Learning through the concept of STEM to STEAM

This week’s input focused on the concept STEM to STEAM. Prior to this lesson, I lacked a lot of knowledge and understanding regarding this concept. I had not heard of STEM to STEAM before and was very intrigued to develop my understanding of this concept, as I believe that as a student teacher it is … Continue reading “Learning through the concept of STEM to STEAM”

This week’s input focused on the concept STEM to STEAM. Prior to this lesson, I lacked a lot of knowledge and understanding regarding this concept. I had not heard of STEM to STEAM before and was very intrigued to develop my understanding of this concept, as I believe that as a student teacher it is vital that I fully understand this concept to create more effective, efficient, fun and enjoyable lessons for the pupils.

The terms STEM and STEAM both stand and mean different things. STEM stands for Science, Technology, Engineering and Mathematics whereas STEAM stands for Science, Technology, Engineering, Art and Mathematics (STEAM, 2018). When looking at this concept, I considered the question that many people might ask and one I asked myself: How does a teacher combine science and art?.  Science and the arts are both experimental subjects and therefore carry an element of risk.  This could be a risk of an experiment going wrong or entering the ‘unknown’ with an art piece.  It is important to realise that the arts can be used as a positive resource to help carry the more difficult subjects like mathematics, science or technology.  This was demonstrated throughout the input today.  As part of this session, we looked through leaflets of festivals and exhibitions held at Dynamic Earth. From this, it was apparent  how easily art can be integrated with subjects like science and technology.

Part of a dynamic earth leaflet.

It is crucial to realise that introducing STEAM does not mean less time is spent on STEM subjects and more time is spent on the arts, but it is about applying creative thinking to STEM projects, and enhancing children’s creativity and imagination through the arts.  As an aspiring teacher, I need to ensure I find the most suitable and natural ways for art to fit into the STEM subjects.  Using STEAM, allows pupil’s the opportunity “to utilize their artistic talents to generate innovative thinking” (Teach Hub, n.d.). Therefore, as a student teacher, I need to bring ambition, creativity and confidence to the future jobs that I acquire.

It is important for teachers to give the pupils a range of experiences and opportunities in school that they wouldn’t be able to do at home. Educators should think outside the box with their lessons, to spark imagination and innovation within the pupils. It is vital to remember and acknowledge that children relish the opportunity to go to places in their minds and work from their imagination, and they have an innate ability to do this easily. However, this is something that perhaps gets lost or is diminished the older they get. There is a quote by Ken Robinson (2001) that I feel sums this up perfectly “We don’t grow into creativity; we grow out of it. Often we are educated out of it.” I want to ensure to provide opportunities for pupils to experience the concept of STEAM and foster this ability in all of the pupils at a level suitable to them, with consideration to their age and stage of development.

After having discussed STEM to STEAM as a class, we then moved on to continuing our artwork based on our evocative object. We were encouraged to create a piece of writing, no longer than 62 words, and use it as a stimulus to create a piece of art. I was unsure at first how I wanted mine to look, therefore I tried a few different ideas before creating the final product. I knew the different words and emotions that I wanted to include throughout my image but I was not confident in the position, font and style of the words throughout my art piece.  I began writing different feelings and emotions on a piece of paper to include into my piece of art.  This week I considered my reflections from last week and took them on board.  Therefore, I began to change my piece of art by taking a new piece of paper and using gold paint and light brushstrokes for my background. Once the paint was dry, I began to lightly wright some of the feelings and emotions connected with my evocative object.  Next week, I will begin to incorporate the symbol and colour throughout my piece of art.

This was the beginning of my new piece of art work. I used light brush strokes to add depth to my painting.

 

I began incorporating different feelings and emotions connected to my evocative object. I tried to use various styles and fonts throughout my words.

Throughout the past few weeks, I have found that having the opportunity to work on this artwork over a period of time has enabled me to create something more effective and meaningful and I have had a lot of fun and enjoyment whilst creating it. From having more time to work on the artwork, allowed more creative ideas to flow that otherwise would not have occurred or had the chance to come to life.  What is making this piece of art so enjoyable is that it is all of my own ideas, imagination and memories that are being incorporated to my creation.

On reflection, I have found this input very helpful, knowledgeable and enjoyable. I believe that STEAM is the correct way to move forward in education and I want to ensure that throughout my placement I engage with STEAM and and provide the pupils with opportunities to become confident individuals, successful learners, responsible citizens, and effective contributors as detailed in the Curriculum for Excellence. Robinson (2001) stated that “If creativity is to become central to our futures, it first has to move to the heart of education”. I fully agree with this statement and believe that creativity needs to become more apparent and central within the Curriculum for Excellence.

