ict in practice issue 4
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ÂTRANSCRIPT
P4 / MINECRAFTThe Curricular Connections of Minecraft
P8 / MATH EVOLVETeachers as the creators of the technology
P19 / LEGOLego WeDo: Computing in Bricks
P16 / TEACHERSThe changing role of the teacher in a Technology enhanced learning environment
ISSUE 4
ICT in Practice
www.ictinpractice.com
Transforming education through sharing knowledge and practiceCreated by educators from around the world
SUMMER EDITION JULY 2013
Learning through Collaboration
ISSN 2053-5104
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In this issueWelcome to the Summer 2013 issue of ICT in Practice. Another very busy academic year has almost come to an end. In my words, another year of the learning marathon completed. How amazing to look back and see not just how much you have learned but also how many new people you have conencted with via online communities. I don’t know if anybody else does, but I always analyse my year in-terms of what has been achieved and which targets need to be re-arranged or new ones need to be set. I set myself a target at the beginning of the year to encourage more people to share their knowledge and
experience of using technology in teaching and learning. I can’t say that I have the whole world involved, but more people are contrubuting than ever before. What makes us want to share is a different story. Maybe some of us are very enthusiastic about something we have tried out, or maybe some of us are very creative and we can’t wait to tell the world about our product/design. The reason is not what I focus on, but the action itself. When you share, the idea is no longer in one’s mind anymore; it becomes alive in a sentence or design. There are so many platforms, so many opportunities for teachers to
share their experiences both online and also in person in events such as Teachmeet. In this issue we are sharing a wide range of articles; From the use of iPads in the classroom to the educational value of forums. There are many interesting insights. I hope you will find them useful and spread the word around. ‘Sharing’ is the new ‘Learning in Action’. The more you share the more you learn!
Yasemin [email protected]
Contents‘The Curricular Connections of Minecraft’by Timothy G. Weihpage 4-7
‘Maths Evolve’by Adam Coccaripage 8-12
‘Using IPads to Support SEN’by Lucy Fisherpage 13-15
‘The changing role of the teacher in a Technology enhanced learning environment’by Yasemin Allsoppage 16-18
‘Lego WeDo: Computing in Bricks’by Vicky Moorepage 19-20
‘A forum for Discussion?’ by Chris Carterpage 21-27
‘Making Maths APPier!’by Des Hegartypage 28-33
‘Learning collaboratively through the Global Partners Junior Project’by Yasemin Allsoppage 34-36
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The Curricular Connections of MinecraftBy Timothy G. WeihAssociate professor of education at the University of Northern Iowa
What is the Problem?The problem is that home literacy is
changing faster than school-based literacy.
There is a widening gap between the literacy
that children are experiencing at school and
what they are engaging with at home. For
example, my ten-year-old son Connor was
reading the novel Cabin on Trouble Creek
(Van Leeuwen, 2008) at school and doing
homework assignments related to this novel,
but as soon as he was done, he was either on
a smartphone, IPod, or IPad engaged in
digital literacies using digital technologies.
Not too long ago, school-based literacies
and home-based literacies were more
similar. Students were reading books in print
at school and at home with the difference
being mostly the selection of reading
material. With the ever growing availability
of new literacies for children, books in print
are quickly becoming boring and obsolete.
Our family has book shelves at home filled
with a huge array of print literature
representing various genres and topics that
Connor is able to read, including many
graphic novels and comic books, but they
are beginning to gather dust. He loves to
read, but print books no longer hold his
interest; they can’t compete with the trans-
literature available through multimedia
interactions that involve all of his senses.
What is Minecraft?
Minecraft is a video game originally created
by Swedish programmer and designer
Markus “Notch” Persson and fully published
in 2011. The game illustrates a virtual world
or an online community that takes the form
of a computer-based simulated environment.
Players create and take the form of avatars
which are visible, that can interact with each
other and use and create objects.
Communication between players include
text, graphical icons, visual gestures, and
sounds. Some communication may also
include using touch, voice command, and
balance senses, depending on the version
and technology being used by the players.
Because of the interplay of senses being
provided, players experience the sensations
of telepresence or the feeling of actually
being present within the imaginary, fantasy
world.
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The creation of the world. Minecraft is a three dimensional,
procedurally generated audiovisual world
meaning that the computer graphics and
sound, including speech and music, are
automatically created by the computer
program with seemingly infinite variation.
In the beginning, players are given a seed
or a number that is used to initialize the
creation of the world. Multimedia
including the combination of text, audio,
animation, video, and interactivity come
into play to fully enhance the fantasy
experience for the players.
The Appeal and Benefits
The information content of Minecraft is
relative to the literature genre of high
fantasy in which a highly complex
imaginary world is created by the author.
Even though this world could not exist in
reality, it is so effectively developed that
the world seems real and believable to the
reader, but in the format of a trans-
literature game, the reader is known as the
player. The genre of high fantasy appeals
to both boys and girls, and Minecraft is
also played by both. Just as in high quality
fantasy, players are able to transcend
everyday experiences. Minecraft engages
the players in battles, danger, fearful
creatures, weapons, and real things and
places that they can learn more about and
talk about with friends. These discussions
can take place through social media
technologies such as weblogs, social
blogs, podcasts, and wikis, to name a few.
Through engagement with Minecraft,
students can learn technological skills.
Minecraft can be played on desktop
computers, IPods, IPads, laptops, and
smartphones, and is filled with an ever
changing array of items through updates
that students can read about and look
forward to. Students enjoy competition
and challenges. Minecraft has various
means for players to achieve or complete
certain tasks, but there is no end-game
involved, so players have infinite choices
and experiences. Minecraft encourages
exploration and invention on the part of
the player, something students appreciate,
therefore, the challenges are not required
in order to participate in the game, but
rather are present in case players want to
try them.
Instructional Applications
of Minecraft
The instructional applications of
Minecraft range through all subject areas
studied in the classroom and include the
following topics and themes: farming
(animals and crops), natural resources,
adventure, survival, hunting, exploration,
mining, smelting, crafting, building, and
trading or bartering. Below, I have
explained curricular relationships of the
game to the main subject areas typically
taught in the classroom.
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Reading and Writing. Players learn about
each of the content elements and how to
participate in Minecraft through reading
written text within the game itself, however;
reading about how to engage in Minecraft
does not stop there. Players can also
participate and learn through collaborative
trans-literacy projects available within
Wikipedia, blogs, micro-blogs, and wiki
pages. Players can read and write through
content communities such as YouTube and
DailyMotion, and social networking sites
such as Facebook. Students can engage in
the participatory culture of creating and
publishing their own multimedia projects
based upon their responses to Minecraft.
Science. The world of Minecraft lends itself
to the study of the Earth sciences. The
Minecraft world is divided into biomes or
the world’s major habitats that range from
deserts, grasslands, rainforests, and tundra.
The biomes contain land features such as
mountains, caves, plains, valleys, and
various bodies of water. Players can lean
about each of these biomes through
exploration and interacting with the natural
materials located in each biome.
Students can learn about the concepts of
physics. Players in Minecraft are able to
virtually move matter through time and
space with energy and force. Complex
systems can be constructed by the players
using primitive mechanical devices, but
students can also learn more complicated
electrical systems using switches, circuits,
and magnetism.
Social Studies. Players in the world of
Minecraft learn about the primitive tools and
resources that were used by people for
survival. Students learn to craft their own
tools consisting of such things as axes,
shovels, and pickaxes from natural resources
that they gather from the different biomes.
They use the tools that they craft to chop
down trees, dig soil, build shelters, and mine
and smelter ores and learn that tools made
out of stronger resources, such as iron and
stone, will perform their tasks more
effectively. Although the overall setting of
the world of Minecraft draws from the
Medieval period of history in Europe, it
also, through fantasy, integrates concepts
and elements from today’s world and
popular culture.
Throughout the course of the game, players
encounter various non-player characters
known as mobs (short for mobile character),
including animals, villagers, and hostile
creatures. During the daytime, non-hostile
animals such as cows, pigs, sheep, and
chickens are generated or spawned, and
players can craft tools such as swords, bows
and arrows, and axes from wood, stone,
iron, gold and diamonds for hunting the
animals for food and clothing. Players also
have the ability to craft swords and shields
from resources that they gather from the
biomes that they can use for protection and
defense against hostile creatures.
