Saturday, 16 May 2015

3.4.4 EDUCATION SOFTWARE AND LEARNER ENGAGEMENT

Software is another word for programs written in programming languages. Instructional software is applications software designed specifically to deliver or assist with student instruction on a topic.
Instructional software is designated by the type of teaching function it serves; basically reflecting their basic five functions as:
 Drill and Practice Allows learners to work problems or answer questions and get feedback on correctness.
Tutorial Acts like a human tutor by providing all the information and instructional activities a learner needs to master a topic: information summaries, explanation, practice routines, feedback, and assessment.
Simulation Models real or imaginary systems to show how those systems or similar ones work or to demonstrate underlying concepts.
Instructional Game Increases motivation by adding game rules to drills or simulations
Problem Solving (a) Teachers directly  engage learners (through explanation and/or practice) the steps involved in solving problems or (b) helps learners acquire problem-solving skills by giving them opportunities to solve problems.
However, in light of current trends toward multiple-function software, for example, as with drill and-practice software, teachers can use games to help students acquire automatic recall of prerequisite skills.

 I have found the following principles of learning falling in tandem with what education software packages have to offer.

The behaviourist and constructivist learning theories
Drill and practice and the tutorial software functions reflect the behavioural and cognitive learning theories since these remain focused on directed strategies that grew out of these theories- delivering information to help students acquire and retain information and skills. Drill and practice software is not intended to teach new concepts, but instead to reinforce concepts already taught through review and practice. It provides immediate, relevant feedback and prevents students from learning something incorrectly. Drill and practice allows students to work at their own pace while focusing on skills they need to work on rather than forcing them to work on concepts they already know. Drill and practice can also help identify mastery of a skill for both the student and the teacher.

On the other hand, instructional software –simulation, games and problem solving was designed to support the more constructivist aims of helping students explore topics and generate their own knowledge.  Simulations offer more versatile implementation with a whole class, small groups, or individuals   because they instigate discussion and collaborative work.  Simulation can be used in place of or as supplement to role-playing — Many students either refuse to role play in front of a class or get too enthusiastic and disrupt the classroom. Computerized simulations can take the personal embarrassment and logistical problems out of the learning experience, make classroom role playing more controllable, and spark students’ imagination and interest in the activities. Also, many instructional games serve as the basis for or introduction to group work. In addition, some games can be played collaboratively over the Internet (e.g., via an Internet-enabled game console). A game’s competitive qualities can present opportunities for competition among groups.

Scaffolding learning
Instructional Software  create environments that support learners in the processes that they might find difficult in a complex task when it is not possible for a teacher to attend to each student in a class. Software tools can thus be used to prompt students to reflect, articulate, and complete the steps of a complex task in one of the two ways:  Structuring which scaffolds students by decomposing the task and guiding them through the steps of a complex task by providing prompts that help students with reflection and articulation, helping them move forward in a complex task.  Problematizing, on the other hand, involves having learners confront the complexity of the task by helping them focus on aspects of the task that need to be resolved. For example, in doing research, having students analyse their findings based on a theoretical framework forces students to think about the theoretical constructs that they should use in their explanations, supporting the notion of problematizing.
 Problem-solving software packages are specifically designed to scaffold students as they practice solving complex problems. For example, Geometer’s Sketchpad helps students draw objects and investigate their mathematical properties. Wiki software provides capabilities for collaborative problem solving by providing the necessary environments that enable   solving problems in small groups

Providing Active Experience
Instructional software provides an active experience for students by equipping students to independently organize their learning process instead of being passive recipients of information, students using instructional software become active users thus transferring some responsibility for learning to students, scheduling flexibility and use of alternative media such as digital games so students have the flexibility to direct their individual progress.

Theories –self-paced learning
Most drills are designed to allow self-pacing and personalized feedback. Whenever students have difficulty with higher order tasks ranging from reading and writing to mathematics this software can provide the instruction and practice the specific prerequisite skills that these students lack. In these cases, learning may require a rehearsal activity to make sure information is stored in long-term memory so students can retrieve it easily. Drills’ motivation, immediate feedback, and self-pacing can make it more productive for students to practice required skills on the computer than on paper.
  When students need to prepare to demonstrate mastery of specific skills in important examinations (e.g., for end-of-year grades or for college entrance), drill-and-practice software can help them focus on their deficiencies and correct them. Drill software serves mainly to debug and to help students retain their grasp of familiar concepts .Tutorials encourage   Students to repeat instruction on a topic after the teacher’s initial presentation. Some students may be slower to understand concepts and need to spend additional time on them. Others may learn better in a self-paced mode without the pressure to move at the same pace as the rest of the class. Still others may need a review before a test. Tutorials can provide self-paced instruction to address all these needs. Learners using simulations usually must choose tasks to do and the order in which to do them.