References:

STEAM, (2018) Stem to Steam. [Online] Available: http://stemtosteam.org/ [Accessed 4th February 2018]

Teach Hub, (n.d.) STEM vs STEAM: What is Better?. [Online] Available: http://www.teachhub.com/stem-vs-steam-what-is-better [Accessed 4th February 2018]

Robinson, K. (2001) Out of our Minds: Learning to be CreativeOxford, Capstone.

Education Scotland. (2017)  What is Curriculum for Excellence? [Online] Available: https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers/cfe-(building-from-the-statement-appendix-incl-btc1-5)/What%20is%20Curriculum%20for%20Excellence [Accessed: 4th February 2018].

 

 

 

 

 

Digital Technologies – 30.1.18 Week 4

In our fourth week of Digital Technologies, we looked at the concept of coding using the Scratch Jr application. Scratch Jr is an introductory programming language that allows children aged 5 and up to be creative and interactive by creating … Continue reading

In our fourth week of Digital Technologies, we looked at the concept of coding using the Scratch Jr application. Scratch Jr is an introductory programming language that allows children aged 5 and up to be creative and interactive by creating their own stories and games. Children can add programming blocks together to make characters move, sing and talk (ScratchJr, 2017).

When children create programs, it allows them to develop their creative thinking skills, logical reasoning skills, problem solving skills and their collaboration skills (Scratch Jr, 2017). “Scratch was developed for young people to help them develop creative learning skills for the 21st century” (Scratch, 2017). According to The Lead Project (2014), “Scratch is designed for exploration and experimentation, so it supports any different learning style.” It can help support teachers in many different subjects such as maths, literacy, art, music and information technology (The Lead Project, 2014). The ability to code computer programs is a vital part of literacy in society today. Some people believe that coding is the new literacy. Coding can aid people in learning important strategies for problem solving, the communicating  ideas and designing projects (The Lead Project, 2014).

The aim of today was to complete an assessment by creating our own adventure story using Scratch Jr on the iPads. Initially I thought it would be a challenging task. However, after following the activity card instructions on how to move characters, change the backgrounds and add speech, it became easier to do. My activity started off with an under the sea theme with animals that live under the sea. I started off the story with a fish looking for his friend and the task for the children would be to write about what they think will happen next. As a teacher, I would also ask them about the animals that are in the story and what other animals could live under the sea. In addition to this, I would also ask questions about how the characters are feeling throughout the story and how that made them feel. This would give children ideas for writing their part of the story and open up their imagination, whilst also learning about animals that live under water.

The technology experiences and outcomes that are covered within this activity are:  TCH 1-04b/2-04b,  “I can create, capture and manipulate sounds, text and images to communicate experiences, ideas and information in creative and engaging ways.” The literacy experiences and outcomes that are being covered are: LIT 0-09b/LIT 0-31a, “I enjoy  exploring events and characters I stories and other texts and I use what I learn to invent my own, sharing these with others in imaginative ways.” (Education Scotland, 2017)

Codeacademy is another website that provides various coding languages. It can be easily accessed at school and at home. This means that children can log into the browser at school, log their progress and pick up where they left off. They would also be able to use this resource to set homework, do quizzes and play games.  In addition to this, teachers can use lesson plans for all levels throughout school and is an effective way of checking homework (Telegraph,2014). The ability to code computer programs is a vital part of literacy in society today. Some people believe that coding is the new literacy. Coding can aid in learning important strategies for problem solving, communication of ideas and designing projects (TESL-EJ, 2017).

Today was my first experience of coding, and I thought it would be really complex and difficult to understand. However, it turned out to be simple and straight forward as I followed the instruction cards. As a student teacher, I would use Scratch Jr in my classroom as it has many benefits for the children, and also for me as an educator.  It  would increase and improve the children’s imagination skills,  literacy and numeracy skills, problem solving skills, and logical skills In In addition to this, Scratch Jr can be tailored to any subject which is very useful and effective as a teacher.  As individuals we must keep up with the digital technology that is readily available to us. In education, we should use this to our advantage to ensure that children grow up understanding how to use technology surrounding them and not be afraid to use it. Overall, Scratch Jr is easy to use, is readily available on the internet browser and is free to use. It is an effective resource for the classroom.

