29
P3 / CODE KINGDOMS Kids, let’s get coding with Code Kingdoms! P14 / ICT CURRICULUM How to adapt your whole school ICT Curriculum P31 / E-LEARNING E-Learning in a Biology Classroom P19 / MINECRAFT Minecraft; An unlikely tool to develop life-long learners ISSUE 7 ICT in Practice www.ictinpractice.com Transforming education through sharing knowledge and practice Created by educators from around the world SPRING EDITION APR 2014 ISSN 2053-5104

ICT in Practice Issue 7

Embed Size (px)

DESCRIPTION

 

Citation preview

Page 1: ICT in Practice Issue 7

P3 / CODE KINGDOMSKids, let’s get coding with Code Kingdoms!

P14 / ICT CURRICULUMHow to adapt your whole school ICT Curriculum

P31 / E-LEARNINGE-Learning in a Biology Classroom

P19 / MINECRAFTMinecraft; An unlikely tool to develop life-long learners

ISSUE 7

ICT in Practice

www.ictinpractice.com

Transforming education through sharing knowledge and practiceCreated by educators from around the world

SPRING EDITION APR 2014

ISSN 2053-5104

Page 2: ICT in Practice Issue 7

Yes, it is spring! Even out here is Shanghai one can hear the birds celebrating, their warbling notes muffled by their tiny air filtration masks. I love spring. It is the season of hope, of looking ahead to next year, despite the challenges that still lie ahead before the end of term. More honestly, it is that stretch of the calendar when everyone realizes that the apparent lack of time before IB, AP, and all other summative assessments, is real. Ahhhhhhhh! Peace! There is yet summer, forever immortalized by that singing snowman, Olaf, from

Disneyʼs Frozen. You may prefer Idina Menzelʼs “Here I Stand”, or perhaps you are mesmerized by the impressive CG, but for me, those images of summer sustain my soul. Of course, the reality seldom lives up the hype. If we are alike (I pity you that), then your summer itinerary is already booked with tech conferences, ICT presentations, LMS seminars, and one weeklong vacation wedged in between the others (really, just to say that you took a break). Did I miss a wedding? Oh, the stress of trying to relax is killing me!Donʼt cry for me, ICTers. The truth is I never tire of all these wild days, this mad existence (OK, Iʼll stop here, before the Evita copyright people come after me). Like you, I realize that my crazy schedule is of my own making. I know why I do it. I teach at the greatest school in which Iʼll ever

have the honor to serve, with the best administrators, the most magnificent colleagues (both F2F and online), all while teaching the most amazing kids. I refuse to miss a moment of it. And that is why you do it, too. So bring on the tech conferences, the seminars, sessions, unconferences, and more. I canʼt wait to try those new apps, websites, and services. A new LMS to roll out? Childʼs play! It is the most marvelous insanity. Who needs boredom? Here is to … wait for it … spring! (Ha! You thought I was going to say, “summer!” Didnʼt you?)Cheers to 2014-15!

Christopher CarterSocial Science Team Lead/Tech Coach/TeacherConcordia International School Shanghai, China

Contents

‘Kids, lets get coding with the Codekingdoms ’page 3-4

‘The princess is in another castle...Teaching?’by Vivian Lupage 5-9

‘How to adapt your whole school ICT Curriculum’by Taryn Hauritzpage 10-12

‘Games Based Learning - Making it Happen’by Paul Ladleypage 13-14

‘Minecraft; An unlikely tool to develop life-long learners’ by Elliott Plumbpage 15-17

‘Apps for learning’by Francisco J. Alfonso Domínguezpage 18-24

‘Using Technology in Primary Science’by Maggie Morrisseypage 25-26

“E-Learning in a Biology Classroom”by Mila Bulić and Daniela Novoselićpage 27-28

From the editor

Page 3: ICT in Practice Issue 7

Kids, let’s get coding with Code Kingdoms!www.codekingdoms.com

Meet  Lacey,  Ruffles  and  Paws,  our  

puzzle-­‐savvy  heroes  ba@ling  through  

magic  JavaScript  planets  in  the  Code  

Kingdoms.

They’re  out  to  save  friends  from  hordes  

of  evil  Glitches  that  have  invaded,  luring  

them  into  spike-­‐invested  volcanoes,  

navigaIng  perilous  traps  and  coding  

their  way  to  victory.

But  the  fun  doesn’t  stop  there  -­‐  Kids  use  

the  coding  skills  learnt  in  the  game  to  

build  their  very  own  planets  to  challenge  

mates.  Code  unleashes  creaIvity  in  a  

whole  new  way,  allowing  the  Code  

Kingdoms  universe  to  take  on  a  whole  

life  of  its  own.  If  your  kids  aren’t  already  

playing  you’re  missing  out!

I  met  with  co-­‐founders  Hugh  and  Ross  

who  explained  more.

“Before  we  met,  Ross  and  I  were  

teaching  programming  in  our  separate  

ways:  Ross  was  in  schools  with  Intel  

while  I  was  helping  my  8  year  old  

brother  learn  coding.  He  was  obsessed  

with  MinecraR  at  the  Ime  so  I  started  

building  a  game  in  a  similar  style  so  he  

could  code  in  a  creaIve  environment  he  

truly  loved.”

The  pair  has  been  meIculous  in              

producing  a  gender-­‐neutral  design  that  

appeals  to  kids  aged  6-­‐13.  They  code  

cute  animals,  pesky  Glitches  and  other  

interacIve  objects  in  levels  to  make  

exciIng  challenges  for  their  friends  -­‐  all  

with  an  intuiIve  drag-­‐and-­‐drop  

JavaScript  interface  that  develops  with  

the  kids  as  they  get  more  confident  

about  coding.

Page 4: ICT in Practice Issue 7

Ross  and  Hugh  joined  the  startup  

incubator  Entrepreneur  First,  a  

presIgious  programme  who  last  year  

produced  the  likes  of  AdBrain  and  

Prizeo.  They  teach  ‘The  Lean  Startup’,  a  

methodology  for  producing  tech  

companies  by  solving  a  problem  with  a  

product.

The  problem  Code  Kingdoms  is  solving  

is  the  lack  of  fun  and  creaIve  coding  

resources  for  kids.

“When  Ross  and  I  met  he  took  one  look  

at  the  prototype  and  jumped  into  

acIon.  He  knew  this  was  exactly  what  

children  wanted  from  his  Ime  teaching  

coding.  Within  a  couple  weeks  we  were  

working  together  and  back  in  schools  

tesIng  the  first  prototype  with  kids.  

In  September  2014  coding  is  being  

made  compulsory  in  primary  schools  

across  the  UK  -­‐  not  only  is  Code  

Kingdoms  free  online  and  the  app  store  

but  they  also  produce  free  curriculum  

materials  for  schools.

“We’re  now  looking  to  expand  in  to  

homes  and  schools  internaIonally.  

Coding  is  something  that  every  kid  

should  know;  it’s  the  most  empowering  

skill  in  the  21st  Century.”

They’ve  captured  the  imaginaIon  of  

kids,  parents  and  teachers  across  the  

country.

