Mobile Devices (27/02/2018)

Today in digital technologies we were investigating the use of mobile devices within the classroom environment. I was unsure what this session would entail as this covers a very wide range of different technology. According to the Governments’ Children’s Parliament (2016) devices such as kindles, iPads, computers, cameras, Leappads, Nintendos, playstations etc were all used … Continue reading Mobile Devices (27/02/2018)

Today in digital technologies we were investigating the use of mobile devices within the classroom environment. I was unsure what this session would entail as this covers a very wide range of different technology. According to the Governments’ Children’s Parliament (2016) devices such as kindles, iPads, computers, cameras, Leappads, Nintendos, playstations etc were all used within the classroom for a variety of lessons.

British Educational Suppliers Association (BESA), researched the benefits of mobile devices and consoles within the classroom and evaluated that the use of games consoles and smartphones played a huge role in the education and learning of young people in primary education. 406 responses were analysed by BESA surrounding the use of technology in school and at home. Around three quarters indicated that accessing devices such as Nintendo DS at home were in fact hugely beneficial to the childs’ development throughout school.

Overall, most teachers claimed that they preferred children having access to a computer games console in comparison to a mobile device. With reference to mobile devices specifically, opinions from teachers were hugely varied as Ray Barker, director of BETA claims “On the one hand, 39 per cent stated that children should not have access out of school to mobile phones, while another 29 per cent of teachers said the ideal situation would be if all pupils had access to a mobile”.

The use of mobile devices could be used in a variety of ways to help enhance lessons and a child’s overall understanding of a range of topics and subjects. However, on the other hand I believe they would not enhance every lesson and may become a distraction for children and others around them as they can access anything if they are not under supervision.

Within this session we were given the opportunity to create an “I am” poem which followed a specific structure given to us by our lecturer. The image attached below indicates the theme we chose, and what our creation consisted of. We were then asked to use the easi-speak microphones to record the audio to match the corresponding line in the poem. This audio was then inserted into a powerpoint document in which we were to add visuals based upon the line in the poem and share our creation with others. I found this very interesting and fun as the task was very lighthearted and also enabled our imagination to run wild with the different possibilities this poem could lead us to. It was also informative however, as it was easily identified how this lesson could be given to children in the same format.

Various experiences and outcomes could also be covered with this activity such as literacy and digital technologies. These include “I can create, capture and manipulate sounds, text and images to communicate experiences, ideas and information in creative and engaging ways (TCH 1-04b/TCH 2-04b)” and “I can spell most of the words I need to communicate, using spelling rules, specialist vocabulary, self-correction techniques and a range of resources (LIT 2-21a)”.

In conclusion, using these devices would include a larger variety of adaptability for many more pupils. It would also allow them to develop skills within the classroom, which could be further enhanced within the home environment as well. Within the 21st century, a good knowledge on how to use this technology would be very helpful for the children as we are moving further into the Digital Age in society.

References

Curriculum for Excellence

Children’s Parliament (2016) A Digital Learning and Teaching Strategy for Scotland: The View’s of Children. [Online] Available: http://www.childrensparliament.org.uk/wp-content/uploads/REPORT_digital-learning-consultation_Childrens-Parliament-1.pdf [Accessed: 7th March 2018].

Games consoles benefit children’s education. (n.d.) [Online] Available: http://moodle.uws.ac.uk/pluginfile.php/245937/mod_resource/content/5/CoRE/page_96.htm [Accessed: 7th March 2018].

Digital Technologies Week 9.

The objective of today’s digital technologies session placed its focus upon games based learning within the classroom. The Higher Education Academy website states that digital games-based learning is “the integration of gaming into learning experiences to increase engagement and motivation”. At the beginning of the session we were asked to consider reasons as to why …

Continue reading “Digital Technologies Week 9.”

The objective of today’s digital technologies session placed its focus upon games based learning within the classroom.

The Higher Education Academy website states that digital games-based learning is “the integration of gaming into learning experiences to increase engagement and motivation”.

At the beginning of the session we were asked to consider reasons as to why games-based learning is a vital tool to use within educational establishments, my partners and I provided examples such as:

  • Games based learning is exciting for children thus, increasing their motivation to learn.
  • Easy to use across the curriculum.
  • Increases children’s fine motor skills, for example, hand and eye co-ordination.
  • Alongside fine motor skills, games based learning also develops social skills for example, communication and planning.

Jean Piaget and Leonard Vygotsky both studied play and considered the effects it has upon children’s development. The findings of both of these theorists appear to agree with one-another and both claim that play is vital for children’s cognitive development. Based on this, it is accurate to assert that play can in fact improve an individual’s cognitive development from the beginning of their life right through until adulthood (Higher Education Academy, 2017). Thus, through the evidence provided, it is clear that play holds an importance within our classrooms, which arguably shows why teachers should include games-based learning within lessons.

“Like novels, films, plays and other media, games can be high quality materials a teacher uses to enable students to access the curriculum.” (Farber, 2016) This statement advocates the use of digital technologies for learning as it provides both pupil and educator with high quality learning materials and skills for life. It is important for educators to incorporate games into lessons as it allows for children to delve into their education and the curriculum alongside having fun.

