Monday, July 9, 2018

A Meaningful Approach to Game-Based Learning in the Classroom

(Image courtesy of YoungUpstarts)

For the past two decades, video games have been increasing in popularity and sales (Entertainment Software Association, 2016). In my experience, it is uncommon to enter the classroom and not hear youth discussing what games they are playing. The reoccurring discussion of digital gaming in the classroom has led me to wonder if there is a way to utilize them for learning. Examples like MinecraftEdu and KerbalEdu have shown that efforts are being made, but what can we do to meaningfully integrate games into the classroom?


Background

Pelling, N (2002), coined the term ‘gamification’ which influences game-based learning theories in K-12 education today. His notion of “the more learning feels like a game, the more likely users are going to embrace it”, is widely accepted in this area of research (Marczewski, 2012). As explained by Andrezj Marczewski (2012), education systems need to comprehend new ways to teach and provide students with applications that allow for creative learning. Introducing “gameful thinking”, extends our understanding of how we develop game elements into general educational settings (2012).

Game-based pedagogy is one that allows teachers to influence curriculum expectations and install learning goals through interactive and engaging games (Randbeeck, W., 2016). Evidence shows that skill building throughout various numeracy and literacy concepts (spatial sense, verbal reasoning and logical thinking) happens for students during the development and use of games (Marczewski, A., 2012).


Applications

Teachers need to remain cautious of requiring students to become ‘gamified’ or develop game products, if the learner does not see the value; it can have detrimental effects (Randbeeck, W., 2016). It is important that we are considering what and how we are integrating video games into the classroom. While games that are familiar to them may be engaging, it is equally vital that the game has the potential to be used for learning. People do learn well from games and while using them, but the skills only transfer so far, the content in the game needs to remain grounded in curriculum learning (Kopcha, et al., 2016). A game like Fortnite may be excitedly welcomed to the classroom, but it does not have the malleability that MinecraftEdu has. 

In my experience thus far, the games that have shown the most potential for learning are the open-ended titles; games such as MinecraftEdu or KerbalEdu provide both educators and learners a variety of tools to use. The benefit of these kinds of games, is that they allow you to design lessons that you may want to facilitate in the classroom, digitally. With unlimited digital resources, and a malleable space, educators can create their ideal learning space for their students. Additionally, both these titles were existing games, that have been modified with the classroom in mind. Thus, they are accommodating and supportive of educators who wish to use them.

Another approach to integrating digital games is to design a lesson plan around a game with potential. For example, Roller Coaster Tycoon is a game about managing and designing theme parks. It may not outright have the intention of being educational, however it does contain challenges, which support the development of different skills. For example, to complete some levels, the player has to budget their spending to meet their income goals. ChangeGamer is an organization that attempts to support this approach; they find existing games that show potential for learning, and develop lesson plans to coincide with the game. 


Limitations and Considerations

Although in my experience, video games have shown the potential to be meaningful tools for learning, they are not without their limitations. Not all technology may benefit the learner, therefore trial and error may be necessary to determine appropriate implementation. Additionally, if the person facilitating new tools cannot understand how to use them, there could be hesitation. Making it difficult to create a unified approach.

We also have to ensure that we are not attempting to integrate video games, when it is not necessary; using new technological approaches when it is not necessary, could result in poor learning experiences (Randbeeck, W., 2016). To conclude this discussion, I leave you with some questions for consideration: Is our current structure benefitting learners? Does the role of the educator have to change? What if not every school has the necessary funding for the suggested tools?


References



Adams Becker, S., Freeman, A., Giesinger Hall, C., Cummins, M., and Yuhnke, B. (2017). NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium. (PG. 28) https://www.nmc.org/publication/nmc-cosn-horizon-report-2016-k-12-edition/
Entertainment Software Association. (2016). Essential Facts About the Computer and Video Game Industry. Retrieved from http://essentialfacts.theesa.com/Essential-Facts-2016.pdf
Kopcha, T. J., Ding, L., Neumann, K. L., & Choi, I. (2016). Teaching Technology Integration to K-12 Educators: A ‘Gamified’ Approach. TechTrends, 60(1), 62-69. doi:10.1007/s11528-015-
Marczewski, Andrzej (April 2012). Gamification: A Simple Introduction (1st ed.). p. 3. ISBN 978-1-4717-9866-5. Retrieved March 20th, 2017 Published April 5th, 2016 https://www.citizenlab.co/blog/civic-engagement/gamification-in-citizen-participation/

Randbeeck, W. (2016), Gamification in Citizen Participation, Accessed, January 25th, 2017

The Case for Assistive Technologies in the Classroom


What are Assistive Technologies?