Student-centred learning and the theory of multiple intelligence
Instructional software presents content in multiple ways that aims to address the needs of the broadest range of learners by highlighting the importance of providing multiple means of representation, expression, and engagement in order to provide access for students who learn best in particular ways, as well as to deepen learning for all students. They provide multiple means of action and expression, to provide learners with options for demonstrating what they know.  They provide multiple means of engagement to tap into learners’ interests, offer appropriate challenges, and increase motivation. Tutorials addresses the needs of all students –slow or fast learners depending on how they learn. Tutorials can also form the basis of introducing material for a flipped classroom. Games provide appealing formats and activities.

What according to me is the most engaging type of educational software?
I find digital games as most engaging. My little girl has a Nintendo DS with games that keep her engaged in either cooking a dish- involving sorting, mixing, cooking, serving food or with Shrek where she has to unravel the Shrek mystery with the game proceeding gradually from simple to complex. I see the excitement of success and the concentration of struggle to achieve. Above all, I see learning.
Digital games can be computer-, game console- (XBox, PS3), or handheld-based (Nintendo DS, iPhone), and are defined by two key elements: an interactive virtual playing environment and the player pursuing a win-state (Salen & Zimmerman, 2003). Games are virtual worlds in which learners “play at” some role as they solve problems and make connections by learning to “think like” scientists, historians, journalists, soldiers, diplomats, or any other group that employs systematic methods of inquiry and problem framing in order to investigate the world. Groff, Haas, Klopfer, & Osterweil (2009) have observed teachers using games to get students to take on the role of scientist, engineer, mathematician, journalist, etc., and found that students developed the higher order thinking skills associated with those professions. Games also provide a way for teachers to meet students where they are. Gee (2005a) has proposed that games can provide kids with experiences that teach them valuable higher order thinking skills and some habits of mind that are very valuable in today’s post-industrial society. Gee (2005b) has demonstrated that game playing can help to develop users’ thinking skills, such as the ability to quickly process information, to review information and decide what is relevant and irrelevant, to process information concurrently from a variety of sources, to explore content in non-linear fashion, to become familiar with digital collaboration networks, to take a relaxed approach to play and problem solve by exploring, to form hypotheses, and to experiment.

 Successful implementation of digital games in the classroom must overcome a number of barriers, including school culture, pedagogical and technical support, teacher’s proficiency with technology and pedagogy, students’ technical proficiency, and resources. Teachers should spend time becoming familiar with digital games, especially the ones they want to use in their classroom, and collaborating with a colleague, either in person or online. Collaborating with another teacher who is interested in similar teaching methods is a good way to generate ideas and troubleshoot (Groff et al., 2009)

Wednesday, 29 April 2015

WEBSITE EVALUATION



Evaluating information I find before using it as source material is important when doing research on the Internet. Unlike most articles published in reputable journals and books, many websites do not undergo a rigorous review process. It is therefore imperative to evaluate any information I intend to use from the Internet. Evaluating web pages skill fully requires me to do two things at once:
Train my eye and fingers to employ a series of techniques that help me quickly find what you need to know about web pages; -Skim reading
Train my mind to think critically, even suspiciously, by asking a series of questions that will help me decide how much a web page is to be trusted. - To cultivate the habit of healthy scepticism, of questioning everything I find with critical thinking.
 To help me do this skilfully, I have come up with an acronym AAOCC (Authority, Accuracy, Objectivity, Currency, and Coverage) coupled with the FIVE Ws which will help me remember what to look out for while evaluating websites.
Why? –Authority
What?-Accuracy
Where?-Objectivity
When?-Currency
Why? –coverage

There are plenty of websites that support the teaching and learning of The English Language skills making it imperative for one to subject them to the evaluative criteria.