 

References

Education Scotland (2017) Benchmarks : Literacy and English. [Online] Available:  https://education.gov.scot [Accessed : 30th January]

Education Scotland (2017) Benchmarks : Technologies. [Online] Available: https://education.gov.scot [Accessed : 30th January]

Scratch (2017). [Online] Available: https://scratch.mit.edu/ [Accessed:30th January]

Scratch Jr (2017). [Online] Available:  https://www.scratchjr.org/teach/activities  [Accessed:30th January]

Telegraph (2014) Teaching our children to code: a quiet revolution [Online] Available:  http://www.telegraph.co.uk/technology/news/10410036/Teac…[Accessed: 30th January 2018]

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

TESL-EJ (2017) [Online] Available:  http://www.tesl-ej.org/wordpress/issues/volume21/ej82/ej82int/ [Accessed : 30th January]

Digital Technologies – Week 4

This week in Digital Technologies, we were focusing on the benefits of using coding in the class room. Coding is an important part of learning in today’s society and in order to explore this, we used the computer coding program Scratch Jr., to create an interactive story. The ability to code computer programs is an important part of not only …

Continue reading “Digital Technologies – Week 4”

This week in Digital Technologies, we were focusing on the benefits of using coding in the class room. Coding is an important part of learning in today’s society and in order to explore this, we used the computer coding program Scratch Jr., to create an interactive story.

The ability to code computer programs is an important part of not only learning, but in many aspects of literacy, and becoming increasingly known as the new literacy. When people begin to learn to code, they learn the important skills and strategies for solving problems, communicating their ideas in a different way and designing creative projects.

Scratch Jr. is an introductory programming language that enables young children who are of age 5 and above, and create their own by having the improved knowledge of coding prior to utilising Scratch Jr. The Lead Project, (2014) discusses the skills acquired by the coding program: “As young people create Scratch projects, they are not just learning how to write computer programs. They are learning to think creatively, reason systematically, and work collaboratively – essential skills for success and happiness in today’s world.” When a child is using Scratch Jr., they are having to navigate their way around the rules of coding, plan ahead, set the scenes and create different characters “Sprites”.

Scratch Jr. is widely used in education establishments, as it links in effectively with the Scottish Curriculum, ranging from Early level to Second level. “Scratch is designed for exploration and experimentation, so it supports any different learning style.” (The Lead Project, 2014) Schools are benefiting from coding programs such as Scratch Jr. as it’s benefits are endless for educators. it helps aid them in teaching subjects such as English, Maths, Music and Information Technology.

During the workshop, we created an interactive story using Scratch Jr., using our prior knowledge of coding and incorporating the Scottish curriculum Experiences and Outcome’s throughout the course of the interactive story. I had created a story, whereby an octopus and two other fish were in the ocean. The octopus had lost his lucky star and the two fish were to help him find it. The fish came across objects which were not the star, until the other fish had found where it may be. the children were then brought to a scene at night time, where the question was asked: “What might happen next?” This will allow the children to describe scenes, the character’s feelings and think ahead about what may happen next in the story line, developing their creative thinking skills.

The Scottish Curriculum Experience’s and Outcomes which link in with my Scratch Jr. story creation were:

“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.

In relation to Literacy, the relevant outcome which links in to the task was:

“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

Moreover, I felt that it was beneficial being introduced to Scratch Jr., as I feel that it is an extremely useful source to use within a classroom environment, when teaching different lessons in an interactive way. I definitely will use this in the future when I become a teacher as I think it will encourage the pupils to create stories, with the prompt of an educator. not only developing creativity, but problem solving, collaborating and logically reasoning.

 

References:

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

Digital Technology Week 3- 23/01/2018 (Multimodal)

During today’s lesson we discussed multimodal presentations, how they can be used in the classroom and the benefits which come alongside this. In order to be described as multimodal a text must combine two or more semiotic systems. The semiotic systems are as follows; Linguistic Visual Audio Gestural Spatial During the lesson we discussed the […]

During today’s lesson we discussed multimodal presentations, how they can be used in the classroom and the benefits which come alongside this. In order to be described as multimodal a text must combine two or more semiotic systems. The semiotic systems are as follows;

  • Linguistic
  • Visual
  • Audio
  • Gestural
  • Spatial

During the lesson we discussed the many positives to using multi modal texts effectively within classrooms including engagement, personalisation, captivating, interactive and the depth of learning which can be not only taught but discovered; “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).

There are many different ways in which multimodal technology is used within classrooms today however during our lesson this week we focused upon the ActivInspire programme. At first I viewed the ActivInspire programme as similar to Powerpoint however by the end of the lesson I realised that it was so much more. There are almost endless interactive options within the programme as it can be used alongside the interactive whiteboards found in many schools in Scotland and so as I mentioned previously children can not only learn but discover for themselves with hands-on learning opportunities Janice Prandstatter a teaching and learning consultant also discusses the use of touch displays with children, “Touch displays can become a social learning tool encouraging hands-on experiences, thereby helping children to learn by doing.” (Prandstatter, J, 2014).

