Monday 31 March 2014

Session 8: Planning

Hi everyone, this is my last blog post, I hope you've enjoyed the previous ones, and hope you enjoy this one! 

During this week, we looked at how ICT can be applied in the classroom, planning for an ICT lesson and incorporating ICT into other subject; the role of assessment and then in pairs we created our own planned activity for Early Years Foundation Stage.

When planning for any lesson it is vital that teachers ensure the maximum effectiveness of the lesson; Allen et al outline that planning for ICT 'means identifying the lessons in the foundation subjects where, with ICT, the learning opportunities are enhanced in depth, range and quality.' (Allen et al. 2012, p.51)

Benefits of using ICT for other subjects:


  • Supports the learning of pupils for effectiveness; e.g. children can be shown the function of the heart through animation.
  • ICT can support by meeting subject objectives
  • Enhancing teaching method, using and Interactive Whiteboard or a visualizer to assist learning
  • Overlapping objective; so meeting objectives for subject and ICT.
  • ICT attracts children’s attention as it can be fun, interactive which engages children thus developing their learning.

Example videos of ICT in the classroom:




Y2 classroom - thinking about distance, angles and also programming the 'robot'.







Reception class - the range of ICT in the classroom

Assessment



ICT can be assessed in a range of ways:
  • Against the national curriculum
  • Formative assessment
  • Evaluation of own precious lesson
  • Short tasks
  • Open tasks


Afterwards, we created our own lesson plan. We decided to focus our topic on Mini Beasts, as we felt that we could derive so many ideas from it.
The process of creating a lesson plan; initially felt really difficult but I found that once we had started the planning all came together and seemed much easier. The format for the plan helped our ideas flow and come together, and developing new ideas. The use of ICT is vast, we have included a range of programs such as PurpleMash, Clicker, YouTube videos, BBC clips and incorporated different activities covering the each aspect of the Early Years Foundation Stage Scheme.

Click on the link to view the Early Years Foundation Stage Scheme.



Thank you for reading my blog posts! Hope you have learnt new things, I know I've learnt lots during these sessions! 


Reference list


Allen et al., (2007), Primary ICT: Knowledge, Understanding and Practice, 5th edn, London, Sage






Session 7: Modelling and Stimulation

In session 7 we learnt about the educational benefits of using modelling and simulation software in the classroom and identified the National Curriculum links. There are various software and programs which involve fun games and activities covering a range of skills.

So what does modelling mean?

In ICT modelling is a term given to work where children explore “what happens if…” this gives children the opportunity to explore an activity and resolving any errors that may occur, prior to committing  errors in real life. Hence modelling is like a trial and error activity.


 
Stimulation and adventure games allow children to explore possibilities and try different outcomes on virtual reality scenarios. Allen et al. believe that modelling 'has a strong impact and will often make the teaching point much more clearly than verbal or textual explanations' (Allen et al.) because children can 'see and manipulate representational images and icons' (Allen et al., 2012, p.184)

Example of stimulation game
Example of adventure game







 

 
We explored many programs which are excellent modelling of real life scenarios and programs that are a great stimulation.




My Modelling Toolkit

My Modelling Toolkit home page


One program that we used was ‘My Modelling Toolkit’, I thought this was a fantastic program as it involved activities that children can explore and test out and then doing it for real life. The program allows children to explore decorating a bedroom, cake; creating a monster; and also they can learn the importance of road safety and many more.




My decorated cake



My decorated cake; the activity allows children to decide on the shape of the cake and think about colours based on flavours like vanilla, chocolate and strawberry; filling and icing and decorations. My cake is a circle chocolate cake with cream filing and chocolate icing with one candle




My Monster




I created my own monster!
The program offers range of shapes and sizes for monsters, different hands and legs, eyes and mouth, to allow children to decide how scary they wish to make their monster.







My decorated bedroom




My decorated bedroom!
This activity on the program allows children to decide on the colours of the bed sheets, curtains, toys etc.






Activity Summary



There’s also ‘activity summary’ which outlines a step-by-step instructions for teachers, explaining how the activity is applicable in a real life situation.





Activity menu





The program allows differentiation offering two levels, which is ideal for challenging students, which in turn gives them more 'freedom' to decide what and how they want to explore.

Also the program outlines 'Lesson plan' and further 'Off screen activities' for each activity. This is a great to assist teachers how they can continue the programs further in a real life context.


On the whole, the program offers the opportunity for children to make decisions through play, I believe that by learning to make decisions, children will ideally be more capable and responsible for making decisions in adulthood. So essentially, this type of program in a way prepares them to be able to make decisions in the future. The best thing about the using modelling programs is that, there is not a right or wrong answer it’s more about children’s exploration of real life scenarios.  


