Adventures in Technology Enhanced Learning @ UoP

Tag: digital learning (Page 4 of 5)

Digital Skills Certificate

Earlier in the year I went to Digifest 2018, the biggest conference for Education Technology in the UK. As well as a chance to meet fellow professionals the conference presents a wide range of inspirational, thought provoking ideas. These can be from large solutions like an Augmented Reality band from Edinburgh playing live on stage with an orchestra in Birmingham, that tests the limits of the Janet Network, to suggestions on simple teaching techniques.

One of the presentations I saw was from the IT Training Team at the University of Lancaster, who set up a ‘Digital Skills Certificate’ for students and staff mapped to the Jisc Digital Capability Framework, it offered online courses in a range of topics under the six elements of digital capability. When participants completed the course it gave them a ‘certificate’ that could be posted on LinkedIn, for students it also went on their Higher Education Achievement Record (HEAR) transcript. It’s a great way for students and staff to develop digital and employability skills and also be able to clearly demonstrate those skills to potential employers for placements and work beyond university.

I like to think I know a good idea when I see one and began thinking how this could be adapted for use at the University of Portsmouth. The Jisc Framework is a great tool to use in order to develop student and staff Digital Capability. In the last year we have also implemented Lynda.com, an online resource of over 10,000 courses. The University of Portsmouth version of the Digital Skills Certificate combines the use of these tools.

Click on this link to see the video.

The University of Portsmouth Digital Skills Certificate is on Moodle and available for both students and staff to self register onto. Participants choose at least one course from each element of the Framework:

  • IT Proficiency – Word, Excel, Google Drive, SPSS
  • Information, Data and Media Literacies – Excel Statistics, Data Driven Presentations with Excel and PowerPoint, SPSS for Academic Research
  • Digital Creation, Innovation and Scholarship – PowerPoint: Designing Better Slides, Introduction to Screencasting, Google Sites
  • Communication, Collaboration and Partnership – GMail, Twitter, Webex
  • Digital Learning and Self Development – complete the Jisc Digital Discovery Tool
  • Digital Identity and Well Being – Computer Security and Internet Safety, LinkedIn for Students, Digital Citizenship

The courses are from Lynda.com and can be completed at participants’ own pace, anytime, anywhere. Once the course is completed, Lynda provides a certificate of completion that can be added to LinkedIn, it also needs to be uploaded as a PDF to the Moodle assignment for that section. The next step is to complete a quiz based on the topic that has just been studied and if passed a certificate for that element of the framework is issued.

Participants can study as many of the courses as they like, but one from each element is required. When all six have been completed an overall ‘Digital Skills Certificate’ is issued, for students this will be shown on their HEAR transcript.

For further information go to: digitalskills.port.ac.uk

adrian.sharkey@port.ac.uk

@adrianjsharkey

 

Case Study – Gill Wray

The Shorthand Units

Gill Wray, an academic member of staff in the School of Social Historical and Literary Studies within the Faculty of Humanities and Social Sciences is responsible amongst other things, for the Journalism Shorthand units. I’ve been talking to her about some of the interesting elements of her units that she has implemented for students with the help of the Faculty’s Online Course Developers, Scott, Joe and Daren.

Journalism Shorthand units run in the first and second years as a core requirement aiming to teach shorthand to those taking a Journalism course. As part of her teaching Jill has been involved with the development of some interesting interactive elements on her Moodle site.

I think this sort of work is worth highlighting to others as it shows how Moodle can be much more than just a repository for work, and handouts. Moodle allows an incredible amount of flexibility in terms of what content you can make available for students – it doesn’t just have to be downloadable PDF revision sheets!

The Test Your Shorthand WebApp

The ‘Test Your Shorthand’ app for practicing shorthand knowledge has been around for a while, though due to problems with audio playing on an older version, has recently been rebuilt as a responsive web app to remain functional on various devices across a variety of screen sizes.

The app, which you can see in the screenshots here, gives a student three different difficulty levels to test a student’s shorthand knowledge. Choosing one of these gives a short multiple choice shorthand quiz tuned to the difficulty of the option the student selected. The app also provides a series of shorthand ‘outlines’ (the squiggles that form the core part of journalistic shorthand) as revision aid, as well as 10 different voice recordings to practice note taking on. The audio is offered in 100, 110 and 120 words a minute format, perfect for a student learning to record what they hear.