After watching some tutorial videos we began creating our own ActivInspire presentation for a chosen lesson using some of the new skills we had gained from watching the videos but also giving us a chance to work the programme out for ourselves. It took me a while to get to grips with the programme as it was so new and different to any programme I had used before and I would unconsciously revert back to built in habits from other programmes. Once I began to feel more confident with it I began discovering some of the countless opportunities available for creating unique and personalised learning materials. I love the interactivity which is available for children to be able to interact with the presentation you have created for them in order to enhance their lesson. Below are some pictures of the presentation I created.

 

 

Interactive lessons and multimodality can and should, where appropriate, be used across the curriculum and as teacher’s and educators become more familiar and confident with multimodality it is becoming increasingly 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 currently in schools have grown up with technology and multimodality this therfore must be acknowledged and the way we teach must adhere to this new, highly stimulated, way of life as well as acknowledging the different text types children are both used to seeing and are comfortable with, many of which are multimodal.  However as I have discussed in previous blogs, as always, 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”. This is one of the many reasons why digital technology modules are so important to students studying to become teachers, ensuring the next generation of teachers can effectively use various digital technologies one the classroom. Including incorporating multimodality know how, where and when is best to use it.

 

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: http://connectlearningtoday.com/interactive-displays-early-years-classes/ [Accessed: 29/01/2018]

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

Digital Technology Week 3

I was unfortunately unable to attend the lesson on multimodality this week due to being unwell but have since read up on the subject and looked over notes that my peer made during class. Multimodal presentations are great ways for … Continue reading

I was unfortunately unable to attend the lesson on multimodality this week due to being unwell but have since read up on the subject and looked over notes that my peer made during class.

Multimodal presentations are great ways for teachers to present an idea in many different forms to help pupils grasp the concept and engage in the topic (Beauchamp, 2012, p.8). The Curriculum for Excellence believe that today literacy and the English language are developed more through multimodal texts, digital communication, social networking and other forms of communication that children encounter (Curriculum for Excellence – Literacy and English Principles and Practice paper). A multimodal text is combined with two or more semiotic systems which are:

  1. Linguistic
  2. Visual
  3. Audio
  4. Gestural
  5. Spatial

Children are more engaged in learning when they understand exactly what it is they are being taught. The ability that ICT has in allowing children to understand something is phenomenal, of course, as long as their teacher has a strong understanding (Beauchamp, 2012, p.100). Such use of ICT through multimodal presentations bring captivation, motivation, interactivity, personalisation, dynamics, memorisation and engagement.

“ActiveInspire” is a tool that I became familiar with during my time on placement in November. The tool helps teacher’s make lessons more fun by allowing interaction and for children to use their imagination on interactive whiteboards. During placement, my class were set the task of creating a scary story and each group used their imagination to come up with a scene, eventually joining everyone’s ideas together as a whole class.

I loved using “ActiveInspire” during placement and feel confident working with multimodal to engage children’s learning and understanding.

References

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

Education Scotland https://education.gov.scot

Digital Technology Week 2

Across the curriculum today, programmable toys are being more and more introduce as they are said to help young develop their knowledge and understanding of the world (Janka, 2008). Research shows that programmable toys allow for interactive responsive learning, developed … Continue reading

Across the curriculum today, programmable toys are being more and more introduce as they are said to help young develop their knowledge and understanding of the world (Janka, 2008). Research shows that programmable toys allow for interactive responsive learning, developed problem solving skills and engage pupils in cross-curricular links such as literacy, numeracy and so on. Having only mentioned some of the benefits of programmable toys, it is these enjoyments that help our children become confident individuals, successful learners, effective contributors and responsible citizens (Lydon, 2008).

In 2006, the programmable toy “Bee-Bot” was awarded as the most remarkable hardware for lower level primary school (Janka, 2008). A simple design that is a yellow bee is anything but boring. It is a controlling floor robot that enables a child to instruct it to make a journey on a square Friday (Janka, 2008). With a few taps on four colourful buttons, the child enters a sequence of instructions for the Bee to move and rotate across the grid (Janka, 2008).

So how does this toy develop a child’s knowledge and understanding? To develop a child’s numeracy skills, “Bee-Bot” can be used to recognise coins where we could for example, set a task for children to move across a grid, collecting specific coins as they go. The same could be done with sorting and describing shapes where again, by asking the children to move “Bee-Bot” around the grid and landing on specific shapes, asking them to describe the shape and its properties. Directional language can be used by designing the grid to be a street map or shopping market, for example, and getting the pupil’s to instruct the robot to move around the map, using terms such as ‘forward’, ‘backward’, ‘reverse’, ‘left’, and ‘right’. With literacy, each square on the grid could be given to each child and their task could be to create a story, eventually joining the grid and forming a very fun and imaginative story. As well as forming stories, the “Bee-Bot” encourages children to give instructions, which benefit their literacy skills. Their artistic side is developed when asked to create and draw out the grid using their imagination to draw their stories for the “Bee-Bot” to go across.

