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Introduction
The gap between theory and practice is a long standing issue in education (Korthagen, 2011). Traditional university-based teacher preparation programs are also faced with making an undergraduate’s learning meaningful by the use of instructional methods by which the digital savvy student wishes to learn (Keengwe & Georgina, 2013). Combining the aforementioned two concepts with a university’s intention to take teacher preparation courses/program delivery into exclusive online formats to meet student demand, presents unique challenges (Perna, 2010). Below please find one of those challenges described and one university program coordinator’s solution to that challenge.

The Challenge
A unique challenge is the verification of k-12 school-based visits for observations or teaching activities that an instructor has assigned that a university student pre-service teacher candidate must complete in order to fulfill the requirements of the course. The purpose of the field based observations/activities is to satisfy a state requirement that teacher candidates have so many clock hours in a classroom before their internship/clinical teaching practicum. Also the purpose of the field based observations/activities is to provide a bridge between the theories and strategies a pre-service teacher candidate will learn in their course work and teaching actual students in k-12 schools (Brannon & Feine, 2013). In a more traditional setting, a university will have established a partnership with the local public school system, or systems, within a short driving distance from the university. Teacher candidates will visit these local schools to perform the necessary visits during the time the course is supposed to meet in a face-to-face manner, and the university instructor/professor will also be at the school at the same prescribed time to make sure that the teacher candidates are indeed there. The k-12 school personnel also will sometimes require that the teacher candidates sign a visitor’s log book. In this scenario, if the university class is large, then there might be several different school campuses to which the teacher candidates may be assigned, leaving the university instructor/professor limited options of which schools and which teacher candidates to visit within a limited time frame. This does present the problem of some teacher candidates who may not be observed by the instructor at any one time. It also does leave an opportunity for some teacher candidates to sign the visitor’s book at the k-12 school’s front desk and immediately leave campus without ever stepping foot in the classroom (which unfortunately has happened). To assist with this problem a solution was developed for the teacher candidate to not only sign in at the front desk, but also in the teacher’s classroom. This solution works on a limited basis as classroom teachers cannot be expected to monitor a teacher candidate’s comings and goings. The classroom teacher has his/her hands quite full performing their own responsibilities. Collecting those sign in sheets can become a challenge at the end of the semester. Experience has shown that some teacher candidates did offer to collect those sign in sheets and bring them to the university unfortunately some of those sign in sheets did prove to be fraudulent.

Moving from face-to-face content delivery to online content delivery, but still maintain the k-12 campus mandated field experiences presented mind boggling challenges. In addition, the “anytime, anywhere” initiatives of e-learning in higher education certainly “throws down the gauntlet” (Bischel, 2013). At our particular university we are also faced with teacher candidates who work at jobs in order to pay for their college courses. We needed to give them the flexibility to arrange and complete the field experience observations/activities during the k-12 school day to work around job schedules. The caveat we did give them was that they needed to make the once per week visits to the k-12 campus at the same time and the same day of the week, every week, so that the teachers and the administrators of the k-12 schools knew when to expect them and could plan for those visits. There were also constant reminders to the teacher candidates that they were guests in the k-12 schools, they were to dress and behave accordingly.

Taking into consideration the previous problems with the pen and paper sign in sheets, an idea to combat the fraudulent signatures issue was to use mobile devices and QR codes. Since the majority of the current teacher candidates belonged to the Net Geners (Berk, 2010), the use of QR codes seemed most appealing. The teacher candidates were instructed to download free apps to read QR codes onto their smart phones. The instructor for the course held hands-on trainings for the teacher candidates at each of the assigned campuses to train them how to download the app and then how to scan a QR code. The instructor for the course created different QR codes for each k-12 campus front desk and each individual teacher classroom. The k-12 campus administrators and teachers were quite happy at the thought of not having to keep up with physical paper sign-in sheets. Also this shifted the burden of accountability for the teacher candidates out of their hands and into the hands of the teacher candidates and university. Again, they have enough to be concerned about in this era of high-stakes testing other than to also monitor university teacher candidates. The teacher candidates were given instructions to scan the QR code at the front desk when entering the building, go to the teacher’s classroom and scan the QR code inside the classroom door. When the observation was over, the teacher candidates were given the instructions to scan the QR code inside the classroom door, then scan the QR code at the front desk when leaving the building. Therefore, each visitation required for scans. The QR code scans were to be emailed immediately to the instructor. In the beginning of the semester this method was tried, all went extremely well and messages came into the instructor on time. Then as the semester progressed, messages of teacher candidates campus visits started showing up on weekends and k-12 school holidays. Upon investigation, not all, but several teacher candidates had figured out how to save the QR codes in their smart phones and would message them to the instructor when they remembered them without having step foot on the k-12 campus. This was discovered when the instructor changed the QR code for the sign in at the front desk of several campuses just to check and see which teacher candidates may be involved. Also as further proof, the instructor had a picture roster of the candidates and showed those photos to the k-12 administrators and teachers to see if they remembered seeing them. This method using the QR codes definitely proved to be not the answer sought.

The reader of this article may be wondering why all of this was necessary anyway, just what does an instructor do all day if all they do is teach online? Like many other places, we at the higher education level are being asked to do more with less. More committees and projects with fewer faculty; more accreditation requirements with less personnel to establish the assessment and data collection; more service to college, university, community and profession with less time available; plus, more demands to become innovative and move as many courses as possible to online delivery formats but still maintain best-practices. Also, there are more stringent requirements for accreditation accountability, therefore, we need to utilize technology smartly and effectively.