The app is available as part of the Shorthand Year One Moodle site, and is offered as a supplement to the existing course content, which includes videos that are timed to release to students each week, and also other more traditional worksheet activities.

Digraph Train

Gill’s Shorthand site also includes The Digraph Train. When I asked her why she had added this interactivity to her Moodle site she said:

“One of the main challenges has been the inability of some students to recognise that digraphs ‘sh’, ‘ch’, ‘th’ and ‘wh’ make specific sounds.  We therefore produced a very simple ‘early learning’ style visual in the form of a moving train with carriages adding letters one at a time. There is audio as each carriage joins the train. This helps students understand how two letters come together to make a particular sound.”

The Digraph Train was produced by Gill, with the help of the Online Course Developers in the School, using a software package called Articulate Storyline. When I spoke with Joe Wright, who was responsible for the project, about why he chose Storyline he said:

“I chose to use Storyline because I found it gave me all the tools that would fulfil the task in hand. It is a great e-learning package which you can use to create unique projects using triggers and timing. It’s simple to use as it uses an interface similar to the Microsoft packages which makes it very easy to navigate, to add animations, images and sound to the project. Gill told me that the students found the end result to be very engaging”.

It’s worth mentioning, that both these projects took time, and required skills that are not reflected across every faculty. If you have an idea for something you want to create, but don’t know where to start, visit your Online Course Developers first more often than not they’ll be happy to help. If you think your idea might benefit students (or staff) in a faculty other than your own Technology Enhanced Learning would also be happy to work with you to get your idea off the ground.

Highlighting your own creative and innovative use of Moodle is a difficult thing. There is no University wide platform, no place a member of staff can go and say ‘hey! I helped make this and I think it’s good!’ Case studies like this are our way of putting good work out there for people to see. Currently both of these projects are available only to students studying the Shorthand units on Journalism courses.

Gamification in Moodle – a brief introduction

Learning through play is obviously nothing new, it is one of the main ways children learn. The fun element in play means that children become absorbed in what they are doing, not even realising they are acquiring useful skills. Gamification, however, is not simply about learning through playing, it’s about “the application of game dynamics and game mechanics to make learning goals more appealing and achievable” (Squire, K  2003). Moodle provides an excellent set of tools that can be harnessed to bring an element of gaming into learning, but more on that later.

Introducing elements of gamification may be fun, but does it bring with it positive benefits and improved outcomes for the learner? On the face of it, research would seem to show that gamification does indeed lead to improved student engagement and motivation. For example an experiment involving High School students in America showed that where game elements were used in Moodle, enthusiasm and motivation levels were higher among the group using gamification as opposed to the group not using it 1. There was an even greater (negative) effect on motivational behaviour where gamification was used and then removed. Similarly a review of literature on gamification found  that “indeed, gamification does work” 2. While both studies came with caveats (the main one being the relatively small size of the study groups), indications are that more gaming dynamics should be used in Moodle, exploiting both the competitive and collaborative traits most people naturally possess. This in turn can improve student engagement and motivation, both important (but by no means sole) elements in improving overall attainment. Speaking anecdotally, introducing a competitive element in learning does, under certain circumstances, seem to improve student achievement especially among boys.

The issue of educational underachievement among certain social groups was highlighted in a 2016 report by the Guardian Online 3 which published research showing that just 24% of white boys from poorer backgrounds achieved the benchmark of five good GCSEs, the figure for girls was 32%. While other groups, from the same economic background, showed a significant improvement in achieving this benchmark, this was not the case for white working class boys among whom attainment levels remain “stubbornly low”. Thus while all students would seem to benefit from gamification, I have seen it particularly help boys from poorer backgrounds where engagement in the learning process can be more problematic. Poor achievement at GCSE level often impacts on achievement at a higher level, but even at HE level the use of “serious games” can “intrigue learners during the process of learning” 4 . So while gamification should be used for the benefit of all students, perhaps its main benefits will be among those groups who struggle more than others to fully engage with their learning.

