Heroes Among Us Digital Brainstorming Owning our Learning GAMING PODCASTING Digital Storytelling in Classrooms CHECK THE UPDATE! Realtime Behaviour Management in the Classroom Realtime Behaviour Management in the Classroom Augmented Education: Making Reality Real Angry Birds in the Classroom #Post Title
Showing posts with label ICLT. Show all posts
Showing posts with label ICLT. Show all posts
Thursday, August 16, 2012

Lino - Brainstorming online together


I am lucky enough to have another group of students volunteer to write another on my blog about the work we are doing in class. So sit back relax and enjoy their post. 

-------------------------------------------------------------------------

We have well and truly begun our investigations into heroes. We have been working hard on deconstructing the difference between heroes in fantasy and heroes in real life. 

Together we have come up with two categories to label these types of heroes. 

1. The stereotypical superheroes/heroines 
2. Role models. 

We were lucky enough to be introduced to a tool called lino during one of our Technology Friday sessions.  We all fell in love with this tool because of what it allows us to do and how easy it is to use.

As the website says, 

'lino is a cloud-based service that gives you a label canvas on the Internet for freely posting, viewing, and moving labels.' 

To us as a class, it provides us with a way of placing Post-it like notes onto a collaborative board and brainstorming our ideas together. We have posted links to two examples of how we have used this tool in class to facilitate our learning. Feel free to add to the wall and collaborate with us. We would love your input!

As you can see Mr Hull or a student asks a question in the top left and each student/group/visitor responds to the question. The first example was done in class as we discussed in groups our answers and thought to the questions given to us.

This was done before posting online and allowed us to work and interact in person and then discuss the data collected from the information we had posted. The second board was done for 'homework' and we came together the next day to discuss what we had posted and used the data to inform our interactions with others and the answers we came up with.

Lino is free and easy to use.  We expect we will continue using it in the future to help us organise the data we need during our investigations.  Another skill it helps us develop is our knowledge of labelling the work we do.  As you can see from our examples, we label the work with the group we are in and the name we use.  Although this is not very hard, it helps us begin to understand how labelling our work can assist us in developing portfolios for learning.

So please, comment on our baords and answer our questions.  we would love to see your persective.  Remember to be responsible and post appropriate answers.  Any help you can give us is greatly appreciated.

BOARD ONE 
http://linoit.com/users/lachhull/canvases/Stereotypes%20of%20Heroes 

BOARD TWO
http://linoit.com/users/lachhull/canvases/Who%20is%20a%20Hero%2FRole%20Model%3F 


[ Read More ]
Monday, June 4, 2012

Digital Educational Portfolios


As Term 2/ Semester One comes to an end, we have spent a lot of time in class deciding what work samples we will include in our student portfolios.  This process was made a lot easier by a free app for educators called "Three Ring."

Throughout the year we have been using this app to document our work completed in class.  The app is free, easy to use and always accessible; so it makes it easy to digitally document student work at the press of a few buttons.



Three Ring
An easy to use tool for creating digital Student Portfolios.























The idea of the app is simple, you can take a photo, video, audio or attach a document of student work; tag it so you know what content is included e.g. history and finally and the document is securely saved and organised for you. The interface of the website is simple and it keeps the focus on student work, which is great for when showing parents of allowing students to visually organise their hard work.

We use the class iPad to document work when we feel the need tow  Any documentation that happens on the iPad is automatically uploaded to the three Ring Website. As a teacher I can add notes to student work for reference at a later time or students reflect on their work and refer back to their reflections as they continue to learn throughout the year.

Check out the free app via the link below


[ Read More ]
Tuesday, February 14, 2012

ClassDojo: A School Approach



I have just started my second year of teaching at a small but very energetic school in South Brisbane, Queensland, Australia.  I was lucky enough to complete my graduate internship here in 2010 and this year will be my second year as a full time qualified teacher.  Last year I taught Prep, which is similar to kindergarten and in 2012 I will teach a multi-age class grade 5/6.

Throughout my years at university I was always interested in behaviour management strategies and their impact on students inside and outside of the classroom environment.  A big focus for me as a teacher is assisting students in developing understandings of how their behaviour impacts on others.  Last year I decided to work with my students on understanding and owning their own behaviour.  I have the belief that every behaviour a student displays has a function.  You can’t change behaviour, but you can assist students in developing skills to manage their own.

Like many teachers, ClassDojo has assisted me in providing students with a personalised behaviour management system that provides students with real time feedback on their decisions. In 2011 I implemented ClassDojo half way through the year and saw immediate changes in my students. (Read my story here http://bit.ly/w5QQwZ). 

