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.
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:
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Big Dog, Little Dog and Knowledge Jump
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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
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(2003). E-learning in the 21st century: a framework for research
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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
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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
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