Drawing from the 2011 Horizon Report, more and more educational facilities are investing in the infrastructure to support mobile device access. Many schools are investing in mobile devices and digital resources for educational purposes (U. S. Dept. of Ed, 2014). In addition, Chromebooks are as popular among school systems as are iPads and may become even more popular (Kosner, 2014). Our university had some Chromebooks not being used by faculty, so It made sense to combine all of these elements to come up with another high-tech sign in procedure for our pre-service teacher candidates. The idea was born from the fact that many of our pre-service teachers are quite adept at taking selfies from their smartphones and posting them to social media sites. Why not take advantage of this? A university Chromebook was placed at every k-12 campus where the teacher candidates had been assigned. The teacher candidates were instructed to take a selfie from their assigned k-12 school campus using the Chromebook placed there and then upload the photo into a designated area in the university’s learning management system (LMS) every time they make the field experience visit. The photo was done using the webcam app on the Chromebook and saved into the Chromebook’s files with date and time. The photo is then uploaded into the LMS again with date and time designations provided by the LMS. It is a very simple procedure, taking less than 5 minutes of a teacher candidate’s time to take the selfie, save it to the Chromebook’s files, log into the LMS, and upload the selfie into the LMS assignment area. At the beginning of each semester, course instructor training sessions were held on each k-12 campus to help the teacher candidates learn the Chromebook sign in process. Several of these sessions were held and it was mandatory for the teacher candidates to attend one of them. It also gave the instructor and the teacher candidates a chance to meet one another face to face. However, it was recognized early on that not every teacher candidate could attend the training sessions, so complete detailed instructions were given in the course LMS.

Fortunately, the school campuses the teacher candidates were to visit have a Raptor School Security System. The visitor to the school campus surrenders his/her driver’s license to the receptionist. The receptionist inserts the driver’s license into the Raptor System. The Raptor System then compares the identity on the driver’s license to criminal offense data bases. The system also printed out a name tag with the school’s name, the visitor’s name, the date, and the time of the visit. To serve as another verification for the date and time designations, as well as school campus locations, the teacher candidates were to take the selfie and include the Raptor ID name tag somewhere in the photo they are to upload into the LMS every time they make a visit to the k-12 school. The school personnel would require the teacher candidates to surrender the name tags before they left the building at the end of their visits, so providing the name tag labels the Raptor System provided was out of the question. An added benefit to the Raptor System is that if there was a question about a teacher candidate’s campus attendance, the system did keep internal records as to who visited the campus when, and the teacher candidate could be searched for by name.

Teacher Candidate Response

The Chromebook log in procedure did guarantee that the teacher candidate visited his/her assigned campus. It did not guarantee that the teacher candidates actually went to the k-12 mentor teacher’s classroom, however, that is a challenge to be worked on next. What we did have was a dually verifiable campus visitation procedure that would continue to assist the online instructors. Overall, the teacher candidates’ responses were very positive. Using a very informal focus group to gage their perceptions of the process, they seemed to have enjoyed the whole selfie procedure and the chance to use technology in a different manner. Many of them were not very familiar with Chromebooks, had seen Chromebooks being used in k-12 school classrooms, and liked the idea of learning how to use one. It is to be noted that some of the teacher candidates struggled with the process. They were not as far along the digital native-ness spectrum as is mentioned in the 2011 Horizon Report, however, they were willing to learn, recognizing the need for themselves to become more tech savvy.

References
Berk, R. A. (2010). How do you leverage the latest technologies,

including Web 2.0 tools, in your classroom? International Journal

         of Technology in Teaching and Learning, 6(1), 1-13.
Bischel, J. (2013). The state of e-learning in higher education: An eye

         toward growth and increased access. Louisville, CO: EDUCAUSE

Center for Analysis and Research. Retrieved from   http://net.educause.edu/ir/library/pdf/ers1304/ERS1304.pdf
Brannon, D. & Feine, J. (2013). The effect structured participation

experiences have on pre-service teachers’ preparedness to teach

reading. Education, 134(2), 185-194.
Johnson, L., Smith, R., Willis, H., Levine, A., & Haywood, K., (2011).

         The 2011 Horizon Report. Austin, Texas: The New Media

Consortium.
Keengwe, J. & Georgina, D. (2013). Supporting digital natives to learn

effectively with technology tools. International journal of

         information & communication technology education, 9(1), 51-

  1. Korthagen, F. (2011). Making teacher education relevant for practice:

The pedagogy of realistic teacher education. Orbis Scholae, 5(2),

31-50.
Kosner, A. W. (2014, December 1). Google unseats Apple in U.S.

classrooms as Chromebooks beat iPads. Forbes.com Retrieved

from
http://www.forbes.com/sites/anthonykosner/2014/12/01/google      -unseats-apple-in-u-s-classrooms-as-chromebooks-beat-ipads/
Perna, L. W. (2010). Understanding the working college student.

Academe, 96(4), 30-33.
U. S. Department of Education. (2014). Use of technology in teaching

and learning. [Website]. Retrieved from http://www.ed.gov/oii-        news/use-technology-teaching-and-learning.
Raptor Technologies, Inc. (2014). Visitor management made simple

and secure. [Website]. Retrieved from

http://www.raptortech.com/

 

 

 

Hold a beating 3D heart in the palm of your hand and watch as blood flows through it, travel to the centre of the Earth’s core, or share a yarn whilst floating along the Milky Way. Augmented Learning cuts new waves into education by resurrecting a lost race of dinosaurs inside a schoolbag, floating the entire solar system across children’s fingertips, and by injecting an additional edge into mathematics. Imaginality Augmented Learning is a 3D learning tool that uses a set of smart cards or ‘paddles’, any ordinary webcam and unique software to close the gap between the everyday and the seemingly impossible.

1Designed to enhance students understanding of spatial, temporal and contextual information, this software brings education to life using Augmented Reality.

Rooted in two main platforms, Play or Create, Imaginality has a database of 47 modules in Science, Geography, History, English or Mathematics to choose from; including The Earth Builder, Story Creator, and Volume of Pyramids modules. Imaginality also offers teachers the flexibility to create their own entirely individual 3D lesson plans and content via Google Sketch up.

Augmented Learning promises and encourages the following:

• Reduced errors in tasks, while boosting student confidence and academic progression.

• Delivery of complex concepts with an engaging flair that is easy for students to understand.