For the practical side of today’s input, we were asked to consider how we could use the Nintendo Wii, with specific focus on Mario Kart, as a stimulus for learning. With such games, there are several teaching possibilities with regards to literacy, mathematics, art and music. Teachers may wish to focus on literacy and can ask the children to produce their own storyline for the game, which allows for practice on spelling, grammar and punctuation. For a mathematics lesson, the educator can ask the children to create price lists for the Mario Kart event, price lists may be created for merchandise and/or tickets for the event. Alongside this, the children can calculate profit and loss from sales. Furthermore, to incorporate art into this lesson, the class can create their own race track, design characters or create their very own tickets for the event. Finally, the educator can ask the children to use music apps on the iPad or classroom instruments to recreate the theme tune for the game.

There are a number of Experiences and Outcomes linked with these activities and are as follows;

  • I can use my notes and other types of writing to help me understand information and ideas, explore problems, make decisions, generate and develop ideas or create new text. I recognise the need to acknowledge my sources and can do this appropriately. LIT 2-25a
  • I can use the terms profit and loss in buying and selling activities and can make simple calculations for this. MNU 2-09c
  • Through observing and recording from my experiences across the curriculum, I can create images and objects which show my awareness and recognition of detail. EXA 2-04a
  • I can use my voice, musical instruments and music technology to experiment with sounds, pitch, melody, rhythm, timbre and dynamics. EXA 2-17a

Having played this game myself as a child, I believe I have sufficient knowledge of Mario Kart. I think this will be an effective teaching tool within the classroom as the children will be extremely engaged in their learning whilst playing and having fun. I look forward to incorporating Mario Kart into lessons in the near future.

References

Higher Education Academy (2017) Gamification and Games-Based Learning [Online] Available from: https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning [Accessed: 6 March 2018]

Matthew Farber (2016) Three ways to use game based learning [Online] Available from: https://www.edutopia.org/article/3-ways-use-game-based-learning-matthew-farber [Accessed: 6 March 2018]

Coding – Scratch Jr (30/01/2018)

Today in digital technologies we were investigating the term coding and the sort of programmes that would cover this topic. We were mainly focussing our time on the software Scratch Junior, which I had previous experience of from computing science at secondary school. I was not confident at all using this software, as I had … Continue reading Coding – Scratch Jr (30/01/2018)

Today in digital technologies we were investigating the term coding and the sort of programmes that would cover this topic. We were mainly focussing our time on the software Scratch Junior, which I had previous experience of from computing science at secondary school. I was not confident at all using this software, as I had a very bad experience of this subject at school through a lack of explanation from the teacher. This made me very apprehensive surrounding the progress I would make within this session and how much I would struggle in understanding how it truly worked. I was also unsure as to how it could be used within classes, as I was unaware how to incorporate this into lesson plans for children.

The use of coding and Scratch Junior within the classroom has a variety of benefits to children such as when people learn to code, they learn important strategies for solving problems, designing projects, and communicating ideas. Teaching through the use of coding is also very beneficial to children as the ability to code computer programs is an important part of literacy in today’s society and some people believe that coding is the new literacy.

Throughout his session we were given time to watch tutorial videos on how Scratch Junior worked, and the sort of work that could be produced from it. Scratch Junior is a programme used to introduce children over the age of five years old to programming language and allows them to create stories and games on the iPad. This software works by the children being able to make characters move, jump and sing by clicking different blocks of programming instructions together.

According to The Lead Project (2014) Scratch Junior was designed for “exploration and experimentation, so it supports any different learning style”. This shows that this software is very adaptable an can be used across a wide range of the Curriculum for areas such as mathematics, English, music, art etc. Various experiences and outcomes can also be achieved from this software surrounding computing science such as “I am developing problem-solving strategies, navigation and co-ordination skills as I play and learn with electronic games, remote control or programmable. I can work individually r collaboratively to design and implement a game toys. (TCH 0-09a/TCH 1-09a)” and also “Using appropriate software, I can work collaboratively to design an interesting and entertaining game which incorporates a form of control technology or interactive media. (TCH 2-09a)”.

Within class we were given the opportunity to investigate this software and how it works, starting at the very beginning with the basics. After watching the tutorial videos given to us I began to understand how each element of the application worked and what the various possibilities could have been for using it in the classroom. We were given the task of creating a scene from a story and putting it into action. This same task could be given to children where they would have the opportunity to create their own snap shot from a story, sparking imagination and allowing them to illustrate it digitally. I came up with the idea of describing a day at the zoo, which was ideal as I was able to use a variety of different characters and make them interact with each other with both speech and movement.

Overall, I believe the use of scratch junior within the classroom would be very beneficial for children as it allows them to create stories, which many of them may have difficulty writing about however this can be used as a stimulus for creativity. It is also hugely beneficial to children as they can expand their vocabulary, introducing programmable language and understanding how this can then be put into practice using this software both in school and at home within the digital age of the 21st century.

References

The Lead Project (2014) Super Scratch Programming Adventure: Learn to Program by Making Cool Games! No Starch Press.

Curriculum for Excellence

Digital Technologies – Week 10

Within today’s session of Digital Technologies, we were further exploring games based learning with Minecraft as a stimulus for learning. “Minecraft is a worldwide phenomenon. Since it was first released back in 2011, it’s been taken to the hearts of thousands and thousands of gamers.” (How to do Everything in Minecraft, 2014, p.3) This is another games based …

Continue reading “Digital Technologies – Week 10”

Within today’s session of Digital Technologies, we were further exploring games based learning with Minecraft as a stimulus for learning. “Minecraft is a worldwide phenomenon. Since it was first released back in 2011, it’s been taken to the hearts of thousands and thousands of gamers.” (How to do Everything in Minecraft, 2014, p.3) This is another games based learning resource that can be used within the classroom.