“I  feel  we  will  be  stuck  with  this  game  

for  quite  some  Ime”  Lee,  parent  of  2

Rose  and  Hugh

Page 5: ICT in Practice Issue 7

by  Vivian  Lu,Student  at  Concordia  Interna5onal  School  Shanghai

As  a  child,  I  have  been  nagged  5me  and  5me  

again  from  both  parents  and  teachers  alike  

claiming  that  games  were  a  waste  of  5me,  

money,  and  effort.  My  mother  would  oAen  bat  

a  controller  from  my  hands  and  say  I  was  

“going  to  get  addicted,  go  clean  your  room  

instead,  why  didn’t  you  do  the  dishes,  you  

never  do  anything  for  me,”  etc.  Gaming  horror  

stories  were  common  and  silly;  some  parents  

would  gossip  that  gaming  could  turn  a  child  

into  a  hobo-­‐parasite,  forced  into  living  in  their  

basement.  Personally,  gaming  was  a  loved  

pas5me  for  my  brother  and  me,  and  

fortunately,  a  new  trend  of  acceptance  has  

arisen,  which  has  ushered  in  the  era  of  gaming  

as  a  medium  for  educa5on.  The  concept  of  

“Educa5onal  games”  has  goKen  more  and  

more  popular,  as  parents  and  gamers  have  

now  finally  found  a  way  to  resolve  the  long-­‐

las5ng  conflict  between  the  gaming  

community  and  the  “responsible  ones”.  

I  was  ini5ally  against  the  idea  of  using  games  in  

educa5on.  How  could  “educa5on”  be  

“played”?  Growing  up  in  an  Asian  family,  I  have  

constantly  been  under  the  stress  of  “doing  well  

in  school”.  Playing  games  was  my  only  escape  

from  the  day-­‐long  stresses  of  existence  and  the  

obsolete  nature  of  our  species.  Now  games  are  

going  to  be  contaminated  with  forced  aKempts  

at  educa5on?  Laaaame!  The  words  “Fun”  and  

“Learning”  seemed  incompa5ble  and  did  not  

fit  in  the  same  sentence.

Recently,  however,  I  have  come  to  the  

conclusion  that  gaming  can  be  used  for  

educa5on,  and  very  effec5vely  so.  However,  it  

must  firstly  be  a  good,  enjoyable  game.  Some  

educa5onal  games  have  been  quite  successful  

because  they  are  a  joy  to  play  and  experience.  

However,  placing  a  game  into  a  classroom  

seWng  can  instantly  change  its  connota5on.  It  

is  therefore  important  that  games  are  

introduced  and  presented  in  a  classroom  in  a  

careful  and  sensi5ve  manner.

What  makes  a  truly  successful  game?  

While  some  of  the  mul5player/compe55ve  

games  could  be  enjoyable  to  play,  in  my  

opinion  as  a  gamer,  a  truly  “successful”  game  

should  have  a  polished  plot,  a  relatable  or  

likeable  protagonist,  and  an  effec5ve  method  

to  engage  further  playing.  Some  of  my  

favorites  are  The  Legend  of  Zelda  and  Portal.  

The  Legend  of  Zelda  has  a  remarkable  plot  and  

an  admirable  protagonist  named  “Link”.    

The Princess is in Another Castle … Teaching?

Page 6: ICT in Practice Issue 7

Link  has  been  canonically  depicted  as  a  young  

child,   a   teenager,   and   an   adult   in   different  

games,   so   he  is   relatable   to   players  of  most  

ages.   The   plot   is   generally   the   same,   with  

varia5ons  in  each  game.  Link  goes  on  a  quest,  

encountering   thousands   of   enemies   and  

bosses,   exploring   several   temples,   and  

discovering  new  places  and  people,   to  defeat  

Ganondorf,   gaining  glory   and  upgrades  along  

the   way.   The   gameplay   and   plot   is   so  

enjoyable,   and  many   players  are   fond  of   the  

series   from   their   childhood   days,   which  

provides   ample  mo5va5on   for   finishing   the  

game.  

Portal   is  essen5ally   a  problem   solving  game,  

blurring  the  line  between  educa5on  and  logic  

training.   Here,   the  player’s  character   is  Chel,  

who  is  a  research  subject   for   the  abandoned  

Aperture   Science   labs  He   has   been   trapped  

there  by   the  robot  GLaDOS,   who   s5ll  runs  it.  

GLaDOS   forces   Chel   to   undergo   a   series   of  

poten5ally   fatal   tests   using   technologies  

developed   by   Aperture,   which   uses  

increasingly   difficult   puzzles   that   must   be  

solved  before  the  player   can  move  on  to  the  

next   level.   Ever-­‐increasing   levels   further   the  

journeying  experience,  as  explained  by   James  

Paul  Gee,   “Good  games  operate  at   the  outer  

and  growing   edge  of   a  player’s  competence,  

remaining   challenging,   but   do-­‐able,   while  

schools  oAen  operate  at   the  lowest   common  

denominator.   Since   games   are   oAen  

challenging,   but   do-­‐able,   they   are  oAen   also  

pleasantly   frustra5ng,   which   is   a   very  

mo5va5ng   state   for   human   beings”   (Gee  2).  

The  sa5sfac5on  of  comple5ng  a  difficult  level,  

in   addi5on   to   the   incredibly   amusing  

interac5ons  between  GLaDOS  and  the  player,  

keeps  the  player  playing  and  looking  for  a  way  

to  defeat  GLaDOS  and  escape  the  laboratories.  

In   summary,   good   games   u5lize   a   relatable  

protagonist,  who  can  feasibly  “win”  or  achieve  

a  goal,  an  engaging  plot,  and  a  mo5va5on  for  

con5nued  play.  They  also  mo5vate  the  player  

by   seWng  the  games  at   the  “challenging   but  

do-­‐able”   level.   This   gamifica5on   strategy  

should   work   well   in   classrooms.   Through  

games,   players   can   learn   a   variety   of   new  

skills,   such   as   cri5cal   thinking,   strategic  

thinking,   and   crea5vity.   Almost   every  

successful   staple   of   game   playing   helps   to  

craA  a  beKer  player   in  some  way,  be  it  cri5cal  

thinking,  reflexes,  rhythm,  health,  etc.  In  fact,  

Portal  has  been  used  in  the  classroom  to  teach  

spa5al  reasoning.  The  level  creator  mode  is  a  

good   way   for   students   to   enrich   their  

understanding  by  crea5ng  puzzles  themselves,  

rather  than  merely  solving  them.

Page 7: ICT in Practice Issue 7

What  makes  a  good  educaIonal  game?

“Games   and   interac.ve   so1ware   can   help  

pupils  acquire   complicated   skills  and   rigorous  

knowledge  in   an  engaging  and  enjoyable  way  

…   Britain   has   an   incredibly   strong   games  

industry,   with   vast   poten.al   to   engage   with  

educa.on  both  in  this  country  and  all  over  the  

wor ld .   We ’ re   a l r eady   see ing   these  

technologies   being   used   in   imagina.ve  

ways”  (Ladley).  

If   normal   games   can   already   teach   students  

important   life   skills,   they   should   be   able   to  

teach  kids  academic  things  as  well.  Contrary  to  

earlier   opinions  held  by   teachers  and  parents  

that  gaming   is  addic5ve,  a  waste  of  5me  and  

money,   and   an   unnecessary   distrac5on   for  

their   children,   a   new   perspec5ve   has   taken  

hold:   that   gaming  can  be  used  effec5vely   for  

“formal”   educa5on.   There   have   been   many  

aKempts   to   reconcile   educa5on   and   “good  

gaming   experience”,   some   of   which   were  

disastrous,  others  incredibly  enjoyable.  

