Tel Tales

Adventures in Technology Enhanced Learning @ UoP

Tag: gamification

Can technology provide us with the opportunity to move away from traditional delivery methods?

Shaun Searle

“The most vital app an educator could use is good purposeful teaching”

Introduction

On the way back from setting up the Mobile Ubicast unit for a lecturer, I had an interesting discussion about the use of technology in teaching. My first thoughts took me back to my previous life as an ICT co-ordinator of a primary school where a member of the leadership team teaching was eager to be observed “using ICT” within their teaching. What unfolded was 45 uncomfortable minutes of the educator using a digital camera within an English lesson. Of course it led to my first question of “why did you use the technology?” It did not help the students achieve their learning goals in English, whilst also not allowing them to develop or demonstrate skills using the technology.

Digital technology and equipment help provide multiple access points, like a door with multiple handles at different heights but ultimately pedagogy and learning intentions must stay at the forefront of the educators mind. It brought me back to a great JISC document I read based on the Digital experiences students should have. I thought I would signpost a few of the parts that I found most interesting and hopefully it may spark a few ideas of how technology could be used in your lectures.

Social referencing

Jane Challinor gives a good account of the trials and tribulations of using Diigo social bookmarking site with level one undergraduates She outlines the discovery that students at Level 2 and 3 were found to have poor research skills. Even at level 3 students made little use of academic journals and the cause of academic irregularity were caused by poor record keeping, especially of web based sources so a key feature of the module was to introduce the students to e-search, a tool which allows students to search journal database similar to Athens. By using groups within Diigo not only could students benefit from the features of a social referencing site such group/shared discussions, bookmarking and direct online source linking, it gave lecturers the opportunity to monitor student activity, thus make it an assessment for learning tool encouraging precision teaching. Without giving away any spoilers (!) it not only improved the students record keeping and bookmarking, it changed their whole attitude and behaviour towards using online sources and journals within assignments.

Digital critique

As there is broad range of digital sources of communication to reference from online, it gives students the ability to develop skills of critique that takes them beyond just reading text on screen. It allows students to examine a specific source in terms of its credibility, argument, tone, implied audience and provenance – who is hosting and propagating this message? This could then influence the creation of their own digital content, with a greater appreciation of its purpose and the audience it is targeted at. New Media Literacy: a blog post by Lynsay Grant offers an interesting blog based on critique against re-design that is well worth a read.

 

Use a simulation to support real-world practice

Simulations allow students to venture where perhaps the real-life situation represent unacceptable risk to the student or others. But simulations also allow students to review, revisit and revise their preparation and practice to a real-life event. Simulations can also be used to collaborate and to provide a shared platform to problem solve. The skills2Learn site shows a wide range of practical and field-based skills that can be carried out through elearning and virtual reality simulations. The advances of modern technology and the range of mediums through which to experience sound, image, video and touch based representations has become more accessible and affordable with the rise of Google Cardboard and other VR displays. The four walls of a lecture theatre no longer need to confine “where” learning takes place.

Digital deconstruction

Within my teaching role, one area in which I felt I excelled was finding new and innovative ways to teach topics. One such way was trying to introduce coding to 6-year-olds by taking them out of the computer suite and into the kitchen, testing their given programmes (recipes) and debugging and re-coding where necessary. Chrissi Narantzi’s blog explores her use of LEGO bricks with first-year undergraduates. I love the concept of taking what essentially is a digital concept, bringing it into a real life situation or a practical analogy as it were to broaden and deepen their understanding and application of digital skills. Possible applications of this could be statistical analysis, qualitative data analysis, design, giving a presentation with slides, mindmapping, ‘cut and paste’ editing, sharing ideas via twitter, commenting on/reviewing other students’ work.

Use gamification

This is a powerful concept that I have seen bear the fruits of success with younger students. I have been fortunate on a few occasions to have met critically acclaimed Tim Rylands who really was at the forefront of gamification within education and his TED talk about teachers being creative and using games to enhance learning in other topic areas is well worth watching and extremely powerful. Other gaming concepts such as ‘levelling up’,  earning XP points and shading a progress bar could be ways in which to make aspects of your teaching engaging while also giving competition a positive element. A different Chrissi Narantzi blog  shows how a mixed reality game is used in academic development and while it does require a level of ingenuity to incorporate gaming features, it can really help give insight and make learning fun.

Final thoughts

There are a number of other digital experiences that Jisc recommend students have and I’m sure the concepts of lecture capture, online questionnaires and presenting using digital media will be covered in subsequent blogs but perhaps it is a good point to reflect on our own practise and consider how using technology within our existing delivery could enhance the learning experiences of our students further.

References

Grant, L. (2010). New media literacy: Critique vs re-design. Available at: http://dmlcentral.net/new-media-literacy-critique-vs-re-design/ (Accessed: 23 November, 2016).

Jisc (2015). Digital experiences students should have. Available at: https://digitalstudent.jiscinvolve.org/wp/files/2015/01/Digitalstudentexperiences.pdf (Accessed: 23 November, 2016).

Terms, P.I. (2016). Can you Diigo it? Available at: https://prezi.com/j82f6mbocnwb/can-you-diigo-it/ (Accessed: 23 November, 2016).

 

SoloLearn – Learning where you want, when you want

Becky Holman

 

We all learn in different ways and personally I’m a hands on learner. I need to be learning and doing at the same time, otherwise it’s not going to stick.

Currently I have dipped my toe into the world of coding. This is something I’ve tried my hand at over the years but each time I pick it up, without practise I lose what I’ve learnt. So I started to search for apps that could help me learn and practise basic HTML (Hypertext Markup Language) and CSS (Cascading Style Sheets) throughout my typical day.

So what did you find?

After a few clicks and swipes I came across SoloLearn – a free mobile social platform that offers coding courses which can be completed via the Web on iOS, Android or Windows.

The aim of the game with SoloLearn is to learn through playing. The courses consist of bite-size guides and quizzes to keep you engaged and your progress is saved each time you reach a ‘checkpoint’. To practise and play with what you have learned, there is the ‘Code Playground’ where learners can experiment with what they have learned so far and save for future reference. This is excellent for when life gets in the way and you need to put the app to one side for a while, making for a easy return when you pick it back up. Another benefit is regardless of what platform you happen to be using, Sololearn will sync up, so you can access your course in a range of situations via your mobile device and the app will know where you left off from.

A very important part of SoloLearn is that although their name suggests otherwise, you are in by no means ‘solo’ in your learning. On each course there is a space for comments at the bottom of each page from the global SoloLearn community to ask questions or find handy tips from other learners taking part in their course. Many learners also share code they have written to be used by others for practise.

This is all well and good, but why should I learn to code at all?

Many people wouldn’t bat an eyelid at being told by a friend that they might be learning a spoken language such as French, but telling them you’re learning a digital language? That can get you a few funny looks. Although a genuine interest in the first place doesn’t hurt, there’s no harm in learning a new skill and adding another string to your bow. There’s no escaping that we live in a digital age and learning to code can only benefit you in the long run. Having a basic knowledge of HTML and CSS can help your career, such as being able to improve your employer’s website, or quickly publish your own content on your own website or digital platform.

You can find out more and join up by visiting SoloLearn here.