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yallsop

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Hatırlarsanız 5 Aralık`da Ankara`da FatihETZ konferansında yapmış olduğum sunumda İngıltere´de her okulda bir teknoloji koordinatörü olduğunu söylemiştim. Tabiki hem vakit yetersizliğinden, hem de heyecandan bunun sebepleri hakkında detaylı bilgi verme fırsatım olmadı. Öncelikle tekrar vurgulayalımki teknoloji koordinatörlerinin teknisyenlerle bir alakası yoktur. Zaman zaman diğer öğretmenlere teknik konularda yardımcı olduğumuz doğrudur, ancak bu sadece vaktimiz olduğu zaman mümkün. Büyük okullarda zaten tam zamanlı bir teknisyen vardır, küçük okullarda özel firmalardan haftada genellikle 2 gün görev yapacak elemanlara iş verirler.

Peki, eğitim teknolojileri koordinatörlerinin görevi nedir?

Ben sizlerle ilkokullarda çalışırken iş sözleşmemde yazılı olan listeyi paylaşmak isterim. Bu listeye gore ICT koordinatörünün görevleri:

  • Teknolojinin eğitimdeki rolünün ilköğretim müfredatına uygun olarak geliştirilmesi
  • Diğer branş derslerinin yöneticileri ile birlikte çalışarak uzun zamanlı Eğitim Teknolojisi Müfredatı yazmak
  • Eğitim teknolojisine iliskin SMART hedeflerin, eğitim planının ve bütçenin hazırlanması
  • 1 yıllık kısa sureli ve 3 yıl uzun dönemli teknik araç ve gereç ihtiyaç raporunun yazılması
  • Teknisyen ve diğer teknik bilgiye sahip kişilerle beraber okulun teknoloji altyapısının geliştirilmesi
  • Öğretmen ve öğretmen yardımcılarının en son teknolojik yeniliklerden faydalanmaları için ihtiyaçları doğrultusunda, hizmet içi eğitim programı hazırlamak
  • Öğretmen ve ögretmen yardımcılarını teknolojiyi derslerinde kullanmaları konusunda desteklemek
  • Ögrencilerin teknoloji alanındaki düzey ve bilgilerini okul çapında bilimsel yöntemlerle değerlendirmek
  • Teknoloji eğitimi standardlarını düzenli olarak analiz etmek ve sonuçları okul yoneticileri ve velilerle paylaşmak.
  • Teknolojinin uluslarası okullarla ortaklaşa yürütülen projelerde kullanılmasına öncülük etmek
  • Özel eğitime ihtiyacı olan çocuklarin daha başarılı olmaları için, Özel eğitim müdürü ile birlikte teknolojinin ne şekilde kullanalıcağına dair program hazırlamak
  • Teknolojinin bütün ders alanlarında kullanılmasına imkan verecek projeler hazırlamak
  • Teknoloji program ve gereçlerinin en verimli şekilde kullanılmasını sağlamak
  • Sanal eğitim programlarının bütün ögretmen ve öğrenciler tarafından düzenli olarak kullanılmasına destek olmak

Ben Wilbury İlköğretim okulunda ilk işe başladığım zaman, okul müdüremiz ve iş yöneticimiz beni toplantıya davet ettiler. Bana ilk sordukları soru vizyonumun ne olduğu idi. Ben okulda biraz vakit harcamadan ve okulun eğitime olan bakış açısını anlamadan bu soruya cevap veremiyeceğimi söyledim. Okul müdüremiz benimle aynı fikirde idi. Bana araştırma yapıp, okul yönetim kuruluna sunmak üzere 4 hafta içerisinde bir rapor hazırlamamı tavsiye ettiler.

Önce teknisyenle okuldaki teknolojik altyapı, araç ve gereçler üzerine sohbet ettik. Daha sonra derslere katılıp öğretmen ve öğrencileri gözlemleyip, görüşlerini sordum. Son olarak da her branş ders yöneticisi ile teknoloji müfredatı ile kendi alanları arasındaki bağlantıyı nasıl algıladıkları üzerine konuştuk. Bütün bu bilgiler benim okulun 1 ve 3 yıllık planlarını hazırlamam için yeterli idi, ancak vizyonumuzu belirlemek için okul yönetileri tarafından öğrencilerin ihtiyaçlarına göre karar verilen hedefleri bilmem şarttı. Bu bilgileri topladıkdan sonra raporumu yazdım. Bu raporda:

  • Öğrencilerin yüzde 62´sinin ilkokulu beklenen düzeyin altında teknolojik bilgilerle bitirdiği
  • Okulda 1000 öğrenci olmasına ragmen sadece bir bilgisayar labının olması sonucu, öğrencilerin haftada sadece 40 dakika okulda teknoloji kullanmaları ve bilgisayarlar çok eski olduğu için, açmanın 15 dakikayı bulduğu
  • Öğrencilerin yüzde 53‘ünün evde kendilerine ait bir bilgisayarı olmadığı, aile bilgisayarının da genelde yaşı daha büyük olan kardeşlerce kullanıldığı
  • Tablet teknoloji, kamera vs. araçların okulda bulunmaması
  • Öğretmenlerin büyük çoğunluğunun teknolojik bilgilerinin yetersizligi
  • Wi-Fi ağının olmayışının okuldaki 30 laptopun kullanılmayıp, kenara atılmasına sebep olduğu konularına değindim.

