Monday, 18 May 2015

Assessment 1B

Assessment Task 1 - Part B

It's time again to reflect on what we have learnt over the past few weeks since looking at Digital Technologies. I have enjoyed participating in these few weeks more so than the first few weeks of Design Technologies. As the weeks went on, I could easily see the differences between them.

In the past few weeks the challenges I have participated in have allowed me to make connections to new terminology of computational thinking, algorithms and patterns and using basic code for computer programming. 

I have taken part in the weekly activities and reflected on them throughout my blog. It surely has been an amazing learning experience and can see the importance of teaching this using the curriculum within my future classroom. I feel taking part in this course has given me lots of hands on experience and great useful resources (which I've saved in my favourites) to use when I'm teaching in a classroom. 

By doing this and what I have learnt through Design Technologies in the initial few weeks I can see myself achieving the aims of the Australian Curriculum - Technologies subject within my future classroom. 

Aims

  • investigate, design, plan, manage, create and evaluate solutions
  • are creative, innovative and enterprising when using traditional, contemporary and emerging technologies, and understand how technologies have developed over time
  • make informed and ethical decisions about the role, impact and use of technologies in the economy, environment and society for a sustainable future
  • engage confidently with and responsibly select and manipulate appropriate technologies − materials, data, systems, components, tools and equipment − when designing and creating solutions
  • critique, analyse and evaluate problems, needs or opportunities to identify and create solutions.
  • These aims are extended and complemented by specific aims for each Technologies subject.
However in saying this, I know that technologies are forever changing and so is the curriculum. Therefore I know my understanding and use of technologies within the classroom will forever grow and change as the years go on, which I am so excited about - just thinking what's imaginable in my many years of teaching ahead, excites me. It would be a great idea to continue using a blog to discuss what current technologies we are using right now within the classroom, and keep adding to it over my years of teaching. Then looking back in the future would be a great tool to have and use with my future students. 

It scares me now to think about my children and the children of today, to what they are doing and learning in school is so different to what I learnt in school in the 90's. I can see how important this subject is and why its such a focus for our government to incorporate this across Australian schools - allowing students to work with the "global language" of the "digital age", which can't be done without great teachers in the schooling system which is why I am completing my degree to be one of these great teachers.

References

Australian Curriculum Assessment and Reporting Authority: Digital Technologies. (2015a). Aims. Retrieved from http://www.australiancurriculum.edu.au/technologies/aims



Week 8 - Chapter 17 - Computer programming in the primary school

By Rory McGann and Aisling Leavy

We can all play games and communicate on social networks, but can we create a game, story or musical experience? To support understanding the role of programming in education, we read about various theoretical perspectives and case studies.

Theoretical perspectives of programming

Constructivist perspective- people construct new knowledge when they are actively engaged in constructing something meaningful - self directed learning- construction of new knowledge

Problematizing - means to wonder why things are, to inquire, to search for solutions and to resolve incongruities.

Research on programming environments : A focus on game design

Game design focus has been on developing programming skills, environments of interest to females and academic domains including science, history, maths and language.Creating game design supports the development of thinking, problem solving and reasoning.Creating an opportunity and advancement for self reflection.

Specific design environments : From Logo to Scratch

Logo became of interest in the 1970's and attempted to show the education system about the programming, however the education department didn't take interest in it. It was often thought that Logo programs were too difficult for pupils. Scratch was then developed which created a simpler way to understand the programs. Using scratch has been sought to be a positive learning experience.

Student teachers initial reactions to programming

Reflective blogs created showed the teachers were surprised of the different ways of learning and teaching. To have the ability to create different skills to develop and enhance both teachers and students learning by stepping out of their comfort zones.

Programming and the curriculum

Learning principles are common across many countries.Focusing on sense of wonder and curiosity, support in learning, collaboration. Using Scratch within the school systems create learning opportunities for mental workout and collaborative and cognitive skills.

Programming : implications for teaching

Programming in an educational environment, creates potential for learning affordances among the pupils.

Teaching and learning strategies 

Attention to lesson structure and focusing on pupils prior knowledge and maintain student interest.to use effective pedagogies within their teaching. Resource technological equipment to help further the lesson, ie. interactive whiteboard, speakers or a laptop.

Classroom Management

For maximum success there is to be an adequate amount of teacher speaking, collaborative learning and structured tasks. Behaviour management is often mooted, and a good use of proper classroom pairing as well as activities allow for minimal disruption.


