Author: George Milliken

flipped learning

Flipping learning

back to learning, teaching and assessment home

Flipped learning is a strategy where educators share learning resources and content with learners before thy attend class. This allows learners to engage with the content, adults to support them if required and means a more equal starting point in the classroom. 

Below are some examples of how educators might flip learning.

 

Educators might create video, slides or audio explaining or modelling ideas or skills that will be taught in class. These can be shared using platforms such as Classroom, Teams or glow blogs.

 

 

 

 

Educators should consider the effectiveness of their messaging when creating content to share present ideas and information to learners. Dual coding is a concept of reducing cognitive load for learners and supports retention and retrieval of ideas and information.

Educators can use features such as posts or assignments to share resources and information with learners. Google Classroom and Microsoft Teams are available in glow.

 

An advantage of using digital to implement flipped learning is that learners can create content at home, such as posters, videos or texts, and then access these in the classroom. This allows them to arrive at the lesson with some capital and build on these ideas with the educator’s guidance and support.

Learners could create a poster about the ideas to demonstrate their understanding. Adobe Express is available in glow.

Learners could create a presentation about the ideas to demonstrate their understanding. Google Forms and Microsoft PowerPoint are available in glow.

Learners could create a video explaining their understanding of ideas and information. Microsoft Stream is available in glow.

managing your online classroom

Managing your online classroom

back to learning, teaching and assessment home


Managing your learning space or classroom is an important aspect of engaging learners. Ensuring learners know where, and how, to access resources gives them agency to learn independently. Managing the paper, pens and textbooks in a physical learning space is as important as managing the online space, such as on Teams, and the OneDrive, assignments and the discussion space attached to it. 

cyber comics for young people 2

Cyber Resilience Comic 2 – created by young people

Exciting new resource created by young people for young people. Education Scotland supported North Ayrshire youth work to work with young people to create cyber resilience comics. You can read them here:

cyber comics for young people

Cyber Resilience Comic 1 – created by young people

Tinderbox games club

Tinderbox Games Collective

Tinderbox is a collective of young people, musicians, artists and youth workers in Scotland. Their work uses music and the arts to bring people together and strengthen communities, providing exciting opportunities that support young people to build their confidence, skills, self-esteem, and professional experience. 

Find out more about Tinderbox here – tinderboxcollective.org

Tinderbox Games Clubs currently run in Edinburgh for young people aged 10-18.

At the Games Clubs people get together to play, research and make games, as well as design their own artwork, audio & code needed for them. Tinderbox use different forms of technology to make them, but they also use traditional methods such as hand-drawn art, board game making, clay-sculpting, crafting with recycled objects, and more.

Find out more using this link – Tinderbox Games Clubs

 

making games

Making games

go to the Games in Education page

This section contains information and resources to support educators make games with learners. As valuable as playing games is the opportunity to make them. 

Below are some free-to-use game making platforms. Registering learners as users will require your local authority’s guidance on data security – please check before registering.

glasgow children's hospital charity

 

Do you work with children or young people who enjoy making games?

The Glasgow Children’s Hospital Charity has launched a summer games jam to raise funds to buy adapted gaming equipment, consoles and video games for the boys and girls at the children’s hospital in Glasgow. Fundraising will also support the hospital’s Gamer-in-Residence – so that children in hospital always have someone to play with.

Find out more about the project with this link to the Glasgow Children’s Hospital Charity page

Or go straight to the Weans Game Jam page with this link to itch.io

 

Game Maker

GameMaker is a development tool for making 2D games, used by indie developers, professional studios, and educators worldwide. Users can create games for Windows, Mac, Linux, Android, iOS, HTML5, Xbox, PlayStation 5, and Nintendo Switch.

Remember to check with your local authority data security team/officer before registering any learners as users.

Explore tutorials using this link – Learn How To Develop Games 

Find out more about the Game Maker Education license with this link – Teaching Using Game Design 

microsoft make code arcade

Microsoft MakeCode Arcade is a free online learn-to-code platform where anyone can build games.

Remember to check with your local authority data security team/officer before registering any learners as users.

Find out more about MakeCode Educator guides using this link – MakeCode Arcade Educator Page

esports

Esports

go to the Games in Education page

This section is home to information, resources and links to esports in Scottish education.

Esports is competitive video-gaming. There are now huge competitions and events organised around these games and this is often spoken about as much as the actual game playing in the esports industry. There is a growing number of countries that recognise, and treat, esports as a sport. 

 

YouTube player

Mark McCready of Scottish Esports recently provided this update on esports in education, covering:

  • Scottish Esports Education landscape
  • What are the pathways and organisations they can work with locally for engagement
  • The new HNC ESports being developed

Esports organisations and competitions

Scottish Esports

Digital Playhouse (UKIE) esports

Esports learning resources and courses

The Scottish Qualifications Authority (SQA) offers esports qualificaitons at level 4, level 5 and level 6.

The YMCA delivers the HP Gaming Garage programme

glasgow school of art open day

Glasgow School of Art Open House at The School of Innovation + Technology, Sat 14 Dec 2024 at 13:00

Open House at The School of Innovation + Technology – Glasgow School of Art, Sat 14 Dec 2024 at 13:00

Come and join our creative community for a taste of studio life, speak to students + staff and get an insight into your time at the GSA.