Ben bu bilgileri kullanarak hem okul için vizyon raporumu hem de altyapı planımı hazırladım. 2014 yılında üniversiteye geçtigimde okul hem ulusal ve uluslar arası yarışmalarda teknoloji alanında bir çok ödül kazanmıştı hem de İngiltere parlementosu ve eğitim bakanlığı tarafından bu alanda örnek okul olarak seçilmişti. Bu başarının sebebi, sadece aldığımız araç ve gereçler değildi tabiki. Kendi okulumuzun ihtiyacına uygun olarak geliştirdiğimiz disiplinler arası müfredatımız, sürekli öğretmen eğitimi, ailelere bu vizyonda yer vermemiz ve öğrencilere karar verirken danışmamız da bu başarıya katkıda bulunmuştur.

Yıllarca bu görevi yaptıkdan sonra daha iyi anladım ki, bir okulun en etkili eğitim aracı teknoloji değil, öğretmenleridir ve onlara ihtiyaçlarına ve okulun eğitim hedeflerine uygun bir şekilde sürekli eğitimden yararlanma imkanı verilmeli. Ancak bu şekilde okullar bilgi çağının gerektirdiği bilgi ve becerileri öğrencilerine kazandırabilecek bir eğitim programı oluşturabilirier. Teknolojik araç ve gereçlere milyonlar harcanabilir, hatta binlerce içerik de geliştirilebilir. Ancak artık kabul etmeliyiz ki, herkese uyan bir elbise tasarlanamaz, yani eğitimin kişiselleştirilmesi gereklidir . Londra´daki bir çocukla, Londra dışındaki bir çocuğun eğitim ihtiyaçları aynı değildir, dolayısıyla kullanılan aktiveteler ve araçlar da farklı olmalıdır. Verimli sonuç alınması için teknolojik araç ve gereçleri her okulun vizyonu doğrultusunda, etkili bir şekilde kullanılmasını planlayıp, gözlemleyecek bu alanda yetişmiş bilgili eğitimcilere ihtiyaç vardır.

İşte bu noktada bilişim öğretmenlerine çok, hem de çok ihtiyacımız var! Eğitimin bilgi çağını yakalaması için gerekli olan vizyonu her okulda tasarlayıp okulları geleceğe taşıyacak eğitim teknolojisi liderlerine çok, hem de çok ihtiyacımız var!

Türkiye´mizin her köşesindeki her okulda bir eğitim teknolojisi koordinatörü görmek dileğiyle…

Not: Umarım Türkçem anlaşılır, eğer yanlış görürseniz lütfen benimle iletişime geçin.

Submit an article to ICT in Practice Winter 2016 issue and be part of our educational technology community. The deadline for submitting your article is December 31st

Important points

Make sure that it is your work
It is written in a simple language away from jargon.
It is related to ICT in education, nothing else…
It is at least 2 A4 and max 4 A4 pages long.
Send your articles to yallsop@msn.com with the subject line ‘submit an article’.

by our guest blogger Kritika Deval

kritika

About the author: Kelly Brooke is 26 years old and has a master’s degree in Mass Communication. She is currently employed by Univariety. She studied at St. Francis College for Women, Hyderabad, India. She enjoys writing about just about anything, and finds coming transformation of education and admissions process fascinating.  https://www.univariety.com

 

Today, like every day, more than 40,000 children were born in India. In a few years, these 40,000 babies will grow up into children and will be ready to enroll in schools. But how many of these kids actually get the chance to get educated? We all know well that India’s education system is fighting a losing battle. With no hopes of better infrastructure and trained teachers in stark contrast with the rising number of students, there can be no expectation of bringing about an improvement. The matter becomes further hopeless when we consider how under-funded the educational sector has become.

When all hope seemed lost, there came a revolution which literally shook our planet. The advent of the internet and its rapid rise effectively removed international boundaries across the globe, turning it into a single global village. The advent of internet brought new possibilities and opportunities which can help in solving the problems faced by the education sectors of all developing nations. Inadequate infrastructure, lack of trained teachers and the inability to spread education among all sections of the society: all these problems can be solved with the utilization of internet as a source of e-learning.