Assistive Technology (AT) tools assist children or adults with physical or learning disabilities in functioning more effectively. These devices range from wheelchairs to a wide assortment of high-tech tools, including:

•    Hearing aids and amplification devices that enable hearing-impaired students to hear and participate in in the classroom
•    Text to Speech (TTS) software, glare-reduction screens, screen magnifiers, and Braille note-taking devices that enable visually impaired students to participate more fully
•    Voice-recognition software that turns the spoken word into type on a computer screen so students with mobility challenges can take part and
•    technologies that enable severely disabled students to control their computers simply by following letters and commands on the computer screen with their eyes (educationworld.com).

Not all assistive technology tools are high-tech. AT tools include many simple adaptive tools, like highlighters and organizers. Many AT tools are high-tech, however, and because of advances in computer technology, tools are now available on a variety of platforms such as:

•    Desktop and laptop computers
•    Mobile devices (includes smartphones and tablets)
•    Chromebooks (and the Chrome browser used on any device)

Examples of high-tech AT tools include text-to-speech (TTS), Dictation (speech-to-text) and Word Prediction (understood.org).

Physical Disabilities

Vision Impairments: Text to Speech Software and Graphic Organizers


                                                
As an assistive technology, text-to-speech (TTS) software is designed to help children who have difficulties reading standard print. Common print disabilities can include blindness, dyslexia or any type of visual impairment, learning disability or other physical condition that impedes the ability to read. Other students can benefit from TTS technology, however, such as children with autism, attention deficit hyperactivity disorder (ADHD) or an intellectual disability.

Graphic organizers can be effective in helping students organize their thoughts during the writing process. As an assistive technology, graphic organizers can be a strong choice for students with dysgraphia or disorders of written expressions — particularly the conceptual aspects of writing (alvernia.edu).

Hearing Impairments: FM Systems and Sound Field Systems


 A variety of assistive listening systems or hearing assistive technology can help students who are deaf or hard of hearing, as well as those with other auditory and learning problems. Hearing assistive technology can be used to enhance the reach and effectiveness of hearing aids and cochlear implants, or for children who do not need those tools but still need help hearing. Assistive listening systems use a microphone, a type of transmission technology and a device for capturing and bringing the sound to the ear (alvernia.edu).

According to the American Speech-Language-Hearing Association (ASHA), FM systems are the best choice for children with sensorineural hearing loss. FM systems work using radio broadcast technology. With a transmitter microphone and a receiver, the teacher and student can maintain a consistent sound level regardless of distance and background noise.

Sound-field systems are a strong choice for classrooms that need to assist listening for all children in the class. The ASHA notes that these systems benefit not only children that have hearing loss, but those that have other auditory and learning problems. Sound-field systems use a microphone that projects sound through mounted speakers around the classroom (alvernia.edu).

Learning Disabilities

Assistive technology tools for learning disabilities include any type of equipment or device that helps students to compensate for their learning disabilities. While they are unable to eliminate learning problems entirely, they can help students to capitalize on their strengths and minimize their weaknesses (masters-in-special-education.com).
Students with learning disabilities can benefit from the following five assistive technologies:

Electronic Worksheets
These worksheets help students to line up words, equations and numbers on their assignments, and some worksheets even have text-to-speech or speech synthesizing technology.

Phonetic Spelling Software
For many children with learning disabilities, reading and writing can be a challenge. Phonetic spelling software is designed to automatically convert the student’s typing into the word that they intended to write.

Talking Calculators
Students who have dyscalculia can benefit greatly from a talking calculator. The gadget makes it easier to check assignments, read numbers and perform calculations.