The “Bee-Bot” is a very good digital activity to engage in children’s learning and develop their knowledge and understanding as well as their digital literacy skills. Of course, for the children to be able to fully engage and understand the concept, it is important to that their teacher is educated in the use of the programmable toy.

After today’s class on the programmable toy, I fully am aware of the abilities that “Bee-Bot” has, as well as the many ways that it can help in children’s learning and developing skills. Our learning criteria for the lesson was to be able to programme “Bee-Bot” to follow instructions and to use it to teach skills of literacy and maths, making links to the Curriculum for Excellence. Upon refection, I can confidently carry out all of the above criteria, having done further researched and participated in an assessment activity.

The assessment activity was to programme “Bee-Bot” to move around a map which we had to design, ensuring we made links to numeracy and the Curriculum for Excellence outcomes. We worked in groups and my group drew a map of a “The Bee-Bot Supermarket”, with three aisles, each consisting of three items of fruit, three dairy products and three confectionary items.Each product had a price tag and the object of the activity for our lesson was for the children to follow a shopping list and programme “Bee-Bot” to move around the supermarket to collect each item on the list. The final square on our grip was the check-out desk, where the pupil would have to present the correct amount of money required to purchase the items (Appendix 1).

The learning outcomes for our lesson were:

  • TCH 0-09a: I am developing problem-solving strategies, navigation and co-ordination skills, as I play and learn with electronic games, remote control or programmable toys.
  • MNU 0-09a: I am developing my awareness of how many is used and can recognise and use a range of coins.
  • MTH 0-17a: In movement, games and using technology, I can use simple directions and describe directions (Appendix 2).

After further discussion, our group came up with further lesson plans, linking to the Curriculum for Excellence, for example, writing the shopping list’s items in French or Spanish.

Overall, my confidence is strengthening every week I come to digital technology. Being do unaware of the learning outcomes that programmable toys have, I would not have been interested in using them in lessons but now having read further research, being taught about them and physically using them, I am confident that I can incorporate them into my lesson plans and ensure my pupil’s will be one step closer to becoming confident individuals, responsible citizens, effective contributors and successful learners.

References 

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

Lydon, A. ( 2007) Let’s Go With Bee-Bot: Using your Bee-Bot across the curriculum. TTS Group Ltd.

Appendix

 

Digital Technology Blog – Multimodal

A Multimodal presentation is one which incorporates more than one medium to present information from a variety including words, sound and moving images. Educators who use multimodal presentations are finding ways to increase pupil engagement with the subject matter. “The … Continue reading

A Multimodal presentation is one which incorporates more than one medium to present information from a variety including words, sound and moving images. Educators who use multimodal presentations are finding ways to increase pupil engagement with the subject matter. “The multimodality of technology is another reason to use it to present an idea… to help pupils understand it” according to Beauchamp (2012, p.8).

There are many ways of introducing multimodality into the learning environment one of which is ActivInspire. This programme is particularly useful for Primary Teachers as not only does it work well with Smart Board technology it also encourages children to interact with the learning by using the technology themselves. The benefit of this being that the child can have a greater interest in the learning. Meaningful teaching “at all ages should aim to move beyond surface to deep interactivity. One way of doing this is to combine effective talk with the use of ICT” states Beauchamp (2011, p.40). The ActivInspire programme is an ideal way of encouraging this move to deep interactivity as children want to get involved. I have observed this during my time in a classroom, the children were eager to get their hands on the smart board pen and take a turn at the activity.

The level of multimodality offered by the programme varies. One can choose to have a simple level of information combining simple text and pictures to a more interactive presentation for example one that involves movement. The programme offers an ActivStudio and an ActivPrimary option and the latter is particularly user friendly especially in the classroom environment. Multimodal presentations can be more topological (Jones and Hafner, 2012). In other words, it can make more sense. It is difficult to explain a colour, but write it in its shade and observers can see it themselves. This is something that the ActivPrimary programme makes easy.

