SAMR Model – More than just using ICT’s

Following a brief introduction to the SAMR concept in our lecture earlier this week, there have since been a number of blog posts by my fellow students and I have also searched a little further to gain some clarification for myself regarding this model when looking at ICT usage in the classroom.  I stumbled across this YouTube video, providing a beginners explanation by Mark Anderson, who explains very simply the four levels of ICT use in the classroom.  The SAMR model, first developed by DR  Ruben R. Puentedura is about recognising that ICT’s have and are used for basic enhancement as a substitution materials; for augmentation purposes providing some functional improvement; but more importantly for transformational purposes through modification and redefinition.

For additional clarification have a look at the following YouTube video which is presented by  Ruben R. Puentedura himself.

http://www.youtube.com/watch?v=_QOsz4AaZ2k

IPAD Ideas for use in HPE

In this YouTube video, Mark Anderson from the UK, highlights a handful of useful IPAD apps that can be utilised in teaching physical education classes, or coaching teams. He makes the point, in his introduction in the video, that these apps are some of the ‘not so well known’ apps that people think of using. The first app he mentions is ‘Noteshelf‘ which enables you to create notebooks with different pages. You can have score sheets, or diagrams of a sporting field or indoor court and write over it or highlight it, similar to the old whiteboard clipboard. The advantage of the IPAD app is that the diagrams/plays don’t have to be erased, but rather can be kept for later reference and further coaching. I found this to be an interesting Youtube video and I plan to investigate these apps further.

Concept map – Reasons for ICT’s

Concept mapping is a great way to clarify your thoughts /ideas about a topic/issue in a way that visually displays links and aspects to be considered regarding the subject matter. There are many tools available to set-out or complete this process, many of them free to access online. I have gone with one tool ‘text2mindmap’ to create this concept map on the topic, ‘Reasons for using ICT’s in the classroom’. Many other students have used the same tool and created great concept maps.  I have included my concept map below but recommend having a look at other examples such as Melissa or Danielle’s blog page, where they have posted their concept maps. Danielle used another great tool for creating concept maps called bubble.usImage

ICT Innovation – Games Based Learning (GBL)

Part of our week 2 activities in the EDC3100 course is to select an ICT innovation from the Google spreadsheet provided. The spreadsheet was developed as part of the ‘Decoding Learning‘ report prepared in the UK ,in 2012, to report on effective use of ICT in learning. I chose #49 – Game based learning through Kinect games and console. The report organises these innovations into one of eight themes. The spreadsheet identifies my chosen innovation as coming from the ‘Practice’ context and belonging to the ‘Expert’ theme.

What is it? Games Based Learning (GBL) Innovation

In her blog, Alice Leung, describes a number of examples where she has utilised the technology of the XBOX gaming console, with both the Kinect motion sensor and the handheld controllers to play games that engage students and provides students with experiences, data and results, that can then be used in key learning areas such as English, Science, Mathematics, HPE.

How is it used?

Students play the selected game and record their score or result, noting their experience and the challenges they faced. This data can then be used for learning about things such as: calculating average speed; writing about new experiences; creating their own Olympic events; and evaluating the authenticity of the games compared to the actual skills required for the events.

Why it helps students to learn.

An important aspect of learning is student engagement. The gaming console and environment is very familiar to students and will require little direction or instruction. If students enjoy the aspect of creating data or material for later discussion or class work, they will be more invested in completing the written or calculation tasks that relate to their game performance.

Apart from that, the sheer active involvement by students enhances learning. Edutopia’s Andrew Miller, on his blog, refers to Edutopia’s “Six Tips for Brain Based Learning,” saying that using active, physical modalities can help the learning process. John Medina author of Brain Rules shows how exercise boosts oxygen-rich blood flow to the brain, which helps students concentrate better.

He goes on to say, “Instead of having the physical activity as a break from learning to engage in later learning, the Kinect can use the best of both worlds, coupling brain-based physical learning and gestures with learning of content. In addition, we know that games engage us and motivate us to play, provide needed feedback, and provide a safe space to fail.”

These are all good reasons to utilise this technology innovation in the classroom.

Response to ‘Five Things We Need to Know About Technological Change’, By Neil Postman

In this article by Neil Postman, he identifies five aspects or impacts that we need to know about technolgical change. Below is one example I contributed on the USQ Studydesk forum relating to Postman’s first point – #1 Technology is always a trade-off – meaning that there is always a price to pay for technological advancement. Think about ‘Remote-control Garage Doors’ – The pressing of a button in your car as you approach your garage, so that that your roll-a-door or gate automatically opens is a great convenience and very safe, but it has also contributed to the demsie of relationships with neighbours. People can come and go from their property with little or no contact or conversation with their neighbours. This is impacting the sense of community and belonging that people have within their living community in a negative way. Some people can share a fence for years without knowing their neighbours names, or anything about them. Thus, the neighbourhood community culture has changed, partly due to this ‘remote control’ technology.

A whole New World

This is my first ever attempt at blogging. I feel very uncertain about what I am doing, but know I have to start somewhere, so here I am. Hopefully as this EDC3100 course continues I will become much more confident and aware of ICT’s like blogs and diigo and be able to use them for my own purposes and my future teaching career.