Friday, June 21, 2013

E safety

Here is a new site I came across in the UK

www.e-safetysupport.com

Here is their blurb:

E-safety Support will save you time with ready-to-use resources that help you deliver excellent practice in teaching online safety. Get started with free guidance and articles in our monthly email updates and special reports. Join as a Premium or Premium Plus member for access to policies, sharing tools, teaching resources and training materials.


Free and Premium packages featuring:
  • Over 40 E-safety lesson plans & assembly resources KS2 - 4
  • Policy builder, templates & acceptable use policies
  • Comprehensive guidance for parents & teachers
  • Monthly updates and termly reports



Friday, November 9, 2012

Using imovie on Mac

Last week I had my first attempt at creating a video and editing it in imovie.  I filmed some friend's kids in a playground demonstrating different position words, downloaded the video simply by plugging the camera into the computer (so easy).  Opened up the files using the camera icon and dragged them onto the project screen.  From there it was simply a matter of cutting the clips by clicking on them and dragging the yellow frame to delete sections that I didn't want.  I added some words by clicking on the world symbol, inserting some green frames and then adding text (the T button).  I also added some freeze frames to act like photographs - you'll find a video on You Tube about how to do it at 

                   https://www.youtube.com/watch?v=e-7gfH_zVJc

I clicked on a theme and added some music by locating a track in 'garage', saving it in itunes, clicking on the music icon and dragging it onto my movie (be sure you make it a long audio track in garage before you save it as you can always cut it if it is too long).  Finally I uploaded it to You Tube by clicking the Share button.  So here it is (I don't know why You Tube has this picture as the opening clip - or why it is blurred?).  It was lots of fun and very satisfying although my daughter who is a professional editor thinks I still have a long way to go!

                           
  

  

Protection for your IPad at last! Lifeproof Cases

Do you have an ipad you would like to use at school but are too scared of it getting damaged?  Or maybe you have ipads in your school and are constantly on edge that the children will break them in your lesson?

Here is a fantastic product that makes your ipad more child friendly.  It is a dust proof, waterproof, snow proof and shock proof case that allows your screen to stay nude.  The case is appropriately called 'LifeProof Nuud' and is available online at

                               http://www.lifeproof.com 



What a great product!  Thank-you Lifeproof you have just made integrating technology a whole lot easier!

Do you have any special needs children in your class?

Recently I visited a really beautiful little school called Pathways in California.  This school caters for children who learn differently.  The teacher I visited with suggested several excellent sites for helping teachers to benchmark and track children's progress and improve their attention skills



                                http://www.renlearn.com


                                  http://www.mybrainware.com/

Resources for Teachers

Here are some great sites for teachers:


Sparklebox

This site has a large number of teaching resources that are free to download and great for small group work.




Teaching Websites

Lists useful websites for teachers



                               http://www.teachingideas.co.uk/

TES Education

Includes 500,000 resources uploaded by teachers.






Primary Resources

Free lesson plans, ideas and resources for teachers






BBC Teaching Site

Teaching resources and classroom activities: lesson plans, worksheets, classroom games and video clips




Top Marks

There are currently 2,074 links to free teaching resources at Topmarks. 


                                            http://www.topmarks.co.uk

                                           

School Zone

Schoolzone provides free resources for teachers - 50000 of which are reviewed by teachers.





                               http://www.schoolzone.co.uk/

Topic Box

Searchable site of thousands of quality resources plus interactive resources.

                                 
                                http://www.topicbox.org.uk/

Teachit Primary

Primary teaching resources fro Foundation, KS1 abd KS2.  Thousands of interactive and editable classroom resources fro Primary School teachers.

                              Teachit Primary
                             http://www.teachitprimary.co.uk/

Espresso Elementary

Interactive Pre-K - Grade 5 class resources.  You may trial it free but it does require a subscription.


                          http://www.espressoeducation.com/

Reading Eggs

A learning to read site with games and activities.  It is differentiated and places the children on their level after a pretest.  It is a paid site but very useful for small group Reading activities.

                                   http://readingeggs.com/

Spelling City

This site enables teachers to set up their own spelling lists for the children to practise and play various games involving the words.  It is a free site and well worth a look.




                            http://www.spellingcity.com/

Starfall

Free reading and language arts activities for young children.


