Integrated Arts in Education Week 2 – 18/09/18

This week in our Integrated Arts class there was a clear theme of Creativity. Our first workshop was to create our own paint brushes using different materials. We then used our paint brushes with paint to transfer onto paper what we understood, from a narrative of a painting that our class lecturer read out to us.

In our second workshop, we were improvising on the glockenspiel along to music played on the piano by our class lecturer, here we no music sheets to follow, just simply creating music with the cords C,D,E,G,A.

In partnership with the theme of creativity today I feel there is also a strong link to health and wellbeing, as I myself was feeling quite anxious about painting and playing an instrument, both of which I have not done for some time. What I realised after the activities, was that as soon as I started to think and act creatively, the anxiety lifted and I really enjoyed what I was doing because my head was clear and I was relaxed.

According to Csikszentmihaylyi the anxiety that I felt could be seen as a sense of arousel which is the start of the creative process, Csikszentmihaylyi describes the next step which was the period of time that I felt no anxiety as Flow. This is when I was focus intently on the task given, thus creating an optimal experience and 100% satisfaction from the overall experience (Csikszentmihaylyi, 1997).

Sometimes by giving someone a paintbrush or a sheet of music you are also handing over an expectation, an expectation that might be too high in the eye of the beholder. Therefor great anxiety and stress can be caused which in an educational environment of young children ‘excessive or unrealistic expectations must be avoided’ (Csikszentmihaylyi, 1997, p.9).  This is when creativity and day dreams are lost and it is here that schools run the risk of damping interest and reducing the curiosities that young children naturally have, (Csikszentmihaylyi, 1997).

Our lecturers today assisted with our creativity process by taking materials away from us.  Csikszentmihaylyi (1997), states it is thought the more materials you posses, the happier you will be, however by having more materials reduces your creativity processes, meaning you are in fact unhappy.

Initially when the materials were taken from us I felt a sense of disappointment and hardship when in reality, by taking materials away from me, it was then that my problem solving skills took over which in turn ignites my curiosity and extungishes my boredom.  ‘Creative individuals experiment with a number of alternative solutions until they are certain they have found the one that works best’ (Csikszentmihalyi, 1997, p.12).

The experiences and values that I have taken from this weeks inputs will be of great benefit to me as I progress towards my professional career. By experiencing these emotions for myself this will assist me to relate with young children during my lessons that may be going through similar emotions. I am certain that creativity will not be lost in education as in Scotland and in other counties around the world they have included creativity as part of the curriculum, as they understand that creative experiences and learning will ensure young learners have good future skill sets and the understanding of an ever changing world (Education Scotland, 2013).

‘Creativity is a process which generates ideas that have value to the individual. It involves looking at familiar things with a fresh eye, examining problems with an open mind, making connections, learning from mistakes and using imagination to explore new possibilities’. (Education Scotland, 2013, p.3)

References:

Csikszentmihalyi, M. (1997) Creativity: flow and the psychology of discovery and invention. New York. harper perennial.

Education Scotland, (2013) Creativity across learning 3-18. [Online] Available: https://education.gov.scot/improvement/Documents/cre39-impact-report.pdf. [Accessed: 21 September 2018].

 

Integrated Arts in Education Week 1 – 11/09/2018

Today was the first day of the Integrated Arts module. This is an area that I am slighty out of touch with, as I have not been around the Arts for some time. When I left school and became employed full time, the Arts were forgotten about as they were no longer a priority of mine.

This is a common theme, which we discussed in our seminars today. The Arts are unfortunately not seen as a priority with in the curriculum, unlike subjects such as, numeracy and literacy which are. In our discussions I discovered that the Arts allow us to use our imagination and give us oppertunity to express feelings that we cannot often speak of or write down. The Arts allow us to be creative, self-reflect and also to have self-confidence.

While looking at some children’s artwork today and playing with musical instruments, I could sense my imagination working, just like it did when I was at school.

It is with this kind of imagination and drive that great ideas/inventions of the future will be created and it is important that we as educators encourage imagination. This something I look forward to, when I go out on school placement.

“The differences between the arts subjects maybe as important as the similarities because between them they offer a range of expressive outlets, each making demands and offering opportunities that are unique and quite specific” (Ross, 1976 cited in Burnard , 2006).