• Assisting kinaesthetic learners and children with special learning requirements.

• Encouraging high achieving students whilst reducing disruptions within classrooms.

Imaginality Modules

Please get in touch to book your complimentary demonstration and we will be delighted to showcase Imaginality Learning’s unique software at your school. In the meantime, take a look at what our primary school visitors had to say at BETT 2015!

http://imaginalitylearning.co.uk/

Twitter: @Imaglearning

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This book has been written for primary teacher trainees, in service primary school teachers and teacher support staff to develop their knowledge and understanding of primary computing. The book is also useful for parents and teachers, from any country, to gain an insight into what young children learn, when working with different types of technology, from the Early Years Foundation Stage through to Key Stage 3.

EDITORS

Yasemin Allsop

Yasemin Allsop worked as an ICT Coordinator in primary schools in London for almost 10 years. She is currently employed as Senior Lecturer in Primary Computing and ICT at Roehampton University. She has MA ICT in Education from the London Knowledge Lab, University of London. She is also an MPhil/PhD student, focusing on children’s thinking, learning and metacognition when designing digital games. She published widely in quality journals and presented at conferences. She is the editor of an online magazine called ICT in Practice where educators from around the world share their experiences of using technology in education. More information can be found on her website at www.yaseminallsop.me.uk

Ben Sedman

Ben Sedman is a Senior Lecturer within the Faculty of Education at Manchester Metropolitan University. Previous to this role he taught for 7 year within the Primary sector. Ben currently teaches within the STEM Division at MMU, delivering primary D&T and Computing sessions to trainees and teachers. He has completed his MA in Education, has been involved in a European funded project and helps coordinate the Erasmus Exchange Programme. Ben is interested in a range of creative teaching approaches and enjoys photography. This is his first book. Some of his work can be viewed at www.bensedmanphotography.com

CHAPTERS & AUTHORS

1) What is computing? – Yasemin Allsop

2) Computing in the Early Years – Eleanor Hoskins

3) Tell a story and make a game –Yasemin Allsop

4) Computer science unplugged! – Alessandro Bogliolo

5) Tinkering time: Adventures in 3D designs -Selcuk Ozdemir & Ahmet Celik

6) Film, animation and podcasting: lets get creative! – Ben Sedman

7) Embedding computing in science -Maggie Morrissey

8) Linking mathematics and computing – Sue Pope

9) E-Safety and digital citizenship – Ben Sedman

10) Imagine, write and share: blogs, wikis and – Ben Sedman

11) Transition to Secondary: Mapping Your Skills – Ellie Overland

12) A brief overview of monitoring, evaluation and assessment of computing – Yasemin Allsop
13) Planning and assessment of computing and computational thinking- Mark Dorling and John Woollard

* We would like to thank Susan Adams for her contribution to Chapter 3 with an activity.

Bir süre önce İnternette Minecraft’ın Türkiye’de yasaklanması gerektiğine dair bir haber okudum. Beni bayağı düşündüren bir haber. Sonra aklıma Londra’da Wilbury ilkokulunda yıllarca hem öğretmenlik hem de teknoloji kordinatörlügü yaparken eğittiğim öğrencilerim geldi. Beni okul koridorlarında aylarca takip eden, Minecraft’da yarattıkları dünyalardan hiç durmadan bahseden ve bana günde bin kere ne zaman Minecraft’ı okulumuza getirecegimizi soran öğrencilerim. Zaten oğlumla da evde oynadığımız için bayağı bir bilgim var idi. Acaba onlara Minecraft yasaklandı desem yüzlerindeki ifade ne olurdu? Canavarlar, hep o yaramaz canavarlar yüzünden desem anlarlar mıydı sebebini, ya da bu yeterli olurmuydu onlar için.

Bugün eğitim alanındaki en büyük şikayettlerden biri öğrencilerin derslere olan ilgisizligi ve motivasyon düzeylerinin düşüklüğüdür. Ve bu sadece bir iki ülkede değil, dünyanın her yerinde eğitimcilerin karşı karşıya oldukları bir sorundur. Tabiki bunun bir çok sebebi vardır, özellikle öğrencilerin kişisel durumlarından kaynaklanan çok farklı sebepler. Ancak günümüz çocuklarının ve gençlerinin okul dışındaki hayatlarında son teknolojik gelismelerinde etkisiyle öğrenme ve düşünme biçimlerinin değiştigi artık bir çok araştırmalarla ortaya konulmuştur. Ana sorun eğitimden sorumlu devlet birimlerinin bu değişimlerin eğitimin doğasında yarattığı etkiyi algılayamayıp yeniliği sınıflarara taşıyamamasıdır. Sonuç ortada, öğrenmekden zevk almayan, ezberleyerek öğrendiklerini bir ay sonra unutan, işlemsel düşünme yeteneğinden ve hayatın her alanında faydalı olacak transfer edilebilen becerilerden yoksun bir nesil. Goldsmiths, University of London’dan Dr. Jessel ile yaptığımız son araştırmamızda, müfredat, pedagoji ve derslerde uygulama arasındaki dinamik ilişkillerden bahsettik. İlginç olan ülkelerin kültürel ve felsefi inançlarının bu dinamik bağda olan etkisi idi. Kısacası, eğitimin bilimsel gelişmelerden edinilen veriler ile değil, politikal etkenler ile şekillendirilmesi eğitimin ilerlemesini durdurur ve gerilemesine neden olur.

Gelelim Minecraft’a…

Minecraft eğitimde öğrencilere hem eğlenerek hem de yaparak sınırsız bir öğrenme dünyası sunan bir araçdır. Yalnız dikkat edelim araç diye tanımladım ve bir aracın etkili olarak kullanılması, eğitimcilerin aracın içeriğini anlayıp başarılı bir şekilde derslere entegre etmesine bağlıdır. Yani araba kaza yapınca, kazaya sebep olan araba mıdır yoksa arabayı kullanan mı? Minecraft’da canavarlar olduğu ve küçük yaştaki çocuklarda olumsuz etki yaratma olasılığı doğrudur, ancak bu Minecraft EDU’da oyun ayarlarındaki düzenleme ile kontrol edilebilir.