References

McGann, R., & Leavy, A. (Ed.). (2015). Teaching and Learning with ICT in the Primary School (2nd ed.). Abingdon, Oxen: Routledge & New York, NY: Routledge

Week 8 - Angry Birds

This week we visited Hour of Code website and went into the Angry Birds Maze section. I really enjoyed participating in the activities as I love the game Angry Birds, it kept my attention as I made my way though the activities. I found this a fun and easy way to learn about code, and getting objects to move on the screen. I was able to understand the term algorithm and that I use this in my every day life, as I like to write lists. An algorithm is a set of simple steps to complete a problem or achieve some end. Eg - giving steps to a blind folded peer to reach the finishing line - one step forward, turn right, 5 steps forward, turn left, 2 steps forward etc.

The videos at each section made it really clear at what we would be learning next and allowed to user to focus on the new written coding, allowing the user to have clear understanding on what the code is doing by following every single step given. I was soon relieved to find out that short-cuts can be used so the same code wasn't needing to repeated each time.


I would consider using this in a Year 2 classroom and link it to the curriculum :-

Technologies / Digital Technologies / Foundation to Year 2 / Digital Technologies Processes and Production Skills / ACTDIP004

Sunday, 3 May 2015

Week 7 - How the internet works

I really enjoyed watching the Youtube video on explaining how the internet works - getting to information you seek and showing it up on your screen. It's just amazing to think how fast it has gotten over the years from using  dial up (I can still remember the beeping sounds it made, and that no one could use the phone when someone was connected) to now using ADSL and connecting wirelessly anywhere with our phones. Just so excited to see what new technology comes out next.

I would use this video in my classroom when discussing the internet and its technologies.


Week 7 - Visual Literacy

What is Visual Literacy?

Visual literacy is a term given to a variety of teaching methods that are used within the learning environment and includes the use of such items as pictures, drawings, photographs, concept maps, graphics, videos and multimedia.

Visual literacy has a positive role as a 21st century competency, developing creative problem solving and innovative thinking. When students and teachers brainstorm their ideas, they can consolidate the information into conceptual maps, timelines, graphs, list etc, allowing for strategies of reasoning processes such as classification, comparative thinking, analysis, evaluation and design thinking. 

I have used visual literacies in my Kindy classroom for a number of years now - when we are sitting on the mat as a group and brainstorming a topic, we will use a concept map and have the main topic in the middle of the page or on the electronic white board - and gathering information from the children we will write all these around the topic with lines and the child's name so we remember who shared the info. This is a great tool for the kinders that they all enjoy participating in and see where it can take our learning. I know I can continue to use these visual literacies in my future classrooms as I already have hands on experience with using them and can see the benefits in incorporating visual literacies into our learning. 


Week 7 - Digitial Computational thinking

We were asked to watched this Youtube video on Computational Thinking on the learn code website.


I found this video very helpful in explaining the different categories of computational thinking for us teachers. In my classroom we could watch this video first to get the students to understand the term and what the activity will entail. I feel using the monsters makes it a fun, but educative activity. Once the students show understanding of this, they could work in small groups and come up with their own activities for each group to participate in and complete the tasks required. We would then all come back as a whole class and have a final discussion on computational thinking, what we have learnt and how we can make use of it.

Saturday, 2 May 2015

Week 7 - Digital Learning Challenge: Algorithms - Abstraction

We have been asked to create an activity to decomposition.

By using Microsoft word to collect data on the class on eye colour. This will be collated by using the
developer tool. Firstly the questions must be asked and the variables worked out. In this activity the child's name and the eye colour will be the changing variable. Once we had a group discussion and written on the board of all possible eye colours, the students will write this into word and develop their two drop down menus of all students names and all possible eye colours. Once this is complete the students will go around making sure they have everyone and their eye colour chosen on the list. This activity could be done in small groups of 2-4 students allowing those that need an extra hand at completing this task is done in an collaborative way allowing thinking, discussions and evaluating to occur.

To take this activity further is then to use the information collected to create graphs - how many students have x amount of blue eyes etc. and could be shared up on the interactive white board.

I have chosen to link my activity to the curriculum through the :-

Years 3 and 4 Band Description

Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking, such as categorising and outlining procedures; and developing an increasing awareness of how digital systems are used and could be used at home, in school and the local community.

