Sunday, 26 May 2013

Mobile Learning in the Classroom

Teachers and educators are now turning to mobile devices to help assist learning in the classroom. However contradictory this may seem to the old set of rules (no phones allowed in class), this technology is proving to be a very useful tool when educating students (Sharples, Arnedillo-S'anchez, Milrad, & Vavoula, 2009). Furthermore, it is no wonder mobiles are being used for learning purposes; we are in an age where almost everybody carries around some sort of mobile device with them, whether it be an actual phone or an MP3 player such as the iPod.

iPhone & iPod
http://www.insanetwist.com/2012/12/eject-and-disconnect-ipod-or-iphone.html

Due to the readily available mobile resources we now have on offer, the opportunities that educators are presented with are endless. We have a chance to be able to redesign learning for the 21st century classroom. However, because mobiles once were a taboo item in the classroom, it is important that educators understand the rules and implications that come with using them (Sharples et al., 2009). But how exactly do mobiles assist learning? For starters, because the mobile device is extremely portable and the software is extensive (on a smart phone), it is easy to carry anywhere and therefore learning can occur outside of the classroom, whether it be on the bus or walking to school (Sharples et al., 2009). Therefore, "rather than assuming that learning occurs in a fixed location... it examines how learning flows across locations" (Sharples et al., 2009). We must be aware, however, that the teacher will continue to have a fixed place in the classroom. Until you find a connection between mobile and traditional learning, mobile learning will be a waste of time (Sharples et al., 2009).

The purpose of mobile learning is to ultimately create enriching conversations and learning environments across the education borders (Sharples et al., 2009). Mobiles can provide simple interactions that are relatively quick, prepare materials that are flexible and easily accessible, and enable students to access different functions such as note taking, voice communication, photography and time management (Sharples et al., 2009). However, it is extremely important to understand that the role of the mobile in class is not to teach but rather to facilitate. So instead of using the mobile device to teach, use it to enrich classroom discussion and support peer collaboration.


http://forums.appleinsider.com/t/153354/review-ipod-nano-2012

As well as mobile phone, iPods can also be used in the classroom to facilitate learning (Dale, & Pymm, 2009). The iPod is extremely useful in a classroom setting as it can play music, display pictures, record audio and it can also be used as an external hard drive. One example can be to use it in a drama class to create a sequence of photos or scenes as well as music. Mobile devices can connect to computers to further enrich learning and display content (Dale, & Pymm, 2009).

I believe that mobile learning in the classroom is an effective tool to incorporate into 21st century education. However, I do believe it is necessary to view these devices as facilitating learning rather than teaching. I also understand that because of the popularity of such devices, including them into a classroom setting may prove distracting for the students. However, when used properly and collaborated with an already effective teaching pedagogy, these devices can flourish in the classroom.

Images taken from:
http://www.insanetwist.com/2012/12/eject-and-disconnect-ipod-or-iphone.html
http://forums.appleinsider.com/t/153354/review-ipod-nano-2012

References:
Dale, C. & Pymm, J. M. (2009). Podagogy: The iPod as a learning technology. Active learning in higher education, 10(1), 84-96.
Retrieved from
http://alh.sagepub.com.ezproxy.library.uq.edu.au/content/10/1/84.full.pdf+html

Sharples, M., Arnedillo-S'anchez, Milrad, M., & Vavoula, G. (2009). Mobile learning small devices, big issues. In Balacheff et al. (Eds.), Technology-Enhanced Learning (pp. 233-249). doi: 10.1007/978-1-4020-9827-7 14

Wednesday, 22 May 2013

Assessment using ICT

Due to technology becoming widely used in educational environments, it is no wonder that teachers are now turning to ICT to assess their students (Kent, 2013). The use of technology in both assessment and teaching provides those foundational ICT skills required for the 21st century and also improves student learning. There are many technological tools that can be used for assessment and learning purposes. These include but are not limited to:
  • Blogs
  • Wikis
  • Twitter
  • Facebook
  • YouTube
  • Google Apps
  • Learner Response Systems
http://www.guardian.co.uk/ict-leadership/the-abc-of-buying-ict-for-schools

Blogs are an easy way to assess students providing that all children have access to a computer and the internet at home. A blog can be used to assess any topic and there is a variety of multimedia available for students to incorporate into their blog. Student's can include video, sound, images and other multimedia providing that it is enhancing their blog. There are many websites that allow the creation of a blog which means it is an easily accessible form of assessment (Kent, 2013).

