Friday, May 8, 2015

Week 8 - Digital Learning Challenges

Back again with more engaging digital activities that I have been exploring to enhance my future pedagogy in the learning area of digital technologies!!!

So, I followed a link from my course materials in the study of digital technologies. I led me to fun game which was based on franchise 'Angry Birds'. The aim was to get the bird to the 'annoying pig' to chase him away through the maze. It was  engaging, challenging and addictive to play I would definitely recommend you try at,  http://code.org/learn

    Angry Birds Maze

 

So while it was all fun and games, little did I know I was...

All of these terms explain what I was actually engaging while enjoying the activity at leisure.

Here are some snippets which make the idea of the game a little clearer...

Each time I completed a quest, messages would appear that challenged me to enhance my own skills.

 
 
 
 

FYI (For your information),  the game involves a lot of coding, let me show you.

 

 And most importantly it relates to the Curriculum...

                                                                                                                (oops ignore that little textbox
                                                                                                                I forgot to delete before I
                                                                                                                snipped)
 
Here is another example of how it links with the curriculum.
I noticed that I was doing the things above while playing the game. I realize that this is not the only digital implementation that would provide opportunities to engage in these concepts, however it is definitely effective due to personal trial.
 
 

Key words here linking between the game and the curriculum:

design - visualize a path to the pig

modify - change the route to get there safely

algorithms - follow the instructions initially given to implement a route

steps  - following a sequence of actions to get to the pig each time

repetition - repeating the use of steps to become familiar with new skills

visual program - an online game free for all ages to play

problem  solving - learning from mistakes and using computational thinking to

                               problem solve

 

I can conclude that digital technology is involved with a lot more than what I initially thought (shown in week 6 post). I understand how computational thinking can present itself naturally even when doing something enjoyable. This can be used as an advantage in classrooms to engage students while expanding their knowledge.

 
 
 

Week 7 - Working with Digital Technologies

This week is all about working with the technology world! I am exploring into computational  thinking challenging myself to some activities to get me thinking about what kind of things I will include in my own pedagogy.

(I will provide a full detailed reference list at a later date - however links will be provided throughout in case you want to challenge yourself to similar activities!)


Firstly, it is important to  note the following processes that involve computational thinking:
  1. abstraction
  2. patterns
  3. decomposition
  4. algorithms
This website below:
http://games.thinkingmyself.com/
is an amazing way to understand each of these terms. I was a little nervous about trying to conquer each computational strategy however this site helped realize it is something we do every day!

Decomposition ...

I learned that all this means is to break a problem down to take make it more understandable to solve!
Here's an example:  

"What is the sum of: 4+5+5+6+3+3+4+2 equal to?"

Make it easier! Something I would automatically do is pick out the rainbow facts!
 4+5+5+6+3+3+4+2
5+5 = 10
 4+5+5+6+3+3+4+2
4+6  =10
 4+5+5+6+3+3+4+2
3+3 = 6  (+4) = 10

So now I know the answer is simply:


10 + 10 + 10 + the remaining 2 = 32

And that, my friends is decomposition!

Patterns

Again, the link helped uncover something that I already knew! All of these things come naturally. In this activity I needed to replicate the picture given on a larger scale. This is patterning. I  had no idea. It can be as simple as having a daily routine or doing your hair - it all as a pattern to it.



Abstraction




 
I did activities on through the link to get a thorough understanding of this. This can be as simple as adding 'blanks' to a sentence so that different variables can be add in order to make different solutions.
 

Example - The _______ has __________  _______

                      The boy has long hair.

                      The car has old tyres.

Again, easy! 
 

Algorithms

From what I have learned about algorithms, I would use this as hook to open the topic for a classroom lesson...
 

 

Ingredients                                         Method:

  • 2 cups flour                                 1. Whisk 2 eggs with, milk, butter (melted)

  • 2 eggs                                            2. Add flour, sugar and cocoa powder

  • 1 cup milk                                    3. knead until dough is think and moist

  • 1/2 cup sugar                               4. add to oiled cake tin and bake at 180

  • 200g butter                                    degrees for 45 minutes.