Digital Technologies Processes and Production Skills
Collect, access and present different types of data using simple software to create information and solve problems (ACTDIP009) 







 


                                                                                                                                                        Elaborations
Cross curricular links


Literacy
The particular elements of Literacy addressed by this content description
Comprehending texts through listening, reading and viewing
  • Comprehend texts
  • Navigate, read and view learning area texts
  • Interpret and analyse learning area texts
Composing texts through speaking, writing and creating
  • Compose texts
  • Compose spoken, written, visual and multimodal learning area texts
Text knowledge
  • Use knowledge of text structures
Word Knowledge
  • Understand learning area vocabulary

For further information go to General Capabilities.

Numeracy
The particular elements of Numeracy addressed by this content description
Interpreting statistical information
  • Interpret data displays
For further information go to General Capabilities.

Information and communication technology capability
The particular elements of Information and communication technology capability addressed by this content description
Investigating with ICT
  • Define and plan information searches
  • Locate, generate and access data and information
  • Select and evaluate data and information
Creating with ICT
  • Generate ideas, plans and processes
  • Generate solutions to challenges and learning area tasks
Managing and operating ICT
  • Select and use hardware and software
  • Manage digital data
For further information go to General Capabilities.

Critical and creative thinking
The particular elements of Critical and creative thinking addressed by this content description
Inquiring – identifying, exploring and organising information and ideas
  • Identify and clarify information and ideas
  • Organise and process information
Generating ideas, possibilities and actions
  • Imagine possibilities and connect ideas
  • Consider alternatives
  • Seek solutions and put ideas into action
For further information go to General Capabilities.


Week 7 - Computational thinking

Google for education states:

What is Computational Thinking? Computational thinking (CT) involves a set of problem-solving skills and techniques that software engineers use to write programs that underlie the computer applications you use such as search, email, and maps. Here are specific techniques.
The two Youtube vidoes on computational thinking I found very informative on helping me to understand what Computational thinking is.


I loved the computation thinking at google as I love to  use Google Earth and explore the places around the world I been to and those I want to go to. We used it to explore street view of Kununura, in Western Australia so we could see what it actually looked like before moving here.


The table presented, drawing together the concept of computational thinking and other curriculum areas which I found was a good way to see how computational thinking works and across many subjects of the curriculum.


By using the website - Thinking myself  allowed me hands on experience to gain the needed knowledge of understanding computational thinking and further understanding of the four skills.
I will definitely be keeping this website in mind to use within my classroom of all ages when learning about this topic.




Week 7 - Digital learning challenge

This week we were asked to have a go at code monster and Khan academy sites. Both introductions to JavaScript. Using code to draw objects by learning and having a go at manipulating this code.

Code Monster
Khan Academy

With having used this coding before in high school (when I use to make my own websites) I found these two websites very easy to follow through the instructions, allowing me to understand this simple coding of shapes and colouring. I could see how the use of these in the classroom would benefit my students in starting to understand this computer coding.

Once my students are showing understanding of using this code, I could create a game for them to show me this understanding by following the instructions to create what is asked. 



With links to - Processes and Production skills strand of the Australian Curriculum: Digital Technologies F-2 band: 
Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

The game could be to design your initials using many colours using the unplugged environment now that they understand on how this coding works. Once the class has been successful in achieving this the students could take turns at coming up to the front and share their code by doing on the electronic whiteboard so the whole group can share on their successes. To take this further once everyone has their lettering we could then see how we could join these lettering on the screen to form words (whole names) etc. A student could come up and put a code in for the 1st letter, then choose someone else to come up and write in the 2nd code for the 2nd letter and so on until a whole word is achieved on the screen.



Thursday, 30 April 2015

Assessment Task 1 - Part A

Thinking back to when I first enrolled into this course, I was very excited to take this subject on, as I love using technology and have used it daily in my classroom (childcare and kindy) for many years. I can see the enjoyment it brings to the children in my class and being able use the many different resources within, allows for a different type of learning and engagement to occur. As I worked through each week of the course I was feeling a bit overwhelmed with all these new tools I was trying to implement on my blog and wiki, considering I had never used these before taking on this course, I felt my current computer skills would help me get through the course, and looking back it did in parts. I was then able to offer my help to peers where needed as I enjoy working in a collaborative environment.

I have learnt a wide variety of new skills throughout the course, such as concept mapping, embedding and iframe codes, to using a decision matrix. With some assistance from my peers and lecturer I managed to overcome my fears of exploring these online tools and can see the importance of using them within my classroom. Having gone through the fearful stage of feeling lost and not knowing what to do, I feel now that I could better assist my students if they were to feel the same way, by allowing them adequate time to explore, discuss and have a go.

