Thursday, 12 April 2012

Reflective Synopsis - Analysis of Digital Technologies

Information and communications technology (ICT) refers to any digital device. E‑learning refers to the use of instructional strategies enhanced by technology to improve teaching and learning (Waterhouse, 2003, p. 3).

E-learning can transform learning by supporting and enhancing learning content, process and context. E-learning is transformative in terms of its ability to simultaneously achieve seemingly contradictory objectives - freedom and control, independence and collaboration, openness and cohesion and the integration of personal and public aspects of learning (Garrison & Anderson, 2003, p. 3).

Despite this, I tend to agree with the suggestion by Garrison and Anderson (2003, p. 1) that we are yet to fully experience the transformative effects of ICTs. Too often, ICTs are integrated into traditional pedagogy, with a narrow focus on the ‘information’ or mechanisms of communicating information, rather than about the powerful opportunities they offer. ICT is most effective when it is integral to learning, that is, when learning is facilitated through the implementation of sound digital pedagogies in ways that are not possible without ICT (Fasso, 2012). Mishra and Koehler (2006) articulate this through the conceptual technological pedagogical concept knowledge framework.

E-learning does much more than engage ‘digital natives’ (Prensky, 2001; 2005). It enhances teaching and learning, connects teaching content to the real world, provides multi-modal resources and connects students to each other and a community of inquiry. ICT knowledge, understanding and ways of working are articulated in the Queensland Curriculum, Assessment and Reporting Framework and the Australian Curriculum.

By emphasising the role of social interaction in cognitive development, encouraging real-world simulations and providing immediate access to knowledge resources, e-learning draws on constructivist learning theory (Vygotsky, 1978; Mergel, 1998; Lein, n.d.). E-learning is also connectivist in nature, as learning arises from the connection of information sources (Siemens, 2004).


I have explored a range of ICTs to familiarise myself with their technical affordances, understand their applications and assess their potential to transform learning. This reflective synopsis summarises these explorations and considers number of digital technologies in detail, including wikis, blogs, images, Glogster and Google Earth.


Scaffolded Wiki Activity


The mobile phones wiki activity required learners to respond to the topic using de Bono’s ‘Six Thinking Hats’ (Kurwongbah State School, undated).


Constructivist theory is underpinned by the notion that learners construct meaning based on their perceptions of social encounters and experiences. The design of the wiki activity was constructivist in that it aimed to stimulate social interaction and encourage learners to actively share their personal interpretations of the topic. The experience of negotiating these interpretations resulted in the construction of knowledge.


Typical of constructivist learning design which is generally more facilitative than prescriptive (Mergel, 1998), the role of the teacher was to provide initial scaffolding. The scaffolding provided the context for the wiki activity and supported the way learners thought about the topic. For example, by providing information about the six thinking hats routine, the teacher ‘set the scene’ for the wiki by making learners aware that they should use different thinking modes to come up with a range of perspectives. By introducing wikis and providing instructions on how to edit the table displayed in the wiki, the scaffolding facilitated the collection of the perspectives offered by the learners. As a result, the responses added to the wiki were relevant, reasonable and varied.


Participating in this scaffolded activity was valuable, as I was able to put myself in the shoes of my own learners. The wiki made the activity ‘fun’ and reminded me that we were talking about a real issue with real implications. As I was participating, I was conscious of the fact that the six thinking hats routine encouraged me to consider wider perspectives than I typically would. I was aware that the collaborative nature of the wiki took this one step further by adding the input of my peers.


The wiki activity allowed me to reflect on the topic individually, which is usually the way I prefer to learn. However, I was also able to more fully understand the complexity of the issue by acknowledging a number of other responses added by my classmates. The wiki helped me to articulate and solidify my own views as some of the other ideas added prompted me to think and read further.


I was also able to gauge some sense of my peers’ personalities through reading their responses. By either aligning myself with their position or questioning their ideas, I was simultaneously constructing meaning about the content, myself and my colleagues.