                                   http://www.starfall.com/

Using Computer Games in Education


With any new technology there are always those who debate its usefulness and evangelise its evils.  Therefore teachers must understand the types of computer games available and investigate the advantages and disadvantages of their use, both in the home and school environment, to evaluate their educational worth before integrating any computer games into the curriculum.



Categories of Computer Games
Computer games generally fall into one of seven categories or may be a combination of the seven.  Action Games involve the use of connecting platforms enabling the player to move between different locations and may involve a main character who has the ability to shoot.    Adventure Games contain puzzles that are solved in a virtual world and may contain violence.  Combat Games like Action Games are usually violent fighting games involving martial arts skills.   Puzzle Games involve the player manipulating puzzle pieces that enter view from the top or side of the screen.  In Role Playing Games the player chooses a character, which often uses violence, to solve problems.  This character may be part of a Simulation Game that leads him/her through a number of situations in order to reach a goal.  Strategy Games involve the players in developing tactics and are often based around historical conflicts such as wars and once again involve a violent component.(Kirriemuir & McFarlane, 2006., Young Media Australia, 2003)


Advantages of Computer Games in Home and School Environments
Children who have access to technology and computer games within their home environment clearly have an advantage to their peers raised in an environment devoid of technology.  Computer games may enable parents to teach such skills as content evaluation, time management, turn taking, sharing, boundaries and the following of rules thus integrating skills necessary for good health and socialisation (Young Media Australia, 2003., Becta, 2001., Downes, 2002, p187-188).  The computer game enables the child to explore new situations within the safety of their home and may increase computer literacy at a faster rate due to the added support of a one-to-one adult or sibling’s expert assistance (Downes, 2002, p183, p186).

Computer games may be of huge benefit to a student’s learning.  A study in the United Kingdom in 2001 involving teachers using computer games to enhance the curriculum found that there were a number of benefits to using games software in education.  These benefits included: higher levels of engagement in the lesson especially from males, improved motivation, greater self-esteem, enhancement of ICT (Information Communication Technologies) skills, an increased access to library facilities, improved collaborative learning and  the encouragement of discussion on citizenship issues (Becta, 2001). 

Computer games used in the classroom context involve the children in “Learning by Doing” thus creating deeper understandings.  As computer games lead the children through simulations, role plays and the like, engaging a number of senses at a time, they teach skills such as: problem solving, collaboration, using data bases and menus to search for information, multitasking, creative planning and peer tutoring and new literacies through the use of multimodal texts (Young Media Australia, 2003., Prensky, 2002, p9., Becta, 2001., Tomlinson-Baille & De Jong, Australian Centre for Moving Image: acmi, p10-14., Nardi, Ly &Harris, 2007, p9., Kirriemuir & McFarlane, 2006).  Further computer games provide instant feedback and reward, enhance fine motor skills, improve the speed of decision making and response to visual stimulus and allow children to work through problems at their own pace alleviating frustration (Young Media Australia 2003, Nardi, Ly & Harris, 2007, p8, Restak, 2009, p155, 161).


A great book on improving your brain skills that has an excellent chapter on the benefits of computer games

Disadvantages of Computer Games in the Home and School Environment
In Australian society with many families being made up from of working parents, or in households with a single parent, parental supervision of computer games may be limited and have the potential to harm.  Children may spend inordinate amounts of time on computer games to the detriment of their health, decreasing the amount of time spent in physical exercise and socialising with their family members and peers, sometimes to the point of addiction otherwise known as “EverCrack”(Downes, 2002., acmi, Bachl, 2006., Moses, 2006., Prensky, 2002, p2).  Without adult direction children may be exposed to: believing in a false reality, violence promoting aggressive behaviours both sexual and physical, and gender stereotyping (see appendix A) (Young Media Australia, 2003).


Though there are numerous advantages to using computer games in the classroom the Becta study found that there were also many disadvantages.  At the time of the study there were few high quality educational games and the computer games used presented technical problems to the school networks as they were made for single interface uses.  Many of the games contained gender bias in favour of males.  The language and interfaces used in the games were often outside the children’s level of understanding and the games themselves were not easily adapted or alterable for the length of a school lesson (Becta, 2001).  A study since this time has found that although ‘edutainment’ games have been developed they are too simple, require repetitive tasks, are poorly designed, have limited activities and lead learners to feel they are being coerced into learning (Kirriemuir & McFarlane, 2006).  Teachers may find it difficult to make the time to find games and match or alter their content to meet the learning of core school competencies relevant to assessment.  Further the game and reward aspect has the potential to minimise learning content (see Appendix B).

