Being a teacher who is flexible, adaptable, forward thinking and responsive to technological advances, I believe is the essence of contemporary teaching. The significance of these skills as an educator was in fact reinforced over the duration of this subject - ICT in Primary Education: Current Issues and Applications. The expansion of my professional learning journey during this intensive course far exceeded my expectations and ambitions. Over the course of a week I developed an eBook related to online professional development, discovered apps, websites, networks and social media tools vital to developing teachers’ pedagogical perspectives and collegial relations; and transformed my thinking from a student of the past to a teacher of the contemporary. This blog will discuss three relevant issues of ICT in primary education in relation to my personal learning journey.
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images: 'iPads in Education' by Laura & Simone |
During
this subject, my outlook changed significantly regarding the use of iPad’s within
the context of primary education. These devices are not merely for playing
games, social media updates and taking and uploading photos, they are for
enhancing learning, creating personalised learning platforms, and enabling
students to self- direct their learning. “Tablets have gained traction in
education because users can seamlessly load sets of apps and content of their
choosing, making the tablet itself a portable personalised learning
environment” (Horizon
report, p15, 2013).
Created by Belinda James |
The power of the eBook was perhaps the most significant personal learning experience of this subject. Developed for, by or alongside students it is a primary force in expanding literacy levels. Hallybone (2011) discusses the benefits of promoting reading amongst her students, as they beg and plead with her to read a book via electronic means. Students can create their own storybooks by using video recordings of their own voice as an aide to write their story further enhancing spelling skills. The magnitude of value, possibilities and opportunities they create in a child’s learning is beyond measure.
Not only effective for students, iPads create a world of new experiences instantaneously for teachers. “Teachers see the iPad as another step forward - an opportunity for it to revisit curriculum and make learning even more relevant and engaging” (DEECD, 2011). Furthermore, teachers can download apps that collect assessment data, behaviour management tallies, and have instant access to the world’s libraries: to share with or read to students via the IWB, just to name a few (iPads in education: chapter 4).
Gaming in the classroom
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image source |
As teachers of the gaming
generation it “is essential to keep an open mind, and be willing, better yet –
eager to try new things” (Abrash,
2000). It is here where gaming in the classroom presents itself as an open
opportunity for meaningful learning. Gaming in the context of education is fun,
creative, exciting and challenging. The social nature of such technology has
seen gaming become more than just a sedentary activity for students of the 21st
century. It allows communication, collaboration and experimentation in an
engaging and motivating meduim.
Hallybone (2011) asserts that gaming in the classroom provides a challenging, appealing learning environment where engagement levels are high and students are stimulated and immersed in their learning. Furthermore, the social aspect of games has seen increased levels of attendance, and intrinsic motivation in tasks from both students and teachers alike (Hallybone, 2011).
As demonstrated by the infographic cited in Dunn(2012),
various reasons behind using gaming in the classroom include:
· User friendly educational
technology
· Children love games
· Familiar tools and
increases student engagement
· Helps to personalise
learning
Dunn (2012) further states that games can
engage students in experiential learning, teaching children such skills as
problem solving, communication, collaboration and negotiation all designed
around real world contexts. We are preparing students today for jobs that will
exist tomorrow; those that will be successful in these jobs are those that
display the skills of creativity, problem solving and collaboration.
As demonstrated by fellow students Amy and
Alexis in their iMovie Digital
games in the classroom’, Mr Pai reinforces these ideals in
his classroom aptly named ‘team drillhead’.With Mr Pai, gaming is tied to
performance and achievement growth as his students are grouped according to how
their brains work and learn. This ensures no student is left behind due to the
highly collaborative and peer-mentoring nature of gaming within Mr Pai’s
classroom. Admittedly, I am yet to use gaming in the classroom, however
learning of its advantageous nature has unveiled an enthusiasm within to deploy
such mobile yet collaborative technology in my classroom.