The activity encouraged problem-based higher order thinking, a move towards the most complex categories of Bloom’s Taxonomy of the cognitive domain (Big Dog, Little Dog and Knowledge Jump, 1999).


Participating in this activity taught me a lot about the value of effective scaffolding and thinking routines. I plan to use the six thinking hats routine in my teaching practice to investigate perspective and support critical thinking. More detailed reflection about this activity is provided in the Reflection on Wiki Activities posting.


Group 1 Tools – Blogs, Wikis and Websites


The first group of digital technologies I explored was web logs (blogs), wikis and websites. I experimented with creating my own wiki and website and reflected about the process and/or the potential applications of wikis and websites. Although there are conceptual and technical differences between these tools, they are all essentially connectivist as they facilitate the contribution of information to the internet by users and continual learning focussed on information currency and maintaining connections (Siemens, 2004).


I focussed on blogs because this is the tool I am most familiar (and competent) with. I’ve found blogging to be a useful way of refining and consolidating my learning. The personal experience of having to set up and populate my own blog has provided an invaluable insight into how I would design learning experiences using this technology. Based on my experiences, I would suggest to students that they blog freely and frequently as my own capabilities have developed immensely through being forced to practice.


Blogs provide a platform for authors to publish sequential ‘posts’ (e.g. updates, reflections etc.). Within each post, the user can embed multi-modal content, either from their computer or the web. I experimented by creating this blog and adding images, video, links etc. Blogs allow students to work interactively and collaboratively and are a great way of engaging different styles of learners (Felder & Silverman, 1988).


I envisage blogging transforming learning in a number of ways. Firstly, a class blog could be established by the teacher to communicate with students (e.g. to provide assignment information, homework, class news, reminders), communicate with parents (e.g. routines, homework, class trips, school events) and archive student work. The class blog would initiate collaboration between the classroom and home environments and allow students to develop familiarity and observe appropriate online behaviour. By involving parents in the dialogue, students would have increased support at home and parents could assist with monitoring online behaviour.


Once familiar blogging, each student would then set up their own blog. Student blogs would serve a multitude of purposes (e.g. diary, information store, mechanism for sharing show‑and-tell photos/videos and recalling, recording, evaluating and reflecting on learning). It is important however, that students are given stimulus and are guided towards higher level thinking by appropriate scaffolding (e.g. thinking routines like SWOT or PMI charts).


On their blogs, students would share information about their interests and likes/dislikes, construct assignments and record learning/work examples. This sharing of information fosters a cooperative learning environment (Ashman & Elkins, 2012) and allows the teacher to tailor the design of learning experiences to cater for the range of learning styles and multiple intelligences within the class (Gardner, 1983; Felder & Silverman, 1988).


Group 2 Tools – Images, Video and Audio Tools


The second group of digital technologies I explored was images, digital video, vokis and podcasting. With the exception of images, the creation of these artefacts was very new for me. Although these tools use different modes, essentially they promote connectivist learning which occurs as a by-product of experiencing artefacts created by others (Siemens, 2004).


I focussed on images because I believe developing students' visual literacy is important and I find imagery and interpretation of digital images fascinating. I particularly value images for their ability to engage learners (especially visual learners) and encourage critical thinking/thinking about emotional responses (The New Media Consortium, 2005). Thinking routines like the See, Think Wonder routine (Harvard Project Zero, n.d.) are important to scaffold students' responses to images.


Photographs are useful for recording classroom activities (field trips, student work), archiving student work and personalising the learning experience (e.g. time lapse photos of individual science experiments, illustrated student stories etc.). Classroom photos can be shared or used in a variety of ways.


However, in order to move from lower to higher level thinking, the key objective should be for students to manipulate and create images themselves. Although images are not new, digital images transform learning by giving students the opportunity to be media creators and manipulators, rather than just viewers and analysts. I experimented with these roles by resizing and uploading digital photographs and creating new images using ArtRage Studio.