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During the nighttime and in dark areas,
hostile creatures spawn; including large
spiders, skeletons, zombies, and unique to
Minecraft, an exploding creature called a
Creeper, and a creature called an Enderman
that has the ability to teleport, or disappear
and reappear in a different location. Players
can protect themselves from the hostile
creatures by building shelters made from
gathering resources in the environments
such as dirt and wood, and mining and
smeltering cobble stones.
Math and Engineering. Players in
Minecraft learn about maths and engineering
concepts through building constructions out
of textured three dimensional cubes. This
activity is related to the use of computer-
aided geometric design (CAGD), in which
shapes are designed and used for creating
objects and space. Students are able to
visualize their building ideas and realize
their functionality through their own virtual
designs.
Bringing Minecraft to Your
Classroom
Minecraft can be integrated into your
curriculum. MinecraftEDu
http://minecraftedu.com/
is an educational organization that was
formed in 2011 with the goal of introducing
Minecraft into schools. The group works
with the publisher to make the video game
affordable and accessible to schools. In
September 2012, the organization reported
that approximately 250,000 students around
the world have access to Minecraft through
the organization. Besides offering
educational discounts, they offer customised
versions of the game, simplified multiplayer
software, tools for teachers to use for
integrating their own content, a free library
of activities that teachers can use to teach
various subject areas, and they offer on-site
workshops and inservice training.
Conclusion
We can prepare our students for being
competent in today’s rapidly changing
global mainstream by incorporating new
literacies into our curriculum and
instruction. It’s important that schools keep
pace with how technology is being used in
the world for getting things done. It may be
difficult to set aside novels that are
sentimental to us, and replace them with
trans-literature, but if we don’t, we run the
risk of increasing the divide between the
literacies taught in school and the literacies
that students engage with at home, and
thereby causing students to become even
more disenchanted with their education.
References
Leeuwen, J. V. (2008). Cabin on Trouble
Creek. London, UK: Puffin.
Persson, M. (2011). Minecraft [Video
game]. Stockholm, Sweden: Mojang.
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The ConceptThe origins of Math Evolve began long ago,
when I was a child growing up in the 80's
and 90's, enchanted by the thrill and
creativity of playing video games. However,
like most inventions, the idea to create a
maths game came from practical challenges
in my daily life. I started teaching 4th grade
in a small independent school with no formal
training or education degree. I knew that I
loved working with kids and helping people
learn, so I thought it would be a great place
to start. The school quickly saw my interest
and ability to teach maths concepts, so I was
put in charge of the maths classes and
curriculum for 4th grade. As you probably
remember, in 3rd and 4th grade you are
forced to memorize your multiplication facts
(times tables), usually through a mixture of
flash cards, verbal recitation, and speed
drills. Some children take to this naturally
and learn them quickly, but for others it is
painful. Unlike some subjects, knowing the
multiplication facts is absolutely because
they are the foundation of all maths that
comes afterwards (fractions, percentages,
ratios, ect). So, it became my task to get my
students to reach automaticity with the facts
through any means necessary. I would use
every tool in my arsenal: flash cards, visual
aids, physical toys, and long speeches to
teach them about how important it was.
Teachers as the creators of the technologyThe time where teachers just modelled or facilitated learning using new technologies has long passed. Recently, their interest in new technologies started to shift from ‘user’ profile to ‘creator’. Today, there are fantastic apps and softwares designed directly by teachers. The story behind each creators interest in making an app or software is going to vary. I tried out Math Evolve for iPads and I had to say I was very impressed not only with the design features of the app, but also with its content. Looking at how the progression of mathematical concepts were created. I wondered if the designer had talked to a maths teacher. I was neither right nor wrong as the designer was a teacher. So this is the story behind the creation of MATH EVOLVE by ADAM COCCARI, Founder of InterAction Education and an Elementary school teacher.
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I would have them play games, jump around
the room like a madman, and even have
them do relay races involving multiplication,
all with the hopes of getting them excited
about maths.
It was a tough battle, because at the core of
it, memorizing these facts is really boring for
most kids. The flash cards and quizzes can
feel like torture, and it becomes even harder
when they get home. They need to practice
in the evenings, but the kids loathe it and the
parents don't want to get in fights every night
about it. It becomes a source of tension for a
lot of parents, and most would rather give up
and enjoy the time with their kids than get in
a fight every night about flash cards.
It was in this context that I realized that both
teachers and parents needed better ways to
make maths. We used a computer lab for an
hour a week, and I started using a lot of free
educational games on the Internet to
reinforce the maths facts. I grew up loving
video games as a kid, so I knew first hand
how engrossing and rewarding games could
be. The kids loved the games because they
provided a fun change of pace, instant
feedback, and competition amongst each
other. I saw the power of educational games
and the potential they held, but most of the
games that were available were very basic
and cheaply made, so the kids would tire of
them quickly and never choose to play them
in their own time.
It was around this time that the iPad was first
released, and I bought the first version. I
brought it over to a student's house for a
tutoring session, because I knew this
particular student was obsessed with video
games but had a deep aversion to maths. I
found a few maths games for him to play,
and I watched as his fear and anger toward
maths practice melted away as he tried to
defeat some robot dogs in an app called
Maths Ninja. I saw how well the touch
screen worked as a device for educational
content, and his anxiety about maths was
alleviated when presented in a game context.
Although I found a few good apps for my
students to play, I was surprised by the
general lack of truly fun and high-quality
educational games available for the iPad and
iPhone (this was 2010). Most apps merely
presented the facts in flash card format,
requiring you to simply type in or touch the
correct answer. These apps usually had the
maths separate from the game, thus the game
became a thinly-veiled way to get children to
practice maths facts in the traditional format.
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After surveying the app market, I knew that I
could do better. With my understanding of
video games and the wacky tastes of 4th
graders, I felt confident that I could create a
game that would be fun and entertaining for
anyone, regardless of the fact that it was
'educational'. My goal was to create a maths
game that would be so fun that children
would choose to play it on their own, thus
turning maths practice into something that
students would want to engage in happily
instead of being a battle.
The CreationAfter deciding that I would invest my life
savings into creating a maths game, I started
coming up with game concepts that could
match my vision. I would draw designs on
paper, and thought of many different styles
of games that could be integrated with
maths. A friend of mine suggested a game
in which you flew through the sky in three
dimensions, hitting numbers to solve
equations. I really liked the idea, but I had
been enjoying a few top-down shooter games
on the iPad and decided to make it a 2-d
reminiscent of old games I grew up loving.
I began designing the game through a
mixture of mock-ups, written specifications,
crudely made demos. I knew that i wanted it
to play and feel like a classic video game,
with multiple levels, weapon upgrades,
bosses, and an engaging narrative. At the
same time, I wanted the app to function
effectively in a classroom setting and
provide valuable feedback for teachers. From
the beginning I knew that I wanted to
support multiple student profiles and include
a Practice Mode that was highly
customizable and tracked student
performance. Once I had a good idea of what
I wanted, I started looking for people to help
me bring it to life.
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It was around this time I had the incredible
fortune of partnering with the person that
would give Math Evolve its visual style and
personality. Clinton Bopp, the art teacher at
my school, was an incredible painter and
illustrator pursuing a separate career as an
artist. I mentioned my project to him one day,
and he instantly offered to help, no questions
asked. We started by brainstorming the theme
and setting for the game; should it be set
underwater? In Outer space? In the jungle?
Our creative sessions were loose and
freewheeling, and would always involve us
drawing ideas and throwing concepts on the
wall.
In the end, we ended up with a variety of
different themes but couldn't decide which one
we liked the best. This is why we decided to
use just a few of them, and have the main
character 'evolve' through the different
environments. When I mentioned the concept
to my students, they responded positively and
excitedly started adding their twist on it. My
students became an amazing source of
inspiration and a critical part of the creative
process. We would bring in the new drawings
and ask for their input, and they would come
up to me at recess and tell me about ideas they
had for the game.