Variable Speed Recorders
Many students struggle with understanding auditory lectures. For these students, a variable speed recorder is an ideal solution. This assistive tool is put into effect by essentially pressing the record button.

Videotaped Social Skills
Videotaped social interactions allow students who struggle with defining social norms, to learn important life skills and social behaviour. In addition to interpersonal skills, these videos can work for self-help, linguistic, academic and emotional problems as well (masters-in-special-education.com).

Assistive Technologies in The Classroom: Is There a Down-Side?

Unfortunately, there are many myths about AT. These myths are often connected to the stigma of learning and attention issues. There is a misconception that using AT is “cheating” and some parents worry that their children may become too reliant on AT. One of the biggest myths about using AT is that it will prevent a child from learning academic skills. This has proven to be untrue. A point of comparison is: experts agree that listening to audiobooks does not hinder children from learning to read.

As with the integration of other technology tools in the classroom, teachers’ self-efficacy in assistive technologies is key, and teachers must be adequately trained in the use of these tools in order to maximize the benefits for students. While AT does have many benefits, good teaching and instruction is an essential component of this pedagogical framework.

Parents and teachers can utilize assistive technology tools to enhance students’ academic and personal growth, but technology alone is inadequate. To successfully use these tools, it is critical to develop a plan for their use and have regular check-ins to ensure the student is gaining the most value possible and not becoming overly reliant on these tools (teachthought.com).

References
Assistive Technology in the Classroom | Helping Challenged Kids Get the Most from Learning. Retrieved from: https://www.educationworld.com/a_tech/tech/tech086.shtml

Assistive Technology for Kids With Learning and Attention Issues: What You Need to Know.
https://www.understood.org/en/school-learning/assistive-technology/assistive-technologies-basics/assistive-technology-what-it-is-and-how-it-works

15 Assistive Technology Tools for Students with Disabilities. Retrieved from: https://www.teachthought.com/technology/15-assistive-technology-tools-resources-for-st
 udents-with-disabilities/

5 Assistive Technology Tools That Are Making a Difference. Neese, B. (2015). Retrieved from: https://online.alvernia.edu/5-assistive-technology-tools-that-are-making-a-difference/

5 Examples of Assistive Technology in the Classroom. Retrieved from: masters-in-special-education.com

Image Sources:

Image 1: Retrieved from: https://online.alvernia.edu/wp-content/uploads/2015/04/800x314-ClassTech-header1-ALV.gif

Images 2, 3 and 4: Retrieved from: https://online.alvernia.edu/wp-content/uploads/2015/04/300x300-ClassTech-graphorg1-ALV.jpg



Spaced Learning and Mobile Technology



Spaced Learning and Mobile Technology

Fig. 1. Spaced Learning visual from Chatterton (2016).


What is it?

Spaced learning has been defined as repeated exposures to new subject materials that are spaced out in time (Kang, 2016). Spaced learning is an effective way to engender long lasting learning. Incorporating spaced repetitions into existing educational practice is feasible and has great potential to produce gains to learning without requiring added resources (time or money).

Neuroscience research has also shown that humans remember more when learning is spaced out, these studies suggest that our brain cells are stimulated by learning but need a period to create the chemical bonds to strengthen the new synapses (Innovating Pedagogy 2017).


Technology and Spaced Learning

Technology has always been the vehicle to introduce innovation in a classroom. Today, mobile learning is a the fingertips of most of our students, and microlearning opportunities are the new challenge for educators to exploit (Saurel, 2017).

Mobile devices open the door to endless possibilities of learning that are available for the majority and not only for the early adopters (Rogers, 2003). Using mobile technology in the classroom will be standard practice across the globe in the next decade according to research (Saurel, 2017). Our biggest challenge then is to get a jumpstart on the implementation of these innovations.


Examples:

Some of the following examples employ gamification, microlearning, and spaced repetition as key elements of their strategies.

Duolingo
Learn vocabulary, terms, and more with flashcards, games, and other study tools.

Memrise
It gives general tips and techniques to learn languages. Some work better than others depending on which one is been learned.

