Digital Technology Week 11

Digital Technology has now come to an end. Today, our last day we were exploring outdoor learning. We were looking at the pic college app and QR reader app in particular to create something which would promote outdoor learning. Unfortunately, I was absent during this lesson so have not done this task myself.

Learning and Teaching Scotland (2010) states “…it’s clear that the outdoor environment offers motivating, exciting, different, relevant and easily accessible activities from pre-school years through to college.” The outdoors offers so much for learners. It engages their minds and keeps them interested in real life everyday things.

From my experience in school outside learning was not a regular occurrence. However, if we did do an activity outdoors personally I felt that it was much more interesting. There were so much different activities from different subjects you could take part in outside for example maths, art, biology etc. The outdoors often inspired me and let my mind be creative and imaginative.

I had a look at the outdoor learning and Shanarri wellbeing wheel. It has eight main component parts including Safe, Healthy, Active, Nurture, Achieving, Responsible, Included and respect. Each of these create successful learners, confident individuals, responsible citizens and effective contributors. This gives children the best start in life and  makes them ready to succeed in life. Outdoor learning can contribute to this as many of these factors are in place when learning outside

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One benefit outdoor learning gives us is the opportunities to build positive relationships with others. Education Scotland (2010) states “…the outdoor environment encourages staff and students to see each other in a different light, building positive relationships and improving self-awareness and understanding of others.”

Overall, I feel outdoor learning is a positive tool to use however I feel I don’t know enough about it and would have to do further research after this.

As it is the end of Digital Technology I feel I have come a long way from the start of the module. Many of the software’s we have explored I have never heard of before coming and taking part in this module. I am now confident in bringing technology into all types of learning when it comes to being in a classroom environment.

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

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

 

 

Digital Technology Week 6

In today’s lesson we were learning about Movie Making and how it could be used in the classroom. We also learned about the importance of e-safety. Beauchamp (2012 pg.58.) states “…the key idea [is] that e-safety is not about restricting children, but about educating them.” Our focus for the lesson was Internet safety. We had to plan and come up with a story that would capture this topic and make a video of it on the app iMovie. I was excited for this lesson as iMovie is something I am familiar with from Secondary School. I also thought it would be exciting to get creative and make our own videos perusing our own take on internet safety.

Firstly, we had to get into groups and plan what we wanted to happen in our movie. My partner and I decide to go along the route of a girl messaging a boy online however when they come face to face it’s not the person she thought it was. We used the props that were of offer to us in the class room. We drew up our online profiles ourselves and used two of the dolls from the classroom. We decided to use the fairy tale filter in iMovie which meant we just added our own words and video clips into a pre-made trailer. Personally, I wasn’t completely satisfied with the end result. I felt it done what it was supposed to but could have been improved. Unfortunately, because of the shortage of time this was the result.

Weiss (2017) States ”Digital literacy is the set of competencies required for full participation in society. It includes knowledge, skills, and behaviours involving the effective use of digital devices, such as smartphones, tablets, laptops and desktop PCs for purposes of communication, expression, collaboration and advocacy.” In this case using technology in a lesson which will engage children in order to teach them the real dangers of using the internet.

iMovie could be used as a stimulus for literacy. It gives the children the freedom to create their own stories and make them come alive on the screen. Once this has been completed they can write their story, create characters and describe their setting using the visual in front of them to help.

Curriculum for Excellence:

I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a
I can explore digital technologies and use what I learn to solve problems and share ideas and thoughts. TCH 0-01a
I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a

Overall, I enjoyed this lesson. I felt it was fun and engaging. I learned more about iMovie and how I can incorporate it into the classroom. I look forward to exploring this more in the future.

References

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

Curriculum for Excellence (2004) Experiences and Outcomes
[Online]
Available at: https://education.gov.scot/Documents/all-experiences-and-outcomes.pdf
[ Accessed 8th April 2018]

Weiss, D. (2017) Time to Know blog [Online]

The Essential Elements of Digital Literacy for the 21st Century Workforce (Infographic)


[ Accessed 8th April 2018]

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Digital Technology Week 10

This week is a continuation of last week’s game-based learning. Today we again looked at how gaming could be used in children’s learning. We also had a chance to look at another game ‘Minecraft’ which is used a lot in classrooms today. Lastly, we had visitors in from a primary school showing us what they had been working on in their class and telling us why they liked to use this type of learning.

This was one class I was anxious about as I have never played Minecraft before. I thought it would be confusing and difficult to understand. I was sure it would take me more than one lesson but was surprise with how well I picked it up.