Purple Mash

Purple Mash
Afterwards, we explored a stimulating modelling program, Purple Mash. This is a great program where children can explore interesting thought provoking modelling, through fun games and adventure. The two modelling programs are; ‘2Design and make’ and ‘2Do it yourself’; both programs involve a range of activities, offering great experience for thought provoking processes. Some of the fantastic activities include:
  • Designing a car
  • Creating a maze
  • Creating puzzles

My Maze design

 

Using Purple Mash I created a Maze game, with apples and monsters. The aim of the game is to get all the apples and avoid the monsters. After, I'd finished I was able to play my maze game.

My virtual maze
The game was controlled by the arrows and the walls had covered my view (the whole purpose). Also the map on the top right helped my navigation. 





My car

I also designed my own car; the shape, colour, pattern. The other great aspect about this activity is that it is possible to print a 3D template of the car to physically construct the car. (Bottom right - shows a picture of the template of my car.




BusyThings


Furthermore, we also explored ‘Busythings’ which is a fun, interactive program where children can explore different type of activities through adventurous and interactive games. The program offers a range of activities covering National strategies and National curriculum subjects.



The program allows differentiation between age groups to ensure the best outcomes and suit the needs of different aged children. 








Some of my explorations of expressive arts; exploring different shapes and colours.









After exploring these programs we identified the Primary National Curriculum and the Early Years Foundation Stage (EYFS) links:

  • Shapes - Maths in National Curriculum and EYFS
  • Problem solving - Maths in National Curriculum and EYFS
  • Creating patterns and sequences - Art and Maths in National Curriculum and EYFS
  • Using programs and software - ICT in National Curriculum and Understanding the World: Technology (EYFS)
  • Understanding maps (maze) - Geography in National Curriculum
  • Spatial awareness (maze) Geography and Understanding the World (EYFS) 
  • Safety (traffic) - Citizenship in National Curriculum
  • Thinking and making decisions - Citizenship and Thinking (EYFS)
  • In control - Citizenship related in National Curriculum and EYFS
  • Fine motor skills (using mouse, keyboard) - Physical Development (EYFS)
  • Imagination - Art in National Curriculum and Expressive Arts and Design in EYFS
  • Creativity - Art in National Curriculum and Expressive Arts and Design in EYFS

To read the full outline of both 'Framework' click the links below:
Hope you enjoyed reading my blog! Stay tuned for my last post!


Reference List:


Allen et al. (2007) Primary ICT: Knowledge, Understanding and Practice. 5th edn, London, Sage

Session 6: Control and Proggramming 2 LOGO

Example of LOGO output
During this session we were introduced to a programme called LOGO. LOGO is an educational program where children can draw by entering commands. With this program children are constantly thinking about the mathematical aspects of the program; e.g. distance, angles, position. The program is similar to programmable toys in the respect that both can be computer controlled however, programmable toys are real objects whereas LOGO is a computer-based program.





Why is LOGO so important?

The most important aspect of children using LOGO is that the programme involves thinking about processes and it is more educational to look at how the design was created rather than the end result; I believe that this enhances children’s problem solving skills as they can think of different ways to reach the end result.


We were able to explore LOGO and create different shapes, our initials, just really experiment and think about the processes.

To use LOGO you need to type in commands in the command box, followed by a number to represent the distance to move and the degree of any angles.
These are some of the commands, I used:
Command box
  • FD - forward
  • BK - back 
  • RT - right turn
  • LT - left turn
  • PU - pen up
  • PD - pen down
  • CS - clear screen
  • CT - clear text
  • REPEAT - repeat a command
My exploration making shapes



Using PU and PD to create my initials
My exploration using a 'repeat' command
















I would most definitely use this programme in the classroom, as it brings many opportunities for improving mathematical skills. For children in KS1 I would allow them to play with the program, experiment and then show them that they can create shapes which they can replicate e.g. a square. For KS2 I would also use this programme and challenge them at the same time by, creating shapes like pentagons, octagon and allowing them to think about the angles they will need to create the shapes. Thus, this should enhance their thinking skills. problems solving skills and develop their mathematical understanding.

Click Introduction to LOGO, to acquire more skills and knowledge about LOGO.


Williams and Easingwood outline some of the areas that can be supported by the program LOGO:

  • 'Problem solving
  • Spatial awareness
  • Direction
  • Logical thinking - thinking in an ordered way
  • Estimation skills' (Williams, Easingwood, pg 102)
 
Reference List
Williams, Easingwood, ICT and Primary Mathematics; A Teacher's guide,

Thank you for reading! Watch out for my next post!

Thursday 27 March 2014

Session 5: Programming 1

In this session, we were introduced to the ‘wider’ way in which ICT can be used in to the classroom. We were introduced to, how computer controlled toys can be used for educational purposes and the wide range of computer controlled toys available. The focus for the session was to make use of programmable toys and investigate the wide use of it across the National Curriculum.