Moodle contains a wide range of opportunities for gamification without necessarily needing specific game style technology. A standard Moodle course can be designed in such a way as to incorporate game orientated activities. In a paper presented at the international eLearning conference 5, Somova provided just such an example whereby the different sections of a Moodle course were designed as a games level. Each level requires students to achieve specific learning objectives with points and badges awarded when predetermined criteria were met. Conditional access, based on activity completion, is used to direct students through the various ‘game’ levels with learners receiving points for assessed activities, which in turn are used to award badges. A badge per level is available, earned as activities are completed and a set level of attainment is reached (eg 70% for a quiz).  As the learner progresses so the levels are made more demanding and involve different type of activities such as group activities to encourage collaboration.

In ‘Gamification with Moodle’ 6 Denmeade (2015) identifies, among others, the following Moodle activities ideal for gamification:

Forum posts – these can be set up for peer ratings or brain teasers.

Quizzes – either team or individual leaderboards can be used to create a competitive element to the exercise.

Feedback module – can be used to set up an interactive pathway based on answers. If questions are answered incorrectly, students can be directed to further reading.

Assignments – custom grading can be used to quickly set up gaming levels, for example Bronze, Silver and Gold

Lessons – progress through lessons can be gamified by setting up prerequisites, such as time limits etc, with advancement to subsequent lessons being made increasingly difficult (or easy depending on ability, or the final goal of the lesson). Lessons can also be used to create different pathways through an exercise, based on student responses to questions and so allow for differentiation by task.

H5P – H5P contains a variety of tools that contain an element of gamification, though the drawback is that the outcomes of some exercises may not be saved in Moodle.

Beyond Moodle there are a huge variety of online gaming tools that can be used by students. https://sites.google.com/site/technologyenhancedlearning/ contains an index of a wide range of eLearning tools that can be used as stand alone learning ‘games’.

While careful initial planning is needed to ensure the above activities are properly prepared to be both academically robust and contain elements of game dynamics, once created they are reusable, and much of the marking is done by Moodle itself. If, at the end of the day, students are more engaged and more are achieving required learning outcomes then the time spent preparing is time well spent. Gamification is clearly not the only answer to tackling underachievement, or a guarantee of improving student outcomes, but it might provide a useful additional tool in helping engage students in their learning.

Amriani, A et al (2013,October) An empirical study of gamification impact on e-Learning environment. Retrieved from
https://ieeexplore.ieee.org/document/6967110/#full-text-section

2 Hamari J et al Does Gamification Work? — A Literature Review of Empirical Studies on Gamification 2014, 47th Hawaii International Conference on System Science. Available via https://people.uta.fi/~kljuham/2014-hamari_et_al-does_gamification_work.pdf

3 Weale, S. (2016, November) Schools must focus on struggling white working-class pupils, says UK charity retrieved from 
https://www.theguardian.com/education/2016/nov/10/schools-focus-struggling-white-working-class-pupils-uk

Somova, E. and Gachkova, M. An Attempt for Gamification of Learning in Moodle Available via http://www.elearning-conf.eu/docs/cp16/paper-31.pdf

Somova, E. and Gachkova, M. An Attempt for Gamification of Learning in Moodle Available via http://www.elearning-conf.eu/docs/cp16/paper-31.pdf

6 Denmeade, N. (2015). Gamification with Moodle.  Birmingham: Packt Publishing Ltd

Image credits: Photo by Clem Onojeghuo   and pan xiaozhen on Unsplash

Lynda online learning – user survey

User survey

Since August 2017 all students and staff at University of Portsmouth have had access to Lynda.com, an online, on-demand learning resource designed to help users gain new technical, business and creative skills.

Lynda.com can be used in numerous ways. A student, for example, might use it as part of their course, or to learn additional skills such as Excel. A member of staff might use it for personal development, or to embed its resources into Moodle, create playlists and support students. We’d really like to learn about your experience of using Lynda since it was launched – so please take a couple of minutes to complete our user survey. Results from the survey will go towards improving and tailoring our provision of digital resources.

University of Portsmouth Lynda.com User Survey

Never heard of Lynda.com?