 

References

  • Burnard, P. (2006) Rethinking the Imperatives for Reflective Practices in Arts Education, in Reflective Practices in Arts Education Series: Landscapes: the Arts, Aesthetics, and Education, Vol. 5 Burnard, Pamela; Hennessy, Sarah (Eds.) Dordrecht: Springer.
  • McAuliffe, D. (2007) Foundation and Primary Settings. In Teaching Art and Design 3-11. London: Continuum.

Outdoor Learning: QR Codes- Week 11 Digital Technology

Today was our last class for this module and I had been speaking to others about my growing anticipation to find a connection between digital technologies and outdoor learning. When I was at school, there was never any digital technology involved in outdoor play, just simply a pair of wellies and some waterproof clothes.

I was very excited to know what the learning intentions would be for the day and this is when we were introduced to ‘Quick Response Codes’ (QR Codes). A QR code is a type of bar code that is made up of black modules on a white background, unlike a normal barcode that has 20 alphanumeric character limit, a QR code can hold thousands of characters. QR codes were created in 1994 and are used mainly on smartphones and tablets however you may see them on signs, business cards and when sharing multimedia content such as an ebook (techopedia) and by downloading a QR reader App will allow you to scan any QR codes.

The QR codes that we used today were set up in the style of a treasure hunt and this is when I had the chance to see the connections between digital technology and outdoor learning. Our lecturer had placed many QR codes around the gardens of the university campus, we then had to seek out and scan each QR code using our mobile devices, which were iPads. Each QR code held a question with a multiple choice answer, when all the questions were answered correctly there was a jumbled up word to guess, then lastly we had to scan the final QR code and the team first to complete this were the winners. When we met back at the classroom, we created a ‘Pic Collage’ on an iPad, which was fairly simple and would be great tool for children in a classroom as the app allows for creativity and design.

Being outside was brilliant and memorable which the Scottish Government believe is part of the outdoor learning experience. I myself certainly remember my own childhood school trips and outings, as they were so much fun. I can only imagine how excited primary school children would be if they had the same oppertunity.

As a student teacher, it is important for me to experience as many different approaches to teaching as I can, as not all children will and can learn in a set typical environment. In order for this to happen we had an in-depth class discussion about  ‘GIRFEC’ (Getting it right for every child).  GIRFEC is a policy that is used in Scotland to ensure the wellbeing of our children and by using this we can put the differentiated needs of children and young people first (Scottish Government). GIRFEC is broken down into 8 areas of the SHANARRI Wellbeing Wheel which we related today to outdoor learning:

  1. Active – Getting outside and exercising.
  2. Respected – Looking after the environment.
  3. Responsible – Behaving in different surroundings.
  4. Included – Opportunities for children to shine.
  5. Safe – Developing risk management skills.
  6. Healthy – Promotes a healthy lifestyle.
  7. Achieving – Personal development such as problem solving.
  8. Nurtured – Building positive relationships.

I had my own oppertunity to create a lesson using the iPad and QR codes. The lesson was based on modern languages and for this I created a Spanish quiz. The quiz worked very similar to the treasure hunt and I can clearly see how easily adaptable lessons like these can be. While planning my lesson, I was aware of advice from my lecturer to ‘bundle’ CFE experiences and outcomes. I found that with activities like this bundling was happening by it’s self as ‘Digital Technology’ has so many positive outcomes, such as health and wellbeing, technology, numeracy and literacy etc.

Below are the areas of the CFE I have chosen for my lesson:

MLAN 2-11c I experiment with new language, working out the meaning of words and phrases using vocabulary I have learned so far.

TCH 2-04a 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.

HWB 2-11a I make full use of and value the opportunities I am given to improve and manage my learning, in turn, I can help to encourage learning and confidence in others.

As you can see there is a wide range of experiences and outcomes, this has been the case throughout the digital technology module.

I mentioned at the beginning of this blog, that today was our last class, so I would like to conclude that I am so grateful for what this module has taught me. It has really opened my eyes to the world of technology and it’s many uses within education.

During this module, our class had opportunities to work in groups, this has meant that we have been communicating and collaborating throughout the module. Having the oppertunity to experience this, has helped us to understand what it may feel like, feelings such as confidence barriers and communication difficulties that some children may experience.

Our class lecturer has repeatedly explained to us how important it is to make things relevant, as it captures and holds a learners attention. I have experienced this for myself during my short time at university and college last year and I will ensure that relevance is something that I will take with me into the classroom as a future teacher.