One  of   my   favorite  games  to  play   as  a  child  

was  Where  in  Time  is  Carmen  Sandiego.   This  

game  involved  a  player  working  as  a  rising  star  

agent  with  various  partners  to  capture  a  great  

thief   throughout   5me.   It   had   an   incredibly  

engaging  plot  with  puzzles  and  characters  that  

made  the  game  “fun”,  with  the  added  benefit  

of  all  this  occurring  during  the  Mongol  reign  of  

China   or   the   inven5on   of   the   first   prin5ng  

press  by   Johann  Gutenberg.   AAer   every   two  

levels,  the  ‘Captain’  would  promote  the  player  

with  a  higher   rank,  and  the  player  could  then  

tackle   more   challenges   to   capture   all   of  

Carmen  Sandiego’s  goons.  I  played  this  several  

5mes,  and  this  game  taught  brief  glimpses  of  

world  history   that  have  remained  relevant  all  

the  way   up  to  high  school  AP  World  History.  

As   one   can   see,   this   game   retained   an  

interes5ng  plot,  protagonist,  and  a  mo5va5on  

factor   typical   of   most   likable   games,   at   the  

same  5me  being  educa5onal.  

There  are  many  successful  educa5onal  games,  

but   some   games,   while   educa5onal,   do   not  

engage  children  at  all.  For  example,  Brain  Age,  

while  it   received  a  lot  of  aKen5on,  was  rather  

ineffec5ve   because   it   required   an   already  

exis5ng   mo5va5on   for   improving   the   brain,  

and  not   many   kids  who  bought   it   (or   rather  

whose  parents  bought   it)   enjoyed   playing   it.  

Brain   Age   did   not   have   a   protagonist,   an  

effec5ve   mo5vator,   or   a   plot   to   make   the  

game   interes5ng,   making   it   not   very   fun   to  

play.   Rather,   it   relied   on   the   player’s   own  

consciousness  of  health  and  forced  educa5on.  

What  a  successful  game  has,  aside  from  being  

educa5onal,   is  that   it   is  engaging  and  fun  by  

itself,   both   plot-­‐wise   and   gameplay-­‐wise,  

subtly   adding   informa5on   into   the   story   so  

that   it   is   both   relevant   and   interes5ng.   “If  

Games  Based  Learning  (GBL)   is  to  succeed,   it  

needs   to   be   more   than   a   bit   of   fun   that  

mo5vates  students.  It   should  be  underpinned  

with  learning  theory”  (Ladley).  

Page 8: ICT in Practice Issue 7

Forced  educa5on   in  any   way   is  irrita5ng   and  

bothersome,  and  this  applies  to  games  as  well.  

Games  are   oAen   made   first,   and   then   later  

repurposed  for  educa5on,  such  as  the  famous  

MinecraA   PC   game.   Building   on   what   is  

already   a   successful   game   or   franchise   has  

helped   many   corpora5ons   stay   afloat,   and  

teachers   have   made   excellent   use   of   such  

games   in   their   lessons.   Educa5on   cannot  

detract   from   the   game   itself,   and   some  

teachers  follow  these  guidelines  in  the  games  

they   incorporate,   such   as   using   MinecraA   in  

teaching   construc5on   and   geometry   (Levin).  

Essen5ally,   games   must   first   be   concerned  

with  being  fun,  before  being  educa5onal.

How   should   games   be   used   for  

educaIonal  purposes?

Discovering  how  educa5onal  games  should  be  

used   in   educa5on   is   one   of   the   first   steps  

toward   modernized,   interac5ve   educa5on.  

First,  there  are  key  “game  metrics”  to  enforce,  

such   as   making   sure   there   is   an   aKrac5ve  

beginning   and   maintains   the  mo5va5on   for  

con5nued  use  of  the  game  as  a  resource.

“Mo5va5on  is  the  most   important   factor   that  

drives   learning.   When   mo5va5on   dies,  

learning   dies   and   playing   stops.”   (Gee   3).  

Simply   supplying  a  game  is  not   going   to  keep  

students  mo5vated  for   very   long.  We  need  to  

move  “toward  a  more  nuanced  understanding  

of   exactly   what   in  game  play   is  mo5va5ng   in  

order   to   best   understand   how   to   engender  

such  engagement  in  the  classroom”  (Sandford  

52).  Based  on  my  own  experience,  mo5va5on  

i s   affected   great ly   by   enforcement ,  

connec5ons  based  on  interest,  and  relevance.

The   enforcement   and   introduc5on   of   the  

game   will   help   students   solidify   their   first  

impressions   of   the   ac5vity.   Sufficient   5me  

should   be   allowed   for   both   teacher   and  

students  to   become   familiar   with   the  game.  

The  introduc5on  should  be  clear   and  explain  

to  how  the  game  is  related  to  what   is  being  

learned.   For   example,   it   would   be   more  

effec5ve  to  students  of  my  age  group  (age  15)  

to   explore   a   game  with   the   teacher   during  

class   5me,   rather   than   it   being   assigned   as  

homework.   If   I   was   not   introduced   to   the  

game  during  class,  I  would  be  less  recep5ve  to  

it  as  homework  assignment.  

Another  way  to  maintain  interest  is  to  connect  

students’   lives   with   the   content   of   one’s  

classes  through  games,  by  rela5ng  the  topic  to  

something   already   famil iar   to   them.  

Personally,   if   what   I’m   learning   does   not  

interest  me,  then  I  will  pay  less  aKen5on  to  it.  

Connec5ons  from  outside  the  gaming  universe  

and   the  classroom  help   to   reinforce  what   is  

being   learned   and,   especially   in   the   more  

eager   youth,   make   them   more   enthusias5c  

and   open   to   learning.   For   example,   the  

difference  between  depic5ons  of  mythology  in  

popular   media,   such   as  Marvel  Superheroes,  

and   the   actual   stories   in   myths   can   be   an  

interest  factor.  

Page 9: ICT in Practice Issue 7

Popular   culture   and   common   interests   have  

always  been  a  good  conversa5on  starter,  and  

in   the   way   interests   connect   people,   it   can  

also  connect   learning   and  fun.   If   the  content  

of   the   game   directly   relates   or   is   closely  

related  to  knowledge   learned   in  class,   it   will  

be   help   students   by   reinforcing   their  

knowledge   and   interest   in   class  as  well.   The  

game  should  be  related  to  the  content  of  the  

unit,   not  just  the  content   of  an  ac5vity   in  the  

unit.   This  not  only   ensures  that   students  will  

pay   aKen5on,   but   it   also   helps   them  

understand  the  course  beKer  if  they  are  given  

mul5ple,  yet  differing,   instances  for  learning  a  

par5cular   event   or   subject.   Encouraging  

reflec5on  and   review   at   the  end  of  class  will  

solidify   what   was   learned   from   the   game.  

Most   of   all,   it   is   important   to   prac5ce  

understanding  when  challenges  arise,  be  they  

technological   or   carbon-­‐based.   If   the   class  

does  not  turn  out  well,  it  is  important  to  figure  

out   why   it   was  unsuccessful,   as  well  as  test  

out   the   technological   side   of   things   before  

incorpora5ng   it   into   class.   Prac5ce   makes  

perfect.