One of my students came to me in class one
one day said, "You should have one of those
crazy fishes with the lightbulb on their head,
but have it shoot lasers!"
"Genius," I replied, and that became the
boss for level 8. It was very satisfying having
the students at school involved, because they
loved seeing some of their ideas come to life
and it kept us true to the zany and original
style that appeals to kids. We originally had an
orca whale as a main character, but we
discovered that the girls much preferred a
dolphin. They helped us select and shape our
designs until we had a final set of enemies and
characters that would be included in Math
Evolve.
Finding the right team to create the app was
difficult, but I settled on a video game studio
in Colombia and partnered with a publisher in
New York called Zephyr Games. I wanted a
company that was experienced with creating
games, not just apps, because if Math Evolve
was going to stand out among the thousands of
other maths apps on the store, I knew that it
was going to have to be a truly premium
experience that was as good as the apps kids
played on their own for fun. I managed the
development process on the side, often coming
home from work and staying up late at night to
test the latest version and send feedback to
Colombia.
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As the app developed, I would bring it in to
school and have my students and friends test it
and provide feedback. As in all projects like
this, we made lots of changes along the way in
response to input from our testers. The most
important insight was that some kids were very
good at video games but struggled with the
maths, whilst others were very good at the
maths elements but had no experience playing
a game like Math Evolve. This caused me to
separate the game difficulty and the maths
difficulty options, which is the feature that
makes Math Evolve suitable for a very wide
range of skills and abilities.
Math Evolve
In The WildNow that Math Evolve has been out for 18
months, I couldn't be happier with the response
it has received from both parents, teachers, and
students around the world. It has received
many wonderful reviews and rewards, and is
now available on every platform. I have had
many parents write to me and leave reviews
saying that Math Evolve is their child's
favorite app, or that it is the only way they can
get their child to practice maths. This let me
know that we were successful in realizing my
initial goals, and that Math Evolve has given
parents a fun way to improve and reinforce
maths facts at home without a battle.
We have also seen lots of educational sales
from schools and districts around the world. I
think the best way to use Math Evolve in a
classroom setting is as a change-of-pace
activity to reinforce the facts that students are
learning through other methods, or as a station
through which groups of students rotate. Other
teachers use it as a reward (which I love), for
successful ly complet ing other maths
assignments. I don't know exactly where and
how it is being used everywhere, but It's great
to occasionally see things about Math Evolve
being used in education. Just last week the
New York Times published an article about the
use of iPads in Dutch schools, and opened the
piece by saying that Math Evolve has been
incorporated into the curriculum of the
Netherlands. A teacher sent me a video once
on twitter of her entire classroom in England
playing Math Evolve together, and all the kids
were cheering and celebrating as they
destroyed the enemies. These moments make
me feel like we have truly succeeded and also
incredibly proud, knowing that an idea that
started as a dream and sketches on paper has
touched thousands of students across the
world.
Please visit http://mathevolve.com/
for more information.
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Just before Christmas 2012, I was presented with an iPad. I was told to take it home over the holidays and practice using it because next term I would be using it to support some of the children in my class. At first I was extremely excited and it resulted in me going out the very next day and purchasing a little Christmas present to myself...... the iPhone 5. That evening whilst attempting to set up and get to grips with my new phone it dawned upon me that my ICT skills left much to be desired.
This led me to reflect upon my own experiences with technology. My parents always wanted me to be technology lingual. I remember when my father brought home our very first computer a Commodore Amiga 500. I spent hours playing 'Back to the Future'
and 'Bubble Bobble'. Over a number of Christmas's my sister's and I received Game Boys, a Sega Mega Drive and a Nintendo 64 and I remember playing 'Super Mario'. I have
bought myself a laptop, a Wii (which only comes out at Christmas, New Year and whenever the family get together), a Play Station and a baby pink DS Lite. My thoughts then spread to the mobile phones that I had used and the development from personal tape player to personal CD player and most recently the iPod that was my daily companion whilst
travelling around the world for seven months. I know you must be thinking, why is she telling us about her life experiences when what I want to know is about how I
could use iPads within the classroom, but I shall reach my point shortly. For me each piece of technology was a fad, something I wanted because it was what everyone wanted, the latest craze. My knowledge of how they all worked was very limited and often my use of these products was
for a very limited time. I lost interest very quickly whereas my sisters persevered. I had to ask myself why this had become a repetitive pattern in my life. The answers were because I often became confused, I didn't give myself time to experiment with new things and I was a little bit scared of breaking it by pressing the wrong button.
Using IPads to Support SEN by Lucy Fisher
Wilbury Primary School, London, UK
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The iPad that was sat in my handbag suddenly became quite a daunting piece of equipment, something that I had been given that I would have to learn how to use effectively and most importantly become confident with. It dawned upon me that receiving this iPad would change my whole way of thinking about technology, both within my professional and personal life.
However, here I am over six months later typing this very article on that ever so worrisome iPad that has changed the way I teach, plan and assess. Initially I was given the iPad to support SEN children within my class and I have focused upon this area within this article.
Initially I looked for books that were child friendly and would encourage children to read on a regular basis. We now have a number of books available for children where they can have the story read to them, or read with the iPad, they are also able to record their own voices reading the story. These books allow the children to read independently but still have support when they feel they need it.
For one child an IEP Target related to her use of vocabulary and ability to discuss objects and pictures. I downloaded an app called 'WIld Friends' created by Fotopedia which allows you access to thousands of beautiful pictures of animals. It has lead to many interesting discussions about the pictures she does and does not like and importantly she is encouraged
to express her opinions about them. Also, she is now able to explain and identify what is similar and different about the animals. The 'Toca Monsters' app helps to encourage discussions about food and helps you to address issues with food that children may have; for example why people like or dislike certain types of food, how to cook food and why it is important to eat our lunches etc. This was particularly supportive tool when covering the Science topic 'Healthy Eating' and next year I will be using it to support EAL learners within the class to introduce key vocabulary for the unit.
To support children with weak writing skills I have recently used the 'Toontastic' app. This is an app that allows you to create a cartoon following a very simple set of instructions which are both written and spoken. The children have a choice of characters and settings which I then encouraged them to plan and create a story about. To create their story the children then manipulated the characters around the screen and recorded their voices for each character. This app was particularly supportive for children who are EAL as it took away the 'writing' aspect of story writing and allowed them be creative orally, which lead to spontaneous creativity. What I found using this app is that even though I had used and practiced using this app prior to the lesson, the children's inhibitions and willingness to experiment meant that they soon exceeded my knowledge.
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There are a number of games that support and
help develop key skills for learners. I have
used simple matching games such as 'Touch
then Match’ and simple puzzles that are aimed
at young children and were ideal for particular
children within my class. I have also found
that playing games and just using the iPads
regularly has helped to develop the children's
fine motor skills. Having to manoeuvre and
manipulate images on the screen has resulted
in better pencil grip and neater handwriting.
Having had regular sessions with iPads I have
also noticed a boost in confidence for many of
my children. A dyslexic child in my class
found it very difficult to begin any task
independently and needed reassurance
throughout every lesson. When they were first
introduced to the iPads he reacted in the same
way. However, a few weeks later he was
happy to try any new activity on the iPad
independently and now feels confident to
experiment and find out solutions for himself.
Last week he taught me how to use
'Minecraft' a complex building game, and was
extremely supportive when I became
confused and needed help. This has had a
positive effect upon him in other lessons too
where he now enjoys the challenge of
working independently.
The iPad has also become a key assessment
tool within my classroom and practice.
In any lesson I can quickly take pictures of
what the children are doing or have achieved.
I am able to record group and class
discussions quickly and can reflect upon them
when evaluating my lessons. Particularly
within PE and Music sessions you can record
the children and have them immediately
evaluate their own work and identify their
own next steps to make an impact upon their
progression. Stories, cartoons, films etc that
the children create can be downloaded and
watched by all, giving them a greater purpose
for the work that they are generating. The
TA's and other adults who support during
lessons are also able to use this technology,
which ensures I can assess my class’s
progress more thoroughly.
“My class thoroughly enjoys
using the iPads and I love being
confident enough to give them these
opportunities. I am now looking at
how we can use the iPads effectively
throughout the curriculum and
support other teacher's in my year
group because I honestly feel that if I
can do it anyone can.”