The module has been so beneficial to me as my confidence in technology has increased, I know this because of the questionnaire I completed at the beginning and at the end of the module. This has shown a great increase in my confidence and knowledge. I will most definitely be getting involved with technologies in the future, my aim is to continue to build on my knowledge and also my confidence, this will benefit me as a student and as a teacher.

References

  • Scottish Government. (2008) The Curriculum for Excellence. [Online] Available: http://www.education.gov.scot/Documents/all-experiences-and-outcomes.pdf [Accessed: 27 March 2018].
  • Scottish Government. (2010) The Curriculum for Excellence Through Outdoor Learning. [Online] Available: https://education.gov.scot/Documents/cfe-through-outdoor-learning.pdf [Accessed: 27 March 2018].
  • Scottish Government. (2017) What is GIRFEC? [Online] Available: http://www.gov.scot/Topics/People/Young-People/gettingitright/what-is-girfec [Accessed: 27 March 2018].
  • Techopedia. [Online] Available: https://www.techopedia.com/definition/2915/quick-response-code-qr-code [Accessed: 27 March 2018].

 

Minecraft – Week 10 Digital Technology

This week we continued looking at Game based learning and the game we covered today was ‘Minecraft’. When I asked P6 school pupils what Minecraft was, I was told “it is just like playing with Lego but you will never run out of bricks”. The global phenomenon that is Minecraft was designed in 2011 by a Swedish game designer called Markus Persson, who has since sold Minecraft to Microsoft and it has an estimated value is $2.5 billion, according to Hern and Stuart (2014).

I had the opportunity to play the game today as our class lecturer had arranged for a group of local P6 school pupils to visit us and help us to discover more about Minecraft. The pupils were very enthusiastic about the game and they all had a great wealth of knowledge. They lead us through worlds that they had created and explained how worlds were made and edited, they explained the process of visiting other worlds created by friends and that it was possible to interact with friends online whilst playing the game.

I must admit that I was completely out of my depth and I was so overwhelmed to see them race through the app on the iPad, it was second nature to them. Here I witnessed great communication skills between the children, problem solving, collaboration and creativity. The teacher mentioned to us that some children gave up play time to come into class and work on the worlds, which is realistically class work however the children see it as fun.

It is easy to see how Minecraft can be linked to many areas of the curriculum such as literacy and technology, some Experiences and Outcomes could be;

LIT 1-09a – 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.

TCH 1-01a – I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts.

MTH 1-13a – I can continue and devise more involved repeating patterns or designs, using a variety of media.

 

In class, we read an ebook called ‘Playful Learning: Computer Games in Education’ by Ollie Brays, a national development officer in his profession. Here he discusses ideas such as play based learning and its advantages, some of which teachers have always used for example, board games or reading games. However the use of technologies in play can simply be seen as a natural progression. It is the action of doing, playing and experiencing that engages children and the learning flourishes from there, according to Bray (2012). Theorists such as Piaget also agree by doing, there will be an increase of knowledge, Higher Education Academy (2017).

As 21st century learning increases in the classroom, it is import that teachers and educators can stay upto date on the games that are available. It is not critical that we all know how to play a game however it is critical they we are aware of the games content. For this we can use the (Pan European Games Information) PEGI rating. Similar to gauging movie content we can use the PEGI rating to quickly choose which games are suitable for what ages and stages using the labelling system. The labelling system can inform the class teacher what the game contains and reasons they might not want to use it such as violent content or bad language, according to Bray (2012).

Beauchamp (2012), constructed a list of skills that young learners could develop by simply having the opportunities to use digital technologies in the classroom. Included in the list below, are two common themes that I have identified throughout my blogs for this module;

  • Strategic Thinking
  • Planning
  • Communication
  • Application of numbers
  • Negotiating Skills
  • Group decision-making
  • Data Handling Skills.

Beauchamp (2012, p.10).

Throughout my blogs, I have noticed common themes developing, these are; collaboration and communication. These skills are part of a skill set that we can build upon throughout our lives. If we can include such skills across the curriculum, we will enable young learners to better prepare for transitions such as, early years on to primary education, then on to secondary education. Thinking even further ahead, preparing them for the realities of the outside working world.

References

Games Based Learning – Week 9 Digital Technology

Today we were introduced to the term ‘Game Based Learning’. Here young learners have the oppertunity to play gaming devices in class, such as a Nintendo Wii or Xbox. “Digital Games-based Learning is the integration of gaming into learning experiences to increase engagement and motivation”, Higher Education Academy (2017).