The Ofcom Report (2011) states that gaming is hugely popular in the UK with almost 86% of 5-7-year-old children and 90% of 8-11-year-old children using gaming devices regularly. From growing up in a world where gaming was quite popular, I feel that even from the time I was growing up, the gaming world has expanded massively, to the point where not many children would resort to going outdoors to play anymore. Their football playing field is at the touch of a button!

Bray (2012) states that in a classroom setting, games should not just be used as rewards or for entertainment but as a whole new approach to learning. Throughout my years of schooling, games were only used and played with on the last hour of a Friday afternoon, known as ‘Golden Time’. This was the chance we got to interact with our friends, take a break from working and be treated for all of our efforts and hard work during the week, being able to play with our gaming devices and the computers.

Nowadays, games can be used within an educational establishment as not only a treat, but a way in which learning and teaching can be widened to develop a child’s learning of skills and developing their education. Bray (2012) agrees and backs up this as it states that Games-based Learning has the most transformational impact when it is combined with good learning and teaching.

It is highly important for myself, as an educator to be familiar and confident within the games used in games based learning.  According to Beauchamp (2012, p.9) it states “Not only do [teachers] have to become familiar with the games, they also have to ensure that they make clear the way in which they want for the game to used.” If a teacher is confident in using gaming within the classroom it will open up the possibilities for learning and incorporating these games into lesson plans and linking them within the curricular areas and experiences and outcomes.

Beauchamp (2012) also states that the type of skills that could be developed by ICT games are:

  • Strategic Thinking
  • Planning
  • Communication
  • Application of numbers
  • Negotiating Skills
  • Group decision-making
  • Data Handling Skills.

It is amazing that ICT games can not only provide enjoyment for children, it can help with their development in many areas in which an educator may not have been able to.

Within the curriculum, games based learning using Minecraft links into many different areas:

“I can explore and experiment with digital technologies and can use what I learn to support and enhance leaning in different contexts (TCH 1-01a)” (Education Scotland 2004).

The children are using and exploring the wonderful world of technology to enhance their learning in different ways.

I think as an educator, it is important to incorporate games based learning into the education establishment, especially with the use of Minecraft. Minecraft can allow the children to use their creativity skills to construct buildings or houses that way may discuss within topics carried out in the classroom, such as the Vikings. Also the children are able to use their imagination and interpret different descriptions of what a building may look like which was told in a story, such as the house in the three little bears children’s book. I will definitely be using this in the future and I am glad we got a chance to play around with the app and increase our awareness and confidence within the world of Minecraft.

References

Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy top Practice. Pearson.

Bray, O. (2012) Playful Learning: Computer Games in Education. [Online] https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed 14th March 2018]

Education Scotland (2004) – Curriculum for Excellence; Experiences and Outcomes [Online] https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers/cfe-(building-from-the-statement-appendix-incl-btc1-5)/Experiences%20and%20outcomes [Accessed on 14th March]

Ofcom (2001), Children and Parents: Media Use and Attitudes  [Online] – https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed 14th March 2018]

Digital Technologies – Week 9

In today’s session for Digital Technologies we were learning about games based learning: “Digital Games-based Learning is the integration of gaming into learning experiences to increase engagement and motivation.” (Higher Education Academy website) At the beginning of the session, we were to create a mind map which showed why game-based learning is an effective tool to …

Continue reading “Digital Technologies – Week 9”

In today’s session for Digital Technologies we were learning about games based learning:

“Digital Games-based Learning is the integration of gaming into learning experiences to increase engagement and motivation.” (Higher Education Academy website)

At the beginning of the session, we were to create a mind map which showed why game-based learning is an effective tool to use in education. My peers and I had come up with ideas such as:

  • It engages the children with their learning experiences
  • Links within the curriculum – Digital, Numeracy, Literacy, Art, Music
  • Enables skills to be developed – hand/eye co-ordination, planning etc.

As an educator, it is important to include games based learning into the planning and teaching of our pupils. With this fun and modernised way of learning and teaching, comes with a set of guidelines which should be implemented whilst teaching using games in the classroom. According to Learning and Teaching Scotland we need to be ensuring effective implementation of games, be clear about learning intentions, use appropriate games for tasks and most importantly, make clear links to experiences and outcomes within the curricular areas for each level that you are going to be teaching and carrying out.

According to Learning Teaching Scotland (2010 pg. 12) “Over the past decade, the use of digital gaming in education has prompted considerable attention in exploring how and why games might be powerful tools in the classroom. As a result of this interest, there is a considerable body of literature available on game-based learning in the classroom and the potential benefits of this for education and learning.”

It is important to highlight that there is a history behind games based learning “The link between learning and playing is longstanding and predates the digital era by thousands of years (Higher Education Academy 2015).  Theorists Jean Piaget and Leonard Vygotsky have argued that play is an important part of brain development from birth and throughout adulthood (Higher Education Academy 2015). I think that this is a very important point and that by getting a child to do things through play at an early stage in life will enable their thinking skills and hand eye coordination to develop vastly for the future, where they will be able to apply this knowledge in ways in which a pen and paper simply could not or would not provide the same kind of advantages.

I think it is important for us as educators to incorporate play into a child’s learning environment, not only to enhance their thinking skills but it helps to develop their social skills which is often easily created at a young age.