Teachers have a duty of care to ensure the content they include in the curriculum enhances learning and develops the social skills necessary for the child’s future success.  By carefully considering the advantages and disadvantages of new technologies such as computer games they may safeguard that the lessons they prepare are on the cutting edge of the information technology revolution.
This is a site for young children that includes more than teletubby games.  The acitivities teach mouse skills (click, drag, drop) and have many games that include concepts taught in Foundation and Year 1.

Appendix A
A year seven boy, from a single parent family, enrolled at a school in Queensland, drew a picture on a whiteboard illustrating his teacher with a knife through her head and blood dripping down the board.  On investigation it was found that he had been spending excessive amounts of time in front of violent computer games unsupervised.  Not only that but the games had been stolen, illegally downloaded from a relative, without his father’s knowledge. 
(Source: the author’s personal experience)
Appendix B
While working at a school in Queensland the author spoke to a teacher who was the parent of several children in the primary school about the benefits of Mathletics (an online ‘edutainment’ program).  The teacher concerned was also the Mathletics co-ordinator.  The teacher stated that she had turned off the games section of the program in Mathletics for her own children as they were spending more time in the gaming section of the program than learning concepts.  She also mentioned that once the gaming element was removed their motivation to participate also decreased. (Source: authors personal experience)

Click here for more current research from Becta than the research used in this article


Further great things that are happening in the UK with using computer games




References
Acmi Australian Centre for the moving image. PARENTS, KIDS & VIDEOGAMES – WHAT’S THE SCORE? [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: parentguide (3)
Bachl, M. (2006). Computers breed new addiction. Sydney Morning Herald [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing:  Computers_breed_new_addiction_-_National_-_smh.com.au (1)
Becta. (2001). Computer Games in Education Report  [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: Games_Review_Future_Lab (2)
Downes, T. (2002). Children’s and Families’ Use of Computers in Australian Homes. Contemporary Issues in Early Childhood, 3(2) [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: 3_Downes_CIEC_3_2 (1)
Kirriemuir, J. K. & McFarlane, C. A. (2006). Report 8: Literature Review in Games and Learning [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: Games_Review_Future_Lab (2)
Moses, A. (2006). How to spot an internet addict. Sydney Morning Herald [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing:  How_to_spot_an_internet_addict_-_web_-_Technology_-_smh.com.au (1)
Nardi, B. A., Ly, S. and Harris, J. (2007). Learning Conversations in World of Warcraft [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing:  Nardi-HICSS (2)
Prensky, M. (2002). The Motivation of Gameplay or, the REAL 21st century learning revolution [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: Prensky_-_The_Motivation_of_Gameplay-OTH_10-1 (1)
Restak, R. (2009). Think Smart. New York, USA: Penguin Books
Tomlinson-Baillie, K. & De Jong, T. What is it about digital media games that engrosses young boys? A study in the sub-culture of Yu-Gi-Oh and its potential for improving educational outcomes [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: conf_P_442_ACECPaper28Marc (4)
Young Media Australia. (2003). Overview of computer and video games [electronic version]. Retrieved from: Avondale College Moodle, EDUC32400, Issues in Educational Computing: 05_01_overview_comp_games (1)




  

Using Social Media in the Classroom


Social networking enables individuals to connect and interact through the use of technological applications.  It allows avenues for discussion and the sharing of information, opinions, thoughts, ideas and emotions both globally and in real time (Greenhow, 2009).  Bentwood describes social networking as the collision of sociology and technology and suggests those who become part of a network take on the following roles: idea starters, amplifiers, curators, commentators and viewers (2012).  He believes the most influential roles are the first three.  To effectively use social networking in the classroom teachers must be willing to take on these three roles to further enhance the learning of the students in their care.

 The Idea Starter

The idea starter, starts and takes part in the early stages of a conversation, but does not necessarily continue in the conversation (Greenhow, 2009).  Teachers may use this strategy to promote dialogue amongst their students.  For example: A teacher assigns each child in a small group the role of a character in a story or novel (Brumley, 2012).  The teacher then posts a statement, “The Cat in the Hat was Naughty” and has the children, in role, discuss their opinions.  This exercise may be part of a Blog or on Twitter, in real time, encouraging the children to be succinct with their comments.

