October Placement

Approaching my school placement in October I am looking forward to having the opportunity of experiencing life as a teacher. I am eager to observe certain techniques that teachers may use throughout lessons and how they approach certain situations, also … Continue reading

Approaching my school placement in October I am looking forward to having the opportunity of experiencing life as a teacher. I am eager to observe certain techniques that teachers may use throughout lessons and how they approach certain situations, also taking part in lessons and getting to know the pupils that I will be helping over those two weeks. Although I welcome the idea of going on placement I am aware that I may be presented with challenges and it will be interesting to monitor how I cope with these situations. I believe that using this resource will benefit me over the next four years as I will be able to look back on my progress and development.

The introductory session of the integrated arts module allowed me to understand how vital the arts as a part of the curriculum. The session was really interesting as it showed how people tend to focus more on curriculum areas such as literacy and numeracy, under appreciating the value that the arts can have. It made …

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The introductory session of the integrated arts module allowed me to understand how vital the arts as a part of the curriculum. The session was really interesting as it showed how people tend to focus more on curriculum areas such as literacy and numeracy, under appreciating the value that the arts can have. It made me more aware of how the arts can be used throughout a variety of curriculum areas. During both the music session and the visual arts session, we seen different ways that the arts could be introduced in the classroom.

In the visual arts session, we discussed why it is important to let the children be creative and imaginative and not limit them to what we believe to be accurate representation of objects or what we consider to be a ‘good piece of artwork’. We as teachers should value and appreciate all work produced by the children in our class as each piece of art will have a story behind it. By dismissing their work, we would be showing that child that their voice is not valued and this may affect their confidence and deter them from creating anything else. As teacher’s we want all our pupils to be able to express themselves freely using the arts without feeling judged or scared. We looked at the progression of a child’s artwork from the scribbling stage in the early years to the transitional stage just before the move to high school. Whitehead (2010) discusses the importance that the scribbling stage has on the overall development of young people. By looking at the different stages of children’s artwork it allowed me to see how much thought and hard work a child can put into a piece of art without us even realising.

In the music session, we learned how we could engage the children in the classroom using rhythm games. This is a way of introducing in a fun, entertaining way that will allow all children to get involved without feeling nervous as it is carried out as a full class. This way there is less pressure on individual pupils and they are not being taken out their comfort zone.

Overall, I found this session greatly beneficial as it allowed me to gain a more in-depth knowledge about the arts and how they can be introduced into the curriculum through art and music. I look forward to learning how further aspects such as dance and drama can be integrated into the curriculum.

References:

Whitehead, M. (2010) Language and Literacy in the early years 0-7. 4th Ed. London: Sage.

Digital Technologies- Games Based Learning Part 1 – 6/3/18

“Digital Games-based Learning is the integration of gaming into learning experiences to increase engagement and motivation.”(Higher Education Academy Website). Games based learning can be an effective tool within the classroom […]

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

Games based learning can be an effective tool within the classroom as it is relevant to the way modern life is today with technology being used everyday. It allows pupil’s to hone in on different skill sets such as communication, teamwork and problem solving skills. Games based learning also makes pupils feel as though they aren’t learning and is fun and allows pupils to be inventive and challenge themselves. Games based learning was not something that was touched upon too much during my time in school and as a student teacher I am excited to incorporate this learning into my own practice.

According to Bray (2012), ” The use of computer games in the classroom has active learning at it’s core and is one of the main reasons why they are potentially so powerful in education.” There are many benefits to games based learning within the classroom and Bray’s statement is one of them. Other benefits include increased motivation and grabbing attention, which can be extremely useful when it comes to pupil’s with ASN. It is also allows recall of information and is stress free and fun which in turn allows learning to be pleasurable, engaging and helps with pupils deepening their understanding.

Games can be used in a variety of ways within the curriculum, whether the games are being used to teach the content itself or if the game is the starting point for further activities and lessons. As teachers ourselves, we need to ensure that this kind of learning is being used effectively between enhancing and supporting pupils’ learning to providing a positive impact on their social skills.

Whilst most of the ideas are positive, there are a few questions that might put teachers off, including myself, of using games based learning such as what game to choose, how to incorporate it into lesson plans and also their own level of confidence. Whilst I am quietly confident using technology, there are certain elements I am not entirely comfortable with as I have discovered throughout this module.

In today’s session, we were asked to create a mind map of what we thought about games based learning which I have attached a picture of below and to create our own Mario Kart characters. Before this we were looking at the different characters within the game and what kind of features each racer had. We were then going to play Mario Kart, unfortunately the Wii was not available so we weren’t able to experience the game.

