Digital Technology Week 4

30/01/18 Coding The ability to code computer programs is an important part of literacy in today’s society. Coding can be used to help develop children’s confidence in areas of the … Continue reading

30/01/18

Coding

The ability to code computer programs is an important part of literacy in today’s society. Coding can be used to help develop children’s confidence in areas of the curriculum that they struggle with. Scratch Jr is a child friendly programme that allows children to develop skills such as:

  • Creative thinking
  • Logical reasoning
  • Problem solving
  • Collaboration

This is an introductory programme to the language of coding and is an easy and accessible way for children to create their own interactive stories and games. The programme consists of piecing together graphical programming blocks to make the characters move, jump, speak and communicate. “Scratch is designed for exploration and experimentation so it supports any different learning style… Schools can use Scratch to aid teachers in subject like mathematics, English, music, art, design and information technology” (The Lead Project, 2004).

 

By covering a multiple of topics, different areas of the curriculum can be covered and teachers can create many activities from a simple Scratch presentation. I choose to create a simple character and go on an adventure in space and share facts about different planets. This could act as a starting off point for many activities such as the children creating their own story or adventure in space, drawing their own planets and characters and learning about the solar system and about the planet they live on. These different activities and the programme its self can link to many areas of the curriculum and be used in a variety of ways not just by the teacher but by the children.

Learning to use code, can be like learning a new language, its creates a gateway to a new of thinking, looking at things and skills. This can be shown in the different areas of the curriculum for excellence:

  • “I can explore and experiment with the features and functions of computer technology and I can use what I learn support and enhance my learning in different contexts”. – TCH 1-04a / TCH 2-04a
  • “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 or collaboratively to design and implement a game toys”. – TCH 0-09a / TCH1-09a

Through coding children “are learning to think creatively, reason systematically, and work collaboratively – essential skills for success and happiness in today’s world” (The Lead Project, 2014).

 

Reference List:

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

Scottish Government , Curriculum for Excellence: Technologies experiences and outcomes [Online] https://education.gov.scot/Documents/technologies-eo.pdf [Accessed February 1st 2018]

Digital Technologies | 6.3.18

Game-based Learning The focus for today’s input was game-based learning and its benefits in the classroom. We brainstormed why games-based learning could be beneficial and then looked at the use of inter-disciplinary plans. Graham showed us examples of childrens’ work based on one game – I was amazed at how many lessons and how much […]

Game-based Learning

The focus for today’s input was game-based learning and its benefits in the classroom. We brainstormed why games-based learning could be beneficial and then looked at the use of inter-disciplinary plans. Graham showed us examples of childrens’ work based on one game – I was amazed at how many lessons and how much content could be created and achieved using just one video game.

In groups, we brainstormed the question: why is game-based learning an effective tool to use in education? Our mind-map:

Our original mind-map was written in pink, we added to the mind-map at the end of the input with orange pen

We spoke about how games used in education bring a sense of enjoyment to lessons in school, and are interactive and engaging. The Higher Education Academy supports this as it states “the link between learning and playing is longstanding and predates the digital era by thousands of years” and theorists such as Jean Piaget and Leonard Vygotsky have argued that play is a crucial component of cognitive development. We also noted that bringing games into school would create a connection between home life and school life for children. The idea of learning by doing is very current in today’s education system, and using games to learn helps with this. Using games can also mean teamwork, and therefore improves children’ communicative and collaborative skills. Games can also be used across the entire curriculum, while also building on the pupils’ digital skills. It is argued that games are as high quality materials to deliver lessons as novels, films and plays are (Edutopia).  Furthermore, using games allows for imagination and creativity in the classroom with can overlap into creativity in other subject areas such as art and literacy. The Higher Education Academy defines games-based learning as “the integration of gaming into learning experiences to increase engagement and motivation”. At the end of session, we returned to our mind-map and added some extra information that we had learned. This included game-based learning increasing children’s motivation and grabbing attention. We also thought about how games could help the recall of information and to reinforce knowledge. It is also important to note the ‘stress-free’ aspect to using games to learn – some children may find textbooks and traditional techniques stressful and games in the classroom should help with this.

