Category Archives: BA1 Digital Technologies

Digital Technology Enhancing Learning Outdoors

›“Outdoor learning experiences are often remembered for a lifetime. Integrating learning and outdoor experiences, whether through play in the immediate grounds or adventures further afield, provides relevance and depth to the curriculum in ways that are difficult to achieve indoors.” Curriculum for Excellence Through Outdoor Learning document 2010.

In today’s class we explored different apps on the iPad that could be used to create activities for outdoor learning. This allowed us to make links between outdoor learning and Curriculum for Excellence experiences and outcomes. We carried out three different tasks using three different apps: Photo Booth, Pic Collage and QR Reader. The first task using Photo Booth involved us selecting the mirror camera option and taking pictures of landscapes, animals, natural objects and creating a symmetrical pattern with these images. We also used the Photo Booth app with the thermal camera option selected to take photos of minibeasts and look and discuss the core temperature. The Pic Collage app is also a great app to use for outdoor learning as there are so many activities that could be carried out with this app. For example, one of the activities we did involved us finding 5 different types of leaves, taking a photograph of it, putting all of the photos in a collage and labelling them. The final task that we carried out was using the QR Reader app. This activity was a Red Nose Day based ‘treasure hunt’, we had to scan the QR codes when we located the them. The code would be a question and if the correct answer for each question was selected it would then create a word related to Red Nose Day. These are all enjoyable and engaging activities that can be easily altered to suit the curricular activity that you want to focus on.

After today’s class and through reading the Curriculum for Excellence Through Outdoor Learning document 2010 I have realised there are many advantages of outdoor learning.It develops critical thinking skills therefore helping children to make links between other curricular areas. It involves children’s learning skills in areas such as communication, problem solving and working with others therefore improving their personal development. Outdoor learning promotes healthy lifestyles and can lead to lifelong recreation, such as hill walking, cycling, skiing or sailing. Furthermore, it can provide opportunities for children to develop skills to assess and manage risks. The most important factor is that it provides inclusion for all as it provides opportunities for children to use a range of skills and abilities that are not always visible in the classroom. This is because everyone’s talents lie in different areas and outdoor learning provides the opportunity for those that are not as confident in curricular areas such as maths to show their talent outside the classroom.

 

The Potential of Mobile Devices

The use and importance of mobile devices in schools is rising significantly as these devices can offer a variety of ways for children to learn. The British Educational Suppliers Association (BESA) discovered that “schools see technology such as games consoles and smartphones as playing an important role in primary- aged children’s education”. After carrying out research they found that  “While the majority of schools indicated internet access at home and at school as the most beneficial technology for pupils, three quarters identify home access to educational games consoles like Nintendo DS as being helpful to children’s educational development”. This makes learning  more enjoyable for pupils knowing they can use these devices in the classroom as well as at home.

Technology is constantly changing and advancing, therefore schools need to do the same. In today’s society it is vital for schools to keep up to date with the latest changes in technology as the pupils will most definitely be aware of these changes. This is important to ensure that children will not be bored when learning. By using these devices that they are familiar with it will make learning more enjoyable. Furthermore, children will be more likely to play these devices at home.

At first, I thought games consoles, such as Nintendo DSi’s would be a distraction to have in the classroom. However, through learning more about it in this module I have realised how much potential it has. We explored games such as Flipnote: we used this to play a game “Guess the nursery rhyme”. By using Flipnote we created a mini animated cartoon about a scene from a nursery rhyme. For example, an animation from a cow jumping over the moon from the nursery rhyme “Hey Diddle Diddle”, then your partner must guess what the rhyme is. Flipnote can also be used to play a game of charades. All members of the group choose a card from the pile and have 5 minutes to create an animation to explain this. Pictochat is also a great game on the Nintendo and can be used to play a number of games. My personal favourite was “The Chase Challenge”. This game involves 3 roles, the teacher- who calls out the questions, the chaser- single person who tries to score 10 correct questions first and finally the hunted- the other members of the group. The teacher calls out 10 questions based on a particular theme such as maths, eg multiplication, the hunted must try to correctly answer 10 questions before the chaser in order to win. The camera can also be used to practice symmetry. By taking a photograph of an object, press EDIT button, then click on the MIRROR icon and create a series of symmetrical images.

