What’s the opposite of a Luddite?

General Ned Ludd gave his name to the worker movement which opposed mechanisation in the early 19th Century. His legacy lives on as we continue to refer to those who oppose current technology as Luddites. It is an unfortunate fact that Luddites are present within the teaching profession.

However there are also those who stand in juxtaposition to the Luddites. Perhaps we can call them the Gatesians or the Jobsians (Jobsites?). This group saw technology coming and quickly determined to use it to its ultimate advantage. They were able to see that something significant was occurring and wanted to get in early and ride the whole wave. They started planning lessons around technology, used it for mark recording and analysis, preparing and presenting information and to stimulate student thinking. Gatesians look for a new path, they are the pedagogical leaders, not followers. They blaze their own path.

Along the way, they spend unproductive time in front of computers, they take more time to complete a task the first time than if they had used a pen and a piece of paper, they bemoan the lack of motherboard speed, internet speed and bandwidth. They also have a bank of resources that grows ever larger, year after year. They spend less time on second, third and fourth repetitions of planning tasks as the information they took the extra time to add the first time is now in electronic form forever. They learn, sometimes the hard way, the importance of regularly backing up their work. They engage and inspire their students through creative, interactive lessons where the focus is on active learning, collaboration and knowledge construction.

Sure many of us may be somewhere between the extremes, but this boat sailed a long time ago. The Luddites are losing their power and their strength in numbers. The technological revolution has happened and our students are the major benefactors of that revolution. Having a more Gatesian outlook may just make your lessons a little more fun, and a little more rewarding. It will require an investment, but the return on that investment will be highly rewarding. 

 

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Awards From The Serious Play Conference

I’m not the only advocate for games in education. A Serious Play Conference was held in Washington last week with some fantastic examples of the genre. You can find the press release on their website, an extract of which appears below:

SEATTLE – Aug. 25, 2011 – Twenty serious games were chosen by a panel of experts, as medal winners at the 2011 International Serious Play Awards, a program distinguishing superior examples of corporate, military, healthcare and school/at home learning titles. The winners were selected at the Serious Play Conference, Tuesday – Thursday, August 23 – 25, 2011 at DigiPen Institute of Technology in Redmond, Wash.

Air Medic Sky One, created by University Medical Center Utrecht, was awarded Best of Show. [...read more...]

Such conferences and the wealth of talent on display demonstrates the commitment to the melding of computer gaming and education. So much can be learned through interactive game play and this conference showcased the next phase of educational technology.

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Web 2.0: Cool Tools for Schools

In the never ending search for great Web 2.0 tools, here’s one that packed full of great links for students of all ages: Web 2.0: Cool Tools for Schools. This site has everything you could want to get you started on the Web 2.0. It uses a wiki, itself a great Web 2.0 tool, to reinforce its own message about using Web 2.0 technology.
Each page focuses on a specific aspect of Web 2.0, including presentations, audio and video, research and collaboration, writing and drawing tools, social networking and file sharing, file storage and widgets.
Pages are neatly set out in tables with links, images and a brief description. You could use this site to encourage your students to evaluate different applications to rank the best tools for different jobs.
These guys have done all the hard work for you by gathering so much together in one place. If you want to get started in Web 2.0, this is the site for you.

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Web 2.0 new tools, new schools, great read! Part 2

The second part of the Gwen Solomon’s and Lynne Schrum’s book Web 2.0 new tools, new school is very much a how to guide for implementing Web 2.0 tools into the school setting.
Chapter 4 addresses the key issue of professional development for teachers through the case study at Lemon Grove who: ‘prepare teachers for new models of learning by offering more than 120 hours of curriculum-based professional development to implement technology in their classrooms, they work with 20% of the teachers each year on a five year roattaion cycle’.
This is the key issue with technology. Apart from the availability, the main stumbling block is the lack of teacher expertise. Interested teachers spend hours with technology, whilst disinterested teachers focus their attention elsewhere. A planned program of continuous professional development helps ensure teachers are well prepared to use technology in their classrooms.
From this chapter on, our co-authors provide numerous examples, some for repetitive emphasis, of different web tools for the classroom. They have been careful to provide URLs and specific case studies, so from Chapter 4 onward we read about blogs, wikis, podcasts, photo editing and sharing, movie creation and so on.
Chapter 5 has a series of tips for encouraging participation ina ‘professional, online learning community’. There is no need to feel isolated if no one else in your faculty is having a go at technology. There is a globe full of similar teachers teaching similar content in similar, if new ways. Tapping in to this community is an effective way of gathering ideas and sharing observations and experiences. Gains could be made by encouraging teachers to include a technology component in their Individual Professional Development Plans. Goal setting is an effective way of bringing about change.
Chapter 6 is directed towards the school leadership and the need for providing support, both in time and infrastructure, to reap the benefits of this technology revolution. There is also an excellent discussion on open source software. Too often the cost of software discourages schools from pursuing some of the great challenges in technology integration. However open source provides a vehicle to cover almost every aspect of computer function you can think of, and a few I hadn’t even considered. Again web addresses back the information with direct access, enabling the interested school leadership team to explore the potential of Web 2.0 technology in their school.
Such issues bring us to Chapter 7. This chapter focusses on online safety and security. Encouraging schools to display student work, and even students themselves, can only be done if there is a guarantee of safety. Using the web has a range of different implications and students need to be aware of these. The Creative Commons Licence has overcome some of the issues relating to shared resources on the web, though there is still a great deal that is protected by copyright. Many sites, including wikispaces, have dedicated school-centred areas where content can be monitored and protected from public eyes. As is always the case, there are examples of Web 2.0 tools which can be closely monitored by schools so students can experience Web 2.0 in safety.
Next week will be the final installment in this review of Web 2.0 new tools, new schools.