This year I have the privilege of being the ICLT Coordinator for my school.   I have worked with the staff at my school to implement ClassDojo right throughout the school.  We discussed as a staff how the program can assist the behaviour management systems we already use in our classroom and have worked hard to tailor the program to suit each individual classroom.  So far the feedback has been very positive. 

Here are some of the steps we took when implementing ClassDojo across the school and in my own classroom.

1. Add the students into the system and negotiate their Avatars.                                                            
This was a great way to talk to students about what they wanted with their Avatars.  We found younger students loved when their own headshots popped up onto the screen when they got a point.  This was very personal to them and assists them to build ownership of their behaviours.  The older kids seemed to like the monsters.  In some classes they even drew their own Avatars, scanned them into the computer and the teacher uploaded their creations to ClassDojo.  Very personalised.

2. Negotiate the Positive and Negative Behaviours.                                                                                      
From the get go we believed as a staff it was important to negotiate what the positive and negative points were in each classroom.  We found that what was important in one classroom wasn’t as important in another.  We also found that students have a different perception of behaviours and how we word them.  When we all sat down and discussed with students what they wanted as positive and negative behaviours in their classroom. We found that they were very engaged in the process of building their ClassDojo system.  Children owning their own behaviour is a very powerful process to see.



Our Building Behaviours
Negotiating Behaviours is integral if you want students to own their behaviour.


























3. We started with Positive points only.                                                                                                                              
During the first week we introduced and built the systems in each classroom with our students.  As teachers we decided that we would ease students into the process of real time feedback of their behaviour.  We started awarding positive rewards only.  Once students were comfortable with the systems place and function in the classroom we talked with students and began to award negative points as well as positive points.  We found this process assisted students in beginning to manage their behaviour.  This can be a tough process for children to grasp, but ClassDojo assists us daily with assisting students in developing the skills to do this.

4. Reflection and Review are the keys to success.                                                                                           
We are now in week four of Term 1.  Most teachers have continually talked with their students and reviewed the positive and negative behaviours.  Some have added more and some have taken some away.  We believe the key to promoting student ownership of their behaviours is involving them in adapting the system to suit the needs of their classrooms.

5. Have fun and reward students for their hard work.                                                                                   
A lot of teachers including myself have negotiated with students rewards for their hard work.  We believe that for students it is a massive task to own their own behaviour as well as completing every other task we throw at them throughout the school day.  We have negotiated with them a “cash in” system.  In my class we cash in points for time on the Xbox Kinect on a Friday afternoon.  In Prep they cash in points for free time in the school playground.


Even though our school year has just begun, ClassDojo is a major part of our schools classrooms.  Daily you can hear the sounds of positive points ringing through the hallways.  Our biggest success is assisting students in developing the skills to own their behaviours.  Watching it happen is a powerful experience, one that I’m very proud to be a part of.
[ Read More ]
Sunday, February 5, 2012

Gaming and Learning 'Kinect' in the Classroom

Well the 2012 school year is in full swing.  This year I'm teaching grade 5/6; a multi-age classroom full of 31 unique students.   We have just completed week 2 of Term 1. A highlight of our 2 weeks together would be the implementation of our new XBOX 360 Kinect.

Using the Kinect in the classroom has enabled me to begin to harness the culture of my students and embed it in the educational concepts I wish to teach them.  Upon reflection, I have noticed that concepts of game design can promote a positive classroom environment and inform my practices as a facilitator of student learning.

For example, when reflecting with my students of our use of the Kinect in our classroom, we brainstormed the following positive aspects when using the technology:
  • When playing on the Kinect we have the ability to fail, pick ourselves up again and work together to succeed.
  • We can all play the game our way.  Just because we're different doesn't mean we can't achieve the same goal.
  • We can try new tactics when we play games, we can experiment with outcomes and try again if our efforts end in disaster.
  • We can experience each others thinking.  "What I might do to achieve a goal may be totally different but just as valid as the person next to me.  We're all different, that's what makes it fun."
I believe that:
  • Gaming approaches to education present an excellent opportunity to engage students in activities both familiar and unfamiliar.
  • Using gaming technologies such as the XBOX Kinect system assist children in establishing links between existing interests, skills and personal knowledge.
  • Gaming builds a connection between the educational contexts of the home and school environments, promoting the immersion of children in relevant, real life experiences. 
  • Gaming creates avenues for collaboration between students regardless of their gaming ability.
As a teacher I have watched and noted how the use of the Kinect has helped strengthen and even connect bonds between students in and outside of the classroom.  Because the Kinect can be multi-player, it provides students with scenarios where they may be playing with a student who they do not normally interact with. Regardless of their former interactions, in every instance students will team up with a partner and exert themselves to achieve the high score.

