The End of My Digital Technology Journey

It saddens me to write this post, but yes – this is the end of my Digital Technology Journey. Through this module I have come to seek the real benefits of a digital classroom as well as many, many ideas to inspire my learners. Although there is nothing wrong with paper-based learning – I won’t stop carrying the flame for a Digital Classroom.

This has been a journey that was more than a Binary adventure – But will be included in the Data Core of my teaching.

Thanks for reading my blog:
Sean McCrone

Game-Based Learning – “Head in The Game”

Game-Based Learning – not popular with most education professionals as it is deemed to be cast aside and regarded as just playing games. Personally I feel that this can be combated by explaining and demonstrating this type of learning to these professionals.

This type of learning can create a higher level of motivation and determination in the classroom. It can also create a deeper imagination within the young learners inspiring them with stories and ideas which can freely flow from the learners brain after the stimulus.

An example of this is Mario Karts for the Nintendo Wii. In class we played this before being set the task of creating lessons based around the stimulus. Mr C. Ewing and myself came up with the idea of a sort of cross-curricular activity day based around a race where the children would bring in scooters/bikes.

The children could create their own costumes in a couple of art lessons prior to the activity day.  During the races (P.E. Lesson) the children could record the results and create charts and tables based on them (Data Handling). After the race the learners could write a story about the race they were in with the option of writing from their characters perspective. Also the class could write a description of their character in the chosen foreign language.

So you can see how this could motivate and enthuse the learners. Also it shows that with one game, so many lesson ideas can be created. This shows the endless possibilities of Game-Based Learning.

Games feel more like a form of entertainment than a method of learning. Because games include rules, definitive objectives, measurable goals and competition, they deliver an interactive experience that promotes a sense of achievement for all of the participants.

Learners are often motivated by hands-on and active learning opportunities.

– www.brighthubeducation.com

eBooks – Is It The Future of Reading?

You often hear older people complain about the use of technology to view books with the coined phrase “There will be no use for the good old paper book”.

But think about a classroom situation where children who are abled different literacy wise than others – having to be helped in different ways by the teacher. That’s a lot of effort. Under no circumstances am I saying as educators we shouldn’t used traditional texts or writing methods – but think of that less abled child who switches off and disengages with the task because they are struggling.

That’s where technology comes in. If we’re reading a book in class for private reading, the availability of audio texts to accompany the texts can support the less abled child to advance in their abilities and hopefully catch up with the rest of their class.

This is similar when it comes to writing abilities. A child who is unable to write to the same abilities as the class will be able to create a story using less words and images with ease.

Some suggest that eBooks can be an “assistive technology” for struggling readers, useful to help students get caught up to “normal reading development.

Teaching with eBooks enables teachers to address “21st century skills” related to digital texts and digital environments (Felvegi & Matthew, 2012).

Also with the easy access to settings like read-ability settings can enhance the learning experience of learners with physical and/or learning difficulties. This not only lets them learn in unity with the rest of the class – but provides them the access and tools to work independently and be responsible for their own learning.

  • Adjustible elements: text size, contrast of screen colours, etc.

  • Text-to-speech and audio narration features

  • Options for students to add notes and bookmarks

  • Text highlighting

  • Access to word definitions

  • For some students with physical disabilities, options such as being able to touch a screen may be easier than manipulating a print book.

(Cavanaugh, 2002)

Whilst it is clear that some teachers will be out of their element introducing literacy through eBooks; Nobody can argue with the mass benefits of eBooks to learners who are struggling and the hugely positive impact this can have on their learning.

If Only – Animation Week

The task due this week was that of an animation task promoting internet safety. As a group, we created a story around meeting strangers that you met online.

Whilst creating this animation, we filmed and edited the short film using iMovie. Internet safety itself is a huge part of digital literacy. Knowing how to stay safe and protected online, is of up most importance and as educators. it is our responsibility to educate young people to keep themselves safe online.

The Curriculum for Excellence states;

“I am developing my knowledge and use of safe and acceptable conduct as I use different technologies to interact and share experiences, ideas and information with others” –

TCH 1-08a/TCH 2-08a

When it comes to animation, it really allows young people to share stories using a virtual medium. It allows those children who struggle to convey their stories using words and writing to explore the possibilities of other mediums – and it is A LOT of fun too!!

The Film Education Organisation state:

“Animation is a co-operative exercise and will utilise the varying skills of the children in the group getting the best out of them. You will find that where some children can draw well, others will be good at operating equipment or playing instruments; or performing voices or acting as artistic directors.”

So not only will learners find an area they can excel and enthuse in, they will start to form the bonds of good team-working skills and can form friendships through the activity.

CfE:  “I enjoy exploring and using technologies to communicate with others within and beyond my place of learning. ”

TCH 0-04a

As promised: Here’s the trailer –

The Making of If Only

And here is the real deal:

If Only

Until next time,
Sean

Animation

I should start by wishing you all a Happy Valentines Day!

