Digital Technologies – Week 10 – Games-based Learning – Minecraft – 13/03/18

Today’s lesson was revisiting games based learning, this week focusing on Minecraft. “Minecraft has become a global sensation, prized by teenagers, adults and, in particular, seven- to 12-year-olds” (The Guardian, 2014). I was particularly excited for today’s lesson as I had played Minecraft a few times in the past, but never for long. I was […]

Today’s lesson was revisiting games based learning, this week focusing on Minecraft. “Minecraft has become a global sensation, prized by teenagers, adults and, in particular, seven- to 12-year-olds” (The Guardian, 2014). I was particularly excited for today’s lesson as I had played Minecraft a few times in the past, but never for long. I was also really looking forward to getting to meet the pupils and see their take on it.

In class today we had a visit from a group of primary 6 children and their class teacher. They visited to tell and then show us how the used the game Minecraft to enhance their learning. The children came with iPads from the school that had Minecraft installed. For the first part of our session with the children, they showed us how to play the game, and what they had been creating in class. As a whole class they had been creating a Harry Potter world. They had been working in small groups and then linking it all together using the internet – this is one part I am still a little unsure on, but it was amazing to see! For the second part of the session the iPads were handed over to us and the children became the teacher. Some adults in my group had clearly never played it before and were quite slow- much slower than the children. It was funny to see how frustrated they got with them as for the children it must be very simple. Lucky for me I have played Minecraft a few times before and know the basic controls. The two boys in my group were impressed with how I played it- I think they were glad one adult knew what they were doing!  It is important that we as teachers do have a good grasp ourselves before teaching it to pupils and this is confirmed by Beauchamp (2012) who states, “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.”

While the pupils were having their break, we had an opportunity to talk to the class teacher about why she chose to use Minecraft to teach and in what ways it could be used. An example would be to use it as a stimulus in topic work. The teacher said that she herself had used it to teach topics such as the Titanic and Ancient Egypt. Children can use Minecraft to build a world based on this time, either individually or working as a group. After this, the children could then have a literacy lesson or art lesson based on what they had created. Writing a story about it or trying to replicate what they had built through painting.

The CfE Experiences and Outcomes I chose for this lesson are:

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/LIT2-20a

When listening and talking with others for different purposes, I can exchange information, experiences, explanations, ideas and opinions, and clarify points by asking questions or by asking
others to say more. LIT 1-09a

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

There are many reasons and ways we as student teachers can optimise using games based learning in a classroom to help enhance teaching and learning. By doing this correctly and by having the relevant knowledge ourselves we can really help to engage children, particularly those who previously would have been unwilling to participate in normal lessons. I will definitely use this approach, and mine craft in particular in future lessons I may plan.

Image result for minecraft

Minecraft, Video Game, Blocks, Block, Computer Game

References

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

The Guardian (2014) Minecraft: here’s one I made earlier [Online] Available: https://www.theguardian.com/technology/2014/jun/14/minecraft-computer-game-success [Accessed: 9th April].

Pixabay.com. (2018). Free Images – Pixabay. [Online] Available at: https://pixabay.com [Accessed: 9th April].

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

 

Digital Technologies – Week 9 – Game-based Learning – 06/03/18

This week’s lesson was focused on games based learning, focusing on the games console, the Wii. Unfortunately I was unable to attend this input but through talking with my peers and looking over the class material I have a good idea of what went on. At first the class were asked to create a mind […]

This week’s lesson was focused on games based learning, focusing on the games console, the Wii. Unfortunately I was unable to attend this input but through talking with my peers and looking over the class material I have a good idea of what went on.

At first the class were asked to create a mind map on why games based learning is an effective tool. My own thoughts on this are:

  • It is fun,
  • Interactive,
  • Engaging,
  • Creative.

By talking with peers I can also add:

  • It is stress free,
  • It gets the children’s attention,
  • Reinforces knowledge,
  • Promotes team work.