ArtRage Studio would be fantastic for art and creative responses to literature. In my blog post about images, I provided an example of a sketch done while listening to the audiobook of the Twits by Roald Dahl. Using ArtRage Studio in this way encourages and develops effective text-participant literary practices (Winch et al., 2010).


Manipulating and using digital photos online is a great way of teaching students about referencing and legal/ethical implications of using online materials. As a teacher, I would model appropriate use of images and establish rules around photography (e.g. no photographs of other learners etc.).


Group 3 Tools – PowerPoint, Prezi, Glogster


The third group of digital technologies I explored included PowerPoint, Prezi and Glogster. I had issues with PowerPoint and Prezi in terms of either their functionality and/or application. I have used PowerPoint quite extensively in my professional career (as well as experienced it as a student), and find that it is too often used to facilitate teacher-centred message transmission.


I chose to focus on Glogster as this was a new tool for me and I really enjoyed using it. Glogster provides a platform for creating and sharing 'Glogs' (a form of interactive poster). Glogs are multi-modal artefacts, containing text, graphics, music and videos. Glogster is a connectivist tool which encourage users to source and view digital artefacts from a range of sources.


The Metiri Group (2008) suggests that students engaged in learning that incorporates multimodal designs tend to outperform students who learn using traditional single-mode approaches. Adding visuals to verbal learning can result in significant gains in basic and higher-order learning (Metiri Group, 2008).


My personal experience as a new Glogster user provided invaluable insight into how best to design learning experiences using this tool. The introductory video provided a solid foundation, and most of the tool’s functions were self-explanatory. Although Glogs can be used for a variety of purposes across the key learning areas (KLAs), in my blog I suggested some potential applications including for authentic real-world projects and as a mechanism for students to get to know each other.

As with any online tool, Glogs pose legal and safety issues. I would reinforce the importance of abiding by online rules and model appropriate attribution of other people’s material.


Group 4 Tools – Animations and Simulations

The final group of digital technologies I explored was animation and simulation tools (e.g. online concept mapping using Bubbl.us, Froguts Virtual Dissections and Google Earth). I chose to focus on Google Earth, as although I found Bubbl.us and Froguts very engaging, their applications in the learning context are somewhat limited.

Google Earth really does have the potential to enhance the learning context, content and process. It is a learner-centred, connectivist tool which facilitates a kind of learning and a level of understanding which is not possible without ICT. In a previous posting, I developed a learning activity for Year 4 Science using Google Earth, although the dynamic and flexible nature of this tool makes it ideal for use across all KLAs.

Conclusion

Interestingly, as many of these tools were unfamiliar to me, I simulated the process that students would go through when using these tools. I experienced first-hand the value of quality scaffolding, experimented with each tool and creatively adapted it to meet my learning needs. Critiquing the tools was an important part of the process, and I felt some offered more scope than others for transforming students’ learning. Although it was challenging to take in so much new information, I feel I am now competent at using these technologies and confident that I can incorporate them into effective digital pedagogy.
I intend to use my understanding of the learning theories and my observations/conclusions about these technologies as a basis for more detailed design of learning experiences in order to maximise learning gains.

References

Ashman, A. & Elkins, J. (2012). Education for inclusion and diversity (4th Ed.). Frenchs Forest, NSW: Pearson Australia.

Big Dog, Little Dog and Knowledge Jump (1999). Bloom’s taxonomy of learning domains, March 14. Retrieved from http://www.nwlink.com/~donclark/hrd/bloom.html#cognitive

Fasso, W. (2012). EDED20491: ICTs for Learning Design (Term 1, 2012). Retrieved from CQUniversity e-courses, EDED20491 ICTs for Learning Design, http://moodle.cqu.edu.au/course/view.php?id=19580

Felder, R. & Silverman, L. (1988). Learning and teaching styles in engineering education. Engr. Education, 78(7), pp. 674-681.

Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. New York: Basic Books.

Garrison, D. & Anderson, T. (2003). E-learning in the 21st century: a framework for research and practice. London: RoutledgeFalmer.