Minecraft’ı okul müdüremize ilk gösterdiğimde, “ah, bu çocukların hep konuştukları oyun değil mi?” dedi. Sonra bana derslerde nasıl kullanılabileceğini sordu. Örenklerle bildiğim kadarıyla açıkladım. “Bunu okula getirelim” dedi. Önce okul sistemine yükledik. Sonra çocuklara haber vermeden okuldaki her ögretmen ve öğretmen yardımcısına programı kullanmayı öğrettik. Öğretmenlerle toplantı yapıp hangi derslerde hangi konuyu öğretmeleri için kullanabileceklerine dair sohbet ettik. Ve sonunda öğrencilere Minecraft’ı derslerde kullanacaklarını söyledik. Öyle bir çığlık attılar ki müdüremiz bile odasından duyup geldi.

 Nasıl kullandık?

Ben Minecraft’ı ilk olarak 6. sınıfların(10-11 yaş) tarih dersinde kullandım. Dersimizin konusu antik uygarlıklardı. Roma, Mısır ve Yunan uygarlıklarının mimarileri hakkında öğreniyorduk. Önce çocuklara gruplarını kurmalarını ve bu uygarlıklardan birini seçmelerini söyledim ve sonrada seçtikleri antik uygarlık hakkında bilgi toplamalarını. Neredeyse iki ders araştırma ile geçti, bir ders de dizaynı kağıt üzerinde planlamakla ve son olarak 4 dersde binaları Minecraft’da yapmakla. Bu proje detayları https://wilbury-minecraft-ancient-egypt.wikispaces.com sitesinde öğrenciler tarafından paylaşılmışdır.

Aynı zamanda yeni öğretmen olan iş arkadaşım Elliott Plumb 5. sınıf (9-10 yaş) ögrencilerine Viktoryalılar hakkında öğretiyordu. Kendisine Minecraft’ı kullanmasını önerdim ve nasıl kullanıldığını gösterdim. Beraber ders planını hazırladık ve kendisi sınıfını Forty Hall adında Viktoryalılar döneminden kalma müze olarak kullanılan bir yere gotürdü. Çocuklar binanın resimlerini çekip, boyutlarını ölçtüler. Sonra okula dönüp gruplara ayrılıp projeyi kağıt üzerinde planladılar. Binayı Minecraft’da yaparken kullandıkları ölçeğin yanlış olduğunu farkedip, tekrar planlama aşsamasına döndüler. Proje detaylarını https://fortyhallminecraftproject.wikispaces.com sitesinde okuyabilirsiniz.

 Peki, öğrenciler ne öğrendi?

Aşagıdaki listeye baktığımızda, Minecraft’ın sadece teknoloji becerileri ögretmekden ibaret olmadığını, öğrencilerin STEAM kavram ve yeteneklerini geliştirmesine de olanak verdiğini söyleyebiliriz.

  • İşbirliği içinde takım olarak çalışma
  • Problem çözme
  • İletişim kurma
  • Yaratıcılık
  • Kritik düşünme
  • İleri seviyede teknoloji bilgisi
  • Tarih
  • Matematik- binaların boyutlarını ölçmek ve ebatlarını hesaplamak
  • Coğrafya- ölçek kullanmak
  • Sanat- Tasarim
  • En önemlisi zevk alarak öğrendiler ve eğlenerek, yaparak öğrenilen her şey daha ozone süre hafızamızda kalır.

İngiltere’de ICT

İngiltere’de ICT okullarda 1988 Educatıon reform Act ile 5-16 yaş arası çocuklar için zorunlu oldu. 1999 yılında müfredata ayrı bir ders olarak girdi ve araç olarak her dersde kullanılması gerektiği belirtildi. 2014 yılında ise ICT yerini Computıng dersine bırakdı ve öğretmekde olduğumuz teknoloji derslerine programcılık da eklendi.

İngiltere’de her sınıf öğretmen adayı cok güçlü bir teknoloji eğitiminden geçer ve teknolojiyi her dersde etkili olarak kullanması beklenir. Atama sistemi de olmadığından herkes kendi işini kendisi bulur. Dolayısıyla teknoloji alanında kendini yetiştirmemiş bir öğretmenin iş bulması zordur. Teknoloji koordinatörleri de yıllarca öğretmen olarak çalışmış kişiler arasından görüşme ile seçilir. Bu sınıf öğretmenliğine ilaveten bir isdir ve seçilen sınıf öğretmenine bu görevi yerine getirmesi için ekstra zaman ve para verilir. Ben 10 yıl Londra’daki ilkokullarda sınıf öğretmeni ve ICT coordinatörü olarak çalıştım ve son 1.5 yıldır Manchester Metropolitan Üniversitesinde İlkokul öğretmen adaylarına teknolojiyi bütün derslere etkili şekilde entegre etmeleri konusunda ders veriyorum. Artı STEM merkezimizde teknoloji alanında okullara yonelik eğitim seminarları düzenliyorum. Bu yıl ögretmenler için ilk Minecraft atölyemiz Temmuz ayında yer alacak. İlgi çok yüksek ve yakında Minecraft’ın eğitimde nasıl kullanılması gerektiğini örneklerle açıklayan kitabımız yayınlanacak.

Biliyorum Turkiye’de farklı bir sistem var, ancak ben bilişim öğretmenlerinin ve sınıf öğretmenlerinin bir arada çalışarak teknolojiyi anlamlı bir şekilde kullanıp eğitim ve öğretimi geliştirecekleri kanaatindeyim. Böyle hazır eğitilmiş bir iş gücü var iken, etkili şekilde kullanılmamasını bır türlü aklım almıyor.