By forming a online group and working in a collaborative way, even though it was done via online, I found this strategy, for me was a big help at achieving what was expected of the weekly tasks. Knowing I wasn't alone and we were all learning together, allowed me to feel comfortable in asking questions when needed, and no question was a silly one. We all wanted to help each other as much as we could to achieve completion of the course. I would use the experience of participating in your own design challenge and therefore design cycle, in my classroom by splitting students into small groups and allowing them to work through the design process as we did, for a certain purpose that could entail a certain subject, idea, improvement etc.

However in saying all of this, I did come across one issue throughout my design. This occurred throughout using the peer feedback process. Which is one that I would expect to come up also within the classroom, as humans we tend to think and understand on different levels to one another which can lead to misunderstandings. With clarification from my lecturer I was on the right track, we were all able to move forward with open communication on the matter, allowing myself to make the final changes to my design which then allowed for final peer feedback to occur. Remembering about this will allow me to apply in my classroom to make sure clarification on what is expected on the task and that everyone is on the same page to minimise any misinterpretations that students may have before continuing on with the tasks.

Looking back on my design in my wiki, I was able to follow the design cycle which incorporated strands of the Australian Curriculum – Technologies – Design and Technologies strand under the year 5 and 6 band description of Food and Fibre production, I used my interest in gardening and sustainability with my work experience in early childhood with the indigenous community to come up with a design that created an sustainable edible garden with links to local indigenous bush tucker. In my challenge I designed 4 alternative gardens and and then through elimination chose an ultimate design. However in my classroom with a 5-6 grade I would challenge them to design different types of this type of my final design of garden and we would. as a class, use each groups design with the decision matrix to work out which groups garden would be the best suited to the space given within the school grounds, similar to what I was required to do in my challenge. I chose to challenge the years 5 to 6 age as I feel that being older and more mature they would be able to grasp what was needed of the design challenge and give them ownership of this new space within the school, allowing these students to share in their achievements with the rest of the school as this space would then be used with all year levels as deemed appropriate by the teachers.

I have learnt a lot of new knowledge and useable tools that I cannot wait to use within my classroom to educate students in the Technology strand. Reading and learning about the co-constructed learning, I feel this is a way of teaching I would love to incorporate into my own teaching strategies and can see the positive outcomes for my students. I finish this blog entry feeling ever so excited to what else I will learn, the more tools I will come across and get to have a go, building up my confidence and experiences that I can use now in my current workplace and to my future students in the classrooms I endeavour.


Tuesday, 28 April 2015

Week 6 - Infographic

websitewer
easel.ly

This week we were asked to design a infographic. I used the website http://www.easel.ly/ to create my inforgraphic. I chose to use a template and change it to my journey through my university degree. I found this an easy tool to use as it worked much like word and powerpoint. This would be a great tool to use within the classroom for students to create and share them with their peers. Depending on the year level and expertise of the students would allow more detail to be put into the infographics.

Infographic - "Infographics combine visual literacy with data analysis to portray  a visual representation that leads the reader to a clear conclusion".

Monday, 27 April 2015

Week 6 - Binary Numbers

What is binary?

Binary code is a number system, similar to the decimal system except that it represents numbers to base 2, rather than base 10.

I found this youtube video to help explain what Binary is (for us adults) and how to work with binary numbers. However first we need to understand how base10 numbers work (decimal number system).



To use binary within the classroom as an activity -

Game 1 - Scrambled Spelling

By using the Character to Binary work sheet, the weekly spelling words will be written on the board but scrambled - the class have time to change the binary code to the corresponding letter and then unscramble the letters to create the weekly spelling list.
Game 2  -  Scavenger Hunt

Groups of 2-4 with clip boards to go around certain area of classroom, building or school and have to crack the codes at each station -  Each station set up will have 10 items to crack before being able to move onto the next. Each station will be split into 2 - containing 5 Binary numbers that need to be changed to decimal numbers (base10) and then 5 decimal numbers (base10) that need to be changed to Binary numbers (base2).

Once everyone has been to the stations set up the class comes back together and each group has a turn at sharing what they found at one the stations so they whole class can discuss if they were right or not.


Week 5 - Multimodal & Co-constructed learning

Power of learner control

After reading Teachers and pupils incorporated - Developing a co-constructed classroom by Blackberry and Woods (2015) it made me think back to my primary school years when computers were fairly new within the classroom and to how my year 7 teacher must of thought how she was going to teach this new ICT within her class.

