Images

How to Become a Technologist

For this multimedia reflection, I chose to use Canva. I had previously used Canva once; however, I did not use a template. This time, I wanted to create an infographic using one of the templates provided. I wanted to use Canva another time because I have been using this program in my personal life for various reasons and I wanted to gain another chance to explore it even more. I really enjoy this application because it is user friendly and allows me to add my own creativity. I have trouble organizing ideas and my creativity to create an aesthetic product; therefore, I really appreciate all that is available on Canva. I can truly see myself using this program in my classroom and having my students use it as well! I feel like my students will love it and be able to show their creativity and knowledge.

The technologist module, click here to view–> https://extend.ecampusontario.ca/technologist-module-checklist/ that we explored a bit in class and then further on our own was interesting and I enjoyed how it broke down the core principal of Design-Thinking. It gave a step by step guide on how to understand and implement design-thinking; therefore, I thought an infographic on that principle would be a great way for others who are not familiar with the concept to grasp it as well. The 5 steps are presented for educators and how to integrate technology into your classroom if you are a new teacher or a teacher who seems to be sticking to the same course techniques over and over again. I think the first step of Empathizing is very important and stuck out to me. You must understand who your learners are before you can even begin to integrate technology. Integrating technology into your lessons for just the sake of doing so and to be “with the times” is not a useful mindset. During my last placement in a grade 7/8 class I had many ELL students and if I am integrating technology I have to make sure they are able to grasp the lesson as well.  There are all five of the steps:

  1. Empathize: Understand the needs of your learners so you can empathize with the challenges they face. Create a relationship so that you may better understand what they need from you.
  2. Define: Narrow and identify the challenges or problems. Knowing the challenge will help you develop a plan that will meet the needs of the students you have built a relationship with.
  3. Ideate: Form characteristics of how and what technology you will use to address the challenge. Create a mindmap by sketching it on paper or through some awesome programs online!
  4. Prototype: Try it! Test it! You might fail but you need to share it with an audience or yourself before it can be fully implemented. Play around and get to know the technology you want to use. You can always redefine and rework it if you haven’t met your expectations.
  5. Connect: Connect the use of this technology to the curriculum! These connections are important for your students to find meaning in your lessons.

Lastly, all of these steps are useful and it has made me feel less anxious about my own classroom in the future. Having an organized system is extremely helpful and following the design thinking process will help me and several others who want to integrate technology into the classroom!

 

How to integrate Design thinking in your classroom

Warning: This post is a little Sketchy…

I decided to take a step back from technology for this artifact and focus on something I would enjoy creating which is a piece of art. I choose to create a Sketchnote (hence the title) so I could represent the key points through drawings and doodles. I thoroughly enjoyed this, although sketches are usually quick and I choose to create my artifact using watercolour and pens, which was very tedious to get to the level of satisfactory, I wanted. I also chose this medium because it didn’t require my to stare at a screen for countless hours, which I found is all that we have been doing throughout our University career. Using this style of artifact gave me full control of the creativity and design of my outcome, down to the texture of the paper, and the colour of the people’s clothing. (I choose to give all characters orange shirts as orange represents enthusiasm, creativity, determination, encouragement, and stimulation.) A small detail like this can have a larger affect on the viewer if they understand the significance, and I believe these characteristics are all important aspects a learner should have/do.

Some downsides to this medium is that I was working with ink, something that cannot be easily undone or erased if a mistake if made (unlike when creating things using technology.) This came into effect when I realized I made the main focus on Digital Literacies and not Technologist Module. I needed to then create someway to shift the focus from one heading to another which I did with arrows and brighter colours. Another downside is that with technology you can usually edit and rearrange as you go, with drawing I had to create 4 rough copies, before I was satisfied enough to begin a good copy (and still made mistakes along the way.)

 

Now let’s dive into the article content!

The technologist module Design Thinking Process is intended to spark new ideas, and use feedback to improve said ideas. This specific module follows the course of empathize, define, ideate, prototype and connect.