AnkiDroid Flashcards
AnkiDroid Flashcards is just like studying with flashcards, only with your phone or PC. It is great for studying and memorization and doesn't waste all the paper. Recommended


References

Chatterton, C. (2016). Reformed GCSEs: tackling the knowledge mountain through spaced
learning. Doodle Learn. Retrieved from https://www.doddlelearn.co.uk/spaced-learning/
Ferguson, R., Barzilai, S., Ben-Zvi, D., Chinn, C.A., Herodotou, C., Hod, Y., Kali, Y.,
Kukulska-Hulme, A., Kupermintz, H., McAndrew, P., Rienties, B., Sagy, O., Scanlon, E.,
Sharples, M., Weller, M., & Whitelock, D. (2017). Innovating Pedagogy 2017: Open University Innovation Report 6. Milton Keynes: The Open University, UK. Retrieved from https://iet.open.ac.uk/file/innovating-pedagogy-2017.pdf

Kang, S. H. K. (2016). Spaced Repetition Promotes Efficient and Effective Learning. Policy
Insights from the Behavioral and Brain Sciences, 3(1), 12–19. Retrieved from https://doi.org/10.1177/2372732215624708

Rogers, E. M. (2003). Diffusion of Innovations, Fifth Edition. New York: Simon & Schuster

Saurel, S. (2017). Mobile Devices For Microlearning And Spaced Learning. Educational
Technology. E-Learning Industry. Retrieved from  https://elearningindustry.com/mobile-devices-for-microlearning-and-spaced-learning







eBook Update -- Official Launch Day!


The benefits and drawbacks of the integration of technology into both the curriculum, and teaching and learning practice, continue to be contentious issues on multiple fronts.  On the one hand, there are those who continue to subscribe to Clark’s (1994 a, b) contention that technology has no impact whatsoever on learning achievement. Evidence may point to this conclusion that technology integration results in no significant difference in learning achievement compared to “traditional” classroom settings. However, there are many more reasons why it is imperative that teachers and schools thoughtfully plan for meaningful technology integration. Clark’s long-time rival in the media effectiveness debate, Kozma (1994 a, b), points to the fact that newer technologies enable pedagogical approaches and learning experiences that previously were not possible (and for which there can be no technology-free learning achievement comparison). These learning opportunities include the ability for remote learners, and those facing accessibility challenges, to be engaged on unprecedented levels. Another imperative for meaningful technology integration is the preparation of learners to be responsible digital citizens, who are empowered to leverage technology to meet emerging needs in their lives, learning, work, and society.

About This eBook

Technology and theCurriculum: Summer 2018 has been written by participants in EDUC 5303G, a course in the Masters of Education program at the University of Ontario Institute of Technology. The mandate of EDUC 5303G is to 
[examine] the theoretical foundations and practical questions concerning the educational use of technology. The main areas of focus… include learning theory and the use of technology, analysis of the learner, curriculum, and technology tools, leading-edge technology programs/initiatives, implementation, assessment, and barriers toward using technology. The overall focus of the course is on developing a critical, evidence-based, theoretically grounded perspective regarding the use of technology in the curriculum (EDUC 5303G Course Syllabus, Spring/Summer 2018).
Each chapter in this eBook focuses was written by a course participant, and focuses on a topic chosen by them that stems from the issues explored throughout the Spring/Summer 2018 term. The authors first submitted their chapter drafts for feedback from the instructor. Each chapter also underwent a double-blind peer-review process, before the final versions were added to the actual eBook here in Pressbooks.

Why an Open Access eBook

EDUC 5303G aims to live up to its own mandate, and meaningfully integrate technology into the course curriculum, and overall learning experience. Digital communications tools, such as the Pressbooks platform, allow for a transformation of the traditional academic paper writing experience. Rather than writing a paper to demonstrate topic understanding, and competence with writing mechanics, for just an instructor’s review, technology enables course participants to write with purpose.