2 weeks in and we negotiate when and why the Kinect is booted up and engaged with in the classroom.  So Far we have played Kinect adventures and Dance Central 2.  Both games give students a clear understanding of what is needed of them to complete levels and objectives with minimal instruction time.  The games allow for failure and prompt students with helpful tips even simplifying the expectations of the player if things are a little difficult.

Using the Kinect in the classroom
Students work together to achieve a common goal.




















To me I have noticed 3 things that students appreciate when playing video games that I can use to inform my teaching practice:

  1. Give students clear, explicit and unchanging expectations when I set them a task.
  2. Give students the freedom to achieve a goal/task with an approach that is comfortable for them.
  3. Provide help/simplify the task if students find it too difficult but don't change the expectation/goal set in step 1.

I look forward to continuing to use the Kinect in our classroom. Stay tuned for some student posts about how we incorporate these 2 games into our weekly classroom schedule.  If you use the Kinect in your classroom or any other video game software I would love to hear how you use it and what impact it has had on your students and their learning.  Leave a comment below and share the learning!
[ Read More ]
Tuesday, October 11, 2011

TECHNOLOGY FRIDAYS! Made for Children by Children



TECHNOLOGY FRIDAYS!
My students wanted to develop a space of time we set aside each week to learn how to use ICLT's in our classroom.

I have stated previously that I work with a class of 26 students.  Over the course of the year I have developed a massive amount of respect for the 5-year-old learners in my classroom.  As expected, we encounter technology in our classroom every day.  We experience it in our daily routines, we experience it as we negotiate our classroom behaviours  (Read Me!) and we experience it in our learning.

Our school has put an enormous amount of money into Information Communication and Learning Technologies (ICLT’s) for our classrooms.  In my classroom alone I have:

2 Desktop Computers.
2 Laptops.
6 Mini Laptops.
1 Dual Pen Interactive Whiteboard.
2 iPod Touch devices.
2 Flip Video Cameras.
1 Digital SLR Camera.
2 iPad 2’s.
2 Webcams.
1 Wii.
Wireless Internet to all devices.

However, having this many ICLT’s in my classroom doesn’t ensure that my children will be technology literate by the time they leave my classroom. From experience, I think sometimes educators and educational planners can loose sight of the teaching and learning that needs to happen with these devices for them to become effective tools of learning.  About 15 weeks ago, I was working with my students to see how they thought we could improve learning in our classroom through technology.  It was at this time a quiet girl in my class said something that changed the way technology is used in my classroom.

“Don’t you think there is just too much?” A small voice chimed in. “Don’t you think there is too much technology in our classroom, it’s a bit confusing.” I looked at this child and immediately the rest of the students in my class started supporting her. It was like a mutiny against the use of technology in our classroom.  I was dumbfounded, until I asked” How do we stop making it confusing then?”

What happened next was amazing.  For a solid day I worked with my 26, 5 year old students to negotiate how we as a community can make technology less confusing in the classroom.  We negotiated how technology was used, when it was used, when we should be using it and when we shouldn’t be using it.  We negotiated what we wanted to be using technology for and what we wanted to see happen in the future with technology.

Then a boy said something that changed Fridays in our classroom.
“Can we have a day each week that we use to learn how to use computers and stuff?”  The class went silent and I found myself asking the same question in my head.  Why Not? I said.  We negotiated a day of the week that was easy to implement the learning of new ICLT’S and refine our understandings of old ones.

Behold the creation of

 TECHNOLOGY FRIDAYS! 

On Technology Fridays we spend the morning session of our day finalising any work left over from the week.  Then from11:30am on a Friday all we do until 3:00pm is learn how to use different pieces of technology, apps, websites, etc. We split into mini groups and are assigned mini projects that relate to the ICLT we are learning.

For example with the COMIC BOOK! App on the iPad we negotiated the rules of its use, learned its features, taught everyone in the group how to use it and then made a short comic book with it.  Before we rotate groups and ICLT’s we show the class what we made and explain to them the expectations the group had when using the app.  We spend approximately 30 - 40 minutes on each ICLT.  TECHNOLOGY FRIDAYS have assisted us in making ICLT’S invisible in our classroom.  The learning promoted on this day has become an integral part of our everyday learning. 

This post is a sign of respect to my students who have taken charge of their learning and developed a time for them to build on and share their understandings of ICLT in their lives.  We hope to share their resources with other students to promote effective ICLT use in classrooms across the world. 

Our first resource is below.  If you’ve ever wanted to used Little Bird Tales in your classroom this might help remind your learners of what each of the buttons mean.  It is made by children for children.  We hope you enjoy it. 


"Little Bird Tales Prompts"
[ Read More ]
 
 

Twitter

Play some Tetris!

Or try some Pacman!