Showing posts with label Create. Show all posts
Showing posts with label Create. Show all posts

Monday, 12 August 2019

Choosing the best tool for the purpose

The Progress Outcomes for Designing and Developing Digital Outcomes include for students to learn about choosing the best tool for solving a technological problem:

Progress Outcome 2
In authentic contexts and taking account of end-users, students make decisions about creating, manipulating, storing, retrieving, sharing and testing digital content for a specific purpose, given particular parameters, tools, and techniques. They understand that digital devices impact on humans and society and that both the devices and their impact change over time. Students identify the specific role of components in a simple input-process-output system and how they work together, and they recognise the “control role” that humans have in the system. They can select from an increasing range of applications and file types to develop outcomes for particular purposes.

Progress Outcome 3
In authentic contexts, students follow a defined process to design, develop, store, test and evaluate digital content to address given contexts or issues, taking into account immediate social, ethical and end-user considerations. They identify the key features of selected software and choose the most appropriate software and file types to develop and combine digital content. Students understand the role of operating systems in managing digital devices, security, and application software and are able to apply file management conventions using a range of storage devices. They understand that with storing data comes responsibility for ensuring security and privacy.

For my Professional Inquiry during Term 2 I chose to focus on students choosing the best digital tool for a particular purpose, while keeping in mind that many teachers are time poor, often have limited access to digital technologies in their classrooms and some teachers lack confidence in their using Digital Technologies effectively in learning and teaching. How can I enable students to make such choices while showing their teachers that with some guidance you can students go beyond what the teachers know or feel confident in?

Here is the link to my Professional Inquiry Plan for anyone who is interested to see the full process I went through. This is a summary of what I found effective in the Raranga Matihiko programme:
  • Running a structured tutu session for the students where they can explore the different tools - encouraging the teachers & adults to have a turn also
  • Holding a conversation with them about how to choose the best tool for a particular purpose
  • Designing tasks in a way that allows students age-appropriate choices
  • Engaging the teachers in conversations about their students' choices, also how they can apply this in their own practice back in the classroom

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As a teacher you might wonder what this could look like in your own classroom. Here are some ideas inspired by what I found during my inquiry:

  1. Think about your inquiry topic; what could be some digital creations your students could make to show their learning? How can you set up the task(s) so you students have age-appropriate choices?
  2. Research possible digital creation tools; some tools we enjoy using are Tinkercad (3D creation tool), Paint 3D (Windows 10 only; for images, photo manipulation, 3D objects, Mixed Reality creations), SculptGL (3D sculpting), Stop Motion Studio for stop motion animation, Scratch to code digital stories, Green Screen by Do Ink for green screened images and movies.
  3. Have a tutu yourself :) remember you don't have to be an expert, you just have to know the basics, your students will explore beyond that.
  4. Set up a structured tutu session for your students. I suggest you select a limited number of tools, set up some different stations in a way that students physically have to get up and move from one station to another - this seems to help some of them with remembering the names of the tool and what they did with these tools.
  5. Run your tutu session: Run through all of the tools you want them to explore with the whole group first; use online tutorials or demo a few functions for each programme. Split your students into manageable groups; just keep in mind how many people you can accommodate at each station. For example, if you have 5 stations, with 30 students you end up with 6 students per group. Depending on the personalities of your students and on the class culture, working in pairs can be really useful - in this case you need to set up 3 devices at each station. Use an audible timer to help with swapping from one station to the next, 5-8 minutes per station works well for us.
  6. After the tutu session, discuss the different tools and what they would best be used for, e.g. a stop motion animation needs inanimate objects (otherwise you might as well just video the action). SculptGL is great for creating carvings, but it is much harder to make a building. Go beyond the app or programme to the tools inside, e.g. within ScultGL, 'crease' is better for creating carvings than using 'paint'.
  7. Have a conversation about 'cool' versus 'best tool: In our context we usually talk about their transport to the Treaty Grounds - was this the coolest way to get here? What would be a cooler mode of transport (I think we've heard it all, from helicopters to limos to waka to unicorns to jetpacks and much more). In the end we usually agree the bus was the best, though not necessarily the coolest way.
  8. Give your students opportunity and permission to make their choices and get creating- sometimes the best learning comes from not making the best choice first, and then swapping to a more suitable tool.