If you still haven’t used Lynda.com you’ve been missing out! Nearly 3,500 staff and students have used it since we launched, accumulating over 4,000 hours of instructional time. Lynda.com is available anytime, on any device, and as well as supporting your own learning it is possible to share courses, create playlists, and embed courses into Moodle – all helping to support the learning of students and staff.

With Lynda.com you get:

  • Unlimited access –  Choose from more than 5,000 video tutorials covering business, creative and technology topics.
  • Relevant recommendations –  Explore the most in-demand skills based on your interests.
  • Expert instructors –  Learn from industry leaders, all in one place.
  • Convenient learning –  Access courses on your schedule, from any desktop or mobile device.
  • Helpful resources –  Reinforce new knowledge with quizzes, exercise files and coding practice windows.
  • Relevant content – Map content to support the learning of your students and staff.

For further information:

www.port.ac.uk/lynda

Online Training for everyone – Lynda.com

adrian.sharkey@port.ac.uk

@adrianjsharkey

Episode 2 – The Moodle Quiz and Chromebooks for Assessment with Gavin Knight and Emma Coppins

TelTaleBanner
TelTales Podcast
Episode 2 - The Moodle Quiz and Chromebooks for Assessment with Gavin Knight and Emma Coppins
Loading
/

Copyright Information:

Nowhere Land – Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Interactive Classroom Tools – Some Advice for Students

In some classroom situations your lecturer might decide to use interactive tools that require you (the student) to have access to a connected device (phone, tablet or laptop). When lecturers do this, the work traditionally reserved for in-class teaching can be done outside of lesson time. For  example, you could be asked to watch and investigate the subject of a lesson before even entering the classroom – then in class you are in a position to contribute and shape discussion. This approach is not about a lecturer talking at you for two hours – it’s about you being an active part of the process. This might require a shift in your working practice. This can be daunting at first – but don’t let it worry you!

Some people assume that if anyone starts university today having grown up in the 21st century then they must be an expert in all areas of technology. This assumption is, of course, false. While you may be technically proficient with a range of electronic devices, the question for you is: “Have I used my devices for more than just social media or games? Have I used them to develop my higher level thinking skills, or for more in-depth researching techniques than Google and Wikipedia can provide?”

The answer might be “possibly not” – but if it is, don’t worry: you need to learn to ask for help in areas where you are unsure or uncertain of how to proceed. Even seemingly ‘simple’ problems regarding Word, Excel or similar software might pose challenges. To this day I am a limited Excel user; although I’m definitely not a technophobe, my capabilities with the software are not what many would expect. However, now that the University has a full campus licence for Lynda.com I am able to develop my skills at a time of my choosing. Asking for help should not be seen as a problem or as an admission of failure: it’s a means of  making your life easier for the next three  years (and indeed for life after university). The finest minds are always asking questions and attempting to learn more to better themselves and by extension of those around them.

Two areas that lecturers are investigating are Social Media and Collaborative Learning – but it is down to you, the learner, to help shape the platform on which material is being delivered. Would you engage with course material on Facebook? Can you help develop an academics idea of how best to use Twitter in the classroom? These conversations are taking place and you should not be afraid to take part in them.

If you are unsure of how to participate in these conversations then please contact us and let us help. We deliver training to academics about future technologies and how they can be used in class, but we don’t always get the responses of how that has worked from the student perspective. We’d love to hear from you!

Image Credits: Photo by Ross Findon on Unsplash

Ross Findon

Day 8: Lynda.com

What is Lynda.com

Lynda.com is a website designed to help you gain new skills in a variety of different subjects. As well as supporting your own learning it is possible to share courses, create playlists, embed courses into Moodle, all making it easy to support the learning of students and staff. All staff and students at the University of Portsmouth, have unlimited access to Lynda.com which contains a library of high-quality instructional videos covering a vast range of skills.

What does Lynda.com look like and how do I use it?

Lynda.com homepage imageWith more than 5,000 courses taught by industry experts – and more added every week – Lynda.com is designed for all levels of learners, and it’s available whenever you’re ready to learn. You can access from www.port.ac.uk/lynda, directly from Lynda.com or you can view courses on your mobile device by downloading the Lynda.com app.