I can remember it being a co-constructed learning environment, not the teacher up the front being "sage on the stage" but more of a "guide on the side". We all explored and learnt together and used this opportunities to share our findings with the whole class. This allowed it to be more enjoyable by the students, and we all found in interesting and wanted to learn more.

Children today have such a wide range of different technologies that can be used - Skype, twitter, internet (WWW), email, wiki's, blogs - the list just continues which can all be incorporated within this co-constructed learning environment, as all teachers will be at their own individual levels of using ICT and how comfortable they are at using them within their own classroom.

Benefits of co-constructed learning for pupils:

  • students are more engaged and motivated
  • students become more independent
  • students interests and learning needs identified and incorporated - individualization
Benefits for teachers
  • gave more time during class with individual students
  • reduction of anxiety, feeling needed to know everything
  • student motivation - increased productivity and decreased time spent on tasks
  • self-sufficient

Having this in mind, and with my personal interest in using ICT within the classroom, I will endeavour to use the co-constructed learning environment within and we can all learn together as a class as no doubt by the time I am teaching, there will be all this new technologies we will be using that children these days are learning and using from such an early age.

Week 5 - Online Peer Assessment

Lu and Law (2012) study breaks peer assessment into two forms that effects learning of both the assessors and assesses - Peer Grading verses Peer Feedback.

Peer Grading - 

  • criteria applied for assigning grades
  • challenging and time consuming
  • beneficial for critical thinking
  • learn more effectively

Peer Feedback - 

  • evaluative feedback more important than grades
  • more effective than grading
  • enhances learning
  • gain reflective comments
  • share ideas on improving work
  • given in timely manner, more frequently
  • less threatening

Effects of Peer Feedback on Assessors and Students

Improves learning of both the assessor and student. Teacher can see what students know and what they need to refocus on in further classes and benefits the students as they themselves can gain knowledge with this feedback to what areas they are lacking and can improve on to help increase their learning and grades. However in saying this, as a Teacher it needs to used appropriately within the classroom and may only work for some older grades. 

I found this when doing our Design process and offering peer feedback to each other. I used the feedback I received in a positive way and used the extra knowledge and ideas given to improve and enhance my own design in ways I never thought of. Using peer feedback allows to tap into other peoples thoughts and knowledge as we all think differently which helps focus on other areas we may not have thought of ourselves. 

Sunday, 26 April 2015

Week 5 - Pedagogy involved in taking a futures approach

"Futures thinking" is to think about the possible futures that we ourself would like to see occur. Not only for ourself but locally, nationally which leads to globally. Thinking about this increases the chances of the preferred future to happen.
Within the Australian Curriculum, teachers are expected to guide their students learning in developing skills:

  • Anticipating the future
  • Accepting consequences
  • Envisioning alternatives
  • Making wise choices
  • Taking responsible actions
As students progress through their studies in the Technologies learning area they are developing an appreciation of the needs and consequences considered for sustainable future for generations to come.




Week 4 - Final Design Challenge

This week I had to complete my final design challenge by firstly deciding on 4 alternative designs to go up against my first design. I used the wise mapping tool to create a mind map of these alternate designs which I then added photos for each design so that my group could clearly see how I intended for these designs to look.

By using the decision matrix tool I was able to use the excel template of this, and put in the numbers for each design to work out which one of the 5 designs would be the winner and best design to go with.

By using the collaborative process with my group I was able to gain great feedback to help me complete the whole process of my design. At first I was a bit unclear at what exactly I had to do with my wiki but as I gained clarification from my Lecturer Wendy and discussion with all my group I was able to gain the knowledge needed to complete my final design challenge. In the end I have learn a lot of new things with technology including using blogs, and wiki's and how to embed codes into these so they show up properly for the readers to be able to see them properly on their screen.
At the beginning of the course I was feeling very excited about doing Technology however it's been completely different to how I imagined, however I am enjoying taking on these new challenges each week and learning lots of new things on the way.

Sunday, 5 April 2015

Week 4 - Reflection on Web 2.0 and Classrooms

Web 2.0 and Classrooms

By Mandy Peace

Technology has reshaped learning and teaching in the 21st  century.

