Posts

Week 14

20th June, 2017 Design Thinking Challenge Tim Brown, the current CEO of IDEO, has written the book about Change by Design (2009). According to him, Design Thinking is  Human-centered : ‘The basic problem is that people are so ingenious at adapting to inconvenient situations that they are often not even aware that they are doing so. Our real goal is helping people to articulate the latent needs they may not even know they have’.  Observation  is important too: ´When we observe people going about their daily lives, what is it that they don’t do or don’t say?´ as well as  e mpathy , or as Brown calls it: 'Standing in the shoes of others'. Brown talks a lot about the importance of  p rototyping , because: ‘Like every other kid, I was thinking with my hands…’.  Empathise, Observe and Feel Be Human-Centred the basic problem is that people are so ingenious at adapting to inconvenient situations - how do you get past these barriers? Don'...

Week 13

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Digital  - Games and Game Design in Education Play Based Learning  - The link between games and learning in not a contemporary phenomenon, nor a digital one. Game thinking Marczewski (2016) explores the following types of game thinking: Game inspired design:  This is where no actual elements from games are used, just ideas such as user interfaces that mimic those from games, design or artwork that is inspired by games or the way things are written. Gamification:  Extrinsic gamification is the sort that most people are used to, where game elements are added to a system. Things like points, badges, progress bars etc.Intrinsic gamification is more about using motivation and behavioural design to engage users. Serious games:   These may be teaching/learning games that teach you something using real gameplay, simulators that provide a virtual version of something from the real world that allows safe practice and testing, meaningfu...

Week 11

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30/5/17 Agile Learning Culture of Learning agilemanifesto.org  - software development The key ideas of agile are embodied in the 'Agile Manifesto' -  http://agilemanifesto.org/ Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan Task Work: Individuals and relationships  over academic outcomes and achievement Learning experiences/opportunities  over planning documentation Learner collaboration  over individual learning Responsive teaching  over following a plan Agile is fundamentally about learning, people, and change - three things we struggle also with in education and handle poorly at the present time. What does the planning process look like at our school? Very broad. Do we need to take our planning from the Graduate Profile? Agile vs Waterfall Every project has 3 main comp...

Week Seven

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2nd May, 2017 Blended Learning The definition of blended learning is a formal education program in which a student learns: (1) at least in part through online learning, with some element of student control over time, place, path, and/or pace; (2) at least in part in a supervised brick-and-mortar location away from home; (3) and the modalities along each student’s learning path within a course or subject are connected to provide an integrated learning experience. Blended Models  (see  http://tinyurl.com/tmlblended ) These blended learning models come from the Clayton Christensen Institute Rotation model  Station Rotation Lab Rotation Flipped Classroom Individual Rotation  Flex model A La Carte model Enriched Virtual model Flipped Classroom The idea of the flipped classroom as first developed in 2007 by Bergmann & Sams (2012), who describe their experience in their book "Flip Your Classroom: Reach Every Student in Every Class Ever...

Assignment One

Monday 17th April, 2017 Wow! This whole assignment business is a whole lot harder than I thought it would be! Just trying to find a topic to get started on was difficult. It's so helpful to talk to others who are not only on the course but also to those who have previously been on the course and 'come out the other side'! Things that I have struggled with so far: Choosing a topic to work on. - not because I am so awesome that I don't have to work on anything but the opposite really. So many to choose from. Laptop failing. My Macbook refused to power up and so I was 4 days without a laptop and while iPads are great for some things, you just cant beat a good old laptop. Thanks to Dazzler for solving the issue, at least temporarily. Finding enough time between teaching, management, home and Mindlab. Cyclone Cook - ripped through our town and took with it one of our trees and the power. Consequently, all devices in our house went flat and living rurally meant that...

Week Four

11th April Research Informed Leadership Mandelay desktop - a place to store heaps of PDF's If you have an article download it to your computer and it allows for easy sharing Knowing is not enough; we must apply. Willing is not enough; we must do Johann Wolfgang von Goethe (1749-1832) Research Informed: Consciously draws on the taeching and learning process Acknowledging anothr's work within your own: Use an intet cittion in the main body of your work that has some brief information about the source you provide the complete informtion Library search click on article express and then pin review unitec library Google scholor and add unitec to the library links

Week 3

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Modelling Innovation Two Simple Models SAMR - Substitution Augmentation Modification Redefinition S - block is a block no matter what it is. A - Same task - increase in functionality M - technology is redesigned to redesign part of the task R - Design and create new tasks that were once unimaginable eg. Share a doc Often you see as stacked blocks - Redefinition and modification = Transformation Aug and Sub = Enhancement TPACK- Framework that contains 3 areas Technological knowledge, Google Tour Builder #SAMR or TPACK #HawkesBay Technology Proficiency Article Knowing how far you can push yourselves - not too far too soon. Technology will change learning but teachers must want to change their pedagogy and be prepared to make those changes. DIGITAL Disruptive Technologies are typically demonstrate a rapid rate of change. The more overdue a disruption is the more we are caught off guard. Google Expedition has been devised as ...