Assessment 2
This certainly has been a huge learning journey for me. The technologies available to use in classrooms today are extraordinary to say the least. These technologies as Prensky, 2001 identifies, encourage learners of various learning styles and abilities to engage and learn with visual, audial, written and hands on applications suitable for all essential learning areas engaging them in technologies they are already proficient in using. These technologies can be integrated into all curriculum cores and continually adapted to cover subject context and knowledge by using; global connections, collaborative learning opportunities and stimulating applications. Using multimedia in the classrooms allows students to gain skills invaluable to their lifelong learning and effective participation in the digital world in which they live. Through the use of digital pedagogy students learn to access, manage, integrate and evaluate information, develop new understandings of prior knowledge and communicate with others. Interactive digital devices increases students’ knowledge and deepen knowledge through inquiry and interaction with peers locally and globally. It is great to know there is web based assistance for teachers. The learning Place, for instance, the Queensland Government learning space which assists teachers in creating lessons which provide teachers and students with a variety of choices to suit their learning purpose. This learning space is full of Learning Objects and resources enabling students to create, collaborate, communicate and provide innovative ideas for community building. TPACK is also a valuable teaching tool giving teachers a framework for technology integration informing us of learning design choices appropriate to content and selecting effective technologies to facilitate learning using comprehensive pedagogical design, (APENDIX 1). I can see that the implementation of technology in the classroom adopts the constructivist learning theory, Vygotsky 1962, with collaboration and social interaction digital technology encourages and scaffolding learning by collecting, justifying, elaborating and knowledge building. The Connectivism learning theory, Siemens 2005, is seen at work while students gather, expand and determine creditable and reliable external information to further their own knowledge and understanding of unit content. Further learning design choices can be made with the use of Blooms Taxonomy which helps us identify the level of thinking students will engage in leading them towards higher-order thinking and deeper comprehension of unit content.
One of the first learning tasks of the E-Learning module was the mobile phones wiki. This was designed around De Bono’s Six Thinking Hats and scaffolded learning by examining a range of perspectives on the use of mobile phones in the classroom, (APENDIX 2). This exercise involved social constructivism allowing us to work collaboratively to analyse other students’ knowledge and opinions, evaluate this information and make our own opinion. The wiki space allowed us to make a more informed opinion than the one we would have with the sole use our own knowledge.
Out of the first selection of tools I preferred the Digital Video, mainly because it incorporates the other two tools, images and audio. The digital video is already used for a range of learning applications in schools. It is commonly used as a communication tool, for observation and analysis and a reflection tool for students and teachers. I enjoyed experimenting with the Movie Maker software and can understand this tool having an endless list of ways to use in a classroom, (APENDIX 3).
In the second selection of technologies I felt the wiki space was a great way to engage students in an online environment which promotes their communication and creativity. I chose this over the blog site because of the use of more than one person editing and the collaboration skills it can help students gain. Through contributing to a wiki students gain skills in teamwork promoting a learning community that engages students in constructing knowledge and understanding, (APENDIX 4). Overall wikis are easy to learn and use and the wiki software keeps track of every edit made and it's a simple process to revert back to a previous version of an article.
The third selection of tools, I must say, was all very new to me. I did like the zooming content and structure of the Prezi software to be the most appealing and user friendly though. Prezi is the new power point. It is not linear like power point and allows the user to illustrate relationships of ideas and concepts to one another. This web-based software allowed me to create a canvas where I could incorporate text, images, videos and allowing me to choose a map to which my audience could follow my information and explore the relationship between the ideas by zooming in and out of it as they see fit, (APENDIX 5).
My final selection from the fourth set of digital tools was not easy to make. It was a huge range of tools but I ended up choosing the Museum Box digital tool. I liked the Museum Box straight away because it reminded me of the time capsules students at school have created at on stage. Museum Box is a tool for collecting, organizing, and sharing digital artifacts such as images, sounds, videos, links, and files around a common theme or topic. The "box" looks like a divided crate, containing eight six-sided "cubes" in each of three "layers." Each cube can be a different aspect of the main topic. The concept is based upon the work of Thomas Clarkson, an 18th century British objector. I found this tool user-friendly with its drag and drop and visual cues to guide you through the process.
The multimodal environments the classrooms have embraced for our technology savvy students are a sign of better learning and engagement among our 21st century audiences. Teachers have no choice but to acquire the appropriate skills and technical expertise to keep up and maintain learning environments where students are effectively taught skills and knowledge needed for their technical digital futures, (APENDIX 6). It is important to remember that while opening up an exciting and vast learning environment with the use of digital technologies is fun and engaging, it can also be dangerous. For this reason modelling correct copy write and Internet safety procedures is not only the responsible thing to do it is also an essential part of a teachers code of conduct and student safety, (APENDIX A & B).
Apendix
Apendix
1. 1 http://shelljoylearning.blogspot.com > TPACK and the Digital Learning Design.
2. 2 http://shelljoylearning.blogspot.com > Reflection on mobile phone wiki
3. 3 http://shelljoylearning.blogspot.com > Group 1 Tools - Digital video
4. 4 http://shelljoylearning.blogspot.com > Group 2 Tools - Wikis
5. 5 http://shelljoylearning.blogspot.com > Group 3 Tools - Prezi
6 http://shelljoylearning.blogspot.com >The nature of today's learners
6 http://shelljoylearning.blogspot.com >The nature of today's learners
A. http://www.smartcopy.edu.au/scw/go/pid/944
B. www.netalert.com.au/
Reference List
B. www.netalert.com.au/
Reference List
Central Queensland University. (2011). Moodle site.
De Bono, Edward (1985). Six Thinking Hats
Marc Prensky, On the Horizon (MCB University Press, Vol. 9 No. 5, October 2001)
Vygotsky, Lev Semenovich. 1962.Thought and language