The following websites which I recommend underwent this rigorous process.
For summary writing:
This is a good resource for the teacher
This site is excellent for the teacher and student
With a digital library, weekly writing practice, online writing and peer reviews, Common Core assignments, and multimedia lessons available, this site is a fully-featured tool for teaching and learning that can be a big help in the classroom.
As a resource for the student
This video presents a comprehensive look at the difference between prose and poetry
An excellent site for lesson plans categorized by grade and levels and subjects
This site provides interactive reading activities suitable for learners at all levels
This Site Is Excellent For Digitally Evaluating Written Work
Excellent site for the evaluation of web pages.

I have also learnt more about web sites, their creation and what defines them. I have translated my understanding into a glossary of Website Terms which I find useful.
Browser- a software program that allows you to view and access the text and picture resources on Internet Websites (i.e. Netscape Navigator, Microsoft Internet Explorer).

Domain the name which identifies each Internet site – the domain name points to only one machine/server on the Internet (i.e. www.gov.on.ca) download to transfer files or data from another computer to your own.

Error 404 an error that is displayed in a browser when trying to access a page on a server that is not available.

HTML Hypertext Mark-up Language – the tagging language used to create hypertext documents for use on the World Wide Web (WWW) hypertext text, image, or other object that can be tagged to become a "link" (as in a chain) to retrieve another computer file (another Web page, image, sound file, or other document) on the Internet.

IP Address/Number Internet Protocol – a unique number consisting of 4 parts separated by dots (195.156.27.4) A machine needs an IP number to be on the Internet.

LAN Local Area Network – a computer network that is limited to a specific area, usually within a building.

ISP Internet Service Provider – a company or organization that provides access to the Internet and its resources, usually for a fee.

Netiquette manners/rules for interaction with other users of the Internet.

Search engine a computer program on the Internet that allows you to find information/resources on the Internet website a location on the WWW with information, pictures etc – accessible using a Web browser.
 URL Uniform Resource Locator - the address for a website – this address is made up of the domain name and sometimes directory/folder names and page/resource names (e.g. www.gov.on.ca/documents/index.htm).

 WAN Wide Area Network – a network that covers a larger (geographic) area.
With any resource, remember to ask who created it, when they created it, and why  they created it.
                                                                              



Saturday, 18 April 2015

A DAY IN THE OFFICE

I give credit to my team mates, Margaret and Amina with whom I have collaborated so far. I have learnt a lot from you - taking orderliness, neatness, clear thought processes, subject mastery and insightful use of the Microsoft word from Margaret, and the meticulous use of tabulated  illustrative detail from Amina, I am a better stronger more forceful  teacher. Thank you team mates.

I have been working at two levels: first, as a learner, creating documents and as a peer editor, having to evaluate  another's work. It culminated into a self examination!

With Microsoft Windows, I was able to create text, embed  a link, list and number my work, cut, copy, paste, highlight text, create titles and sub titles and many more. The challenge I set my self was to create a text box in which I could wrap a text to make it more distinct. I succeeded! 

Microsoft Power point is a power indeed. It simply unleashed my creativity! My windows 8 had pre-formed templates which helped me to emphasize key  points and stimulate interest. I was able to incorporate photographs and  images  and customize them. I was able to re-order my slides , play around with colour, different fonts and different  sizes.The challenge I set myself was to make my slides powerful, colourful, memorable and make a point about the Nobel Prize. I did it!

I was encouraged to let my students make use of the Note-makng app -OneNote amd also challenged them to create their own power point presentations!

The Microsoft suite has everything in one bucket. It no doubt is best suited for technology integration in the classroom, because of its versatility!


Image result for microsoft suite







                                                                         














 

Sunday, 12 April 2015

3.1.3 Technology integration models: Their impact: My learning


This journey was the most challenging to me, having to grapple to understand the TPACK model, especially! It was gratifying to learn:

TPCK model presents the knowledge the teachers use to teach technologically enhanced lessons.
The blend of PK and CK translates into what to teach and the best way to do it. (PCK)
TK influences the way I teach; TCK is the knowledge about the appropriate tools for the appropriate content and how to repurpose these tools for other content areas.
TPK is how I teach with technology tools-
                 How I plan the lessons, implement them and
                 How I Pace them,
                 How I take the tutorials that demonstrates the appropriate use of a technology tool
                 How I set up the equipment properly and use it appropriately
All this will influence how I teach with technology.
The blend between TPK –selection of appropriate tools and TCK –the selection of appropriate strategies and activities to teach technology enhanced lessons is TPACK-Teacher knowledge about teaching with technology.
The TPACK model is realised in the context of the classroom.
On the other hand,
Technological Knowledge is always changing and influencing how I describe CK and PK.