For today’s session we were to learn about and explore the Nintendo Wii to play the games based learning platform – Mario Kart.

However, through technical issues this could not be executed so we watched a game being played on YouTube. I have had experience with the Wii from a first-hand approach, as I played it when I was growing up so I already had the prior knowledge and the thought processes of how using this platform would aid a child’s learning.

I think that this is a perfect example of how creativity, problem solving and planning ahead comes in to practice for the development of a child’s learning.

We then worked with our peers to create an Interdisciplinary Learning plan (IDL). This helped to show the number of curricular areas that game-based learning can cross.

The plan was based on Mario Kart and our ideas linked to the Curriculum for Excellence were:

Literacy

For literacy, we thought that as an educator we will be able to teach the children the literacy skills which will enable them to come up with and create a description of characters, their cars and the different race courses that were to be driven on by using a range of different phrases, adjectives and a wide range of language.

Within the Curriculum for Excellence, this linked to:

“By considering the type of text I am creating I can select ideas and relevant information and organise these in a logical sequence and use words which will be interesting and/or useful to others (LIT 1-26a)” (Education Scotland 2004).

Technology

We also came up with the idea that we could introduce the use of PowerPoint for the children to introduce and show their characters to the rest of the class. They will be able to draw their characters, take digital photographs of it, upload them to a PowerPoint slide and make use of the resources given by Microsoft to describe their characters and make them look interesting to look at.

This linked in with the curricular area:

“I can explore and experiment with digital technologies and can use what I learn to support and enhance leaning in different contexts (TCH 1-01a)” (Education Scotland 2004).

I think games based learning is an excellent way to create fun, interactive activities using platforms such as the Nintendo Wii and Xbox. Their possibilities and benefits to the child are endless, with excellent links to Curriculum for Excellence experiences and outcomes, which I may not have thought would have beforehand.  As a prospering educator, I will definitely be incorporating games based learning into my education planning as I feel that it not only benefits the children’s creativity, social and coordination skills, but it also It also encourages children to work in teams to share all of their ideas together.

References

Education Scotland (2004) – Curriculum for Excellence; Experiences and Outcomes [Online] https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers/cfe-(building-from-the-statement-appendix-incl-btc1-5)/Experiences%20and%20outcomes [Accessed on 14th March 2018]

Higher Education Academy (2015) – Gamification and Games-Based Learning [Online] https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning [Accessed on 14th March 2018]

Learning, Teaching Scotland (2010) – FutureLab – The Impact of Console Games in the Classroom [Online] https://www.nfer.ac.uk/publications/FUTL25/FUTL25.pdf [Accessed on 14th March 2018)

Digital Technologies Week 8 (Mobile Devices) 27/01/18

This week’s lesson led us to question whether or not mobile devices should be used to aid education in primary classrooms. From this session, I began to recognise that varying primary schools believe differently with some finding technology beneficial and some disagreeing. To help answer the underlying question, I read multiple articles which informed me […]

This week’s lesson led us to question whether or not mobile devices should be used to aid education in primary classrooms. From this session, I began to recognise that varying primary schools believe differently with some finding technology beneficial and some disagreeing. To help answer the underlying question, I read multiple articles which informed me and developed my belief. After this, I personally experienced using mobile devices as a learner when I got the opportunity to use an Easi-Speak microphone with two partners to support the ‘I am’ poem we had written.

As a student teacher, I personally believe mobile devices should be used to aid education in primary schools when suitable and when it will benefit the learning of children. Prior to reading articles on the topic, my own knowledge alone led me to believe this as I understand technology to be exciting and engaging for pupils due to witnessing this in my last placement experience. Alongside technology is the modern way to teach with a variety of new ways to learn including interactivity, online websites and apps and the ability to search for information quickly and easily. Reading articles such as “Games Consoles Benefit Children’s Education” on Teaching Times enhanced my belief. This particular article informed me that research showed technology to play an important role in primary-aged children’s education. This developed my belief as I would not be willing to deprive a child of the opportunity to be educated on both how to learn with technology and how to use technology itself (Teaching Times, 2008). Following this, The Telegraph article “Digital learning: how technology is reshaping learning” further enhanced my opinion that mobile devices should be used while educating. It stated that children are becoming computer-literate before they have even reached primary school age. I believe this skill should continue to be enhanced in schools allowing them to both increase their knowledge and even provide their teacher with knowledge. Although this article positively stated that over four in ten households have a tablet, this means some children however do not experience this luxury. Safe environments such as school where technology can be used solely to benefit a child’s education give these children that opportunity. Not only does technology give the pupils advantages, it also benefits the teacher. The Telegraph article informed me that many teachers admitted that using attractive multi-modal and interactive lessons are the only way to get children to participate fully since exposure to technology from a young age has altered children’s abilities to engage in information (The Telegraph, 2014).

Prior to using the Easi-Speak microphones, my partners and I were given a template for how to write our poem, each line beginning with guidelines such as “I am…” and “I feel…” and our role was to fill in the blanks. Many other groups decided to base their poem on their own thoughts, feelings and experiences however my group and I allowed our imaginations to run and created our poem as if we were a lonely mermaid who longed to be human.

Once we were pleased with our creation, we began to record the three paragraphs of our poem, each saying one paragraph, using an Easi-Speak microphone and the help of video tutorials. Following this, we included our recordings into a multi modal power point we created which split each line of our poem into a slide with a suitable image.