Although e-learning, as a concept, has been around for quite a while, it has seen strong surges recently, especially in India where the prices of devices like computers and mobiles have fallen considerably. This has increased the number of internet users across the country and also resulted in higher internet/digital literacy. According to a report (India E-Learning Market Outlook to FY2018), the Indian e-market is poised to grow at 17.4 CAGR (compound annual growth rate) between the financial years 2013 and 2018. The number of internet users in India is also on a rapid rise as they are already leaving US behind and are only second to China. It was also found that Indians are the most aggressive users of online courses. Among the 29 lakh registered users of Coursera (a leading e-learning portal), nearly 2.5 lakh users are Indian, which makes it a staggering 8 percent of the overall users.

Many institutes in India have already started to tap into the potential of e-learning. Professor S Sadagopan, director IIT Bangalore says, “Technology is transforming all 4 L”s of learning- lectures through LMS (Learning Management Sytems), MOOC (Massively Open Online Coursewares), libraries through e-books and e-journals, laboratories through MIT iLab like initiatives and life through social media blogs, tweets, Whatsapp and Facebook.”

E-learning can enable students to learn through live classes from expert instructors even if they are geographically apart. It also offers the opportunity to self-learn in an easy and less costly way as the only resource required is a device connected to the World Wide Web.

India has a population of 1.21 billion. Nearly half of the population consists of people who can be the potential target audience of e-learning. The conventional schooling methods are becoming more difficult and costly with every passing day as the population continues to rise. E-learning remains the best option that offers students with a customized and personalized opportunity to learn.

The World Wide Web is like an ocean filled with pearls. The deeper you dive, the more you get.

 

DaleCoanDale Coan Currently a specialist teacher of computing covering all years groups from Y1 to Y6 at Hexthorpe Primary School, Doncaster, South Yorkshire. I have been a specialist teacher of primary computing for 10 years and have also been a schools curriculum ICT technician for 10 years so I have seen both sides of the fence, but can’t say which side of the fence the grass is greener! I have also had other roles outside of education in engineering, software support and development as well as systems and network management/installation etc. so you could say a wide and varied career.”

Driving test using Scratch

Small challenge looking at sensing, but rather than expecting the children to pluck a solution out of the air, I have provided ‘a solution’ in the form of the required blocks to act as a scaffold. Now they have to concentrate on working out how it works together rather than having the added task of working out what blocks they need in the first place. That part is left as an extension for them to provide their own solution.

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Playing with Alice! by Dale Coan

Here is my attempt at creating a kind of ‘walk through’ tutorial you could give out. Would require some previous basic experience of using Alice 2.4 but the methods are quite simple and screenshots are provided with each step. I have show how to animate a character and demonstrated how to link that to and event driven scenario i.e. Zombie (everyone likes a zombie game!) walks forward and turns when the relevant arrow keys are pressed, The example Alice world also includes sounds and a puddle that causes the Zombie to growl if he steps in it. This events driven style forms the basis for all games and could be used as a starting point for pupils to think about creating their own game. The hardest point is actually manipulating the characters legs to rotate in the correct way, something Alice leaves a lot to be desired for. Would probably use this with HA Y5/6.

alice

Link for downloading the PDF file of the Alice project : http://ictinpractice.com/wp-content/uploads/2015/07/Animation-and-Event-basedprogramming. pdf

Link for downloading Alice 2.4:

http://www.alice.org/index.php?page=downloads/download_alice2.4

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Teaching found me in the slums of Mumbai whilst working for a Charity and this is where I learnt that teaching children was something I loved and something I felt truly passionate about. After 5 years of teaching humanities, being in charge of a department and being an advocate for different approaches to Teaching and Learning, I am now working for an Education Technology company that truly believes in addressing the simple obstacles that teachers face in the classroom. Such as how do you keep children engaged every hour of their school day for 5 days a week? Or how can a teacher gain insight into individual pupils learning gaps without spending hours on marking? My aim is to work with Quizalize and Zzish and to make a difference to the lives of teachers and students by helping to create the future of education through technology.

iPads, Smart Boards, Promethean Boards etc…I’d used them all in my PGCE year! I tried to take risks and try the newest trend in order to keep my pupils interested and enthusiastic. I wanted technology to enhance my teaching and subsequently their learning. Unfortunately, more often than not, I ended up back with PowerPoint to show my lesson plan (plus or minus the occasional video explaining key theoretical concepts) and my trusted interactive whiteboard to integrate Assessment for Learning! As a humanities teacher, technology really wasn’t my best friend in the classroom. Nothing I found had been worth using consistently enough for it to have any impact on my teaching day.

zzish1
So how can technology be my best friend if it doesn’t acknowledge my subject?