What does it mean for me as a teacher? How do I develop my TPACK?
I have to STRIVE to understand technology enhancement CK and technology enhancement PK
In order to be able to teach with technology, I need a familiarity with the tools that can enhance the content TCK and to teach with the tools in a classroom setting TPCK.
Find out activity types that can be used in lesson planning and how these integrate into binding what to teach and how to teach it.
I need to learn with the tools so that I can see how to teach with the tools TPK
Building the TPACK knowledge is building my knowledge to teach effectively with technology

What will help me to realise this?
I have to build a digital portfolio (starting today).
I have to build my own positive digital footprint.

Why? What is my litmus test?
As a teacher who teaches with technology, I have to demonstrate how I will help my digital learners tap into their own skills for learning purposes.

The SMAR model:
Augments the TPACK model to help me ascertain how to implement of various tech tools in the classroom.
Helps me evaluate my use of a particular tool as technology continues to transform me and classroom.

S- Substitution - The lowest level of technology integration or, where a classroom product is merely substituted in technology with what one could have done with pen and paper. Think using a word processor to type a report instead of hand writing it.
 A – Augmentation - some type of technology that adds value to the assignment is added. Think a spell checker, grammar checker, or electronic dictionary added to the typed report above. Then comes
M – Modification - a significant amount of the work has to be done using technology. Students write a report or create a newsletter using digital pictures and some kinds of newsletter template.
R- Redefinition - the assignment is transformed. Instead of a book report, students create an animation or cartoon that they write, film and distribute.
The  link to the pin  below showing the  pedagogy wheel  illustrates the SAMR model.

 https://www.pinterest.com/pin/213921051025822739/

I chose the oval shape because the SAMR cannot be read hierarchically or be used as a way to look down on other less tech savvy teachers. At different times in the classroom the substitution level of technology implementation can be just as valuable as the redefinition level. Indeed, a redefinition of a task may later turn out to be less valuable than the original task. In addition, many teachers are already teaching at high levels even before technology tools are used in the classroom.

Benefits of SMAR and TPACK models for Uganda?
 Teachers will begin to think of planning their lessons based on what are the needs, learning styles, current trends and interest of the students and not just the benchmarks or the curriculum. So far our schooling system asks for attainment of the prescribed content and knowledge by each child in the form of Standards and Benchmarks. Some of which may not be applicable to a child’s interest and future needs.

TPACK and SMAR correlate very well with Webb’s Depth of knowledge guide which helps the teacher  use the appropriate verbs to describe  students’ activity (role),teachers’ activity (role)  from the level of understanding to the level of analysis and synthesis. All these tasks are in relation to Bloom’s taxonomy of thinking (see diagram above) and also, the three domains that support learning: the cognitive, the affective and the psychomotor domains.

This is very exciting because I am experiencing scaffolding of learning. Technology is here to help me make better what I already know. CK, PK - out of my classroom experience and a little TK out of curiosity and interest. Building my digital portfolio starts now. I am unstoppable!

I love these quotes:

‘Technology in the classroom must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts. The focus in each lesson or unit is the curriculum outcome, not the technology itself.”

“Integrating technology with the curriculum fosters creativity, which, in turn, can lead to classrooms where engagement is nourished and learning enhanced.” Goddard (2002)

 “Students’ needs have changed but we typically have the @21st Century students being taught by 20th Century teachers in the 19th Century schools.”




Sunday, 29 March 2015



Highlights and Advantages of on line learning –A reflection on the CCTI course

The CCTI course has:

 Enhanced my intrinsic motivation- I am always eager to do and try out new  things. Today I made a presentation using Power Point to teachers in Kampala on Learner Centered Methods of teaching and it was such a huge success because I used INFORGRAPHICS to speak for me and with the ideas of constructivism still fresh in my mind- I found myself using terms like “Sage on the stage”, “Guide on the side” and “Meddler in the middle!” – transfer of learning  and practical application of what I had learnt. Teachers listened in rapt attention and were taking notes rapidly.