As a learner, after a couple of practices, I found the Easi-Speak microphones relatively simple to use for recordings and for transferring your recordings onto a computer. My group and I enjoyed created a PowerPoint also which fitted in with theme of each poem line we had written. As a student teacher, I believe this would be a beneficial task and skill to pass on to children as it is simple and engaging and children would have a lot of fun listening back to their own voices and allowing their peers to listen too. I also now understand that the use of mobile devices and this lesson can be used across many subjects in the curriculum and fits into many outcomes:

I enjoy playing with and exploring technologies to discover what they can do and how they can help us. TCH 0-05a
“I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts.” TCH 1-01a

I enjoy creating texts of my choice and I regularly select subject, purpose, format and resources to suit the needs of my audience. LIT 1-20a / LIT 2-20a

To conclude, this session helped me be more aware of the importance of my role as a teacher to encourage children to use mobile devices to develop their education. Ray Barker, director of the British Educational Suppliers Association (BESA) stated that research had found “39% [of teachers] stated that children should not have access…to mobile phone.” (Teaching times, 2008). This made me aware of how many children are unable to involve technology in their learning due to their teacher’s beliefs and confidence levels. I am not willing to deprive my future pupils of these opportunities therefore I am glad to now be more aware of the benefits of technological devices, how to fit them in with the curriculum outcomes and I am now more confident in using them.

References:

Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy to Practice. Pearson.

Curtis, S (2014). Digital learning: how technology is reshaping teaching. The Telegraph [Online]. Available: https://www.telegraph.co.uk/technology/news/11051228/Digital-learning-how-technology-is-reshaping-teaching.html.

Teaching Times. Games consoles benefit children’s education. Teaching Times [ Online]. Available: https://www.teachingtimes.com/articles/games-consoles-education.htm

Personal Reflection Game Based Learning with MineCraft –

Todays session was around games based learning with Minecraft. Minecraft is an online game that many children play. It is a creativity game where they can build and create a range of buildings with a range of different materials. “Minecraft is … Continue reading

Todays session was around games based learning with Minecraft. Minecraft is an online game that many children play. It is a creativity game where they can build and create a range of buildings with a range of different materials. “Minecraft is a worldwide phenomenon. Since it was first released back in 2011, it’s been taken to the hearts of thousands and thousands of gamers. (Mag Book 2014, pg. 3)”. Children came in from a local primary school to show us how to work Minecraft and then we were able to explore it for ourselves. I had previous experience of playing Minecraft on a PlayStation 4 and an Xbox so using it on an iPad was a different experience within itself although I knew how the game worked.

Ofcom Report (2011) states that “gaming is hugely popular in the UK with almost 86% of 5-7 year old children and 90% of 8-11 year old children using gaming devices regularly.” This shows that children regularly play games almost every day. Encouraging gaming within their education could make learning more exciting along with teachers learning from the children because most of the pupils in the classroom would have played the games that teachers introduce.

Bray (2012) states that “Games-based Learning has the most transformational impact when it is combined with good learning and teaching.” As I learned last week a simple game like guitar hero or Mario Kart can influence a range of areas within the curriculum.  Bray (2012) also states that in a classroom setting, games should not just be used as rewards or for entertainment but as a whole new approach to learning. Games based learning can bring relevance to what children play outside of a learning environment and can encourage a range of ideas to benefit their learning.

“Achieving particular educational objectives through the use of the game was more dependent upon a teacher’s knowledge of the curriculum with which they were working than it was on their ability with the game” (Beauchamp, 2012, p.10). This shows that teachers do not need to know how to use the game but need to have knowledge of learning outcomes from the curriculum to relate to the game. Beauchamp (2012) also states that the type of skills that could be developed by ICT games are: Strategic Thinking, Planning, Communication, Application of numbers, Negotiating Skills, Group decision-making and Data Handling Skills  (Beauchamp, 2012, p.10). Gaming helps children’s interaction skills as well as developing their skills within other areas.

We had a chance to explore Minecraft with two primary six children. We used one of the pupils iPads and saw the different worlds that they have created throughout school and at home. It amazed me how the pupils used the iPad really quickly and easily. Throughout the tutorial with the children we were able to ask them a range of questions regarding the use of Minecraft.

The children then handed over the iPads to us and it felt like a new experience completely. We were allowed to ask the pupils for help but they were not able to touch the iPad and only use their mouths to tell us what to do. I could see that the pupils were tempted to take the iPad from us and show us how to do it but they had to stop themselves. I think personally that it was a great experience learning from the pupils because they are involved in games when they are at home and they knew more about Minecraft than what our group did. The pupils were within the role of the teacher and had to allow us to figure it out. I thought that allowing them to teach us is a useful idea because they are more confident when using the game than what we were.

Within the Curriculum for Excellence games based learning with Minecraft links with a range of areas I chose two outcomes one from literacy and one from technology. The literacy outcome I chose was “When I engage with others, I can respond in ways appropriate to my role, show that I value others’ contributions and use these to build on thinking (LIT 2-02a)” (Education Scotland 2004) . I chose this outcome because with games based learning children are interacting with their peers and can respond to others if they are unsure of a certain part of the game and be able to help each other, but also helping and interacting with the teacher. The technology outcome I chose was “I can explore and experiment with digital technologies and can use what I learn to support and enhance leaning in different contexts (TCH 1-01a)” (Education Scotland 2004). I chose this because the children are exploring the use of technology but using it to enhance their learning in different ways.