Diyecegim o ki, teknolojinin eğitim ve öğretimin doğasında yarattığı etkiyi anlamayan, müfredatı buna göre şekillendirmeyen ve eğitimcilerine kendilerini bu alanda sürekli geliştirme imkanı vermeyen eğitim sistemleri ilerlemeyip gerileyeceklerdir. Eğitim sistemleri geride kalmiş ülkelerin ne kadar ilerleyebileceğini tahmin etmek de sanırım zor değildir. Yalnız hatırlatalım ki, eğitim reformu sınıflara akıllı tahta koymakla veya sınıftaki sıraların yerini değiştirmekle olacak bir iş değildir. Eğitimin siyasi etkenlerden arındırılıp, eğitimcilere bırakılması şartdır!

Sorumuz neydi? Minecraft yasaklansın mı, yasaklanmasın mı?

Bu soruyu soranlara tavsiyem önce bir oturup Minecraft ile oynamalarıdır. Teknolojiyi aynen çocuklar gibi kullanmak, onların geçtiği düşünme ve öğrenme sürecini anlayıp etkili dersler planlayıp öğretmemize yardım edecekdir. Çocukların zevk aldıkları her şeyi ellerinden almak yerine, bunları eğitimde amaçlı ve planlı şekilde kullanıp onların öğrenmeyi sevmelerine destek olalım. Olalım ki okula gelmek ve öğrenmek için can atsınlar, öğrendiklerinide hatırlayıp hem okulda ve hem de okul dışındaki günlük hayatlarında karşılaştıkları sorunlara çözüm üretmek için kullansınlar.

Bırakın da çocuklar zevk alarak, yaparak, oynayarak öğrensinler. Bırakın da çocuklar yanlış cevap verdiklerinde ellerine vurulan cetvelleri değil, soru sorduklarında tek ayak üstünde bekletildikleri günleri değil, bir sınavın bütün geleceklerine karar verdiği bir sistemin stresi ile değil de Minecraft’da arkadaşlarıyla tasarladıkları muhteşem dünyaları hatırlayarak öğrenip büyüsünler.

Yasemin Allsop

Senior Lecturer in Primary Computing and ICT

Manchester Metropolitan University

http://www.ioe.mmu.ac.uk/about/profile.php?surname=Allsop&name=Yasemin

www.yaseminallsop.me.uk

http://festivaloflearningwithtechnology.ictinpractice.com

This year we have decided to meet up with our local community. We wanted to have a day of tinkering with ideas together with children, parents and teachers. What we have in our mind is different from a conventional summit. We don’t want to sit and listen to others or watch another Power Point presentation. We usually have a nap half-way through anyway. We want to have fun, make things, break things, re-make them, then break them again! Basically just explore the world of learning with technology through play.

We are very privileged to be partnered with the WOW Zone for this event. Please visit the WOW zone website to find out more about their amazing activities.

Submit a Workshop

Would you like to share your ideas or complete a project with children, parents or teachers? Then this is the festival for you. We are not limiting your imagination. You can play games or make games, or maybe create a podcast show, even design a robot. Join us and unleash your creativity. Visit  http://festivaloflearningwithtechnology.ictinpractice.com  to find out more.

Remember the deadline for submission is June 30th 2015.

 

Submit an article to ICT in Practice Autumn 2015 issue and be part of our educational technology community.  The deadline for submitting your article is September 30th.

This will be our 13th Issue and our magazine will celebrate its 4th year. To mark the importance of this issue we will also have a print version of the magazine available for free.

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It is written in a simple language away from jargon.
It is related to ICT in education, nothing else…
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The classrooms in our schools are more congested with technology than ever before. When I was at primary school there was a BBC Micro Model B in the corner of the classroom and a couple of Acorn computers in the library. Today almost every teaching space is equipped with a computer and Interactive White Board (IWB) and schools have computer suites with enough computers for whole classes of pupils at the same time. Many lessons are delivered, at least partially, through the use of PowerPoint or Prezi presentations and watching video content no longer requires uprooting a whole class to a separate room to sit in front of an antiquated VCR and TV combo. Many people consider the proliferation of these technologies throughout schools to be an entirely positive development however I feel it is important to take a balanced view. This essay will attempt to critically analyse the research into the effects of technology in the classroom. It will also ask whether we are using the technology that is available to us in the most effective way, paying particular attention to the use of IWBs in classroom teaching.

As a digital native I have always been very keen to embrace all and any technology that is available to me however it has become clear that these technologies do not always make for better student outcomes, the success of the learning environments that contain these technologies is dependent on the pedagogies utilised by the practitioners within them. I have seen both good and bad practice in my school experience. In many cases teachers seem to be using IWBs as a direct replacement for the black and whiteboards that have been in schools for years. There are some very limited benefits with this kind of use of IWBs. The teacher is able to keep eye contact with the class for a greater proportion of the time because putting new information on the board only requires a tap of a pen on the board, rather than the lengthy erasing/writing process required on a normal black or white board. (Beauchamp, 2004) This small benefit of the modernisation of classrooms from the analogue to the digital is not in itself enough to justify the costs involved in upgrading. It is only when a new, interactive pedagogy is adopted that the costs involved in these upgrades become worthwhile. This area has been extensively written about and the conclusion above is one echoed across lots of different pieces of academic research. (Abbeduto & Simons, 2010; Schuck & Kearney, 2007; Miller, Glover, & Averis, 2004) Even when teachers are using new pedagogies, such as PowerPoint presentations, all is not immediately and automatically well. In the hands of a teacher who is proficient in and enthusiastic about using PowerPoint presentations and similar presentation technologies they can be extremely beneficial to the class, however teachers who centre their lessons around longwinded slides, or even worse, read directly from them, could actually be doing more harm than good (Lightfoot, L, 2011) So what actually constitutes best practice? How can teachers create lessons that best utilise the equipment they have available to them? Do IWBs help to create motivational learning environments? And, how can we equip teachers with the required skills to make the most out of this technology?