To   have   a  high   quality   educa5onal  game,   it  

must  be  a  high  quality  game  by  itself,  and  the  

learning  must  be  a  part  of  the  fun,  instead  of  

no5ceable  and  forced,  with  a  meaningful  and  

mo5va5onal   plot   and   characters.   To   use  

educa5onal  games  in  the  classroom,  one  must  

give  a  posi5ve  first  impression  and  mo5va5on  

for   students  to  con5nue  using   the  game  as  a  

resource.   This   process   of   integra5ng  

interac5ve   entertainment   in   educa5on   is  

undoubtedly   confusing   and   complex.   In   the  

simplest  terms,   it   is  impossible  to  predict  the  

wants  of  the  human  mind,  and  “success”  is  an  

en5rely  subjec5ve  measurement  for  a  subject  

that  u5lizes  so  much  guesswork.  Regardless,  it  

is  my   hope  that   learning  can  be  made  into  a  

more   crea5ve   rather   than   standardized  

ac5vity,  a  more  enjoyable  pas5me  rather  than  

a   chore,   and   more   interac5ve   rather   than  

passive  opera5on.   I  believe  the  applica5on  of  

educa5onal  games  is  the  first   step  to  fulfilling  

that  role,  and  it   is  certainly  possible  given  the  

right  amount  of  care.

Works  Cited:

Gee,  James  Paul.  What  Video  Games  Have  to  Teach   Us   about   Learning   and   Literacy.   New  York,   NY   [u.a.:   Palgrave   Macmillan,   2003.  Print.

Ladley,   Paul.   "Games  Based   Learning   Theory  and  Prac5ce."   ICT   in  Prac5ce   1   Oct.   2013:   n.  pag.   Print.   hKp://www.ic5nprac5ce.com/2013/games-­‐based-­‐learning-­‐theory-­‐and-­‐prac5ce-­‐by-­‐paul-­‐ladley/

Sandford,   Richard,   Mary   Ulicsak,   Keri   Facer,  and   Tim   Rudd.   "Teaching   with   Games  Using  Commercial  Off-­‐the-­‐Shelf  Computer  Games  in  Formal   Educa5on."   Diss.   N.d.   Future  Lab   (n.d.):   1-­‐62.   Teaching   With   Games.   EA,  Future  Labs.  Web.  04  Jan.  2014.

Levin,  Joel.  "How  my  MinecraA  Classes  Work."  MinecraA   Teacher.   MinecraA   Edu,   24   Mar  2 012 .   Web .   9   F eb .   2 014 .   < hKp : / /m i ne c r aA t e a che r . t umb l r . c om/po s t /4057926292/how-­‐my-­‐minecraA-­‐classes-­‐work>.

Page 10: ICT in Practice Issue 7

HOW TO ADAPT YOUR WHOLE SCHOOL ICT CURRICULUM by Taryn Hauritz

The   new   compu5ng   programme   of   study   states  

that   “A  high-­‐quality   compu5ng   educa5on  equips  

pupils   to   use   computa5onal   thinking   and  

crea5vity   to  understand  and  change  the  world”.    

Wow!     This  is  preKy   exci5ng  stuff.  But,   if  you’re  

anything  like  me  and  don’t  have  a  background  in  

computer  science,  where  on  earth  do  you  begin?

Earlier   this   year   I   started   to   write   a   new  

compu5ng  curriculum  for  a  family  of  prep  schools  

in  London.  Having  taught  ICT  there  for  ten  years,  I  

thought   that   this   would   be   a   fairly   straight  

forward   process   and   I   was   excited   about   the  

possibili5es.     But,   aAer   several   weeks   of  

researching   and   studying,   I   found   myself   going  

round  in  circles.     It  was  almost  like  there  was  too  

much  informa5on,  but  somehow  not  exactly  what  

I  was  looking  for.

AAer   aKending   the   BETT   show   in   January,   I  

realised   that   I  wasn’t   on   my   own.     There   was  

support   out   there   and   I   just   needed   to   be  

proac5ve   about   it.     So,   aAer   several   years   of  

resistance   I   finally   decided   to   join   twiKer.     I  

started  to  build  a  network  of  experts  and  teachers  

from  primary  educa5on  in  the  UK  and  beyond  and  

I   was   blown   away   with   how   many   amazing  

resources  and  ideas  were  being  shared  there.    

Taryn  is  an  Australian  born  Primary   School  

teacher   who   has  had   a  passion   for   using  

learning  technologies  in  the  classroom  since  

she  started  teaching   in  1998.     In  2002  she  

w r o t e   " T e a c h i n g   w i t h   L e a r n i n g  

Technologies:   A   Handbook   for   Primary  

School  Teachers",  then  moved  to  the  UK  to  

take  up  a  post   as  Head  of   ICT   at   Thomas's  

C l a p h a m   i n   L o n d o n .   A A e r  

teaching   Recep5on   to   Year   8   ICT   for   ten  

years   she   then   stepped   out   of   the  

classroom   to   become   the   Director   of  

Learning  Technologies  for  Thomas's  London  

Day   Schools.   She   is   currently   working   on  

developing  a  new  compu5ng  curriculum  for  

the  family   of   four   preparatory   schools  and  

will  be  moving  into  freelance  consultancy  at  

the  end  of  September  later  this  year.

Taryn  Hauritz@tarynhauritz

www.tarynhauritz.com

Page 11: ICT in Practice Issue 7

I  finally  I  felt  as  though  I  had  my  finger  on  the  pulse  

and  was  slightly   embarrassed  that   it  had  taken  me  

that   long  to  join.     If  you’re  new  to  twiKer  and  are  

grappling  with  the  new  compu5ng  curriculum,  I  can  

highly   recommend   following  

these  people  as  a  star5ng  point:

@ m b e r r y   @ C o m p A t S c h  

@ d e p u t y m i t c h e l l  

@ d i g i t a l m a v e r i c k  

@compu5ngchamps   @DrChips_  

@dughall   @englandraider   @esafetyadviser  

@ianaddison   @lordlangley73   @MissPhilbin  

@naace  @terryfreedman  @yallsop  @5mbuckteeth  

@bobharrisonset   @TimRylands   @ZoeRoss19  

@mwclarkson   @suesentance   @CodeBoom  

@andrewtuson   @ICTEvangelist   @dan_bowen  

@eyebeams  @pegleggen  @DrTomCrick    @syded06  

@ukedchat  @tonyparkin  @tarynhauritz

Alterna5vely,  you  could  follow  my  “Compu5ng”  list  

@tarynhauritz  where  I  have  them  all  saved.    There  

are  plenty   of   guides  for   new   twiKer   users  online,  

but   the   best   thing   to   do   is  to   jump   in   and   start  

playing.    You’ll  soon  figure  it  out.    Just  don’t  give  up  

too  soon.

AAer   some  extensive  networking  on  twiKer,   I  then  

aKended  a  number  of  conferences  and  Compu5ng  

At  School  events.     I  have  learnt  an  awful  lot  about  

the  compu5ng  curriculum  over   the  last   couple  of  

months  and   I   have   to   say   it’s  all   preKy   exci5ng.  

There’s   no   need   to   throw   out   your   ICT   plans  

though,   because   so   many   of   them   will   s5ll   be  

suitable.    They  will  just  need  some  “tweaking”.  