This week our focus will be animation and we are tasked with creating an animation focussing on internet safety on account of last week being safer internet day. I will share the project to my blog to share it with you.

It is crucial that whilst online we don’t give out personal information – like our address or school. But it is also seriously important to remember this. Never, ever arrange to meet a stranger online!

Stay safe,
Talk soon,
Sean

‘Scratch’ing the Surface of Coding

Coding in the classroom can be described as a somewhat language – just as French and Spanish. However – CSS, Javascript and Visual Basic are far too complicated for early level learners.

One program I highly recommend to other teaching staff is Scratch Jr. – an app for tablets. It allows the learner to explore coding in a simple form by stringing action buttons together. This weeks task in Digital Technologies was to create a HowTo guide for teachers on Scratch Jr. This is why I decided to create this video instead of the popular ways of PowerPoint and Padlet.

In the classroom, apps like this are invaluable! Coding covers much of the curriculum and allows for easy coverage of the E’s & O’s.

Here is my video:

Until next time,
Sean

‘Beebot’ Balooba!

I know what you’re thinking – What on Earth is Beebot? Well Beebot is one of many available programmable toys out there that can be used in the classroom. It allows you to pre-program navigational instructions before pressing go and watching it follow out your commands.

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In a classroom, this can cause some ‘buzz‘ amongst the children, and they will enthuse to use the devices. Beebot can be used for a multitude of lessons, from maths to literacy – and of course technology.

“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/TCH 1-09a

 

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.

– John Naughton (2012)

From the point of view of a class teacher, Beebot can prove to be an invaluable resource, and can lead to fantastic and creative lesson ideas. Whilst working with Christopher, we decided to create a literacy lesson based on the book ‘Whoosh Around The Mulberry Bush‘ by Jan Ormerod. We drew a grid map of different scenes from a book, where as we read the book, we intended to ask the children to program Beebot to the next scene.

group-6

 

 

 

 

Copyright – Mr Ewing & Mr McCrone – 2017

With resources such as this readily available, and with a generation moving towards an expanding digital era; Lessons can always be more technical, more exciting, more cross-curricular. But most of all; more personalised.

Talk soon,
Sean

I Just Can’t Blog Off!

So over the last few days, I have really focussed on setting up this blog and fixing up all of the loose ends I hadn’t got around to customising (such as the icon in the URL bar and browser tab). It’s crazy, blogging was never something I had ever been interested in; but after setting up this blog, I feel attached to it.

So the last few days, I have been logged in for extended periods of time. Taking this blog seriously has come about purely because I enjoy the Digital Technologies module and am excited to share how it spans across my teacher training. But not only that, by familiarising myself with Glow Blogs now, I will be able to share my knowledge with my learners in my class, and should be able to teach it efficiently.

Also, on my journey to a digital classroom, I have been spending time creating interactive lessons related to Maths, so I can bank them – making them readily available for when I need them. All the maths lessons I have made relate directly to the CfE outcomes.

I will continue to share my journey with you all.

Until next time,
Sean

Stop! It’s Yammer time!!

Our latest exploration in class was looking further at the opportunities that Glow has to offer for teachers and online environments. These include Glow Wikis, OneDrive and of course Yammer – and that’s just to name a few.

OneDrive is used more for sharing and co-collaborating work with other educators, but it also gives you access to software such as Word and PowerPoint online. This is useful if working off of a tablet or any other mobile device. My favourite thing about OneDrive it that it allows you to store files online, so you don’t need to stress about finding your pen drive if you lose it.

Glow Wikis is really useful as a VLE (Virtual Learning Environment) where you can securely set assignments for your class, let them work on a project, post for help and all whilst you’re able to monitor their engagement in the Wiki with the click of a mouse! Also, it is a safe and monitored environment that you control who does and doesn’t have access to it. It also includes a calendar so your class would know what events are happening and when – so no more excuses!

My favourite app that I have found Glow to host is Yammer. It is very, very similar to the likes of Facebook, but it is a secure environment within Education where the children and parents can interact safely. Within your class group, you can announce things that are upcoming or important as well as the ability to praise pupils in what looks similar to a status update. As well as being able to chat with one another.  I really like Yammer because of the layout and the easy-to-use functionality of the app. I think it is fair to say I will definitely use Yammer with my classes in the future. When we look at CfE, it reads like this:

“I am developing my knowledge and use of safe and acceptable conduct as I use different technologies to interact and share experiences, ideas and information with others” –

TCH 1-08a/TCH 2-08a

This shows that there is a place for Yammer in the classroom as it helps cover this particular outcome.

I would say that I am confident using Glow and exploring the different apps it has to offer. Through Glow. I can become a huge leap towards a digital classroom and one step closer to helping my learners become more digitally literate. Through exploring this strength and wealth of apps at my disposal, I can create and maintain a virtual classroom environment – readily available to assist my learners.

Talk soon,
Sean

Yammer

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