Then I discovered a quiz website that not only allows you to create online assessments, which you can store until the end of time, but it has also created a new way to assess progress as you can see live results projected on an online dashboard instantly. What’s more, the pupils loved it. They instantly connected with the concept and were all a dab hand at navigating their way through the quiz! For them, it brought an interactive and competitive element to the classroom.

‘Quizalize’ very quickly changed my stance on technology. It allowed me to intervene and address any problems that my pupils had with a particular question or topic straight away.

Technology that saves me time and workload are always welcomed in my classroom and Quizalize does just that. It saves me the money I spent on printing assessments, and time I spent on marking, redistributing and providing feedback to the children’s assessments was all done in the next lesson. I can do all that and more in the classroom instantly with Quizalize.

zzish2

 

Accepted friend request!

Quizalize is very much driven by the needs of teachers and children. It provides a website that teachers can use to assess and record children’s progress, as well as providing children a fun and engaging way to learn. It doesn’t only cater to the main subjects, such as Maths and Science, but it is versatile and can be used across all subjects such as, the one that I specialize in, humanities. In fact, I liked Quizalize so much that I actually joined the team to help spread the word.

Quizalize Vs. Ofsted

• Engages pupils in their learning through a game based learning approach.

• Differentiation can be easily done as teachers are able to set personalised quizzes depending on pupils needs. It also enables the growth mind-set theory as challenges are embraced, as it is believed that children can improve at a task.

• Progress can be shown in the live dashboard allowing the teacher to address the learning gap instantly as well as adopting the flipped classroom model.

Check it out now www.quizalize.com or get in touch if you’d like to find out more @TeachersEdTech

I have been at my current placement school since January. Working in a year 5 classroom I could see how engaged children were with technology and had a passion for playing games and using their iPads and consoles in their home environment. When thinking about what computing lessons I was going to teach during my block placement I decided to take a risk and ask my class teacher if I could show the children Scratch. From the first lesson the children loved learning about programming and creating their own projects and games. Other classes have started to use the software and children’s learning is becoming more fun!

From seeing the childrens “buzz” off this new topic of computing and learning new things during my computing specialism lessons (which can be found in my blog below) I decided to create a lunchtime club that showcased what had happened during the week/fortnight, in the format of a newspaper report. Using iMovie the children could act out the scenes and put the video sections together. I created an example video to show the children exactly what they would be doing and to encourage children to join my club. This proved successful as I then had all of year 5 and 6 wanting to participate so I had to rotate the groups weekly. I also had to have smaller groups as the school didn’t have iPads and I had to provide a couple whilst I was on placement there.

Firstly I taught the children the basics of iMovie before setting them off on their own tasks.

Each week during their session the children would select two or three ideas and between themselves then select their roles and the filming of their footage. Once they had completed that in the following session the children would then edit together their video clips or images also adding music, transitions and sound effects etc.

lucy1

As I am a first year student I had never created a club before and didn’t know what to expect or what exactly to do. What was evident for me was setting rules! With my first group I didn’t do this (BIG MISTAKE!) and as they enjoyed my club, were having fun and saw this as downtime from lessons the children acted differently. It was clear that boundaries and the children creating their own rules was important for successful and proactive time.

As well as setting rules I also had a few other challenges! During lunchtimes I found it hard to find a space within the school that was not only quiet enough for filming but where other children wouldn’t disturb the session coming in and grabbing things or looking for a member of staff. But most of these things are expected within a school! Once a quiet space was found, it was then a challenge to ensure that all children were focused and on task whilst being silent if a few people were filming and others were script writing. Due to the circumstances of this being my placement school I also had to speak to members of staff about their children’s needs or personalities so that I could group them accordingly and ensure that I was supporting them correctly.

As the children were enjoying my club so much, I decided to link this in with my English topic where we were covering The Highwayman. As part of our second week on the topic the children discovered the class teacher and teaching assistant dead in the classroom, they were playing the parts of Bess and the Highwayman in our classroom crime scene. This became our stimulus for our film project after we watched and evaluated other KS2 Highwayman films. The children then came up with their own running order for their film, scripts, acting it out and editing it together. For this project I decided to bring in a green screen to show the children extra skills and how to edit things further within iMovie. The children were fascinated by this and our finished outcome was amazing.

lucy2

I believe that since being at my placement school I have been able to show them many new ways of incorporating ICT into the classroom. I have also been able to understand how these projects will work in a classroom and overcome challenges so that during future placements they can be more successful. One of the outcomes I am most pleased about is the PTA (parent teacher association) are hoping to raise money in order to provide iPads within the classroom environment.

http://kidblog.org/class/MissWoodsClass-14

 

by Ewa Wilson, deputy headteacher at Bonners C of E Primary School in East Sussex

I have used Teach Your Monster to Read with her students over the past few years. I currently teach Year 1 and 2 and is also the SLE (Specialist Leader for ICT/Computing) at the school.