Another way to assess students using ICT is through the social media website Twitter. Although there is extensive controversy over the use of social media, especially among children, if used properly, websites such as Twitter can provide a rich learning environment (Kent, 2013). For those not familiar with this website, Twitter is a form of social media that enables people to connect through "tweets" that are 140 characters or less. Twitter was originally designed as a website for people to keep in touch, however, it has now become a popular tool to use in marketing, business, communication, and yes, education. But how can you use social media in education? No doubt many of you reading this are thinking something along those lines. Well here's how: according to Kent, Twitter can be used for peer review among students as well as a communication tool based around their particular subject (2013). Students can send in tweets and teachers can assess their tweets based on authenticity as well as how they engage with other students on the particular topic.

http://www.mirnabard.com/2010/02/15-categories-of-social-media/

 Similar to Twitter, Facebook is another social media website that can be used to assess students. Facebook is extremely popular among the younger generation and is the most visited website in the world (Kent, 2013). When looking at these statistics, it is no wonder that teachers are turning to Facebook to assess. Facebook can be used for its "groups" and "pages" function which allows users to create these pages in order to collaborate with other members of their class. Students can also place their YouTube assessment (creating their own video) and other links or multimedia on the Facebook page to share with peers.

I believe that the use of ICT within assessment is an extremely smart idea that adheres to the demands of a technological 21st century education system. Teachers and education systems need to frequently review what is trending among students in relation to ICT and apply that within an assessment piece accordingly. After all, if students are using the technology at home, they will adapt well when presented with it in the classroom.

Images taken from:
http://www.guardian.co.uk/ict-leadership/the-abc-of-buying-ict-for-schools
http://www.mirnabard.com/2010/02/15-categories-of-social-media/

References:
Kent, P., & Campbell, C. (2013). Technology for Assessment. In P. Kent (Ed.), Macmillan Masterclass: Assessment for Teaching Today (pp. 34-43).
Retrieved from
http://library.uq.edu.au/search~S7?/rEDUC1049/reduc1049/1,1,1,B/frameset~3244940&FF=reduc1049&1,1,

Tuesday, 21 May 2013

Social Constructivism

Social constructivism is a theory that educational researchers and teachers have adopted in relation to learning (Howell, 2012). This theory has been widely recognized in educational institutions and is very popular among teachers. Howell (2012) describes social constructivism nicely by stating that "social interactions precede the development of knowledge and understandings, which are in fact the end product of socialization and social interactions".

 http://www.pgce.soton.ac.uk/IT/Learning/SocialConstructivism/socialconstruct.htm

According to Howell (2012), there are three main aspects that define social constructivism. These are as follows:

1. Social interaction is vital for knowledge to be developed
2. The 'more knowledgeable other' (MKO) is integral to learning. For example, the MKO in an educational setting would be the teacher.
3. Learning always occurs in the 'zone of proximal development' (ZPD). The ZPD is the "distance between a learner's ability to perform a task under adult supervision, or when working with peers and their ability to perform the task independently (Howell, 2012).

So basically, social constructivism is how social influences impact and help students form understandings and knowledge about the world and education. Constructivism, however, challenges the traditional mode of teaching which states that there is one fixed "body of knowledge" that is passed on from teachers to students (Hirtle, 1996). On the other hand, constructivists believe that knowledge takes place around communication by recognizing and accepting a variety of different cultures and various ways of learning (Hirtle, 1996). Furthermore, the constructivist theory does not have ground rules for designing a learning environment (Yilmaz, 2008). Yilmaz (2008) states that "effective learning requires meaningful, open-ended, challenging problems for the learner to solve".

http://socialconstructionism.pbworks.com/w/page/17016216/Web%202-0%20and%20Constructivist%20Theory