Despite game-based learning having countless benefits in the classroom, it is critical that the games are being used effectively to achieve the best learning possible. Different ways to integrate games into teaching is using the games as a stimulus, using the games to teach content, using the games to teach social skills and also, creating games. It can be daunting to introduce an idea like gaming into a traditional school, as some other teachers may not be as keen to try new things. Stephen Reid says that “although game-based learning has had a ‘difficult history’ with teachers who may have felt threatened by children becoming more expert in technology than they are, there is no denying that such platforms offer them a way to engage the pupils in a way they understand and can relate to”. As Reid has stated, we, as teachers, should try to build our confidence in new areas of technology as it is the key to unlocking our pupils’ creativity and imagination as it is something they can directly relate to. Other challenges to overcome while trying to incorporate game-based learning in class could be resources/budget restrictions; it may seem time consuming; identifying a suitable game; integrating the game into the structure of the school day; and lack of knowledge on how to assess. Some support on how to evaluate a game and its suitability for a classroom could be: make sure the game can be used to develop specific curricular content (eg maths, literacy etc); look at assessment opportunities or the lack of; does the game provide stimulus for further work; problem solving and collaborative working should be involved while using games to learn; how involved will the teacher be and is it likely to engage pupils. Positive answers to these questions leads to an age appropriate game being suitable for use in the classroom.

Inter-disciplinary planning (IDP) allows a teacher to take a single game and make sure that it will cover the curriculum. It shows the number of curricular areas that game-based learning can achieve. Working in a group, we came up with an IDP for using Mario-Kart in the classroom. Before we had brainstormed this, I struggled to even think of one lesson for the classroom, but it is amazing what you can do with one single game. For example, for a Literacy lesson, the children could write a diary entry based on being in the audience of a Mario-Kart race. Asking the children to use adjectives to describe the setting around them and to describe their thoughts and feelings allows them to really immerse themselves in the game. I am learning to use language and style in a way which engages and/or influences my reader. – ENG 2-27a.     I can convey information, describe events or processes, share my opinions or persuade my reader in different ways. – LIT 1-28a / LIT 1-29a.   For an art lesson, the children could be asked to design their very own kart! They could use large cardboard boxes to wear, decorated to look like a kart that could feature in one of the races. This could be taken even further to produce a drama performance of a tense race between rival competitors.  I can create and present work that shows developing skill in using the visual elements and concepts. – EXA 2-03a. I have experienced the energy and excitement of presenting/performing for audiences and being part of an audience for other people’s presentations/performances. – EXA 0-01a / EXA 1-01a / EXA 2-01a. 

Our full IDL is shown below: 

Today’s class has really inspired me to use game-based learning in my future class. I can really see its benefits for all children as it is something they can relate to, that brings excitement but also that brings content, questions and growth.

References:

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

Edutopia [Online] https://www.edutopia.org/article/3-ways-use-game-based-learning-matthew-farber [Accessed 6.3.18]

Higher Education Academy [Online] https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning [Accessed 6.3.18]

Stephen Reid [Online] http://futurescot.com/educators-encouraged-open-minds-possibilities-games-based-learning/ [Accessed 6.3.18]

 

Digital Technologies | 27.2.18

Mobile Devices  In today’s class, we looked at the potential of mobile devices in the classroom. We looked at how the use of mobile devices could enhance learning and be a useful tool in the classroom. At the beginning of today’s session, we were asked to answer the question: should mobile devices be used in […]

Mobile Devices 

In today’s class, we looked at the potential of mobile devices in the classroom. We looked at how the use of mobile devices could enhance learning and be a useful tool in the classroom. At the beginning of today’s session, we were asked to answer the question: should mobile devices be used in education? After reading different articles and journals, it seems apparent to me that mobile devices, if used effectively, can be very beneficial for both teachers and learners. In today’s society, it is clear that digital technologies and mobile devices are used by the majority of us on a daily basis. Research has shown that most children have access to some kind of mobile device at home and are even able to use an iPad before they learn to tie their shoelaces.  These “techno-babies” have been immersed in a technology saturated world and that is all they know – to go to into a school environment that does not take advantage of these technologies would seem foreign to them. Ofcom research has found that six year olds have the same understanding of communications technology as 45 year olds. Children are entering schools as “digital natives”, as Marc Prensky (2001) would call them, and are ‘naturals’ with how to use technology. The use of mobile devices in classrooms would create a link between home life and school life. The Children’s Parliament paper (2016) noted that children mostly use digital technologies to play games and socially, to instant message with their friends. It is important, as teachers, that we educate the children that these technologies are a great thing, but there are so many more ways to use them effectively and productively. And, because the young generation are really interested in technologies, having mobile devices in the classroom seems to be a tool to get (and hold) their attention! It is for these reasons that I thoroughly believe that mobile devices are a positive addition to the classroom and teachers should be encouraged to use them effectively.

We were then introduced to Talking Tins, a recording device that is simple and easy to use and therefore very child friendly. The controls on the recorder were very simple: start, stop and playback. This simplicity is key to its usefulness within schools. There are a wide array off possibilities inside the classroom, for example, children studying a Modern Foreign Language (MFL) could record themselves saying a phrase and then play it back instantly to practice pronunciation. This instant feedback makes these great tools for self-checking in the classroom. The learning outcome for a lesson such as this could be:

 I enjoy playing with and exploring technologies to discover what they can do and how they can help us. – TCH 0-05a.