  • 3 tps cocoa powder

 
 
 

 What is this? A recipe? There is another name for this...

I would go on to inform students that there are other types of algorithms. In fact,
 
Here are a couple of examples...
  • math problems
  • recipes
  • treasure hunt

Exploring computational concepts in a classroom would be engaging and effective to implement. I would suggest making a circuit like activity centre including: patterns, algorithms, abstraction and decomposition. The activities I would use would be very similar to the ones I described above as I believe they could be manipulated to suit a variety of age groups. 

 
Before I sum up, may I add the importance of visual literacy. In fact this is relative to computational thinking and more closely, algorithms!
 
An example could be made using good old pen to paper or digitally using a website such www.bubblus.com - check it out to create an amazing mind map to document thoughts and ideas! 
 
Here's mine!
I will definitely include this in my own pedagogy to encourage visual literacy, collaboration and computational thinking!
 

Week 6 Personal Learning Experiences



pedagogy to reach specific learning goals for future students (particularly in the technology-rich society in which we live in).

Despite being quite knowlegeable in this learning area, I am aware that my learning will be an ongoing factor that I will need to monitor and keep up to date with the fast moving world of technology. We are advised at University that it important that we do not compare our level of experience and expertise with the progess of others. This is the attitude that I will implement in my future pedagogy in all areas due to the fact that we all come from different backgrounds that have governed where we stand academically and capability-wise at present. In saying this, equal learning opportunities will be provided through appropriate learning frameworks suited to a range of student abilities.
 

Overall, I discovered the link between digital technology and design and how these need to interrelate between one another in order to work.

These words come to mind when I think about digital technology, (I made this word cloud using www.tagxedo.com)

 

MOVING ON...

Linked with digital technology is the 'all mighty' binary code!!!
Allow me to let google explain this in a much clearer way...

Different counting systems are useful in different contexts. They can interrelate and be converted between systems to create equal values.
 
 
 

SO what I gather from this is that each number system serves a different purpose. Each present themselves as a worthy concept to explore/learn about as I found through my own experience that it is a real ‘eye-opener’ when it comes to understanding fractions, understanding conversion and representing numbers in different ways for different reasons.
 
 
 
 
 
This inspired me to create a binary card game of my own. I would definitely implement this within my future pedagogy for fun, engaging learning!
 

 
 
Obviously I learned a lot this week! I could go on for so much longer! That's all for now, until next time :)
 

Tuesday, April 7, 2015

Week 4 - Sustainability

How can Sustainability be Embedded in my Pedagogy? 

The design challenge that my partner and I have been looking at is revolved around technology and therefore does not fit in to many of the design life cycle stages - as shown below: 
Acaroglu, L. (2014) The good design guide. New York, USA: Eco Innovators. 
However just because this is a product of technology, does not mean that a positive attitude towards sustainability cannot be implemented within this subject to students.

Acaroglu, L. (2014) The good design guide. New York, USA: Eco Innovators. 

Opportunity to embed sustainable practice with the implementation of this design could be as simple as enforcing the switch off of powerpoints after lessons (Acaroglu, 2014). Completing a risk assessment in the design cycle of this product pointed out the idea of refraining from exposing children to long periods of working with a computer screen. This could be prevented AND sustainable practice be put in place by setting a timer on the particular game to avoid too much exposure to children. 

A problem that we came across is end of life stage for this product. The fast evolving technology in today's society puts the game at risk of becoming out of date and losing the interest of it's target audience (which is for all ages by the way, maybe above five years). This obviously can't be prevented but the life frame of it may be prolonged by giving it a futuristic element such as travelling out of space or simply play it safe - like we did. We looked at the long life Super Mario Brothers has had and how it is still well in the market and we created a game similar to this style. 