What is computer control?

Computer controlled programmes are machines that can operate in a predetermined manner, by being given a set of instructions. The machines can be controlled by buttons, control panels or remote control.

Computer controlled programs:

Inside the home:

  • Washing machine
  • Central heating
  • Microwave
  • TV
  • Burglar alarms
  • Telephone
  • Fridges

Outside the home:


  • Traffic lights
  • CCTV camera
  • Barcode scanners
  • Aircrafts


Benefits of using computer control?

  • ·         Never get tired
  • ·         Never lose concentration
  • ·         Don’t make mistakes
  • ·         Can repeat the same instructions repeatedly and exactly the same way
  •        Cheaper than humans


Some programmable toys:







Some programmable robots:



Programmable robots are widely used in the classroom which can include a range of activities, addressing the different points from the National Curriculum.

The benefits of using Programmable robots:

  • 'They help development of skills such as logical sequencing, measuring, comparing lengths, space orientation, expressing concepts in words'
  • 'They encourage group interaction, conversation and collaboration'
  • 'They are visually appealing to young pupils, with clear, bright buttons and a robust design.'
To read the full article click 'Floor Robots'
 

The National Curriculum 2014 outlines:

Key stage 1

Pupils should be taught to:

  • understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
  • create and debug simple programs
  • use logical reasoning to predict the behaviour of simple programs
Key stage 2

Pupils should be taught to:

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
To read the full outline of the National Curriculum 2014, for ICT click this link: Computing programmes of study: key stages 1 and 2 


Some children with the Beebot
Children can program the robot to move forwards, backwards, right turn, left turn, at an angle etc. This type of activity addresses a point from the National Curriculum for Mathematics which states, 'Pupils should be taught to use mathematical vocabulary to describe position, direction and movement,' (to read the full requirements for Mathematics, click Mathematics programmes of study.) Also, activities like this involves geography as children can use the four or eight points of a compass.

 


In small groups we devised an activity that can be used with a programmable robot. We decided to do an activity round the world. We had a grid of four by three, with flags of different countries in the world. In this activity children can improve their geographical knowledge of the countries in the world; mathematical skills of forward, backward, left, right, angles etc. 


Our finished activity



To further this activity, children can be taught about the different countries, thus enhancing their geographical knowledge. Plus they can be taught a few words in each country. This activity will be fun, engaging and mostly importantly enlightening. Moreover, the activity can be differentiated in terms of the different countries to perhaps represent the different countries the children are from, thus involving EAL pupils in activity where they will feel engaged and motivated to learn.


There are also great activity ideas for using programmable robots:




Thank you for reading my blog! Stay tuned for the next post!


Reference List:


Floor Robots, Available at: http://www.pdsttechnologyineducation.ie/en/Training/Training-Materials/ICT-in-the-Classroom-PDFs/Floor-Robots-focus-on-literacy-and-numeracy-Primary-13-06.pdf (Accessed 27.03.14)

Computing programmes of study: key stages 1 and 2, Available at: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/239033/PRIMARY_national_curriculum_-_Computing.pdf, (Accessed 27.03.14)

Mathematics programmes of study, Available at: https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/239129/PRIMARY_national_curriculum_-_Mathematics.pdf, (Accessed 27.03.14)

Session 4: Interactive whiteboard and Phonics

An interactive whiteboard has many benefits and usefulness as stated in my previous blog posts; but today’s seminar introduced a new an easy concept that can be used into a specific area of teaching. 

We were taught how we can use Smart Notebook to assist a phonics lessons; by adding sounds, creating a magic box, allowing children to make words, and learn some CVC words. 



Adding sounds

Adding sounds to an object is quick and simple, and can be incredibly useful for children when teaching phonics; as children can participate in a game-like activity and be able to hear the words, the sounds, in order to enhance their understanding.

Right-click to add sound







Using Smart Notebook you can also make recordings, so this is a great tool for teaching phonics. When I teach phonics I would use the recording tool on Smart Notebook and record the children sounding out the words and blending the words, this can be used as evidence to show good blending and segmenting.


My activity with recordings
I would use nursery rhymes and record the children singing to it; for this activity I would aim to ensure that the children blend and segment their words, in a fun and interactive way. Nursery rhymes are great ways of introducing children to words, so for example there are many CVC and CVCC words in Humpty Dumpty, like sat, fall, wall, men etc.



‘Magic Box’

My 'Magic Box'
The idea of this ‘Magic Box’ is to put everything that begins with the letter ‘b’ in the box, and anything that does not begin with ‘b’ outside the box. This is another excellent tool, as the visual aids can give children a clue and acknowledge the objects beginning with'b' and not. Again, it is an easy tool to create and involves how you place the 'order' of the object; i.e. all objects 'Sent to Back' that beginning with 'b' and all objects 'Bring to Front' which do not begin with the letter 'b'.






