Sangeetha Kirsnan


I am Sangeetha, from Singapore. I have taught Chemistry for upper secondary students for 5 years. I did my degree in Bachelor of Science (Education) as being a teacher was my dream. After 5 years of teaching, I decided to take a break and wanted to experience education in another country, hence here I am pursuing my Masters.

This course appealed to me as I want to know how to effectively use digital learning in classrooms. Having a class size of 40, and getting them to the computer labs itself is so tedious. Engage them in an online activity is not sustainable as they tend to log onto social media platforms. This prevents us from exploring digital learning, and we stick to classroom teaching.

I am excited to learn new ways to engage, and use digital learning in classrooms.

Assignment 1

Education has shifted from its traditional paradigm of merely transferring knowledge through memorisation and regurgitation to building of analytical and innovative skills. Such skills are often leveraged through information communication technology (ICT) which has been pervasively rising (Molnar, 1997).

This literature review has focused on the digital culture of games to engage students in the learning of Science. There are certain misconceptions of games, such as some educators may feel games are an improper digital tool to teach concepts as they fear students will not be learning but having fun instead. This review aimed to reduce the apprehension of educators on games by highlighting the effective use of games for lessons as games promote peer based learning, and develop analytical skills (Ito & Bittanti, 2007)

As Carta, Ronsivalle & Sepede cited Mcluhan (2001) description, ‘we are entering the new age of education that is programed for discovery rather than instruction’ (p. 214). As educators, we should take the bold step to explore digital tools such as games to create an experiential learning environment for our students. It also provides teachers an opportunity to play and learn together with the students.

To conclude, we educators should take a leap of faith in using games in lessons as how Swanson (2014) cited from Zynga and Byrite’s research, ‘ So go ahead, and play a little’.

Assignment 2

The resource is a website consisting of various Science links which contains simulations and games suited for Singapore’s Science and Chemistry syllabus.

My initial idea was to locate a proper Chemistry game and introduce it to my colleagues. I found an interesting game PowerUp, but it required user logins, and proper softwares in order for it to run efficiently. I shared my idea with my colleagues and received their feedback. They shared that they are keener on simulations, and succinct games that could be played during lessons. Their feedback allowed me to reflect and prepare a resource that serves as a resource bank consisting of various Science websites that are useful for teachers. Though the list is not exhaustive but the website will be constantly reviewed and updated according to my school’s needs.
The main purpose of the website is to encourage Chemistry teachers in my school to explore the digital world. We confine ourselves with traditional teaching methods, and rarely explore the rich Science resources that are found online. They do not have the time to explore and sieve out relevant sites that may be useful for Science lessons. In order to lessen their workload, this resource will be a one stop destination for them to choose and pick an appropriate website for their lessons. Some of the websites could serve as an e-Learning activity which we conduct twice a year.

The resource website is

The website is the first step I am taking in order to encourage my colleagues to integrate ICT based lessons during lessons.