Gingy

Friday, 13 April 2012

Reflective Synopsis

Information and Communication Technology (ICT) in schools has been infused into the curriculum, shaping teaching context to incorporate it into classroom subjects. As it is compulsory to employ technology into everyday learning, it would benefit student education further if it were utilised efficiently and effectively. As a technology sceptic, I encompassed a limited amount of knowledge where I was against technology in the classroom besides the fundamental uses of Microsoft Word. After studying the effects of ICTs for learning design, I have developed a new appreciation and greater understanding of technology.
eLearning should engage, enhance and expand students and their abilities to encourage new learning and promote knowledge retainment. It needs to be implemented into learning content in correlation to the coursework to support students appropriately, not just ‘for the sake of it’.
The application of ICTs in learning content can be extremely beneficial to students as it focuses on different skills and experiences compared to average classroom learning. These skills include teamwork building, higher order thinking, using technology correctly and appropriately, developing researching techniques and determining decent and poor quality websites. Experiences such as connecting with like-minded people, breaking the boundaries of the classroom walls, even communicating with international students are all features of ICTs. The correct utilisation of ICTs will support and recognise different types of learners (visual, verbal, kinaesthetic), develop a deeper understanding of specific knowledge and facilitate association with real life experiences. It must be advised that ICTs DO NOT constitute learning, but constitutes the foundations for further learning.

In week two, we were asked to participate in an online space activity called a Wiki. This Wiki raised the issue of mobile phones in the classroom – should they be allowed? This was the first time I participated in a Wiki activity, ending up being a very enjoyable and exciting tool to use.
A Wiki is an online space employed to emphasis collaborative learning as a Constructivist approach. It is an interactive tool that encourages learners to absorb other people’s opinions and ideas to then base their own opinions and ideas from this new knowledge learnt and also from previous knowledge. The Constructivist approach suggests that learning is always active, as it is influenced by “social encounters” (Atherton, 2011), previous knowledge and experiences, and constant reflection. The learning style of Constructivism is not as open ended as it appears. The method is shaped by a scaffolded process that illustrates learning to achieve specific goals such as social interaction. This outcome can be confirmed in a Wiki activity, as teachers can follow and future reference student thinking and reasoning. This is also an opportunity for teachers to model appropriate and ethical behaviour to students in a controlled environment.  As content in a Wiki can be edited and deleted, correct usage and behaviour, needs to be established.
The Wiki activity involving the mobile phone issue was scaffolded appropriately, as the de Bono method was incorporated to assist with information classification. This helped to keep the page orderly and encouraged specific views by providing questions to respond to.
A Wiki is an online “record of discussions and conversations for future analysis and reading” (Fasso, 2012a). It can be accessed and referred to at any time and encourages occasional to regular reviewal and altercations of information and opinions documented.




Following, are four technological tools that I have selected to investigate and gain a better understanding of. They have been selected from four different categories – online spaces, multimedia, presentation devices and animation and simulation programs.

The first tool that I have selected is a wiki. It is an online space where information can be uploaded, collaboration can be facilitated and communication can easily be achieved (Fasso, 2012a). I have also explored blogs and websites that, like the wiki are grouped into the online spaces category but found both of these restricting with group work.  
I decided to investigate a wiki to facilitate my own learning context, as it was a tool for online spaces that I had not previously engaged in. I also decided to explore a wiki, as I enjoyed the method of creating one for myself. I found it was a very simple tool to utilise and encountered few problems throughout the process.
I would utilise the use of wikis in my classroom to promote teamwork and encourage interaction, whilst teaching the importance of opinions, and learning how to support them. I would use a wiki in a situation where students are required to contribute their ideas freely on a specific topic. This would enhance collaboration of ideas and encourage students to broaden their perspectives.
An example of using a wiki in context with student learning would be structuring one to help decide on a play to perform at the end of the term. The teacher facilitates the learning by structuring the wiki with scaffolded questions to assist students to contribute their ideas, reasoning and evidence on why their preferred play should be chosen.
As a wiki can be modified by anyone, there is a need for universal rules and etiquette in the classroom. Although content can be removed easily and recovered easily, it is an inconvenience to the teacher and students and wastes valuable time in class.
The Internet is an open environment that can be accessed by anyone, so online class collaboration should be confined to school Internet bases where possible. To demonstrate the correct use of a wiki in the classroom, a clear understanding needs to be established and explicit modelling of correct procedures needs to be provided by the teacher.