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

Games based learning is one which can be used for cross curricular learning and is one that children of all ages can participate in and enjoy. Game-based Learning being adaptable to all ages is backed up by (Porter, 2004, p.35) when he states “The digital environment provides a unique opportunity to empower people of all ages”.  Although the internet and digital, online games are a relatively new phenomenon, the links between play and learning are long since established. Theorists Jean Piaget and Leonard Vygotsky have argued that “play is a crucial component of cognitive development from birth and through adulthood. ” (Higher Education Academy Website). Learning Teaching Scotland’s study found that “Game-based approaches present an excellent opportunity to engage students in activities which can enhance learning and produce a range of educational benefits.”

Overall, games based learning seems to be a great way to engage pupils in the lesson and make it more fun. Due to not being at the lesson I was not able to complete the assigned task. However, having looked over peers work, I can see that games based learning can cover many curricular areas, it just depends what lesson I as a student teacher would choose to base it on.

References

Higher Education Academy (2017) Gamificaiton and Games-Based learning [Online] Available: https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning [Accessed: 9th April]

Learning Teaching Scotland The impact of console games in the classroom: Evidence from schools in Scotland Available: http://moodle.uws.ac.uk/pluginfile.php/105145/mod_resource/content/1/Console_Games_report.pdf [Accessed: 9th April]

Digital Technology – Week 7 – Animation- 20/02/18

In today’s lesson we were learning about animation. I have had hardly any experience with animation, apart from seeing it in the cinema, and so today’s lesson was very interesting and informative for me. By exploring the Moving Image Education website I discovered there are 5 different types of animation: Cutout One of the quickest […]

In today’s lesson we were learning about animation. I have had hardly any experience with animation, apart from seeing it in the cinema, and so today’s lesson was very interesting and informative for me. By exploring the Moving Image Education website I discovered there are 5 different types of animation:

Cutout
One of the quickest and easiest ways of creating animation

Stop-Motion Model
Plasticine animation and a whole lot more

Pixillation
A pretty immediate form of animation, where humans become the puppets

Drawn

A classic form of animation-such as many original Disney animations

Computer

Also known as CGI which is found in many  games and movies

(Moving Image Education)

Before we went on to create our iStop animations we first looked at another app called Puppet Pals which helped to show us a basic animation app and how the different features worked. Using this app we were asked to create a short animation based on a classic fairy tale. It had to have voice recordings, movement from the characters and also have a structured beginning, middle and end. This short introduction to animation made me realise how even a simple one like that could look really good when completed.

The animation type we explored today was stop motion on the iPad. Initially I was a bit apprehensive as I don’t really consider myself to be a very arty person, and so I was worried that my background would look terrible. I was also a bit unsure of how to use iStop Motion as I had never seen it before. However, as with previous weeks, the tutorial videos were extremely helpful and made it quite easy to fix my mistakes. Jarvis (2015, p89) says that animation is “the stringing together a sequence of static images, generally so that they appear to move.” Once I got the hang of this, I saw that it was easy to manipulate the characters in my story to do what I wanted.

The actual programme itself I found really interesting and also it was quite easy to use. I was working individually for this lesson, and I think that made it difficult to line up my animation in subsequent frames. Despite this, I think mine turned out well and I had a great time making it. I based my animation on King Kong at the Empire State Building (although I called mine the Emily State Building), fighting the army. Although it was a very simple idea, it took a lot of work to make the background and then to manage to get the characters to move the way I wanted them to.

As a teacher I think that this type of animation lesson is important as ICT allows pupils to ”achieve something that would be very difficult or even impossible to achieve in any other way.” (Beauchamp, 2012, p.54) I think that this was definitely true today as this type of animation is so unique, I can’t imagine how else one could make something like this. It is also really useful for those pupils who may struggle with lessons normally as it is far more creative. As Beauchamp (2012, p55) states, “e-Inclusion aims to use digital technologies to minimise the problems that pupils with learning difficulties experience.”

