So, this week was the final ICT session, and the time to present out assessment presentation! Nerve wracking stuff! We were grouped into threes, and I was paired up with Miss Lynch and Miss Cruz - both are great with ICT, and we gave our presentations to each other to be peer assessed.
I thought we all did really well, all of us producing attractive and fun presentations that children would be sure to enjoy! After we gave the presentation, we were given a short period of time to reflect on our presentations, as well as the ICT module in general.
Overall, I felt the presentation went really well! I had produced a colourful and attractive presentation (See below for one of the slides) and I felt I produced some really engaging activities such as the erase to reveal (below), magic magnifying glass and click and drag!
I felt I had included lots of opportunities for discussion, as well as providing for SEN and EAL children and providing a good justification for the use of ICT.
The one thing I felt I could have done better is further explain what exactly would have occurred in the lesson prior to this plenary exercise. I would have also liked to include some more fun activities such as 'magic tunnel' (talked about in the IWB blog) as that provides excellent assessment opportunities.
Overall, it went well. As has the ICT module in general. And with so many opportunities to engage with ICT within the classroom, I cannot wait to get into a classroom of my own and explore the amazing opportunities!
Have a great Christmas! That's all from me folks, stay safe!
This weeks ICT workshop was an extremely enjoyable session! Today we focused on the potential benefits that gaming can have on children's development. As the proud owner of virtually every computer gaming console under the sun, this is an area I took a particular interest too. To ease us into the concept of gaming, and to take us away from the programming we have been focusing on for the last few weeks, we began the session looking at the program Kodu Game Lab, an interesting piece of software that combines the two.
Kodu combines the world of programming and gaming by allowing children to create their own worlds and games within them. While this software may appear much more complicated that some of the previously mentioned programs, it works using the same procedural based operations mechanisms. For children who enjoy gaming outside of the classroom, this program provides a great opportunity for children to develop their programming abilities while developing games much like the ones they play on a day to day basis.
By allowing children to create their own, personalised worlds, they are much more likely engage with it and enjoy learning to program and is therefore an excellent program to consider when teaching the older children in the primary school.
Engaging the children is an important aspect when considering the application of gaming in the classroom! The majority of children would love to play a game as opposed to a traditional lesson, so opportunities to combine both learning and gaming should be jumped upon. Another program that children love to use is Dance to Advance! Dance to advance combines opportunities for learning with the popular dance mat technology!
In this program children are asked a series of questions where the answer corresponds to one of the positions on the dance mat. As you can see from the above example, the questions can cover any topic meaning this software can be used in any subject! Not only do the children improve their knowledge but also motor abilities and coordination as well as having a whale of a time doing so!
In the video below, we can see a teacher using the popular 'Myst' game series to really engage with the children in order to develop their literacy skills, in this case, their ability to create good metaphors! Literacy is a subject that boys in particular struggle to engage with and therefore the use of gaming to encourage good work is a great idea!
Online Simulation Games
Similar to modelling software, simulation games allow children to explore different outcomes by changing certain variables. Simulations are commonly used in many vocations and therefore simulation games are an excellent opportunity for children to get hands on experience early on in their life. Experience with simulation games improves children's ability to identify patterns and make predictions! There are many websites available with a whole range of free games such as KENT ICT and Learning4Good ! Go check them out!
Here are a couple of examples of some of the Simulation Games we played around with in our session:
The roller coaster simulator allows children to create their own roller coaster using their knowledge of physics. Great fun but sometimes a little frustrating!
The parachute simulator allows you to choose the size of the parachute depending on wind speed etc. to attempt to get a little man to land on a set platform! Once again, great fun and requires logical thinking from the start!