The second tool that I have selected is a igital video. It is a mode of multimedia that is often used for entertainment, conveyance of ideas, views and beliefs, creative outlets, and evaluation and reflection. Other types of multimedia include still images and audio files. Along with text, all of these devices combined can produce a digital video. I decided to focus on digital videos as they encompass a blend of multimedia forms, meaning the creator gets to manipulate and operate a variety of devices.
Digital videos can be utilised effectively in the classroom by engaging with students through visualising, verbalising and demonstrating messages, views and beliefs. It can be used as a valuable technique to analyse and critique, while also presenting as a form entertainment. An example of utilising digital videos in my teaching content involves asking students to select a movie, investigate acting techniques and then reproduce a scene to film themselves. This activity highlights all of the mentioned functions of digital videos – to select a movie (engage), investigate acting techniques (visualise, verbalise, analyse and critique) and to reproduce a scene to film themselves (demonstrate).
As a digital video comprises of recorded footage, still images and audio files, copyright guidelines apply. It is important to reference others work when used to verify rightful ownership. 


The third tool that I have selected is a Glogster. It is a presentation tool that enables interactivity and multimodal (text, audio, images and movie) sources (Fasso, 2012b).
I decided to investigate Glogster, as it was a tool that I had not explored before like the program PowerPoint and was simple to navigate, unlike Prezi (another presentation device).
Glogster is an online interactive poster that incorporates all forms of multimedia to engage a targeted audience. It is an excellent tool for different types of learners as it supports visual and auditory learners. Glogster can be used facilitate higher order thinking by comprehending gathered information and then presenting it creatively.
The Glogster program can be utilised in a classroom environment to encourage self-expression and creativity, emphasise visual literacy skills, communicate and advertise messages/ideas/beliefs to a targeted audience, and to promote group work constructively. This tool can be used to both communicate information to students and as an assessment task for students to demonstrate understanding. It can also be enjoyed at home, as class newsletters and reports can be replaced with interactive posters; informing parents of upcoming class work, school events and even results.
A specific activity that I would incorporate into my teaching content to demonstrate an effective application of Glogster involves asking students to create a poster on an actor; featuring multimedia aspects such as still images, video footage and/or audio files. This then will be presented to the class.
Glogster is a secure website where pages can be set to private mode resulting in students being able to operate in a safe, closed environment.  


The fourth tool that I have selected is a program called Zooburst. It belongs to the Animation and Simulation group. I believe Animation and Simulation programs are an important tool in creative classes such as Drama. They offer “complex interactions and abstract concepts” (Fasso, 2012c) and assist with breaking down the boundaries of the classroom. These programs replace the ‘real thing’ when activities become too expensive or as a result of being too problematic to achieve.
Zooburst is an online program that allows creators to produce an interactive, 3D pop-up book. Text and pictures can be utilised to devise these virtual books.
“Zooburst is a valuable educational tool to use in the classroom because it contains several powerful features that support student learning” (Ed Tech, 2011). Firstly, it is a safe space for students as access as teachers can assign students usernames and passwords. It also incorporates augmented reality which “has strong potential to provide both powerful, contextual, in situ (unchanged) learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world” (The New Media Consortium, 2010).
Even though this tool seems childish, I would use Zooburst in my classroom to return students back to basics. They would be required to generate a story with minimal characters and focus on character subtext (what the character is thinking) while the main story unfolds around them.



For the last six weeks, I have engaged in numerous activities, countless tools and many new and improved programs ranging from simple to use to much more advanced pieces of technology. Some of these devices I have enjoyed experimenting with and will most certainly use within my teaching content, while others not so much. After studying the effects of ICTs for learning design, I have developed a new appreciation and greater understanding of technology.
I have selected four tools to investigate (Online Spaces, Multimedia, Presentation tools and Animation and Simulation tools) and have further explored specific programs and devices such as a Wiki, Digital Video, Glogster and Zooburst. These tools will be utilised in my teaching content, as my prospectus of programs and devices broadens and develops. My view on ICTs in the classroom has been transformed as I can now see a place for them in learning. I do believe however, that ICTs DO NOT constitute learning, but constitutes the foundations for further learning.


References
 
Atherton, J. S. (2011). Learning and teaching; Constructivism in learning. Retrieved
     from
Fasso, W. (2012a). Group 1 tools. Retrieved from CQUniversity, EDED20491 ICTs for
Fasso, W. (2012b). Group 3 tools. Retrieved from CQUniversity, EDED20491 ICTs for
Fasso, W. (2012c). Group 4 tools. Retrieved from CQUniversity, EDED20491 ICTs for
The New Media Consortium. (2010). Four to five years: Augmented reality.
     Retrieved from
      http://wp.nmc.org/horizon-k12-2010/chapters/augmented-reality/

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