 Sharpened my research skills and ability to curate. I have a high sense of information seeking behavior. Given a topic to read and or listen to, I find myself reading and researching far beyond the allocated reading materials, book marking what I would refer to later and picking those ideas that would augment my argument. I have a store of knowledge regarding the theories of learning Behaviourism, cognitivism, constructivism,the Socratic method and also how to deliver and integrate these in the classroom – I have a repository of quotable quotes for everything I need.

S  Strengthened my digital literacy and enhanced my technological skills. I have learnt and is still learning a lot about the functions of the internet. I have mastered typing on the key board. I have access to many apps –slide share, pinterest, Edutech, and many others. I have also joined the different communities on google+ , I can use You tube to connect with the world and especially to enhance the development of my new born baby – the classroom blog.

     Put me in a flexible mode. I am able  to self- direct- my- self –paced lesson since it could  allow me  to  access the course at  anytime, in  any place where  I  have access to the Internet even  from the comfort of my home.

     Brought Education Theory to Life. I am able to take full advantage of the interactivity and multimedia power of the Internet, engaging me with videotaped classroom scenes, interviews, and online demonstrations of concepts. This offered me a more valuable learning experience. - Salman Khan’s: Flipping the classroom, Seymour Papert’s TPACK model as a way of understanding the relationship between Content, Pedagogy and Technology. Larry Rosenstock’s: High Tech High and Erica McWilliam’s: The Meddler in the Middle are examples of a few. Very enriching  indeed.

 Made me discover that Information using the digital learning resources has a rhizomatic structure – branches that are intertwined with different possible reading paths. A rhizome has no beginning or end just like the Internet, and the phenomena of hypertexts contribute to the rhizomatic structure by facilitating links between texts, permitting me to enter into an entirely new relation with an infinite number of other information sources on the Internet, only by clicking on a small symbol. In this manner, I have a delved into extra reading that informed my knowledge beyond the expectations of the course.

Encourages the concept of evaluation by which I am encouraged to meta-reflect and discuss my own experiences, engagement and learning in the subject area – before, during and after the learning process, a process which I   encourages thinking and sharpens my writing skills.

What were the problems and pitfalls?

These were the problems I encountered:
1.    I am uncontrollably addicted to the computer and the internet to the extent that I sleep late, affecting my work generally.
2.    Too much Information provided resulting in information overload, leading to a high level of forgetting.
3.    Juggling work, family and the course. Therefore, stress!
4.    I had to put in more effort since the course requires more time and commitment.
5.    My budget for the internet bundles went up considerably; coupled with intermittent internet and on and off power supply.

 None the less, I am enjoying the course.

 

 

 

 




Friday, 20 March 2015

2.6.4.WHEN WE WERE TRAINED...BUT OUR ADVICE...



"When we were trained to be teachers, and started working in schools, we
But our advice to you now is…
1
Encouraged students to learn by rote and memorization
Involve students in creative thinking and active participation in the activities in class
2
Delivered instruction  in a linear, unilateral, orthodox manner
Engage learners in innovative activities and knowledge acquisition. The curriculum is built in a spiral manner to encourage scaffolding of knowledge.
3
Sat students in rows and they  are passive recipients of information
Actively involve learners in the  learning process taking care of their multiple intelligences and also the accommodation of difference
4
Assumed that there is a fixed body of knowledge that the students must come to know
Allow learners to construct their own knowledge
5
Transfer knowledge , thoughts, meanings, to passive students leaving little room for student-initiated questions, independent thought or interaction between students
  • Let Learning  be  enhanced through social interaction
  • Learning can only be meaningful  by encouraging  authentic tasks
  • Encourage problem –solving. Learning  begins with a question, a case, a problem

6
Learning is dominated by the teacher “sage”
  • Teacher is a guide, facilitator, coach, mediator, prompter allowing students to construct their knowledge actively
  • The teacher’s task is to ask good questions and present problems and allow students to find own answers
  • Allow multiple interpretations and expressions of learning
  • Encourage group work and the use of peers as resources (Collaborative learning)
  • Prompt students to formulate their own questions (Inquiry)