Before designing anything, we must understand what the users need, and not cloud this with what we want. During my practicum, there were many activities or games that I WANTED to do, however, with tests and projects due, I knew the students needed more time to prepare. Putting student’s needs should always come before anyone’s “wants”. The article suggests creating empathy maps to understand what the users think, feel, do, say and hear, and their difficulties understanding course material. I think understanding our students and knowing how they view things or feel about certain material is crucial in the early lesson planning stages, as well as this design-thinking module, especially if there is a student who is sensitive to a specific topic or is easily triggered during specific tasks. This feedback will help in the next step of the module, which is to define their challenge.

Defining their challenges will help create a focal point in which we can use to build our solution. I have depicted various “good learner challenges” described in the article on my sketch note such as “provides focus and FRAMES the challenge”. Get it…. It’s in a picture frame….. ANYWAYS, in a classroom I’ve found that if I can pinpoint exactly where my student is struggling, say a certain step in a math problem always tricks them, then I can easily make a plan to help them. If I don’t understand what or where the challenge is, it is going to take longer to help them out. It’s easier to fix one step rather than starting all over from the beginning.

Once you have taken steps to understand your learner, and identified their challenge (whether it be a mental block or physical block) it’s time to form an idea. Generating mind maps, or using similar tools will help outline all ideas and tools that may benefit your learner. It will take time to sift through the tools and see which offer supports or features that will directly help a learners needs. I find this brainstorming step is usually the one that is most tedious, and stressful, however once I get my thoughts organized in a brainstorm, or mind map, things usually start flowing smoother.

 

 

Now that you have selected a technology, you may begin creating your tool or prototype. You must design a desired outcome, share ideas with others and consider their feedback. Using their opinions alter your design so that it will best suit your learner. I always found this process helpful in my own creative projects such as a piece of art. Often I would need another set of eyes to point out something I was blind too and work through it before I could really be satisfied with it. Even when it came to my practicum, I thought I would have an amazing idea for a lesson plan and would pitch it to my AT, they would give me truthful feedback such as “maybe try this aswell” or “ instead of this… try this”. It helps getting an experienced opinion on things we are unfamiliar, or unsatisfied with.

 

Connecting to the curriculum in our field is really the end goal (if we aren’t counting raising children to be wonderful humans). We are required to teach specific components, but have the freedom to put our own spin on them. So at the end of our planning stage or the lesson or design we have to ask ourselves, how does this fit into the curriculum, and what will the students take away from this? Are there clear learning goals they can follow, and steps to succeed?

 

 

 

-Paige Godin

Technology: New Face of Education

For my second multimedia reflection, it was based on the Jacobsen article, Teaching in a Participatory Digital World, and the Jenkins video, The Influence of Participatory Culture on Education, I focused on the true importance of why technology is important in education.

Not only does the classroom become a place where the use of social media becomes much safer when teachers are showing students how to use it in a positive way, but the classroom also becomes a space where teachers and students begin to share their knowledge, making a more valuable learning experience for everyone.

The digital world is changing mindsets in regards to schooling, teaching, learning, and assessing. Technology and inquiring (both students and teaching) creates a new door to powerful teaching and assessment. Schools must begin to give way and accept these more active, engaged, and collaborative learning and teaching relationship…which is all thanks to educational technologies.

The great thing about technology is most students nowadays have an always available and connected mobile device. It is time we teach our students in what ways they can use this in a positive manner. For example, having these available and connected mobile devices enables communication between people from all over the world to share experiences, ideas, reflections, and insight. Using social networking in both schools and workplaces, changes how everyone works, learns, and plays. We are creating a new approach to both school and workplace, as to how they are conceived, conducted, and completed.

During my practicum, I have noticed that technology has already begun to be implemented in current classes. Although when I was younger, there was little to no technology being used. Many teachers and students use a program called Edsby- this is a program where teachers can post information about course content for all the student’s parents to see. Furthermore, it has become a means to take attendance in all classes. Edsby seems like a great way for students to keep track of their student’s attendance, assignments, progress, and overall school content…especially for those parents who have children who don’t share what they have been doing in school. Creating this multimedia has really given me the opportunity to reflect on further benefits of the use of technology in classes. I never once would have thought that the use of technology gave way for students to create networks with other students from all over the world. It also never occurred to me that social media can be used in the classroom, which can be conducted in a safe and fun manner, with the assistance of the teacher. When I was in school, phones were banned. There were firewalls against social platforms such as Twitter, MSN, Instagram, etc. Although there are still firewalls against many of these social platforms in all of today’s schools, there will soon be a shift in how we use these platforms. Teachers will have the necessary tools to educate students on how to safely use these platforms in a positive manner- in turn, students will become in touch with others which will result in sharing knowledge, insight, ideas, etc.