Other cool ICT ideas for the classroom! As well as the many games, we also took time to check out a couple of cool little programs that could spice up a lesson using ICT! The first was called Wordle , a cool little website that allows you to create word clouds or other nice displays from your own text that you can input yourself. Check out the one below to get some cool ideas for displays or even book covers! The next is called Voki, which allows you to create talking avatars that can be used to give instructions or ask questions! Not a bad idea if you want to set up a morning activity for the children but you're still rushing around sorting things out for the day! The children could simply come in a play the Voki to get there task! Sounds great right?
<--- Wordle Voki --->
And Finally...
M - Learning
Well we've already covered what E - Learning is (Check out the earlier blogs for more info!) but what does M - Learning stand for? Well M - learning is the next big thing. Standing for Mobile learning, the use of mobile technology such as iPods and iPads have become commonplace in some classrooms. In today's society children as young as 2 can find their way around a iPad, so its not surprising to find, with a range of incredible Apps at your finger tips, that M - Learning is quickly becoming a favorite way of engaging children within the classroom. More mobile than a laptop/computer, devices can be carried around with the children whilst they experiment and they often come with built in cameras meaning children can snap away whilst they work to record what they're doing! Awesome! We're all in for a bright future my friends! But for now, stay safe!
Buenos Dias amigos! This weeks session focused on the use of computer modelling and programming in the classroom. Computer modelling allows children to explore the questions such as 'what if?' and allows them to trial and plan things such as designs and experiments using computer software before before committing to anything in real life. Computer Modelling Computer modelling is a great skill for children to develop as in today's modern society, computer modelling is used in most professions. From architects planning buildings, the building of aircraft (and spacecrafts!) to the computer trialling of new medicines, computer modelling plays an important role in a modern society. For this reason, it is important for children can get a head start and that is why computer modelling skills can be developed as early the as foundation stage. There are many programs available that children can use from a very early age in order to improve their modelling skills. These include My Modelling Toolkit and 2simple, both of which contain many activities for children to design and create a variety of items/scenes. My Modelling Toolkit contains games that include designing a space monster, dressing a baby and creating your own bedroom. These games provide an endless opportuniy for cross curricular links as well as improving children's ICT skills. For example, think about a child who has just created this monster (<----). A child could go on to make a model of it in D.T, paint a picture of it in Art or even write a creative piece about it in Literacy. The possibilities are endless!
2simple is a similar idea. Found on the purplemash website, 2simple software includes programs such as 2design and 2simulate. These allow children to once again create a variety of items virtually before committing to creating the real life object. Such items include: Nets of cubes, houses or vehicles. Once again, the opportunities for cross
curricular links to mathematics or design technology are huge. This activities are also suitable for any ability group; from Key Stage 1, where chan can focus on
creating a simple objects to high ability Key Stage 2 children, who can experiment with
creating their own models and nets.
As well as 2simple and My Modelling Toolkit, there are hundred of other websites and a huge variety of software out there waiting to be used! I really recommend checking some websites such as the kent trust and Poisson Rouge as these contain a multitude of games and modelling programs that can provide great opportunities for children to not only master their ICT skills but to improve hollistically across other subject areas.
Computer Programming The second half of the session was devoted to looking at computer programming possibilities. While we have already looked at some programmable hardware such as the Beebots and Pippins mentioned in previous blogs. Programming software also offers a large range of benefits to children.
Once again, there is a range of software available that is suitable for all age ranges. 2simple once again provide a great starting point with the program 2go! This is a simple program that allows children to control simple objects using basic instructions
This kind of software gives a child a basic introduction to the concept of programming, especially allowing them to realise that most electrical equipment in modern society works using programming and we only push the button to start it! Microsoft Logo is another great program for children to begin designing more complex objects using detailed programming. Children can use simple commands such as "forward 10" to draw and create patterns. By helping to build upon the procedure technique developed using simple programming software and hardware, logo can really help build skills such as spatial awareness and logical thinking.