So  that  you  can  adapt  your  current  ICT  curriculum  

for  September  I  have  created  the  following  

algorithm  (see  what  I’ve  done  there?)  to  get  you  

started:

STEP   1:     Read   “Compu5ng   in   the   na5onal  

curriculum:   A   guide   for   primary   teachers”   This  

guide  is  priceless.     It  explains  everything  you  need  

to  know  to  get  started.

hKp://www.compu5ngatschool.org.uk/data/

uploads/CASPrimaryCompu5ng.pd{Kp://

www.compu5ngatschool.org.uk/data/uploads/

CASPrimaryCompu5ng.pdf

STEP   2:     Download   the   “Compu5ng   Progression  

Pathways”.    Familiarise  yourself  with  each  of  the  six  

strands.   It’s   important   to   note   that   primary  

children  are  expected  to  reach  the  end  of  the  blue  

strand.

hKp://community.compu5ngatschool.org.uk/

resources/1692

Alterna5vely,   you  could  download  the  Progression  

Pathways   divided   into   three   strands:   Computer  

Science,   Informa5on   Technology   and   Digital  

Literacy:

hKp://community.compu5ngatschool.org.uk/

resources/1946

Page 12: ICT in Practice Issue 7

STEP   3:     Get   out   your   current   ICT   curriculum  and  use   the   strands  above  to   iden5fy   any   areas  of  weakness  in  your  current  scheme  of  work.      I  actually   found  it  easiest   to  download  the  child-­‐friendly  

version  (see  step  7)  and  s5ck  the  descriptors  on  my  yearly  overview.    

STEP   4:    Join  Compu5ng  At  School  and  use  the  website  to  find  resources  (including  CPD)  to  help  you  

plan  any   new  units  of  work  to  “fill  in  the  gaps”.     If  you  need  more  5me  to  do  this  properly,  plan  to  teach  these  units  next  summer.  

www.compu5ngatschool.org.uk

STEP  5:    Adapt  the  units  of  work  you’d  like  to  keep  for  the  new  curriculum  by  upda5ng  your  medium  

term   plans  with   the  new  Programme  of   Study   and  the  progression  pathways  indicators  in   step  2.    Usually  it’s  just  about  adap5ng  the  vocabulary  and  finding  the  relevant  new  PoS  statements.  

STEP  6:    Add  Computer  Science  Unplugged  ac5vi5es  to  as  many  of  your  units  of  work  as  possible.  They  really   help  encourage   computa5onal  thinking   across  the  curriculum   and  are  great   for   kinaesthe5c  

learners.hKp://csunplugged.org/

STEP  7:  Download  the  child-­‐friendly  compu5ng  progression  pathway  statements  from  the  CAS  website  and  use  them  for  pupils’  self  and  peer  assessment.    I  would  also  use  them  for  an  interac5ve  display  so  

that  you  and  your  pupils  can  reference  them  regularly.hKp://community.compu5ngatschool.org.uk/resources/1744

STEP  8:  Design  some  compu5ng  badges  for  your  children  to  earn  for  each  of  the  six  strands.    An  even  beKer  idea  would  be  to  get  your  children  to  design  them  in  class.

hKp://www.makebadg.es/badge.html

My   final   advice   to   you   is   to   “Reach   Out”.   Keep  

networking   and   discussing   ideas   with   as   many  colleagues  as  possible  -­‐  a  problem  shared  is  a  problem  

halved  and  together,  we  really  can  change  the  world!  

Taryn  Hauritz  and  colleagues  working  

on  the  new  compu5ng  curriculum

Page 13: ICT in Practice Issue 7

Paul is an innovative learning professional, games based learning & gamification expert, project manager and instructional designer with over 20 yearsʼ commercial experience acquired on corporate, public sector and education projects. He is MD of pixelfountain which designs, develops and delivers workshop-based learning simulations (serious games). pixelfountainʼs games-ED (http://www.games-ed.co.uk) brand provides games based learning for schools, colleges and universities. He also blogs at http://www.games-based-learning.com

Games Based Learning - Making it Happen by Paul Ladley

How  can  teachers  ensure  that  their  investment  in  games  based  learning  

(GBL)   delivers   desired   learning   outcomes?   This   ar5cle   looks   at   five  

aspects  of  GBL   that  ought   to  be  considered  when  introducing  GBL  into  

the   classroom.   These   five   aspects   are:   design,   delivery   (usage),  

technology  &  support,  outcomes  and  cost.

Design  considera5ons  (GBL  needs  to  be  fit  for  purpose):

Is  the  game  fit  for  purpose  offering  a  relevant  context  and  ac5vi5es?

Is  the  game  pitched  right  in  terms  of  complexity  and  age  level?

Does  the  game  support  mul5ple  learning  styles?

Delivery   considera5ons   (GBL   needs   to   work   in   typical   educa5onal  

seSng):

Is  the  game  focused  on  learning  suppor5ng  collabora5on,  conversa5ons  

and  teacher-­‐led  interven5ons  and  scaffolding?

Does  the  game  provide  a  challenge  that  generates  learning  flow?

Can  the  game  fit   into  a  standard  lesson,  but   also  be  used  for  events  /  

term  topics?

Technology  and  support  considera5ons  (GBL  need  to  u5lise  typical  kit  

and  offer  support):

Will  the  game  work  on  classroom  computers?

Is   support   provided   in   the   game   and   via   communi5es   /   guides   /  

resources?

Outcome   considera5ons   (GBL   need   to   reach   the   parts   tradi5onal  

teaching  doesn’t):

Will  the  game  engage  the  pupils,  including  reluctant  learners?  

Will  the  game  solve  problems  that  tradi5onal  learning  finds  difficult?

Is  the  game  linked  to  the  curriculum  and  does  it  support  assessment?

Will  the  game  improve  generic  and  employability  skills?

Cost  considera5ons:

Is  there  enough  money   in  the  budget,  not  forgeWng  hidden  costs  such  

as  consoles  and  mul5ple  licences?

Does  the  game  offer  value  for  money?

Page 14: ICT in Practice Issue 7

Any particular games based learning product or

lesson does not need to answer all of the above

questions and it is important to realise that the

aspects are not mutually exclusive; for instance,

a well-designed game is more likely to deliver

better outcomes. Therefore, scoring reasonably

well across the board is more important than

excelling in one area.

A  Games  Based  Learning  Analysis  and  Planning  

Tool  (which  expands  on  and  makes  use  of  the  

five   aspects   outlined   above)   can   be   found  

at   hKp://www.games-­‐ed.co.uk/resources-­‐

contact.html.   The  tool  has  been  developed  by  

pixelfountain   /   games-­‐ED   who’s     experience  

has  been  built   up  over   a  decade  of  designing  

and   delivering   serious  games  /   games  based  

learning   in   both   the   adult   and   educa5on  

sectors.   The  tool  also   takes,   some   inspira5on  

has  come  from:

•Becta  report  (2010)  on  games  based  learning;

•The  RETAIN  Model  -­‐  Gunter;  Kenny   and  Vick  

(2007);

•And  finally   a  debt   is  owed  to  Jan  Herrington  

and  Ron  Oliver,  who  have  wriKen  on  situated  

learning   and   mul5media,   and   have   inspired  

games  and  simula5on  designs.    

The   Games   Based   Learning   Analysis   and  

Planning   Tool  has  been  developed  by   games-­‐

ED  to  help  educators  select   and  u5lise  games  

based  learning.  It  can  be  used  to:

•Create  buy-­‐in  for  games  based  learning;

•Help   when   choosing   a   par5cular   supplier   /  

product;

•Plan  the  use  of  games  learning;

•And,  if  we  can  be  so  bold,  to  help  developers  

design  games  based  learning.

Conclusion

Like  all  aspects  of  educa5on,  GBL  needs  careful  

planning.   This   tool  will   hopefully   bring   some  

rigour   to  that  planning  and  so  ensure  the  GBL  

can  deliver  on  its  promises.

Page 15: ICT in Practice Issue 7

Minecraft; An unlikely tool to develop life-long learnersby  Elliott  Plumb

Introduc5on

As  a  newly   qualified  teacher,   it   is  usually   a  

case  of  survival  to  reach  the  end  of  the  year.  