The actually playing of the game however is a very small part of the term game based learning and this is because the majority of the learning stems from lessons and activities based around said game.

I discovered this for myself today in class, as the class were set a task of designing our very own ‘Super Mario Kart’. The design we decided to move forward with was one of the students in our small group, he had created a Kart that had pizza as wheels.

 

This lead to the start of our ‘Interdisciplinary Planning’ (IDL). By reading through the CFE we soon realised there were going to be an endless amount of E’s & O’s that we could link to the little pizza wheeled Kart. All these ideas were coming from a simple task that we were set to design our own Super Mario Kart. The areas of the curriculum that we decided to move forward with were Maths, Literacy, Technology and Health and Wellbeing all of which would develop learning and enhance understanding.

Note by this point we hadn’t even touched a gaming device yet the idea was allowing us to plan a full topic for a class of young learners. Below is a draft of our IDL and some examples of the E’s & O’s we decided to use.

MNU 1-07B – Through exploring how groups of items can be shared equally, I can find a fraction of an amount by applying my knowledge of division.

LIT 1-24a – I can present my writing in a way that will make it legible and attractive for my reader combining words, images and other features,

TCH 0-02a – I can use digital technologies to explore how to search and find information.

HWB 1-29a – I enjoy eating a diversity of foods in a range of social situations.

When directed to a website called ‘Edutopia’ I found an article by Miller (2012), he explains about the ‘top three 21st century skills’, two of which are collaboration and communication, which we covered in class. He refers to ‘utilising a team’ to achieve goals which I experienced today in class and also ‘generating effective team directions’ which again we had to do in class today in order to choose a design to use and to decide which areas of the curriculum that we were going to use in our IDL.

These 21st century skills can be related to the following theorists Piaget and Vygotsky as they studied the social groups and were ‘Constructivists’, which believe by doing, playing and adopting roles in groups such as collaboration and cooperation is a vital part of learning and brain development, Higher Education (2017).

In conclusion, I found this very fascinating! Previous to this lesson I would have been quite against game based learning. I thought it would have involved hours of class time playing games and I would not have seen the immediate benefits. Having the oppertunity to speak to our class lecturer and for him tell us of his own reflections of how game based learning works in a classroom has completely changed my views on game based learning. “One of the biggest misunderstandings about games, and people who play them, is that games don’t “teach” anything. It’s assumed that there is no value in the experience”, according to Miller (2012).

I look forward to using similar ideas in the future with my class of young learners.

References

Mobile Devices – Week 8 Digital Technology

This week in digital technology we were looking at mobile devices and discussing, ‘should mobile devices be used in primary schools?’. Our class lecturer posted this question on the digital technology moodle forum allowing us to post our own thoughts on the discussion. To gain further knowledge or opinion on the matter we were directed to some online articles about technology in the classroom.

After reading a few of the articles, particularly ‘The Telegraph’ article, I understand there has been a lot of money invested in technology. There seemed to be a common trend, that many teachers agree that technology is useful in the classroom, as it engages the young learners. However due to a lack of training, many teachers were fearful of technology and also that they struggle to place it within the curriculum, according to Curtis (2014).

I personally feel after seeing technology being used while I was out on school placement that is really does engage the children. Technology doesn’t need to be over the top or complicated for teacher or pupil for example having that class registered on the smartboard allowing the children to register their attendance or for the teacher to play a ‘you tube’ video that may promote Health and Wellbeing etc.

I also believe that technology can engage some children a little too much as I saw on placement that it seemed to be the same individuals interacting with the technology and falling behind on their other written work or scencery work. To over come this, I motitored them over the day/week and encouraged them to prioritise their work load.

Our task today using the Easispeak Microphone was really fun and I look forward to using the main ideas in the future. Working in pairs we wrote a short poem using a template given to us by our class lecturer. We made a Microsoft Power Point presentation where each slide contained; a line from our poem, a picture inspired by the particular line of the poem and a voice recording of us from the easispeak microphone.