After exploring the Talking Tins, we moved on to look at Easi-speak microphones. These are similar to Talking Tins, with some more functions, but most importantly the ability to transfer the files onto the computer. Our task was to complete an I Am Poem, record sound clips of the poem, find images that tell the story and make a PowerPoint presentation including the images and sound. The format of the poem was as follows:

My group and I chose to make our poem about a mermaid who wished she was a human. Our final poem:

Using the Easi-speak microphones was reasonably easy. It took a couple of tries to get used to it, but after that, we all found it simple. Uploading the files to the computer was so effortless as there is a USB stick attached to the microphones and this plugs directly into the computer port. We changed the settings on the PowerPoint presentation so that each audio clip would play automatically on its specific slide, this means there is no ‘speaker’ icon and the reader doesn’t have to click for the sound to come on.

Our finished product:

Completing a task such as this in the classroom is very much an inter-disciplinary activity. Children will be actively using and improving upon their literacy knowledge when creating their own poem but also improving their confidence on mobile devices such as Easi-speak microphones and on the computers. This type of digital storytelling combines the old with the new (Porter, 2004). Outcomes for a lesson like this could be:

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 regularly select subject, purpose, format and resources to create texts of my choice. – LIT 1-01a / LIT 2-01a

Today’s class was really interesting to get a flavour of what simple “start/stop” recording devices can do in the classroom. Even if a specific school doesn’t have Talking Tins or Easy-speak microphones in their resources, using the recording function on iPads and phones could theoretically do the same job! I love seeing the creative ways to use digital technologies with children – it’s not all about computers, there are fun, engaging activities to do that children love and will even help with their other subject areas!

References:

Children’s Parliament (2016) A Digital Learning and Teaching Strategy for Scotland: The View’s of Children

[Online] http://www.childrensparliament.org.uk/wp-content/uploads/REPORT_digital-learning-consultation_Childrens-Parliament-1.pdf [Accessed: 27.2.18]

Porter, B. (2004) Digi Tales: The Art of Telling Digital Stories. Bernajean Porter Publication.

Prensky, Marc (2001) Digital Natives, Digital Immigrants.

Digital Technology – Week 3 – ActivInspire- 23/01/18

Today’s lesson was on multimodal presentations and how these can enhance teaching and learning within the classroom. During today’s lesson we talked about the different ways that multimodal texts impact the children in a positive way. Because it is more interactive, it encourages engagement and enjoyment and also the children can personalise it to their interests […]

Today’s lesson was on multimodal presentations and how these can enhance teaching and learning within the classroom. During today’s lesson we talked about the different ways that multimodal texts impact the children in a positive way. Because it is more interactive, it encourages engagement and enjoyment and also the children can personalise it to their interests when using it.  It helps the children to understand what they are being taught as they are having fun while learning “The multimodality of technology…allows teachers to present an idea in a variety of different ways to help pupils understand it.” Beauchamp (2012, p.8).

A text can be described as being multimodal if it combines two or more of the semiotic systems, these are:

  • Linguistic
  • Visual
  • Audio
  • Gestural
  • Spatial

There are many ways in which we can create a multimodal text but today we were focusing on learning to use ActivInspire.  I think that ActivInspire is somewhat similar to PowerPoint although it has a lot more features and I personally found it more fun to use. Because of the similarities I found it relatively easy to use, and the tutorial videos definitely helped.  I did struggle a couple of times as it was an entirely new programme to me, but by looking over the tutorials and asking peers I managed to create my own ActivInspire. It was aimed to teach children the animals in Spanish. It was a fairly simple design but would have been a great interactive tool for the children. My presentation had sliding bars hiding the Spanish name of the animal, and so if I were to use a smartboard the children would have a real hands on experience, which according to Prandstatter, (2014) help children to learn “by doing.”

The Curriculum for Excellence Outcomes I feel work best for this lesson are:

Through a variety of media, I am
developing an awareness of
social, cultural and geographical
aspects of locations in a country
where the language I am
learning is spoken.
MLAN 1-06

I am beginning to explore
similarities and differences
between sound patterns in
different languages through
play, rhymes, songs and
discussion.
MLAN 1-07a

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 also think that there are many more Experiences and Outcomes that could be linked to using multimodal texts, not just that of language.

I think that the use of interactive multimodal texts could be used for many other aspects of the curriculum, but that it is becoming more relevant within Literacy and English. “The Literacy and English framework reflects the increased  use of multimodal texts, digital communication, social networking and the other forms of electronic communication encountered by children and young people in their every day lives” (Scottish Executive, 2004).