Searching for a course in Lynda.com is as easy as using the search bar to find a specific course, or you can browse through categories if you aren’t looking for a course on a specific topic. You can then watch the lesson that you’re after.

As mentioned above, a Lynda.com app for iOS and Android is also available, and this enables you to learn on the go, it’s perfect for using that train journey to learn something new, or even refresh a topic you’ve learnt in the past.

Across the University, students and staff have accessed Lynda.com and viewed nearly 2000 hours of learning so far. Content from Lynda.com has been embedded into Moodle as part of provision by the Graduate School, it has also been used in the Enterprise toolkit. Many students are using Lynda.com to support their studies, for example the top course in Creative and Cultural Industries is for 3DS Max, animation software directly relevant to some of the courses. In Science statistics tools such as SPSS are popular, while general skills such as Excel and Time Management are popular overall.

How could Lynda.com help me?

You can use Lynda.com to access learning at anytime on any device to support your learning, professional development or teaching. It is possible to share courses, create playlists, embed courses into Moodle, all making it easy to support the learning of students and staff.

With Lynda.com you’ll get:

  • Unlimited access – Choose from more than 5,000 video tutorials covering business, creative and technology topics.
  • Relevant recommendations – Explore the most in-demand skills based on your interests.
  • Expert instructors – Learn from industry leaders, all in one place.
  • Convenient learning – Access courses on your schedule, from any desktop or mobile device.
  • Helpful resources – Reinforce new knowledge with quizzes, exercise files and coding practice windows.
  • Relevant content – Map content to support the learning of your students and staff.
  • Link certificates of completion to online profiles like LinkedIn.

To find out more and log into Lynda.com, visit www.port.ac.uk/lynda

Please also join our Lynda.com Google Community, keep up to date, get ideas and it would be great to share how you’ve used Lynda.com in your own learning and to support others

Check out ‘Lynda.com – Online training for everyone‘ written by our very own Lynda.com guru – Adrian Sharkey.

Digital Capabilities?

Why do digital capabilities matter?

In 2015 the House of Lords published a report on the need to improve the country’s digital capabilities, Make or Break: The UK’s Digital Future. It was an eye opener and didn’t pull any punches. Among the findings, the report stated that 35% of existing jobs would be automated over the next 20 years and that higher education had not responded to the urgent need for re-skilling. The report goes on to outline that digital skills are all encompassing, affecting all areas of the economy including industry, agriculture, health care, financial services as well as public and consumer services.

Added to this is the expectation of students now paying £9,000 a year in tuition fees. Higher education is seen as much more of a transaction and students expect to be given the skills that make them employable. With expectations from government and students, higher education has a large responsibility in providing the relevant skills for a successful digital economy, to both staff and students.

What are digital capabilities?

Higher education agencies like UCISA and Jisc have come up with a definition and a framework for digital capabilities:

‘Digital capabilities are those that fit an individual for living, learning and working in a digital society.’

 

 

Digital capability covers a wide range of areas and is embedded in all teaching and learning. There is a big assumption that students these days are computer ‘savvy,’ and while they may spend a lot of time online and be comfortable with different applications and devices, that doesn’t necessarily translate to being able to evaluate information, analyse data, having a credible online identity etc.

The six elements of digital capability:

ICT Proficiency

Be comfortable using different devices, applications and services and know which ones to apply to particular tasks. An ability to keep up to date with ICT and deal with problems when they occur.

Information, data and media literacies

Being able to evaluate information, analyse it and present it in different settings, use data in applications like spreadsheets and databases to query it and run reports. An understanding of laws around data, like copyright and data protection. An ability to interpret and a critical approach to media messages.

Digital creation, problem solving and innovation

Present work and ideas using blogs, web pages audio and visual tools etc. Understand different digital research tools, analyse and present the results. Use digital tools in different settings to present ideas.

Digital communication, collaboration and participation

Effectively use forums, social media and other digital communication tools. Collaborate on projects and work with people from different organisations and backgrounds using productivity tools like G-suite. Use digital tools, social networking etc. to participate in online learning, professionally and personally online.

Digital learning and development

Be able to learn online, monitor progress and showcase achievements. To teach and design online learning opportunities.