There are certain steps we must follow to ensure that teachers can teach students how to make use of technology in a positive manner- we need to make the tools and practices readily available for teachers, we need support in this major shift in practice, and we need our mentors to be engaged and skilled. Teachers have a greater effect on students than the school itself, that’s why it is so important that we have proper leaders and mentors who model the students of the 21st-century using technology in their teaching practices.

 

Below is a sketchnote I had fun creating. I’ve also created a video which examines my sketchnote more closely. You can see it by clicking here.

-Kirsti Willson

#Uwindig

 

Get with the Times and Embrace Participatory Learning Possibilities!

Hello there,

Today I chose to do my multimedia reflection on the Jacobsen article/Jenkins video, which discussed the idea of incorporating participatory digital methods into the classroom. I personally found these sources quite useful because although we have discussed how to incorporate technology into classrooms, I sometimes failed to see the benefit of it or the extent to which it can be useful. Therefore, they were extremely helpful in providing me with some context on just how effective incorporating technology in the classroom can be. One thing that really stood out was that nearly everything that was claimed within it was backed up by facts, with the majority of them dealing with the idea of integrating these student based/technological methods into the classroom. Overall, it seems as if allowing students to fully utilize the technology they are given, collaborate with themselves and their teachers, and become heavily involved in projects online while interacting with learners/resources on the web can be extremely beneficial. There is a constant juxtaposition participant focused learning to that of the traditional recall and regurgitate method often employed within schools, which I believe was an important contrast to make in order to truly understand how kids effectively learn. Collaboration was heavily stressed throughout the article, which I believe is important to make the most out of the learning opportunities that present themselves within a classroom. Without this aspect of constantly learning and bouncing ideas off each other, things would definitely stagnate quickly within the realm of education. These resources are definitely something that all teachers should read/watch to get a better grasp of how to get more out of their students through technology and provide themselves with a variety of resources that can assist them in the process, including Galileo Network and Second Life. It is definitely something that I will personally attempt to explore more throughout my career to give my students the best learning experience possible.

I chose to do a mindmap because it is something I’ve never really done outside of some sketches in various classrooms throughout my learning career. I enjoyed using this platform (Coggle) for the most part, but I found that it was extremely difficult to get all the information that I wanted into the mindmap. There was a lot of stuff covered within the article, so fitting it within a series of branches was a bit challenging, but I found the process rewarding in the end. However, I do feel that branching the various topics covered within the article made it easier to collect my thoughts than if I had to simply summarize everything that the author talked about. I also added some visual aids to get across some main points that I wanted to stick with whoever happens to see it. Overall, I would recommend the platform for anyone looking to escape their comfort zone and try something new, especially considering the fact that it is not as time consuming as some of the other platforms. Without further ado, here is my mindmap! Enjoy, and feel free to give me any feedback to get those marks in.

 

Is Mitocondria the Powerhouse of the Cell-phone?

In the article How some Ontario teachers are attempting to limit student’s cellphone useauthor Nadine Yousif explores options that some teacher have taken to limit the distractions from cellphones in the classroom.  You can explore a summary of the article through my twitter thread (it has gifs)! 

 

One suggestion was to completely ban cellphones over all, however, I think this technique may be only be beneficial to certain teachers. When I was interning in a grade 9 art class before teacher’s college, cell phones were almost a necessity in class to access reference pictures that were needed for a drawing projects, or to research an artist.  Cell phones were also encouraged (during independant studio time) because as an artist listening to music is a useful tool that allows you to “get in the zone” and gets the creative thoughts flowing. Personally I’ve worked on a drawing for 6 hours plus, and time has flown by because I was distracted by music and it really helped me get things done. Of course when we were not doing studio work and I was teaching a lesson, often students were distracted by their devices. In this case, I do not think a complete cell phone ban would be appropriate, however stricter rules did need to be enforced for when cell phone use was unsuitable.

However, through my time in an elementary school, I’ve found the students aren’t as dependable of their devices as those highschool kids were, so actually locking up their devices would be unnecessary. If I did catch students with their phones out, simply saying “put it away” was usually enough to have the students comply.