As a summery of Web 2.0 and classrooms it is beneficial to all teachers in today's teaching and those gaining knowledge to teach to know and understand that technology is ever changing, constantly evolving. Teachers need to learn, maintain and understand the new content to be able to engage, and teach to students of the 21st century. As quoted in the book which brings forth very bold and true statement from philosopher John Dewey "If we teach today as we taught yesterday,then we rob pupils of tomorrow." (1944, p. 167). As the things we have learnt and been taught when we were in school are different in today's ways of teaching. that every day there is some knew knowledge to gain. in the classroom the curriculum is always being reviewed, evaluated to see what benefits or changes can be gained or addressed. Web 2.0 gives teachers and students a place to collaboratively come together in learning and evaluate and review with technology. Using wiki's, bogs, pod casts other social outlets creates spaces for students to work as individuals, as groups in an on line setting where all are able to see and participate. Their are concerns for safety by parents for having there children in such an on line world, however it is brought forward as we need to teach students the safeties of on line like you would teach them the safeties of the offline world. The benefits of individually working on line and collaboratively working on line is gives students the opportunity to be creative,solve problems,cooperate with others, learn how to review, reflect and critique. Web 2.0 can be used cross curriculum which helps in the support and development for teachers and students to come together in a collaborative learning environment. 

References: 
Younie, S., Leask, M., & Burden, K. (2015). Teaching and Learning with ICT in the Primary School (2nd ed.). Abingdon, Oxon & New York, NY: Routledge.

Week 3 - Reflection on how children learn technology

Watching the video's this week of the children bought back memories of myself as a children. Wanting to explore and learn all I could about new technologies.

Technology has grown so much from when my parents were children and even to now when I was a child in the 80's to the now with my own children growing up in the 2000's. I enjoyed watching the 3rd video of children exploring the old Rotary telephone, and laughed at some of the comments the children answered with. I just had the share this video on my Facebook page for all my friends to watch and get a giggle out as well.

The 2nd video, I thought to myself while watching this was WOW!!! These children are so smart and I would of loved to attend one of these workshops. Seeing the children's faces light up when there creations worked, you could see the sense of achievement and accomplishment on their faces.

The 1st video made me think of my own girls, to my flat mates little boy to what will our baby be doing and exploring as they grow over the years to come. You can see the toddler girl has used an Ipad/Iphone before and has that finger movement programmed in her brain to make things happen on the screen, however when looking at the magazine, swiping her finger across did not make anything happen to the picture. Maybe in the distant future this might occur but we aren't there yet. Going back to my own girls they were older when they explored the new iphones and touch screen so knew that this would not work in a book or magazine however my flatmates boy was under one when he already could unlock his father's iphone and find the Peppa Pig app. Between 2 and 3 years now he has learnt further to find youtube and watch Peppa Pig episodes himself. Just scares me to think how much technology is taking over our lives and how we will be living 10 years, 20 years to 50 years time.

With hands on experience I feel children learn technology best. Not having a teacher up the front going through the ABC's and 123's of technology. This is how I learnt myself growing up, I taught myself by exploring, having a go, and trial and error. As I understood technology well, others would come to me for guidance even the teachers at times.


Week 3 - Reflection on Design Process

This week we have gone through the design cycle process which can been seen below.

After completing the investigation stage of my initial design of the Sustainable edible garden with links to local indigenous bush tucker, I had to decide on 4 alternate designs using the wise mapping tool that I had learnt to use in week 1 https://app.wisemapping.com/c/login;jsessionid=9B22BE1E25923F5E4C87989440A42E45

I felt I could jump right in and create the concept map fairly easily and took less time then the first. After needing some help from Wendy in week 1 to allow the map to show up as the correct size on my wiki page I was able to use this previous knowledge and tried 3 different sized options until I liked what it looked like on the screen. I was then able to embed the widget onto my wiki page and making sure when it was saved to check that it showed up how I intended for others to see when looking at my page.

Then by using the decision matrix (was a little confusing at first) but as I watched the videos over a few times I was able to complete the excel template (have used excel before which helped) and change a few things to how I needed it to look, I was able to see which number design was the better of the 5 options when breaking it down into different categories.

Overall this has been a great learning experience for me, taking my new understandings of these new online tools and help assist my students in my classroom when needed as students learn basic technology skills from a very young age.

Sunday, 22 March 2015

Reflections of Technology Education

Summary by Tess Philips - CQU Student

"Creativity in technology education: providing children with glimpses of their inventive potential"


Lewis, T. (2009)

This article discusses the importance of creativity in schools, linking to various theorists and other sources to justify their argument. He has discussed how Design and Technology allow for creativity without being touched by other subjects such as maths and science is continual battle. When referring to the decline in creativity for ages between 9-10 and onto adolescence, Lewis (2008) offered the theory that this was because of "insufficient opportunity for open-ended pursuits that are joyful, that draw on endowments not otherwise tapped, and where teachers do not always have the answers".