Kurwongbah State School (n.d.). Edward de Bono’s Six Thinking Hats, April 11. Retrieved from http://www.kurwongbss.eq.edu.au/thinking/Hats/hats.htm

Lein, K. (n.d.) Elearning pedagogy: constructivist approach, April 12. Retrieved from http://www.elearningpedagogy.com/constructivist.html

Mergel, B. (1998). Instructional deisgn & learning theory, March 25. Retrieved from http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm

Metiri Group (2008). Multimodal learning through media: what the research says, April 11. Retrieved from http://www.cisco.com/web/strategy/docs/education/Multimodal-Learning-Through-Media.pdf

Mishra, P. & Koehler, M. (2006). Technological pedagogical content knowledge: a framework for teacher knowledge. Teachers College Record, 108(6), pp. 1014-1054.

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), pp. 1-6.

Prensky, M. (2005, September/October). “Engage me or enrage me”: what today’s learners demand. Educause Review, pp. 60-64.

Siemens, G. (2004). Connectivism: a learning theory for the digital age, April 11. Retrieved from http://www.elearnspace.org/Articles/connectivism.htm

The New Media Consortium (2005). A global imperative: the report of the 21st century literacy summit.

Vygotsky, L. (1978). Mind in society. Cambridge, MA: Harvard University Press.

Waterhouse, S. (2003). The power of elearning the past, the present, and the future, June 15. Retrieved from http://ritim.cba.uri.edu/wp2003/pdf_format/Wiley-Encycl-Internet-Diffusion-v12.pdf

Winch, G., Johnston, R., March, P., Ljungdahl, L. & Holliday, M. (2010). Literacy: reading, writing & children's literature (4th Ed.). South Melbourne, VIC: Oxford University Press.


Appendix

The reflective synopsis contains hyperlinks to supporting documentation. The links to the compulsory posting and four additional postings on tools from the Groups 1 to 4 ICT tools are provided below.

Compulsory Posting       Reflection on Wiki Activities

Group 1 Tools                A Blog About Blogging…

Group 2 Tools                Group 2 Tools - Images

Group 3 Tools                A Reflection on Glogster

Group 4 Tools                Group 4 Tools - Google Earth

Group 4 Tools - Google Earth

Google Earth is a digital simulation tool which allows users to explore anywhere on earth in 3D, based on satellite imagery and photography. Google Earth also contains imagery for the Moon and Mars, stars, under the ocean, buildings and cityscapes (... and the list goes on). The time series function is handy for understanding natural variability and change over time.

Google Earth contains many different tools and functions, which are explained in the video tutorials. I have used Google Earth in past (in my work as an environmental consultant), but haven't ever taken the time to explore too widely. I am so excited about this tool and I'm sure I only comprehend a tiny portion of its full potential! The possibilities for using Google Earth to transform learning seem endless, and the showcase and gallery provide some really interesting examples of what the software is capable of.

The below activity is something I developed while exploring the time series function of many Google Earth files. This function allows users to examine variability over time. In this way, Google Earth is ideally placed to address curriculum requirements relating to place and space. 

The Australian Curriculum for Science (ACARA, 2012) indicates that in Year 4, students should understand that the Earth’s surface changes over time as a result of natural processes and human activity.

To familiarise students with Google Earth I would have them search for their own home and seeing how it looks from the air. They could then investigate how their place has/hasn't changed over time (either due to natural processes or activities their family may have undertaken e.g. new pool, house extension, landscaping).

I would then provide some examples of how the Earth's surface changes over time as a result of natural processes.

Ice Sculpted by Wind, Antarctica

Meteor Crater, Australia

Glacier, Norway

I would also use the Google Earth time series function to provide some examples of how the Earth's surface changes over time as a result of human activity. The below images show the changing landscape in Dubai as a result of human development.

Dubai, 2000


Dubai, 2002


Dubai, 2005

Dubai, 2008

Dubai, 2011

Students could then form groups to brainstorm (perhaps using Bubbl.us?) ways that natural processes and human activities might change the Earth's surface and use Google Earth to find evidence to support their theories.