I would love to hear from you how you enable your students to choose the best digital tool for the purpose.

Saturday, 17 November 2018

Raranga Matihiko 6 months in: Is there a 'too old' to start creating with DTs?



Raranga Matihiko has been running for 6 months now here at Waitangi. It's one of these things where time just flies. I look back and can't help but think 'wow, what a ride'! There are a lot of different ideas swirling around in my head at the moment; I have decided to spread them out across a few blog posts to keep clarity in my own head and hopefully for any readers.
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Further to my last post where I came to the conclusion that it's never to early to start using DTs for creating and for sharing your learning, I want to give some serious thought to an upper cutoff age. While I am an advocate for lifelong learning, does there come a time when it's too late, no longer worthwhile?

My own children have had differing experiences with DT use during their schooling; the eldest, first year uni in a Software Engineering degree, has taken his laptop to high school in years 11-13, mainly for his illegible handwriting (he had SAC). He experienced some more innovative use of DTs when in Y12 English all work went through OneNote, but from what I have seen, most of his experience would have been at Substitution-Augmentation level. The middle child had one year of compulsory BYOD at a high school which aimed for Modification level, years 9-11 have seen him bring a Chromebook to school and activities mainly at Augmentation level. The youngest had one year at a Manaiakalani primary school, Modification+ level (first year MK for that school), in his 3 years at high school he has chosen not to take a device to school instead he relies on the school-supplied devices (he is the only of our children who is not taking DCT beyond year 9). To me the activities appear at Augmentation level.

My boys go to a well-reputed local high school, I know that the school has spent a lot of time, effort and money on improving teacher confidence & competence and the school network, and while some teachers do some fantastic work incorporating DT use into learning, what I see appears to be on average at Augmentation level. Maybe I'm not looking in the right places? Yet I am from this field, so if I don't see it, who can see it then?! To date the school has not chosen to make BYOD compulsory; is this the reason for the way DTs are used in many classes? What is the point for primary schools to operate at Modification - Redefinition level, when high schools go back to Substitution - Augmentation??? [Please don't misunderstand me, my boys are getting a good education at their school, but I wish there was a chance they would use DTs more innovatively].

I could imagine that some primary schools might want to focus on their younger or middle learners with technology adoption. Surely that way their students will have the opportunity to develop skills and knowledge for several years, even if their future schools don't use DTs to the same level. What about the older children missing out? 

We had a discussion in the news media over the last week about a primary school cancelling their prizegiving for what sounded like very valid reasons; some of the arguments against were that students had to get used to it in preparation for high school. This so reminds me of the arguments against computer use at upper primary / lower secondary school, "students have to learn to hand write for 3h for their NCEA exams"...
Arguments like that really get to me, it is as if high schools were these unmovable institutions that everything and everyone else would need to fit in witn and fit around. When I work with Y13 students (in my other role), I often try to get them to derstand that when they leave school, they don't just join society, they shape society with their actions and decisions. High school can and do change, too!

If it was up to me, students would start using DTs to create knowledge and to share their learning from ECE onwards, in age appropriate doses. I think an 'upper age limit' is set when there is a lack of innovation in our teaching and assessment practises. Lack of time, hige workloads, lack of suitable PD all contribute to this, quite likely also a fear to let students down with a yet unproven learning and /or assessment approach - and sometimes a lack of understanding why such a change is needed. That upper age limit can also be caused by a lack of communication, lack of knowledge, by assumptions about what happens in regards to DT use at the next school.

If my conclusion is that there is no cutoff, that it's never to late to get started: What do we need to make this happen?