The CfE Experiences and Outcomes that I think linked to today’s lesson are:

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

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

I enjoy exploring events and characters in stories and other texts and I use what I learn to invent my own, sharing these with others in imaginative ways. LIT 0-09b / LIT 0-31a

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.

Moving Image Education website: Animation [Online] [Accessed 9th April] Available: https://movingimageeducation.org/create-films/animation

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 Technology – Week 6 – iMovie – 13/02/18

Today in digital Technology we were creating our own iMovie. The movie was to be about helping to inform children about how to be safe online. The idea was to try and make it relevant to children’s lives today. As Beauchamp (2012, p58) states,  “Most primary schools will have in place a policy regarding e-safety, […]

Today in digital Technology we were creating our own iMovie. The movie was to be about helping to inform children about how to be safe online. The idea was to try and make it relevant to children’s lives today. As Beauchamp (2012, p58) states,  “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…”

The iMovie was either to be a movie or a trailer. The group chose to do a trailer as we felt it was more to the point. We chose to do our trailer on the Red Riding Hood story but for modern times, we called it Red Riding Hood 2018. Our idea was that Red thought that she was talking to her Granny over iMessage and she gave out her address, but it turns out that she was actually talking to the Big Bad  Wolf.  We felt that this was silly enough that children would enjoy watching it, but also it had an important message that they would take away with them. At the end of the video we had some advice for how to stay safe online as well as a few numbers and websites that children could visit if they were in any trouble. Beauchamp (2012, p60), states that the schools who were best prepared in terms of online safety were those in which the pupils knew what to do and who to contact when things went wrong.

Using iMovie was a bit confusing for the group at first. We struggled to understand what it was wanting us to do in certain parts, but after watching the tutorials and having a go ourselves, we managed to create the movie.

I think that using this as a lesson would be very beneficial as it is fun and interactive. Pupils could be really creative and think outside the box when creating their movie, and it would really get them thinking about the issue of online safety and how they think it would be best highlighted. By doing this in their own way they will learn more and hopefully take more on board and be safer online themselves. As Porter (2004, p35) says, “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.”

The Experiences and Outcomes that I think linked to this lesson are:

I am learning to assess and manage risk, to protect myself and others, and to reduce the potential for harm when possible. HWB 0-16a / HWB 1-16a / HWB 2-16a / HWB 3-16a / HWB 4-16a

I know and can demonstrate how to keep myself and others safe and how to respond in a range of emergency situations. HWB 0-17a / HWB 1-17a / HWB 2-17a / HWB 3-17a / HWB 4-17a

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

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

I explore and experiment with the features and functions of computer technology and I can use what I learn to support and enhance my learning in different contexts. TCH 1-04a / TCH 2-04a

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

I know that there are an awful lot of outcomes listed here but I felt that they were all relevant and appropriate to what the lesson was about, as it did cover a lot of curricular areas.

References

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

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

 

 

Digital Technology – Week 2 – Bee-Bot – 16/01/18

Today’s input was about programmable toys, specifically Bee-Bot, and how they can be used to enhance teaching and learning in the classroom. I had only had the chance to use Bee-Bot on one other occasion, but I was excited to use it again as I think that it is an excellent tool. Bee-Bot is very […]

Today’s input was about programmable toys, specifically Bee-Bot, and how they can be used to enhance teaching and learning in the classroom. I had only had the chance to use Bee-Bot on one other occasion, but I was excited to use it again as I think that it is an excellent tool. Bee-Bot is very easy to use- directed by the arrow buttons on the top- and can be used on any kind of mat made for it. Therefore it has the potential to be used in any lesson.

Our task for today – in groups- was to create our own mat to aid in teaching a numeracy lesson with reference to the Curriculum for Excellence experiences and outcomes. We had quite a few ideas initially- money, times tables, shape, time- but we eventually chose to go with time and paired this with daily routine.

