Saturday, 15 April 2017

Pedagogy Map - Digital Technologies General Capabilities Google Document

This week I am working on developing a Pedagogy Map for one of my learning areas (Digital Technologies) for which I accessed the general capabilities from the Australian Curriculum.

I created the map in Google Docs.  I started with a template and I have used colour coding and comment sticky notes to draw links between the general capabilities, the guidelines for productive pedagogy and high and low level pedagogy.  I think that the colour codes are interesting because they illustrate patterns of different general capabilities relating more closely to different parts of the productive pedagogy.  For example literacy and numeracy have mostly low level (blue) links while ICT capability and personal and social capability have mostly high level (red) links.  Also, some of the productive pedagogy links more frequently than others.

I was surprised how much linked with 7. (socially supportive, engaging and values cultural knowledge) & 8. (supportive of the development of active citizenship, and strong group identity).

 I did not link 3. (supporting students in knowing how they learn best) and 5. (relevant to students, and connects to their background knowledge).  I don't know why this is, but I wonder if I missed something?

There are only two or three links to 6. (supports learning that is owned, controlled and managed by students themselves) which are in the critical and creative thinking general capability.

In the window below I have embedded my google doc Pedagogy Map.  If you wish to see the full document you need to right click and choose 'This Frame' from the menu and then 'Open Frame in New Tab'.



I found this quick video to help my embed the google doc into my Blog.





I can see how this approach is an example of problem based learning and is helping me to engage with the general capabilities of the Australian Curriculum for my learning area.  I also have choice in how I create the task and this is enabling self direction in my own learning (also a good characteristic of a productive pedagogy).  I don't think it is yet authentic learning because it is a desk-top based analysis at this stage.  If I was having to go out into the community or the school to research these ideas and come to a group understanding which would be eventually published as part of the Australian Curriculum, then this would be authentic for me.  However, what I suggest is not possible to achieve because I am not an expert teacher, I and my peers are just humble pre-service teachers and we all have our L plates on.

What are your thoughts?

Could the designers of this unit make our learning authentic by publishing a product of our pedagogy map with ACARA?

Could additional colour coding be used in the pedagogy map to add meaning in other ways?

Can you access the google doc OK?

 

6.1 Authentic Learning

6.1  Authentic Learning

Prompt:  Add a reflection to your blog that addresses your perceptions of where and how authentic learning can be valuable in your teaching context.

I have used some quite 'wacky' as one colleague called it, teaching approaches in my tertiary teaching career.  I used a case study approach and we used fish diagrams for problem solving.  I experienced many of the things that are documented in the problem-based learning document from Uni of Adelaide - although this is authentic learning and not problem based learning.  The students experienced grief because they were used to a surface learning approach and they actually ganged up on me and wrote very poor student satisfaction surveys.  There were a couple in the class, probably 3 or maybe 4 who appreciated what I did, but on the whole, the majority of my students were into flip-top head based learning as I called it at the time and I had to go explain my poor student satisfaction survey results, which my mentor understood, but which the faculty system could not deal with. Also with secondary education there are systems and curriculum and faculty who will oppose these changes.  I actually had one instructional design lady sit at her desk and tell me quite honestly that if the students wanted to do the assignments without reading any of the course material, that was their right and I was not to penalize students for writing the assessment according to whatever they googled on the Internet and not engaging with the course materials. 
Learning:  As set out in the problem-based learning document - it is really important to introduce the students slowly and to teach them about the process.   Don't go cold turkey and change the whole course in one go like I did.
Also, students complained that every other course in the Diploma did focus on surface learning and was designed a certain way. 
Learning:  Try to network with other teachers and introduce authentic learning in other classes in specific projects so it is a coordinated approach.

When I used my case-based approach, I became more of a facilitator and less of a teacher.  I was not the main source of knowledge.  Because I had mature aged postgraduate classes with students with very rich experiences, I love this and I often learned alot from working through the case-based problems with the students.  However, the surface learning students were not happy that I was not the 'professor' and font of all knowledge and they were very unhappy with this.

Learning:  Be prepared for some confronting reactions as students and teachers come to terms with teachers as facilitators of learning rather than authorities of correct and incorrect.