Jump   four   months   into   the   year   and   I,   the  

NQT,   am   at   the   tail   end   of   an   extremely  

exci5ng   and   successful   compu5ng   project.  

The   project   was   to   be   a   blend   of   my  

Compu5ng   Co-­‐ordinator’s   knowledge   of  

gaming   and  my   knowledge  of   local   history.  

‘Forty  Hall’,  a  local  landmark,  was  ripe  for  the  

picking   when   deciding   on   a   building   to  

develop   on   the  MinecraA   program.   Having  

just   opened   as   an   educa5onal   centre,   the  

Hall  welcomed  us  with  open  arms.  

At  the  beginning  I  was  unsure  of  the  benefits  

but   this   project   has   come   to   reveal   the  

extensive   range   of   learning   opportuni5es  

that   MinecraA   has   to   offer   to   children   in  

schools  today.

The  Children’s  Prior  Knowledge

The   children’s   passion   for   the   MinecraA  

project  was  nothing  short  of  overwhelming.  If  

the  children  did  not  play   it   at  home  already,  

they   had   heard   their   classmates   talking   or  

reading   about   it.   Interes5ngly,   there   was   a  

huge   amount   of   prior   knowledge   amongst  

my   class  when   it   came  to  MinecraA.   This  is  

where  any   teacher   afraid  to   take  on   such   a  

task   could   develop   a  pupil-­‐led   project   that  

would  allow  the  teacher  to  learn-­‐as-­‐they-­‐go.  

Even   so,   what   became   clear   was   that  

although   there   was   some   strong   prior  

knowledge,  some  children  had  no  experience  

using   the   game.   The   ini5al   lesson,   where   I  

allowed  the  children  to  explore  the  MinecraA  

program   gave  me  the  opportunity   to  assess  

those   who   were   confident   and   those   who  

needed   scaffolding.   I   then   grouped   the  

children   according   to   experience   and  

knowledge  of  the  program.  Each  group  had  a  

confident  learning  leader  who  could  lead  and  

keep   their   group   focused.   This   helped   to  

keep  the  learning  as  pupil-­‐led  as  possible.

ll

Page 16: ICT in Practice Issue 7

The  Learning  Journey

Part   1:   The   History   curriculum   in   England  

demands  that   children   study   a   local  landmark.  

We  visited  Forty  Hall  to  engage  closely  with  the  

history  and  the  structure  of  the  house.  I  divided  the   children   into   four   differen5ated   groups.  

These   groups   gathered   resources   that   would  enable  them  to  build  on  MinecraA  later  on.  The  

children   were   able   to   sketch,   use   measuring  

instruments  and  take  photographs  to  build  up  a  bank  of  evidence  and  tools  that   they   could  use  

when   it   came   building   on   MinecraA.   By  collec5ng   their   own   resources,   children   could  

take  ownership  of   their   learning.   Higher   ability  

children  were   required   to   calculate   ra5os  and  make  links  with  their  mathema5cs  skills.  This  is  

one   of   many   ways   in   which   the   project   was  cross-­‐curricular.    

Part  2:  AAer  visi5ng  the  hall,  the  children  had  a  strong  knowledge  of  Forty   Hall  and  had  access  

to  a  host   of  tools  and  resources  that   they   had  

collected   themselves.   In   the   second   phase   of  the  project,  children  were  able  to  collaborate  in  

their   groups   to   decide   which   resources   they  would  keep  to  help  assist  them  when  it  came  to  

build   all   the   par5cular   details.   The   learning  

leaders  then   had   to  organise  which  task   each  child  would  take  during  the  project.  The  groups  

then   mind-­‐mapped   a  plan   and   this   saw   each  child  take  ownership  of  a  sec5on  of  the  build.  

The  children  were  then  ready  to  begin!

Part   3:   This  sec5on   of   the   learning   saw   the  

most   progress   with   the   majority   of   the  

successes  of  the  project   becoming  clear   at   this  

point.   Closing   all   the   gaps   in   the   children’s  learning   and   addressing   misconcep5ons   was  

aided  significantly   by   using  a  three-­‐part   lesson  

structure.  

The  lesson  StructureThe   lessons   were   taught   in   three   parts.   A  refocus   at   the   beginning   of   each   lesson  

encouraged   the   children   to   collaborate   and  verbalise   their   task   for   that   lesson.   Children  

would  then  spend  up  to  an  hour  building  and  

collabora5ng   with   their   group,   making   sure  they   u5lised   the  chat   func5on   to   talk   to   and  

guide   each   other.   Learning   leaders   would  assess  situa5ons  that  would  arise  and  problem  

solve  accordingly.  As  the  teacher,  I  could  assess  

all  children  in  the  game  from  a  computer   and  offer   encouragement   and   advice   if   they  

desperately  needed  it.  Fundamentally,  as  it  was  a  pupil-­‐led  project,  I  would  be  looking  for  great  

collabora5on   and   effec5ve   problem   solving  

from   the   learning   leaders   and   the   class  members.   Having   a   ‘revisit,   review   and  

improve’   session  aAer   each  compu5ng   lesson  gave   the   children   some   5me   to   discuss   the  

successes  in  that   lesson  but   it   also  gave  them  

the  opportunity   to  draw   up  where  they   were  going  next  in  their  project.  This  was  wriKen  up  

on  a  poster  and  kept  to  be  put  on  display   in  the  next  lesson.  Children  were  constantly  reminded  

that  they   had  to  refer   to  this  to  move  forward  

with  the  project.

Page 17: ICT in Practice Issue 7

Learning  and  ProgressAAer   just   two   months   engagement   with   the  project,   the  children  have  had   the  opportunity  

to   develop,   prac5ce   and   apply   significant  learning   and   skills   that   stretch   beyond  

Compu5ng.   In   the   beginning,   the   learning  

leaders  were   the   trouble-­‐shooters,   the   strong  self-­‐reflectors  and  would   guide   the   project   to  

the  next  stages.  AAer  approximately   six  to  eight  lessons,   I  was  beginning   to   see  more   children  

take  on  the  responsibility  of  problem  solving  for  

other   members   of   the   class.   In   addi5on,  encouraging   children   to   use  the  chat   func5on  

on   MinecraA   would   be   a   target   in   the   ini5al  lessons.   As   the   project   matured,   the   children  

naturally   collaborated   through   the   chat   and  

would   offer   each   other   advice,   problem   solve  issues   and   revise   their   construc5on   work  

together   to  make  sure  they  were  achieving  an  accurate  replica  of  Forty  Hall.

As  a  result   of  MinecraA,   the  children  have  had  the  chance  to  prac5ce  and  develop  their   ability  

to  become  suppor5ve  and  helpful  collaborators,  successful   problem   solvers.   At   the  same  5me,  

they   have  been   given   the  opportunity   to  take  

responsibility   for   their   own   learning.   The  MincecraA   project   has   given   the   children   a  

chance  to   develop  skills  which,   with   con5nual  prac5ce,   will   allow   them   to   become   life-­‐long  

learners.  Fundamentally,  the  children  can  apply  

these  skills  in  not  only  Compu5ng  but  within  all  subjects  across  the  curriculum.  

Eliot   Plumb   is   a   Year   5   teacher   at   Wilbury  

School   in   Edmonton.   He   graduated   in  Educa5on   from  the  University  of  Cambridge  in  

2013   and   enjoys   inspiring   children   through  teaching  Compu5ng,  Dance  and  History.