Children nowadays are growing up with a vast knowledge of technology and how to use it. I therefore think that it is important that this is reflected in what they are taught at school as it can help to engage the children as they are more interested in how the lesson is being taught to them. Although I do think that using technology in the class is important, it is not always appropriate and so we have to be able to make decisions on where it would work best. Also, we as teachers have the responsibility to be able to accurately teach the technology aspect to the children, to be confident in our own technological abilities. As Beauchamp (2012, P100) discusses;  “The ability to present ideas in a variety of ways can help to structure new experiences but only if you as the teacher have sufficient understanding on the area yourself”.

References

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

Prandstatter, J (2014) Interactive displays in early year classes [Online] Available at: http://connectlearningtoday.com/interactive-displays-early-years-classes/ [Accessed: 29 January 2018]

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

Digital Technologies Week 6 – 13th February 2018

In today’s session, we discussed the use of iMovie, the importance of e-Safety and we created an iMovie around the subject of internet safety.   As explained by Beauchamp (2012), “most primary schools will have in place a policy regarding e-safety, but they are likely to reflect official policies and perhaps not the reality of […]

In today’s session, we discussed the use of iMovie, the importance of e-Safety and we created an iMovie around the subject of internet safety.

 

As explained by Beauchamp (2012), “most primary schools will have in place a policy regarding e-safety, but they are likely to reflect official policies and perhaps not the reality of pupils’ lives…”. This statement suggests that many schools are not tailoring their policies around the lives of their current students and more around the government policies. This means that children are being educated more heavily on the sites that they should not be visiting rather than the benefits and dangers of the Internet.

During today’s session, we looked at many of the different social platforms that we as educators are able to use. We can also pass this information on to our future pupils and this will allow us to educate them about staying safe online. We discussed how different situations should be dealt with regards to Internet safety. Children should always seek advice or guidance from a parent or guardian if any problems occur online. Beauchamp (2012) supports this by stating “the most successful schools… in terms of e-safety ensured that pupils knew what to do when things went wrong.”.

The iMovie that myself and my group created was based around the story of Snow White. We created an iMovie trailer in which Snow White believes she is talking to Prince Charming through text messages but it turns out to be the Evil Queen. We are trying to portray that you should never give anyone your details if you have never met them before. The iMovie describes some of the dangers of the Internet and gives an insight into what could happen if you are not safe online.

I have recommended that this task would be aimed at the first level within the Curriculum for Excellence and the experiences and outcomes that I have highlighted are as follows:

  • I can extend my knowledge of how to use digital technology to communicate with others and I am aware of ways to keep safe and secure.  TCH 1-03a.
  • 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

To summarise, I believe that today’s session has given me an amazing opportunity and it has allowed me to deepen my understanding of iMovie. It has also allowed me to gain more knowledge around the topic of Internet safety. I feel that iMovie is something that should be used in all schools as it is something that could be created by the teacher to inform the learners or something that the learners could create to share with their peers. iMovie is a fantastic resource to convey a specific message and to educate the children on a particular topic.

References 

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

 

Digital Technologies – Week 8 – Mobile Devices – 27/02/18

Today’s lesson was on mobile devices and their uses within the classroom. The Telegraph (2014) ran an article in which Drew Buddie, from the association for the UK’s education technology community, stated “The use of mobile digital technologies in the classroom might be largely unfamiliar to parents, but the benefits can be huge.” He went on […]

Today’s lesson was on mobile devices and their uses within the classroom. The Telegraph (2014) ran an article in which Drew Buddie, from the association for the UK’s education technology community, stated “The use of mobile digital technologies in the classroom might be largely unfamiliar to parents, but the benefits can be huge.” He went on to say that the introduction of technology is not about just transferring the old lessons onto a screen, but about “allowing pupils to make use of their devices to truly enhance their learning while giving teachers better ways to track individual achievement and personalise lessons.” Furthermore, Teaching Times released an article entitled ‘Games consoles benefit children’s education’ that supported the idea that mobile devices should be used in the primary classroom. While the article stated that most schools said that internet access at home and at school was the most beneficial technology for children, it also identified that “three quarters identify home access to educational games consoles like Nintendo DS as being helpful to children’s educational development.” (Teaching Times,2008).

There are multiple benefits of introducing mobile technologies into the primary classroom. It was detailed that mobile technologies “increases motivation and engagement with learning.” and that using technology in the classroom “reaches places traditional learning cannot.” (Beauchamp 2012 p.91).

Our main lesson today was focused on I Am poems. The poem began with I Am…, then the next sentence was I Wonder…, then I Hear… etc. We were to fill in the gaps with our own words. I chose to go for a personal one, although I know others made theirs funny, or to do with teaching. A few of mine were:

“I am tired and hungry.”