I think that the use of games like Minecraft in the classroom is useful because it makes learning fun and interactive. As a developing student teacher I definetly would bring a game like Minecraft into the classroom because I could choose a topic such as; Ancient Greece, Rome or Harry Potter and allow the children to use Minecraft to create the buildings within the topic. Also the children creating their own imaginative stories and then build their story within Minecraft. It allows children to talk to each other, help each other and be learning at the same time. Another benefit of using Minecraft is that it can link across the curriculum. It also allows teachers to learn about games that children play at home and brings relevance into the learning environment. The teacher doesn’t need to be confident with a game to link it into the curriculum. The teacher can let the children take over and show them what to do.

References

Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy top Practice. Pearson.

Bray, O. (2012) Playful Learning: Computer Games in Education. [Online] https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed 13th March 2018]

Education Scotland (2004) – Curriculum for Excellence; Experiences and Outcomes [Online] https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers/cfe-(building-from-the-statement-appendix-incl-btc1-5)/Experiences%20and%20outcomes [Accessed on 13th March]

MagBook (2014) How to Do Everything in Minecraft

Ofcom (2001), Children and Parents: Media Use and Attitudes  [Online] – https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed 13th March 2018]

Mobile Devices in the Classroom – 27/02/2018

Today’s input saw us learn about the use of mobile devices in the classroom, and the benefits they can have upon both learners and teachers. Having been studying this module from the start of the year, and covered a small section of digital technologies in a previous module, I am aware of some of the […]

Today’s input saw us learn about the use of mobile devices in the classroom, and the benefits they can have upon both learners and teachers. Having been studying this module from the start of the year, and covered a small section of digital technologies in a previous module, I am aware of some of the resources that are used in schools such as BeeBots and Smart Boards. The resource we used today was something I hadn’t came across before – the Easi Speak Microphone. When I first got my hands on it, I wasn’t sure that I would see the need for a small recording device in the classroom, however, as the lesson went on it became more apparent how this type of technology would have its uses and linked into various curricular areas.

The Digital Learning and Teaching Strategy for Scotland conducted a survey on a total of 93 children aged between 8 and 11 years. The aim of the research was to ‘help shape the approach to digital learning and teaching in Scotland’. It was found that children noted they already had access to a large amount of varying technologies at home and in their schools. Such technologies included: computers, cameras, iPods, smart phones, gaming consoles, smart watches and tablets to name a few. It is becoming evident by this type of evidence gained via research that children are well and truly exposed and immersed in the various types of technology that surround us in our environment and that they are familiar with their purposes and uses. Furthermore, research conducted by the British Educational Suppliers Association (BESA) evidences the importance of technology in children’s education. They stated that “schools see technology such as games consoles and smartphones as playing an important role in primary-aged children’s education…” (Gurney-Read 2015). Today’s lesson allowed us to discover a new technological resource that can be used in the classroom and just one example of a way in which it enhances our young learner’s educational experiences.

The task we were given today was to create an ‘I am’ poem. This involved creating a poem of our own choice using opening lines already provided to us whilst using the Easi-Speak microphone to record sound clips from the poem. It allowed for us to be autonomous and put our creative skills to good use by writing through our own choice and basing it upon our own thoughts and feelings. The poem had to be presented on a PowerPoint presentation with copyright free images selected from a website called Pixabay. This came together as a multimodal text, as it contained sound clips, images and words along with spatial features that evidenced it to be multimodal. If this inout were to be delivered to a class there are various Experiences and Outcomes that it could cover, for example:

I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a

Within real and imaginary situations, I share experiences and feelings, ideas and information in a way that communicates my message. LIT 0-09a

I am aware of and able to express my feelings and am developing the ability to talk about them. HWB 0-01a/1-01a/2-01a/3-01a/4-01a

As stated by Beauchamp 2012 (p.81) “…Pupils need to be equipped to view language as a ‘metamode’ that enables them to access the meanings of a wide variety of texts, images, sounds and information…” If this type of lesson were to be delivered in the classroom, it would certainly support Beauchamp’s suggestion of children viewing language as being ‘metamode’. It allows for children to see that texts come in all different shapes and sizes and not solely just printed forms such as books and textbooks.

Overall, despite my initial thoughts on today’s input being somewhat reserved, I thoroughly enjoyed learning how to use the Easi-Speak microphones and viewing the end result. It supports various learning styles for children in the classroom along with bringing an element of fun into their day. Furthermore, it also supports their technological skills along with collaboration skills whilst working with a partner or s part of a group. Fast forwarding myself into a classroom of technology experts in the coming years, I look forward to putting to good use the skills and knowledge I have gained from taking this module. It will certainly set me in good stead for a career in which I can weave the many uses of technology throughout lessons and keep my prospective pupils educational journeys fun and engaging.

 

References

Children’s Parliament (2016) A Digital Learning and Teaching Strategy for Scotland  – The Views of Children. [Online] Available at:  http://www.childrensparliament.org.uk/wp-content/uploads/REPORT_digital-learning-consultation_Childrens-Parliament-1.pdf. [First Accessed – 27/02/2018].

Beauchamp, G. (2012) ICT in the Primary School: From Pedagogy to Practice. Pearson.

Gurney-Read, J.(2015) Classroom Technology ‘rarely used’ by half of teachers. The Telegraph  [Online] 24 November 2015 [First Accessed: 28 February 2018]

Scottish Executive (2004) Curriculum for Excellence. Edinburgh: Scottish Executive

Minecraft games-based learning.