Therefore through exploring these games and doing further reading on the use of games consoles in the classroom I have realised how beneficial and important technology is for learning in today’s society.

eBooks Within the Classroom

In digital technologies today, we learned how to make an eBook and how they can be used in the classroom. Our task involved working in pairs and summarising a Roald Dahl book. We then used the Book Creator app on the iPad to create an eBook based on the summarised version of the book. We explored the app and used pictures and sounds to make the book more engaging for children. We choose the book, ‘The Magic Finger’.  This was a book that I had never read before, therefore this task was a whole new experience for me as I was introduced to both a new book and a new app. This app could be used across the curriculum and as a way of testing pupils knowledge. Furthermore, I think creating an e-Book would be a great exercise as you come to an end of a class topic as this allows children to reflect and share all the information that they know in the form of a book.

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In David Andrew’s article “An apple for the teacher: are iPads the future in class?” he expresses his love for the use of mobile devices within the classroom. Before his school had started using iPads he decided to research their use and if they would be more beneficial to the children than the laptops that they already had in the school. After then investing in his own iPad- which not only he loved but his 3 year old daughter also took great interest in the device, she even had fun learning on it through listening to stories and learning her alphabet and how to write letters. After gathering all the pros and cons of iPads he found that although they can not be used for everything that laptops are, they offer a variety of apps and games that children can engage and learn from. David Andrew also highlights the fact that the iPad is much easier to use than a laptop as the touch interface makes it more interactive and engaging.

In my opinion I think that iPads are a great device and should definitely be used for learning purposes within the classroom. Technology is becoming bigger and bigger and as many children will be exposed to these devices at home then come in to school to use only pen and paper, they may feel less motivated to learn and no enjoyment when they learn. Whereas, with the use of these devices many children will already be used to using them and will perhaps even be able to introduce teachers to apps that they use to learn. Having said this, these devices are expensive and not all children will be lucky enough to have one at home. Therefore, introducing these to schools gives these children the opportunity to use this great new device.

 

Creating Animation using iStop Motion

Last week in digital technologies, we were given the task to create an animation to highlight the importance of internet safety to young children.  We were given the choice between iMovie and iStop Motion to create these animations. The iStop Motion app involves taking a series of pictures and placing the sequence of pictures together at a high speed  to create a movie. The iMovie app also allows you to make movies by combining multiple clips, inserting pictures, applying a soundtrack and using other effects. For our animation, we used the iStop Motion app. The experiences and outcomes for our animation were as follows:

Mental and Emotional Wellbeing: HWB 0-01a- I am aware of and able to express my feelings and am developing the ability to talk about them.

Listening and Talking: LIT 0-01c- I enjoy exploring events and characters in stories and other texts and sharing my thoughts in different ways.

Technological Developments in Society: TCH 1-01a- By exploring and using technologies in the wider world, I can consider the ways in which they can help.

Our animation was based on a fairytale. We thought by taking this approach children would be more engaged and pay more attention to it. Our animation highlighted the dangers of talking to strangers online. The example that we used was a Princess that thought she was talking to her ‘Prince Charming’, however, it turned out to be a dragon that resulted in her being taken and never seen again. Although this is a very unrealistic example, it gets across the fact that not everyone that you speak to online is who they say they are. It is also a better approach to take when promoting internet safety to young children as real- life examples may scare them.