Connected
classrooms
No longer is learning confined to the four walls of
the classroom. With connected classrooms a world of highly
accessible knowledge and experiences await students and teachers via such means
as
video conferencing media. This notion is confirmed by the eBook ‘Connecting
Classrooms, Connecting Perspectives’, composed by classmates Alix and Elouise.
It explores how collaborative learning is expanding pedagogical practices
alongside student learning experiences and intensifying global knowledge
development.
Connected
classrooms utilise technology to communicate with others around the world
in order to increase meaningful learning in a real-life context. Students are
provided with multiple perspectives and opportunities in the construction of
knowledge. It creates empathy within students as they experience first-hand
some of the restrictions encountered by some rural communities and schools in
terms of isolation and resources.
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image: 'Connected' by Gavin |
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image: 'Connected' by Gavin |
The significance of connected classrooms lies in the abundant opportunities presented to teachers and their students. These include enhancing distance education, gaining relevant knowledge from respected professionals/experts, developing cultural understanding and sensitivity, life skills and collaborative communication skills, civic responsibility, and different perspectives of news and current affairs. These reasons alone have influenced my personal pedagogical perspective in relation to ICT in the classroom. We as teachers are no longer the imparters of knowledge, rather the facilitators of global connections utilising strategic communication tools in order to source and supply appropriate authentic means of expanding, delivering and accessing knowledge to our students. As a contemporary K-6 teacher I endeavor to introduce such ideals of 21st century technology and media in the hope of transforming the learning of my students and creating globally connected citizens, all of which can be achieved within the connected classroom.
Implications for teaching
As a contemporary K-6 teacher integrating these technologies within my class will be of high priority. Despite my ambitions of using such technologies to redefine tasks and create meaningful learning, implications are apparent. Due to the rapid development of such innovations little time is available to research the advantages and disadvantages of using such devices in education. The issues of equity, limited access, using technology for ‘busy work’, limited awareness among teaching staff, and the possible reframing of pedagogical innovations could potentially thwart my objective. Furthermore, failed technology, bad connections, timing constraints and contesting traditional teaching methods of staff could also hinder the application of technology in the classroom. However, with adaptable and resourceful teachers, these implications can be promptly rectified. As teachers we are only limited by our own TPACK, so as educators of the 21st century, it is in our own hands to transform the learning experiences for our contemporary students. In accordance with the SAMR model, the desired outcome of using technology in the classroom is to redefine the task, and therefore create meaningful learning experiences while developing higher order thinking. It is therefore apparent that teachers of contemporary students must redefine their pedagogical perspectives to align with the foundations of TPACK.
References
Abrash, M. (2000). Ramblings in realtime.
Retrieved 03/03, 2013, from http://www.bluesnews.com/abrash/abrash.pdf
Department of Education and Early Childhood
development (DEECD). (2013). iPads for learning. Retrieved 05/03, 2013, from http://www.ipadsforeducation.vic.edu.au/
Dunn, J. (2012). A must have guide to
gaming in the classroom. Retrieved 10/03, 2013, from http://edudemic.com/2012/09/must-have-guide-gaming-classroom/
Johnson, L., Adams Becker, S., Cummins, M.,
Estrada, V., Freeman, A., & Ludgate, H. (2013). NMC horizon report: 2013
higher education edition. Austin, Texas: The New Media Consortium.
Kearney, M. (2013) in Orgill, G. (2013) Connected. Created by Orgill, G.
Koehler, M. J. (2011). What is TPACK?
Retrieved 09/03, 2013, from http://tpack.org/
Puentedura, R. R. (SAMR). (2013). Retrieved
16/02, 2013, from http://www.hippasus.com/rrpweblog/
Peers’ resources reflected upon
‘Connected’
created by Gavin Orgill
‘Connecting
classrooms connecting perspectives’
created by Alix Spillane & Elouise Feltham
‘Digital
games in the classroom’ created by Amy Dellosta & Alexis Cooper-Durante
‘iPads
in Education’ created by Laura Broadhead & Simone Peachey
Congratulations on your work during this unit Belinda. Well presented, well-informed piece. MK.
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