Author Archives: tymeca

Tech integration in the classroom: Youtube Integ”RANT”ion

Where can we as teachers go to help answer the question: “How do I integrate technology into my lessons to address specific student learning challenges?” The answer: Extend Ontario’s Ecampus Technologist module.

The goal of this course is to integrate technology into our classrooms. For example, instead of us simply reading the objectives of the technologist module, a more engaging cartoon “scenario” was provided to explain the learning expectations.  This is in contrast to the typical bullet point list of learning objectives that we are all used to seeing.

Let’s jump right in. Regarding my personal opinion on the definition of digital literacy, I found that British Columbia’s explanation is most in line with education theory; it states:

“the interest, attitude and ability of individuals to appropriately use digital technology and communication tools to access, manage, integrate, analyze and evaluate information, construct new knowledge, create and communicate with others”.

I connected with B.C.’s definition because, each of their listed uses of digital technology are important features of most Canadian educational curriculum documents and therefore, by design, they have a deeper foundation in the teaching profession. Whereas, the other three definitions for digital literacy, they emanated a sense of more “general applicability”, so that the definition could align with any profession.

The design thinking concept is trying to establish answers to a) how to get students in the habit of identifying the real root of a problem, then b) crafting creative technological solutions to those problems. The design thinking process uses a systemic approach that has a core focus on both group learning and growth.

This learning module provides a five step “Design Thinking” process.  These five steps are designed to properly identify problems and then create good technological solutions for them. The following is a brief summary of these five steps.

  1. Empathize: This step is a critical brain storming activity that invites designers to imagine themselves as the user with a goal of creating a list of problem-components. This step is best completed in groups and is geared towards identifying all of the components that exist within the context of the problem.  The scenario we’re given in this module is to empathize with teachers and how we can best help them integrate tech in their lessons to facilitate individual learning challenges.
  2. Define the problem: Identify the actual root of the problem. This is typically done by examining our list of problem-components for a pattern so as to define the core issue of the problem or challenge at hand.  For me as a teacher, I suspect that the definition of the pattern that I would garner from my own individual issues would be how to step out of my comfort zone to try various technologies that could be helpful in a lesson.
  3. Ideate – generate a list of potential existing tech that might fit our problem and then test each of them for feasibility to meet the majority of our problems. Alternatively, we can create our own tech that meets all of our needs, such as a module-driven website like EXTEND. The module suggests using the “SECTIONS” model for feasibility analysis to ensure that the chosen technology is learner-focused.  In our scenario, our chosen technology would likely be the one that best delivers the lesson objectives, given our specific evaluation criteria.
  4. Prototype – Incorporate our problem components into the chosen technology, conduct testing, share this design with colleagues for constructive criticism, incorporate feedback from each of these tests, and then refine the program to create a “final product” for student learning.
  5. Connect – Evaluate the challenge of integrating this technological integration in our actual lessons by “connecting” the technology to the curriculum. This is the final process of determining how best to instruct the students in how they can incorporate the technology to maximize their own learning.  It’s important here to create a succinct sequence of student instructions that can link all of the learning objectives to ensure a successful technological integration.

In summary, this five step Design-Thinking approach, which is intended to work within our own personal digital literacy mindset, is a process that can help teachers navigate the world of technological options that exists for educators.  The ultimate goal of this module is to assist teachers with the exceptionally challenging issue of: how do we facilitate individual student learning, with an aim of building their problem solving abilities, whilst using the vast universe of technologies that are available in an ever growing and evolving digital world.

-Drew Tymec

Digital Redlining your Life – China’s Digital Dictatorship

Digital redlining your life – A commentary on China’s digital dictatorship pilot program

 

Prior to reviewing this text, I was somewhat oblivious to the concept of monitoring a population for automated self-motivation…

In this video, I summarize my comments on the contents of “Leave No Dark Corner” piece prepared by Matthew Carney (see link at the bottom of this page).  Using the application titled “Stop Motion”, I created an audio assisted mind map of the pros and cons of behaviour tracking software with a punishment/rewards economy attached.  The video was uploaded to YouTube so that it could be linked here (below).

A few key points that I touch on include: The parts of the text that offered new ideas

  1. How privacy is seemingly forbidden when this type of system is implemented.
  2. How large populations of people are self-motivated to act within the law, and to do good (here, I ask the question “how could I make this work in my classroom and offer perhaps an auto-token economy of some sort).
  3. A system like this has been shown to kill free speech (e.g., a journalist was punished for his checks on possible government corruption).
  4. Those that behave according to rule are afforded privileges (such as improved credit score, access to high society, and fast-track acceptance to university). These privileges are passed on to their children.  I wonder, do the punishments get automatically shifted to the children of offenders, too?
  5. Punishments can be extreme (such as ex-communication from social media, being banned from travelling, and a lowered credit score).
  6. However, there is a theoretical decrease in crime rate that should ensue as constant surveillance coupled with facial recognition software improves. I wonder if a method of constant supervision in the classroom could be employed to allow students to self-mediate without potential punishments that are a bit toned down.
  7. How artificial intelligence evaluates individuals based on criteria that is set by the government.  You are judged based on such things as who you interact with, what you buy, and what you post online.  All things affecting your “social score”.  I wonder, how long until the advertising algorithms follow suit with this type of technology (fortunately for China, capitalism is still somewhat frowned upon).
  8. Finally, in this piece they emphasize how the good of the community is more important than the good of the individual.  This, to me, makes sense to a certain degree for general population.  However, in the classroom, I prefer to offer more of an individual approach to teaching (each student is important in their own way).

 

 

 

https://mobile.abc.net.au/news/2018-09-18/china-social-credit-a-model-citizen-in-a-digital-dictatorship/10200278?pfmredir=sm

Drop the drag’n’drop

http://hybridpedagogy.org/digital-ghosts-modern-classroom/

Drop the drag’n’drop

The idea of the drag-and-drop type of assessments (full poster linked above) is still very prevalent in the classroom.  This is where students determine what the teacher wants, uses already existing technology platforms to “select from a list” of options for their design, and generally answers the teachers question in a right answer/wrong answer scenario.  The article contends that this type of assessment, although using new age technology, is still a form of non-authentic, standardized education.

As I completed this very assignment, I found myself doing the exact thing that this article describes.  Using pre-existing design technology to create something that isn’t creative at its heart.  However, in the early stages of this class, using the platform that I did (Canva), it was still a learning experience for me (not having a web page design  background)… Therefore, although the method I used wasn’t at the peak of creative allowances, I still feel as though I was able to “dabble” with something new that allowed me to (restrictively) create something that has a visual message.