I am quite interested in the Lego robotics challenge which is held at QUT each year.  This program has a problem based approach with a theme each year and a specific competition table where students compete by making robots that can complete a number of set tasks.  If we were to take this robotics challenge into an authentic learning example, we would address the challenge in the real world.  2017 happens to have a save the endangered animal focus.  If we made this a real life problem, we would look at a problem faced by the local wildlife rescue that could be addressed using robotics and we would involve a number of stakeholders.  Problems that are relevant in the local region would be creating an auto drafter for cattle or sheep or creating a drone that could fly above stockman and display the location of the head of the mob of cattle in thick scrub.

Lack of real appeal is a reason why secondary school students and adults claim that school is not engaging.  However, real world problems are complex and messy and they require deep learning.  It is not possible to surface learn in order to work with real world problems.

Putting my black hat on:  When I looked at the authentic learning website, there are photos of children in costume at a period trade fair and of students completing roman period inspired glass art.  My son was asked last term to create a model roller coaster as a group.  I helped him with any materials that he asked for.  They were told about the activity one week and then they could assemble the materials and then the next week the students were to build their roller coaster which took a marble.  One of the groups had a parent who constructed the roller coaster out of wood and clear tubing and that group came to school and assembled their roller coaster and that group was judged as having the best solution.  The attitude of some parents is that the children go to school to learn facts and get a good score to get to University and the parents create projects to help the students to gain a good score.  The children believe that creating artifacts like the roller coaster are not real learning or they are activities that they don't have time for.  The only way to deal with this is to create a culture were the children understand how applying real world problems and so training the students about what we are trying to achieve is also important.

If I started applying authentic learning, there would be kick-back.  No doubt about it.  I know that this approach would only work in a school where the principle was on board with it because the parents will complain bitterly to the principle and higher if they feel that maybe their student is not going to get a ranking.  In some of the authentic learning grading is suggested as a satisfactory or not satisfactory.  In one instance I know of one of my colleagues gave students an ink stamp rather than a grade and it would be fair to say that the students absolutely grieved for their grade rankings (going through all the ranges of emotion related to grade rankings).  The faculty administration were also highly unimpressed because so much of what we do at the tertiary level is based on student satisfaction and ranking.

The time taken in authentic learning is also alot longer unless you can spread the project across a number of disciplines, such as the art group designs the images and marketing is involved regarding the campaign.  For this to work, a couple of teams of teachers need to be on the same page regarding how the content is taught.  I know that in large units, even getting the team of tutors to run through the tutorials with the same pedagogy was quite difficult.  Students float between the tutorial groups depending on which tutorial style they like or who goes through what will be on the test the week before in the tutorial. 


Wednesday, 5 April 2017

Assessment 1 Embedded Task 3



Some Reflections about Presentation Software

Presentation software is a whole group of multimedia effects software that can support presentations either partially or wholly.  The group includes PowerPoint, Prezi, other similar Prezi tools, presentations that use maps, timelines and the whole area of digital storytelling which is based around the idea of storytelling and uses many different types of media to achieve it.

PowerPoint belongs to an older model of software, however, I was really very surprised at how many features there are.  In my professional life, we don’t use many of these features because they are considered unprofessional or distracting or may just show people up in front of a very important audience.  However, in education, there is a use for many of these features.

When using PowerPoint in class, it is important to follow copyright laws regarding use of images and sound and source resources that are created under the creative commons or to only use 10% or to create the resources.  In Prezi, it looks like we should be using an Education specific subscription and all of the images within the program are provided for use.  Students should always understand what they are doing and why it is ethical to do what they are doing.  Scratch code for the Scratch Digital Storytelling example is open source and in order to use the code, students simply ‘remix’ it.  As Scratch is an educational program, all provided libraries are free to use under the educational license.  As I am part accountant, I like to apply the ATO law to any question of copyright in that I always only use resources in such a way that I favour the owner (ATO private rulings always favour the ATO 😉).
 
For me this week's task of choosing a presentation tool to trial was like being at the all you can eat bar and already having eaten.  There really is no easy way to choose.  Most everything that I saw in the examples this week I haven’t tried and I wanted to try.

I developed a PowerPoint Virtual Museum presentation and I uploaded the presentation to SlideShare.  (Refer to 5.1 PowerPoint Blog Post).  See the virtual expo prototype that I created and uploaded.