 ICT can definitely be integrated and associated with social constructivism as there are many online games that students can use that ensures learning remains an active process and not passively absorbed. Using online games also supports constructivism as it provides students with interesting experiences. Many educational games also involve the collaboration of students (Hirtle, 1996). In an online game, students are allowed to make their own decisions and therefore get to see the results of their decisions first hand. Below I have included a link to a game that I feel adheres to the constructivist theory.

http://splash.abc.net.au/media/-/m/32732/journey-planner-quickest-route-4?source=secondary


GAME LINK:
http://splash.abc.net.au/media/-/m/32732/journey-planner-quickest-route-4?source=secondary

This game is suitable for years 6-10 and involves students working collaboratively to help the characters solve the quickest route around town. I believe this game is an effective way to teach students as it encourages them to work with peers and make decisions based on experiences and social interactions.

Once again, the use of ICT, in particular educational online games, supports the social constructivist learning theory whilst still including important technological tools that the 21st century demands.

Images taken from:
http://www.pgce.soton.ac.uk/IT/Learning/SocialConstructivism/socialconstruct.htm
http://socialconstructionism.pbworks.com/w/page/17016216/Web%202-0%20and%20Constructivist%20Theory
http://splash.abc.net.au/media/-/m/32732/journey-planner-quickest-route-4?source=secondary

Online game taken from:
http://splash.abc.net.au/media/-/m/32732/journey-planner-quickest-route-4?source=secondary

References:

Hirtle, J.S. (1996). Social constructivism. English Journal. 85(1), 91-92.
Retrieved from
http://search.proquest.com.ezproxy.library.uq.edu.au/docview/237276544/fulltext?accountid=14723


Howell, J. (2012). Creative technologies and play. In V. Rainer (Ed.), Teaching with ICT: Digital Pedagogies for Collaboration and Creativity (pp. 87-109). Australia: Oxford University Press.

Yilmaz, K. (2008). Constructivism: it's theoretical underpinnings variations and implications for classroom instruction. In K. Yilmaz (Ed.), Educational Horizons (pp. 161-172)
            Retrieved from 
            http://www.eric.ed.gov/PDFS/EJ798521.pdf

Digital Storytelling

http://langwitches.org/blog/2008/07/27/digital-storytelling-part-ix-wordle/

Digital storytelling is a powerful tool to use in 21st century classrooms as it engages both teachers and students (Robin, 2008). As you can see from the Wordle above, a digital storybook is a creative and fun way for students to tell their stories through the use of different multimedia such as video, sound, image, etc. Howell (2012) describes a digital storybook as a "collection of digital images, placed in a particular order to tell a story, which is accompanied by audio narration". There are many web-based and other readily available software programs that can be used to create a digital storybook, i.e., MovieMaker (Howell 2012).

According to Robin (2008), there are seven elements of digital storytelling that must be considered before you begin creating your own digital storybook. These elements are as follows:

1. Point of view
2. A dramatic question
3. Emotional content
4. The gift of your voice
5. The power of the soundtrack
6. Economy
7. Pacing

These seven elements were developed by the Center for Digital Storytelling (CDS). The CDS provide help for people interested in creating a digital storybook, whether it be a personal or professional reflection. Below I have included a video which goes on to explain the seven elements in more detail.

http://www.youtube.com/watch?v=a1f-_FXgJZM


The use of digital storytelling for educational purposes is not a new concept, however, it has become increasingly popular due to the expansion of technologies such as computers, digital cameras, scanners, and high quality audio systems (Robin, 2008). Due to these technologies becoming rather inexpensive, schools are more willing to pay for these affordable tools that assist digital storytelling. (Robin, 2008). Furthermore, these new technologies are exactly what the education systems need to enhance today's classrooms and encourage both teachers and students to adopt various ICT skills that are sought after in the 21st century. Robin (2008) states that the focus is to provide students with these skills so they can apply them to a diverse range of multimedia environments. The skills that students acquire when creating a digital storybook are as follows:
  • Digital literacy 
  • Global literacy
  • Technology literacy
  • Visual literacy
  • Information literacy
As you can see, digital storytelling is an integral aspect of education and an important learning experience that both teachers and students will benefit from. Furthermore, digital storybooks are not limited to telling personal narratives; they can also be used to produce instructional, informative and historical documents, making them an even more powerful educational tool to utilize (Robin, 2008).