A number of children came in from a local primary school. They had been giving the project Harry potter. Each child was assigned a group and had the opportunity to pick which building from Harry Potter they wanted to create. The children were able to sign into the same world and build their buildings together this meant it would eventually turn into a village.
We got into groups with some of the children. Our task was to watch and learn from the children as well as ask them what they think about using games in learning. Ofcom Report (2011) states that ”gaming is hugely popular in the UK with almost 86% of 5-7-year-old children and 90% of 8-11-year-old children using gaming devices regularly.” When talking to the two girls in our group and listening to other groups conversations it was clear most of these children played Minecraft outside of school. When asking them what they thought about it they felt it was fun and exciting because they did not feel as though they were doing work. Once the break was over and the children were back we went back into the same groups however this time it was our turn to use the Ipads and make something in Minecraft. It was difficult to start with and took a lot of concentration, but I soon became confident.

Minecraft is an excellent tool to use as a stimulus for literacy. It is a creative way for the children to make/create their own world, house and characters. This is a way for them to use their creative minds so when it comes to writing it they will already have it and can visualise it. Bray (2012) states that ”Games-based Learning has the most transformational impact when it is combined with good learning and teaching.” Bringing technology into teaching can help a child create and put their ideas on something before writing them down as this may be a challenge at first. Whereas with the technology beforehand they are able as its already in front of them.

Experience’s and Outcomes related to this learning:
I can convey information, describe events, explain processes or combine ideas in different ways. LIT 2-28a
I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a
I can explore digital technologies and use what I learn to solve problems and share ideas and thoughts. TCH 0-01a

Overall, I have learned a lot from this lesson. Before going into the class, I was anxious about using Minecraft as it was all new to me. I was unsure how this could be incorporated into learning appropriately. After seeing the children creating their own buildings, the excitement on their face and the amount of socialising and conversation it sparked I believe this would benefit children in their learning. I look forward to taking what I have learned and put it into practice.

References

Bray, O. (2012) Playful Learning: Computer Games in Education. https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education
[ Accessed 8th April]

Children and Parents: Media Use and Attitudes, Ofcom (2001)

[ Accessed 8th April]

Curriculum for Excellence (2004) Experiences and Outcomes
[Online]
Available at: https://education.gov.scot/Documents/all-experiences-and-outcomes.pdf
[ Accessed 8th April 2018]

 

Digital Technology Week 9

This week in digital technology we were set to explore game-based learning. Unfortunately, due to the weather I was unable to attend this lesson. Despite this I spent the day looking through the PowerPoint and engaged with the learning. We were to explore the game console, Nintendo Wii. This is a console I am particularly familiar with as I have one of my own and enjoyed playing it often. The main focus was Mario kart. We were to explore this game and discuss how we could use it across the curriculum.

Firstly, we were to create a mind map stating why we felt game-based learning was effective. Personally, I feel using games as a stimulus in the classroom the children become more involved. They are interested in the learning as they find it a fun way to learn. This keeps children engaged. It is stated that “Digital Games-based Learning is the integration of gaming into learning experiences to increase engagement and motivation.” (Higher Education Academy website). Furthermore, this is something the children will interact with when at home which will make them confident in their own learning.

The second task was to arrange ourselves into small groups and make a mind map including how the game Mario Kart can be used in different subjects. As I did not attend this class I came up with some on my own. For example, this could be used as a tool in art and design. The children could play the game firstly to stimulate them. They could then get into small groups and make their own life size Kart. This would use many different skills. The children would have to be creative but also use maths in order to measure the Kart to size. Furthermore, Mario Kart can be used in literacy. The game can be used as a stimulus to firstly engage the children as well as bring out their creative side. Once they’ve played the game they can create their own race scene. They will have to create and describe the setting, the crowd and their own character.

Experience’s and outcomes:
I have the opportunity to choose and explore an extended range of media and technologies to create images and objects, comparing and combining them for specific tasks. EXA 2-02a
I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a
I enjoy exploring events and characters in stories and other texts and I use what I learn to invent my own, sharing these with others in imaginative ways. LIT 0-09b / LIT 0-31a

Game based learning creates many benefits as well as challenges. Teachers skills and confidence could be a challenge when introducing gaming into the learning. Identifying a suitable game for the children for example the age of the game and appropriate parts which can be used to then help the learning. Lastly money and resources could be a challenge when introducing gaming into the learning. (Learning and Teaching Scotland)
Overall, this blog post challenged me as I was not at the class. However, after doing some research myself and engaging with the PowerPoint I feel I would be confident using gaming as a stimulus in the classroom. I also am aware of how much this could benefit the learner of younger students and look forward to using it in the future.

References
Curriculum for Excellence (2004) Experiences and Outcomes
[Online]
Available at: https://education.gov.scot/Documents/all-experiences-and-outcomes.pdf
[ Accessed 8th April 2018]

Higher Education Academy. (2017) Gamification and Games-Based Learning. [Module Resource] Available: https://www.heacademy.ac.uk/knowledge-hub/gamification-and-games-based-learning
[ Accessed 8th April 2018]

Learning and Teaching Scotland. (2010) The impact of console games in the classroom: [Online] Available: https://www.nfer.ac.uk/publications/FUTL25/
[Accessed 8th April 2018]