“Backchanneling”  where students are encouraged to tweet about the lesson during the lesson and “Tweetups” where children digitally discuss a topic before an oral discussion are also methods the teacher may use as idea starter (Brumley, 2012).

Taking on the role of idea starter among colleagues may lead to the collaboration and sharing of ideas and strategies, in the ‘global staffroom’ to enhance the learning of specific concepts.  For example:  A teacher may post a question on a teacher blogsite such as “Help! I have to teach ‘inferencing’ to a Year 1 class next week in Reading.  Any ideas?”.  Not only would this statement encourage the sharing of ideas but would also allow for the building, adapting and creating of new ideas and strategies; the sharing of expertise to enhance learning.

The Amplifier

As amplifier the teacher chooses what content to place on the social network site; quite simply the information in learning that will have the loudest voice.  “Frontloading” (Brumley, 2012) is a method that facilitates amplification.  This method is where the teacher uploads the bulk of the information for a lesson onto the net in the form of a video, website, multimedia presentation or written extract posted on a blog, or wiki site, for the children to complete before a lesson and comment on in preparation for future activities (Stansbury, 2011). 

Virtual excursions, virtual visitors such as authors and specialists, enabled by such programs as Skype, are other strategies the teacher may use in her role as amplifier (Online Universities.com).

The Curator
A curator is a custodian of cultural heritage and values.  In her role as curator, of social networking in the school, the teacher has a responsibility to ensure that children are taught not just ‘netiquette’ but Christian ‘netiquette’ or how to treat others as we would like to be treated (Luke 6:31) while using social media.  Sowden refers to this as learning to be a ‘good digital citizen’ (cited in Gardiner, 2012).  Education is not just about information; it is also about teaching children how to get along in the social world in which they find themselves.  To instil Christian social values teachers need to purposely teach ways to manoeuvre network sites and impress upon the children the permanence of all forms of information placed on the web.

As curators teachers may teach the value of each individual’s contribution and right to speech again using such things as Microblogging and Twitter where all are encouraged to contribute and feel safe to have their say.  Collaborative tasks that are placed on the wiki with provision for comments and peer reviews, or links to global communities allow children to comment on another’s work and learn to contribute constructive criticism without condemnation; they may also promote cultural tolerance and understanding. 

As curator the teacher may also access social networking to enhance relationships between the school, the parents and the child.  Teachers can use social networking to communicate initiatives, achievements and successes of individuals, groups and the school. By including parents as members of wikis and blog sites the parents may become learning partners with their children.

Conclusion
Social networking is here to stay and it will continue to have an impact on the way we relate and interact together as a society.  Shirky rightly states, “When we change the way we communicate, we change society” (2008, p16).  How teachers choose to use social networking in their roles as idea starters, amplifiers and curators will determine whether social networking has a positive or negative impact on the future of societies’ children. 

          
A great read about social networking

A link to a fantastic resource - you are sure to find something here to help you integrate social media into the classroom.



References

Bentwood, J. (2012, June 23). 2012 Academic Summit on Social Media Stanford University [video file]. Retrieved from: https://www.youtube.com/watch?v=ocKhpm95Nbg
Brumley, M. (2012). 7 Tips for Using Social Media in Your Classroom. NBC News Education Nation [Electronic version].  Retrieved from: www.educationnation.com/index.cfm?objectid=D25A95BE-6152-11E1-8D32000C296BA163
Gardiner, S. (2012). The Facebook dilemma: how young is too young? Sydney Morning Herald [Electronic version].  Retrieved from: smh.com.au/technology/…/the-facebook-dilemma-how-young-is-too-young-20120514-11ym6g.html  
Greenhow, C. (2009, October 2). Social Networking Sites Have Educational Benefits [video file]. Retrieved from: https://www.youtube.com/watch?v=ZxrlrbP4UNo
Shirky, C. (2008). The Power of Organizing Without Organization HERE COMES EVERYBODY. New York: Penguin.
Staff Writers. (2010). 100 Inspiring Ways to Use Social Media in the Classroom. Retrieved from: www.onlineuniversities.com/blog/2010/05/100-inspiring-ways-to-use-social-media-in-the-classroom/
Stansbury, M. (2011, October 21). Ten ways schools are using social media effectively. eSchool News Technology News for Today’s K-12 Educator [Electronic version]. Retrieved from: http://www.eschoolnews.com/2011/10/21/ten-ways-schools-are-using-social-media-effectively/