This eBook chapter writing endeavour allows participants in a course like EDUC 5303G to more fully engage with their peers in the writing process, in a manner that reflects the realities of academic writing beyond the classroom. The project also allows them to share their work with a global audience. This integration of technology forces students to take deeper ownership of their work, but also allows them to share the fruits of their labours with others who could benefit from their explorations of topics related to the meaningful use of technology in education.

It gives me great pleasure to facilitate access to the tools and processes used by provide the EDUC 5303G Spring/Summer 2018 participants to produce this eBook, and to share the resources they have compiled.









Rob Power, EdD
Adjunct Professor, Educational Technology
University of Ontario Institute of Technology

References

Clark, R.E. (1994a). Media will never influence learning. Educational Technology Research and Development, 42(2), pp. 21-30.

Clark, R.E. (1994b). Media and method. Educational Technology Research and Development, 42(3), 7-10.

Kozma, R. (1994a). Will media influence learning? Reframing the debate. Educational Technology Research and Development, 42(2), pp. 7 - 19.

Kozma, R. (1994b). A reply: Media and methods. (1994). Educational Technology Research and Development, 42(3), pp. 11 - 14.

Power, R. (Ed). (2018). Technology and the Curriculum: Summer 2018. [eBook]. Surrey, BC, Canada: Power Learning Solutions. Available from https://techandcurriculum.pressbooks.com/ 




Sunday, July 8, 2018

That Time I Accidentally Created a Makerspace in ABA



Working in Groups is a behavioural treatment program offered by Toronto Autism Services to adolescences with Higher Functioning Autism Spectrum Disorder. The primary focus of the group is to teach collaboration skills, perspective taking, understanding one's strength and overall developing the necessary skills with working in a group. The structure of the program is often delivered by therapists in a lecture style format and based in group activities. However over the last few years, due to a lack of interest, it has become increasingly harder to get these adolescences to attend Toronto Autism programs.

Learning about the role of constructivism in education, specifically that students are actively involved in a process of meaning and knowledge construction as opposed to passively receiving information (BADA & Olusegun, n.d)As coordinator of the program, I decided to pilot a more constructivist approach to the program. I wanted to evaluate whether students engagement could be increased if students were actively involved in their learning and were to be more hands on. Thus, I purchased some new technology and other activities including: LEGO Boost, Nintendo Labo, Kn'ex and Robotis.

The group consisted of 15 students and the group format was structured in several key ways:

  • Therapists conducted a l5-20 minute lesson on material in a group format 
  • Students were then split into groups 4-5 and placed at an activity station 
  • 4 activity stations had different items: LEGO, Nintendo, chart paper, Ipad
  • Therapists were placed at each station to assist and scaffold learning as needed for the different materials
  • Students were able to choose and design different models while they were at each station, at every rotation student would build upon what the previous group had started
  • Students were required to demonstrate and practice strategies taught during the group lesson (i.e., active listening, perspective taking) at least 1-2 of the activity stations
Therapists observed that the overall attendance of the students was consistent. Additionally, many of the students participated in not only building at each activity station, but collaborated and engaged during group activities with therapist. A survey was conducted with students on the last day of the group to evaluate their experience with attending this pilot program. Over 55% of the students rated the program 4 to 5 for the quality of the program they received. Over 80% of the students rated 4 to 5 on the enjoyment with using robotics and other technology in the program.

From this experience, I learned that through my pilot project, I created a makerspace style setup with the group. Based on the definition, a collaborative workspace was created where  students were able to make, learn, share, express their interests on activities they were engaged in. More importantly through this group design, students were able able to engage in hands on learning and build on core working in group skills. 


BADA, D., & Olusegun, S. (n.d.). Constructivism Learning Theory: A Paradigm for Teaching and Learning. Journal of Research & Method in Education, 5(6), 66–70. Retrieved from https://pdfs.semanticscholar.org/1c75/083a05630a663371136310a30060a2afe4b1.pdf



The impact of technology on student well-being

The use of technology in the classroom has many proven benefits such as an increase in communication, connections to the real-world, engagement of the Net generation and new and innovative ways of acquiring knowledge. Along with all of these benefits, come some challenges. Teacher training and adoption, access to tech, cyberbullying, socio-economic and equity issues, as well as student distractions, have been some of the problems facing school boards. Not only are these challenges which educators must face, but also the issue of student well-being is at the forefront of many schools. It is imperative for educators to know how technology can impact student well-being in order to make informed decisions in their classrooms.