I discovered Teach Your Monster to Read while searching for phonics games online. I was looking for a fun and engaging phonics review game for students in Reception and Year 1.

Teach Your Monster to Read is relevant for key stage 1 and works as an effective additional tool for classroom phonics teaching and intervention groups. It is also free to play. The game was a instant hit with the children. It captured the children’s imagination in an interesting and colourful way and the children just wanted to play it.

How do you use it in class?

I have used Teach Your Monster to Read in our phonics and literacy lessons, with the Reception class students, Year 1s and also with the after school reading intervention class. We generally use the games for 20 minute individual computer sessions, 5 minute bursts (when children had some spare moments free), or as a class IWB session.

During our IWB sessions, children identify the sounds using a button within Teach Your Monster to Read that enables you to press on the grapheme so you can hear the phoneme. This works as a brilliant introduction to the sounds they will be working on that day and it also helped the children practise the sounds that appear on the screening test.

Who plays the game?

The game is split into 3 levels. The reception class use the first game in the series, First Steps which is an introduction to the letter sounds, high frequency words and also includes simple blending and segmenting practice. Even young reception class students were able to access the game, log on and go straight into playing.This accessibility encourages independent practice and also mouse control.

Year 1 students progress on to the harder levels and begin to practise sentences, learn further graphemes and phonemes and also tricky words. Game 3, Champion Reader has been particularly useful for those children who were coming up to the phonics assessment.

The game is also used in the after school intervention class. The children are always excited to show their parents their monsters and the game. It’s a good homework resource and parents can easily sign up their children to the game. It’s also simple to set up as a teacher, and there’s a parent letter that you can download and share.

Why does the game work?

What stands out for me is that children are completely engaged with the game. They are immersed in the world of Teach Your Monster to Read. It is an adventure rather than a set of stop and start mini games, so the reading practice flows along without stopping, which helps with independent learning.

The children become very attached to their monsters and want to make sure their monsters are learning to read. They also see the monster as their little learning partner, and this is one of the unique features of the game that really brings it alive.

The children are teaching their own monster to read and this is taking the pressure off their own learning. They grow in confidence because they are acting as the teacher and this confidence helps them engage with wider reading in general.

It’s so easy to use too. Sign in and off you go. Children can very easily use this at home or in the classroom, and work through it at their own speed.

How does Teach Your Monster to Read improve teaching/learning?

I noticed a big impact in their phonics knowledge, particularly when using the ‘sound button’ within game 3’s Champion Reader.

The game also helped children learn their ‘high frequency words’. These words are integrated into Teach Your Monster to Read. The children have to collect the little ‘tricky’ creatures and put them in their monster’s pocket. They see the words, and also read them within a sentence, which helps retain this new knowledge.

Progress is also monitored in the game and it is possible to see which sounds need extra work. This helps me to make an instant formative assessment of the student’s level and ability.

What difference has it has made to the classroom?

The children’s enthusiasm for Teach Your Monster to Read is astounding, and it has created a real excitement around learning to read away from the computer.

Teach Your Monster to Read can also be relied on as a homework tool. The game contains all the relevant information to help fill in the gaps in learning; high frequency words, blending and segmenting practice and lots of sentence practice.

It’s made phonics lessons more exciting, and it is a brilliant addition to a teacher’s phonics toolkit.

Going forward…

It would be very easy to integrate the game into other classroom activities; storytelling, character and personality descriptions. We’ll be using Teach Your Monster to Read in the coming year, and hope to make more of this fantastic resource.

About Teach Your Monster to Read

Teach Your Monster to Read is a free online series of games that helps children practise the first stages of reading. It complements all major synthetic phonics programmes taught in school and has been very popular amongst Key Stage 1 teachers and the home market.

The idea of Teach Your Monster to Read is that children create a monster and take it on a magical journey. Children are rewarded throughout the game with prizes for teaching their monster to read.

The educational content of the game gets harder as the student progresses, offering new challenges and adventures at each stage of the student’s reading journey.

Sign up and play at: www.teachyourmonstertoread.com

 www.facebookteachyourmonstertoread. com

www.twitter.com/monsterscanread

Watch the new game trailer!

https:// vimeo.com/129715970

I have recently become interested in the ways in which computing under the new National Curriculum will have an impact on children’s learning, and how new areas of study within the subject will influence their daily activities, providing new and more meaningful life skills that can be applied to their adult lives. Studying the subject as a specialism as part of my Initial Teacher Training has demonstrated the value of computing within the classroom and the ways in which links with the wider world and home life can be created, to engage children in the subject and demonstrate modern applications to their learning.