I have had the opportunity to see the Interactive Whiteboards (IWB) in use throughout my placement experience. ActivPrimary did, in my opinion, add value to the lesson and made the learning experience altogether more positive. For example; it is easy to add a hyperlink to another website or display pictures. Furthermore, I observed that its use promoted confidence as children spoke out to ensure they had a turn using the technology. However, in a journalistic piece in the Washington Post there have been contrary opinions to mine. Stanford University Professor Larry Cuban suggests that there is very little research that will show that IWB technology will improve academic achievement (Cuban, 2010 cited in McCrummen, 2010). In the same article the chief executive of SMART Technologies said, “strictly gathered research data, shows her products work” (Knowlton, 2010 cited in McCrummen, 2010). The article may raise some interesting points of view however, it is 7 years old and published at a time when less than one in four classes (in America) had the technology installed. According to the article general a little there had been some research which suggested teachers noted higher results without the use of IWB technology in a lesson (McCrummen, 2010) however this may also link back to the comments I made in a previous blog where some teachers see the use of technology in the classroom as something else they must master. The article does not comment on the age, experience and interests of the educators.

During the workshop, I had the opportunity to try the ActivInspire programme and I found the experience to be generally positive. With further practice and experience I think I would find value in using it as a complimentary addition to other methods of teaching. On a practical level, it was problematic in some areas, for example when making a mistake, it seemed a bit cumbersome to tap in and out of the pen and eraser.  Another difficulty was that to build the lesson seemed to be awkward.  It seemed to be very slow and repetitive to add money to our coin piles (the lesson was based around numeracy outcome MNU 1-09a &MNU 1-09b) however as I reflect on that I believe it may have been because of my unfamiliarity with the programme.  Also,, the benefit of being able to save the work would mean it can be used again at a later date (one can build up a stock of presentations).

Given the nature of the software is multimodal, it is unlikely that it would be used as a stand-alone platform. One does not envisage using it without making use of the features such as inserting a hyperlink or a picture therefore it can be considered another tool in a Teachers arsenal.

The ActivPrimary toolkit (the pen tool is highlighted).

Selected images from the lesson plan created in the workshop by myself and my work partner.

 

 

References
Beauchamp, G. (2011) Computing and IC in the Primary School from Pedagogy to Practice. 2nd ed. Abingdon: Routledge.
Jones R.H. and Hafner C.A. (2012) Understanding Digital Literacies a Practical Introduction Routledge: London.
McCrummen, S (2010) Some educators question if whiteboards, other high tech tools raise achievement Washington Post USA [online] Available: http://washingtonpost.com/wp-dyn/content/article/2010/06/10/AR2010061005522.html [Accessed 28 January 2017].

Learning in and through the process of Print Making

This week’s input focused on learning through the process of print.  Prior to the input, I decided to research print making in further detail to enhance my knowledge and understanding ahead of the session.  I was able to find that print making is “the form and process of applying a work of art to another … Continue reading “Learning in and through the process of Print Making”

This week’s input focused on learning through the process of print.  Prior to the input, I decided to research print making in further detail to enhance my knowledge and understanding ahead of the session.  I was able to find that print making is “the form and process of applying a work of art to another surface” (Science Leadership, 2017). I was intrigued to discover the various materials that can be used to create your print, ranging from paper, fabric, plastic, polystyrene and card.  It is important to remember that in print making, there is more than one version of it’s original made.  Reflecting on our ‘Integrated Arts’ module I remember creating our own prints based on the painting ‘Windows in the West’  (1993) by Avril Paton.  And from this, I recall using a variety of materials and there being various steps before we had our finished product. I was interested to discover the affect print making had on various artists, it was suggested that print making was revolutionary because it was another way to be creative through art.  Through this research, I found that the roots of print making ran far back and since then has collectively grown with more types of printing. This type of art had also made it possible to capture moments of history from centuries ago (Science Leadership, 2017).

Whilst researching, I discovered a lino print of a portrait of a woman by Nancy Bradley. This piece of art really interested and captivated me as I noticed, very quickly, the unique facial expression that the artist managed to capture in the woman’s face.  I detected that the expression was one of a bold manner, as if the woman is of a high prestige to others or it could be that she is looking down on others. My interpretation of the woman is that she is strong minded, independent and high achieving.  Whilst looking at the piece of art, various thoughts ran through my head such as: I wonder what the woman was thinking in the picture, why did the artist decided to create a woman of this manner, what was the artist thinking when they decided to create the facial expression on the woman’s face. I enjoyed and appreciated the fact that the colors were kept simple, with just black and white, as the value of colors helped me to see where the light was captured on the woman’s face. I think the colors that were used provided a sense of mystery with the painting and provided a good design for the painting.  .

Lino Print- Portrait of a Woman by Nancy Bradley.

