Educational Technology for Teaching and Learning. "Technological tools are essential"

ICT (information and communication)

A part of what is good teaching and is a part of the Australian Curriculum.

ICT is a valuable and necessary tool that is a part of the curriculum and should be used at a collaborative level

Technology use can be limited by funding and resources

Used to be based on NATPLAN results

Now based on principles and the specific locations

TPACK

Pedagogy + Content + Technology

How teachers (pedagogy) believe students learn defines the use of technology

Collaboration and development of critical thinking skills etc.

Repurposing Technology is also an important skill to have.-

Teachers are required to create successsful learners

What is Learning

Tutorial, Building, Playing and Creating are all relevant and allows for specific orientation towards students.

Self Regulated learning involves Perseverance and Grit

Beliefs from working hard and for long enough.
Combines passion and perseverance and tend to be more long term.

Is a feature of a growth mindset, which is a belief that anything can be changed with effort.

Grit is required by teachers to try navigate new programs and strategies.

Learning Theory

Cognitive

Knowledge exists externally to the child.
This involves using programs such as software (tutorial programs) and pedagogy (direct instructions).

Constructivist

Knowledge is constructed from experiences.
Uses software such as "spreed sheets" and"show me."
Requires a pedagogy centered around big questions and investigation.

Traditionalists only follow a factual approach for example only technology use is powerpoint.

Behaviorist

Software such as explain everything, children learning through apps. Technology is dependent on how you use it.

Self Regulation and Learning (Key aspect of learning)

Time management

Effect Regulation

Metacognition

Critical Thinking

Peer Learning

"We all learn together" (Collaboration)

Metacognition

TPACK

Is a combination of content, pedagogy and technology.
Although Content and Pedagogy are required technology can be used to enhance PCK.

Tools, TPACK

Table

Pedagogical Beliefs

Dualistic

Supplementary

Multipilistic

Enrich

Relativistic

Enrich

Relativism

Transform

Instructional (Dualistic),facts, yes or no.

Revelatory (Multiplistic) activity is discovery and content based.

Relevatory (Multiplistic)

Relativist (Conjectural) Hypothesis, manipulation and adaption.

Pedagogical Practice

Dualistic

Teacher Centred

Multipilistic

Primarily Teacher Centred or Mixed/Balanced, Student Centred

Relativistic

Primarily Teacher Centred or Mixed/Balanced, Student Centred

Relativism

Student Centred

Its all about how you use technology tools, as learning should be more of a focus than teaching

Supplement, Enrich, Experiment

Supplementary

1st Computers in classrooms were only used to supplement for example to play games at the end of the class.

Computer rooms became seperate from the classrooms and teachers began to think it wasn't their problem (Hire another ICT teacher).

Modern teaching requires Technology to be the responsibility of all teachers.

Apple Classroom of tomorrow

Apple put computers into the classrooms at first the computers were only limited to computer rooms but slowly began to move into the classroom in few numbers to allow fro student collaboration

Only Supports learning

Enrich (Augment)

Addition on top, adding within the learning not at the end.

Ipad's were used to film and test hypothesis in an experiment

Intergration

Transform (Leverage)

Constructivist, play/experiment based

Kids teaching other kids, projects with the aim to problem solve through project/problem based learning (Collaboration).

Research and critical thinking

Leads to better engagement,

Personal Observations on 2019 Practical

Teachers has used technology to supplement, showing only videos and creative powerpoints to build on textbook knowledge and lessons. Many teachers seemed to have taken this approach and is an example that teachers are implementing technology in more creative ways as TPACK seems like a new approach to teaching.

"Technology For inclusive Education" Jeff Scouter

Reading Troubles

"Would a text-only format be ideal for someone with a reading disorder?"
No images can help accessibility, they change also increase comprehension and usability for most audiences. Use of different media is important.

Reading from texts for those who experience difficulty may experience time limit pressure.

Students who also struggle may be disengaged, require more concentration and may make more mistakes.

Resources for text must be prepared and allow for changes depending on student needs.

Curriculum Requirements

Does it specifically say that you need a pen or pencil, or a computer.

Example Access Abilities

Notes App

With enabled dictation, which allows for hard of hearing or deaf.

Allows for physical manipulation, digital Reader, text-to-speech.

Transforming content:

Providing variations of text, such as showing images, different fonts and colours. Which requires the steps: 1. Have a digital copy. 2. Provide an appropriate digital format for students.

Technological Terminology

Access

Allows for engagement with the curriculum.

Access Hardware Examples

Different keyboard styles, models and layouts. This includes smaller mice for prep students, different colors and sizes of keys. Keyboards can also be smaller, require use of one hand

Different mouse models for example those that allow for use with different hands,can allow those with grip difficulties, smaller for better grip, chester mouse (single button, left click) joystick mouse, track board, physical movement.

Switch

For example Stephan Hawking was a user of this technology.

It goes of muscle movement, selects the highlighted option. Requires linking.

IPADS

Can allow for mouse connectivity through dongle but after new update to separate operating system dongle wont be required. Issue that occurs can be people may not be able to use a touch screen so additional

Supportive

Technology used to improve efficiency.

Curriculum

Requires technology applications to enhance curricular activities.

Framework

This technology is a shell with tools. (e.g Microsoft Word.)

