Wednesday, 6 December 2017

Education - Digital Disruption & Implementing Technology...

Week 3 Flipped Learning (Homework)


Okay so I’m back for blog post number three - yeehaa! It has been a really fun week, so for homework we started by assembling Google Cardboard headsets. Once you are done you place your phone into the headset and it turns into a low cost virtual reality headset. You can check it out at https://vr.google.com/cardboard/. We were also asked to install the following apps onto our mobile devices - Aurasma, Quiver, Expeditions and Google Translate. If we had an Android device, we also needed to download Anatomy 4D and Elements 4D. I have had a tinker with this cardboard VR before but but had not used many apps so was excited to have another look into the possibilities.


We also read an article ‘Conditions for classroom technology innovations’ and it included some interesting stories about digital innovations that teachers tried to implement and how successfully or not so successfully they were implemented. Basically they came up with 11 key factors grouped into 3 areas which had an impact on the success of the technology innovations. The three key areas included:


  • The innovator (teacher) - their technological knowledge, how the tech fit with the teacher pedagogy, and knowledge of the school's social environment and organisational structure.
  • The innovation (project) - how much of a shift the innovation was from the current school culture, teachers current practice and current resources.
  • The context (school) - which included the technological infrastructure, human infrastructure (support staff, policies and processes etc) and the organisational culture.


I think in the end it was pretty much common sense (although a good friend of mine once said “well common sense is not so common actually”). Basically a strong teacher had the biggest impact on success, small incremental independent steps and quick wins worked well and social support was also needed.  I think that was the gist of the article in the end. So armed with my Google Cardboard I was ready for our classroom session (apart from the magnet button thing not working properly which totally bugged me).


Leadership - Implementing Technology Innovation - In Class Time

We launched straight into looking at two models that help teachers implement technological innovations in the classroom - SAMR and TPACK. Well, I was already familiar with SAMR but had not heard of TPACK before so this was great and I was keen to find out more about this.

SAMR was developed by Ruben Puentedura and includes 4 ways to integrate technology in your learning activities. You can check SAMR out on the TKI website. Mark Anderson has created a version of SAMR that shifts the focus slightly to teachers confidence. These tools help teachers to design learning tasks that significantly transform the learning experience.

TPACK (Technological Pedagogical Content Knowledge) was developed by Punya Mishra and Matthew Koehler and identifies the knowledge teachers need to be able to teach effectively with technology. I would like to look into using TPACK so that I can compare this with SAMR, so it’s on my list of things to do (which to be fair is quite long). I would like to use this in an upcoming assignment so will see how that goes.
We then moved on to looking at Google Tour Builder which is super awesome. You can create virtual trips around the world using Google maps and add images, text and notes etc to each location. Our facilitator used this to share her whakapapa as a kind of Mihimihi/Pepeha which I thought was an awesome idea. I would really love to create something similar for myself personally and use as an introduction of myself to students at the beginning of new classes and encourage students to do the same.

We were then asked to form groups and create an activity that could be used to create an activity we could use with our students. I ended up in a group creating a resource with two other work colleagues from our Junior High School that we could use at the beginning of next year. Basically in teams students could map out a tour of all the school trips they were going on like their camp and other service days and whanau development trips etc. We could go nuts using drone footage, assign student roles within the teams like editor, photographer, tech leads, etc. The tours could then be shared with the school community and caregivers and could evolve in real time if students had access to the internet. This was an example of a tour we started. We got pretty excited about our ideas and we worked really well as a team.

Looking back we did not actually use SAMR or TPACK to plan and evaluate our learning task - doh missed the boat on that one. So after a quick think about in retrospect, I think we pretty much did manage to plan an in-depth rich learning task and used the tech effectively and it would probably be at the highest level of ‘Redefinition’. Basically we were able to redefine the idea of a journal or diary of a trip by linking to a virtual map and add multimedia which totally transforms this idea and allows options for students to engage with the idea and wouldn’t be possible without using something like Tour Builder (unless someone would like to disagree?). Turns out that for homework what we are going to do involves going back to the planned activities we shared and evaluate these using these tools so its all good.

We also had a quick discussion about the article we read for homework and basically discussed the ‘messiness’ of trying to implement tech. I myself have had some epic fails and some awesome wins with tech in the classroom and I guess I personally always fall back on preparing, being organised and testing things out as much as possible but at the same time being flexible and calm when things don’t go so well which can often be the case. I’m usually pretty upfront with the students and involve students, they often have great ideas and love working things out together. We basically keep calm and carry on with problem solving, have a laugh or even quite happily abandon ship if needed and try something else if things are not salvageable. It is all basically a learning process and messy much like many IT jobs I’ve had in the past. It’s hardly ever smooth sailing and I’m all for a bit of real world learning and sharing of mistakes, problems and solutions.

Digital - Technology Disruption and Mixed Reality - In Class Time





Image Attribution: Evan-Amos - Own work Public Domain

For this part of the class we had a really fun time exploring Virtual Reality and Augmented Reality. We first had a go with Google Expeditions which was awesome! You can be the tour guide or the person taking a tour and you start the tour on your phone and then pop the phone into the cardboard headset and take a look around, you are immersed in the place as if you are actually there. We took a tour around the Great wall of China and trip under the sea, it was really fun!

We also had a go with Aurasma and created a cartoon drawing of ourselves and when you placed the phone over the image this triggered the information you wanted to pop up on the phone. We took a short vid of ourselves and when someone placed their phone over the drawn image the video would pop up on their phone. This was also super fun. I can imagine how students could use posters up on the wall around the school or handouts to find the hidden info. They could create these quickly and easily, I could see students very engaged in these kinds of missions.

Another awesome tool was Quiver, basically you start by printing out some colouring pages and colour them in. I had a volcano diagram and coloured it in. Then when you put the phone over this it would register the drawing and it would pop out in 3D with the colours you have drawn and you can inspect the volcano and show and hide different parts in 3D. It was very cool!

Something similar was Elements 4D and Anatomy 4D these were printed sheets and when you held the phone over the printed image a virtual image popped out in 3D and also moved so was 4D like a person’s real heart was pumping and could be inspected. You could turn it around and look at different parts zooming in and out - super rad!

So we definitely all had some serious fun and I felt really inspired after this session. The sessions always go so fast. For a late night after school on a weekday from 4pm to 8pm it has been awesome to to be so inspired and so totally worth the effort - if there were only more hours in a day to implement these great ideas.


References

Zhao, Y., Pugh, K., Sheldon, S. & Byers, J. (2002). Conditions for classroom technology innovations. Teachers College Record, 104(3), 482-515. Retrieved from https://www.rtsd.org/cms/lib/PA01000218/Centricity/Domain/96/Conditions%20for%20Classroom%20Tech.pdf

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