Digital identity and wellbeing

Be able to project a positive digital identity across different profiles and understand the reputational risks and benefits of participating online. Use digital tools to pursue personal goals, manage work life balance online.

What next?

  • Digital capability needs to be seen as an institute wide responsibility, across all departments.
  • One of the first steps is to assess your own digital capability, this can be done using the Jisc Digital Discovery Tool, while this is aimed at staff, some institutions have used it with students also. There should be a student discovery tool in early 2018.
  • All opportunities should be taken to embed digital capability into the curriculum, staff and students should be encouraged to co-create digital resources.
  • Example digital capability profiles for staff (including support staff) and students. Jisc have made a start on this.
  • Make digital capability part of everyone’s Continuous Professional Development (CPD) and Performance Development Review (PDR).
  • Look at certification and accreditation.
  • Encourage digital good practice, offer rewards for innovative digital teaching and for student achievement.
  • Provide the digital infrastructure and university wide tools to allow students and staff to develop digital capability.

Further resources

Technology Enhanced Learning Team in DCQE

The IT Training Team in IS

Jisc – Building digital capability

The 2017 UCISA Digital Capabilities Survey Report

Jisc – Student digital experience tracker 2017

Dame Martha Lane Fox – Richard Dimbleby Lecture

@adrianjsharkey

image credits: https://www.jisc.ac.uk/sites/default/files/digital-capability-model-wide.jpg

Save

The New Features of Moodle 3.3

Moodle has successfully been upgraded to version 3.3, improving functionality and stability for all users.

New features:
  • Integration of H5P – a content-authoring tool that allows you to quickly create interactive resources for your Moodle units (you can use H5P to upload or create: audio recordings; charts; drag-and-drop words or images; flashcards; interactive videos; quizzes; and timelines).
  • Stealth activities – activities and resources that are accessed only through other items or links, and are not visible from the course page (previously Orphaned activities). Stealth activities and resources can now be hidden in a standard topic space but made available (under Edit, Make available) to a student / participant. This will hide resources / activities from the course page completely, but still be accessible to students through a link or item within the Moodle unit.
  • Drag and drop media – when in editing mode, for quickness, you can now drag and drop media files (images, audio recordings) directly into topic spaces in your Moodle site and select whether to make them either a downloadable file or viewable resource without having to add a label, book or page file to contain them.
  • Atto editor – Atto has become the default editor. Staff and students can change their preference to Tiny MCE via Editor Preferences in their profile. However,  Atto does provides auto-saving functionality (useful for exams) and formats content in a much more accessible way. Tiny MCE does offer a few different elements of functionality that some staff may find useful, for example – whilst using Tiny MCE in the FireFox browser image resizing can be done by dragging the image corners, rather than having to specifying the require image dimensions.
Moodle assignment:
  • The Moodle assignment tool has been dramatically improved to include inline commenting features similar in nature to Turnitin’s Feedback Studio. PDF conversion of student-submitted Word documents is handled automatically by Google Drive, making the new Moodle assignment much more robust than last year’s version.
  • When setting up a Moodle assignment it is now also possible to restrict which file formats students must submit their work in. You can do this by adding in the extension name (e.g. .docx) to ‘Accepted file type’ field. However, please note that the system will then not allow uploads of any other file formats, including versions of the same software such as Word (.doc and .docx). To set multiple file formats just use a comma to separate them in the field box. If you wish to allow students to upload any file type then simply leave the ‘Accepted file type’ field blank.
  • By turning on the Activity Completion option (the default is off) you can now bulk edit Activity Completion settings. An example would be that if you want all your quizzes to have a new passing grade, you are now able to set this for all activities and not manually change each instance.
Moodle theme:
moodle theme

New Moodle Theme

  • The Moodle theme has been improved over the summer, with a full re-design planned for summer 2018/19. Staff can now upload a unit cover image (under Course Administration, Course Summary Files) to quickly and easily illustrate what a unit is about. The upload also triggers the inclusion of a new content filtering and navigation system.

Is learning inevitable? Are teachers an essential part of the process?

Is now the right time to question our role in education?