One of the most important factors in ensuring that the right training regimes are put into place. It is of the utmost importance that the training provided to teachers is of high quality and ongoing. It is easy for schools that have installed the IWB technology to hold a one off technical training day in order to improve teachers understanding of the technology however this approach is very unlikely to yield the best results for students. Training needs to cover the technical aspects of using IWB technology but must also, and perhaps more importantly, help teachers integrate this technology into their pedagogy and conversely mould their pedagogy around it. Clearly this cannot be achieved with a one off technical training session. Some staff, those who are keen and interested in the technology, will take it upon themselves to improve their skills and to make the most of the equipment available to them. However those who are less keen or perhaps even intimidated by the technology will find it easier to stick with the basics and will not begin to exploit the full potential of these devices. (Digregorio & Sobel-Lojeski, 2010) With this in mind it is important to implement a long term, whole school approach to training, allocating long term support and guidance to all the practitioners within a school but also providing the opportunity for teachers to feedback to each other and share good practice.

A school culture that reflects a wide “buy-in” from teachers to the IWB concept will allow administrators and faculty to observe, coach, and give constructive feedback to each other. …By giving teachers the proper ongoing technical and pedagogic IWB training, they are likely to be better equipped to transform their teaching as compared to their relatively inexperienced counterparts (Digregorio & Sobel-Lojeski, 2010).

With the correct training it is obvious that IWBs offer an opportunity to make classroom teaching more centred on the pupil when compared to the more didactic methods of the past. Children are no longer expected to sit quietly at the back of the class listening to an endless stream of information. The teacher is no longer considered to be the infallible source of all knowledge. It is expected that pupils and teachers should work together, interacting with the technology available to them in order to learn. It is important to distinguish the difference between the interactivity that any given piece of equipment can facilitate and whether these interactivities can contribute towards an educational dialogue. It is clear that the IWB provides many opportunities for pupils and teachers to interact with it. It is possible to highlight, erase and annotate text, you can animate objects and it can automatically recognise handwriting. It is even possible to set the IWB to provide feedback such as sounds and animations when a correct answer is selected. Clearly all of these features are “interactions” but the question still remains as to whether they are beneficial to the educational dialogue within a classroom. Implementing a dialogic approach to teaching involves encouraging learners and teachers to share ideas and build upon each other’s knowledge in order to reach shared conclusions. (Alexander, 2004) It is by adopting this attitude to teaching and embracing this way of working that teachers are able to make the most out of the technology available to them. IWBs and other advanced technology should not to be seen as the driver of pedagogical change but merely a tool which can help a teacher to implement new pedagogies they are already fully committed to.

It seems that a tool such as the IWB can present new possibilities for a teacher, but it is as the servant of pedagogy and not its master. … Those teachers with dialogic intentions strive to employ a variety of IWB functions to enhance the quality of pupils’ learning experience. Thus the effective use of the IWB as an educational tool is not inherent in the hardware, software or even the materials it displays. It is predicated upon the teacher’s practical understanding of how to engage students and to help them learn (Mercer, Hennessey & Warwick, 2010).

There is a great deal of agreement regarding the effects on motivation that the introduction of IWB technology has on students, initially at least there seems to be a short term positive impact on the motivation of pupils. (Armstrong et. al., 2005; Shenton & Pagett, 2007; Wood & Ashfield, 2008) In a 2002 survey conducted in two Sheffield schools, a high proportion of children, (57 – 68%) when surveyed described lessons using the IWB as more fun and interesting. (Torff & Tirotta, 2009) Whilst this is a positive result it does suggest that the added motivational value of being taught using an IWB is not as large as it could be. It is therefore very important that these pieces of equipment are used in the best possible way, in order to maximise their impact.

Another consideration to think about is whether just because the technology is available to you, it should be used at all times without any consideration for the pedagogical benefits. There are several ways to look at this but perhaps the most interesting and useful is the SAMR model. SAMR stands for Substitution, Augmentation, Modification and Redefinition and at its simplest form allows you as a practitioner to see what benefits your use of technology has. At the substitution level all that is really being achieved is replacing an analogue technology with a digital one. This could be as simple as showing your class a map of their town on Google maps rather than in a road atlas. In this case you are not really adding to the learning and some would argue that you are actually taking away from the learning by not teaching map reading skills. In the second level of the SAMR model you might use Google maps to plan a walking route through a town with your class, in this case the technology has augmented the learning by giving precise distance data for the route you have planned. In the third level learning is actually modified and the technology gives you opportunities that may not be possible without the technology, an example of this might be using Google street view to see the types of housing in cities and towns around the world. And the fourth level is redefinition, this is where technology can be used to create new ways of displaying and presenting work. Children are able to present their work in the form of video blogs or YouTube clips and are no longer restricted by what is possible with a pen and a piece of paper. Teachers can create interactive quizzes and are able to collaborate with teachers from around the world as well as with their own pupils and colleagues all with the aim of improving learning and teaching for everyone. It is with these final two stages of the SAMR model that the best use of technology can be found, when it used to create new and exciting ways of both learning new things and presenting what has been previously learnt. (Edinburgh city council, 2012)

The question of whether IWB technology is beneficial to the children in our schools is a difficult one to answer. When used properly it can certainly contribute to a more engaging and motivational learning environment, however this is not always the case. Whether through lack of training or a lack of desire to embrace the digital age there are cases where the technology that schools have spent so much on is not utilised to its full potential. Because of the massive investment schools have made, this technology is now firmly embedded within our classrooms it is therefore essential that teachers are properly trained, not just on the technical aspects of how to use IWBs but also in the pedagogical benefits of them. It is also very important that we recognise when it is beneficial to use these technologies, for too often they are used for trivial tasks which are not in any way enhanced by their use. We have, in our schools, an exceptionally powerful tool, with the potential to enrich and inspire millions of children but like all powerful tools, it is of very little benefit in the wrong hands.

References

You can download the resources using the links below:

Double sided binary cards
Double sided binary counting cards
Binary calculator template

Since the introduction of the new computing curriculum, much of the focus has been on programming.  Now that we have begun to get our teeth into this, it’s worth turning our attention towards helping our pupils to understand computer networks.