This task was very enjoyable as it allowed us to be completely free with our ideas and because we were working in pairs it also involved us working together and deciding as a pair who was doing what and what our poem would read like, sound like and look like. In a classroom with young learners, some may find that collaborating with classmates quite difficult at first, which again makes this a good challenging lesson and part of the CFE experiences and outcomes;

When I engage with others, I can respond in ways appropriate to my role, show that I value others’ contributions and used these to build on thinking. LIT 2-02a

I consider the impact that layout and presentation will have and can combine lettering, graphics and other features to engage my reader. LIT 2-24a

I can create, capture and manipulate sounds, texts and images to communicate experiences, ideas and information creative and engaging ways. TCH 1-04b/TCH 2-04b

References

  • Curtis, S. (2014) Digital Learning: How technology is reshaping teaching. [Online] Available: https://www.telegraph.co.uk/technology/news/11051228/Digital-learning-how-technology-is-reshaping-teaching.html [Accessed: 28 February 2018].
  • Education Scotland. (2004) Curriculum for Excellence; Experiences and Outcomes. [Online] Available: https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers [Accessed: 28 February 2018].

Animation – Week 7 Digital Technology

This week in digital technology, we were studying animation. We looked at the different ways animation could be used within the classroom and also where the benefits of animation lie within the curriculum.

The animation applications we studied today were on an iPad and they were; Puppet Pals, iMovie and iStop Motion. I have briefly used some of these apps in the past and having the opportunity to revisit them reassures me that my confidence is growing with this kind of technology. Which makes me think of the positive impact that these types of technologies can bring to young learners for example; confidence, communication, expression and collaboration. Moving Image Education state that when making mini movies or trailers there different skills involved which means that the full class can participate. Everyone will have something to contribute therefor, making a film creates an opportunity to extend talents and empower the young learners mean while it is working on team spirit.

Today our task while working in pairs was to create a short and simple animation piece, there were many resources available to us such as toy cars, toy characters, lego and soft toys, along with pens and paper.  We decided to use lego as we felt the scene would be fairly easy to build and also that we could move the characters with ease throughout the short animation piece. This however proved us quite wrong as the lego figures often fell over and were quite delicate. We had to keep them exactly where they were in order for each still to move in order as we were using the iStop Motion app.

The iStop Motion app runs a series of still pictures together at a speed selected by the creator, the app also allows for sound to be added to the pictures when they are moving. We also struggled to secure our iPad in one position as we couldn’t find the right objects to help us prop it up, this resulted in our animation piece being quite jumpy and not as precise as we would have liked.

In result of the above I feel this will help me to guide young learners through an animation lesson as I understand how tricky it can be and also why simple is better, to start off with anyway. For me having the opportunity once more means, I have more confidence in this activity and I will certainly try my best not show any sort of fear towards digital technology.

Beauchamp (2012) believes that fear can transmit over to young children’s minds and then you are faced with the risk that a fear of technology or applications is then imbedded in them. Jarvis (2015) states that children should have these technologies involved in their everyday lives and not just timetables visits to a computer room, however the lessons and the outcomes must be relevant in order for firstly the children to engage their interest and also for them to be curious and to get creative with it.

If you incorporate what we covered in class today in a class lesson, there are many possible links to the CFE Experiences and Outcomes. Such as Literacy, Health and Wellbeing, Technology and many more, some possible links to the CFE Experiences and Outcomes  could be as followed;

HWB 0-11a/HWB 1-11a – I make full use of and value the opportunities I am given to improve and manage my learning and in turn, I can help to encourage learning and confidence in others.
LIT 1-20a/LIT 2-20a – I enjoy creating text of my choice and I regularly select subject, purpose, format and resources to suit the needs of my audience.
TCH 2-09a – Using appropriate software, I can work collaboratively to design an interesting and entertaining game which incorporates a form of control technology or interactive multimedia.
In conclusion of the animation class and in completing my reflective blogs I feel there is a trend developing. I feel the more I get the oppertunity to use the technologies, my confidence grows and hopefully I am right when I say that this could be the same for children in a classroom. I am happy that my slight fear of technology is fading and also that I understand why technology is important across all of the curriculum.

References

  • Beauchamp, G. (2012) ICT in the Primary School. [Online] Available: dawsonera.com/readonline/9781408251379 [Accessed: 25 February 2018].
  • Education Scotland. (2004) Curriculum for Excellence; Experiences and Outcomes. [Online] Available: https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers [Accessed: 25 February 2018].
  • Jarvis, M. (2015) Brilliant Ideas for Using ICT in the Classroom: A Very Practical Guide for Teachers and Lecturers. Routledge.
  • Moving Image Education. [Online] Available: https://movingimageeducation.org/create-films/animation [Accessed: 25 February 2018].