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Game Based Learning in Engineering Education

As part of my ongoing review of mobile games for science, I have been reading recently about the game Racing Academy.
There have been a number of interesting articles evaluating the benefits of using gaming (this one in particular) as an educational tool and the differential benefits for girls and boys. I have included the following abstract below with a link should you wish to read the entire article.

Game­Based Learning in Engineering Education
Jos Darling, j.darling@bath.ac.uk, Ben Drew, Richard Joiner, Ioanna Lacovides, Carl Gavin University of Bath, Lateral Visions, UK

Abstract
The new generation of undergraduates entering UK higher education have grown up with computer games of ever increasing sophistication. In this educational project a race game, Racing Academy, was developed to investigate how game technology and gaming communities could enhance undergraduate engineering education.
The computer game embodied the principles of engineering dynamics to simulate and display in real time a car drag race in which students ‘designed’ their car by selecting an engine, tyres and gearbox from a set menu. The aim was to complete a set course in the minimum time and graphically display the dynamic performance in order to better understand the engineering system. The students and staff involved in this project provided extensive feedback on the exercise and identified the visual nature of game­based learning software as a positive feature that helped illustrate engineering dynamics. Game-based learning communities, organised around tutor groups, were seen as an excellent way of encouraging an element of competition in a small non­threatening environment while discussion forums based around Moodle provided efficient support for the large group of 160 students. Finally, learning through ‘doing’ in a game environment was proven to be a successful method of illustrating physical phenomena.

To read the whole article, click here.

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Web 2.0 new tools, new schools, great read! Part 1

I’ve just finished reading through Gwen Solomon and Lynne Schrum’s wonderful guide to Web 2.0. It comes highly recommended to any teacher looking for practical ways of incorporating Web 2.0 technologies in their teaching.

I must admit I purchased the e-version for my Kindle. It was easy to read and very engaging. The book is split into 10 chapters:

Chapter 1 introduces the new world of Web 2.0 by contextualising it. One of the themes which will run through the book is introduced here, namely the key role of the teacher as a technology leader. When the “teacher has become a confident, active and visible user”, the technology “use becomes seamless and transparent”.

Chapter 2 contrasts Prensky’s notion of “digital natives vs digital immigrants”. The book looks at the advantages of the 1:1 laptop system and its advantageous outcomes on learning. There is some discussion on the importance of the shift from students as memorisers of information to synthesisers of information. There is a distinct challenge on educators to ensure “students learn how to process and use (that) information wisely”.

Chapter 3 discusses some of the new tools, in particular the massive potential, and underutilisation, of open-source code. Here the power of Web 2.0 comes to the fore. Blogs, wikis, social networking, podcasts, photo and video editing are all covered with online sources for each and descriptions of their use. This is no Idiot’s guide. It is a very comprehensive overview of the massive number of tools available to teachers to power up their classrooms. The list of applications is far too comprehensive to reproduce here, and I was only looking from a Science perspective.  My own research is moving me towards a mobile gaming education environment so what particularly resonated for me was the following quote: “It is not a big leap to consider mining data about every student’s learning style, retention of infromation and interests and then harness what we know from successes in the past to predict what will be successful for each student in the future. Eventually every student may get a detailed learning plan that is adjusted automatically based on new data.”

Now that is differentiation at its ultimate.

More on this excellent resource in the next post, but while you’re waiting, why not check out this and other great titles to enhance your teaching?

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Mastering Web 2.0

Sometimes it is easy to put the cart before the horse!

In technology, as in life, we need to master one set of skills before we move on to the next set.

Web 2.0 is a great starting point for those looking at ways to incorporate more technology into your teaching.

There are some great simulations and virtual reality games out there for Science teachers, but perhaps some teachers might prefer to start with the basic tools that Web 2.0 provides (and they are anything but basic in what they can offer) before we launch into the world of Science gaming.

To find out more about Web 2.0 for science education, click the link to the following page: http://mobilegamesforscience.com/web-2-0-for-science-educators/.

Have fun.

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A tsunami of techno tools

Crickey!

Can you believe the number of techno-tools available for educators these days?

You just have to find a way of gathering everything into a single place because otherwise it is overwhelming. That’s one of the aims of this website. Through posts, pages and links, we plan to prepare and present some usful tools which you and your students can enjoy.

Web 2.0 has thrown up a suite of open source, interactive applications which are ipso facto made for educators. They allow group work, shared response, immediate feedback and critical reasoning.

Don’t limit your thinking about Web 2.0 to blogs and wikis, even though that would be an excellent place to start, because Web 2.0 promises so much more.

To find out more about the potential of Web 2.0 to transform your teaching experience, follow the link to the Web 2.0 for Science Educators page.

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Welcome to Mobile Games for Science

Thanks for visiting this brand new site. I’m hoping to gather together some important research to highlight the value of incorporating technology into science education.

The journey has begun.

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