When considering the application of an effective computing curriculum and the subsequent progression within the primary setting, it is interesting to also look into my own skills and progression within this area so far. On reflection, my own experiences of technology within school were somewhat limited, which is a stark contrast to what I have witnessed in my current teaching practice. Having attended primary school during the nineties, I found that the only computers within the entire school were those in the offices of administrative staff. Interactive white boards, iPads, laptops, advanced gaming consoles and even mobile phones were all visions of the future that had not yet been invented, or were not widely accessible. It was only throughout my time in year six that the first generation Apple Mac computers were provided to each year group. Even so, these were merely used for copying particular works into ‘neat’ and it was only at secondary school where sole computing lessons were taught, albeit still extremely basic word and excel skills. The last decade or so has seen huge leaps forward in computing advancements, and attending primary school throughout this transition meant my experiences of useful computing were lacking. Children of the current generation are far more equipped in terms of their access to and experiences of technology when they enter school, which is something that has become apparent to me at university having highlighted my lack of knowledge in this area. With the New National Curriculum introducing more advanced procedures such as coding and practical applications of computing as tools of communication, I have found myself being exposed to unfamiliar programs for the first time and having to learn the basics myself before progressing forward.

 

Reflecting on my experiences of coding, it is apparent that the opportunities for progression within this area are extremely promising. Training sessions have helped to scaffold my knowledge effectively and introduce more complex programs as my experiences grow, with subject engagement being far more widespread with these hands on approaches. From experience, the use of Beebots within the Early Years Foundation Stage is an excellent way to subtly introduce children to the idea of coding at an early age, without using any new terminology or software. This helps to set the foundations for this knowledge to be built upon throughout their time in school.

Before I continue, it is important to point out the concept of ‘debugging’ when it comes to coding. When children do not achieve their desired outcome on their first try, teachers should highlight this opportunity for exploration as part of their learning process. There is no right or wrong assessment in such cases, but more of an observation on how well a child understands the processes of programming and how well their digital literacy is developing. Learning through experiences and practices of specific situations is far more beneficial than receiving a list of instructions to follow, as this can limit creativity. Resnick and Rosenbaum (2013) refer to this as “tinkering” and point to the benefits of programs that allow children to experiment and adapt their ideas as they go along, rather than having a set goal in mind that they must achieve through strict processes.

Further study has exposed me to a range of programs that are excellent tools to use within school to expand children’s computational thinking. Scratch is one of the most widely used programs within education and has been an underlying point of reference throughout my progression. Using what are known as ‘sprites’ (characters which can be controlled), coding blocks from a pre-set list can be used to create a variety of movements and animations. Scratch can be used for a number of cross-curricular approaches such as developing knowledge of coordinates in numeracy, creating stories in literacy and designing animations in art and design. Allowing children the freedom to create projects in their own individual ways also helps to remove the gender barriers associated with coding (Robertson, 2012).

I was initially apprehensive as to how well I could deliver a lesson in this area, being less than confident in my own background knowledge. However, Scratch can be stripped back to the basics for beginners, as was the case throughout my introductory sessions to the software, which allowed me to explore the functions of this program independently, applying the ‘tinkering’ approach as mentioned previously. As my confidence and experience of the program grew, the more structured activities increased in difficulty, which was a rewarding challenge stretching my knowledge of Scratch further. I found the progression within training sessions to be very effective and my knowledge of Scratch was built upon regularly to create more complicated animations. While some people are more suited to a strict design process before they begin their work, others like myself, are more comfortable adapting their approaches as they go along in light of their experiences. A study conducted by Kafai & Resnick (1996) found that most children use a mixture of both approaches when designing their own computer games. The terminology within scratch is easy to understand and the properties of certain coding blocks could be altered where necessary to make my work more individual, which is something that would appeal to children using this software in the classroom. Such software is extremely interactive and engaging and will most certainly encourage children to participate and develop in this area of computing. The program is easily differentiated for all ability levels and is an inclusive tool with adaptable activities. Through programs such as this, the ability to develop creative thinking skills, expand mathematical knowledge and apply computational ideas is endless (Resnick & Rosenbaum, 2013). The adaptability of Scratch means appropriate lessons and schemes of work can be provided to children as early on as upper key stage one, progressing through to year six with more advanced projects.