Movie Making – Week 6 Digital Technology

Today in digital technology we were learning about ‘movie making’ and why movie making has links to many areas of the curriculum.  The first area of the curriculum that we link to movie making could be Literacy, for a child to work within a team to create a movie they must be able to communicate well and to take onboard other classmates ideas which can be a difficult skill.  “Film-making is a collaborative process often requiring an ‘army’ of people to bring a final movie into reality.” according to Porter (2004, p.38).  A CFE learning experience and outcome for this would be:

LT 2 – 02a When I engage with others, I can respond in ways appropriate to my role, show that I value others’ contributions and use these to build on thinking.

Numeracy can also be linked to movie making as the said activity involves critical thinking and problem solving skills for example, in the movie trailer app on the ipad the app tells the movie makers how many seconds there are to work with.  The children then need to decide which slides are to be still images and other slides that will be moving images. This was a common problem that we came across today while making our movie trailer, we over came it by working together and allowing the editors to work on it while the others completed various parts of the trailer.  An experience and outcome used here could be:

MNU 2 – 10b I can carry out practical tasks and investigations involving timed events and can explain which unit of time would be most appropriate to use.

The Technology link to the curriculum when movie making is a little more obvious, as we plan to use iPads, iPhones, Macs and smart boards.  However what we see again is the use of ‘Multimodal’ which we have seen in previous weeks in our digital technology class.  When you use a combination of two or more of the 5 semiotic systems a movie/trailer becomes multimodal, which we know can reach out to our young learners in many different ways, ensuring we can keep there attention and make learning relevant. The Scottish Government believe that when these kind of tools are used effectively they will speed up learning and increase the depth of the learning in the classroom which contributes to raising attainment, The Scottish Government (2015).

Health and Wellbeing is very much an area of the curriculum that can be found in movie making that we were studying today.  When you plan, create and complete a movie with your class mates, there comes a great sense of achievement which I experienced today.  The satisfaction, laughter, fun and confidence boost you feel can only be a positive thing when learning and is something I wish to take with me into a classroom.  It also gives children/adults alike to get creative and experience movie making for themselves and that it’s not only the rich and famous that get the opportunity to make a movie, according to Porter (2004).

One particular and very important area of health and wellbeing we covered in class today was ‘Online Safety’, we discussed how to go about educating children about online safety and how important it is for our children to know what is wrong and how to report if something is wrong or unsafe, Beauchamp (2012) states that the best schools will not restrict children online but will educate children about online safety, the best schools will also help the children understand what is wrong and how to report it.  As part of our own awareness we carried out an online quiz with our class lecturer which we can share/discuss with children in the future and we were set a task as an assessment to create our own movie or trailer based on staying safe online.

The assessment was to be a group task, so we promptly started to plan our movie trailer and collected resources and props that we needed as we had a set time to complete the task.  The topic we decided to base our trailer on was ‘People are not who they sat they are’.  For this we followed similar story lines of ‘Little Red Riding Hood’, where a young girl was in contact with her gran, believing that she was indeed speaking to her gran when really it was the ‘Big Bad Wolf’ which in our case was a character out to cause fear and upset, similar to the big bad wolf in the classical storybook.

I feel the movie trailer we created sends a clear message out about the importance of online safety.  The trailer was delivered in such a way that children can relate to the story line as they know the classic story and by using various semiotic systems we can ensure it reaches out to it’s viewers in various ways.  Also included at the end of the trailer, we gave useful details for viewers that wanted to seek further information or confidential assistance regarding online safety.

References

  • ›Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy top Practice. Pearson.
  • Education Scotland. (2004) Curriculum for Excellence; Experiences and Outcomes. [Online] Available: https://education.gov.scot/scottish-education-system/policy-for-scottish-education/policy-drivers [Accessed: 13 February 2018].
  • ›Porter, B. (2004) Digi Tales: The Art of Telling Digital Stories. Bernajean Porter Publication.
  • ›The Scottish Government. (2015) Literature Review on the Impact of Digital Technology on Learning and Teaching. [Online] Available: http://dera.ioe.ac.uk/24843/1/00489224.pdf [Accessed: 13 February 2018].

 

 

Report a Glow concern
Cookie policy  Privacy policy

Glow Blogs uses cookies to enhance your experience on our service. By using this service or closing this message you consent to our use of those cookies. Please read our Cookie Policy.