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The changing role of the teacher in a Technology enhanced learning environmentby Yasemin Allsop, ICT Coordinator, Wilbury Primary School
New technologies are continuing to make
their way into our classrooms. It is
evident that this is transforming how we
design the learning space, the role of
technology, the role of the learners and
also the other centrepiece of education,
‘teachers’. My recent experience of
online discussions shows that the
changing role of the teacher in
technology-enhanced learning is
becoming a very popular topic. What is
interesting is that on many occasions
teachers are blamed for not adapting and
incorporating technology into their
teaching. What I haven’t seen is anyone
talking about how the role of the teacher
has altered. In every single discussion,
educators have talked about what needs to
be done to support teachers to use
technology better in the classroom, but no
one has discussed about what has
changed.
I think it is very appropriate to mention
Dr. Jessel’s point on this topic. Jessel
(2012) suggests that, “Innovation arising
from new technologies makes a variety of
demands upon the role of the teacher”. He
continues, “At another level, the
introduction of innovation makes major
demands upon teachers' pedagogical,
professional and managerial skills.” What
this tells us is that by using only the
traditional teaching will not help teachers
to integrate technology into their
teaching. As the new technologies
constantly evolve, maybe the focus has
been too long on the technology, rather
than training teachers to learn to evaluate
each medium in terms of what can be
achieved in practice and which strategies
needs to be adopted.
I would also like to point your attention to
the word ‘pedagogy’. We do need to
understand this term in the context of
education. Hanks et al (1986) describe
pedagogy as the ‘principles, practice or
profession of teaching’. Therefore we
could say that pedagogy includes
‘teaching’, ‘learning space’, ‘content’
and ‘methods’. What we also need to
remember is there is a very strong
relationship between ‘pedagogy’ and
‘practice’. In other words how learning
content manifests into knowledge, mainly
shaped by how it has been taught in
practice.
17
This brings more questions, as the pedagogical
approaches to education are not necessarily
detached from cultural traditions and beliefs,
therefore embedding technology into teaching
and learning is a more complex task than just
re-arranging a classroom space.
According to Pepin (2010) the cultural
traditions and philosophical beliefs of countries
determine the principles upon which that
national curriculum is designed and the
pedagogies adopted in schools. As a result, the
content and aim of the curriculum itself, places
expectations on teachers. If the curriculum is
designed to evaluate learning through test
scores, surely teachers will use pedagogy to
serve and meet this purpose rather than
focusing on how to develop learning. This not
only limits the teacher’s methods to lead
teaching, but also impacts on their meeting the
different learning needs of students, which in
most cases results as a failure in education.
I believe that teachers are very confused about
their role and their direction in the learning
cycle that employs new technologies. Surely,
where a curriculum has been designed by policy
makers and theories have been discussed by
scholars, confusion is certain. The break in
communication between the main stakeholders
of education; policy makers, scholars, teachers
and learners is the main reason for this
outcome. This communication breakage
causes other problems, which can be seen as
the reasons why some teachers are having
difficulties with embedding technology into
their teaching. These can be listed as:
• Lack of resources
• Not having enough time to get familiar
with the tools
• Being unsure of what can be achieved with
which technology
• No training in pedagogy and strategies that
works well with specific technologies
• Uncertainty in assessing and evaluating the
learning that has been gained using
technology
• Issues around managing behaviour and
classroom
• Demands on meeting specific learning
objectives-as technology doesn’t always fit
in to meet these.
There were also comments about some
teachers being reluctant to change. I have to
admit, in my role as an ICT Coordinator for
many years, I haven’t come across teachers
that did not want to try any of the new
technologies that I have suggested or
discussed. What is important is having a
shared vision in school for the
implementation of technology, from the
senior managers at the top to the staff
involved in teaching and learning.
18
This shared vision is what enthuses educators to
not only use new technologies but also provides
a well-designed constant training opportunity.
A flexible project based learning approach is
also a must for utilising the full power of
technology in education. If we are to focus on
just subject related learning objectives and miss
the bigger picture of learning behind the scenes,
we will provide children with limited learning
experiences. However adopting a PBL approach
will provide children with the opportunity to
master their skills and knowledge which then
make it possible to transfer them to other
learning areas. Another important point is
involving teachers and learners in the research
process. Understanding the value of technology
in the classroom requires constant monitoring
and evaluating, which will feed back into
developing new models of implementation.
Who could be the better resource than the
teachers and learners that are the main part of
the learning cycle?
So in summary, a shared vision within the
school, two-way communication between the
stakeholders of education, a curriculum that
allows a flexible project based learning
approach will make a difference. Without these
qualities, teachers understanding of their
changing role in education will still be clouded
and as a consequence of this, integrating
technology into education will remain a hazy
concept.
References
Hanks, P., McLeod, W. and Urdang, L. (Eds)
(1986) Collins dictionary of the English
language, Collins, London & Glasgow.
Jessel, J. (2012) “Social, cultural and cognitive
processes and new technologies in education”
in Miglino, O., Nigrelli, M. L., & Sica, L. S.
Role-games, computer simulations, robots and
augmented reality as new learning technologies:
A guide for teacher educators and trainers,
Liguori Editore, Napoli.
Mortimore, P. (Ed.) (1999) Understanding
Pedagogy and its Impact on Learning, Paul
Chapman Publishing, London
Pepin, B. (2010) “How educational systems and
cultures mediate teacher knowledge: teacher
'listening' in English, French and German
classrooms” (p. 119-138), in Ruthven, K. and
Rowlands, T. (eds) Mathematical knowledge in
teaching, Springer, Dordrecht.
Perrotta, C., Featherstone, G., Aston, H. and
Houghton, E. (2013) “Game-based Learning:
Latest Evidence and Future Directions” NFER
(FUTURELAB), Slough, [online],
http://www.nfer.ac.uk/nfer/publications/
GAME01/GAME01.pdf
19
Lego WeDo: Computing in BricksVicky Moore, Wilbury Primary School, London, UK
As a child I spent many hours sitting and
building creations out of Lego. As a parent
I have spent hours helping build or just
watching my children play. Lego can
bring out the inner child in us, it is often
the one toy as adults we have the
urge to pick up and start to play. So
when looking at planning ICT to be
told we have Lego WeDo sets (not
only Lego but it also connects to
the computer!), I have to say my
inner child was a little excited.
After a trial run at home, I managed
to build a crocodile and use the
software to control movements of
the mouth. The software came with
the set and could print off a large
document with instructions. After
several attempt to read and follow, I
discovered that plug it in and play
around was much more fun. I was
ready to go and unleash 30 year 4
children on the sets.
We have enough sets that the children
could work in pairs. Sets were handed out
and children shown how to locate the
instructions to build, and command
software on the system. Then I let them play.
At first it was clear that many were not regular
Lego builders. As I observed and assisted in
building, I was able to assess skills in
transferring a two dimensional image into an
actual three dimensional model. At first there
were questions, “Is this the right bit?” or “Does
it go there?” This got the response “I don’t
know. How we can check?”
20
Lesson 1 only two pairs completed an
activity, and that was just building.
However, over the weeks their building
skills rapidly improved and they
developed ways of describing which
bricks they needed. Some of the tasks
were more complicated than others.
Some had a series of cogs and belts to
control movement, which meant that one
slight error and their model would not
work. We discussed the need for cogs to
link together. The children rapidly
dismantled and rebuilt their models to
solve these engineering issues.
The software which I initially found
baffling, but the children were able to
play with just a basic instruction. They
quickly became able to complete a series
of commands. As they continued to try
different commands they could create a
series of movements. The children were
not only supportive with their partner but
would quickly support other pairs to
teach their new found skills. The class
worked collaboratively with each other
and simply enjoyed ‘playing with Lego’.
Last week I attended a training session
on coding. A little nervous, as I have
never experienced coding before (not
sure I knew what coding was). Yet my
initially worries were soon diminished as
the software (scratch) was almost the
same as the Lego. The skills I had built
up with the class were transferable to
another programme. As the ICT
curriculum is moving towards computing
and ensuring children have skills in
programming. Why not start them off
just playing with Lego?