This begins with understanding binary; how computers store and transfer information.  But what is binary, how should we teach it at key stage 2 and why?
Binary falls within the Medium Term Plans at our school for Year 3, and provides the foundation for our pupils’ learning about networks. This base 2 number system crops up repetitively throughout computing and so has great relevance. Binary dictates memory threshold sizes, IP address thresholds, screen resolution sizes, processing speeds, the list is endless.

Just like anything, to teach binary successfully it needs to be practised, to embed the learning. In order to avoid further saturating the already full curriculum, we have chosen include this skill when learning about networks, programming and other areas of the pupils’ learning.

When introducing binary, it is useful to break down the introduction into sections.
What does a binary number look like?

  • Review of place value and denary
  • From denary to binary
  • Counting in binary
  • Assessment

So what does a binary number look like?


To teach this section you will need:
Double-sided Binary Cards (enough for every child in the class)

Binary is a number system made up of ones (1) and zeros (0). A one and a zero could be used to represent all sorts of information; on/off, true/false, black/white etc… Ask the children what those pairs have in common. At this point it is useful to involve 5 pupils providing each with one of a double-sided binary cards. On handing out the cards I usually give them the zero side stating ‘you are a zero’ (this often sparks up some amusement, as one of them may comment that they’re not nothing!). Pupils usually automatically line up with the numbers and hold them in front of them, if not encourage this. Ask the pupils to all turn over their cards (to display the number 1) and say “on”, ask the children to turn them back to zero and say “off” involve other members of the class encouraging them to use alternatives such as true or false etc…

Next ask pupils to turn over cards to represent the following 01101 then challenge other pupils to read out the number. Pupils will most likely ignore the 0 on the left, then read the number as one thousand, one hundred and one, as they will assume it to be a denary number. Highlight to them that this is a binary number, ask them to remind you what a binary number can include (only a 0 or a 1).

Next getting the class into groups of 5s hand out the remaining double-sided number cards. In the very likely situation where there are surplus pupils, rather than making a smaller group, these pupils can become ‘Binary Callers’ ensuring that numbers are made up correctly. Call out a 5 digit binary number to check that pupils represent these correctly. Then the ‘Binary Callers’ can call out variations of 5 bit binary representations such as on, off, on, on, off or true, false, false, false true. After repeating this a few times, switch over your ‘Binary Callers’ and then challenge children to organise themselves correctly without communicating (you may well find that 1 or 2 pupils in each group take the lead at telling others to display a zero or 1 as appropriate). Then for the next binary number challenge the children to make sure they know which location they are in (i.e. first binary number, middle or last etc…) then they close their eyes and try to represent the number correctly. This usually creates a little amusement, as you might imagine.

Tell the pupils that each zero or one represents a ‘bit’, you could also introduce that 8 bits is known collectively as a byte (and if you want to take it a little further, that 4 bits is a ‘nibble’, a fact that pupils usually find amusing).

Advise pupils that all digital information is stored or transmitted in binary and ask them to consider all the different forms that this could take i.e. text, music, photographs, videos, requests for information. This is whether the information is on their computer or the internet, on a digital camera or a smartphone.

At this point, it is useful for pupils to consider why there are only two options. Using a physical switch (such as a light switch) is a constructive, visual way of demonstrating that digital information is stored on lots and lots of tiny switches within digital devices. A switch has two states; it can be on or off. As modern number systems start at 0, off is represented by 0, whilst on is represented by 1. You may choose to ask pupils why they think we don’t use Roman Numerals as a number system; Zero cannot be represented in Roman Numerals.

Review of place value and denary
To teach this section you will need:
A whiteboard – preferably interactive

Having introduced what a binary number looks like, it’s time to look at number systems, how they work and how binary can be used to represent numbers. The number system that we use is called denary. Remind pupils that the binary number system is base 2.

Questions:
Binary is base 2. What clues are there in its name tell us this? Often it will help to ask pupils to name other words that begin in the same way and question what these have in common e.g. bicycle, biplane etc…
Can we work out what the base number is for denary?
Why do we think that the number system that we now use is base 10? Perhaps because we have 10 fingers (or digits)?
If base 2 has 2 states, how many states does denary have? Use fingers to show each of the ten states, starting at zero. Remind them how important zero.

Next create a place value table on the board
Above write Denary – Base 10
Write in the place value titles then add in the power value for each column explaining that this refers to how many times you multiply a number by itself. Ie 103 = 10 x 10 x 10
Ask pupils to remember that denary has 10 states, then ask what is the smallest number that can exist in units, when you receive the correct minimum enter 0 beneath units. Then ask pupils what is the largest number that can exist in units, again when the correct answer is given write 9.
Do the same for the Tens column, ensuring that pupils realise that the minimum and maximums will be the same for each column.

 

 

Screen Shot 2015-04-17 at 11.18.53

 

 

 

From denary to binary
To teach this section you will need:
A Whiteboard – preferably interactive

Start a new place value table
Above it write Binary – Base 2
Write in the first 3 place value titles of 1, 2 and 4 then ask the pupils to help fill in the power value for each column reminding them that this refers to how many times you multiply a number by itself. i.e. 23 = 2 x 2 x 2
Ask pupils to try and calculate what values should be written in the empty columns.
Ask pupils to remember that binary has 2 states, then ask what is the smallest number that can exist in units, when you receive the correct minimum enter 0 beneath units. Then ask pupils what is the largest number that can exist in units, again when the correct answer is given write 1.
Do the same for the 2 column and so on, ensuring that pupils realise that the minimum and maximum will be the same for each column.