The 2011 Horizon Report recognised games-based learning as a future trend that would be adopted within the teaching profession within 3 years (Bray, 2012).  Today’s Digital Technology tutorial proved that recognition was justified as pupils from a local school introduced … Continue reading

The 2011 Horizon Report recognised games-based learning as a future trend that would be adopted within the teaching profession within 3 years (Bray, 2012).  Today’s Digital Technology tutorial proved that recognition was justified as pupils from a local school introduced the world of MineCraft to the class.

 

As a parent, I have had the opportunity to see the game being played by my children and am aware of their enjoyment of the game.  In the past I have seen it as an unsophisticated tool with poor graphics, but I have never seen the potential it offers.  I have also viewed numerous video’s online by Vloggers, such as Dan T.D.M, who play the game, however I have not engaged with the videos assuming; as an adult I would not find interest in them.

 

Throughout the Digital Technology Module, MineCraft has been mentioned as a tool that could be used to assist learners to engage with lessons, with one example being that a child who is struggling to write a story may create a land on Minecraft then write what they have created.  I understood the value in this.  In a previous workshop we explored the use of Super Mario Kart as a games-based learning tool and I fully engaged with it, so I approached the class about MineCraft with an open mind.

 

As an emergent teacher the value of the game was instantly obvious as the pupils who visited the class were vibrant and enthusiastic about the game.  In a previous blog, I referred to the SHANARRI wheel which recognises the importance of wellbeing within education and the results of games-based learning demonstrated some of the SHANARRI outcomes.  Pupils were engaged and willing to interact with myself and my fellow Students.  The school pupils demonstrated a sense of responsibility (Scottish Government, 2017) and felt respected (Scottish Government, 2017) as they became the teacher.  There was a sense of confidence and they played an active role in the workshop.

Bray (2012) states that in a classroom setting, games should not just be used as rewards or for entertainment but as a whole new approach to learning.   Experimenting with the MineCraft game provides opportunities for this to happen.  Pupils explained to the group the Harry Potter World they had created and how they had used it to interact with each other:

“It is good to be able to play online with your friends” said Miss C.

“I like to be able to talk about what we are going to do next” said Master G.

These comments reflect thoughts by Beauchamp who states that the type of skills that are developed through games-based learning include: Strategic Thinking, Planning, Communication, Negotiating Skills and Group Decision Making (Beauchamp, 2017)

As a result of the visit to the University, the Experience and Outcomes (E’s & O’s) as outlined in the Curriculum for Excellence achieved by the pupils included:

Representing my class, school and/or wider community encourages my self-worth and confidence and allows me to contribute to and participate in society. HWB 2-12a

Opportunities to carry out different activities and roles in a variety of settings have enabled me to identify my achievements, skills and areas for development. This will help me to prepare for the next stage in my life and learning. HWB 2-19a

When I engage with others, I can respond in ways appropriate to my role, show that I value others’ contributions and use these to build on thinking. LIT 2-02a

 

Whilst the approach is games-based, the learning does not come from the game itself, the game becomes a context for what the learning will be about (Bray, 2012) i.e. A teacher may use MineCraft to enlist learners, but the game play itself can be short.  One example would be to use the game when studying a topic.  Game play would engage learners and encourage participation but lessons surrounding the topic would further benefit the learner.

Considering a History Topic of the 2nd World War, learners could be asked to work in groups to design a Bomb Shelter using the MineCraft game.  They would consider supplies needed for the shelter, access to the shelter and its position under the ground.  This activity itself would meet the following outcomes from the Curriculum for Excellence:

When listening and talking with others for different purposes, I can:  share information, experiences and opinions  explain processes and ideas  identify issues raised and summarise main points or findings  clarify points by asking questions or by asking others to say more. LIT 2-09a.

I can create, capture and manipulate sounds, text and images to communicate experiences, ideas and information in creative and engaging ways.  TCH 1-04b / TCH 2-04b

(Scottish Government, 2008).

 

Using the MineCraft bomb shelter as the context, further lesson could include:  Writing a letter to a friend who has been evacuated to the country from the perspective of being in the bomb shelter during an Air-Raid:

I am learning to use language and style in a way which engages and/or influences my reader. ENG 2-27a (Scottish Government, 2008).

 

A Mathematics lesson around the dimensions of the shelter could be planned, ensuring the space will be big enough to accommodate the items it would need in it:

I can use the common units of measure, convert between related units of the metric system and carry out calculations when solving problems.  MNU 2-11b (Scottish Government, 2008).

 

Discussions could be had surrounding the genocide of the Jewish people:

I am increasing my knowledge and understanding of different forms of worship and artefacts within world religions and can explain their importance for followers of world religions. RME 2-06a.

I can use primary and secondary sources selectively to research events in the past.  SOC 2-01a.

Throughout all my learning, I can use search facilities of electronic sources to access and retrieve information, recognising the importance this has in my place of learning, at home and in the workplace. TCH 2-03b.

(Scottish Government, 2008).

 

Games-based learning has the most transformational impact when combined with good learning and teaching (Bray, 2012).  This is true when you consider the numerous E’s & O’s that could be achieved when delivering lessons which grew from playing a game.

 

On reflection, I can see the benefits of MineCraft in greater detail, the graphics allow for easy creation of objects which slot together without awkward lines or edges.  My thoughts about the game are summed up beautifully by the words of a 10-year-old school pupil who taught this mature student a lot today, “I love it, it’s like Lego, except you never run out of bricks” (Miss C, 2018).