Focus on Design

This section of the article discusses the merits of 'problem solving' and 'challenges', mentioning the positives and negativities of Design Technologies, using it as a basis for Education. Some negatives points included that Students do not learn in a linear way as 'problem solving' suggests. Another belief was that the subject allows students to create what doesn't exist yet and therefore helps them further develop their higher order thinking. Whilst, Atkinson's study on the relationship between the creativity of student projects and their overall performance on the GSCE (General Certificate of Secondary Education) examination found that a lot of students that didn't perform well on the exam can design very creative projects. I found this interesting, as I did an assignment previously about this topic and found myself agreeing that students need more creativity allowance in Schools and that although some children aren't good at maths for example, they could be very creative and do extremely well in other subjects. We cant focus all our emphasis on 'main stream' subjects.

Emergent classroom practice

Lewis discusses how classrooms shouldn't be as strict, that students need to be allowed to make mistakes and learn from them and to be playful and humorous without getting in trouble for it. He also discusses the design process including a few examples with a wide variety of subject matter, going into much detail about each step. Many children enjoy technology education as it allows them the freedom to create without restrictions, which is a worry if other subjects begin to influence technology education to much it may not be as enjoyable for children anymore. There is theories about how children may not be interested in both phases of education technology (idea generation and evaluation) and how Teachers can further enhance their enthusiasm for both. He goes on to discuss how children that might be poor academic achievers might improve with more creativity incorporated in the curriculum including technology education.

Emergent on children designing

This heading discusses the difficulty in grading creativity and through various examples, discusses how each person is an individual and views things differently, how everyone is creative in their own ways but always different. Through observation of children developing challenges, it helps us to further develop technology education which allows students to "draw upon their creative urges" (Lewis, 2008). Allowing us to better understand how children think when posed with technological challenges.

Inventiveness and the curriculum

Discusses how inventiveness and design work hand-in-hand and more needs to be done across countries to make others more aware of the potential of this subject. It also provides examples of techniques used to include inventiveness in the classroom such as getting students to reinvent old inventions such as household appliances or mouse traps etc. There are three types of cognitive strategies used when inventing: mental models, mechanical representations and heuristics. Lewis (2008) states that:

"Mental models are constructions that can be animated in the mind of the inventor. Mechanical representations link thought with devices. Inventors have a set of stock solutions that are part of their cognitive resources. Heuristics are strategies including rules of thumb that inventors use to manipulate models and representations."

Dasgupta's framework "suggests that the act of inventing is (a) purposive (goal oriented), (b) opportunistic (relying on sub-goals), (c) gradualistic—large insights being composed of a network of small steps, (d) a reasoning processes involving application of rules, (e) knowledge intensive (science, theory heuristics, and (f) involves searching freely and associatively for knowledge" (Lewis, 2008).

For invention to become a stronger feature in technology education it is important for Teachers to become more familiar with its terms and modes of thought.

Coming to grips with creativity and invention

Following processes are more likely to occur in technology education then in other areas of the curriculum: "problem solving, divergent thinking, combination, metaphorical thinking, and analogical thinking" (Lewis, 2008).

Problem solving

It is discussed how their are many steps involved with problem solving, beginning with a problem or goal that cannot be reached. That problem solving is a manifestation of intelligence and there is metacomponents of intelligence: "problem solving, selection of a solution strategy, allocation of mental and other resources (such as time) to the problem, solution monitoring, and sensitivity to feedback" (Lewis, 2008).

It is also suggested that children's prior knowledge of how things work prevent the considerations of new possibilities, which I find interesting and could agree with.

Divergent thinking

Meaning more then one solution to a problem is possible. Guildford states four categories: "fluency (ability to produce a number of ideas), originality (ability to produce unusual ideas), flexibility (production of a variety of ideas), and elaboration (ability to embellish ideas)" (Lewis, 2008). These categories are useful in divergent thinking studies. Problem solving requires being open minded about possible solutions and other problems that may arise etc., divergent thinking plays a large roll in the beginning of the problem solving stages.

Combination thinking

Combination thinking involves the merging of two ideas into a third idea. It is believed that creative people will find this easier then people that are less creative e.g. " An engineer may find it necessary to marry electrical and mechanical systems" (Lewis, 2008).