Overall, with this design we do not need to worry about economy -as it does not cost money to buy materials to create. Maybe use of the internet could become a disadvantage for some at home but this can be monitored through timers put in the game, as stated earlier. We addressed the importance of -------------> turning off powerpoints
----------->helping students put a timer on their game
-----------> turn down brightness
-----------> close down apps programs that are not in use
----------->disconnect and turn off printer

Some of these ideas were taken from
The Simple Dollar. (2014). 8 Energy saving tips. Retrieved from http://www.thesimpledollar.com/

Wednesday, March 25, 2015

Week 3 - Twitter

Week 3
The use of ‘twitter’ in classrooms
I believe this idea would have a negative effect on students in classrooms if it were to be introduced for educational purposes.
1.      Students who are believe to benefit from logging their ideas for classmates to see as an alternative to speaking up in class due to being shy are not being encouraged to get out of their comfort zone. This is not properly preparing them for the real world – eventually these children will need to develop their own confidence to be able to sit at job interviews or be confident to enter high school classrooms with new students and make new friendships.
2.      I believe that the decision to introduce these social networks to students is still a decision that should be made by their parents. Some parents do not want their children subjected to social networking at young ages as they are exposed to an online world of opinions, facts etc. that cannot be controlled.
3.      A more suitable idea be to perhaps continue having class discussions to speak opinions and address topics however, have an open ‘class chatroom’ through a school enterprise – e.g. emailing service shared between the class and teacher to have the option of taking a topic into further discussion beyond school hours.
4.      Despite technology being ever-present in today’s society and holding excessive opportunity for creativity, research, collaboration and other potentials, I think where possible it is important to maintain essential ‘people skills’ and social confidence by having students voice their opinions during a lesson where they are not absorbed by book work, reading and media.

Problems encountered with our design challenge


Our design challenge: ‘Original Plan’

Students will create their own app game compatible with an iPade/iPhone. The time allocated will be a term. Students will be allowed to work on this design at home and in the classroom however a pre-planning page (hard copy) will need to be presented and discussed with the teacher before accessing a device.


The problem faced:


How many schools/classrooms will have access to numerous iPads? How many children will have an iPad at home? How can a whole term (1 or 2 lessons a week) be sacrificed for this purpose? How will students cover the cost of downloading the technology necessary to be able to create their own app for iTunes?


The solution:


As an alternative, we have decided to have the students create their own online web game through a free site that we found on the internet. Computer labs can be used at the school and most students would have access to a computer at home. For those who don’t have access to one, the classroom will be opened with a supervising teacher to use the classroom computer in the morning before school and some lunchtimes. With a less complex task a whole term will not be needed to complete this design challenge. The preplanning and final project success will comply with curriculum standards of technology competence and knowledge as well as 3D modelling.


Week 2 - The Design Cycle

The Design Cycle


Through studying the ‘The Technology Design Cycle’ in this week’s topic, the following stages were highlighted as fundamental in the cycle according to my understanding:

1.      Identify a need
Refine the nature of the need – who is affected by it and what is the solution?
For example, creativity and independence in the area of technology in the classroom is lacking. Children in some schools are not given the chance to explore technology through an inquiry approach to the subject.

2.      Research the Problem
Research is required to get better insight of the problem and essential, achievable solutions – what are the boundaries? What is available to create a solution?
For example, what digital technology is available to the targeted schools e.g. ipads, computer labs, IWB (interactive whiteboards)?

3.      Formulate a Design Specification
Specifications should be established in the formation of the design – what time, expense, materials, processes, safety precautions etc. will be needed?
For example, say the design solution for this problem is to have the children design their own app/game for the use of a computer or iPad – possibly a term may be needed for children to do this in depth and properly, a computer lab or numerous iPads may be needed, a free legal site/app will be needed to be accessible for students to create their own app/game, a safe working environment will need to be organized etc.