Inclusive

Specfic functions, everyone can use but have extra features.

Technology/Hardware Examples

Virtual Reality (VR)

Gives students a way to experience a simulation.

Braille Device

Keyboards with braille characters. Up to 80 cells of text.

Text to voice commands/menus, screen reading.

Seeing AI

Text to speech, allows modifications. Highlights words as it reads. Can read bottles in supermarket.

Technology as a Tool to Support Instruction (https://www.educationworld.com/a_tech/tech/tech004.shtml)

"Technology lends itself to exploration"

"In a technology-rich classroom, students don't "learn" technology. Technology merely provides the tools to be used for authentic learning. It is a means, not an end."

Its supports collaboration, and developing learning goals to be enhanced by technology.

Traditionally, classrooms have been relatively isolated, and collaboration has been limited to other students in the same classroom or building. Today, technology enables forms of communication and collaboration undreamt of in the past. (https://online.purdue.edu/blog/how-has-technology-changed-education)

Classroom Tech. St. Lawerence

Combining old and new practices

A collaborative environment, a open classroom layout

4 Teachers, one classroom, teaching pedagogy affects teaching style.

Technology is only used collaboratively, is essential in the classroom.

Technology needs to start with the learner and not just with the teacher.

Go beyond posters and powerpoint's as children K-12 require creativity, problem solving skills etc.

This link https://www.youtube.com/watch?v=_a90EvWfoLU talks about an TPACK Example through teachers collaborating together first discussing there teaching styles, what they plan on teaching and how.

Examples of interesting technology

Apple computer rooms are examples of a concrete tool

Apple provided computer labs to schools for study.

Simulations are examples of tech tools.

Video about learning experiences

Through repetition, collaboration, viewing other dancing choreography on Youtube and allows for personal critique.

Uses IPAD (technology) recording, playback and feedback all enhance content.

Content for iPad=
1. Dancing = motifs and choreography
2. Technology = iPad
3. Pedagogy = student directed and collaboration

Digital Games

Statecraft

Meaningful Play, serious games, on a senior level requiring students to collaborate.

Availability at all times and one cell phones + collaboration and and strategy. Control of learning.

Helped the quieter students speak up and interact with others because they knew what they were doing/engaged with the content.

Required students to solve social problems centred around society and history. After playing the game students at the end of term were then required to write about their experience and so forth.

Showed better performance and detailed communication than years previous.

Student Centred Play

Minecraft 'Adventure World'

Appealing to interests after adapting technology tools. Means better engagement.

Based on the school topic the local area, for example police stations, hospitals, school, churches, balance between built and natural.

Students collaboratively built a world in Minecraft based upon information.

Pyramids in Egypt (Peter, in History)

Students built pyramids on 50 by 50 square, using the information provided through lessons.

Racket and Clank

Used instead of a Big Book (A resource a teacher reads with the class)

Through collaboration children where silent and engaged.

Engaged boys in writing, which is usually hard to get engagament.

Subtopic

The game provided students with visuals which helped students character analysis, narratives and engagement.

Repurposed playstation through enriching content.

MYST

Puzzle game, used with a class of year 7's, used airplay to project game onto board.

Students teaching students as the teacher didn't know about the game. Improved critical thinking and collaboration skills.

Used the senses, emersion of the students in the game.

Relativism due to the discovery based learning. Only built skills (general capabilities) not content based.

Transformative as it was constructed by the students

Software

Technology in the Teacher's Hands and Technology in the Student's Hands

Specific Content

Presents information through questions programs (e.g. yes, no, wrong or right).

Examples: Mathletics, Reading Eggs

Behaviourist/Cognitivist

Tools to reference existing knowledge

Content-Free Software

Blank and open environment

For Example: paint, show me, mind maps

Constructivist

Children teaching other children

Sugata Mirtia 1960's

Italian, placed a series of computers in walls at low ses areas, they learnt English through experimentation and proceeded to teach each other.

Created collaboration through experimentation.

Unsupervised groups of children, learning by themselves.

Old Man's Tale

Promoted questions such as "explain this image"
"write your own narrative

Bright Ideas

is a game that promoted problem solving, story and goals.

Explain everything

Allowed for boys to be more engaged and to interact with work. Is more creative than a simple mind map.
Handheld electronic whiteboard, blank slate, involves no content.

Edmodo

Scaffolding student learning through sharing content, distributing quizzes, assignments, and managing communication with students, colleagues, and parents.

Semior Parpet (Lego Turtle) "30 Years of Collaboration Towards Empowering Children to be Creative Thinkers"

Previously coding was apart of the senior phase, the primary focus was on maths and abstract thinking.

Made use of the Constructivist theory that children learn through play, engagement and creation.

Tools + Teaching = Effective Learning

Sharing ideas and the impact it has on humans

Creation of an innovative, creative and brave environment.

Experimentation requires trial and error, and a strong sense of failure is not the end (Self Regulation and Grit).

Technology must be used for a practical purpose, taking the fundamentals and techniques learned over a semester and applying it to a final project, where creativity and uniqueness are required and rewarded.

Understanding how technology can be used to reach the most people in an effective way is they best way.

Associate Professor Joanne O’Mara from Deakin’s School of Education believes ‘The use of iPads and the internet gives young people access to unprecedented amounts of information and misinformation.'