On a more physical level, Lego WeDo is one of the most enjoyable programming tools I have been exposed to, partly because Lego is a product which almost every generation can identify with and know how to use. Where this differed from other software is that the Lego provided hands on, physical stimuli, allowing me to see the results of my work directly in my hands as opposed to on a screen. This benefit allows those children who are not as confident with computers to still take part. As instructions are picture based, children who are not as confident at reading, or that are SEN or EAL learners, can still become involved in these sessions without feeling overwhelmed. I found the software to be extremely user friendly and the versatility in what I could choose to create was fantastic. As fine motor skills should be adequately developed to use Lego WeDo, I would suggest this as being more appropriate to introduce to upper key stage one and above.

I enjoyed the use of Lego WeDo and found it extremely user friendly and engaging. I worry that given the cost of one set, certain pieces may go missing within the classroom, but acquiring generic Lego pieces as ‘spares’ should hopefully counteract this issue. As well as having a physical creation that I could handle, interacting with the Lego using proximity sensors made this an even more immersive experience and I would highly recommend the use of such software within primary school, especially for the more kinaesthetic and creative learners.

The wealth of media that children use at home is also a far cry from the ways in which they are exposed to technology within school. This has meant that in the past the subject has been largely irrelevant to learners, including myself (Buckingham, 2007, cited in Allsop, 2012). The new curriculum is aimed at creating stronger links between the exterior and interior influences within a child’s everyday lives i.e. bringing their home experiences into the classroom and applying such knowledge to computing within school (Department for Education and Science, 2013). The Internet is one of the most widely accessed tools for modern consumers and this should be reflected within lessons. Allowing children to create their own websites to record their work, or to present research findings on a particular topic will enable them to share their learning with their peers and the class teacher. The sense of ownership that comes with such creations is extremely beneficial to a child’s self-esteem and creates pride in their own work. Not only does the use of websites have cross-curricular advantages, but the types of content children can incorporate into them can help to expand their knowledge of wider technologies, such as embedding content into websites in particular contexts.

The main advantages of using this form of media, is that it caters for children who learn in a variety of different ways. Those that are more visual learners may choose to include more picture or video based elements, whereas others may be more narrative in nature. This is backed up by Robertson & Good (2005) who stated that “Enabling children the opportunity to express their ideas in a non-textual medium…” allows them to apply their knowledge and creativity in a way that is comfortable to them. This is also a good assessment tool for teachers to use to establish the understanding of a particular topic with certain children who may not be able to express themselves in a pen to paper fashion (Kafai et al, 1998).

Documenting my own development though the creation of a personal website has been extremely beneficial to my learning and brings with it a sense of achievement. The individuality of my site is something I take pride in and having full control over something that is a huge communication tool in modern day society shows a real life application to my learning and to my work. Allowing children to see these benefits and use technology in a practical fashion will allow them to see the different ways in which technology can enrich their learning and their lives in a useful manner. I would however, consider the implications of Internet safety when delivering this topic. As sharing content in the virtual world is now easier than ever (Resnick et al, 1996) I would emphasise the importance of excluding personal, identifiable information should the website be made public, as well as the danger of accessing inappropriate material when conducting internet searches within the classroom.

Building upon this idea of using web tools as a form of communication and assessment, podcasting has become an extremely enjoyable way to incorporate computing in a cross curricular fashion across almost any subject. Children can apply this software in a variety of ways, from creating news reports based on topics such as World War II to practicing debating skills, which would tie in well with Literacy. It is particularly useful for children who are good at verbally expressing themselves but struggle in more formal situations such as descriptive writing. EAL learners can practice their speaking and listening of English and the collaborative teamwork of children when creating their podcasts makes this experience both fun and educational.

My personal exposure to podcasting has been limited, although from my short experience I found it engaging and enjoyable. Interestingly, my colleagues and I each learnt something different through our exposure to this software, and the opportunities for discussion allow this knowledge to be shared, which is crucial to developing a good understanding (Robertson & Howells, 2007). Although I haven’t used podcasting much, I can appreciate its merits and aim to incorporate this into my future teaching practice and develop my knowledge and application of such software further.

Reflecting on my own practices and experiences thus far has helped me to gain a deeper understanding of the ways in which computing can be used in school in practical ways, and ensuring that knowledge is learnt in a cross-curricular fashion will enable pupils to see everyday uses to their learning. The new curriculum in regard to computing is perhaps one of the few benefits that can be seen from the recent educational changes, as it places much more emphasis on the understanding of the inner workings of certain technologies rather than simply being able to use them. I have felt a significant development in terms of my own digital literacy and the skills I have developed through a good computing scheme of work will span far wider than computing as a singular experience. Roberson & Good (2005) point to the benefits of creative technology forming links with a range of other subject skills. The move from a user to a creator within computing is a long process but provides numerous benefits to children in their everyday adult lives (Robertson, 2012).

Continuous advancements in technology will undoubtedly restructure the approaches of computing further, as well as having children entering school year on year with increasing levels of competence with regard to computing, perhaps removing the subject from the timetable as a singular lesson altogether and incorporating the appropriate application of skills in a cross curricular fashion in future.