Games Based Learning Mind Map

 

References

https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning [Accessed: 10/4/2018]

[Accessed: 10/4/2018]

Digital Technologies – Mobile Devices- 27/2/18

Mobile devices have become an increasingly important part of modern day life with Sophie Curtis (2014) stating, “Over 4 in 10 households now have a tablet meaning that children are […]

Mobile devices have become an increasingly important part of modern day life with Sophie Curtis (2014) stating, “Over 4 in 10 households now have a tablet meaning that children are becoming computer-literate before they start primary school.” This statement shows just how crucial technology can be for young people. As this is so relevant, technology has become an integral part of classroom learning as well, with it not being used just in ICT lessons but being transferred into different areas of the curriculum like English, Maths and Science.

Curtis also emphasised, ” By using technology within a classroom setting better reflects the children’s lives outwith the classroom, but helps them improve their digital skills that will be transferable to adult life.” Helping children develop skills that are essential for living and working in the modern world is extremely important for teachers as it allows the children to fulfil their potential, whether it’s problem solving skills to being able to work within a team.

However, research done in 2015 found that nearly half of teachers hardly use the technology within their classroom, with most of them blaming a lack of knowledge about technology or being unsure how to incorporate it into their lessons. A third of these teachers then said that when technology is being used properly within the lesson it can improve students’ results. This admission shows just how important it is for teachers to be educated on using technology themselves, as well as how to integrate it within the curriculum.

This week in Digital Technologies, we were looking at the Easi-Speak microphones and were to use this piece of technology to create sound clips to accompany an I am poem we had been asked to write. Due to a hospital appointment with my daughter I was not able to attend this session but I have created my own I Am … poem and attached a picture of it as shown.

An I Am… poem based on myself

References

https://www.telegraph.co.uk/education/educationnews/12013650/Classroom-technology-barely-used-by-half-of-teachers.html [Accessed: 10/4/2018]

https://www.telegraph.co.uk/technology/news/11051228/Digital-learning-how-technology-is-reshaping-teaching.html [Accessed:10/4/2018]

Digital Technologies Week 6 – Movie Making

Prior to this input I had never used movie making software. I was surprised both by how simple it was to use the iMovie app on the iPad, and by the versatility presented by the medium. I would have never thought to link movie making to online safety before this input. Personally, I grew up … Continue reading “Digital Technologies Week 6 – Movie Making”

Prior to this input I had never used movie making software. I was surprised both by how simple it was to use the iMovie app on the iPad, and by the versatility presented by the medium.

I would have never thought to link movie making to online safety before this input. Personally, I grew up in a time where it felt as though the adults around me were quite militant about not speaking to anybody online. It was accepted as something inherently dangerous and in my own group of friends it led to hiding online activities so that we were allowed the freedom to socialise online.

For this activity, my partner and I created a cautionary tale about a princess who speaks to someone online who is not who they appear to be when she goes to meet them. We had fun creating our film and it struck me while creating the movie that it would be a good way to introduce the subject of online safety with an element of levity. Getting students to create a film like this could incorporate a number of Technology Outcomes within the Curriculum for Excellence across stages:

  • 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 can extend and enhance my knowledge of digital technologies to collect, analyse ideas, relevant information and organise these in an appropriate way. TCH 2-01a
  • 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

Porter (2004, p.35) states that “the digital environment provides a unique opportunity to empower people of all ages to manipulate, combine and distribute their self-expressions as living stories that can be sent into the world and through time.” In addition to this, 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 learners.” After telling a story through the medium of film using the iMovie app, I am convinced of the usefulness of movie-making in the classroom as a way to enhance literacy and wellbeing lessons while also developing practical skills in Technologies which are valuable to the next generation.

An activity like this would be a useful way to start a conversation about how children should immediately tell an adult if anything is making them uncomfortable online. Beauchamp (2012, p.60) states that “the schools most successful in online safety were those who informed students on what to do if things went wrong.” If talking about the risks surrounding social networking is normalised in the classroom, I believe students in the classroom will be more likely to inform an adult and seek help – rather than assuming they will be given into trouble, like my peers and I when social networking was in its infancy.

 

References

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

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

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

Scottish Government (2015). Literature Review on the Impact of Digital Technology on Learning and Teaching.  [Online] http://dera.ioe.ac.uk/24843/1/00489224.pdf [Accessed: 01.04.18]

QR Codes and Outdoor Learning – 20th March

And so it has arrived, our final class in Digital Technologies. Today we explored and learnt about the use of QR (Quick Response) Codes and the benefits of Outdoor Learning. I have had some previous experience using QR codes but mainly through working in retail and through simple day to day tasks like shopping and […]

And so it has arrived, our final class in Digital Technologies. Today we explored and learnt about the use of QR (Quick Response) Codes and the benefits of Outdoor Learning. I have had some previous experience using QR codes but mainly through working in retail and through simple day to day tasks like shopping and using social media. I had never once considered the thought of using QR Codes in the classroom, until now. The theme of today’s lesson was to partake in an outdoor activity where we had to locate six hidden clues, answer the multiple choice questions and scan the QR code to be able to continue to the next clue. Once all the clues had been found and answered, each answer gave us a letter which in the end had to be unscrambled and the correct word made up. This word linked to a Scottish IDL topic. The purpose of using the QR Codes in this activity was designed to enhance our (and future pupils) outdoor learning experiences. This was just one example of how they could be used effectively and successfully as I and the rest of my team thoroughly enjoyed the activity.