These are the Experiences and Outcomes we chose to base our project on:

I can tell the time using 12 hour clocks, realising there is a link with 24 hour notation, explain how it impacts on my daily routine and ensure that I am organised and ready for events throughout my day.

MNU 1-10a

I am developing problem-solving strategies, navigation and co-ordination skills, as I play and learn with electronic games, remote control or programmable toys.

TCH 0-09a / TCH 1-09a

(Education Scotland, 2004)

We then created a mat with a range of analog clocks drawn in each box with a digital time written underneath. This would allow the children to see the link between the 24 hour clock and how it looked with the 12 hour clock and how it looked. The activity was aimed towards children at level 1 who would have some previous knowledge of time and routine. We tried to include routine times that would not be too difficult for the children to understand e.g. when school starts/ends, lunch/play time etc. We also had what time they brushed their teeth and when they went to bed- for this we had the hands of the clock left separately so that the children could put this time in themselves, as these times may vary from child to child.

The use of programmable toys in education dates back to the 1960’s when Seymour Papert created Logo. It was a fairly simple programming tool, aimed at helping children become familiar with how computer programming worked (Transom).

Some of the benefits of using the programmable toys in the classroom are: they help with the development of key skills such as logical sequencing, measuring and expressing concepts in words. Children usually enjoy using them as they have bright and obvious buttons. Also they help make children interact in groups and bring about discussion (NCTE, 2012).

Janka (2008) states that “there is a widespread belief among educators and parents that children will require technological competencies to succeed in the workplace.” I would agree with this as almost all jobs in today’s society involve the use of some kind of technology. It is also important that children have a good level of digital literacy and actually understand how these types of programmes work so that they properly understand the applications they are using.

Overall, the session today was very informative. I feel that it has given me many practical applications for within the classroom, as well as informing me on why these types of programmable toys can be so important. I think that when I go on to teach my own class this will come in very handy and I will enjoy using it to teach.

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: 16th January 2018]

Janka, P. (2008) Using a Programmable Toy at Preschool Age: Why and How? [Online] Available: http://www.terecop.eu/downloads/simbar2008/pekarova.pdf [Accessed: 16th January 2018]

Transom – Logo [Online] Available: http://www.transum.org/software/Logo/ [Accessed: 16th January 2018]

NCTE (National centre for Technology in Education) (2012) NCTE Floor Robots – Focus on Literacy & Numeracy. [Online] Available: http://www.ncte.ie/media/NCTE_Floor_robots_focus_on_literacy_numeracy_primary_12-06.pdf [Accessed 16th January 2018].

Digital Technologies Week 3 – Multimodal Texts

We have looked at how multimodal texts can enhance literacy lessons before but in this week of Digital Technologies we took a closer look and created our own multimodal texts using the Promethean ActivInspire app. Multimodal is a term that refers to any text that combines two or more semiotic systems. These are visual, gestural, … Continue reading “Digital Technologies Week 3 – Multimodal Texts”

We have looked at how multimodal texts can enhance literacy lessons before but in this week of Digital Technologies we took a closer look and created our own multimodal texts using the Promethean ActivInspire app.

Multimodal is a term that refers to any text that combines two or more semiotic systems. These are visual, gestural, spatial, linguistic and aural. The children of today are bombarded with multimodal texts more than any generation before them due to the rise of technology. “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 daily lives,” is reflected in the Curriculum for Excellence (Scottish Government, n.d., p.4) with the active inclusion of these multimodal texts.

Multimodal texts have been shown to be effective in classrooms because they allow a text to be understood and engaged with by more individuals. A child who struggles with reading as quickly as their peers may benefit from audio to support the text and vice versa. Multimodal texts in the classroom are a way to present ideas in “a variety of different ways to help pupils understand [them].” (Beauchamp, 2012, p.8).