References

Allsop, Y. (2012). Exploring the Educational Value of Children’s Game Authoring Practices: A Primary School Case Study. In 6th European Conference on Games Based Learning (p. 21). Academic Conferences Limited.

DfES (2013) The National Curriculum in England. Computing Programs of Study key stages 1 and 2. Cmnd. DFE-00171-2013. London: HMSO.

Kafai, Y. & Resnick, M. (1996) Constructionism in Practice: Designing, thinking and learning in a digital world. New Jersey: Lawrence Erlbaum Associates Inc., Publishers.

Kafai, Y., Marshall, S. & Ching, C. (1998) Collaborative Educational Multimedia Design by Children: Do all learners benefit Equally? Presented at: Proceedings of the 19th National Educational Computing Conference. San Diego, California. 22nd -24th June 1998.

Resnick, M., Martin, F., Sargent, R. & Silverman, B. (1996) Programmable Bricks: Toys to think with. IBM Systems Journal. 35 (3&4) pp. 443-452.

Resnick, M. & Rosenbaum, E. (2013) Designing for Tinkerability in Honey, M. & Kanter, D. Growing the Next Generation of STEM Innovators. New York: Routledge. Pp. 163-181.

Robertson, J. & Good, J. (2005) Children’s Narrative Development through Computer Game Authoring. Tech Trends. 49(5) pp. 43-59.

Robertson, J. (2012) Making games in the classroom: Benefits and gender concerns. Computers & Education. 59. pp. 385-398.

Robertson, J. & Howells, C. (2008) Computer Game Design: Opportunities for successful learning. Computers and Education. 50. pp. 559-578.

 

 

 

When something is new, or we are teaching outside of our comfort zone it is only natural to keep our lessons ‘safe’ and potentially a bit dull for our students. As teachers are developing their practice in computing education here in the UK, potentially, they could focus on their own subject knowledge and resources rather than creativity in the classroom. Here at Manchester Metropolitan University I wanted to challenge the trainee computing teachers, and their subject mentors in school, to add a sense of innovation and fun to their classrooms. One way to do this was to join in with the #poundlandpedagogy challenge.

The Poundland Pedagogy challenge requires teachers to have a shop and find something that they could use to provide a fresh idea in their classroom. The initiative was originally developed in the UK by Isobella Wallace and you can see lots of ideas on Twitter using #poundlandpedagogy or #poundstorepedagogy. The students here were presented with a range of poundshop items and had to take a ‘lucky dip’ to see what they got. They then had to take their item into school and use it in some way in their computing teaching. They were so creative and have managed to use just about everything from blindfolds to plastic cups. There’s just a giant furry moustache that has us stumped at the moment.
Ideas we have used include clothes pegs and a washing line to place instructions in our algorithm in order, an egg timer to compare the length of time our different sorting algorithms take and string to make different network topologies. We have also used lolly sticks to write pupil names on to choose groups and used a kitchen timer when the interactive whiteboard was otherwise engaged.
In the example below the students are learning about signed integers in binary using sign and magnitude. The student in the pound shop shower cap represents the sign. The pupils loved it and strangely, all wanted a turn to wear the shower cap! You can imagine them all now remembering that for their exams.ellie 1

In this lesson pupils are programming for a prize. The more complex their code the more chances they have of winning at the end of the lesson in the prize draw. For each feature their code has (in this case IF, ELIF and WHILE) a raffle ticket with their name on it is added to the draw. Pupils are really keen to develop their code to win the prize (today, part of a poundland pen set). The raffle tickets cost (you’ve guessed it!) a pound and last for lots of lessons.

ellie2

‘Splat mats’, designed to go under toddler high chairs to catch all the mess when they are eating, work wonders in a classroom – no, not for the mess – for writing on with dry wipe markers and using again and again. In this example, the pupils are designing apps for a business. They use the green pens at the start of the lesson to identify what they need to learn during their lesson (journey) and then red pens at the end to identify how far they have come and summarise their progress. A great way of getting reluctant writers to do some planning and evaluating.

ellie3

These suggestions are by no means exhaustive and I’m sure you will have many more creative ideas of your own. Go and have a browse in your local pound shop (or Euro / Dollar equivalent) and let you imagination run wild. Once you try something, tweet your idea with the hashtag #poundlandpedagogy or #poundstorepedagogy and include us @ICTinPractice too so we can see all the great ideas out there. In the meantime if anyone has an idea what to do with a giant furry moustache that fits on bicycle handlebars – let us know!

This article is written with massive thanks to the Manchester Metropolitan University Computing PGCE students, their pupils and mentors.