I would use the Virtual Museum or Expo presentation approach in my class to have the students develop a project on an Economics and Business Topic such as the example I have created about where clothes are manufactured.  The work I would set would be project-based and would involve the students handing in a completed Virtual Museum or Expo presentation for assessment.  I would model the approach first and scaffold each of the techniques so that the students can see each them.  We could assemble a tutorials and tips from the web and develop them on the class wiki.  Having the students swap and then view each other's presentations would bring in higher order thinking skills.  Based on viewing and reflecting on the other presentations, I would then encourage the students to create a newer version of their own presentation based on their experience with the other presentations.  Rather than have the students make presentations in front of class, I would like to try having the presentations loaded onto a class wiki and then have the students do the reviewing of a peers presentation on the wiki (perhaps like a secret Santa) and using some of the bookmarking tools to make the reflective comments on other presentations.  Having the students review peer presentations and make comments which contribute to assessment is Modification under the SAMR and having the presentations on the wiki with greater collaboration on the final reports is an example of redefinition, particularly if I could arrange for a colleague of mine to view the presentations and to make some reflections or comments.

I have used the SAMR for all three of my topics this week.  (Refer to 5.1, 5.2 & 5.3 Blog Post) 

Your Comments:

Do you think that PowerPoint looks as modern as Prezi?

Is Prezi the best tool for creating mind maps and Venn diagrams?

What kind of restrictions exist when using software like this as school?



5.3 Digital Story Telling



Digital story telling is broadly introduced as a way for students and teachers to share their knowledge.  A more practical explanation might be simply creating and distributing a story using digital tools. 

Linear digital stories are the simplest design where the story is presented in a number of ordered chapters.  However, digital stories are presented in a non-linear fashion and as a collage of media types and presentation types with a backbone of mostly text supported by other media objects.  In the non-linear example, the reader or user of the digital story does not need to explore each of the areas, they should be able to use the backbone to understand the linear narrative and then to embellish their version of the digital story through choosing any and as many or few of the objects as they wish. 

A major challenge with digital story telling is getting the platform to allow the user to read the narrative and to engage with the multimedia at the same time without the viewing of the multimedia feeling like a detour (as occurs with the traditional non-linear story telling style).

Digital story telling occurs across all the genres of traditional storytelling.  Digital story telling is used extensively in the media.  Media digital stories are often about natural disaster such as the bush fire’s in Tasmania or a avalanche that took the lives of 15 skiers in Washington State.  Many communities use story telling to bring their story to a larger audience.

Some of the most successful advertisements tell ‘stories’ and are examples of digital story telling.
Digital Storytelling includes an understanding of the elements of a story, character development and the process of story boarding.

If found this blog on how to use Scratch programming language for digital story telling.  One of the examples is a student project which tells the story of carbon from the periodic table.  

Digitial Storytelling media still need to follow the same copyright rules as before.  I liked the approach of the blog with the Scratch programming language stories where the code has been 'remixed' before it has been posted.  Depending on where the story is shared from dictates that level of security and privacy that is needed.  If the students create most of what they use themselves or they use creative commons licensed material such as the objects from the Scratch platform, then this practice will keep most of the security and privacy issues under control.

I also liked this blog about how digitalstorytelling builds 21st Century skills because it removes some of the stigma about digital storytelling and it inspired me to think more deeply about integrating digital storytelling into my own teaching practice. 

SAMR for using Digital Story Telling learner-accessed vs learner generated
Context
Substitution
Augmentation
Modification
Redefinition
Learner-accessed
Using digital stories as a teaching tool by playing the digital story and then answering some questions about the digital story.
Place the digital story on the class wiki along with the questions about the story.  Ask the students to post their answers to the questions in text via a wiki.
Place the digital story on the class wiki and ask the students to work in groups to pose questions via a group wiki and then to present the final answers from the group wiki to the class.
Place the digital story on the class wiki and use collaboration software to view the activities and pose answers to these activities via the group wiki across two schools.  Report final answers from the group wiki to the class.
Learner- generated
Ask students to storyboard and then create a short digital story using Scratch about different types of work and how they will be affected by future trends.  Share the digital story infront of class.
Ask students to create a short digital story using Scratch and post the completed Scratch program on the class wiki allowing comments to be posted by peers.
Ask students to create a short digital story using Scratch to solve a problem in groups.
Ask students to create a short digital story using Scratch to solve a problem in groups and to swap and use a post-it note application to comment on and suggest improvements to their program.  Finally returning to their own story and making changes.
(SAMR template table adapted from Technology Is Learning)