The completed activity

Infinite Cloning

My take on using 'infinite cloning'

Another great tool that can be used to help children with phonics, is to have a few letters so that children can make CVC or CVCC words. Smart Notebook allows ‘infinite cloning’ so that children can use each letters as many times as they want.



Word Boxes


My 'word box'
A further  tool for children to practice CVC words is to create ‘word boxes’. This is an excellent and easy tool, which children can learn CVC words and also be able to understand the endings of the words; i.e. 'an' and 'et'



Then, children can drag the beginnings to reveal the CVC words

The finished 'word box'


Using Smart Notebook, I created a resource which will help children with phonics. The idea of the resource is to help children distinguish the difference between words beginning with ‘c’ and words beginning with ‘s’. I also added sounds to each picture of my resource to assist children in this activity.


My 'c' and 's' resource

I would use Smart Notebook for a phonics lesson, as 'children will quite happily and confidently engage in tasks on the whiteboard' (Barber, Cooper, Meeson, 2007, p.37 ), and 'they can support even the best teaching in a number of ways' (Barber, Cooper, Meeson, 2007, p.41)


Hope you enjoyed reading! Keep tuned for next week!


Reference List:


Barber D. and Cooper L. and Meeson G, (2007) Learning and Teaching with Interactive Whiteboards: Primary and Early Years, Exeter: Learning Matters

Wednesday 26 March 2014

Session 3: Multimedia in the classroom



In our third session we learnt about three multimedia programmes that can be used in the classroom:


  • PowerPoint
  • Prezi
  • Clicker 6

PowerPoint


PowerPoint is a slide-show based presentation program created by Microsoft. It is widely used in classrooms, meetings, work places, and events. Barber, Cooper and Meeson outline that PowerPoint 'offers some particularly good features that support effective and interactive teaching' (Barber, Cooper, and Meeson, 2007, p.66). However, a poor use of this program can  become boring and tedious for the audience, thus it is important to balance the information overload with interesting, interactive activity especially, for children. 


During the seminar we learnt about the main features of PowerPoint:


  • The different views that are available
  • How to apply a design and to change the design.
  • Add shapes and add text to shapes
  • How to add buttons
  • How to use ‘action settings’
  • Adding animation and transitions
  • Adding pictures




Different views


Designs


Shapes


Text

Buttons





Action buttons






Animation



Transitions



Pictures



Prezi

Prezi is a free, web-based software which can be used to present and share concepts and ideas. 
Prezi does not follow a linear slide show presentation like PowerPoint, it allows users to differentiate and present the way they wish to, gaining more engagement from the audience. 

'Prezi is a great presentation tool for spicing up the mundane PowerPoint that you’ve been using for the past 10 years. It allows for new kinds of visualizations and opportunities to link imagery to motion, which in turn creates a deeper understanding and retention duration.' (Jeff Herb)

This is an extract from an article, Prezi - Advantages and Disadvantages, click the link to acquire more information about the web-based software.


After an introduction of both programs, we created an 'About Me' factfile, either using PowerPoint or Prezi. I used PowerPoint as I am familiar with the program. 


My quick fact file 'About Me'

In my presentation, I chose the theme, animations, picture and action buttons.


Clicker 6 

Clicker 6 is a reading and writing tool that helps children to gain effective literacy knowledge. Below is a video which summaries the purpose and the advantages of Clicker 6.


The software includes a variety of tools such as:
  • Text
  • Pictures
  • Paint
  • Pop-up text
  • Recording
Adding picture and text, also you can turn on a predictor to guide children

My exploration with a picture and text

In the classroom I could use nursery rhymes like Humpty Dumpty, to encourage rhyming words, developing speaking and listening skills.


Painting a picture
My exploration using the painting software

My exploration of adding pop-up text

This type of activity is a great way of developing children's literacy skills in describing an object. They can use their senses and think about what they see, hear, smell, feel, and taste. I also created a similar activity but this time with a picture of a cake; I would probably use both activities to highlight the difference between both food item; one as healthy (apple) and the other unhealthy (cake).

Cake activity

Record - children can record their voice and playback

After, experimenting with Clicker 6, in pairs we retold a fairy-tale, Goldilocks.











Hope you enjoyed reading my blog, stay tuned for my next post, Interactive Whiteboard assisting a phonics lesson!


Reference List:


Barber D. and Cooper L. and Meeson G, (2007) Learning and Teaching with Interactive Whiteboards: Primary and Early Years, Exeter: Learning Matters

Jeff. H, Prezi - Advantages and Disadvantages, Available at: http://instructionaltechtalk.com/advantages-and-disadvantages-of-prezi/ (Accessed: 27.03.14)