“Digital storytelling begins with the notion that in the not too distant future, sharing one’s story through the multiple mediums of digital imagery, text, voice, sound, music, video and animation will be the principle hobby of the world’s people.” Porter, B., (2004) Digi Tales: The Art of Telling Digital Stories. This tells us that animation making will soon become an enjoyable activity throughout the world. Therefore, it is an important skill that young people should have as it could also be used for educational purposes and raising awareness on issues, as we did in our internet safety animation. For these reasons, digital story telling should be introduced in more schools and classrooms across the world.

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Importance of Internet Safety: Maintaining a Professional Career

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Maintaining a Professional Reputation Online:

Almost everyone in today’s society will manage a social networking account such as Facebook or Twitter, including teachers, in order to keep in touch with friends and family. However there are a number of precautions that must be taken in to consideration. For example, the friends you have, status updated, the photos you share and the comments you choose to make, if any, on certain individuals such as colleagues.

A recent TES survey found that 9% of teachers are friends with their pupils on social networking sites. It is not a good idea to accept any pupils or parents friend requests as it could damage your reputation as a teacher. If you accept these requests you are unveiling your personal life and information to your pupils, there may be photos that you are tagged in or status updates that could potentially leave yourself open to allegations of inappropriate contact or conduct.

It is vital that you are in control of who can and can not access your social network accounts and what you post online. Including photos, comments and any personal information. In order to protect your professional reputation, you need to be aware of the language you use, even if your account is private. Although it may seem clear, however, it has known to be done in the past, you should never post derogatory comments about your pupils or colleagues. Teachers are not only expected to uphold their own reputation online. They are also expected to maintain the reputation of the school as a whole, both within and outwith their work, in order for the public’s trust in their profession.

Other people’s posts may also have negative affects on you such as the photos that you are tagged in. It is recommended that if you are tagged in any inappropriate photos or photos that could potentially affect your profession, that you ‘untag’ yourself immediately. It is even a good idea to change your name online so that pupils, parents or employers are unable to access your personal sites.

The Argyll and Bute Social Media Policy sets clear guidelines for Argyll and Bute council employees to follow when using social media. After reading up on this and the Argyll and Bute Social Media Policy, I have become aware on the impact that social network sites can have on your profession. I will definitely make sure there is nothing online that could potentially be harmful to my career by taking the necessary steps.

Coding Assessment Task- Rachel Wallace 07.02.2017

What is Scratch Jr?

Scratch Jr is an introductory programming language that enables young children (ages 5 and up) to create their own interactive stories and games. Children put together graphical programming blocks to make characters move, jump and sing. Activities and games can be created for the children to play to develop their skills in cross curricular areas including mathematics and literacy. A variety of characters and backgrounds can be selected. Therefore, the activity can be designed specifically to the child’s interests as this may encourage them more to take part in this learning activity. Furthermore, you could also link the activity to your class topic or reading book, making it a cross curricular activity. Scratch Jr allows you to add as many slides to your activity as you like, therefore, you can make it as long or as short as you would like.

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CFE Experiences and outcomes:

MNU 0-01a: I am developing a sense of size and amount by observing, exploring, using and communicating with others about things in the world around me.

TCH 0-03a: I explore software and use what I learn to solve problems and present my ideas, thoughts or information.

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My Scratch Jr Activity

My activity is for early years and is for children to develop their mathematics skills. The game is space themed to keep the children engaged and is a number counting activity, there are different slides and a varied number of aliens for the children to count. The first slide includes 3 aliens. When the pupil clicks on the alien it asks them “How many aliens can you see?”. The second slide has one alien and when the pupil clicks on the alien it asks “How many legs do I have?” (six legs). This is a great exercise for the children, it is an interactive and fun game for them to develop their mathematical skills. They will be much more motivated to play a game like this than they would doing an exercise out of a textbook.

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How to get started

Firstly click on the app and select the home icon on the left-hand side of the screen.

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How to create a new project:

To create a new project, click on the icon on the top left of the screen with the blue plus sign. Once you have done this you are now ready to create your own Scratch Jr activity.