Scratch is a another great piece of softwarethat enables children to improve their programming abilities. Scratch allows children to create interactive story boards using avatars, movement and sounds. This is a great program as it can be used across all areas of the curriculum, especially literacy. Once complete the story boards can be shared online for others to watch which can really encourage the children to work hard on it! For more information on Scratch check out this cool video introduction:
Hope you enjoy using the extremely cool tool that is computer programming! It's really worth checking out but that's all for now folks! Stay safe!
In this weeks workshop we focused on some of the many ways ICT can be spread throughout the curriculum and provide excellent opportunities for children to develop their speaking and listening skills.
Through simple devices such as digital recorders, webcams and video cameras, children can extend opportunities for interaction thus developing their social and communicative abilities. With technology becoming increasingly available within the classroom, teachers can provide a great number of activities using these simple devices that will really benefit the children.
Speaking and Listening
ICT tools that revolve around speaking and listening have many uses in the classroom. Whether it be recording simple instructions onto portable MP3 devices or recording narrations for storyboards on 'Talk Time Cards' to assist EAL or SEN children, there are endless ways ICT can support speaking and listening in the classroom. Here are a few more ideas to consider:
Talking Photo Albums - Great for supporting speaking and listening, particularly in literacy. Can be used for photo sequencing, presentations or word recognition.
Talk Time Cards -Limited
recording time keeps pupils focused on the task and ensures they record what is
really needed. The
larger A4 cards are perfect for storyboarding and planning
Talking Tins - Great for recording instructions or sounds; can be attached to almost ant surface or even display boards. Can also be used in treasure hunts as can be hidden easily and contain clues to the next location.
Podcasting
Podcasting is another excellent way for children to improve their speaking and listening abilities. A podcast is like a radio show, however rather than being broadcast live it is a recording that can be uploaded onto a site to be streamed or downloaded. These can be done by anyone, discuss any subject and target any audience. Recordings made within schools are often uploaded onto sites such as Educate or Radio Anywhere.
So what are the benefits of Podcasting in the classroom? Well, children love to create things they can share and show off. They also love hearing their own voice. By combining these two facts, Podcasting is the perfect medium to really get children enthusiastic about learning. They will try harder knowing it can be heard by anyone and love the fact they can share it with their friends and family. Also, as previously mentioned, Podcasts can focuson any topic so can be used throughout the curriculum.
Children will benefit greatly from using Podcasts due to the level of thought needed to create them as they know they will be shared with such a wide audience. The department of Education recommend the use of podcast in the classroom and explain how "creating a podcast allows students to share learning
experiences. It provides them with a world-wide audience that makes
learning meaningful and assessment authentic. Teachers can use the
technology to provide additional and revision material to students to
download and review at a time that suits them. The flexibility that such
time-shifting offers makes podcasting a valuable educational tool." (DfEE, 2012)
They also provide simple instructions on how to create podcasts:
1. Recording. You will need a microphone and software such asAudacity (cross-platform) orGarageBand (Apple) to record your sound file. A number of sites on the Internet offer tutorials for using the software, such as this one on setting up and using Audacity by Jake Ludington and Apple's page on using GarageBand for podcasting.
2. Publishing. Once
you have created your audio file and saved it, usually in mp3 format you
need to upload it to a webserver. Many sites on the internet, including
Blogger offer free podcast hosting services. Make sure you read the Terms of Service.
3. Publicising. Having
created your podcast and uploaded it to make it available to potential
users you need to provide a way for users to access your files. This may
be as simple as providing a link from an existing webpage or more
complex, such as creating an rss feed document which will allow users to
subscribe to your podcast. Depending on the traffic your webpage
receives, and the intended audience for your podcast, you may also
choose to register your podcast. A comprehensive list ofPodcasts Suitable for Educators, Schools and Collegesis maintained by RECAP.
Digital Imaging Devices
Digital cameras, video cameras and webcams also provide children with excellent opportunities for learning. There are a large range of software, such as PhotoStory3 or Clicker 5 that can provide exciting methods of incorporating Digital images into the children's work. Again, this has many advantages, as it allows the children to work at a higher level of thinking when producing their work.