With a group of other students, I used ActivInspire to create a multimodal text that would be suitable in an Early Years setting. It took the form of a ‘fill in the gap’ exercise. The background of each slide in the presentation was a place such as the jungle, the sea or a house. It asked who lives here, accompanied with an animal name in the form “c_ab,” for “crab” for instance, with a selection of letters underneath to be dragged and dropped into the space to complete the word. In the classroom, children could be asked what animal it is likely to be and what letter is missing from the word. Once the children have worked out the word, or if they are really stuck, there is a picture of the animal beside the word which can be revealed; this reminded me of ‘lift the flap’ books and struck me as very likely to keep children engaged. And of course, with an Interactive White Board, children would likely enjoy being invited up to drag and drop the letters or reveal the animal themselves, creating a “hands-on experience,” (Prandstatter, 2014). If I were to do this task again and able to invest more time in creating, I would include animal noises to increase the multimodality of the text.

Before this session, if asked to create a presentation to support a lesson, I would have instinctively used Microsoft PowerPoint, however a lot of the functions that make ActivInspire particularly engaging for children are not as easy to achieve with PowerPoint. ActivInspire is an accessible app. It is free and quick to download on both Microsoft and Apple computers. My group and I created our presentation on an Apple Mac and I expected to run into formatting issues when opening the file on my Microsoft laptop, but I did not experience any. There was a learning curve with the app when working out how to do more advanced operations but there is an abundance of tutorials available on YouTube to assist with this. My group was able to create our presentation within around an hour of being introduced to the app.

In my opinion, for these reasons, ActivInspire is a very useful tool in the classroom. It is easy to use, accessible and, if you know your way around the app, it can be to create an engaging, multimodal text to support a lesson in a matter of minutes. Following this week of Digital Technologies, I will definitely consider using ActivInspire before Microsoft PowerPoint in the primary classroom setting.

 

References

Beauchamp, G. (2012). ICT in the Primary School: From Pedagogy to Practice. Harlow: Pearson. p.8.

Prandstatter, J. (2014). Interactive Displays in Early Years Classes. [Blog: Online]. Available: http://connectlearningtoday.com/interactive-displays-early-years-classes/ [Accessed: 26 January 2018].

Scottish Government (n.d.). Curriculum for Excellence: Literacy and English Principles and Practice. Edinburgh: Scottish Government. p.4.

Digital Technologies Week 2 – Programmable Toys

In this weeks Digital Technologies input we were introduced to programmable toys, and how to use these in the classroom to enhance learning in many subjects – not just Technology. We were set the task of designing and planning a Bee-Bot activity with the potential to fulfil one Technology outcome and at least one Numeracy … Continue reading “Digital Technologies Week 2 – Programmable Toys”

In this weeks Digital Technologies input we were introduced to programmable toys, and how to use these in the classroom to enhance learning in many subjects – not just Technology. We were set the task of designing and planning a Bee-Bot activity with the potential to fulfil one Technology outcome and at least one Numeracy outcome.

Before the input I was already somewhat familiar with the concept of programmable toys as my son received a Fisher-Price Code-a-Pillar as a gift on his third birthday. Observing him playing with the toy, I could see the value of programmable toys as a way to teach young children about logical sequencing and how to put a concept into words (NCTE, 2012). These transferable skills are particularly valuable in the workplace as the technology sector is booming and the ability to code is an asset to any individual wishing to pursue a career in the STEM field.

With these things in mind, it is no wonder that programmable toys are becoming more popular and their uses in the classroom are being exploited across the curriculum, even from the Early Years.

There is a heavy importance placed on Active Learning in the Early Years in the Curriculum for Excellence (Scottish Executive, 2007). It is essential not to teach programming in isolation. For instance, my son found the Code-a-Pillar fun for a few turns but after a while he grew bored of it. The toy moving in different ways depending on how he orders the segments is interesting for him but there are a limited number of different ways these can be sequenced without investing in costly expansion packs.