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Plus
Minus
Interesting
- free
- quick download
- navigation is easy, either using the mouse to drag and zoom or the search function
- Google Earth capabilities have diverse applications to classroom learning
- creates a sense of wonder about the natural environment
- develops visual literacy
- develops competency in interpreting mapping and applying skills to particular tasks
- tutorial videos available

- takes up storage space on computers
- more complex functions like layers can be confusing to new users
- requires a basic working knowledge of world map and mapping tools
- satellite imagery in limited in some areas and in some years

- geographical informaiton and satellite imagery can be used to support learning in a multitude of ways across the curriculum (e.g. art tours, physics explorations, calculations of distances for maths, mapping locations from books etc.)


References

Australian Curriculum, Assessment and Reporting Authority (ACARA). (2012). The Australian curriculum (Version 3.0), March 24. Retrieved from http://www.australiancurriculum.edu.au/Download

Wednesday, 11 April 2012

Group 2 Tools - Digital Video

I must say I have been very disappointed in my experimentation with video technologies. The Year 3 students in my EPL class have been doing a science experiment about growing a plant from seed. This inspired me to create a stop-motion movie about the process.

After taking about 300 photos, uploading them to Windows Movie Maker and playing around with the functions, disaster struck. It seems my computer does not have the necessary 'grunt' for movie editing. Every time I tried to change the transitions, the program froze and the one time I did get to the point of saving the movie file, the whole computer crashed.

Unfortunately I can't share the movie with you which is very frustrating to say the least!  The upshot is that I have, however, been able to create a very short stop-motion movie using just a few photos that I had on file.


Not to worry. I will take this as a timely reminder that an important part of using ICTs for learning is having something up my sleeve for the times when it all goes pear-shaped (and experience shows it does, from time to time!). What I will do instead is reflect on digital movies generally and their potential for enhancing learning.

As noted by Schwartz and Hartman (n.d., p. 2) video can be a powerful tool for learning. Videos encourage creative fluency and interpretive facility (The New Media Consortium, 2005). Video has long been a fantastic tool for opening up new worlds and making meaning from images and aural modes. The advent of digital video makes the whole process much more accessible and communal. Instead of requiring expensive video recording and editing equipment, digital videos can be captured on mobile phones, digital cameras, ipads, etc., uploaded to computers either automatically or almost instantly (using free software), and shared in many different ways. Most students will already be very familiar with video sharing platforms like YouTube and many will have experience in recording videos.

The TED and TeacherTube websites contain some fantastic videos.  This teacher's rap below goes to show that even some of the most unlikely subjects can be taught using video.



Kearney and Shuck (2006) indicate that digital video is commonly used in schools for communciation, observation, analysis and reflection.  Using these key areas, I've come up with some ideas for using video in education:



  • Communication - provide real-life examples as a way of communicating ideas to students (e.g. for an activity on persuasive texts, students could watch Martin Luther King Jnr's 'I Have a Dream Speech'). Groups could film themselves acting out a book.
  • Observation - students could collect and share video footage to expand on classroom learning (e.g. for a unit on minibeasts students could film insects and the different ways they move, their habitats etc.).
  • Analysis - students could examine advertising techniques then write and film their own commercial to sell a product.
  • Reflection - students could create reflective responses to content covered in class (e.g. form small groups to film a contrived TV show that reviews texts or movies).




The range of learning outcomes made possible by digitial video is indicated in the below diagram.


Source: Schwartz and Hartman (n.d., p. 7)

Activities involving video should be strongly linked to the curriculum. Students should be reminded about the importance of audience, both in terms of creating effective movies and the flow-on implications for privacy, online safety etc.

Fasso (2012) suggests that the outcomes of student video production include affective, metacognitive, higher order thinking, communication and presentation, literacy, organisational and teamwork and moviemaking skill development.


