Tag Archives: #Canva

Treasuring the Technologist

Technologist Icon from Ontario Extend

Good evening everyone and welcome to my second and final multi-media reflection for #UWINDIG2020. Technology has evolved tremendously over the past 20 years and we can only expect it to grow more and more. From parents to educators, even youth themselves, there is concern that technology may be negatively impacting our students, children, and youth altogether. Though, as educators, we must take it upon ourselves to do what we can to stay on top of how technology is growing and use it to our advantage. Forcing it out of our classrooms is not the way, we must embrace it as it is the 21st century!

After closely inspecting what the Technologist Module has to offer I began to pick apart the key points, summarize, and incorporate it into an infographic, using the one and only, Canva!

Full Canva – Part 1
Full Canva – Part 2

To begin, my infographic provides an overview identifying what the module will provide, touching on how we should be reflecting on our current digital literacies, then exploring how we can use these/new digital literacies to our benefit and our students, more specifically to address learning challenges in particular, then expanding our digital literacies by using the SECTIONS framework, as well as tech-based learning activities for a more “design-thinking approach.”

Overview

We then move onto the “Digital literacies for teaching” section which considers incorporating technology into our classrooms using multiple digital literacies. As well as touching on how these literacies “encompass the abilities to locate, use, summarize, evaluate, create, and communicate information while using digital technologies and web-based platforms.” As well as providing insight on how “to engage safely, responsibly and ethically in online communities and networks.” This section goes on to provide websites that define digital literacies in more than one light, so we can all reflect, explore, and expand our digital literacies. 

Digital Literacies for Teaching

Next, we are introduced to the  “Design-Thinking Approach” which outlines the 5 key elements, which I explain using the youtube video “What is Design-Thinking (2015)”.

What is Design Thinking (2015)
  1. Learn from People – talking with students, hear their motivations, habits, their likes, frustrations – research shows that active kids and the sedentary at their extremes are good at giving voice to the problems that those in the middle might feel but experience more difficulty identifying it.
  2. Find Patterns – identifying similar patterns in students learning habits can be beneficial to use to engage students in future learning.
  3. Design Principles – “facilitate social interaction at all times”, “boost rewards early to increase adherence”, “motivate family activity, not just kid activity”, “devote special attention to stay-at-home kids.”
  4. Make tangible – creating an accessible way to apply these design principles to specific ideas
  5. Iterate Relentlessly – create new ways to engage students and youth

“Design thinking is a powerful tool to reveal new ways in thinking and doing”

Design-Thinking Approach

Following the design thinking approach, we are introduced to the “Design-Thinking Process”. Which is identifying in 5 steps: Empathize, Define, Ideate, Prototype, Connect.

Design Thinking Process

The empathize section of the module identifies how to understand how to effectively design something that will be used by someone else, you must first put aside your own desires and focus on what the other needs. This can be accomplished by introducing the Extend Activity where you can facilitate an Empathy Map using four simple steps…

First, to gather information about your students, this can be done in many ways from evaluations to conversations! Secondly, communicate with your students to understand what they have trouble understanding and/or doing in your class/course. This can be achieved by asking students “what do you think, feel, say, do, see, and/or hear?” The third and final step of the empathy map activity is where you should reflect on the feedback you have gathered and create a physical copy of the map itself for an artifact. 

Step 1: Empathize

The empathy map activity can be used here to identify patterns in challenges your learners’ experience and common themes for ways to engage them to boost their learning experience as well as refining information they may have struggled with. The next step of the design thinking process (define) is to use the information we have gathered in order to put together and identify a plan for what you can do to support your learners and their specific learning challenge.

Step 2: Define

We then move onto the ideate step of the design thinking process where we take everything we have explored, gathered, and identified, and put it towards forming and building a plan where you can incorporate technology to address the learners challenge and how it can be broken down to be better understood.

Step 3: Ideate

The prototype step is where we take all of the steps from empathizing, defining, and ideating to come up with a final product. This step is important in applying everything we have learned and considered and putting it into effect. There are 3 important steps to developing an effective prototype…

The first being DESIGN, here we must “Dig into the Tool” where we consider how this tech tool can be effective and not effective and where we have room for improvement. The module mentions that it is important to keep in mind that not all tools are going to “solve the learner challenge entirely.” 

The second is to SHARE, this is where we take our prototype and share it with others, gather feedback on what did/didn’t work, what questions there may be, or things to consider for your prototype in regards to other learners.