Page 18: ICT in Practice Issue 7

“iPad  is  changing  the  learning  experience,  making  it  more  engaging,  interac.ve  and  completely  mobile.  With  features  you  won't  find  on  any  other  educa.onal  device,  iPad  inspires  crea.vity  and  hands-­‐on  learning.  Powerful  apps  let  students  engage  with  content  in  interac.ve  ways,  find  informa.on  in  an  instant,  and  access  an  en.re  library  wherever  they  go.  iBooks  textbooks  involve  students  in  a  dynamic,  Mul.-­‐Touch  experience  full  of  interac.ve  diagrams,  anima.ons,  photos  and  video  all  designed  specifically  for  iPad.”

www.apple.com

I  think  for  an  app  developer  one  of  the  best  ways  of  developing  apps  appropriate  for  educa5on  is  to  establish  strong  links  with  schools  and  educators  so  that  they  can  provide  feedback  to  develop  their  product  further.    Luckily  online  communi5es  provide  us  with  such  links.  This  is  how  I  met  Francisco  J.  Alfonso  Domínguez  from  www.e-­‐imaxina.com  .  Over  the  next  pages  I  will  be  sharing  some  of  the  apps  that  they  have  created.  This  is  not  an  adver5sement  or  product  marke5ng,  it  is  merely  sharing  some  interes5ng  apps  that  you  may  find  useful  for  teaching  and  learning.  What  is  marvellous  about  Francisco  is,  he  wanted  to  hear  the  sugges5ons,  as  he  wanted  to  keep  making  his  designs  beKer  and  more  appropriate  for  learners.

Page 19: ICT in Practice Issue 7

Chispas is an interactive story that will delight your children whilst teaching them the importance of respect for animals and emotional intelligence as a foundation for the understanding of oneself and others.

Roberto Maquieira García is the author of this magnificent story. As an experienced educator and school counsellor, Roberto uses short stories in order for children to learn about the importance of certain values and emotional resources to help them understand the small things that bring joy to peoples’ lives.

www.e-imaxina.com

Page 20: ICT in Practice Issue 7

An educational application about the vital role of the relationship of man.Through the nervous system’s response to external stimuli, we relate to other living beings and to our surroundings. Our senses receive stimuli; the nervous system processes the information and responds in the most appropriate manner; then, the musculoskeletal system implements the action.

Available in English and in Spanish, the development of this application was supervised by educational and medical professionals to explain the workings of THE SENSES, the NERVOUS SYSTEM, and the MUSCULOSKELETAL SYSTEM in an enjoyable and entertaining way.

Page 21: ICT in Practice Issue 7

A complete educational application, focused on the human body´s cycle of life.Available in both English and Spanish, its creation has been supervised by professionals in the fields of education and medicine. In a fun and entertaining manner, it explains the secrets of fertilization, gestation, and human growth.

THE RACE OF LIFEThe application is rounded out by a fun educational game: You must help a tiny sperm navigate through the female reproductive system. Your mission: fertilize the egg. To do this, you must complete five exciting phases, loading up on energy and speed to overcome all of the difficulties you will find along the way.

Page 22: ICT in Practice Issue 7

A complete educational application about the vital role of human nutrition.We get the energy necessary to live, the materials necessary for tissue construction and regeneration, and the substances which regulate the body´s internal reactions through the role of nutrition. These functions are carried out in the digestive, respiratory and circulatory systems.

Available in English and Spanish, the development of this application has been supervised by educational and medical professionals to explain the functions of the DIGESTIVE SYSTEM, the RESPIRATORY SYSTEM, and the CIRCULATORY SYSTEM in an enjoyable and entertaining way.

Page 23: ICT in Practice Issue 7
Page 24: ICT in Practice Issue 7
Page 25: ICT in Practice Issue 7

Throughout  my  teaching  career  I  have  enjoyed  using   technology   in   educa5on,   especially   in  science   lessons.   As   an   ICT   coordinator   I  introduced   teachers,   teaching   assistants   and  children  to  a  variety   of  digital  resources  such  as:   data   loggers,   digital   microscopes   and  simula5ons   to   help   support   the   teaching   of  science.  

As  an   independent   primary   consultant   I  now  provide  training  for  primary   teachers  on  how  to   develop   their   teaching   of   science.   During  each   course   I   ask   teachers   to   outline   the  posi5ves  or  nega5ves  of  teaching  this  subject.  There   are   oAen   many   posi5ve   comments  about   science   especially   on   how   it   engages  young   children.   The   nega5ves   prove   very  interes5ng.  Other   than  worries  about   subject  knowledge   and   finding   resources,   teachers  oAen   say   how   much   they   and   the   children  dislike   the   recording   or   wri5ng   up   of   their  work.  Here  are  two  typical  comments:    

‘The   poor   way   in   which   experiments   and  results  are  recorded,  kills  enthusiasm’

‘Marking   books   and   having   to   give   wriPen  feedback   takes   too   long   but   it’s   our   OFSTED  target’

I  believe  this  over   reliance  on  wri5ng  hinders  not  just  the  enjoyment  of  the  subject  but  also  

the  development  of  other  science  skills  such  as  argumenta5on.   Furthermore,   what   about  dyslexic   children   who   struggle   with   wri5ng?Will   the   wri5ng   process   truly   reflect   what  these   children   know?   Finally,   remember   our  younger   scien5sts,  whose  recording   skills  will  be  hampered  by  their  age.  

Talk in ScienceTalk   for   wri5ng   is   becoming   increasingly  popular   in   schools   so   what   about   talk   for  science?   Teachers   are   oAen   encouraged   to  illicit   children’s  ideas  at   the  start  of   a  science  topic   to   find   out   what   misconcep5ons   or  understanding  they  have,  but  what  happens  to  this  talk?  As  Robin  Alexander  points  out:‘Talk   is   temporary   and   unless   par3cularly  interes3ng,   it   soon   fades   with   par3cipants  o:en  forge;ng  what  has  been  said.'  

In   a   busy   classroom   with   lots   of   ideas   and  thoughts  being  produced,  how  can  the  teacher  and   even   the   children   reflect   on   the  discussion?   During   this   process,   do   we   as  teachers   really   know   what   each   child  understands?   In  addi5on,   what   impact   is  our  ques5oning  having  on  the  children’s  ideas?  As  part   of   my   MA   I   am   researching   how  technology   can   help.   Here   are   some   ini5al  ideas.  

Using Technology in Primary Science by  Maggie  Morrissey

h`p://www.technologytoteach.co.uk/

Page 26: ICT in Practice Issue 7

Video RecordingThis can be used both at the start of a topic and as

the topic develops. Placing the video camera so

that it can pick up the whole class; the starter

question and initial ideas can be recorded. This

recording could be used for the teacher to truly

reflect on what the children truly know and identify

any misconceptions they may have. It can also be

returned to during the work so that the children can

reflect on how their ideas and knowledge have

changed. This is also a valuable opportunity for a

teacher to reflect on their own questioning skills.

Recording devicesThere are now a variety of mp3 audio recorders

available to be used in classrooms. These are

excellent for recording discussions in small groups.

They are fairly simple to use and some can record

up to four hours of sound. The recordings can be

played back and stored on your computer. The

main problem is the files can build up quickly so a

good system for naming and filing these is

essential. Children can go on and edit their work

using free software such as audacity and post their

discussions into other digital applications.

PodcastingPodcasts are digital media files mainly audio but

can include video. I currently use Audioboo but an

alternative is Soundcloud. Subscription to both is

free. They give the children the chance for their

science work to reach a wider audience. They can

post directly to the site or upload their work from

their recordings after editing. Needless to say they

would still have to write and plan for this. Having a

real audience for their work would make that writing

process far more interesting and relevant.