In addition, TPCK can be used in accordance with digital storytelling (Robin, 2008). TPCK stands for technological pedagogical content knowledge and the term is "gaining a great deal of attention in the field of technology and teacher education as it focuses on the relationship between knowledge about content, pedagogy and technology" (Robin, 2008). Through the use of a digital storybook, teachers are applying their knowledge which is assisting students to use this technology in a creative yet responsible and critical way. This then both develops and enhances TPCK (Robin, 2008).

I believe the incorporation of digital storytelling into the education system is an effective way to teach students about new technologies whilst still delivering content in a visually stimulating manner.

Wordle taken from:
http://langwitches.org/blog/2008/07/27/digital-storytelling-part-ix-wordle/

Video taken from:
http://www.youtube.com/watch?v=a1f-_FXgJZM

References:

Howell, J. (2012). Creative technologies and play. In V. Rainer (Ed.), Teaching with ICT: Digital Pedagogies for Collaboration and Creativity (pp. 87-109). Australia: Oxford University Press.

Robin, B.R. (2008). Digital storytelling: A powerful technology tool for the 21st century classroom. Theory into practice, 47(3), 220-228. doi: 10.1080/00405840802153916  

Sunday, 19 May 2013

Wikis and Collaborative Learning

As far as new technologies go, collaborative learning in the classroom, in my opinion, is certainly a very popular and effective way for teaching students new content.  There are many ways that a teacher can incorporate collaborative learning into his/her classroom. Perhaps one of the most popular ways, is the use of the wiki. For those digital immigrants out there among us and anyone else who may not have come across a wiki before, I have included a video below that nicely explains exactly what a wiki is and how it can be a powerful learning and teaching tool.

http://www.youtube.com/watch?v=DAtZisgc7mc

According to Howell (2012) a wiki is "a website that allows the creation and editing of any number of interlinked web pages via a web browser using a simplified markup language". The use of a wiki has become increasingly popular among schools and workplaces because they can be used collaboratively - multiple users can update the content (Howell, 2012). Many people often confuse wiki's with blogs as they are both websites that are used to display content. However, the main difference between a wiki and a blog is that a wiki can be used collaboratively whereas a blog can only be updated by an individual (Howell, 2012).

Maloy (2011) states that using wiki's in the classroom is an effective collaborative learning strategy that enhances increased levels of interaction between students. Wiki's in the education system allow students to publish their work online and receive feedback from their peers in relation to learning (Maloy, 2011). In my opinion, collaborative learning is such an important aspect of teaching as it allows students to engage in social interaction and also encourages students to work as a team. The skills that students learn from collaborative learning is integral; teamwork and social interaction are imperative traits for 'real world' situations. Maloy (2011) writes this nicely by stating: "working on a wiki becomes a way for students to understand the process by which knowledge is generated, evaluated, and revised by groups of individuals in business, government, and many other fields".

http://shtmteacherswiki.pbworks.com/w/page/5814911/Using%20wikis%20for%20your%20subjects

However, when using a wiki in a classroom setting, teachers may find that students are posting inappropriate comments or material that is plagiarized (Maloy, 2011). Therefore, I believe that it is important to set ground rules to your class before the wiki is created. Teachers must become the editors of the online content and even screen and approve the material before it goes public - a feature that is available when using a wiki.

Personally, I haven't had much experience using a wiki, however; I believe that it is a powerful collaboration tool and I will make an effort to use them in my teaching. Although teachers do have to monitor content, the benefits of using a wiki greatly outweigh the negatives. Collaborative learning is an important aspect of schooling children and should be included in the education system.

Video taken from:
http://www.youtube.com/watch?v=DAtZisgc7mc
Image taken from:
http://shtmteacherswiki.pbworks.com/w/page/5814911/Using%20wikis%20for%20your%20subjects

References:

Howell, J. (2012). Creative technologies and play. In V. Rainer (Ed.), Teaching with ICT: Digital Pedagogies for Collaboration and Creativity (pp. 87-109). Australia: Oxford University Press.

