Wednesday, 29 April 2015

Exploring Binary Code


As I had very knowledge of the binary system, this topic was completely new to me. I found my understanding of a base 10 system (and experience converting to a base 5 system in a separate university math subject) helped me to understand the binary system. I think it would be very handy, and almost essential, to ensure students have a clear understanding of the base 10 system (decimal system) we use before moving onto a base 2 system (binary system). Interacting with the binary system might also help students understand our base ten, decimal system in much greater detail.

To practice use of the binary system and explore how numbers are represented in the binary system, I recently played this Cisco binary game.
Cisco binary game
This was a great way to interact with and gain an understanding of the binary code. I certainly think this topic and similar online activities such as this one need to be introduced with an explanation and hands on understanding of the binary system. It is in my opinion that confidence needs to be first built by gaining an in depth understanding of the binary system before engaging in a 'game' such as this one as it can be quite fast paced and might fluster and upset some students who cannot keep up (may think it is simply too hard). Educators need to set students up for success by guiding and scaffolding their learning so they persist with abstract concepts such as this.

Click here to go to CS Unplugged
CS Unplugged have a video of an "unplugged" game using binary cards to introduce and teach students about binary code (which I actually found really helpful for myself too). Students flip the cards to show the black (blank) side to represent a zero, and on (showing dots) to represent a one. It's a very interesting and collaborative approach to learning about binary numbers and you can work at a pace that suits all learners (especially if they split off into groups so they have the opportunity to explore the concept collaboratively). If you click on the image below it will take you to the CS Unplugged site. I highly recommend you watch the Unplugged: The show. Part 2: Binary - Counting. I really enjoyed the game and hope to use this in my classroom as it was clear, interactive and required the students to apply their developing understandings.
Unplugged: The show. Part 2: Binary - Counting



Learning about and experiencing binary code, bits and bytes is the first step in understanding computers and technology and "how it all works". Barr and Stephenson (2011) argue that "All of today's students will go on to life heavily influenced by computing, and many will work in fields that involved or are influenced by computing. They must begin to work with algorithmic problem solving and computational methods" in school (p. 49). As computational thinking is such an important aspect of the digital technologies curriculum, learning and teaching, it will be explored in a separate, upcoming post.

Computer programming and coding will be explored in an upcoming post, so stay tuned. :)


References
Barr, V. & Stephenson, C. (2011). Bringing computational thinking to K-12: what is involved and what is the role of the computer science education community? acm Inroads 2(1), pp. 48-54. 

Using Infographics

Created using easel.ly

I created this infographic using easel.ly based on information and opinions I gained from engaging with a design challenge that utilised both a wiki and a blog.

I found using infographics to be much easier than I first expected. I've seen them used more and more often to present facts in a more visually appealing way (and as a visual learner I find this so much more engaging and interesting). I am very excited by discovering how easy these are to make and definitely plan to use them in the classroom to present information to students. Not only that though, I would love to have the students creating these too, which I feel they would certainly be able to do considering how user friendly the platform was.

This would be a great way for students to present any number of things including:
  • Information reports
  • Data summaries
  • Book or movie reviews
  • Comparison of a book and movie
  • Character analysis 
  • Timelines 
  • Historical person and place information "brochures"
  • ... the list goes on really
Resource Link (2011) suggests "three key ways to use Infographics in the classroom.
  1. As a source of information
  2. As a tool to teach visual and critical literacy
  3. As a way for students to express their or others’ data"
As ACARA (c. 2015) state in the Digital Technologies Rationale the curriculum "provides students with authentic learning challenges that foster curiosity, confidence, persistence, innovation, creativity, respect and cooperation". I feel that the use of infographics and other online, digital and multimodal forms of communication technologies help to engage students in these thinking processes, particularly confidence (using varied online platforms), creativity (in the design of infographics) and cooperation (when working in groups or giving peer feedback on infographics).

As I said, I can't wait to use these in my classroom for and with my students! However, creation of visual communication tools such of this is only brushing the surface of the intent of the digital technologies curriculum. I will explore it in further detail soon through a number of activities.
Watch this space ...


