Community Engagement

My thoughts and feedback on other blogs:

AT1: Fostering creativity using technology

Ozobot – https://shirleysblog619081354.wordpress.com/2019/03/10/ozobot-a-fun-approach-to-coding-in-schools/

Shirley’s blog on Ozobot provides a detailed description of the technology and the benefits of incorporating it in classrooms. There are definitions of how Ozobot allows students to develop coding, computational thinking skills and creativity. Shirley also provides an engaging video of Ozobot being used by students on both digital devices and on paper, and instructions of how to program an Ozobot.

Minecraft – https://cindyrammq.wordpress.com/2019/03/10/minecraft/

Cindy provides an elaborate description of the program Minecraft and explains how it can be used to promote students’ creativity and foster a constructivist way of teaching and learning. There is descriptions of both positives and negatives of using Minecraft in classrooms. Cindy provides a section in her blog on the ways Minecraft can be used in key learning areas.

Scratch – https://amyeduc362.home.blog/2019/03/04/the-journey-begins/

Amy’s blog conveys the importance of developing creativity for students and the role of digital resources and programs, such as coding, in developing computational and computer skills. Amy describes the program Scratch and ways it can lead to students’ creativity in schools. A video is provided with instructions and examples of Scratch being used in KLAs.

Week 3: Design based thinking

3D printing – https://kwtest446523094.wordpress.com/2019/03/10/learning-technology-critique-3d-printing/

Teagan’s blog conveys how 3D printing relates to design thinking. She provides a definition on design based thinking and steps used to create something from it. Teagan provides a range of research studies that address 3D printing and design based thinking and identifies the benefits for students, which include real life experiences and developing more innovative ideas, including a video to support this. Teagan provides pedagogical implications for students, such as the high cognitive load involved and ways teachers can resolve them. She uses IDEO’s design based thinking process and experiments with the 3D printing program ‘SketchUp’ and records her data. Great blog Teagan!

Week 4: Computational thinking

Micro:bit / Scratch – https://educationpedagogy.travel.blog/2019/03/25/week-4-computational-thinking-as-a-skill/

Abeer presents an explicit definition of computational thinking and skills involved. She portrays an example of not only one, but two programs ‘Micro:bit’ and ‘Scratch’ which are useful for students to develop computational thinking, and provides a summary, as well as personal examples of experimenting with these coding websites. Abeer incoporates the new Digital Technology syllabus in her blog, stating a range of digital technologies that can be used in the classroom, and provides suggestions for incorporating these in KLAs.

A suggestion could be to place headings so readers know what the information is about. Coding can help foster creativity as individuals can create games, such as the ’scissors, paper, rock’ game students played in week 4’s tutorial, as well as musical instruments. With coding, it can be difficult for students to learn as I found in the tutorial. A suggestion could be teachers should explicitly model the process for students to follow step by step. Well done on the dedication of using the two programs!

Week 5: Robotics

BeeBots – https://creativecameronw.wordpress.com/2019/03/26/robotics-lets-get-down-to-bzzzness/

Hi Cameron,

Engaging title! I like how you linked ‘Beebots’ to ‘bzzzness’! This is an engaging and descriptive blog about Robotics and the use of ‘BeeBots’ in the classroom. I agree that robotics is progressing into education in today’s society, as it is part of the new digital technology syllabus. You have provided a range of open-ended possibilities of using it in the classroom in a range of subject areas, to learn about a range of concepts such as measurement and position. I like how you incorporated your own use of BeeBots with the video recording. However, have you considered the use of BeeBots in the subject area English? As you have suggested, BeeBots can be coded to navigate through an obstacle course or a map based on your video. This could also be used for creating a story in English. I can see how BeeBots can allow students to develop creative thinking skills. BeeBots seems like it would be suitable for the younger or middle grades (K-4), after the teacher explicitly explains the instructions and scaffolds it to students. However, BeeBots may be too simple for the older grades (5-6).

Thanks,

Michelle.

Week 6: Augmented Reality

Quiver – https://teacherblog.home.blog/2019/04/07/augmented-reality/

Hi Sarah,

Great description of the definition and features of augmented reality. I agree with you that AR can foster for students’ creativity as students can see the real world in more interactive and engaging ways. AR allows for students to engage in constructivist learning, as suggested by Lee (2012), through a visual learning style. It also has many benefits for students including motivation and improving learning outcomes (Jerry and Aaron, 2010). You have provided a good example with the program Quiver, with images to support your description. In my experience, Quiver was fun to experiment with and watch my coloured drawings come to life. Based on your images, I can see the program being used in the younger years (K-2) in Geography when learning about the world. What stages and KLAs do you think Quiver could be used for?

Thanks,

Michelle.

References:

Jerry, T., & Aaron, C. (2010). The impact of augmented reality software with inquiry-based learning on students’ learning of kinematics graph. In 2nd International Conference on Education Technology and Computer (ICETC), 2010 (pp. V2-1–V2-5). Shanghai: IEEE.

Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21.

Week 7: Virtual Reality

Google Expeditionshttps://phoebegooleyeducation.home.blog/2019/04/18/week-7-virtual-reality-vr/

Hi Phoebe,

You have provided a very detailed definition of Virtual Reality and the ways that creativity can be increased through using it. I agree that Google Expeditions is an amazing VR program, as it allows for visiting places around the world and also environments that may not be accessible. After experimenting with the program myself, I was amazed to see how real-life these environments seemed. In my opinion, Google Expeditions would be perfect for teaching History and Geography, as students can ‘visit’ landmarks and ecosystems around the world and throughout different periods of time, and feel a sense of embodiment and become active learners. Students could even create their own VR settings, such as the ones we created in the tutorial through the program CoSpaces Edu. You have stated some good points about the limitations of VR. VR would require teacher supervision, and be aware of issues such as possible motion sickness and legal issues of collecting students’ personal data.

Michelle.

Week 11: Games and learning

Minecrafthttps://candyseduc362blog.wordpress.com/2019/06/03/week-11-digital-games-based-learning/

Hi Candy,

Great blog on games based learning. I like how you incorporated the use of statistics through gaming use in the household and linked it to the advantages that it can bring to integrating gaming into the school curriculum. I agree that digital games have several benefits for students, such as better learning retention, attention and engagement, as well as skills needed for the 21st century. You have provided a great example of a game (Minecraft) which can be implemented into education. As the game is popular with children, I strongly believe that Minecraft is an excellent choice and once explicitly taught to students, it can be easily linked to all areas of the curriculum, such as creating narratives in English, historical events, and mathematical concepts such as ratio, length and area.

Michelle.

Week 12: Constructionism and the maker movement

Circuitscribehttps://amalina362eportfolio.wordpress.com/portfolio/making-steam-learning/

Hi Amalina,

You have created a detailed blog about Maker spaces and the role it can have in education. I agree that using technology for maker spaces allows students to develop the skills necessary for the 21st century, in a range of KLAs particularly STEM. I agree with you that students should not have pre-packaged learning activities, as it will allow students to become more creative and engage in open-ended constructivist learning through collaborating with their peers. You have provided an excellent example of a maker space technology and an engaging video tutorial of Circuitscribe. CIrcuitscribe seems like a simple resource that students can use for a variety of KLAs, which you have provided useful links to lesson plans and tasks that can integrate the technology. The video from the tutorial shows a fascinating way of connecting Circuitscribe to body parts as well as fruit, which I imagine students would be amazed by if learning in the classroom.

Michelle.