This is what makes Bee-Bot such a useful tool in the classroom. Its possibilities are not limited only to learning outcomes in Technology and there is an abundance of resources out there to assist with lessons involving Bee-Bot. My group and I were immediately inspired by one of these resources – a suggestion for an activity where bee-bot is given a list to go shopping (Lydon, 2007, p.40). We got to work creating a supermarket on a grid suitable for Bee-Bot to navigate and we designed an activity to meet these Experiences and Outcomes from the Curriculum for Excellence (Scottish Executive, 2004):

  • “I understand that sequences of instructions are used to control computing technology.” (TCH 0-14a).
  • “I can develop a sequence of instructions and run them using programmable devices or equivalent.” (TCH 0-15a).
  • “I am developing my awareness of how money is used and can recognise and use a range of coins.” (MNU 0-09a).
  • “In movement, games and using technology I can use simple directions and describe positions.” (MTH 0-17a).

We drew arrows to direct children through the ‘aisles’ of the supermarket (TCH 0-14a) and brightly coloured every day products with price tags on the ‘shelves’ of the supermarkets.

Armed with a shopping list and a ‘purse’ of coins, their job was to guide Bee-Bot to the items on their list (TCH 0-15a, MTH 0-17a) and use coins to help them keep track of the cost of individual items along the way (MNU 0-09a), and at the end of their ‘shopping trip’ to calculate the total cost of their shopping.

There were a number of benefits to this activity as a teacher. It did not take very long to implement the design and the mat could be used again and again with different shopping lists to give the activity varying levels of challenge when it comes to counting the money out. It is also very flexible enough to meet other outcomes, even at first level. For instance, by giving the children a bank note instead of their coins to pay for their shopping, they could try their hand at “[using] money to pay for items and [working] out how much change [they] should receive,” which is outcome MNU 1-09a. There is even scope for meeting Modern Language outcomes in this activity. If the child is supplied with a list in a language such as French or Spanish, this could meet part of the criteria for MLAN 1-08b; “I can work on my own or with others to demonstrate my understanding of words and phrases containing familiar language.”

With Bee-Bot in the classroom, the only thing holding you back is your imagination. There is an abundance of resources available to teachers to help them plan lessons that can utilise Bee-Bot to teach skills not only in Technologies but also across the curriculum. Children in First Level could even design their own mats and stories to go along with them as a Literacy lesson in creative writing.

In my opinion, Bee-Bot is superior in functionality to the only other programmable toy I am familiar with – the Fisher-Price Code-a-Pillar – for a number of reasons. Bee-Bot can store 40 instructions in each sequence whereas the Code-a-Pillar comes with only 8 segments. Bee-Bot moves 15cm with each instruction, meaning it does not take up as much room as the Code-a-Pillar which can move as far as three feet when programmed to move straight ahead. Pekárová (2008) argues that one of the best things about Bee-Bot is that activities can be designed for children that simulate real-life problem-solving scenarios. This is concurrent with the Active Learning environment that is endorsed within the Scottish curriculum in the Early Years. On the other hand, it is hard to imagine a scenario in which the Code-a-Pillar could be linked to real life. It is certainly more colourful than the Bee-Bot, however yet again the latter is unmatched in the amount of resources available online, such as printable ‘outfits’ for Bee-Bot that children can decorate themselves.

As a student teacher with an interest in technology it has been an interesting and fun experience to learn about how programmable toys can be used across the curriculum. I think that Bee-Bot in particular has the potential to provide children with a solid grounding in a number of logical thinking skills, while allowing them to have fun and take part in learning in all areas of the curriculum. I also think it has the potential to support teachers as a useful, incredibly versatile resource. I find myself fully convinced of the benefits of Bee-Bot compared to another programmable toy I have encountered, and I look forward to seeing how else it can be used in the classroom.

References

Lydon, A. (2007). Let’s Go with Bee-Bot. Nottingham: TTS Group.

NCTE (2012). NCTE Floor Robots – Focus on Literacy & Numeracy. [Online] http://www.ncte.ie/media/NCTE_Floor_robots_focus_on_literacy_numeracy_primary_12-06.pdf [Accessed: 16th January 2018].