Find our more and sign up using this Eventbrite link

 

 

The School of Innovation and Technology(SIT) invite you to an open studios event at the Glasgow Campus.

Book for this event to tour the SIT facilities and studios and meet with programme staff and current students and experience just a bit of our studio culture.

 

Please note this event is for Undergraduate Programmes within the School of Innovation and Technology only.

Highlights include: Undergraduate Study in SIT – Sound, Games & 3D, 13:00-15:30

Come and learn more about our undergraduate programmes in sound, games, VR and 3D modelling at The Glasgow School of Art’s School of Innovation & Technology and see our new studios in Glasgow’s city centre. There will be an opportunity to meet and chat with tutors, learn about the programmes and see (and experience!) a range of student work in sound, virtual reality, and more.

• 13:00 Welcome talk – UG study

• 13:30 Talks and tours:

o Studying BDes Sound for the Moving Image

o Studying BSc Immersive Systems Design (Games & VR and 3D Modelling)

Sign up using this Eventbrite link

learn to code scratch with jp morgan

Teach the Teacher training – Scratch coding by JP Morgan

What is Teach the Teacher?  

Teach the Teacher is part of the pro bono STEM program offered by JP Morgan. This runs alongside other initiatives to train primary school children to do basic coding in a ‘language’ called Scratch. 

 

What is the learning intention of Teach the Teacher? 

To upscale primary school teachers and to give them the skills (and more importantly the confidence) to be able to run Scratch code club sessions for pupils.  

 

Are there any prerequisites? 
No prior coding knowledge required. 

Access to:  

  • A device that has internet connectivity to run Scratch and access the web resources  
  • A reliable internet connection for video presentation or content sharing (virtual only) 

 

What is the structure of the program?  
There are currently 2 standard offerings available: 

  • Virtual online (6 week block)  – 6 x 1 hour sessions  
  • In-person (3 week block)3 x 2 hour sessions  

 

Benefits  

  • Equips teacher with basic skills required to run code clubs and complete basic Scratch lessons independently  
  • Virtual or on-site  
  • Allows the teacher to share knowledge and train colleagues in the primary school  
  • No experience necessary 

 

If you would like to register your primary school and either of the offered programs then please contact:
jpmc.stem.primary.support@jpmorgan.com 

 

About JP Morgan 

As well as being a global leader in financial services, JP Morgan is one of the world’s biggest technology-driven companies. JP Morgan offer a number of volunteer-led programs to help increase pupils’ interest and knowledge in STEM subjects through basic introduction to coding. 

These sessions are offered virtually and in-person with an ultimate objective to help primary schools to continue their learning journey on these topics after the program is complete.  

tackling digital exclusion

Recommended reading: Tackling Digital Exclusion – Audit Scotland

This blog post is a summary of key points in Audit Scotland’s report that might be useful for educational settings, such as schools, nurseries and local authorities to consider.

Read the full report with this link Tackling digital exclusion (audit.scot).

 

“Digital exclusion is strongly associated with poverty and people with certain protected characteristics.” 

Anyone working with groups that may be at-risk of digital exclusion should consider the potential barriers in place to them accessing and using such technology. If there are analogue alternatives, these should be as effective and readily available, along with support, training and access provision for people to engage with them.

 
Where this is not the case, the Royal Society (2022) talk about the double loop of poverty where analogue factors are entrenched by digital ones to doubly affect those at risk of exclusion.

 

 

Some of the impacts of digital exclusion that are more likely to surface in education are: 

  • making it harder to access services and information  
  • making it more difficult for parents to engage with children’s education  
  • incurring debts or being unable to make payments if they lack the skills and confidence to use online payment methods.

 

Some of these, more than others, relate directly to rights of individuals, including: 

  • Right to receive and impart information 
  • Right to education 

Many schools and local authorities already have digital leaders or champions, and I imagine that ensuring these families are not digitally excluded is high on the list of school improvement actions anywhere digital is included. 

 

 

The report also calls for a Scottish minimum digital living standard (MDLS) which “includes, but is more than, having accessible internet, adequate equipment, and the skills, knowledge and support people need. It is about being able to communicate, connect and engage with opportunities safely and with confidence.” 

 

This is an aspect we have tried to factor in our recent guidance on digital skills for learners and teachers. Ideally, this guidance will support local authorities and educational settings to develop such a set of skills and knowledge in learners with the aim of reducing digital exclusion from not having them. 

 

The last point that really resonated for education was ‘how poorly designed digital services without useable alternatives can lead to barriers to accessing services and have a negative impact on vulnerable people.’ 

Where apps are used to communicate learning to families on a regular basis – how effective are the non-app alternatives? How does a paper copy compare to video or verbal media shared on apps? Does the school or nursery make this feedback more equitable for families that need it? Perhaps in-person sharing on a regular basis?

If they don’t factor and mitigate this effectively, we risk having a ‘part of the population … unseen or unheard [as] the pace of technological change continues’.