“I worry about my dad.”

“I see a river flowing.”

After writing my poem I then had to transfer it to a PowerPoint and find pictures to correspond to each line. After that I recorded myself with an easy speak microphone and uploaded the spoken poem to the slides. It was a really interesting lesson and I can see how it would be very engaging to teach to children as well, as they could make it highly personalised and be very creative.

I found the easy speak microphones fun and easy to use and I enjoyed creating my PowerPoint. I did feel that it took a long time to do everything, especially uploading the recordings to the slides. However if I was teaching this it would be done over the space of a few lessons so that the children had enough time and so didn’t start to get bored and disengage. Overall, I do think I would enjoy using the easy speak microphones again, particularly as a student teacher in future lessons.

The CfE Outcomes I identified for today’s lesson are:

I regularly select subject, purpose, format and resources to create texts of my choice.  LIT 1-01a / LIT 2-01a

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

 

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. [Accessed: 9thth April]

Teaching Times (2008) Games consoles benefit children’s education. Teaching Times [ Online]. Available: https://www.teachingtimes.com/articles/games-consoles-education.htm. [Accessed 9th April]

Scottish Government (2008) The Curriculum for Excellence Available online at: http://www.education.gov.scot/Documents/all-experiences-and-outcomes.pdf [Accessed: 9th April 2018]

Digital Technologies | 20.2.18

Animation Today’s class looked at the use of animation in the classroom, and allowed us to create our own animation using iStopMotion on the iPads. We explored the creativity of animation and its limitless uses. It is so easy to create on iPads with programs available at our fingertips, which makes it a great tool […]

Animation

Today’s class looked at the use of animation in the classroom, and allowed us to create our own animation using iStopMotion on the iPads. We explored the creativity of animation and its limitless uses. It is so easy to create on iPads with programs available at our fingertips, which makes it a great tool to use with children. It provides an outlet for creativity that may have not been possible with paper and pen or to describe in words. Beauchamp (2012) states that ICT allows pupils to “achieve something that would be very difficult or even impossible to achieve in any other way”. Animation also allows for inter-disciplinary learning in the classroom, as you can use the digital tools to create an animation about a topic on the Vikings, for example. Beauchamp goes on to explain how children do not separate experiences into different compartments and therefore it is important that ICT is not viewed as a separate ‘subject’ but rather, something that contributes to all areas of learning. Going further, Beauchamp advises that ICT should not just be  about learning, but also part of the pupils’ play as this reflects how much ICT is a part of their daily life. Using digital technologies should aim to help with problems that pupils with ASN experience and should strive to have a sense of inclusion, or e-Inclusion as Beauchamp calls it.

Learning about animation involved more than I had expected. Plainly, animation is described to involve the stringing together of a sequence of static images, generally so that they appear to move (Jarvis, 2015). We found out about the different types of animation such as cutout, stop-motion, pixilation, drawn and computer. We looked at how animation can enhance learning: Bertrancourt (2005) suggests animation enhances learners’ visual representations, illustrates processes and provides an interactive element. Jarvis (2015) explains that using sound and video enhances the quality of information processing and therefore, the quality of learning. He says that “animation can have a big visual impact”, however, Jarvis goes on to say how time consuming this can be. Moving Image Education explains how animation “breathes new life” into something that wouldn’t normally move.

We were tasked with creating an animation using a range of resources provided by our lecturer, Graham. We were to use the iPad app called iStopMotion and hence use the animation style of stop motion. This was an easy way for us to introduce ourselves into animation. We looked at some YouTube tutorials to help us get to grips with the app. I created an army themed animation using a hand-drawn camouflage backdrop and toy soldiers and tanks. I also used pieces of paper to communicate a ‘bang’ noise into my short animation clip. It was very rewarding to make the animation as it didn’t involve too much artistic skills and it produced a good result in not too long. Moving Image Education says that you don’t have to make using animation in the classroom complicated, use basic cut-outs to create some really interesting animations.

A still picture from my animation clip

Using an activity such as this in a classroom would again use inter-disciplinary skills. It would therefore cover more than one outcome, and help to ‘bundle’ our outcomes while teaching.

I can explore and experiment with sketching, manually or digitally, to represent ideas in different learning contexts. – TCH 1-11a.

To show my understanding across different areas of learning, I can identify and consider the purpose and main ideas of a text. – LIT 1-16a.

This class has opened my eyes to the vast uses and benefits of using animation in the classroom. It has allowed me to grow my confidence with using apps such as this on the iPads and given me inspiration on how I could use this in the classroom. I feel passionate about using lessons that children will enjoy while they are learning, and I think using animation would definitely excite the children and give them many skills at the same time. I look forward to using animation when on placement and ultimately in my own class!