During the workshop we thought about some of the simple ways in which children can encorporate digital images into their work. After have a play around with some of the fantastic resources, a group of us quickly threw together a small story using PhotoStory3 and a simple digital camera. This was the result:
As you can see, this is just a simple yet effective way to get children engaged in creating stories and other pieces of work. We really enjoyed putting this together and I am sure the children would really enjoy it too!
Thats all from me this week folks! Stay safe and catch you soon!
This weeks ICT session focused on computer control and monitoring technology. Well what is that exactly I hear you ask? Well, having already thought about the ways in which we use technology to communicate over the internet and express our creativity, it is also important to remember that technology and computing play a huge role in everyday life away while you are not sitting in front of the computer. Computer Control
Computers control many objects (Such as traffic lights, burglar alarms and central heating) that may not immediately spring to mind when thinking about ICT, and computer control refers to the set of instructions programmed into a machine that cause them to operate in a predetermined manner.
So why do we use computers to control things? Well they never get tired, never lose concentration, can repeat the same process with extreme accuracy every time, carry out tasks with great speed and perhaps most importantly in today's economy computers are a lot cheaper than manual labor and will never ask for a pay rise (well not yet anyway!).
Computer Control in the Classroom
When considering the teaching of ICT, especially now children are being encouraged to create and even begin to learn basic programming, thinking about computer control is a great way to introduce these concepts. Perhaps the best way to introduce such ideas is by getting the children to think about basic programming by using programmable toys and robots such as The Roamer, Beebot and Pippin. The child can program these devices to carry out simple commands such as moving forward and simple angular turns.
Not only do they increase the child's programming ability but also can be used to develop cross curricular links to subjects such as maths, design technology and geography as well as developing transferable skills such as spatial awareness and systematical forward thinking.
Computer Monitoring
Computer monitoring involves the use of digital senses to observe/monitor information. In the classroom this can involve the use of hardware such as a digital microscope or a data logger that can read and record information such as light, sound and temperature levels. These are incredible useful tools as they allow ICT to be spread across such a wide range of curriculum areas, in this case particularly Science.
During our workshop we were given the opportunity to have a little play with each of these pieces of equipment and invited to think about some of the potential activities that each could be used for in a primary school. We were then asked to carry out a little reflective activity in order to think in a bit more detail about one of the pieces of equipment and answer a few questions to really get us thinking. I decided to think about the Beebot Robot as this is the one I spent the most time with in the workshop.
To really get me thinking I decided to search YouTube to give myself some possible ideas of potential activities to use with the Beebot. This is what i found..
In which areas of the curriculum could you use this activity? Consider cross-curricular links?
The Beebot can be used in a lot of curriculum areas, particular maths (when considering
angles of turns), Literacy (to spell out different words) and Geography (when considering
co-ordinates)
What is the purpose of the activity? (Is it to teach new ICT skills? To consolidate and
practice existing skills, or is the ICT simply a tool and the focus lies in the subject being
taught?)
The beebot develops childrens all round ability. It can be used to specifically teach
programming in ICT, but can also be really useful to be used as a tool for developing the
focus of other curriculum areas
What is the key vocabulary used in the activity?
Forward - Left - Right - Reverse - Pause - Clear - Go - Turn - Angles - 90degrees
How could you extend the activity for more able children and/or older year group? By placing obstacles/routes they have to take, it will increase the amount of thinking the children need to do in order to reach their goal. You could also limit the amount of moves it can take to reach the goal.
How would you differentiate the activity for less able and/or younger age group?
Less able children could be given simpler tasks and focus only on moving forward and simple 90 degree turns. The goal could be easier to get to, or if spelling, easier words to connect.
What opportunities are there to assess the children’s learning?
Depending on the activity taking place, the use of the Beebot could have many good assessment opportunities such as the assessing of spelling, counting, simple maths skills (such as use of angles and forward thinking), co-ordination and motor control skills and subject knowledge within areas such as geography.