 

References:

Beauchamp, G (2017) Computing and ICT in the Primary School From Pedagogy to Practice 2nd ed. London: Routledge.

Bray, O (2012) Playful Learning: Computer Games in Education (Online) available https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education/2-the_microsoft_visual_identity_the [Accessed 13 March 2018].

Miss C (2018) Identity concealed for confidentiality reasons.

Scottish Government (2008) The Curriculum for Excellence [Online] http://www.education.gov.scot/Documents/all-experiences-and-outcomes.pdf   [Accessed 13 March 2018]

Scottish Government (2017) Wellbeing (Online)  http://www.gov.scot/Topics/People/Young-People/gettingitright/wellbeing [Accessed 13 March 2018].

 

Images from Pixabay (Online) http://www.pixabay.com [Accessed 13 March 2018].

Digital Technologies – Game-based Learning with Minecraft 13/03/18

Today’s lesson was focused on Game-based learning with Minecraft, from this I have been able to identify how Game-based Learning can be used in the classroom, and the huge amount of skills that can be developed from it.  Having had no previous experience of Minecraft I was a bit apprehensive at first, however I thoroughly […]

Today’s lesson was focused on Game-based learning with Minecraft, from this I have been able to identify how Game-based Learning can be used in the classroom, and the huge amount of skills that can be developed from it.  Having had no previous experience of Minecraft I was a bit apprehensive at first, however I thoroughly enjoyed Digital Leaders from a local primary school coming in to show us what they have been working on in school on Minecraft.  After seeing the amazing creations they have made and them explaining how to work it to us, we then went on to making our own.

I believe it is essential for me to be confident when using technology in the future with children, as if I am confident, they will get more from their lessons.  I think it is also very important that I stay up to date with the latest games that could be used within a classroom, as children will be more engaged and interested if they are working with games that they play on at home. (Beauchamp, 2012, p9) states that “…Children spend most of their time on games not found in schools” – From personal experience I believe this is true, however as a student teacher I am going to work to the best of my ability to ensure that the children I am teaching can make strong connections with both their home life and their education; as I believe this is when children work best.  (Ofcom, 2011) state that “86% of 5-7 year old children and 90% of 8-11 year old children using gaming devices regularly”, this also backing up the idea that games are such a big part of children’s lives, therefore, they should be incorporated within all areas of the curriculum when necessary.  After today I am fully aware that games being given to children as a reward is not a positive thing, instead, technology should always be incorporated within the curriculum (Bray, 2012). (Beauchamp, 2012) states that the types of skills that could be developed by ICT games are: strategic thinking, planning communication, application of numbers, negotiating skills, group decision-making and data handling skills.  All of these different skills explain how important it is that games such as Minecraft are used in education, so that children can have “fun whilst learning”, as one of the pupils we were working with today said technology brings.

When the children came in to show us what they had been creating on Minecraft I was shocked at how much time and effort they had put into it to make sure they had covered the smallest details – from windows, to doors, and many other objects.  Along with this and the fact that they do this in their lunch time as a club shows how much the children enjoy using games within their school.  They have recently been working on a Harry Potter theme, which meant all the buildings and objects within it was related to this.  This showed us as student teachers that anything can be incorporated into games such as Minecraft, and the teacher of this class also stated that they have used it for many other things such as class topics and as a stimulus for creative writing.  Below are a few examples of Curriculum for Excellence outcomes and experiences that using games within a classroom fits into:

I can extend and enhance my design skills to solve problems and can construct models. – TCH 2-09a

When I engage with others, I can respond in ways appropriate to my role, show that I value other’s contributions and use these to build on thinking. – LIT 2-02a

I have the opportunity to choose and explore a range of media and technologies to create images and objects, discovering their effects and suitability for specific tasks. – EXA 1-02a

After the children showed us how to work Minecraft, we then tried for ourselves to create something.  We made a room and made it into a book shop, which had a glass top roof, a corner sofa, book shelves and other different objects.  Although it was difficult to work at first due to the position of the screen and squares appearing on the ground when I wanted to get rid of a block, it was more rewarding that anything else! The difficulty did not lead to frustration as we were having that much fun trying to work it out, that we fully turned into the learners while the pupils told us what to do when we needed help.  Not only was this a great experience for us as student teachers, but also for the children for their hard work and skills within this game to be acknowledged.  When working with the children we asked them what they enjoy most about Minecraft and they all stated that it allows them to work together as part of a team, this therefore setting them up for further education and jobs in the future.  I also thought it was a really good idea that at certain times the children got assigned roles, this teaching them leadership skills and motivating them to work the best they can as everyone in the club was working on the same creation/world.

Therefore, todays lesson has showed me that it is also very important for teachers to learn from pupils to be able to communicate with them fully and for everyone’s skill set to be improved upon.  Every week within Digital Technologies my confidence working with technology and games is increasing, due to the hands-on activities we carry out.  Working with children this week was especially beneficial as I loved being taught how to work Minecraft, and they loved teaching us how to work it.  Therefore, it was an extremely beneficial morning for everyone involved.

 

References:

Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy to Practice. Pearson.

Bray, O. (2012) Playful Learning: Computer Games in Education. [Online] Available: https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed: 13 March 2018]

Children and Parents: Media Use and Attitudes, Ofcom (2001) [Online] Available: https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed: 13 March 2018]

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