This Yondre case may be a great solution for teachers though, as the teacher gets to control when the phones can be used. You can ensure phones are away during instructional time, and can unlock phones if they are needed for part of a lesson such as researching, or using calculators or maps apps. Allowing them to use their devices in class can be beneficial, and having it locked away in their desk would save them all from rummaging through their bags or going to their lockers to retrieve their devices when allowing them to use it. This Yondr case may work for these scenarios, but I don’t think it will necessarily ensure that the students are using the cellphones appropriately. I think this strategy would be most beneficial for schools that are not allowing any personal devices to be used during class at all.

It is a difficult dilema as cell phones can access so much information when used correctly, but how do you ensure all 20-30 students are indeed using them for educational purposes and not on social media apps instead of doing their work. I believe that if personal devices are allowed in class (when instructed to use them) there needs to be strict rules implemented prior to the lesson that gives the students clear guidelines how they will be used and the consequences if used inappropriately.

 

My ideas and thoughts have not really changed since reading the article, however the idea of a case or secure spot for students to drop their phones off did intrigue me. If you had something like a hanging shoe rack, like one teacher had, with labeled slots, all students could put their phones in there at the beginning of class. With it designed this way, you know the student is getting their phone only,  so there wouldn’t be a theft issue which has happened in our school before with phones being left in desks and lockers. All phones are easily accessible for when phones are permitted to use. I think completely banning phones tells the students that you don’t trust them, and I think if you build that trusting relationship with them first, you won’t need to ban all devices, because they are more likely to stay engaged with a class they enjoy and a teacher they have a relationship with.

 

-Paige Godin

Ghosts in the Classroom! I Thought You Ought to Know…

I have chosen to read and reflect on Ashley Hinck’s article entitled: Digital Ghosts in the Modern Classroom.

In short she sparks a discussion about template and short cut media making platforms available to students today such as, Canva and WIX, and how these platforms are ultimately hindering their creative learning process. You see when a student is limited by a rigid number of designs, styles and inputs they can only be as creative as the program allows them to be. There is very little in the way of trial and error as one can simply drag and drop from a menu. Slowly these programs are turning our students into robots that can follow a linear path of instructions to reach a common, and often predicted, outcome. This path convinces students that at the end of their media assignment there is a correct way to display their ideas and an incorrect way to do so, based on the teacher instructions and the limitations of the programs suggested to them. However, this is a false notion and will cause them great disadvantages as they move forward. These individuals will not be able to handle failure when faced with a creative challenge they must complete on their own, ads they have not developed the skills to start from scratch and learn through the mistakes.

To banish these “ghost” platforms Hinck makes many suggestions. First she states that, as educators it is our job to analyze the tech we are using inside of our classroom but also what is absent. Perhaps introducing more open-ended and free form programs such as, Raspberry Pi, Scratch, CSS and Python to entice students to build from the ground up something they can be proud of. These programs demand trial and error (especially error) in order to better ones ability to create. She also used LEGO as an example outside of classrooms, some sets have instructions that meet and end goal but the pieces can be put together in so many ways without instruction that the opportunity to create is nearly endless.

All in all, she is asking us to think about the skills and outlooks we want our students to have when they leave our classroom and look deeply into the tools we use to do so. Students are not jars that we just fill with correct answers hoping they will one day come out on top. We need to teach them how to see failure as growth and be proud of finding skills on their own.

I whole heartedly agree with what Hinck is saying in this article and it honestly made me realize that although I have some knowledge of these open ended systems I too am a product of ghosts. Especially for this project, I used Piktochart which is a drag and drop template website. I chose a template, wrote words and found images to match my thoughts. I did not know how to stretch the medium more to what I envisioned so I went with what it already provided. I am pleased with the outcome however saddened by my compliance to it and lack of questioning what I could have done differently.

 

Please see my Infographic below:

 

Did somebody say ghosts?!?!