References:

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

›Jarvis, M. (2015) Brilliant Ideas for Using ICT in the Classroom: A Very practical Guide for Teachers and Lecturers. Routledge.

›Porter, B. (2004) Digi Tales: The Art of Telling Digital Stories. Bernajean Porter Publication.

›Moving Image Education website: [Online] https://movingimageeducation.org/create-films/animation [Accessed: 20.2.18]

YouTube Tutorial: [Online]  https://youtu.be/Cw7_OeWpR6I [Accessed: 20.2.18]

Digital Technologies | 13.2.18

Movie Making Today’s class focussed on making movies on an app called iMovie. There was also a theme of internet safety throughout, as Safer Internet Day 2018 was last week (6th February). During the process of taking this module and learning about digital technologies, it has always been at the forefront of my mind that […]

Movie Making

Today’s class focussed on making movies on an app called iMovie. There was also a theme of internet safety throughout, as Safer Internet Day 2018 was last week (6th February). During the process of taking this module and learning about digital technologies, it has always been at the forefront of my mind that when we teach children about the amazing possibilities of digital tech, we need to remember to inform them of the more negative side as well. Beauchamp (2012) states that “the key idea [is] that e-safety is not about restricting children, but about educating them”. However, Beauchamp also suggests that “most schools will have in place a policy regarding e-safety, but they are more likely to reflect official policies and perhaps not the reality of pupils’ lives”. As Beauchamp has said, we, as teachers, should be aware that school policies may not cover real life situations that children may come across and we must be on hand to help in this circumstance. As a class, we took a quiz that asked questions surrounding internet safety. This would be a great tool to use in a classroom as it gives the teacher an idea of any child that isn’t sure what to do in dangerous situations online. Further lessons can be carried out to ensure all children have the knowledge and skills to know what to do and who to tell if something doesn’t seem right online. This is very important, as Beauchamp also states “the most successful schools.. in terms of e-safety ensured that pupils knew what to do when things went wrong”. There are resources available on the Safer Internet website and on Glow applications such as ‘thinkuknow’.

When children are being safe online, it allows them to use the technologies for what they are there for: giving them additional knowledge and skills. It has been proven that using technologies can raise attainment: the Scottish Government (2015) states that “there is conclusive evidence that digital equipment, tools and resources can, where effectively used, raise the speed and depth of learning in science and mathematics for primary and secondary age learners”. It is absolutely vital that the children in our schools are given the right tools to be digitally literate as Weiss (2017) says that digital literacy is the set of competencies required for full participation in society. Bennett (2004) goes further and states that “being literate in the twenty-first century incorporates more than simply being able to read and write. Children need to also learn how to use [and] present…”. Not just that; digital literacy also helps to develop a wide array of skills such as critical thinking skills, collaboration skills, effective communication and creativity.

Today’s task was to create a movie using iMovie on the iPads. The movie was to promote being safe online. Our group completed a plan template to follow before starting to record the film. Each member of the group had a role (editing/recording/making fake Instagram accounts etc) to ensure we made the movie in the specified time frame.  

Our idea focussed on the idea that not everyone is who they say they are online, and the story was as follows: a bear has an Instagram profile and suddenly gets a follow request from a stranger. After the bear accepts the request, the stranger (a unicorn) starts to message the bear and asks questions about him. The unicorn asks to meet up and eventually the bear realises that this is not safe. He blocks the unicorn account and tells his parents about it. Thank goodness he did, as it turns out the unicorn was really a werewolf! From watching this, hopefully children would see the dangers of speaking to people you don’t know online and should become aware of the signs of strange behaviour.

A copy of our movie is here: BEar Safe.m4v

Using the iMovie app to create our movie was challenging to begin with, but we got the hang of it eventually. It was very rewarding to produce our own film within one lesson – however, with children, this would be spread out over multiple lessons. This would be a great activity for children to not only improve their digital abilities but also learn more about a current issue, in order to advise others. The idea of digital storytelling is not a new one, according to Porter (2004), sharing stories through digital medium will be “the principle hobby of the world’s people”. Therefore, learning about this unique way of telling stories will unlock a new world of creativity for children. Doing an activity such as this one in the classroom would cover Literacy, Technology and Health & Wellbeing outcomes:

I can extend my knowledge of how to use digital technology to communicate with others and I am aware of ways to keep safe and secure. – TCH 1-03a

I can explore online communities demonstrating an understanding of responsible digital behaviour and I’m aware of how to keep myself safe and secure. – TCH 2-03a

I can convey information, describe events, explain processes or combine ideas in different ways. –LIT 2-28a

Through contributing my views, time and talents, I play a part in bringing about positive change in my school and wider community. – HWB 0-13a / HWB 1-13a / HWB 2-13a / HWB 3-13a / HWB 4-13a

Today’s class allowed me to explore the creative and imaginative ways you can teach children about sensitive issues, it doesn’t allows need to be a negative discussion. These fun and engaging lessons allow children to learn about serious topics but also have it be light-hearted and fun. The most important thing is that children are being safe online and know what to do if and when anything goes wrong. And, not to forget the countless positives that digital technology brings to our classrooms!