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How to add a background:

The initial step of creating your own activity is giving it a background! To do this click on the icon at the top middle of your screen with an image of a landscape. There will be a variety of backgrounds to choose from. For my activity I selected the space themed background. As I said before, it would be a great idea to select a background that will be to your students interest, as they may be more motivated to play the activity if this is the case.img_0859 How to add characters:

On your screen there should be a cat character, to remove this locate the cat on the left- hand side of your screen. Hold in the button and click on the red ‘X’ to delete it. To then add new characters, click on the blue plus sign on the right- hand side of the screen. For my activity I selected the pink alien like character named “Toc”. To add new slides to your activity, click on the blue plus icon on the right hand side of the screen. If you need to delete any slides repeat the same process as you did when deleting characters- hold in the slide and click on the red ‘X’.

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How to navigate your character:

There are 6 coloured icons on the bottom of the screen.

The yellow icon gives you different options to where you want your character to start. The blue icon has different options within it to be able to move your character around the screen. The pink icon allows you to change the size of your character and has a speech bubble that you can add your own message within- this can be used to give the children instructions. The green icon is for adding sound. The orange icon is for stopping, speeding up and repeating movement. The red icon is for ending, repeating and navigating between slides. This may take some practice to get used to using these icons, however, once you have got the hang of it, you will be able to create an amazing Scratch Jr activity.picture3

Why use Scratch Jr?

Scratch Jr is a form of coding. Some people believe that coding is the new literacy. If children are introduced to coding programmes such as Scratch Jr, they will learn important strategies for problem solving, designing projects and communicating their ideas. Scratch Jr allows children make their abstract thought processes visible on the screen. The ability to code computer programs is an important part of literacy in today’s society. Therefore, in my opinion, programmes such as Scratch Jr are great to bring to the classroom. The idea of a fun and interactive approach to learning is exciting to children and they will even enjoy doing subjects such as maths!

“Why every child should learn to code”, an article by Dan Crow in The Guardia highlights the fact that we are already living in a world dominated by technology and that “the next generations world will be even more online and digital”. Therefore, these are the reasons why we need to teach children how to code and use today’s technology to their advantage. Although every job in the future will not involve programming it is important that children learn to code as it promotes computational thinking. This way of thinking combines mathematics, logic and algorithms and teaches a new way to think about the world. “The aim is to ensure that every British school child learns to code; not in a decade from now, but next school year”, with the rise in technology there is no time to wait and we need to start teaching the next generations these skills now to give them more opportunities in their future lives.

Bee Bot

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In today’s class we were introduced to Bee Bot. Firstly we were give the iPads and about ten minutes to explore the Bee Bot app. My first thought was that it was just a children’s game and would be easy and straight forward to work out how to play. It looked like a garden with a path that led to a pink flower and the aim of the game was to direct Bee Bot to the flower. However, it was much more confusing than it looked as it took all of us a while to work out how to play the game correctly. After we had worked out the app game, we were given the physical Bee Bot programmable toy and shown many different ways it could be used and how it could be used in cross- curricular activities.

By then splitting in to small groups of three we were given the task to create our own Bee Bot mat and choose a curricular area to teach. We needed to make sure we included both the Learning Intentions, Success Criteria and Experiences and outcomes (E’s and O’s).  My group decided to make the Bee Bot mat for the Early Stages. It was a cross-curricular area being including Health and Well-being and literacy as we based the activity on the children’s book ‘This is the Bear and the Picnic Lunch’. The mat was in the style of a picnic mat and o the squares was a mixture of healthy and unhealthy foods. We included the foods that were in the book but also had the idea of doing a class survey, by asking the children what type of food that they liked taking on a picnic and also including them on the mat. This shows the children that their opinions are valued and also makes the activity more personal to them. The children were expected to navigate Bee-Bot to each of the healthy foods on the mat, starting on the start square and finishing on the square with the picnic basket. To round up the lesson we would discuss why the children choose the healthy foods such as the apple instead of the unhealthy foods such as the chocolate bar. Then discussing the importance of a healthy diet.