What are the practicalities involved in organising and managing the activity in the classroom/computer suite?
Due to beebots small size and ease of use, there is very little to think about in terms of practicality.They can be used as a whole class, in small groups or even 1 to 1 and only require simple resources to be used effectively.
This is just some of the many possibilities and opportunities the use of such toys and robots can provide! Now i'm looking forward to exploring some of the other creative possibilities in next weeks workshop.
This weeks ICT workshop focused on the use of the Interactive Whiteboard in the classroom. With modern technology continually becoming easier to use and more reliable than ever, it is no wonder that more and more schools are placing this wonderful resource into each of their classrooms. Less than 20 years ago no one had even heard of an Interactive Whiteboard and the majority of classrooms still relied on the old fashioned blackboards and chalk.
Now, with access to videos, interactive games and the whole of the internet just a click away, there are endless opportunities for multi-sensory and engaging lessons. The video below shows just a glimpse into some of the exciting possibilities of using an IWB.
Benefits of IWBs
As you can see from the video, having an Interactive Whiteboard in the classroom means that teacherscan use their creativity to come up with extremely exciting and gripping new ways of delivering lessons. However, as I discovered in the workshop, this concept of 'Edutainment' is only one of the many benefits that the use of IWB in classrooms can provide. Other Benefits include:
Developing Children's ICT skills
Providing programs to help those with an SEN
Providing exciting opportunities for EAL children to engage with the lessons
Develops thinking/discussion skills
Develops literacy skills such as reading, writing and spelling
These are but a few of the many ways IWBs can really engage with those who may have struggled in a time before IWBs could provide such a multisensory experience. As the workshop went on I really began to think about the different ways in which children learn and how the IWBs easily allows teachers to include a variety of teaching methods (such as visual, auditory & kineasthetic) into a single activity and how useful this will be when planning high quality lessons.
Considerations
While there are many benefits to using an IWB in your classroom, there are also many factors that must be taken into consideration when thinking about the use of this amazing resource. It is definitely worth considering issues such as where the board is placed and how height the board should be. I have been in a number of classrooms where children have to climb dangerous contraptions just to be able to reach the board, causing a number of health and safety risks.Placement is important too. Too often there are classrooms where a number of tables have an obscured view of the board, limiting it's potential; or where light from the window causes glare and makes the board almost impossible to see. Finally, it is also important to consider that work on the IWB should have good sized font, and backgrounds that do not affect those with visual impairments such as dyslexia.
A Few Ideas
The second half of our workshop was spent focusing on some of the many ways in which the SMART notebook software could be used to deliver certain aspects of lessons. We were devided into groups and given a particular effect to work on. We were to play around with the features of smart notebook and present our tehnique back to the class.
Our groups was given an effect called 'The Magnifying Glass effect. This method involves the hiding of certain text (which would be useful if you wanted to hide answers to questions) which can then be revealed by the 'magic magnifying glass'. After playing around with the effect we thought of a few ways in which this might be useful during a lesson. We came up with the idea of using this effect to hide the names of certain minibeats. We then displayed a picture of the minibeast next to the hidden answered and asked the children if they could name any of them. If they thought they could they would give their answer and use the magic magnifying glass to see if they were correct. This would make an excellent 2 minute started activity for a early KS1 class.
Theother groups also presented some excellent ideas such as the 'Balloon Pop', 'Magic Tunnel' and 'Erase to Reveal' and many more effects, all of which would be extremely useful when preparing an interactive lesson. For more information about the many ways in which SMART notebook can be used for lessons check out this link! Or even check out this video!
In conclusion, there are thousands of ways the IWB can be used to enhance the learning experiences of our children. I am really looking forward to coming up with creative and original ideas to really capture the childrens interest.
If anyone wants to check out some theory and statistics about the use of the IWB then this bloghas some really good information on it!