References:

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

›Bennett, R. (2004) Using ICT in Primary English Teaching. Learning Matters Limited.

›Porter, B. (2004) Digi Tales: The Art of Telling Digital Stories. Bernajean Porter Publication.

Weiss, D. (2017) Time to Know blog [Online]

https://www.timetoknow.com/blog/essential-digital-literacy-skills-for-the-21st-century-worker/ [Accessed: 13.2.18]

iMovie Planning Templates available [Online]

www.LearninginHand.com [Accessed: 13.2.18]

Digital Technologies Week 5 – 6th February 2018

During this week’s session, we used the Book Creator app on the iPad to create a summary of a well-known book. We also discussed the advantages of using e-Books in a classroom setting. As defined in the Oxford Dictionary, an e-Book is “an electronic version of a printed book which can be read on a computer […]

During this week’s session, we used the Book Creator app on the iPad to create a summary of a well-known book. We also discussed the advantages of using e-Books in a classroom setting.

As defined in the Oxford Dictionary, an e-Book is “an electronic version of a printed book which can be read on a computer or a specifically designed handheld device.”

The principles and practices of literacy and English, created by Education Scotland, highlight that the most useful way of communicating a lesson in literacy and English is by providing “frequent opportunities to communicate in a wide range of contexts” (Education Scotland, n.d., a). A multimodal text contains two or more semiotic systems, these include, visual, gestural, audio, spatial and linguistic. Multimodal texts are beneficial to all learners and make it easier for everyone to participate in lessons. They can also be used throughout the curriculum.

(Education Scotland, n.d., b) states that ICT in school helps to raise attainment and achievement, closing the gap between the advantaged and disadvantaged and thus, providing them with the skills for the digitally advancing world that awaits them. This statement highlights that ICT enables young learners to reach their full potential through enjoyable experiences while gaining and developing different skills.

E-Books can be extremely effective in a classroom for many reasons. They are an enjoyable resource for learners and they are especially effective within a literacy lesson. They can also be used to push learners who are struggling with reading. Through the use of Book Creator, learners are able to grasp a deeper understanding of the story which will continue to help them with their reading practice. E-books are portable which can also promote outdoor learning and activities. They can also help to give learners a better understanding of our digital age and allow them to become more comfortable with technology.

During today’s lesson, we were asked to create a teaching aid that was based on a particular story. I created a teaching tool based on “Room on the Broom” by Julia Donaldson. My e-Book features several semiotic systems making it a multimodal resource. It contains parts of the story read aloud by myself and questions based on that particular part of the story. At the end of the e-Book, the learners will be asked to describe their favourite part of the story. I believe that this lesson would be aimed at early level within the Curriculum for Excellence and the experiences and outcomes that I have highlighted for this lesson are as follows:

To summarise, I will carry today’s experience with me throughout my teaching practice as I believe that it will be very important to use within a classroom setting. E-

Books are an effective resource that can be used to allow all learners to reach their full potential within many different curricular areas. This resource also allows for a lot of choice and freedom within the classroom as there is no limit to what you can create. I feel that learners can make this a memorable experience for themselves which in turn will allow them to be highly engaged in these activities.

 

References

http://www.bbc.co.uk/webwise/guides/about-e-books

Education Scotland (n.d., a) Curriculum for Excellence: literacy and English, principles and practice [Online]. Available from: https://education.gov.scot/Documents/literacy-english-pp.pdf [Accessed: 6 February 2018].

Education Scotland (n.d., b) Technologies in Curriculum for Excellence [Online]. Available from: https://education.gov.scot/parentzone/learning-in-scotland/curriculum-areas/Technologies%20in%20Curriculum%20for%20Excellence [Accessed: 6 February 2018].

 

Digital Technologies | 6.2.18

eBooks In today’s session, we looked at the advantages of using mobile devices, and, more specifically eBooks in the classroom and how this can be beneficial to students’ learning. We explored the BookCreator app and discovered its capabilities and thought about what uses this could have in a learning environment. Firstly, we had to learn […]

eBooks

In today’s session, we looked at the advantages of using mobile devices, and, more specifically eBooks in the classroom and how this can be beneficial to students’ learning. We explored the BookCreator app and discovered its capabilities and thought about what uses this could have in a learning environment.