In his article, Graber (2014), discusses the impact of technology on the attention span of kids. Data from a Pew Internet survey of 2,500 teachers found that 87% suggest an easily distracted generation with short attention spans. On the other hand, a study by Common Sense Media, showed, that according to the teachers surveyed, technology not only helps students find information more quickly and efficiently, it also improves their ability to switch between tasks more quickly. Graber’s article signals that young brains are being rewired because of a shift in stimuli and that brains are storing keywords and not the full memories themselves. It is recommended that we consider how the environment in which students learn can adapt to the world in which they live. Additionally, fostering skills like balancing the time spent online with focused offline time and finding and evaluating useful and reliable online information is key (Graber, 2014).



In their research on adolescents, Schweizer, Berchtold, Barrense-Dias, Akre, Suris, (2017), found that smartphone owners were more likely to have sleep problems than non-owners and new owners. There was a significant difference in sleep duration, for example, owners slept on average 7.81 hours where non-owners slept on average 8.61 hours. Researchers concluded that owning a smartphone tended to increase sleep disturbance. They recommended that adolescents and parents consider the positive and negative consequences on sleep and health (Schweizer, Berchtold, Barrense-Dias, Akre, Suris, 2017).

Hyun-soo (2016), researched the extent to which online media activities are associated with the psychological well-being of adolescents. The findings suggest that time spent online had a harmful effect on adolescent psychological well-being. For example, there was a strong and negative relationship between online activities and self-reported mental health and suicidal ideation. Researchers suggested that this outcome was due in part to social and network variables (Hyun-soo, 2016).

There has been much discussion on the importance of face-to-face communication versus online communication. Davis (2013), completed a study that confirmed that positive relationships with one’s parents and friends contribute to a positive sense of self among adolescents. Digital natives still require supportive, face-to-face relationships in order to thrive. Adolescents who were motivated to go online to communicate and maintain their relationships with existing friends tended to experience higher self-concept clarity. Adolescents who were motivated to go online to express and explore different aspects of their identities tended to experience lower self-concept clarity, partly as a result of the role of low friendship quality (Davis, 2013).



All of this complicates an educator’s choice to use technology in the classroom. Consideration needs to be given to the following:


  •          The amount of time spent using technology
  •          The purpose and specific use of technology
  •          The type of communication being utilized
  •          The monitoring of student well-being

References

5 Crazy Ways Social Media Is Changing Your Brain Right Now. (2014). Available from  https://www.youtube.com/watch?v=HffWFd_6bJ0


Are you Lost in the World Like Me? (2016). Available from https://www.youtube.com/watch?v=VASywEuqFd8

Davis, K. (2013). Young people’s digital lives: The impact of interpersonal relationships and digital media use on adolescents’ sense of identity. Computers in Human Behavior. 29:6, pgs 2281-2293. https://doi.org/10.1016/j.chb.2013.05.022


Graber, D. (2014, Apr 30). Kids, Tech and Those Shrinking Attention Spans. Available from http://www.huffingtonpost.com/diana-graber/kids-tech-and-those-shrinking-attention-spans_b_4870655.html

Hyun-soo Kim, H. (2016). The impact of online social networking on adolescent psychological well-being (WB): a population-level analysis of Korean school-aged children. International Journal of Adolescence and Youth. 1-13. http://dx.doi.org/10.1080/02673843.2016.1197135

Schweizer, A., Berchtold, A., Barrense-Dias, Y., Akre, C., Suris, J-C. (2017) Adolescents with a smartphone sleep less than their peers. European Journal of Pediatrics 176: 131, 131-136. doi:10.1007/s00431-016-2823-6


Friday, July 6, 2018

Sketchnotes: Visual Note Taking



What are sketchnotes?
Sketchnotes are visual notes that are created from a variety of handwriting, drawings, shapes, images, and visual elements (e.g., lines, boxes, arrows). A sketchnote is the physical or digital artifact created by the sketcher, while sketchnoting is the skill that produces the note (Dimeo, 2016). Sketchers can create sketchnotes to summarize information into a one page document from meetings, lectures, personal thoughts, books, and much more. Sketchnotes are meant to highlight important information into a visual representation and usually do not contain detailed information that is rich in text (Dimeo, 2016). They are personal, as the sketcher recorded the content they believe is most important. The skill of sketchnoting takes time and requires practice to improve. Sketcher must listen and analyze content, while writing and doodling the information presented to them.  