21
SummaryThreaded discussions, or forums, or discussion
boards, are becoming a common means of
communication both in wholly on-line and
hybrid high school classes. Whilst they are
used to promote both healthy social academic
environments and to promote critical thinking,
some researchers question if threaded
discussions actually accomplish either task.
Recent quantitative and qualitative research
indicates that threaded discussions do at least
as well as in-class discussions, and have the
potential to achieve higher levels of success, in
both areas. Research indicates that systemic
change is necessary both in how teachers are
trained to use the technology, and in how
educators perceive their roles in the online
environment.
Threaded DiscussionsThreaded discussions are asynchronous,
computer-assisted communication that
graphically represent posts and replies, thus
allowing participants to track the progression of
conversations around a common theme or
prompt (Business, n.d.). They make up the
heart of communication for most on-line and
hybrid courses around the globe, due in a large
part to their allowing both students and
instructors to communicate free from time and
space constraints, and due to the fact that
students prefer discussion boards over
synchronous communication (Shin Yi &
Overbaugh, 2007; Mayfield, 2010). The
2009-10 academic year saw over 1 million
K-12 students take wholly online courses in the
United States alone, and this with a projected
growth rate of 30% for the foreseeable future
(Thomson, 2010). In addition, 4 million 4-year
college students, and half of all community
college students in the United States take on-
line courses (Batts et al., 2010). When the
(currently unknown) number of hybrid K-12
classes is included, the scale of discussion
board use in academia becomes apparent.
To clarify what a threaded discussion is,
perhaps it is best to address what it is not. As
an asynchronous form of communication, it is
not an instant messaging system, such as
twitter, chat rooms and text messages are.
Discussion boards are not email, in that they
are viewable by all members of a course and
are threaded, or stacked, so that viewers can
follow the flows of separate sub-discussions
that develop from a common prompt, rather
than having to scroll through every reply to
every post.
A forum for Discussionby Chris Carter, A Team Leader, Tech Coach, and Teacher using tech as a tool to guide kids through higher-order thinking, project-based learning experiences at Concordia International School Shanghai, China
22
This allows for greater clarity in the formulation of arguments and responses. Also, threaded
discussions are persistent, remaining viewable from the initial prompt to the latest post for the
duration of the course, and beyond should the instructor so choose. For these reasons, and also
for their perceived benefits in building social learning communities and developing critical
thinking skills, discussion boards are the communication form of choice in hybrid and wholly on-
line courses (Cox & Cox, 2008).
Voices of dissent. Despite the ubiquity of discussion boards and their general acceptance as
excellent forms of communication (or perhaps because of it), some scholars raise serious
questions as to their educational efficacy. These researchers are troubled by the relatively few
large-scale qualitative studies on the subject, and particularly that those studies that do exist tend
to examine graduate students, and not the typical user of online courses. In her synthesis of 37
studies, Looking for Critical Thinking in Online Threaded Discussions, professor Paula Maurino
makes this concern explicit (Maurino, 2007). The objections strike at the perceived twin strengths
of threaded discussions, the community building and critical thinking aspects (Chen & Hung,
2002; Maurino, 2007; Maurino, Federman & Greenwald, 2007). Issues with building social
learning communities. Most researchers see the building of social networks through discussion
boards as a positive benefit, or even necessary prerequisite, both for increased student interest and
participation, and for the deeper learning that is presumed to result (Beckett, 2010; Cox & Cox,
2008; Grisham & Wolsey, 2006; Shin Yi & Overbaugh, 2007). In quantitative studies, instructors
and professors see achieving social and cognitive goals through discussion boards as inseparable
(Maurino, Federman & Greenwald, 2007). Yet this goal is questioned in that some researchers
believe building community may actually inhibit the kinds of discussions that build critical
thinking. Essentially, the argument runs, if students are more concerned with maintaining positive
relationships than with arguing issues, then they may not disagree or offer counterarguments to
those positions posed by classmates. As Maurino points out, though students in the studies under
her examination did create social relationships, these relationships did not appear to foster critical
thinking.
“Expansive or deep learning requires conflict or contradiction” (Maurino, 2007, p. 50).
Researchers Der-Thanq Chen and David Hung expand this argument by indicating that students
using threaded discussions are successful creators of “idea artifacts” based on collective
knowledge, but do not internalize and subjectivize these artifacts into “knowledge objects” of
personalized understanding (Chen & Hung, 2002, p. 280). In other words, students quickly reach
common understandings that are not debated or internalized.
23
Tellingly, several researchers who are more enthusiastic toward the present use of threaded
discussions also reflect concerns for the need for respectful argument. Doctor Sarah Prestridge,
after an exhaustive study of 8 Australian primary schools, concluded that there are collegial
conversations and critical conversations evidenced in threaded discussions, and that these two
types are mutual exclusive (Prestidge, 2009). Researcher T. Solhaug, in developing his elements
of discursive democratic practice, includes the importance of presenting differing viewpoints and
questioning authority as two of the five essentials (Solhaug, 2009). More broadly, open-ended
prompts are seen as key in encouraging differences of opinion and building nuanced arguments,
as identified by several researchers (Guzdial & Turns, 2000; Jeong, 2003; Rizopoulus &
McCarthy, 2008).
Issues with building critical thinking skills. Not surprisingly, given their concerns over the
impact of social community, the above researchers find the development of critical thinking
through the tool of discussion boards to be lacking (Maurino, 2007; Chen & Hung, 2002). Again,
the issue of lack of large-scale qualitative studies is raised (Maurino, 2007). Yet at this point a
measure of balance must be addressed. None of the researchers reject outright the use of
discussion boards as a useful learning tool. Chen and Hung offer a solution to critical thinking
development through the implementation of visualizations to assist in the creation of “knowledge
objects” (Chen & Hung, 2002, p. 280). In all three of Maurino’s studies the researcher finds the
instructor to be the key component, and raises several suggestions to improve threaded
discussions that will be incorporated into the professional development piece following (Maurino
2007; Maurino, 2007; Maurino, Federman & Greenwald, 2007). That the threaded discussion is
not living up to its presumed capacity to develop deeper, more critical thinking, and that this
shortfall may be due to current instructor practices, is strongly suggested by the conclusions of
many studies which specifically call for modifying instructor practices (Archambault et al., 2010;
Batts et al., 2010; Mayfield, 2010; Rosenthal, 2010; Thomson, 2010). These findings clearly point
to a need for ongoing professional development, both in pre-service and in-service settings, to
equip pedagogues in the most effective uses of this primary means of communication for on-line
and hybrid courses.
Insight: threaded discussion versus face-to-face discussion. While wholly on-line courses are
somewhat limited in their communication options, and thus default to threads, face-to-face
classroom settings do not have the same pressure to include asynchronous discussions, thus
becoming de facto hybrid courses. While anecdotal evidence from several research efforts
24
suggest the utility of discussion boards in principle, six studies under review specifically
examined threaded- versus face-to-face discussions for their academic efficacy (Brown & Green,
2009; Kamin et al., 2001; Larson, 2003; Miller & Benz, 2008; Prestridge, 2009; Zacharis, 2010).
First, the question of equity is addressed by Brown and Green’s research into how much time
students in both settings spend actually participating in discussions. The study concludes that the
formats foster roughly equal amounts of participation (Brown & Green, 2009). Another study
examines threaded- versus fishbowl discussions. The researchers conclude that both threaded-
and fishbowl discussions increase academic performance, but go on to state that discussion boards
are usable with both small and large groups, and benefit from not having time and place
restrictions (Miller & Benz, 2008). The Zacharis study concludes that students of multiple
learning styles are just as successful with on-line classes as with the classroom setting (Zacharis,
2010). The remaining three studies conflict somewhat in outcomes. The Prestridge research effort
concludes that face-to-face discussions are more collegial, while threads develop more critical
thinking (Prestridge, 2009), in direct contradiction to Maurino’s findings (Maurino, 2007). The
Kamin and Glicken study supports the Prestridge conclusion, but only in a quantitative, not
qualitative, way, thus leaving room for argument (Kamin & Glicken, 2001). Larson reports that
threads allow for a more egalitarian exchange (Larson, 2003). All of the reports support threads in
hybrid and on-line settings, yet their varied findings are troubling. Clearly, other variables are at
work. The next insight addresses one possibility.