References
          Australian Curriculum, Assessment and Reporting Authority (ACARA). (c. 2015). Digital technologies rationle. Retrieved April 23, 2015 from http://www.australiancurriculum.edu.au/technologies/digital-technologies/rationale
          Resource Link. (2011, July 4). Info-what? developing visual literacy through infographics. Retrieved from https://resourcelinkbce.wordpress.com/2011/07/04/info-what-developing-visual-literacy-through-infographics/

Friday, 24 April 2015

Part 1A - Reflection


Through engaging with the design cycle in an open-ended design challenge, I recently had the opportunity to embrace the new design and technologies curriculum. The production of the new technologies curriculum offers a more comprehensive approach that focuses on aspects of design and technologies and digital technologies.

The practical nature of the Technologies learning area engages students in critical and creative thinking, including understanding interrelationships in systems when solving complex problems. A systematic approach to experimentation, problem-solving, prototyping and evaluation instils in students the value of planning and reviewing processes to realise ideas. (Australian Curriculum Assessment and Reporting Authority, c. 2015)

This curriculum area, unlike other authority subjects, allows for expression and builds upon students’ creativity. I recently blogged about this topic. While some may believe that design process models, such as CobusBotes’ (Botes, n.d), are intended to make the process prescriptive and deprive students of opportunities to express creativity, they are in fact created to help students engage in the critical or key components of the design process and unleash their creativity through invention, increasing motivation, enthusiasm and engagement (Lewis, 2009, pp. 258-260). I feel I was engaged in extensive creative thinking in the design process while scaffolded, supported and guided by the design cycle.

By utilising the design cycle I was engaged with “active construction of meaning” through a “learner-centred approach” that built on my prior knowledge and allowed me to actively construct deeper and more meaningful and personalised knowledge. This was through open-ended, collaborative activities that allowed for shared understandings to solve problems that related to mine and my group members' real lives (Learners and learning in technology, n.d., p.16). The design cycle took place in a “co-constructed learning environment” where we, as students, were given more control and engaged in authentic and purposeful enquiry tasks with the teacher acting as a guide (Blackberry & Woods, 2015, p. 131); we were very much left to our own devices. As a teacher I would get students to engage in technology design challenges in groups where they can share ideas, build on each others' understandings, gain assistance from more knowledgeable peers and receive continuous feedback with little teacher input. From this I'm sure they will gain deeper meaning and understanding of the design process than traditional teaching methods.

Peer feedback works best in a “supportive environment [that] enables students to help each other clarify and develop ideas” (Moreland et al. 2007, as cited in Jones, Buntting & de Vries, 2011, p. 201) in a non-judgemental, supportive manner. This is certainly the experience I had and will strive to provide for my future students (see blog post for more thoughts on feedback). When I provided feedback, I tried to provide comprehensive, ‘affective’ feedback on the specific areas I feel my peer did well (Lu & Law, 2012, p. 272) and areas for improvement. From this process, I also received very positive and affective comments, which boosted my confidence and encouraged me to pursue with my design challenge as intended. I do believe constructive feedback would have been beneficial and is something that I will encourage my future students to engage in. To ensure the collaboration in my classroom is safe, thoughtful and supportive, as an educator I would utilise functions in student blogging tools that allow the teacher to read and approve each post and comment before it is published.

I recently blogged about stress created by engaging in multiple online spaces simultaneously (see blog post). Although this was my personal experience I am aware of the positive power of blogging. Trevor Cairney (2010) believes blogs are powerful tools as they provide a space where students have “’real readers’ who will respond as learners and fellow writers”.  While I was comfortable blogging, originally I was a little unsure about students doing this for privacy and safety reasons; I didn’t want the general public to be able to access and comment on the students’ content. However, I have found options for secure and safe environments for blogging such as ‘KidBlog’ and the blogging and journaling capabilities in ‘Virtual Classrooms’ in The Learning Place. I am quite excited to attempt using a ‘virtual classroom’ in my internship so I can see for myself the benefits of using these online tools with students.

All of these aspects lead to what I believe is one of the most critical elements of implementing the design cycle with students; the development of higher-order thinking skills. These thinking skills are often thought of by referring to Bloom’s revised taxonomy. In the design cycle process, participants are involved in the following thought processes:
  • Ideation – Recollecting (past or similar ideas), modifying or inventing new ideas, and illustrating ideas. This covers a broad range of the Bloom’s levels of higher-order thinking. While there are elements of lower level thinking, there is a lot of idea generation in this initial phase, linked to the Bloom’s level of Creating. 
  • Investigation – Researching, imagining, analysing – Bloom’s level of Analysing.
  • Production – Designing, inventing, fabricating and building – Bloom’s level of Creating.
  • Evaluation – Measuring, judging, justifying and critiquing – Bloom’s level of Evaluating.