Why create sketchnotes?

  • To help make sense of new information
  • Synthesizes important information
  • Helps create meaning for students
  • Makes learning more personal
  • Assists in verbal and nonverbal processing
  • Visuals and texts are more effective than only text
  • Presenting information in pictorial form rather than words benefits memory (Hockley, 2008)


Tips for Introducing Sketchnoting to Students:

  • Remind the students that they do not need to be an artist to sketchnote
  • Show your students examples of sketchnotes
  • Practice reading and understanding how to extract meaning from sketchnotes
  • Model how to begin creating a sketchnote
  • Provide the students various opportunities to sketchnote (e.g., during reading, instructional videos, and study sessions)
  • Begin with using paper and pencils for easy erasing 
  • Have a variety of different tools for sketchnoting and encourage students to try a computer or tablet
  • Do not use sketchnotes for assessment purposes, as should be introduced as cognitive tools to assist in understanding and recall (Hernandez, 2013)



How could students use sketchnotes?

  • A tool taking notes and studying
  • Increase focus and retention during lectures
  • Create presentations and videos
  • Present their thinking in a visual way
  • Collaborative drawing for brainstorming (Randles, 2017)

Sketchnoting Applications: 

  • Adobe Photoshop Sketch: For beginners and beyond with pens, pencils, and watercolours that easily transfer to other Adobe applications
  • Concepts: For professionals with infinite canvas with movable menus and fluid pens
  • Microsoft One Note: For beginners with an easy cloud-based system to transfer notes to all devices 
  • Paper by FiftyThree: For beginners with auto-correction and drop-in templates 
  • Procreate: For professionals with the complete artist toolbox for sketches, paintings, and illustrations 

Educators on Twitter that Sketchnote:

References:

Delfin, C. (2012, January 7). Sketch Frenzy: The Basics of Visual Note-taking [Video file]. Retrieved from https://www.youtube.com/watch?time_continue=69&v=gY9KdRfNN9w

Dimeo, R. (2016). Sketchnoting: An analog in the digital age. ACM SIGCAS Computers and Society, 46(3), 9-16. doi:10.1145/3024949.3024951

Hernandez, A. (2013). Get Started with Sketchnoting. Retrieved from http://creativeeducator.tech4learning.com/2016/articles/get-started-with-sketchnoting

Hockley, W. (2008). The picture superiority effect in associative recognition. Memory & Cognition, 36(7), 1351-1359. doi:10.3758/MC.36.7.1351

Randles, J. (2017). Use sketchnoting in the classroom to get ideas flowing. Retrieved from https://www.iste.org/explore/articleDetail?articleid=1031&category=Digital-and-media-literacy&article

Wilson, C. (2017). Brilliant Digital Sketchnoting Tools to take your Sketchnotes to the Next Level. Retrieved from http://sketchnoteclassroom.com/brilliant-digital-sketchnoting-tools-to-take-your-sketchnotes-to-the-next-level/

Teaching and Technology


When implementing technology into the curriculum, educators must be mindful of the impact that technology will have as well as its considerations for learning. Reflecting back on personal experience with technology in the classroom, I found that using technological tools that provide the opportunity for meaningful interaction and collaboration to be the most engaging for students. With careful selection of appropriate digital tools for the classroom, technology can facilitate teaching and learning in many areas. Below is a non exhaustive list of ways in which technology can be used to enhance student engagement and promote understanding. Some suggestions for how educators can effectively use technology in the classroom are included. I also outline examples of learning skills that can be enhanced with the implementation of specific technologies. 

