most of this method with technology?
1) Not only Wikipedia Challenge:The essence of this challenge is no copy-paste. I would suggest no online reading but that may reduce the amount of research one can do. Additionally, encouraging students to limit their research to videos, audios and books can force them to learn the subject before they teach it rather than copy it.
What helps: Online courses like on Udemy, Coursera, Udacity
YouTube channels like Kurzgesagt, Crash course, Vsauce, Minute physics, Ted, Ted-ed, etc.
Sites like BBC bitesize GCSE, Khan Academy
2) Relevance and Storytelling: Associations are the key to understanding and memory, and they don’t have to be abstract or only visual. Test your students by encouraging them to explain the most recent developments in your subject. Or take a more entertaining route and let them teach by debating on the factual (in)accuracies of a movie using what they have learnt. Additionally, you can propagate teaching through stories, where students have to explain concepts in characters and worlds, not just the numbers they have to learn.
What helps: For new news readers: Inshorts, Youtube channels like Kurzgesagt
3) Medium: The most critical part of learning with teaching should be the medium. Many a time students are asked to present a topic. So they make a PowerPoint. However, there are myriad better ways to tell a story and teach in the Internet age. It could be through cards, board games, video games, comics and doodles, animation, even other presentation software’s that can bring across a story. Students who present should be pushed to explore other options as storytelling and teaching devices. The more enjoyable it is to create these courses, the easier it is for them to learn and teach. Hard work may end up embedding the chapter into their memory. Moreover, these options are not limited to artists. After all, simple flash animations like in EXTRA CREDITS are more effective at teaching than a sequence of Mona Lisa level paintings.
What can help: Making Games: Drag and drop software like GDevelop (Recommended for its simple Platformer maker), Gamemaker and Game Salad are a great place to start.
Animation: Simple Flash animations are a great start if you have the Adobe suite. For flipbook animations (Suggested to start with EXTRA CREDITS type animation) you can also use free software like Pencil 2D, Opentoonz, Krita and Animation Desk (For Android and IOS devices). You can also use sites like GoAnimate, Vyond, etc. to take the artistic burden of the students.
Comics: Handmade doodles are always recommended, but you can also try apps like Storyboard That to speed up the process and encourage non-artists.
Presentation software: Powtoons and Prezi, even simpler ones like Emaze and Haiku deck could spice up your presentations.
*BONUS: Infographics is also a new way of teaching. Encourage students to start thinking in infographics with this list on CreativeBloq.
4) Spread: The last is to spread the learning around. Knowing that more people will learn outside the classroom will encourage students to think harder and teach with better quality of information and methods. This can be to other grades, to other schools, or to the impoverished by working with NGOs. You can also reach out with sites like YouTube or Udemy, and teach the world and add to the growing list of resources that taught the students in the first place.
Written by Vismaya Menon
Vismaya Menon is a 12th-grade student with the love of comics, games and how they can influence education. She is also a budding artist and loves its storytelling capabilities. Vismaya is also a firm believer that learning is always intrinsically fun if we can shine a spotlight on the essence of each subject rather than the mindnumbing paragraphs that act as 'icing' and she sees games as the future of education to promote learning, application and experimentation.