Whether you decide to go for some of these

options or incorporate all of them I do not think you

will be disappointed. Not only will your children

become more enthusiastic about their science work

but you as a teacher will have a greater

understanding of what your children know, making

your assessment more reliable. This is going to be

extremely relevant when the new curriculum

commences in 2014.

Links and references Audacity - http://audacity.sourceforge.net/

Audioboo - http://audioboo.fm/

Soundcloud - https://soundcloud.com/

Lgfl: http://podcast.lgfl.org.uk/

Robin Alexander – Towards Dialogic teaching

Page 27: ICT in Practice Issue 7

A   modern  man   of   the  21st   century   should,   in  addi5on  to  tradi5onal  language  skills,  possess  a  

wealth   of   knowledge,   environmental,   health,  

economic,  social  and  computer  skills  in  order  to  lead  a  high-­‐quality   lifestyle.  As  our  students  are  

a  part  of  a  digital  society  with  access  to  a  wide  range  of  informa5on  provided  using  informa5on  

and   communica5on   technology   (ICT),   it   is  

important   to   include   ICT   in   the   educa5onal  process  as  well.   In  order   to  make  this  possible,    

schools   should   not   only   have   the   necessary  infrastructure   and   adequate   space,   but   also  

computer   literate   teachers   who   are   able   to  

create  diverse  teaching  scenarios  and  use  ICT  in  the   classroom.   In   Croa5a   there   are   few  

individual  examples  of  good  prac5ce  in  using  e-­‐learning  in  teaching  science,  therefore  teachers  

should  be  made  aware  of  the  possibility  of  using  

modern   technology   in   class,   as   well   as   being  addi5onally   educated   through   professional  

training.  

Moodle  and  BiologyThe  e-­‐learning  project  using  the  Moodle  system  (a   free   web   applica5on   for   on-­‐line   learning)  

began   with   the   development   of   the   digital  

materials   necessary   for   teaching   the   Body  composi5on,   reproduc5on   and   development  

unit   for   the   8th   grade   of   elementary   school  biology   classes.   Various   addi5onal   prac5ce  

materials  as  well  as  quizzes  designed  to  test  the  

students’   acquired  knowledge  were  developed  to   be   used   aAer   finishing   each   of   the   four  

lessons:  Structure  and  func5on  of  sexual  organs,  Concep5on  and  development  before  birth,   Life  

periods  of   human   life   and   Responsible   sexual  

behavior.   Through   Moodle   the   teacher  monitored   each  of   the   students’   logins,   his  or  

her   work   on   the   given   lesson,   forum   and  discussions  ac5vity  and  quiz  results.

 

Twenty-­‐four   students   par5cipated   in   the   e-­‐learning   project.   They   were   all   eighth-­‐graders  

aKending   the   Pujanka   Elementary   School   in  Split,  Croa5a.  The  project  was  conducted  at  the  

beginning  of   the  spring   semester,   in  the  school  

year   2012   –   2013.   The   24   selected   students  made  up  the  experimental  group  which   learnt  

using   the   digital   materials   on   Moodle   on  computers  in   the  school’s   IT   lab.   At   the  same  

5me,   the  biology   teacher  taught   the  same  unit  

to  another  group  of  24  eighth-­‐graders  aKending  the   same   school   (A   control   group),   using   the  

tradi5onal   teaching   approaches   and   various  knowledge  sources,  as  well  as  various  teaching  

methods.

The  digital  teaching  materials  on  Moodle  were  arranged  in  a  way   to  ensure  a  simple  and  user  

friendly  interface  for  the  students  (Figure  1).

Figure 1. User interface on the Moodle index

E-Learning in a Biology Classroomby Mila Bulić and Daniela Novoselić

Page 28: ICT in Practice Issue 7

Before   the   e-­‐learning   project   began,   the  students  had   been   introduced   to   the   Moodle  interface  and  an  e-­‐mail  address  had  been  given  to   them   by   the  biology   teacher   in   case  any   of  the   students  needed   addi5onal  help   resolving  problems  or  ambigui5es.   Students  also  had  the  opportunity   to   ask   ques5ons   on   the   News  Forum  available  to  all  users.  It  was  interes5ng  to  no5ce   that   the   students   preferred   to   ask   for  help  individually  via  e-­‐mail  rather  than  using  the  forum,   which   confirms   their   unwillingness   to  publicly  share  their  own  thoughts,  ques5ons  and  problems.To  ensure  that  the  student’s  were  independent  and   given   thorough   e-­‐learning,   the   materials  were   divided   into   smaller   units   listed   in   the  Lesson  menu,  located  on  the  leA  side  of  the  user  interface.  The  students  accessed  these  units  by  simply   selec5ng  the  desired  topic.  Also,  various  audiovisual   and   visual   sources,   pictures,  illustra5ons,   graphs,   3D   models,   videos   and  anima5ons  were  added  to  the  textual  materials  (Figure  2).

Figure  2.  A  Moodle  page  containing  educa5onal  materials  and  a  video

Various  prac5ce  materials  were  available  at  the  end  of   each   lesson.   At   the  end  of   the  unit   the  students   took   a   quiz   that   included   different  types  of  tasks  (Figure  3)  such  as  matching  short  answers,   true/false   ques5ons,   matching   pairs,  mul5ple   choice,   embedded   answers,   short  answers  and  calcula5on  tasks.

As  the  objec5ve  of  this  project  was  to  determine  the   efficiency   of   e-­‐learning   compared   to  

tradi5onal   teaching,   at   the   end   of   the   Body  composi5on,   reproduc5on   and   development  unit   the  acquired  knowledge  was  tested  both  in  the   control   group,   taught   in   a   tradi5onal  classroom,  as  well  as  in  the  experimental  group,  taught   through   e-­‐learning.   The   results   of   the  test   were   compared   and   all   students   were  surveyed  about  the  learning  methods  they  used.  The  survey  shows  that  students  are  sa5sfied  and  have  posi5ve  feelings  toward  e-­‐learning,   as  the  mean   value   of   80%   of   the   answers   given   to  statements   are   above   4,5   showing   complete  student   sa5sfac5on   with   using   e-­‐learning   in   a  biology   class.  The  students  pointed  out   that  the  textual   and   visual   descrip5ons   were   highly  helpful   during   the   learning   process,   but   they  were  also  aware  of  the  addi5onal  effort  needed  for   successful   e-­‐ learning.   Namely   the  experimental   group’s   quiz   results   were   not  significantly   beKer   than   the   control   groups’  results.  However,  students’  sa5sfac5on  with  the  learning   process   itself   should   certainly   be   a  source  of  mo5va5on  for  teachers.  

Figure  3.  The  Moodle  quiz  page  designed  to  test  acquired  knowledge

These   already   designed   and   implemented   e-­‐learning   projects   should   be   a   mo5va5on   for  teachers   to   con5nue   crea5ng   digital   teaching  materials  and  various  digital  ac5vi5es  which  will  ensure   that   students   develop   skills   allowing  them   to   recognize  and  solve  real  life  problems  concerning  health  and  sustainability.    

Page 29: ICT in Practice Issue 7

EDITORIAL TEAM

Yasemin [email protected]

Christopher [email protected]

Des [email protected]

Published byictinpractice.comLondon, UK

© ictinpractice.comAll materials are strictly copyrighted and all rights are reserved. Reproduction of any materials from this magazine without permission is strictly forbidden. We accept no liability in respect of any material submitted by users and published by us and we are not responsible for its content and accuracy.