After each group had finished creating their Bee Bot mat, they presented it to the class. Sharing their learning intentions, success criteria, experiences and outcomes. I really enjoyed this activity and will definitely look in to using Bee Bot in the future and when on placement. There are many benefits of using programmable toys in the classroom, such as, interactive responsive learning, instant feedback received by the learner, it is both challenging and enjoyable and it has effective cross- curricular links. According to Pekarova Janka”The curriculum introduces programmable toys as a good example for developing knowledge and understanding of the contemporary world”.

John Naughton’s article “Why all our kids should be taught to code” (2012) highlights many points as to why learning to code is important.  Naugton states that “Starting in primary school, children from all backgrounds and every part of the UK should have the opportunity to: learn some of the key ideas of computer science; understand computational thinking; learn to program; and have the opportunity to progress to the next level of excellence in these activities”. He believes that ICT in schools has become a “toxic brand” and that there is a need to replace it with a more relevant subject- he suggests naming it “computer science”. It is important that children learn and understand the networked world they are growing up in that involves a new and more abstract way of problem solving. There is no better time to reveal this world to children than in primary school, as if there is no action taken now “we will be short- changing our children”. Technology plays such a vital role in today’s society and is improving everyday therefore, children need to become a part of this world as well and make use of all its amazing programs.

 

Glow Blogs

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In our first week of digital technologies, we each set up our own Glow blog, calling it our ‘reflective journal’. We were given the time to customise our own blog. Having a blog allows us to reflect and then record our experiences and the things that we have learned over the past week. Furthermore, you are able to create your own ‘launch pad’, adding tiles that you find most useful or use most often. Updating our blog regularly will benefit us in the future as we can look back and read over things that we have done in the past. For example, when on placement and are planning lessons, you are able to look back at your blog as it may contain ideas for you to use. In my opinion, having a blog is a great idea, as you are analysing your week and experiences as you experience them. It is a fantastic thing to encourage in schools as it practices both children’s literacy and technology skills.

Through glow, we were also introduced to the software, Yammer. Again, this is a software that was new to me. It is a social media site that can be used for educational purposes. Unlike other social media sites such as Twitter or Facebook, Yammer only allows members to connect with other members who belong to the same email domain. This means that only relevant information will be seen. Furthermore, you can create private groups within the site, meaning only the people within the group will be able to see this. We made one within our Digital Technologies class and this helped us to get used to the site, by experimenting through uploading media files and posts. This is a great idea as if you choose to use Yammer in your class, it will be private and safe for the pupils to use. Yammer is a great way of communicating and sharing ideas with your co-workers and others within your profession.

ActivInspire

209079667_1280x800The first week of our Digital Technologies module introduced us to a new software, ActivInspire. ActivInspire is an interactive software that can be used in classrooms for both teaching and learning. Through individually watching a video on how to navigate this software, it allowed us to see an example of it being used. Therefore, making it easier for us to work for the first time. In small groups of two or three, we made an interactive slideshow on shape that could be used to teach in the classroom.

Although it was difficult to work at first, it was a great opportunity to see all the different things that the software had to offer. This also allowed us to practice using this software and by working in a group it meant that ideas could be shared. After each group had created their interactive slideshow, we were given the opportunity to go round the classroom and see what each of the other groups had created. I feel as though this was a great method, as there was such a variety of ideas throughout the class and nobody had the same thing. Therefore, this allowed us to see things that we wouldn’t have thought of ourselves.

ActivInspire is a fantastic software and something that the children would enjoy and be interested in. It would perhaps make learning more fun for them as they are actively involved in it, making them more motivated and eager to learn. I really enjoyed this exercise and I will definitely practice using ActivInspire in order to develop my skills and knowledge in this area. As it is a software that will be useful in the future and perhaps in future placements.