Insight: the silent student. Threads have long been thought to give voice to the silent students.
To begin, author and researcher Mary Reda takes issue with the presumption that the introverted,
reflective student is disadvantaged in face-to-face discussions (Reda, 2010). Reda argues that
many silent students simply process differently, learning at least as well as more verbose students
while quietly forming complete arguments in their minds. Reda does state, however, that these
students often see in-class discussions as high-stakes verbal testing rather than knowledge
construction, and thus opt out of the exercise (Reda, 2010). This position seems a confirmation
that quiet students may be choosing not to participate at some cost to their intellectual
development. Other researchers take this more traditional view that silence is somehow
detrimental to the student, and comment on the egalitarian nature of threads versus face-to-face
discussions, where the most extroverted dominate, with Larson noting, “Several “quiet” students
shared extensively in the threaded discussions,” (Larson, 2003, p. 363; Grisham & Wolsey, 2006;
Solhaug, 2009). Solhaug goes so far as to refer to silent students as “empty shells” (Solhaug,
2009, p. 417).
25
But drilling down into the numbers reveals a more subtle reality. Researchers JeongMin Lee and
Youngmin Lee used the Myers-Briggs type indicator to measure introvert-extrovert personalities,
and then divided 96 undergraduate students into a homogeneous extrovert group, an introvert
group, and a heterogeneous group, to find the quantitative and qualitative results of the threads
these three groups produced. After careful analysis, the research reveals that the extrovert
grouping consistently produces the most posts, but the least depth of thought, while the introvert
group consistently posts the least (JeongMin & Youngmin, 2006). The greatest depth of thought,
however, is being generated in the heterogeneous groups, where extroverts take the lead in
initiating discussions but introverts successfully deflect and defeat these initial offerings through
carefully thought out and reasoned rebuttals. The resultant threads are rich in cognitive
development and collegial exchanges and challenges (JeongMin & Youngmin, 2006).
hus, the silent, “empty shells” are always learning, but learn best when paired with the
traditionally vocal students, who dominate in-class discussions, but typically fail to fully form
their arguments, and thus fail to maximize their critical thinking potential. If this research holds
true, then threads are potentially more beneficial for both extroverts and introverts than in-class
discussions, provided the groups and discussions are structured in ways that allow the time
necessary for all students to participate.
Insight: labeling the thread. A key benefit of threaded discussions that make them attractive
when compared to other forms of communication is the structure of the thread itself. By allowing
participants to view posts and responses that spread like roots from the common “tree” of a given
prompt, threads facilitate understanding and, presumably, lead to deeper learning. That being said,
scholars are concluding that additional structure, in the form of labeling of responses to both the
prompt and posts, leads to more frequent argumentation and greater depth of thought (Guzdial &
Turns, 2000; Chen & Hung, 2002; Jeong, 2003; Brooks & Jeong, 2006). The earliest study under
review focuses on the use of the CaMILE (Collaborative and Multimedia Interactive Learning
Environment) system for labeling threaded discussion posts and responses between rebuttals,
clarifications, explanations, and other forms of communication (Guzdial & Turns, 2000). The later
pieces examine other systems of labeling, but the core goal of increasing participation and depth
of thought through additional structure remains. The Chen and Hung piece takes labeling to the
level of symbols (“!” for ideas, “?” for questions, “+” for strong argument, “-” for weak argument,
etc.), yet the fact remains that these symbols serve to further clarify the structure of the threads
(Chen & Hung, 2002). In their 2006 study, Brooks and Jeong achieve impressive results by
comparing pre-structured threads using labels versus a control group using unsupported threads.
26
The labeled threads show a 64% increase in challenges per argument, thus strongly supporting the
understanding that the addition of labels contributes to increased debate, and thus increasing
critical thinking (Brooks & Jeong, 2006). Taken together, the research pieces all indicate that
increased structure results in increased discourse and more critical thinking. The specific
structure appears less important than that there be the added structural support. That being the
case, Brooks’ and Jeong’s labels of claims, challenges, supporting evidence and explanation are
particularly suitable for their brevity and utility (Brooks & Jeong, 2006). Yet, increased
structuring of threads alone will not maximize the benefit of discussion boards. The single most
consistent finding in the available research is the need for effective instructor training.
Insight: it is all about the instructor. Of the studies and examinations under review, 10 overtly
identify either the lack or need of teacher participation in the use of threads. Dr. Maurino is the
most direct in stating, “teachers need to become more involved as experts in classroom
discussion.” (Maurino, 2007, p. 50) Again, Maurino identifies the most common failings of
threads as being the lack of teacher effort and unclear goals (Maurino, 2007). Though
uncharitable, perhaps, her assessment is not unique. A recent study, though praising the efficacy of
threads, does make clear that professors must participate more in them as monitors and guides in
order to enhance thread effectiveness (Becket, 2010). The remaining 7 studies do more to fix the
problem than to fix the blame, either identifying the lack of instructor preparation, or offering
concrete steps to remedying the deficit. Maurino herself calls for teacher remediation (Maurino,
Federman & Greenwald, 2007), and studies from recent months echo this conclusion. Researcher
David Batts sees teachers as being chronically undertrained, concluding “… nearly two-thirds of
the faculty taught themselves how to create and deliver online courses.” (Batts, et al., 2010, p. 28)
Researchers Gronseth and Brush flatly conclude that teacher technical proficiency is not sufficient
to integrate technological best practices into their courses (Gronseth et al., 2010). Though every
teacher training program they evaluate contains a technology component, the technology
instructors themselves, they conclude, are like the blind leading the blind in that they do not have
the time nor the training to keep pace with the latest research and technological innovations
(Gronseth et al., 2010). A successful professional development program as described by Dr.
Leanna Archambault is unique in the studies under review in that it pulls teachers out of regular
duties specifically to create planning time and provides a stipend, while also demanding proof of
redesigned and implemented units that incorporate use of technology (Archambault et al., 2010).
27
Not surprisingly, the results are impressive, as teachers transform their styles from sages on stages
to guides on the side, a necessary perspective shift echoed anecdotally by Professor Irene
Rosenthal, and supported by a massive examination of over 2400 gifted K-12 students (Rosenthal,
2010; Thomson, 2010).
Need for Service Learning Projects. Taken together, these studies make a profound case for
improved teacher pre-service and in-service training. The old saw of there being insufficient
funds for technology integration cannot withstand the near ubiquity of student access to the
internet. Scores of free or extremely low cost options for threads and other technologies abound
(Singh, Mangalaraj & Taneja, 2010). Nor can the argument fairly be made that teachers do not
wish to learn these skills, when nearly two-thirds of college level instructors are teaching
themselves, however imperfectly, how to implement these technologies (Batts et al., 2010).
Clearly, there is demand, and there is will among the faculty. Resolve at the administrative level is
needed to turn these resources into effective pedagogy. As Goethe said, “We always have time
enough if we will but use it aright.”
Lessons Learned. Synthesizing several research findings, a picture of effective teacher training in
threaded discussions emerges. First, overt, clear guidelines for what is expected of student
interactions must be used (Solhaug, 2009; Rosenthal, 2010; Mayfield, 2010). Solhaug’s five
elements of democratic discursive practice serve as a useful resource here (Solhaug, 2009, p.
419). Second, a robust rubric, an excellent example being found in the Rizopoulos and McCarthy
piece, backed by a significant grade, facilitates active participation (Maurino, Federman &
Greenwald, 2007; Rizopoulos & McCarthy, 2008; Mayfield, 2010; Rosenthal, 2010). Third, in
addition to the inherent structure of threads, increased structure in the form of labels results in
more frequent academic arguments, thus promoting deeper thinking, with Brooks and Jeong
offering a simple four-category model that is a good starting point (Guzdial & Turns, 2000; Chen
& Hung, 2002; Jeong, 2003; Brooks & Jeong, 2006, p. 372; Rosenthal, 2010). Fourth, teachers
must see themselves as highly participative guides in the learning process, rather than aloof
towers of knowledge (Maurino, 2007; Maurino, Federman & Greenwald, 2007; Solhaug, 2009;
Archambault, et al., 2010; Mayfield, 2010; Rosenthal, 2010). Fifth, the prompts themselves must
be open ended and interesting, inviting discussion and debate (Guzdial & Turns, 2000; Jeong,
2003; Larson, 2003; Maurino, 2007; Maurino, Federman & Greenwald, 2007; Rizopoulos &
McCarthy, 2008; Mayfield, 2010; Rosenthal, 2010).