Pekárová, J. (ed.) (2008). Intl. Conf. on Simulation, Modeling and Programming for Autonomous Robots. Venice, Italy, 3-4 November 2008. pp. 112-121.

Scottish Executive (2007). Building the Curriculum 2: Active learning in the early years. Edinburgh: Scottish Executive.

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

Situated Communication Study Task – Feedback

My partner and I’s areas of strength and areas of improvement were very similar. We both believe that reflective practice is crucial to develop as professionals. Something that surprised me with the videos is that feedback can be positive not just negative which is much more encouraging as it allows us, as student teachers, to […]

My partner and I’s areas of strength and areas of improvement were very similar. We both believe that reflective practice is crucial to develop as professionals. Something that surprised me with the videos is that feedback can be positive not just negative which is much more encouraging as it allows us, as student teachers, to gain some self-confidence within ourselves but also realise we are still learning and nothing can ever be perfect. With the first video I believe that Sue Cowley gave the teacher areas for development in a supportive way making the teacher feel more relaxed and able to take the feedback on board. My partner and I believe the practitioner took his criticisms well and seemed willing to work on his areas for development. This may be due to the mentor and the practitioner having a good relationship which is something that was discussed in the videos.

I found these tasks quite challenging as giving critical feedback is something that does not come easy to me. However, as I progress through the course this should become much easier. Feedback should be fair and constructive and this was mentioned in all the videos.

Something I will take on board is that videoing yourself doing lessons is something that can benefit me as a teacher as it gives a sense of reality. It will allow me to reflect on my lessons and critique on things I did well and why I think it went well but also see my areas of development that may have been discussed by other peers or mentors.

I am looking forward to my placement and being in a school environment as a student teacher. It will allow me to further develop my knowledge and will be more aware of my areas of development moving forward.

The Skill of Questioning

Within the book Skilled and Interpersonal Communication is a chapter titled The Skill of Questioning. The main aim of this chapter is to describe the wide variety of questioning styles used by people in everyday life. Throughout the chapter there are several key themes. Firstly the author has examined the advantages and disadvantages of different […]

Within the book Skilled and Interpersonal Communication is a chapter titled The Skill of Questioning.
The main aim of this chapter is to describe the wide variety of questioning styles used by people in everyday life. Throughout the chapter there are several key themes. Firstly the author has examined the advantages and disadvantages of different styles of questioning. Also the author analyses the different circumstances where questioning styles may differ such as due to who is asking or being asked the question.

The chapter claims that small changes in how a question is worded can impact on the response it initiates. A study by Harris (1973) asked respondents either “How tall was the basketball player?” or  “How short was the basketball player?” Respondents who were asked the tall question gave greater heights as their answers than those who were asked the small question. This gives a clear link between the wording in a question and the response it brings.

During the chapter open and closed questions are compared. Dohrenwend (1965) carried out an investigation in which he concluded that in research interviews there are greater advantages to using closed questions as this increases the control over the answers the respondents can give. However, Dillon (1997) further argues that using closed questions in research may provide information which is inaccurate or incomplete.

I found the chapter to be very informative. It made me think about the different styles of questioning I find myself using in everyday life. I particularity found the statistics on teacher questioning to be insightful. Corey (1940) conducted a study which showed the teachers asking questions on average once every 72 seconds. While as teachers it is part of our job to ask questions, is this too many? Are children able to answer this many questions? Are we simply bombarding them? This is something that I will take into great consideration going forward with my studies.

The chapter goes into detail around the concept of implication leads. These are questions which are worded in such a way that they provide the respondent with the answer that is expected of them. Giving an opposing answer to the one expected will usually lead to the respondent being ridiculed. These sorts of questions are used a great deal within the media and politics.

 

Reference List

‘Finding out about others: the skill of questioning’, in Hargie, O. (2011) Skilled Interpersonal Communication: Research, Theory and Practice. 5th ed. London: Routledge.

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