1. Inquiry-Based Learning. Technology can be a useful asset when incorporating inquiry-based learning exercises into the classroom. This involves allowing students to work with technology to attempt to solve a problem before being taught the solution (Brown, Roediger & McDaniel, 2014). Incorporating inquiry-based learning into the classroom provides students with the opportunity to experiment with new technologies, collaborate with peers and enhance cognitive skills to answer the "how" and "why" pertaining to questions of interest (Harris, 2017). Technological applications that promote inquiry-based learning include Google Science Journal to encourage observation and exploration and Khan Academy to encourage self-directed learning (Petty, 2009).

2. Collaboration. Students can work together using technology to problem solve, clarify explanations, build upon each other’s knowledge and suggest goal-oriented avenues for learning (Donovan, Bransford & Pellegrino, 2002). This was apparent in the grade eight classroom I was completing my placement at during my B.Ed. Students enjoyed using  Google Documents and Google Classrooms as well as SMART Board as technological platforms to work together on class activities. These tools can be utilized to include peer assessment and tutoring to further promote collaborative learning (Tapscott, 2009).

3. Scaffolding. Educators should gradually introduce new technologies to students and slowly familiarize them with different digital tools. One suggestion would be to introduce students to a simplified technology and then gradually promote deeper learning with more complex technologies. An example of this would be familiarizing students with a platform such as Microsoft Word and then gradually introducing a similar, yet more advanced and collaborative technological application such as Google Documents (Brown et al., 2014)
 
4. Feedback. When implementing new technology into the classroom, it is not only important to provide consistent feedback to students as they use the tools, but also encourage feedback from them regarding challenges and benefits of that technology for their learning. Teachers should  check in with students and provide feedback along the way to ensure that students are understanding different technological platforms and how to use them. For example, teachers assign presentations using digital platforms such as iMovie and Camtasia (Petty, 2009).

5. Utilizing KnowledgeTechnological tools provide platforms for students to be creative, collaborate with others and put their knowledge into practice by applying it to real-world situations. Encouraging students to utilize knowledge through the use of technology can be achieved through the use of Google Science Journal to encourage observation and exploration of the world as well as Twitter to share ideas and learn about real-world issues on an online social platform (Prensky, 2010). This also helps to promote deeper understanding of course content as opposed to simple regurgitation like what is often seen in traditional assessment methods (i.e. tests and quizzes).
 
6. Deep Learning. When introducing technological tools, it is important for instructors to do so gradually so as not to overwhelm students. Teachers should allow students the time to explorer fewer technological tools in detail in order to take advantage of the multiple features involved rather than introducing many tools at once (Donovan et al., 2002).

7. Guide on the Side. Students will benefit from being provided with the space and time to work with technological tools hands-on. Rather than having the instructor walk through every aspect of the digital tools, provide students with the opportunity for trial and error to facilitate deeper understanding. The role of educators in this case would be to guide the learning process, monitor progress and provide feedback where needed.

I have included a graphic that summarizes much of what has been discussed in this blog post (also used for my Foundations Checklist!). The graphic includes specific technological examples that can be used to achieve some of the learning goals mentioned above as well as some additional information.


References

Brown, P. C., Roediger, H. L., & McDaniel, M. A. (2014). Learning is misunderstood. In Make it stick (pp. 1-22). Cambridge, MA: Belknap.

Donovan, M.S, Bransford, J. D., & Pellegrino, J.W. (2002). Key Findings. In How people learn: Bridging research & practice (pp. 10-24). Washington, DC: National Academy Press.

Harris, G. (2017). Implementing Inquiry-Based Learning through Collaboration. Teacher Librarian, 44(3), 26.

Petty, G. (2009). John Hattie’s table of effect sizes. In Evidence-based teaching (2nd Ed) (pp. 60-70). Cheltenham, UK: Nelson Theories.

Prensky, M. (2010). Partnering. Teaching digital natives. Partnering for real learning (pp.9-
29). Thousand Oaks, CA: Corwin Press.

Tapscott, D. (2009). The eight net gen norms. In Grown up digital (pp.75-96). Toronto, Ontario: McGraw-Hill.