I decided to read the Hybrid pedagogy article, “Digital Ghosts in the Modern Classroom” by Ashley Hinck. The article summarizes how most programs we use have a template where we are accustomed and “trained” in a sense, to drag and drop files and follow a guideline of linear steps. The steps will usually lead to a single correct answer. These programs do not enhance student’s ability to think but instead to follow and become ghosts. Students become like an assembly line. They are all working like assembly workers to get a million different copies of the same exact product. This leads to a lack of creativity that many students face. We become like robots, where we are programmed to know a certain level of ideas but cannot work beyond our capacities, due to the template programs that surround us. We forget how to use our most powerful tool in the body, the brain. Hinck suggests that we should move on to more open-ended platforms that give students the freedom to make their own choices and just use their creativity to think outside of the box. However, this leads to a lot of frustration in students as trial and error may seem like they have failed. We need to teach students that failure is normal, and it takes time. There is more than 1 right answer and we need to learn how to troubleshoot when we run into a problem and not just give up. These platforms give students the freedom to become the creators and makers they were meant to be.

I decided to use a sketchnote for this reflection as I was able to think about how I wanted to display my ideas. Starting off with a blank sheet of paper, I was able to go through a few rough drafts and brainstorm the final picture in my head. This platform gave me the freedom to change things up and choose my own fonts, colours, pictures that certain programs may not allow you to do. Being able to choose what platform I wanted was great as it helps reinforce the fact that students do not all have to choose the same platform to display their ideas.

I love the idea of bringing sketchnotes into a classroom. There is no template or guideline that is necessary to follow. Every students work will be different from one another. I know for myself, starting off with nothing was a bit scary. There was no guideline to fall back onto, or that “I think I am doing this right?” mindset. It took some time to start, but once I started the process of making it was enjoyable. It would be a great thing for teachers to use, to see the creativity that each student has, whereas for the students, it will help them think outside of the box. It isn’t like a typical science or math lesson, where they all have to have the same correct answer. They can all come up with different things and will get the same marks as long as the criteria has been met.

Tagged

Is Good Pedagogy Really As Simple As X+Y ??

I selected the Hybrid podcast “Questioning Learning” by Chris Friend and Amy Collier to analyze and reflect upon. I used a platform that was challenging yet utilizing my artistic abilities and love for visual arts, a sketchnote. This sketchnote explores the true significance of “not-yetness”. This has been a great learning curve for me, as my perspective on standardized pedagogies has changed completely. Below you will find a picture of my sketchnote, but you can click here for a video that is better quality and easier to read! 

In this podcast, Amy touched on this notion of “not-yetness” and the need to ask questions about what we’re doing opposed to what are the best practices, as well as how to be more student-orientated. Through this sketchnote, I decided to show the importance of students to inquire about things, to take a risk and to deviate from the traditional school culture. Amy talked about a movement that envelops the shift from teaching to learning and how we want to be more learner-centred and based on student life- this is called the “learnification movement”.  This learnification movement has allowed us to make assumptions of different inequities, hiding questions like “what is education”, “for whom”, and “why do people go through it”. We don’t ask ourselves these questions because we are so consumed with only focusing on the learning aspect. Amongst all other things, this podcast also made me reflect on the meaning of the word “understand”. Can someone truly completely ever “understand” something? I came to the realization that we should not be using this word in a learning outcome because the depths of “understanding” is an ongoing process that takes time. Amy also touched on the concept of learning outcomes and its role in regards to students. I started thinking to myself…why are we as teachers not asking ourselves “what would make me shocked and admire my students, or maybe wonder at their work”. I believe that should be where teachers start when it comes to learning outcomes. This is a piece of mind that I am forever going to take with me going into schools. It is needless to say that all learning outcomes are different with every individual student, and they should not mean that every student will be taking the same route and ending with the same route. I’ve realized the more we are willing to embrace this risk that comes along with education, the more joy and meaning there will be. Amy said, “Risk is all around us and we have to be ready to not survive but thrive”. Students should feel that discomfort of not knowing and of everything not being best practice. 

I think Critical pedagogy is about asking students and teachers what makes them excited about learning, and we should take that and try to explore it, in order to create a more joyful and meaningful learning experience. There is so much more to education than just learning. When people come together, you would not believe what can be created. All of these aspects ties back to to the concept of not-yetness. It involves not satisfying every condition, not fully understanding something, not check-listing everything, not tidying everything, not trying to solve every problem…but creating space for emergence to take us to new and unpredictable places, to help us better understand the problems we are trying to solve.