Please click here to view the Bibliography page.
28
Making Maths APPier!by Des Hegarty
Back again for more ‘APP’-tastic apps – this
time I’ve selected a few of the best Maths
(or ‘Math’ for our American cousins) Apps
on the market. I’ve been trying these out in
class and again some are ideal for early
morning work or to be fitted in as a starter or
to be used as an investigative opportunity or
a way to consolidate what they have already
learnt. However you mean to use them they
will totally engage the class and can add
another exciting layer to lessons. We’re also
looking for different opportunities for
children to talk about maths too and I would
always follow up any tablet work with a
discussion of terms and what was achieved.
With my Year 1 class I always get them to
share their i-pads in pairs and they swap
every few minutes. In this way they get to
talk to each other about what they are doing
and instinctively they narrate about the APP
they are using to their partner. In my teacher
role I will descend upon them with quick
consolidatory or next step questioning to get
them thinking even more. I tend to target the
observer as they are watching patiently (-
sometimes, not so patiently but we’ll gloss
over that for the purpose of this article.)
As the class are slip-sliding away across
their tablets there is always an enthusiastic
energy and it’s that energy you want your
class to feel about maths and their learning
as a whole. So, calling all Primary Teachers
– let’s App-reciate maths together with these
maths Apps!
Graphs (Free – KS1/2)
Pie charts, Line graphs and bar charts are all
part of this free APP. As well Q&A on data
interpretation you can also learn about
mean, mode and median. I actually made a
pie chart detailing how much I thought you
were going to like this App. An
overwhelming 100% of you liked it.
29
What time is it Mr Wolf? (0.69p - KS1/2)
This is another award winner for ‘Best App Ever’ 2013 for children under 9 and I agree (even as a teacher over 39!) As a player, you get to choose what times you want displayed and also whether you would like the time digitally shown or in words. Mr Wolf uses the full moon to display his times which he then spins to show different times. As a generous wolf at heart, he gives the player up to 8 answers tochoose from (though you can select less in the menu.) It’s particularly good for revising those tricky ‘to’ times on an analogue display. It’s a howling success – Ha! Get it? It’s a HOWLING success!....never mind...!https://itunes.apple.com/gb/app/what-time-is-it-mr.-wolf-by/id514350448?mt=8
What Time is it, Mr Wolf? (£1.49 – KS1/2)
This is a little bit cuter than our previous wolf and has features to demonstrate time which is particularly good to help students to bring them to an understanding of how time passes. There’s more teaching in this App, so there’s good points to discussThere’s even a screen shot which invites you to ‘Click to feel the time’. Darn clever, I say.
https://itunes.apple.com/gb/app/what-time-is-it-mr.-wolf/id517204551?mt=8
Maths facts: number bond & fact families (0.69p – KS1)
Here’s a very useful App for KS1 classes getting to grips with addition and subtraction facts and the relationships with numbers in number sentences. Lots of fun and easy to play games incorporating missing numbers and inverse operations, and the like. It is simply set out and a great maths way to start a learning day.
Pizza Fractions (0.69p KS1/2)
Learning fractions is as simple as ordering pizza! The pizza chef ensures it’s not just mozzarella and pepperoni on your mind, but how to share your slices out too. You can compare, create and check your answers. This has simple graphics and an easy to play game format to build confidence in fractions. Guaranteed to make you feel quite hungry after all that maths! Your class will end up asking whether there could be a delivery after break time.https://itunes.apple.com/gb/app/pizza-fractions-comparing/id372978173?mt=8
Making Maths APPier!
30
Math Bingo (0.69p – KS1/2)
This has been a featured App in several noted publications. Choose your player to answer and select your operation to answer questions to match on your bingo grid. Students can even have a mixture of questions to answer to get them thinking quickly between signs. An award winner, and a thoroughly decent app!
https://itunes.apple.com/gb/app/abc-pocketphonics-letter-sounds/id299342927?mt=8
KS2 SATs Maths (£2.99 – KS2)
As a revision tool this is something your students can be advised to upload on their devices at home. There’s over 500 SATs questions given here and Year ̂ students can take a test in each of the specified areas. It’s a great App for finding out the gaps in their knowledge in preparation for the BIG Test itself. After each series of questions, it gives you a summary and an approximate NC level too. This is an App you can advise for parents to invest in.https://itunes.apple.com/gb/app/ks2-sats-maths/id625887685?mt=8
Numeracy Nibbles (0.69p – KS1)
I j u s t l i k e t h e t i t l e o f t h i s o n e – hilarious!’Numeracy Nibbles’ – handy maths bites for hungry kids. Again, this App has a strong emphasis on KS1 SATs and national testing so is a great preparatory tool to try out. This has 300 questions and each test consists ten randomly selected questions. It gives you a total score of the ones you got right giving the student an indication of their success rate. This type of App needs specific focus for each of the set of questions to get the students into the ‘test’ mindset.https://itunes.apple.com/gb/app/numeracy-nibbles-ks1/id502140638?mt=8
Splash Math Grades 1 & 2 & 3 (Free! Though it is a ‘lite’ version...- KS1/2)
Oh I do like a free App and this is ideal for Key Stage 1 and 2. It’s fun, friendly cartoon format has 13 chapters and covers over 185 maths skills. It covers a myriad of things from calculation, measures, place value, probability etc. Ideal for early morning work to get their maths brains into gear. (There are some American touches - like counting money – that the British children will have to skip. However overall, it is a thoroughly decent App!)https://itunes.apple.com/gb/app/1st-grade-maths-splash-math/id463469532?mt=8 https://itunes.apple.com/gb/app/2nd-grade-math-splash-math/id463471155?mt=8
Making Maths APPier!
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Bee Bot (Free–Bot! KS1)
A lot of you will have used the real BeeBots in class and this is the perfect short cut to allow a whole class the opportunity to investigate direction language. Direct the inquisitive BeeBot around the garden by programming a safe path. As a follow up get the children to make pathways for each other. Then in pairs get them to demonstrate their directional vocabulary to instruct the other to find their destination.
https://itunes.apple.com/gb/app/bee-bot/id500131639?mt=8
3D shapes and Nets (0.69p – KS1/2)
This explores properties of 3D shape and looks at the relationship between them and their nets. There’s plenty of ‘Wow’ factor on offer here with its outer space theme and looks at not only the common 3D shapes but more complex constructs like seven sided pyramids! It’s out of this world!https://itunes.apple.com/gb/app/3d-shapes-and-nets/id639476891?mt=8
King of Maths (Free! KS2)
Actually the title is a little misleading as you can just as easily become a ‘Queen’ of maths if you so prefer through this rather fast paced mathematics game. It delivers diverse problems in different areas and manages to challenge you throughout. It has a distinctly medieval theme and the aim is to progress from your lowly farmer peasant status to become a King (or Queen for that matter) of your own maths realm! It has ten levels and students can compare their score with each other. Prithee sire, tis a noble App indeed! Minstrels – play on!
https://itunes.apple.com/gb/app/king-of-maths/id473904402?mt=8
Number bonds: addition and subtraction to 99 / multiplication and division to 99 (£1.49 per App – KS1/2)
To sharpen up some mental maths then invest in these. They can race against the clock, or with each other or on their own and the beauty about it is they are developing their mathematical reasoning in a game format. There are plenty of these type of Apps and it’s worth getting a selection to test their developing skills. Also they are so easy to facilitate and they keep the class engaged. Super stuff!
https://itunes.apple.com/gb/app/number-bonds-addition-subtraction/id602002204?mt=8 https://itunes.apple.com/gb/app/number-bonds-multiplication/id602022694?mt=8
Making Maths APPier!