References




Fasso, W. (2012). EDED20491: ICTs for Learning Design (Term 1, 2012). Retrieved from CQUniversity e-courses, EDED20491 ICTs for Learning Design, http://moodle.cqu.edu.au/course/view.php?id=19580

Schwartz, D. & Hartman, K. (n.d.). It is not television anymore: designing digital video for learning and assessment, April 9. Retrieved from http://aaalab.stanford.edu/papers/Designed_Video_for_Learning.pdf

The New Media Consortium (2005). A global imperative: the report of the 21st century literacy summit.

Group 4 Tools - Online Concept Mapping

Gupta (2009) suggests that mind mapping is the 'most effective, 'brain-friendly' way to turn unorganised fleeting ideas into a structured visual map'. In the video below, Tony Buzan indicates that the brain thinks by imagination and association.


I first encountered mind mapping in primary school, and have always found it a very effective way of generating and organising ideas. As a comprehensive high-level visual snapshot,  a mind map is a very useful tool. I often use mind maps as way of clarifying my thinking by 'getting back to basics'. Gupta (2009) suggests that the reason mind maps are so effective is that they use each of the primary functions of the brain and activate both left and right sides of the brain simultaneously.

This week I experimented with an online mind mapping tool called Bubbl.us to create the below mind map about the advantages of e-learning.


Bubbl.us has several advantages over the traditional hand-drawn concept map, including its ease of use, simplicity and speed. The mind maps it generates are flexible and can be updated/expanded/edited ad finatum. Obviously, their portability (users can log in and access saved mind maps from any computer) and the ability to be shared electonically are also key advantages.
However, there are several things that hand-drawn mind maps can do that this tool cannot. In a hand-drawn mind map, colour can be used selectively. Colour sometimes unconsciously supports memory and meaning making. Images can be used in place of text or to support text, whereas this function is not available in Bubbl.us. In a hand-drawn mind map 'tree', the boughs (or connections) can be explicitly manipulated to enhance meaning. Although Bubbl.us allows the user to move the bubbles of text and therefore lenthen/shorten the linkages, I felt there was no real way of emphasising critical versus less important connections.

The inability to 'personalise' mind maps (as recommended by Buzan) is probably the key shortcoming of Bubbl.us. As I was experimenting with Bubbl.us, I couldn't help but notice that the mind map was somehow different when not written in my own handwriting. I feel as if the physical act of writing/drawing contributes to the initial learning and somehow my memory of this knowledge is activated by recognition of my own handwriting and the original motor memory. Interesting - I think I will have to do some explore this further at some stage.

Although I don't think Bubbl.us revolutionises mind mapping in any way, it does make the activity significantly faster (and perhaps easier). In a teaching context, I would use Bubbl.us in ways that play on these strengths. For example, students could use Bubbl.us for individual or group brainstorming and assignment planning.


References

Gupta, S. (2009). Mind maps: a simple, effective thinking tool, April 10. Retreived from http:www.slideshare.net/shipragupta/mind-mapping-1469447




Group 4 Tools - Froguts Virtual Dissections

Froguts Virtual Dissection is a website which provides simulations of science-based laboratory experiments. I experimented with the free demo, although the demo provides only a limited version of the full package, which is available to schools at the cost of a year's subscription (~$300-$400).

The demo simulation of a frog dissection requires the Adobe Flash plugin which I had to download. Albeit limited (the full version apparently includes interactive tools beyond those which are shown in the demo), I found the simultion very engaging. The simulated dissection is a multi-modal affair, being supported by audio and text prompts on the screen. It definitely has the 'gross' factor which kids would love!



The interface is straightforward and logical. The buttons for each of the dissection 'tools' use generic symbols (e.g. pin, scalpel, scissors, magnifier) and step-by-step instructions are provided to guide the user through the dissection. The simulation closely mirrors a 'real life' dissection experience, with 3D simulation. Throughout the dissection, a number of quick facts and supporting animations (e.g. life cycle) are presented. Although not available as part of the demo, the full version also includes specific lessons (e.g. respiratory system) and quizzes.