In my previous role of ICT Co-Ordinator within local primary schools, one of the key components of my job was to source and purchase new technology for the school. I know the University are making large capital investments, one such example is the £11 million Future Technology Centre. With ever decreasing budgets and tightening of the purse strings, I had to research and plead my case, attend numerous Senior Leader and Governor meetings to stress how vital this technology was for learning and for future attendees of the school. There were many hoops to jump through and numerous games to play just to get a fraction of the budget I had bid for. So you can imagine my reaction when at a headteachers conference I was sat on a table with a very proud Headteacher who had just spent a large amount of money on 60 iPads with the aim to eventually ensure every child has one in the school. When quizzed on the reasoning behind this strategy, what confounded me was how little thought seemed to be behind this. Now there may have been an ICT Co-Ordinator working tirelessly in the background, who had a detailed 5-year plan to modernise the school but this wasn’t shared by the headteacher. “We haven’t thought that far yet!” “They can access the internet in class.” and “They can use them instead of writing in books!” as if the technology automatically is “better” than pencil and paper were later offered as reasons.

There is a lot of research and evidence that backs up the use of mobile technology in the classroom and it is my view that educators can use technology to support the learning of any subject. As is the importance of bringing the technology to the hands of the students rather than them having to trundle off to the antiquated computer suite. It did get me thinking about the technology first/pedagogy second approach.

Steve Wheeler

Steve Wheeler is Associate Professor of Learning Technologies at the Plymouth Institute of Education where he chairs the Learning Futures group and leads the Computing and Science education teams. Within his widely renowned educational blog Learning with e’s, he asked the question: What is Digital Learning? I would certainly recommend reading it but he does come up with two huge statements within it that bear thinking about. Firstly “Learning is learning. Whether you use technology or not is relative. Using the tools and technologies will enable you to connect with more content and peers, more quickly and effectively. However, learning without technology is also a reality for all of us”  before hitting home with the notion: “Here’s the bottom line: Learning will happen if the conditions are right, and it will happen whether teachers and technology are present or not.”

My background in both training staff in Primary and Higher Education is to promote the educator’s role as being one of the facilitator and technology is medium through which this is channeled or amplified. However, with the premise of flipped classrooms, student led research and truly constructivist approaches where students not educators dictate the direction that their learning takes (which in turn leads to new and unforeseen outcomes) – Do we educators overestimate our importance to the process?

Sugata Mitra

A few years ago I was fortunate enough to be in the audience for Sugata Mitra’s address at the Hampshire ICT conference where he discussed his Hole in the Wall research project. I would thoroughly recommend watching his 2010 TED talk where he outlines how he placed a computer with the internet in the slums and observed how children with no prior knowledge and poor English skills learnt on their own through a process of exploration, discovery and peer coaching when interacting with technology. He coined the term  Minimally Invasive Education which is a pedagogic method that uses the learning environment (or in this case a Learning Station) to generate motivation to induce learning with minimal or no intervention from a teacher. Further information about this can be found on the Hole-in-the-Wall website. While this study is aimed at younger students, I feel the research findings have merit with their Higher Education counterparts. The ability to access content, learn from it and most importantly retain it is enhanced, the overall academic improvement of the students and the close proximity to the performance of their peers who received formal computer education would certainly advocate a “let them loose with the technology” approach.

Final thoughts

We recently received a presentation from Chris Chang about the University’s policy on global engagement and it is fair to say that the makeup of our student intake is becoming increasingly diverse. It is not purely about what learning is imparted during lectures on campus, the use of Moodle as a supporting tool to encourage independent, self governed learning requires the pedagogists to think deeper about their audience and the intended learning outcomes. Distance Learners do not set foot on campus and do not get to see educators “in the flesh” but still are required to (and do) reach the same standard through further intuitive interactions such as webinars, forums and quizzes.  We are in a world where the modern student has unprecedented levels of access and connectivity with their peers around the world. Teachers/educators need to be fluid and change like the world around them. If the “way” in which we deliver education does not change then we may find ourselves in a world where our students or our institutions no longer need us to get to where they want to be.

 

Featured Image:

Photo by NeONBRAND on Unsplash

 

« Older posts Newer posts »

© 2024 Tel Tales

Theme by Anders NorénUp ↑