I felt that with my prior research and experience with print making, I had an adequate amount of knowledge, understanding and skills ahead of this session.  During the session, we were all given the opportunity to further develop our knowledge and understanding of printmaking through reading a document by Yorkshire Sculpture Park called ‘Exploring Printmaking’.  provides teachers with input on how to use printmaking in the classroom. This document outlines the purposes of printmaking, how it can be used for cross curricular lesson and gives examples of the practical elements of printmaking like how to set up a classroom and keep it tidy. Through reading this document it highlighted to me the significant opportunities that print making can give children, of all ages, as they are able to experiment and explore visual art.

As a student teacher, it is a brilliant opportunity to be introduced to various resources that will help us along our journey of becoming a future educator.  A resource like ‘Exploring Printmaking’ allows me to develop my knowledge and understanding of this concept and in turn increase my own confidence and self-esteem in teaching printmaking and using it within the curriculum guidelines.  I appreciate the various skills that print making provides for a child such as encouraging them to problem solve, have creative discussions and work effectively with others.

During today’s session we also had the opportunity to begin our artwork for our evocative object.  Our evocative objects were to inspire us to create our own concrete poetry.  Concrete poetry  “creatively operates with space as an additional expressive category by arranging words in non-linear patterns across the page.”  (Poetry beyond text, 2018). Therefore, this session gave us the time and assistance to begin our concrete poetry and we were to use this time to express our thoughts and feelings through design. At the start of this session, I didn’t know where to begin or how I wanted to express my evocative object and the feelings attached to it on a piece of paper.  As my evocative object was my ‘You Matter Always’ (YMA) card I decided to begin with drawing the YMA symbol.  The YMA symbol holds a special place in my heart as I have the symbol tattooed on my ankle to signify the strength of my mum and how she has suffered trauma throughout her life and still has the strength to continue in her life.  It also reminds me that I matter always, that my thoughts, feelings and emotions are of value and I should never forget that.

YMA symbol
The beginning of my creative poetry.

When creating my symbol, I found it very difficult to get the size and scale of the symbol correct.  I decided to stick with the same color scheme that my mum went with, I love the colour purple as it signifies ambition, strength, power, peace and independence.  It reminds me to continue making goals throughout my life, to be independent and to be strong and not let my worries get me down or stop me from achieving my goals.  I began my creation, using oil pastels however I quickly realised that oil pastels can be difficult when trying to merge two colors together.  As the symbols colours range from light to dark purple and then some white, to reflect the dark and light within the symbol I wanted to convey this in my drawing. On reflection, it was clear that the oil pastels did not work and therefore I decided to draw the symbol again and this time use chalk. I decided to use chalk as I wanted to feel the colours blend and form together.

Looking at the start of my creative poetry I am not entirely pleased with it and therefore I want to reflect this week on what it is I don’t like about my creation so far and what it is I would like to change. I want to ensure that I make my creative poetry meaningful and convey the message of ‘You Matter Always’ therefore it is vital that I get this correct before this module finishes.

On reflection I feel that this session was of great value. It allowed me to develop my knowledge, understanding and skills of print making.  It also gave me the opportunity to use my thoughts and emotions related to my evocative object and express them through visual art which is something I feel should be encouraged in the classroom. When considering using printmaking within the classroom, two things came to my mind and that is that in order to make something more engaging, the work should be more personal or have a connection to something else, a real life connection or purpose. Printmaking can fit into both of these options therefore furthering the chances that I will use it for a future lesson.

References:

Bourn Creative, (2011). Color Meaning: Meaning of the Color Purple. [Online] Available: https://www.bourncreative.com/meaning-of-the-color-purple/ [Accessed: 28th January 2018]

Science Leadership Academy, (2017). Printmaking. [Online] Available: https://scienceleadership.org/blog/printmaking-11 [Accessed: 28th January 2018]

Art Grab, (2016). This is Nancy Brandley’s lino print portrait of a woman. [Online] Available: http://art-grab.tumblr.com/post/140696690555/this-is-nancy-brandleys-lino-print-portrait-of-a [Accessed: 28th January 2018]

Poetry Beyond Text. (2018) Concrete Poetry. [Online] Available: http://www.poetrybeyondtext.org/concrete-poetry.html [Accessed: 28th January 2018]

Yorkshire Sculpture Park, (n.d.) Exploring Printmaking. [Online] Available: file:///C:/Users/Suzanne/Downloads/ignite-teacher-resource-printmaking%20(1).pdf [Accessed 28th January 2018]

 

 

Digital Technologies – Week 3

The focus of today’s lesson during Digital Technologies, was to learn about the use of multimodality within a learning environment in order to enhance both teaching and learning in the classroom. In addition to this, we used the digital platform: ActivInspire to create a Numeracy interactive activity. We learned that a  text is known as …

Continue reading “Digital Technologies – Week 3”

The focus of today’s lesson during Digital Technologies, was to learn about the use of multimodality within a learning environment in order to enhance both teaching and learning in the classroom. In addition to this, we used the digital platform: ActivInspire to create a Numeracy interactive activity.