By experiencing the design cycle first hand, I was able to notice how interlinked each of the design phases are. This is a very important part of the process to explain to students so they are aware that using the design cycle is not about getting anything right immediately; it’s about critically evaluating your product, engaging in higher-order thinking, providing and receiving feedback to finally arrive at a design or product that is refined and best suited to the criteria. As a future educator, this is an understanding I want to instil in my students so they are futures-oriented, resilient and ready for the rapid progressions in society.


References
Australian Curriculum Assessment and Reporting Authority (ACARA). (c. 2015). Technologies: overview (v. 7.4). Retrieved April 20, 2015, from http://www.australiancurriculum.edu.au/technologies/rationale
Blackberry, G. & Woods, D. (2015). Teachers and pupils incorporated: developing a co-constructed classroom. In S. Younie, M. Leask & K. Burden (Eds.),Teaching and learning with ICT in the primary school (2nd ed., pp. 131-141). New York, NY: Routledge.
Botes, C. (n.d.). The design cycle. Retrieved from http://mypdesign.weebly.com/design-cycle.html
Brady, L. (2006). Collaborative learning in action. Frenchs Forest, NSW: Pearson Education Australia.
Cairney, T. (2010, March 7). Children as bloggers.  Retrieved from http://trevorcairney.blogspot.com.au/2010/03/children-as-bloggers.html
Jones, A., Buntting, C. & de Vries, M. (2013). The developing field of technology education: a review to look forward. International journal of technology and design education, 23(2), 191-212. doi 10.1007/s10798-011-9174-4
Learners and learning in technology. (n.d.). Retrieved from CQUniversity e-courses, EDED11406 Teaching Reading, http://moodle.cqu.edu.au
Lewis, T. (2009). Creativity in technology education: providing children with glimpses of their inventive potential. International journal of technology and design education, 19(3), 255-268. Retrieved from http://dx.doi.org/10.1007/s10798-008-9051-y
Lu, J & Law, N. (2012). Online peer assessment: effects of cognitive and affective feedback. Instructional science, 40(2), 257-275. doi 10.1007/s11251-011-9177-2

Thursday, 23 April 2015

Reflection on using blogs and wikis for the design challenge


As an adult student who is quite technologically literate, I found trying to manage multiple digital interfaces in the design challenge quite confusing. I felt that the online collaboration, recording and blogging requirements were too strenuous and took away from my enjoyment of the design process. In an attempt to avoid this as a future educator, I would probably have the students working collaboratively with a project book (this would have ideas, research, designs, adjusted designs, trial notes, etc. just like a wiki would) and still have them using a blog for personal reflections. This is because I find a group of students will engage more in collaboration face-to-face which is a notion supported by Johnson and Johnson (1999, as cited in Brady, 2006, p.126). While I am not intending to use wikis, I do feel the need to incorporate the use of blogs as they are powerful digital tools that “allow learners to define their own spaces and to prepopulate them with words and media of their choosing” (Caldwell & Honeyford, 2015, p. 24). 


References

Brady, L. (2006). Collaborative learning in action. Frenchs Forest, NSW: Pearson Education Australia.


Caldwell, H. & Honeyford, G. (2015). Blogging to support digital literacy in schools and universities. In S. Younie, M. Leask & K. Burden (Eds.),Teaching and learning with ICT in the primary school (2nd ed., pp. 24-38). New York, NY: Routledge.
 
 

Teacher confidence in delivering the technologies curriculum



I feel that teacher confidence and capability in using design processes and digital technologies is one of the biggest hurdles schools will face when they undergo implementation of the design and technologies curriculum in their classrooms. I know there were many pre-service teachers that were wary (and even frightened) about interacting with a range of digital technologies in this university course, so I can only imagine the fear in some practicing teachers! “Teacher knowledges in technology are crucial for developing students’ knowledge and practices” (Jones, Buntting & de Vries, 2011, p. 200), so without sufficient professional development and exposure to the level of tasks required, teachers may feel underprepared and unequipped to teach this curriculum. It is because of this that I am grateful of a course that engages pre-service teachers such as myself with such a vast range of digital technologies (even if it can be a little overwhelming at times). There are so many digital tools and technologies out there that I had no idea even existed or never thought I could use in the classroom.


References
Jones, A., Buntting, C. & de Vries, M. (2013). The developing field of technology education: a review to look forward. International journal of technology and design education, 23(2), 191-212. doi 10.1007/s10798-011-9174-4