Firstly, we had to learn about what an eBook really is. The Oxford Dictionary defines them as “an electronic version of a printed book which can be read on a computer or a specifically designed handheld device.” From this definition, we brainstormed why using these devices in the classroom could be beneficial. We came up with the following mind-map:  

Our ideas at the start of today’s session are in red. Once we had learned more about eBooks, we added to the mind-map in blue.

The benefits to eBooks are vast: they are portable which means learning can take place wherever you’d like, whether that be in the classroom, the playground or in a setting relating to the text. Also, the digital element of eBooks makes the act of reading more enjoyable for children and may even light a spark for them to realise their love of reading. One of the best advantages of using eBooks is the unlimited choice of books that you have access to at your fingertips – it means the joy of reading is not limited to the budget of the school library. Other benefits include working out cheaper in the long run; enhancing children’s digital literacy and the use of audio-books for children with ASN.

The Scottish Government have set A Digital Learning and Teaching Strategy for Scotland, aiming to use digital technology to raise attainment, ambition and opportunities for all by improving the standard of teaching and learning for young people and parents when it comes to digital technology. It sets out four main objectives: developing the skills of teachers; improving access for all learners; ensuring digital technology is considered in all areas of the curriculum and empowering leaders to drive innovation and investment in digital technology.  A document was also published by the Children’s Parliament called A Digital Learning and Teaching Strategy or Scotland: The Views of Children. In this paper, questions such as “What digital technologies to do you use?” are asked and the answers are recorded. The children were asked if they use digital technologies at school. The use of Smartboards were mentioned often but this was mainly/always used by the teacher. Even though it is positive that digital technologies are used in the classroom, it is important that we, as teachers, remember to give the children time to use these devices on their own to explore and discover them. When asked if they want to use digital technologies more in the classroom, most children said that they thought the use of iPads etc should be a common thing and not just a reward at Golden Time.

Book Creator is an app that you can get on the iPads which allows you to make your own eBooks. There has been over 25 million eBooks created using the app so far, including children’s picture books, comic books, photo albums, journals, textbooks and more. We used the following tutorial to learn more about how to use the app:

In today’s session, we were asked to, in groups, make brief e-brochure on Book Creator for prospective UWS students. We were given a short time frame to complete this task. This allowed us to see how easy and quick it was to familiarise ourselves with how to work the app. Our group took a walk around campus and thought about what we wanted to include in the brochure, such as information about lecture theatres, library, canteen etc. We were able to include pictures, videos, audio and texts, and then personalise it the way we wanted it to look. It was amazing to see a brochure come to life in such a short space of time! This kind of activity would be great for children as the instant gratification factor is there (you have a completed brochure within 15 mins or so).

We were then tasked to create an eBook summarising a well known story individually. This task allowed us to focus less on the content of the book (as we were just retelling a story) but more on the different tools on the app, this allowed us to really explore what the Book Creator app had to offer. I chose a book called “Snuggle Up, Sleepy Ones” – about different animals getting ready to go to sleep. I added audio clips of me reading aloud on each page of the eBook. The book that I created included pictures from the original on one side of the page. The other side of the page had questions to help the children think about the book a little more (ie food for thought).

An example of one of the pages of my eBook

This shows how eBooks can be used as not just an electronic form of a paper book, but also as a teaching tool. It can be adapted and completely personalised to suit many situations. This is the beauty of digital technologies – its versatility and personalisation options make teaching/learning an enjoyable thing to do. The lesson that I have created would cover literacy and digital technology outcomes:

Using what I know about the features of different types of texts, I can find, select, sort and use information for a specific purpose. – LIT 1-14a

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

Today, we used mobile devices (the iPad) to create eBooks, but there are countless other programs that can be used on tablets such as iPads. The use of these tablets in the classroom mean work is produced that is of a high standard and easily edited. Beauchamp (2012) states that “mobile devices, especially mobile phones and tablets, have very advanced capabilities and can be used to supplement or even replace a laptop computer.” This gives so much more freedom to the classroom than the use of computers or even laptops, and means the children and the teacher can be more creative in lessons.

I thoroughly enjoyed working on mobile devices in today’s class. I loved exploring the Book Creator app and discovering how easy it was to make my own book! I can really see how this lesson could bring so much joy to a classroom of children, while teaching key digital technology lessons at the same time.

References:

Youtube video – ›https://youtu.be/TE5DTD87-IE

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

›Children’s Parliament Consultation (2016) A Digital Learning and Teaching Strategy for Scotland: The Views of Children.

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