* With the inclusion of Digital Technologies | Hangarau Matihiko into our national curricula, there are many high quality PLD programmes available to teachers. Start by checking out the information on this Ministry of Education website: http://services.education.govt.nz/pld/dthm/digital-technologies/
* Seek out your colleagues in your school, your Kahui Ako, your subject association, online communities etc. Just like I think it's never too late for students to start using DTs for creating knowledge and sharing learning, it's never to late to learn for us as teachers.
* If you haven't done so yet, make contact with your contributing schools or the schools your students move on to after they leave you. Try to establish commonalities and differences in pedagogy and approaches to learning.
* If these connections don't lead to common approaches, even if you feel your students will not continue with DT use at their next school at the same level as they do with you, there is no reason why you shouldn't have your students work with DTs to a high level; they might well persuade and encourage their future teachers & classmates.
* Financially many schools struggle to afford digital technology, and some schools are not prepared to make BYOD compulsory due to the financial burden on the parents and whānau. The Manaiakalani approach of providing affordable finance solutions has a lot of merit to me. Donations and grants are another avenue. I'm not sure on the status of initiatives like Computers in Homes, but they have done some very good work at one of my past schools.

Thursday, 15 November 2018

Raranga Matihiko 6 months in: What is the best age to start creating with DTs?



Raranga Matihiko has been running for 6 months now here at Waitangi. It's one of these things where time just flies. I look back and can't help but think 'wow, what a ride'! There are a lot of different ideas swirling around in my head at the moment; I have decided to spread them out across a few blog posts to keep clarity in my own head and hopefully for any readers.
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What age is the best age to start creating with Digital Technologies?

We have been working with students between year 1 and year 8 over the last six months. The majority of classes participating have been year 5-8, during Term 4 we have for the first time worked with students as young as 5 years old. A conversation with a lovely Teacher Aide has prompted me to think about ages more deeply. I often get asked about what age students are best suited to enrol in Raranga Matihiko. So what age is the best age to start creating with Digital Technologies?

One of the ideas behind Raranga Mathiko is to create a group of experts in the schools (students and teacher). The two year programme gives more face to face contact in year 1 than in year 2. In an ideal world you would get both the same students and the same teacher for both years (or at least the one or the other). If you want to work with the same students for both years, you might avoid picking this year's seniors. To ensure your experts are able to share their learning, you might choose students of a certain maturity / age, therefore selecting year 4/5 or year 6/7 makes a lot of sense in that regard.

You can take a different approach and start with the teacher - someone who has a high level of digital fluency and can take the RM ideas further, someone who is good at sharing their learning with colleagues, someone who can benefit from a boost to their digital fluency - or how about someone who is simply curious, keen to try something new? All of these are perfectly valid reasons for joining the Raranga Matihiko programme, and by default, whatever the age of their students, they will become the RM class.

There is no answer here yet... Sometimes it's a good idea to turn a question upside down: What age is too young (or too old???) to start creating with Digital Technologies?

I feel the word creating is key here. Young children are inherently creative, they can use anything in their environment to show their creativity. Digital Technology is just another tool for this. The Progress Outcomes in the Digtal Technology | Hangarau Matihiko curriculum scaffold learners from teacher-led activities (PO 1) to increased independence. This can make using DTs both harder and easier for teachers of young learners: Harder, because students quite likely require more active guidance; easier, because the teacher has more control over the tools they use. Admittedly, young learners might be less well equipped to actively teach other students around the school, but their example shared with thr others can inspire them ("if 5y olds can do this, I can"). With ongoing guidance these young learners can challenge their future teachers (and new classmates) to lift their digital fluency, too, they learn by necessity of having to keep up.

Coming back to the original question: So what age is the best age to start creating with Digital Technologies? I don't believe there is a best age, rather that any age is best. This is not about abandoning creativity outside digital technology, this is not about spending hours in front of a screen every day. It's about realising that there is benefit in utilising digital technology for creativity, as one of many tools, in a methodical, scaffolded way, in order to give our students the opportunity to create and share knowledge and learning. Our challenge as RM facilitators is to work with students of any of these levels appropriately (e.g. some weeks we jump from year 2s to year 7s and back). The key is not the age of the students, it is about knowing how to integrate digital technologies with the rest of their learning.

Despite the challenges for us with switching between ages, I am so thankful for the wide age range, it gives me hope that we will end up with a diverse, digitally fluent student & teacher population here in Northland which benefits our Tai Tokerau communities as a whole.