The effectiveness of Outdoor Learning in education is outlined by Learning and Teaching Scotland (2010) who state that “…it’s clear that the outdoor environment offers motivating, exciting, different, relevant and easily accessible activities from pre-school years through to college.” This was certainly evidenced today in our group’s case as we all found the task fun, rewarding and enjoyable and found working outdoors also promoted other positive factors such as learning about the environment and creating memories that will be remembered for years to come. We collated images taken from our time outdoors in an app called PicCollage. PicCollage allows for many images to be organised together in various styles in the one image and is a great way of sharing with others in order to give a quick insight into a particular event or activity.

The Curriculum for Excellence support Outdoor Learning and this too is highlighted in the 7 Design Principles:

Challenge & Enjoyment; Breadth; Coherence; Personalisation & Choice; Relevance; Progression and Depth.

“The core values of Curriculum for Excellence resonate with long-standing key concepts of outdoor learning. Challenge, enjoyment, relevance, depth, development of the whole person and an adventurous approach to learning are at the core of outdoor pedagogy…” Education Scotland (2010)

Outdoor Learning offers a variety of positive effects on both student and learner: It allows for pupils and teachers to learn and communicate in other ways that maybe hadn’t been achieved previously in a classroom setting; promotes the building of positive relationships between both peers and professionals along with enhancing self-awareness and the understanding of others. (Education Scotland 2010). Along with the aforementioned aspects of Outdoor Learning it also promotes other advantages to our young learners such as: Developing their critical thinking and problem solving skills, personal development and achievement; promotes a healthy lifestyle and can lead to lifelong recreational hobbies such as walking, cycling and swimming; provides opportunities for children to develop skills in order to assess and manage risks; promotes inclusion and equality broadly and can lead to resolution, increased feeling of self-worth and confidence along with personal achievements.

There are many areas that both Outdoor Learning and QR Code activities could be used within the curriculum including Literacy, Health and Wellbeing and Modern Languages. The activity we completed today would encompass the following experiences and outcomes from the Curriculum for Excellence:

I can communicate clearly when engaging with others within and beyond my place of learning, using selected resources as required. LIT 1-10a

Through taking part in a variety of events and activities, I am learning to recognise my own skills and abilities as well as those of others. HWB 1-19a

I work on my own and with others to understand text using appropriate resources, demonstrating my
understanding by matching written words to pictures and by reconstructing the text in a logical sequence, for example. MLAN 2-08a

Upon completion of our class task, we then gathered back into the classroom to create our own activity based on the same ideas and principles of the one we had just completed. I chose to create a quiz based around the topic of Easter and was similar in format to the one we had just finished as a class. By doing so, it showed me just how easy it was to create a simple yet fun and fulfilling activity that I know children would get excited and geared up for and thus encourages their learning and enhances their experiences of education. In just 20 minutes I had created a relevant and educational activity that children would find engaging, fun and that they would certainly get excited about whilst being educational at the same time.

Overall, the use of the QR Codes in the outdoor learning activity allowed me to see yet another fantastic resource that could be utilised in many different areas of education whilst giving young learners fun and memorable educational experiences. I will certainly use this resource in the classroom as a professional and look forward to seeing my pupils reactions when they are participating and having fun outdoors. I know that they will get just as much as enjoyment and fulfilment out of a similar lesson as we did today in our last class of Digital Technologies.

So, today sees us at the end of our Digital Technologies journey with this being the last instalment of what I can only describe as being one of the most rewarding and educationally rich experiences I have had so far throughout my time at UWS.  Since starting the module back in January, taking us up until now – almost at the end of March – I can honestly say that my attitude towards technology both in and outside of the classroom has changed significantly from the opinions and feelings I presented towards it at the start of Trimester 2. I have gained a wealth of knowledge, ideas and skills through undertaking this module and I am so glad that I choose it as part of my BA1 learning experience. The lessons throughout the module have evidenced to me the clear links to education and curriculum and have allowed me the opportunity to delve deeper into areas of digital technology that I may never of had the chance to do so beforehand and for that I feel grateful and rewarded. I look forward to putting the skills and knowledge I have adopted in this short space of time into practice into what I hope will be a long and successful teaching career.

References

Curriculum for Excellence: Experiences and Outcomes. [Online]  Available at: https://education.gov.scot/Documents/all-experiences-and-outcomes.pdf. First Accessed: 21st March 2018.

Education Scotland (2010) Curriculum for Excellence Through Outdoor Learning.

Learning and Teaching Scotland (2010) Curriculum for Excellence Through Outdoor Learning

 

 

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]

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