Assessment requirements Ass 1. You will carry out an evaluative audit of your own current skills and...
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Transcript of Assessment requirements Ass 1. You will carry out an evaluative audit of your own current skills and...
Assessment requirements
• Ass 1. You will carry out an evaluative audit of your own current skills and knowledge in this area and evaluate use of technology in your subject
• Ass 1 Presentation: Describe and critically evaluate the current use of technology in your subject area and put forward a proposal for a digital package.
• Ass 2 Produce a subject orientated interactive learning resource / package and a critical evaluation of its effectiveness in terms of teaching and learning.
Key areas of related enquiry• Policy• Curriculum change• Systems change management/leadership• Enquiry • Assessment• Pedagogy• Digital divide• Mobile technology• 21st Century skills• Personalisation• Learners’ skills and habits• Pervasive and ubiquitous technology• Teachers’ skills and habits• Web 2.0
The digital learning dilemma
Learning Process iand curriculum
Learners digital habits
Digital tools available
Your digital habits
Transmission model of education. Teacher Role?
Content is selected and delivered by
teacher
Student reproduction
of content
Assessment by tutor
against crieria
Digital transformational learning model (Teacher role ?)
Challenge or problem
Select digital tool and solution
Get resources/critic
ally evaluate
Create /Produce artefact
Present publish per
review/assessment
Devised by Peter Cunningham RAF Cosford
Teachers designing digital learning spaces
Learning space
Enquiry/finding content
Hosting content/ e.g.
Flickr You tube
Collaborating/ twitter/facebo
ok etc
Creating content/ flickr
You tube/ podcasts I jopurney
Reviewing and assessing content
Learner interactions with digital spaces
Learning spaces/s
paces
Challenge
Tool
Resources
Collaborate
Create
Publish/review/assess
Digital technology and education
The case for transformation
The question is no longer about efficient and effective education but about how notions of effective education will have to be aligned with what constitutes a worthwhile education in the 21st century.
Prensky, m. (2001)Digital Game-Based Learning
• 1. Twitch speed vs. conventional speed • 2. Parallel processing vs. linear processing • 3. Graphics first vs. text first • 4. Random access vs. step-by-step • 5. Connected vs. standalone • 6. Active vs. passive • 7. Play vs. work • 8. Payoff vs. patience • 9. Fantasy vs. reality
• 10. Technology-as-friend vs. technology-as-foe
New technologies are almost always examined in terms of their potential for supporting and improving the work of teachers rather than in terms of their capacity to support the work of students. Schlechty (2009)
In the digital world, the learner, not the instructor, is in charge of what will be learned, as well as how and when that learning will occur. (ibid)
Transformation or reform?
Transformation by necessity includes altering the beliefs, values and meanings-the culture- in which programmes are embedded, as well as changing the current systems of rules, roles and relationships - social structure- so that the innovations needed will be supported.
Reform, in contrast means only installing innovations that will work within the context of the existing structure and culture of the school
A] For teaching and learningLearners characteristics, Curriculum, constraints
B] For using technology within classes
C] For using technology outside classes to supplement learning
Key issues
Learning and teaching, Digital Choices, Change.
From• Foe• 1 project• Control of learning• 1 media• Reconstitution of facts
• Product bias• Consumption of knowledge• Teacher agency
To• Friend• Many projects• Leader and manager of learning• Many media• Problem, Research , analysis,
synthesis, evaluation,transformation
• Process skills• Production of knowledge• Learner agency
How to make ICT interventions work
Findings from CDaRE research project for TDA
The status of the technology being introduced
Technical status
Social status…good or bad ?
Learning status…
Capacity for innovation
Risk taking and experimentation
Leadership support
Openness and sharing
Recognition of individuals’ existing knowledgeMentoring others
Legitimisation
The degree of alignment between the innovation and
the needs and concerns of individuals and teams
Meet the needs of teachers or students
Add to core activities of teams
Align with the overall strategic aims of organisations
Be underpinned by core educational values.
Preserve or recreate the identity and role of the teacher
Karl’s 7 rules• Provide an environment that supports innovation and
challenges norms• Don’t ban technologies that learners use• Utilise their digital habits for learning• Preserve the role and identity of the teacher/ transform if
necessary (but the role is vital)• Problem based learning that promotes learner agency• Develop collective agency…shared values beliefs etc…
Reformation or Transformation?• Learn about your organisations’ digital habits, skills and
affordances and act accordingly.• Use action research to recreate pedagogy
Learners need learning which is…
• deep (reflective, metacognitive, beyond course requirements)
• authentic (‘real-world’ contexts, meaningful to students’ lives)
• motivational (task/goal oriented, inspires students to further learning). Hadfield and Jopling (2008)
Things to read
• Boyd, D. (2007) Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life. MacArthur Foundation Series on Digital Learning Youth, Identity, and Digital Media Volume (ed. David Buckingham). Cambridge, MA: MIT Press.
• Fisher, T. (2006) Educational transformation: Is it, like ‘beauty’, in the eye of the beholder, or will we know it when we see it? Educ Inf Technol (2006) 11: 293–303 DOI 10.1007/s10639-006-9009-1
• Gee, J. P. (2005) What would a state of the art instructional video game look like? Innovate 1 (6). http://www.innovateonline.info/index.php?view=article&id=80 (accessed October 26, 2008).
• Gee, J.P. and Hayes, E. (2009) Public Pedagogy through Video Games http://www.gamebasedlearning.org.uk/content/category/1/1/60/ [accessed 21 May 09]
• Hadfield, M. and Jopling, M. (2008) A Horizon Scanning Guide: Innovation Unit http://www.innovation-unit.co.uk/education-experience/next-practice/learning-futures-next-practice-in-learning-and-teaching.html [accessed 06 June 09]
• Hadfield, M., Jopling, M., Royle, K. and Southern, L. (2009) Evaluation of the Training and Development Agency for Schools’ funding for ICT in ITT Projects. London:TDA www.tda.gov.uk/techforteaching
• Kirkland,K. & Sutch, D. (2009) Overcoming the barriers to educational innovation, Bristol: Futurelab• Lenhardt, A et al (2008) Teens, Video Games and Civics, Pew Internet & American Life Project
(Pew/MacArthur).• Schlechty, P. C. (2009) Leading for Learning, San Francisco :Jossey-Bass