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Achieve Level 4 Mathematics (£3.99 – KS2)
You are paying a bit more for this one so it
had better be good – and thankfully it is too!
Linked in with the series of Achieve books,
this offers hundreds of examples to plough
your maths mind through. Students can
choose their specified area of maths and
within that, select an objective to look at. So
they may want to choose ‘Shape, space and
measures’ in order to look at ‘Angles’.
Simples! They can click and drag to their
hearts content and as the title suggests it is
aimed at trying to secure level 4 knowledge.
Highly recommended.
https://itunes.apple.com/gb/app/achieve-
level-4-mathematics/id569898777?mt=8
Math Dictionary (£1.99 – KS1/2)
For those of you that know me (and for the
benefit of those that don’t) I do tend to
expound upon how important language is in
maths making sure children know what they
are doing and can tell each other about it. This
is a very ‘andy APP for all sorts of reasons –
for language acquisition , for concise
definitions and visual examples to back
everything up too. Perfect for KS2 and
beyond
https://itunes.apple.com/gb/app/math-
dictionary-for-kids/id454367958?mt=8
Speaking Times Tables (0.69p – KS1/2)
To be fair, I’m not too keen on the design of
the monkey in this App. I feel I could do a
better job there. However, students can listen
and join in with the tables being chanted and
it’s as good as any of the times table Apps out
there, so I’m willing to forgive the rather
cross-eyed monkey. You get a choice of
voices too. Again, there are endless times
tables Apps to be found. A lot of the free
options do only cover only some of the times
tables and then request that you upgrade (with
a fee!) to unlock the rest. So you might as
well pay get your school to pay small amount
in the first place.
https://itunes.apple.com/gb/app/speaking-
times-tables/id379259894?mt=8
Making Maths APPier!
33
Capacity Word Problems/Reading Scales/Balancing Calculations (All £1.49 each – KS1/2)
These three Apps are gems! Simplicity
holds the key once more with easy to
decipher diagrams for ‘Capacity Word
problems’ and ‘Reading Scales’ Apps.
Students can answer questions against the
clock. ‘Balancing Calculations’ helps to
reinforce the role of the equals sign,
balancing between different types of
calculations. Worth a purchase!
https://itunes.apple.com/gb/app/capacity-
word-problems/id584913823?mt=8
https://itunes.apple.com/gb/app/reading-
scales/id584911275?mt=8
https://itunes.apple.com/gb/app/balancing-
calculations/id584916927?mt=8
APPy Solving!
There are plenty of opportunities to weave
in these Apps to suit the needs of your class.
They are a terrific way to stimulate a buzz
about maths. Just make sure you get
involved with your students as they access
these programs. It’s a key opportunity for
you to ask assessment questions. Use these
Apps as discussion points and create a
classroom culture of fun, wonder and
discovery!
How APP-solutley wonderful!
Des
(Des Hegarty is a teacher at Wilbury
Primary School. You can follow his
book blog ‘Storysplat’ by clicking
here: www.storysplat.co.uk/
Making Maths APPier!
34
At Wilbury we have always valued learning
through participating in International projects.
We believe that it provides children with very
valuable opportunities to develop their
understanding of worldwide issues such as
sustainability and also opens a window into
other cultures through online collaboration
with children from other countries.
One of the projects that we are delighted to be
part of is called Global Partners Junior, which
is a technology driven education program that
connects urban middle schools from around the
world. This program was developed by New
York City Global Partners, the non-profit
organization that connects the Mayor’s Office
of the City of New York to cities around the
world.
This year the focus of the project was Urban
Stages, where the children investigated their
own city, discovered how things were different
in other cities around the world, by doing not
just online research but also reading and
replying to other children’s work in the online
shared area.
The students began the project by introducing
themselves in a few sentences; some of them
got more creative and used a video or photo
messages. They shared information about the
main facts about our own city and discussed
the theatre districts in the cities, such as
Broadway in New York, The West End in
London. The children then moved onto
storytelling and playwriting. After exploring
the basic elements of what makes a good story,
they made their own storyboard for a story that
they liked.
GLOBAL PARTNERS JUNIOR
Learning collaboratively through the Global Partners Junior Projectby Yasemin AllsopICT Coordinator, Wilbury Primary School
35
They also looked at famous musicals such as;
Mamma Mia, Wicked, The Lion King. They
identified the main roles in a theatre;
scriptwriter, director, set designer, costume
designer, etc. The children have written short
play scripts which then they animated using ‘I
Can Animate’.
The next focus of the project was sound and
music. The children started their project by just
listening to the sounds around our school, then
the sounds where they lived. They came up
with an idea of expressing the best of London
by using sounds. They have written a rap to
tell other children about the food, music and
landmarks of London. They then used the
‘GarageBand’ programme to create their sound
files, and then used ‘iMovie’ to edit their
videos. The schools that were the most active
during discussions and produced a final
product were given a prize. Wilbury team was
awarded a certificate of excellence for their
outstanding work and presented with 3D
puzzles of the Brooklyn Bridge and the Statue
of Liberty. The feedback we received was the
evidence for their hard work and excellent
contributions. Their participation has been
described as exemplary throughout the project.
As it stated on the assessment form; “Students
demonstrated a good grasp of unit material and
actively posted in most of the assignments. The
posts are thoughtful and descriptive, providing
relevant and interesting information. Students
demonstrated a high level of excitement and
enthusiasm as they engaged with the
curriculum and showed interest in learning
about cultures around the world”.
We are now working on the final part of the
project, where the children are designing an
open-air theatre to make better use of part of
our playground. They came up with a script,
designed costumes and created props. They
also used the ‘Toontastic’ programme to share
their own individual scripts to decide the best
ones to be performed on a stage. We are hoping
to complete our theatre design and perform our
short stories about New York very soon.
I would like to share the reasons why this
project has been so successful in our school
as a list:
Resources: The well-designed curriculum
planning folder created by the Global Partners
Junior team, which has all the resources, web
links, tool suggestions, and focus questions not
only makes it easier to teach but also to
evaluate. The children were given their own
project book that they could take home when
needed to extend their learning. Again their
workbook had all the information they needed
to work on the various activities.
36
The layout of the workbook was very clear,
children from many different learning needs
were able to access and accomplish the task
easily. The topics studied were all about our
lives. This enabled the children to understand
the culture of the world they live in, which I
believe will lead to connecting with people in a
positive manner and also to work on shared
issues to make the world a better place for
everyone.
Given time to learn: One of the main
advantages of this project is, it runs for a whole
year which allows the children to master their
skills such as; research, design, discuss,
collaborate online, organize ideas and many
more. It also gives them the scope for using
digital technologies which motivates them to
learn and prepares them for more advanced use
of technology for learning. It also enables
them to use/improve other skills such as; team
work, decision-making and problem solving.
Dynamic and flexible learning: The
activities planned were always hands on which
enabled us to carry our learning into spaces
outside of the school. Sometimes in our local
area, sometimes via Skype, we had an
opportunity to learn everywhere through
interactions with our peers in London and
around the world. The learning was not based
only on pen and paper. It involved technology,
drama, art, design in a very creative way,
which made learning more fun and also more
relevant to the children’s needs and interests.
We are very privileged to be part of Global
Partners Junior and are looking forward to
participating in the next project to learn more,
to share more and to collaborate more!
Next year’s program will focus on digital
storytelling in cities around the world. Students
will explore local and global fiction,
nonfiction, and poetry, and create multimedia
projects to bring their own stories to life. We
plan to add even more great international
schools to the program and welcome
applications. Already we have schools
participating in Accra, Berlin, Bogotá, Buenos
Aires, Copenhagen, Cuernavaca, Delhi,
Dublin, Ho Chi Minh City, Hong Kong,
Jerusalem, Johannesburg, Karachi, Lima,
London, Melbourne, Mexico City, Mumbai,
Paris, Prague, Rio de Janeiro, São Paulo,
Shanghai, Singapore, Sydney, Tokyo, Toronto,
Vancouver, and Warsaw.
For more information or to request an
application, please contact:
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EDITOR IN CHIEFYasemin Allsop
SUB EDITOR
Des Hegarty
Published by
ictinpractice.com
London, UK
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