A PMI which discusses the benefits and drawbacks of this tool is provided below. Froguts is a very fun inquiry-based tool, and I can see that it would be suitable for use with older primary students. However, its application seems to be limited to anatomy and physiology content. In addition, it is unclear how well the full version of the product caters for different age groups. Without knowing this, it is likely that the terminology used may not be appropriate for younger children.

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Plus

Minus

Interesting
- great way to engage students in learning about science
- students could easily work in pairs/small groups to undertake activities
- particularly appropriate for visual, active and sequential learners
- interactive (e.g. students are asked to click on different body parts etc.)
- relatively little teacher involvement required
- expands science vocabularly
- may be confronting for some students
- some of the technical terminology would be too complex for young students
- introduces scientific 'ways of working'
- relatively low cost
- developed and supported by the scientific community
- allows primary teachers to give students a simulated experience without the risk associated with young children undertaking a real dissection

Gardner's Multiple Intelligences

A Reflection on Glogster



Glogster is a tool for creating 'Glogs' (a form of interactive poster) and a social network for sharing Glogs online. Glogster EDU, the education platform, provides a secure environment for teachers and students.

Glogs are posters as you have never seen them, digital pages packed full of text, graphics, music and videos. Glogs are connectivist tools, in that they encourage users to source and view digital artefacts from a range of sources, including from online search engines, social networking sites or from a location on your computer. Glogs can be easily saved, shared using email, Glogster or other social media (e.g. Facebook, Twitter or Google+) or embedded in blogs. Creating a basic Glog about my interests (above) was pretty straightforward, although uploading images from my computer tended to be time-consuming. It might be best to resize images prior to uploading them on Glogs.

Posters can be tagged with key words, which enable users to find other similar Glogs or make friends based on shared interests.

There are some fantastic examples of educational Glogs available, including on the B-7 Bobcats site.

Glogs can be used across the key learning areas and for a variety of purposes, as indicated in the PMI chart below. I loved using this tool and envisage using it in the following learning contexts:

  • as a mechanism for students to get to know each other and for teachers to gather information about students' interests and values;
  • for assessment;
  • to create authentic projects with links to the real-world (e.g. in a project about propaganda, students can include real footage and photographs on their Glog);
  • to record class projects using images, video and audio created by students;
  • to role play (e.g. create profile Glogs for characters in movies/books);
  • to create study guides; and
  • to construct class resources (e.g. class rules to be saved as desktop image on computers).

Plus
Minus
Interesting
- versatile
- able to be used for a range of purposes (e.g. to communicate information, student assignments) (Education World, 2009; Symborski, n.d.)
- fun
- creates a cooperative learning environment where students and teachers explore Web 2.0 together (Glogster, 2011)
- enhances visual literacy
- allows students to experiment with the best ways of communicating their message
- encourages creativity
- secure and private environment able to be monitored by teacher
- engaging to a range of learners (Felder & Silverman, 1988)
- each student requires a computer
- slow upload of large files
- even though the creation of Glogs would typically be done by individuals or small groups, the end product is intended to be viewed, so encourages collaboration


As with any online tool, there are legal and safety issues which must be considered. As the teacher, I would reinforce the importance of abiding by online rules, including the types of images and videos which are appropriate for use in Glogs. In addition, I would model appropriate attribution when using others photos (refer to the source note in the 'My Pin Board' Glog above).

References

Education World (2009) Hooked on Glogster: Posters 2.0, April 12, Retrieved from http://www.educationworld.com/a_tech/columnists/dyck/dyck037.shtml

Felder, R. & Silverman, L. (1988) Learning and teaching styles in engineering education. Engr. Education, 78(7), pp. 674-681.

Glogster (2011). Glogster, April 12. Retrieved from http://www.glogster.com/

Symborski, S. (n.d.). Glogster in Education It's Free! It's Fun! It's Fabulous~! April 12. Retrieved from http://teachers.spart5.k12.sc.us/symborse/glogsteredu.htm