4.      Designing a Solution
Designing and ‘justifying’ the solution – how does it meet the criteria?
For example, students are expected to be competent in working with design technology and knowledgeable of how devices work and how their design can affect others. This design suits this criteria.

5.      Building a Prototype
Identifying the design process – how will students be expected to create the given design?
For example, students are expected to plan design as a hard copy with their aim, their colour scheme, the theme of the game, their target audience, their potential problems, their solutions etc.

6.      Evaluating and Rethinking
Problems are evaluated and the planning is altered to suit the new and improved design.
For example, it would seem apparent the more students would have access to a computer rather than an iPad both at school and at home, therefore it would be more appropriate to have them design a computer game rather than an app.

Overall it is obvious through the given example throughout the steps, the Technology Design Cycle is a useful guideline to use in pedagogy to ensure all aspects of a particular design are covered before implementing.




Here are Some Reflections to Course Readings

Teaching Technology, purpose and pedagogy – Reflection

·   Jones, Buntting and de Vries (2013). The developing field of technology education: a review to look forward. 

Jones, Buntting and de Vries, essentially review technology and the development of throughout the last 20 years. They provide an in depth synthesis of where it is now, where it is heading and how educators should cater for this. Jones et al. elaborate a useful strategy for implementing technology in the classroom,  “For technology education, Jones and Moreland’s (2003) model identifies seven constructs that seem important: the nature of the subject and its characteristics; conceptual and procedural knowledge, so that specific learning goals can be identified; knowledge of the curriculum; knowledge of student learning and progression; specific teaching and assessment practices of the subject; understanding the role and place of appropriate subject-related contexts; and managing the classroom environment in subject-appropriate ways. (2013, p. 200).”

This quotes makes it seem important to be aware of the diverse levels of students, knowing where you need them to be (learning wise), consequently what it is that needs to be taught and essentially how you are going to implement this in a way that the students will cope with. Perhaps to cater for diverse learning capabilities set up a range of learning areas in the class room – have the students rotate in groups between the use of ipads, computers, IWB, watching a clip and have this as coverage of technology on a specific topic e.g science (this way you kill two birds with one stone). Lastly, the authors make it clear that teacher knowledge is the most important aspect in this pedagogy, it is critical that the teacher remains up to date with modern day implementations and curriculum.

·         Read the following paper by Theodore Lewis (2009): Creativity in technology education: providing children with glimpses of their inventive potential. 

Lewis accentuates the significance of creativity in this subject area.“It is clear from the sparse mainstream educational literature on inventiveness in the schools, that the efforts within technology education are not well known outside the field. More needs to be done across countries to make educational policy makers and researchers more aware of this aspect of the subject. Invention and design are correlated (2002, p. 262).” Important Implementations within technology to encourage creative technology include:
  •        Problem solving
  •         Divergent thinking
  •              Combination thinking
  •             Metaphorical thinking
  •              Analogical thinking
  •        Metaphorical thinking




Brief points highlighted within the article

   -  Students should be presented with a problem and left to decide their own solution using whichever -method they choose –this will determine their learning strategy
     
 -    The successful and unsuccessful student reflections during class discussion will elaborate to them the connection between problem solving and technology in today’s society

      -Having the students work collaboratively with their peers in this subject area will allow them not only to develop literacy skills but form a broader knowledge base on working with technology through sharing skills and ideas.

Advantages of Concept Mapping 
Here is an example of my own...



References

Buntting, J., Vries, D. (2013). The developing field of technology education: A review to look forward. International Journal of Technology Design Education, vol. 23, pp. 191-212.

Collab, K. (2014). Bubblus: Brainstorm and create. Retrieved from https://bubbl.us/

Lewis, T. (2009). Creativity in technology education: Providing children with glimpses of their inventive potential. International Journal Of Technology & Design Education, 19(3), 255-268. doi:10.1007/s10798-008-9051-y.

Mawson, B. (2003). Beyond the design process: An alternative pedagogy for technology pedagogy. Retrieved from http://technology-pedagogies.com.au