Education in constantly changing world

It is an undeniable fact that the time our children live will be very different from the time we live. So the knowledge and skills that our children need to acquire will surely be different. The aim of education in the 21st century is to raise individuals who are sensitive to the environment, respectful to nature, who feel responsible for the society and planet they live in, and who have a developed citizenship awareness. Because the world is changing at such a rate that even it is surprising! It is very important to raise awareness for our students in order to leave a livable world to new generations.


Have you ever thought what do we do if our world becomes uninhabitable? What if the world expels us one day, where do we go? What challenges do we have to deal with? How do we settle? Is it possible to live on another planet? 


Here I wrote this learning scenario to learn the answers that my students will give to these questions. This learning scenario targets both the cognitive, psychomotor and affective development of students. It has been prepared to enable students to find solutions to possible future problems with STEM. If human beings do not take precautions and act sensitively, possible dangers await mankind in the future. This learning scenario was prepared to attract students’ attention and raise awareness. I am a design and technology teacher at a secondary school. This learning scenario is suitable for students in the 12-15 age group (5, 6, 7 and 8 grade of secondary school) and could only be partially implemented due to the pandemic conditions.

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Triseum Variant Limits Game for learning mathematics

Games and gamification is one of the important developments in educational technology for European schools.

Game-based learning (GBL) has become an effective training and learning method that both students and teachers enjoy being part of these days. GBL has been developed to help students around the world acquire the knowledge and skills they need to live an educated life with a wide ranges of benefits (Clark, M.)

In the Zones of Game Variant Limits based on Bloom’s Taxonomy of Educational Objectives By Bloom’s Taxonomy, teachers can access a multi-tiered scale to express the level of expertise required to achieve each measurable student outcome. Organising measurable student outcomes in this way will allow us to select appropriate classroom assessment techniques for the course.

Visual graphs provide clues that words and equations don’t. For example, it might take middle school or high school students several minutes to read, digest, interpret and map a word problem. By using graphical representations, one can quickly draw conclusions. Graphs show trends, gaps and clusters, and compare multiple data sets at once, often accommodating large sets of data. They make it easy for scientists and students alike to form hypotheses and draw conclusions.

Finally, Variant Limits could be used for Flipped Classroom Teaching. Students work and play games as their homework, and in the classroom school teachers could evaluate their knowledge levels by using worksheets. It is a combination of direct teaching and constructive learning, in which the teacher is not the “wise on the stage”, or the “sage on the stage”, but the “guide on the side”. Students who are absent due to illness or extracurricular activities, such as sports, are not left behind. All pupils are actively involved in the learning process through personalised training.

  • Students manipulate objects within a 3Dworld using calculus principles and theories.
  • Players are immersed in an environment that includes an engaging narrative, hidden backstory, and a high-stakes adventure.
  • Intuitive feedback and game interaction allow players to play and explore at their own pace.
  • Intelligent game analytics allow instructors to monitor student activity and provide insight into student progress

A tool to increase interaction and personalised contact time between students and teachers. An environment where students are responsible for their own learning.

Download the software Variant Limits of Triseum https://triseum.com/variant-limits/

Variant: Limits promotes conceptual understanding through direct interaction and immediate feedback in the game environment.
»» Finite Limits: Introduction to limits, one-sided limits, and limits of combined functions.
»» Continuity: Limit definition of continuity at a point,continuity of combined functions, and the intermediatevalue theorem.
»» Infinite Limits: Horizontal and vertical asymptotes.