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).
"Using Technology as a Learning Tool, Not Just the Cool New Thing" (https://www.educause.edu/research-and-publications/books/educating-net-generation/using-technology-learning-tool-not-just-cool-new-thing)
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.