May 19, 2010
Week 12
What did you think of this week's micro-blogging activity? Will you use this in your future classroom and why?
The micro blogging activity involved creating a shared 'fairytale' using Edmodo. The experience highlighted both benefits and problems that could be associated with using a similar activity in the classroom. I can see how the activity could engage students in reading and creative writing. Before posting students could be asked to consider the setting, point of view (first/third person), characterisation and development of the plot. I can also see some potential problems with using this activity including control over what is posted and the inability for students to edit their posts. I don't think I would use this particular activity in my classroom, as I feel there are other more suitable technologies to create a shared story. However I would like to investigate the use of Edmodo in the classroom for students to post a response or reflection to a particular activity or task.
Week 11
This week's blog is based on Mr Jason Turnbulls lecture. Identify one of the key points which was made in the lecture and explain why you thought it was important from a classroom perspective.
In the lecture Mr Jason Turbull suggested that play is the 'native language of human learning'. He suggests that as we engage in 'play' in our youth and as adults we are involved in a process of learning. This process involves exploration, practice, re-invention of self and socialisation.
There is no doubt that children and adults have become very active and engaged in a digital game culture. Part of the attraction of games could therefore be seen as the challenge of learning through play. Players explore new worlds, practice game playing skills and take on the role of a characters as they gain experience and progress through game levels. Game players then share their experiences and tips with other people who share a common interest in the game.
From a teacher's perspective it may be of interest to explore the possibility of designing learning experiences that are based on some of the principals of game play. As Jason Turbull suggested, instead of progressing linearly through an activity we could allow students to 'jump around and try out new things'. Teachers could immerse students in an activity by creating a role for them to play such as an 'environmental scientist'. As students uncover facts or solve problems they could be rewarded with 'experience points' that allow them to progress further in an activity. What teachers should be asking is 'How can we put the play (fun) back in to our classrooms?'.
May 16, 2010
Week 10
e-safety is an important issue in classrooms. Visit the Kedron State High School website to get some ideas on how the school deals with this issue (http://kedronshs.eq.edu.au/wcmss/index.php/esafety.html ). They have a number of useful links on this page which you must view. In your blog, identify and describe one aspect of e-safety. Then suggest how it can be dealt with in the classroom.
Post on May 16 2010 (permalink) -edithistorydelete
Created on Sunday, 05/16/2010 10:48 PM by CATHY-ANNE SCOTT
Updated on Sunday, 05/16/2010 10:49 PM by CATHY-ANNE SCOTT
The issue of cyber bullying is of increasing concern as primary school children have access to their own email accounts and mobile phones. The Australian Communication and Media Authority (ACMA) have developed a new and innovative program designed for children in Year 7. The 'Cyber Smart Hero' program allows students to work online, synchronously with community professionals to solve a cyberbullying themed problem. Students play the role of a student concerned about a friend who is being bullied online and by mobile phone. Teachers can register for the program by sending an email to isl@acma.gov.au. Teachers could follow up this activity by getting students to create a short animation or role play around the issue of cyber bullying.
The ACMA site also has a number of online games with teacher resources on internet safety which could be used in the classroom:
May 9, 2010
Week 9
What were some of the issues raised in the podcast? Do you agree/disagree with some of the points raised? How will this initiative impact on you as a learner and a teacher? Give reasons.
Post on May 9 2010 (permalink) -edithistorydelete
Created on Sunday, 05/09/2010 8:54 PM by CATHY-ANNE SCOTT
The podcast relating to the internet service Google Book Search raised a number of relevant issues for the public, educators, authors and publishers alike. Some of the issues included Google’s exclusive internet publication rights, the commercialisation of books and privacy related issues.
I am of the opinion that Google Book Search is a positive step in providing the world with access to information and its “ cultural, social and historical “ heritage in print. The ‘world of literature’ should not be confined to institutions of higher learning or city libraries, access to this immense body of knowledge should be freely available. I realise Google has commercial interests in the project, however I doubt that any other large corporation would have had the technology or financial power to make this possible. I agree with the comment made in regards to orphan books, it is better to have “ a world where one is distributing rather than a world where no one is distributing them”. The issue of privacy does concern me slightly. I realise that Google records all searches from specific IP addresses, Google’s privacy assurances and policy of no password is somewhat comforting.
As a learner and future educator I applaud Google’s Book Search facility. A Google search can locate books that I may be interested in purchasing, I can quickly skim a few pages or a chapter and decide if I would like to purchase it or see if the book is available in the library. QUT library searches can be somewhat restricted as they do not link to chapter topics. I believe that in the future students will be reading books on portable e-readers that will have interactive features including digital bookmarking and built in dictionaries.

Borders Online have just introduced an e-reader called KOBO eREADER. The site lists a large number of kids e-books for instant download. Borders is also offering a free app download so that their e-books can be read on a PC. A teacher could purchase an e-book and project it on to an IWB. The book could then be used in a modelled reading episode.
May 1, 2010
Week 8
Comment on the following statement with good reasons: "Video games should be used in teaching and learning"
Post on May 1 2010 (permalink) -edithistorydelete
Created on Saturday, 05/01/2010 8:28 PM by CATHY-ANNE SCOTT
Updated on Sunday, 05/09/2010 8:55 PM by CATHY-ANNE SCOTT
Video games can be both entertaining and educational, providing students with interactive hands-on learning experiences.
Simulation games can allow a student to take on the role of a Business Manager (Roller Coaster Tycoon) or Town Planner (Sims). Car racing games can be integrated into a mathematics lesson on statistics (see the Prezi presentation on Trackmania)
Video games provide an excellent and engaging way to teach Media Literacy to students. Students can examine stereotypical representations of people, places, values and ideas (Legend of Zelda series). Game making experiences can take students through the basic production steps of creating a multimedia narrative (Alice).
Game making activities can encourage students to think logically, creatively and critically. These experiences also introduce students to basic programming skills. Students can create games to demonstrate their knowledge and understanding about a particular concept. Students could create a game in Scratch to demonstrate their understanding of Transformations (flips, slides and turns).
Trackmania on Prezi