The third is REFINE, this is an important step where you can take a step back to not only view your final product but view it through multiple perspectives thanks to your peers to build a more efficient and effective creation that best suits your learner(s) challenge.

Step 4: Prototype

Now as we come to a close, we mustn’t forget the importance of the curriculum! Isn’t that what we are all here for anyway? Take a step back and look at your tool overall and consider if and how it is relevant to the learning goals you wish to obtain and be sure it connects back to the curriculum. We should also consider all of the parts of our tools, how they fit together and flow in order to be efficient and effective. 

Step 5: Connect
Module Checklist

Overall, I feel that I enjoyed creating a Canva to educate myself and others on the Technologist Module, it was a creative and effective tool that I can see myself incorporating into lessons in my classroom in the future. As for my first multimedia reflection, I had created a sketch note which was fun, as I had the opportunity at expressing my creativity, though it was more time-consuming. Using Canva I had the opportunity to apply my creativity in a time-efficient manner which I can imagine would be more efficient in the classroom.

Resources:

Technologist: Overview

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Meet your classroom ghosts and tell them to leave!

Or learn to live with them cautiously.

A response to Digital Ghosts in the Modern Classroom by Ashley Hinck .

As a student teacher, I am just starting to create my teaching philosophy. As I read about multiple approaches to teaching and learning, I have conflicting feelings about what I want my teaching philosophy to be. Do I let my students decide what interests them and facilitate their learning or should I make sure that we cover everything in the curriculum with diligence? I went to high school when handouts and templates ruled all classrooms. So, I feel comfortable learning with templates, but I am not sure how valuable they are in the long run. Did they really help me retain much information? I would have to say, no.  In the long run, classrooms where we explored topics through class discussion or hands on exploratory learning are the classes that I remember most from school.  

Know Your Classroom Ghosts. Canva. 2019.

Who are our classroom ghosts ?

In the article “Digital Ghosts in the Modern Classroom” by Ashley Hinck the author talks about “The ghosts of worksheets, templates, and shortcut websites” and how their presence in the classroom defines our students’ learning, and our teaching philosophy. The author goes on to say that the drag and drop websites and platforms, such as CanvaWiX or GIPHY, are the new template and worksheets of digital media and are ultimately damaging students’ creativity. Her classroom experience reveals that students’ expectations are so tightly linked to these template platforms that they find learning a computer language completely unsatisfying. She explores the idea that learning through trial and error is not encouraged by these platforms as well as in our kindergarten to grade 12 education system. The author believes that students should be encouraged to explore more open-ended programming languages (CSS, HTML) or programs like photoshop so that they can see themselves as the creative authority of their own work. She suggests that students’ work must not always hit all the marks and a greater value should be placed in the idea of exploring, and the trial and error model of leaning. Having had some experience in the working world and particularly in product development, I agree with the author that learning through the trial and error process is important for surviving the real world. Coming out of school that was a hard concept for me to grasp and it was an idea that I had to accept and adopt, as formal schooling certainly did not introduce me to the trial and error model of learning. 

However, I also believe that not everyone needs to reinvent the wheel. If students in the digital media classrooms enjoy, have an interest in, learning more about these platforms, I think time should be made to explore them.  Templates created by designers on platforms such as Canva are useful, beautiful tools that can be used, explored and enjoyed by students.

Playing with Canva

 Creating the infographic for this article, and using Canva for the first time, I enjoyed working with the platform. Canva provides beautiful templates, but that doesn’t mean that one has to use them as they are. I think Canva templates could also be used as a creative starting point for students. They were definitely that for me. I enjoyed playing with the different features of this platform and creating the ghost characters in the infographic by layering different shapes. I also enjoyed that you could try the platform for free for the first month, so that someone just starting on the platform can explore all features for free.

Approach Ghosts with Caution!

Learning how to code and creating a website from scratch is a valuable skill. In addition, learning the coding language will serve students in the years to come but I think that template platforms are also valuable and can be used to benefit us as teachers to present information in a creative way. Students can use these platforms creatively present their ideas. However, students should be aware that their knowledge about these platforms can be obsolete in a few years because they are always changing. Furthermore, students’ ability to present information creatively will always depend on such platforms if they don’t put an effort to learn the basics of more open-ended tools such as photoshop or coding languages.  

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