Maloy, R.W., Verlock-O'Loughlin, R., Edwards, S., & Woolf, B. (2011). Communicating and networking with websites blogs wikis and more. In R.W Maloy (Ed.), Transforming learning with new technologies (pp. 206-239)
Retrieved from
https://www.library.uq.edu.au/coursebank/get.php?id=34067031529059.pdf&copyright=yes
 

Thursday, 16 May 2013

ICT Current Trends (IWB's)

Due to ICT knowledge becoming more of a necessity in the 21st century, many education systems are using current technology trends to promote intellectual quality and enhance learning spaces within the school (Kent, 2010). The most current trend that many education systems are using is the interactive whiteboard (IWB). IWB's are used in place of the traditional whiteboard and have many different functions that both assist teachers and enhance student learning. An IWB is "a large interactive display that connects to a computer and projector" (Howell, 2012, p. 96). The board can be controlled by a stylus or even your finger.

http://maria20111513.wordpress.com/2013/03/11/interactive-whiteboards/

Kent (2010) claims that when an IWB is used instead of a standard whiteboard, higher levels of intellectual quality are promoted in the classroom and students gain a deeper understanding of the topic being taught. Personally, I believe this to be very true as an IWB is easy to design/manipulate and is more stimulating for students in comparison to black scribble written on a traditional board.  Due to this interactive stimulation, students are more engaged with the content being taught which leads to rich class discussion and a deeper understanding (Kent 2010). Teachers can also create activities on the IWB that are open to multiple interpretations which further fosters class discussion and engagement.   

Another benefit of using an IWB is that teachers can save each lesson on the board's software for future reference. This was never possible when a traditional whiteboard was being used as the content would be erased once it was taught. According to Kent (2010), many students learn more effectively when content is delivered visually instead of orally. Therefore, the ability to review past lessons on the IWB is extremely helpful for students to further understand content and saves the teacher from trying to orally explain a concept that the class may be having difficulty with (Kent, 2010). A teacher can also access the internet when using an IWB which is particularly helpful as the World Wide Web has many websites and opportunities for further learning.

I believe that all schools should introduce the IWB in their classrooms providing that the teachers understand and know how to use this technology effectively. In order to promote a level of high intellectual quality in the classroom, the teacher must include an aspect of ambiguity in his/her IWB activities (Kent, 2010). "High levels of ambiguity usually equate to high levels of potential intellectual quality; low levels of ambiguity are associated with low levels of potential intellectual quality" (Kent, 2010, p. 16). Ambiguous activities encourage class discussion as different students may have different answers/responses. According to Kent (2010), there are four categories of activities that promote intellectual quality while using an IWB. These are:

1. Labelling
2. Sorting
3. Ordering or Sequencing
4. Puzzle, game or simulation

To reiterate, I do believe that the use of IWB's in classrooms is a smart move, however, as Kent (2010) acknowledges, without quality activities and ambiguity, the IWB is just another piece of technology. "IWB's can make good teaching great, just as they can make average teaching worse" (Kent, 2010, p. 19).

Below, I have included a link to an audio file from the ABC website that explains and explores what skills teachers and children need to adopt in the forever changing technological 21st century. This audio file explains that current ICT trends need to be used with skill in order to enhance classroom learning environments.
 
AUDIO FILE LINK:
http://www.abc.net.au/radionational/programs/futuretense/21st-century-education/4197700



 http://nd20074111.wordpress.com/
Images taken from:
http://maria20111513.wordpress.com/2013/03/11/interactive-whiteboards/
http://nd20074111.wordpress.com/

References:

Howell, J. (2012). Creative technologies and play. In V. Rainer (Ed.), Teaching with ICT: Digital Pedagogies for Collaboration and Creativity (pp. 87-109). Australia: Oxford University Press.

Kent, P. (2010). Promoting Intellectual Quality with an IWB. In P. Kent (Ed.), Secondary Teaching with Interactive Whiteboards (pp. 13-40).
Retrieved from 
https://www.library.uq.edu.au/coursebank/get.php?id=34067028690294.pdf&copyright=yes