Screen Shot 2015-04-17 at 11.22.05

 

 

 

Counting in binary
To teach this section you will need:
A Whiteboard – preferably interactive
Double-sided Binary Counting Cards
Binary Calculator Templates (pages 2 & 3) – printed on card

Hold up a random Binary Counting Card showing them the ‘on’ side. Using the binary table that you have created, ask pupils where you should place the card. They should use the quantity of dots to help them place it correctly. Do this for the remaining 5 columns demonstrating the value of each column. Draw attention to the 1 at the bottom of the Counting Card, ask what this means in binary.
Next turn one of the Counting Cards over stating that it is now off. You now longer have those dots and the binary value of 0 is now shown.
Use the Binary Counting Cards to display 01000 state that this means that 1 is off, 2 is off, 4 is off, 8 is on and 16 is off. The denary conversion for this binary representation is 8.

Questions:
Is it possible to make 4? Once the explored display the binary representation for 4 (00100).
Is it possible to make 3? Once the explored display the binary representation for 3 (00011).
Using the binary place value table, we can see that we have 2 and we have 1 by adding those numbers together, we get 3
Is it possible to count using binary representations?

Assessment
To teach this section you will need:
Mini Binary Counting Cards where needed for support
Binary Calculator Templates (pages 2 & 3) – printed on card
A Challenge Sheet to test calculators

Give pupils instructions for making their Binary Calculators. They will need to fill in the denary values for each column, in the correct place. They will also need to apply some computational thinking around sliding in the strips so that the correct information displays.
Finally, in order to test their calculator, you will need to create a challenge sheet, this could be made up of some of the questions below as well as asking them to supply binary representations for denary numbers or vice versa, and asking them to create their own challenges for their peers.

Questions:
What is the highest number we could count to with 5 bits?
With Binary Counting Cards in all 5 columns set to 1 (on), we can add all of those numbers to total 31 i.e. 16 + 8 + 4 + 2 + 1 = 31 Can we count higher in binary?
How high could we count if we weren’t restricted by the number of bits?
Could we use our fingers to count in binary?
Can we quickly tell if a binary number represents an odd or even number without calculating the answer? If yes, how?
What is the highest number we could count to using both hands?

This lesson can be undertaken either over 2 one hour sessions (including a review of prior learning), or as a 90 minute session. Two sessions work best for better understanding.

We have found that pupils have greatly enjoyed learning about this, and choose to return to their binary calculators to challenge themselves in independent learning time and reward time.

We have also found that different pupils will grasp the concept at different points in the lesson. In particular, some pupils struggle a little with the switch from denary to binary section of the lesson. It is important to encourage them to stick with it as there is usually a light bulb moment for them quite quickly. The making of the binary calculator provides a great opportunity for spending more time with any pupils who may need further support to understanding.

As an extension task or homework, we encourage our pupils to make a game checking their peers knowledge. Our pupils use Purple Mash 2 DIY games for this, however other software could easily be used or they could create their own question and answer challenge cards on paper.

This really can be a fun lesson to teach, pupils greatly enjoy it and many have gone on to choose to spend time outside of school creating codes , practising and even teaching adults!

Credits:
Lesson created following CAS Binary training by Kevin Young, CAS Master Teacher Counting Cards are adaptations of the CSUnplugged resources

Screen Shot 2015-04-18 at 15.02.08Jean Piaget once said that “play is the answer to how anything new comes about.”
As educators and developers in the digital age, it is important that we embrace the power of play in our classrooms.  One of the ways that we can redefine our practice is by using game education in our schools.  Game education is a powerful way to engage 21st century learners in a variety of cognitively complex tasks that lead to deeper levels of understanding.  Educational games help students to learn about certain subjects, expand their thinking on specific concepts, and reinforce skill development while they play at the same time increasing engagement, empathy and excellence in the classroom.

Here is what Courtney Pepe a Supervisor of Curriculum and Instruction in Hudson County New Jersey, has to say :
As a Supervisor of Curriculum, when I look at tech tools that can be used in a school setting I like to opt for games that can be used with students who are small and students who are tall. Also, as someone who taught all types of students on the educational continuum ranging from special education students to general education students to gifted and talented students, I like apps that are adaptable to students with different learning styles. The Land of Venn – Geometric Defense is a game that meets all of the above criteria.

When making the choice – what apps should go on the iPads in my school – the decision maker needs to 4consider many different factors. One thing to consider, is this something that the teachers will implement? One big factor in classrooms today is whether the app or ICT product is aligned to the Common Core State Standards. Teachers will be more comfortable trying a new technology if they see that the technology can be integrated with their course of study and curriculum. As someone who has authored math curriculum, I leave a spot next to the standards for different apps/21st century tools that work to teach to that standard or skill. One thing I love about Land of Venn – Geometric Defense is that the game encompasses broad range skills which are connected to Geometry Common Core State Standards for Grades One, Two, Three, and Four. This means that any decision maker about apps on iPads in an elementary school can put this app on the iPads and feel confident that it will be used by ALL of the math teachers in the building.

1The beauty of The Land of Venn Geometric Defense is that it also can be used with middle and high school students. The game has 30 levels so students who are super competitive love to be divided into teams and see which team will be able to pass through the different levels the fastest. In one of my last assignments as a teacher, I used the game with gifted and talented eighth grade students. They loved the game so much that they all crowded around the iPad and shouted out tips about which spells to buy to defeat the evil Wizard.
At the high school level, a game like The Land of Venn – Geometric Defense can be used as a motivational tool. Our current population of students, Generation Z has grown up playing games and they are tech innate. High school students will spend 45 minutes working on sine, cosine, and tangent if they know that at the end of the class they will be able to have 5-7 minutes to play Land of Venn. You could use this game as a trigonometry or geometry teacher as a way to make sure you have your students’ attention from bell to bell while sneakily using it to review important math vocabulary words that students need to know at all levels.

So if you are the person making considerations about what games should be placed on student iPads, no matter what the age and stage, The Land of Venn – Geometric Defense is a win win for students and teachers alike.

iMagine Machine™ is an educational gaming company that develops STEAM
(Science, Technology, Engineering, Art, Math) related games, with an emphasis first and foremost on a rich gaming experience, weaving in the pedagogy transparently. http://www.imaginemachine.com