We learned that a  text is known as multimodal when it combines two or more semiotic systems: Linguistic, Visual, Audio, Gestural, Spatial. This is stated by Beauchamp (2012), “The multimodality of technology is another reason to use it, as it follows teachers to present an idea in a variety go different ways to help pupils understand it.”

The presentation of a lesson can be enhanced and projected to young learners by teachers by using multimodality within all aspects of learning throughout the Curriculum for Excellence. Also discussed by Beauchamp, (2012), “The ability of ICT 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.” With use of the semiotic systems, making a multimodal text to aid learning in the classroom creates a fresh and modern approach to teaching within a learning establishment.”

Activinspire enables engagement from all pupils as we also discussed that using a yellow background with comic sans font is an effective way to prepare a lesson for those with dyslexic tendencies, as this makes it easier for them to read. 

My partner and I created a Activinspire flip chart which made an interactive learning experience with regards to using co-ordinates in numeracy, with the CfE level targeted to second level. On one of the flip charts, we had created a basic grid, ranging with coordinates from 1-10 and with many different shapes plotted onto the co-ordinates grid. Here the children were to recognise which shape was which and then determine the coordinates of where that particular shape lies on the grid. Following on to this, using their prior knowledge of where points are plotted on a grid, the children were to click and drag the shapes to the points already stated by the flip chart, which allowed them to show their knowledge and understanding of plotting the correct shape to the correct point on that grid.

Overall, I think that I really benefited from this lesson on using ActivInspire within the classroom, as I know and believe that I will use this within the classroom. I have full confidence in using the digital platform and i am excited to portray lessons to children in a new and exciting way which engages all pupils.

 

References

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

Digital Technologies – Week 2

Commencing onto the second week of the Digital Technologies module, today’s focus was based on the use of programmable toys within education establishments: in particular using the BeeBot. To our advantage, having previously looking at using BeeBot for literacy purposes, we were able to take our prior knowledge of using BeeBot in a numeracy setting. As …

Continue reading “Digital Technologies – Week 2”

Commencing onto the second week of the Digital Technologies module, today’s focus was based on the use of programmable toys within education establishments: in particular using the BeeBot. To our advantage, having previously looking at using BeeBot for literacy purposes, we were able to take our prior knowledge of using BeeBot in a numeracy setting. As part of our assessment task, we were to create a BeeBot floor map which represented a numeracy Experience and Outcome, which we then tested out for our lecturer.

With regards to the programmable toys use within education, it can be shown to uphold many benefits to a child’s development throughout the Curriculum for Excellence. Pekarova Janka is in favour of the use of programmable toys within the classroom. There are endless benefits and opportunities which arise from using programmable toys in class settings, Janka explains the benefits of programmable toys: “The curriculum introduces programmable toys as a good example for developing knowledge and understanding of the contemporary world.” (Janka, 2008, p.2) In addition to this, The National centre for Technology in Education (2012, p1) provides evidence as to the increased benefits of using programmable toys in education, they state, “[Floor robots in the classroom] help with the development of skills such as logical sequencing, measuring, comparing lengths, space orientation and expressing concepts in words”.

The benefits that programmable toys exhibit are endless, creating an interactive, responsive learning environment for the child. In terms of assessment strategies, educators can observe the children’s literacy and numeracy skills whilst playing with the BeeBot. This takes into account the children’s problem solving skills and sense of creativity, whilst experiencing the enjoyment of this hands-on learning experience.

For the assessment task, my peers and I decided to create a floor mat which contained shapes, represented by everyday objects, such as a clock, book, envelope etc. Alongside this, we created que-cards, which described the property of the shape that BeeBot was to travel to, for example: “Travel Beebot to the shape which has 4 equal sides.” whereby the child would program Beebot to the envelope. This Beebot floor map was targeted at first level, which allowed for the recognition of shapes and describing their properties, using their problem solving and prior knowledge of mainstream shapes.

The experiences and outcomes for this Beebot floor map we created are: “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

“I have explored simple 3D objects and 2D shapes and can identify, name and describe their features using appropriate vocabulary.” -MTH 1-16a

Overall,  I thoroughly enjoyed using the BeeBot for both literacy and numeracy lessons. However, I felt it required a lot of  creativity for an educator and I would highly recommend looking up ideas both online or in reading prior to creating a floor map. I will definitely be using this in the classroom in the future as I think it creates a new learning experience which is innovating and exciting for young learners.

 

References

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

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

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