Metaphorical thinking

Metaphorical thinking is described by Lewis (2008) as allowing "one to make conceptual leaps across domains from a source to a target, such that a new situation can be characterized and understood by reference to a familiar one".

It is believed that metaphors help us bring realism to a problem space. Teachers should demonstrate the use of metaphorical thinking in technology classes which will encourage students to arrive at their own. Using metaphorical prompts will help push students towards their solution.

Analogical thinking

"Analogies are special types of metaphors, where a structural feature from a base domain is mapped onto a new domain" (Lewis, 2008).

It is possible to solve a problem in one area by using an analogical problem from another area. Children should be engaging in solving real world problems, in keeping with the aims and practices of the education of technology.

Reference

Springer Science+Business Media B.V.: Theodore Lewis. (2008). Creativity in technology education: providing children with glimpses of their inventive potential. Retrieved from http://web.a.ebscohost.com.ezproxy.cqu.edu.au/ehost/pdfviewer/pdfviewer?sid=3922a349-01ef-40db-adfe-4df213d42855%40sessionmgr4003&vid=2&hid=4209


Summary by Becky Lewis-Smith - CQU Student

 “Beyond ‘The Design Process’: An Alternative Pedagogy for Technology Education.”

                                                             Mawson, B. (2003)


This article was about the Design Process that is implemented throughout the schooling system and how when the Design and Technology Curriculum was first introduced in England, that they had a lineal approach which has proven to be problematic in our schooling system today.
“. . . teachers often undertook a linear process that emphasised the stages of planning and drawing, then construction and finally testing. These stages followed each other successively and were often discrete . . . (Moreland et al. 2000, p. 292). “
Emergence of the Design Process-
Johnsey (1995) identified that there were many different attempts to define the design process in England between 1971 and 1995. Although there were many different designs, he identified many common process skills. One common reoccurrence was the persistence of teachers in teaching a lineal design process.
Challenges-
Using a lineal model (end-on-end process orientated) approach has been problematic. Some of the issues are that students using a design-make-appraise model require students developing a design before the process begins.
Although the design process and the different components used are effective in the role of creating a two-dimensional drawing in creating the design, the literature indicates that this is not the preferred method for students. Children are known to design orally and by exploring materials available to them. Johnsey (1995) believes that the most important part of the design-making process for students is the “making” part and the “design” part does not naturally come first.
When faced with the requirement to follow pre-scribed, linear model students tend to subvert the design process by adopting their own strategies to get the job done, but ritualistically use the teachers approach to satisfy assessment requirements (Williams 2000).
Student Technological Practice-
Gustafson and Rowell (1998) identify five different types of initial problem solving strategies.
1. Guidance/direction
2. Modelling handling
3. Imaging
4. Social beginning
5. Reflecting beginning
Through their studies, they realised that the students initial course of action was influenced by the perception of where ideas to solve the problem might lie. Lewis (1998) suggests that the focus needs to shift from a problem solving approach to one that fosters problem-posing by the students.
Teaching approaches-
With our new understanding of technological practices, there are a number of current teaching practices that no longer fit.
Alternative approach-
Children should be able to explore the range of materials available to them during the exploration of general knowledge and relevant information to the particular context. There should be a scenario to introduce the topic that is authentic to their experience and environment. The scenario should allow for many solutions to be created by students which fit to their own learning styles. There should be open discussions about each student’s process in small groups and with the teacher to clarify the problem. Students should then be able to present their solutions to suit their learning styles.
The role of the teacher in this alternative approach is to manage the learning environment and model technological practices. They will also promote discussion, offer supportive and critical feedback and model strategies so that students have a clear outline of the problem and challenges.
According to a study done by Video Campus (2001) says that some challenges that have presented themselves in this approach is that some students did not achieve their potential outcome because some groups were held up due to the high demand of materials and equipment needed that weren’t originally available. But with this alternative approach, studies have shown that students had a great deal of enthusiasm and involvement in creating solutions. There is a noticeable amount of collaboration between students and their peers as well as their teachers.
Discussion-
This section of the article was summarising about how New Zealand is still trying to make Technology a compulsory subject. Although the design-process has been useful to teachers, it is time for teachers to have a wider understanding of technological processes and the implementation of class room pedagogy using these processes.
The attention of the design process should be down played and more attention given to design skills and technological practices. This enables students to have an approach that suits their individual learning styles.

Reference-
Mawson, B. (2003). BeyondThe Design Process': An alternative pedagogy for technology education. International Journal of Technology and Design Education, 13(2), 117-128.