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STEAM In The Family

12 February, 2019 By John Pearce Leave a Comment

One of the problems we have in education at the moment is that the curriculum in some areas is developing so rapidly that parents and the wider community have trouble keeping up. Nowhere is this more apparent than in the STEM subjects area. Where once we created electrical circuits using alkaline batteries, bulbs in bulb holders and wires, current students might be using coin batteries, LED’s, conductive tape or small modular components that connect together via magnets to complete similar and at times more complex tasks.

For most parents, technology and engineering were simply not part of their school curriculum. Whilst they may have since learned how to use computers and other devices, the Digital Technologies curriculum advocates that simply using a tool is a very base level skill. Instead the curriculum advocates that students need to learn “how to use technologies to create innovative solutions that meet current and future needs.” To do this students need to understand and use computational thinking. Understanding digital systems and importantly how data and information can be used within these systems is a key to being able to create such innovative solutions.

Teaching approaches are evolving too. In the not too distant past the Science and Maths curriculum was often built primarily around content that could be tested and assessed as known or unknown. Whilst knowledge is still an important component of these subjects process skills as highlighted above, creative use of such skills are now seen as just as important.

The whole notion of STEM or STEAM is also a novelty to many parents more used to notions of discipline based or homogeneous work practices. That a scientist now uses digital componentry more often than a test tube or beaker can be quite revelatory. Understanding how easily data can be captured and not only analysed but used for both ‘good and evil’ can be almost mind blowing.

One of the fun ways to address issues surrounding STEAM is via a family engagement program based on the popular Family Science or Maths programs. Though there are a number of models for running these programs the common feature is a parent, (or other significant adult), working alongside a student on an open ended activity. In some cases programs are run after school, in other variants activities are distributed as a task to be worked on by a parent and child at home together, (note this alternative should not be seen as homework).

The best Family STEAM activities are as open ended as possible but should be capable of being ‘completed’ in a short amount of time. They need to be hands-on and minds-on. If the task is also counter-intuitive then that is even better. In most cases program participants will move through a number of activities which may highlight specific features, eg different aspects of a particular curriculum or principles which underpin practice. This highlights an important caveat, it is important to point out that the activities used in Family STEAM events aren’t how the whole curriculum will or should manifest itself in the classroom. The best STEAM activities involve real problems that are multi-faceted requiring a process approach over an extended period of time and which may not necessarily result in a ‘positive’ outcome. Even the best organised Family STEAM event can’t hope to cover all this detail.

I have had the pleasure to have been involved in a number of Family STEAM events ranging from science based programs through events focussed specifically on technology and more. As a result I have sourced numerous activities that can be readily used to run a program or series of events. These include introductory activities that require minimal instruction or materials such as the following.

In addition to these ‘starters’ programs usually include longer form activities such as Blast Off. Typically these require a facilitator that can be another teacher or an interested parent or community volunteer. Such activities should run for 15-20 minutes. Ideally the activity leader will have tried the activity before the event and also be prepared with some further challenges in mind. In the example below you might ask participants who have a ‘working model” how they might modify it to make the plane go further or whether it is possible to make the plane do tricks. Alternatively participants might be asked to make suggestions for modifications or games that might involve the planes.

In the case of many activities the question of how or why things work is often raised. Some leaders like to include explanations of the science or technology behind their allotted activity. I often prefer to leave things as a question that is open during the event but which can be researched and reported on later in class.   

Where possible I have always encouraged the teachers of students involved in the event, (as well as some of the support staff such as librarians and art teachers etc), to be the facilitators for the program. Generally this means that they only have to ‘learn’ one activity that may be repeated a number of times during the event. I’ve found that doing this can serve as great professional development for teachers, who are unsure of aspects of the curriculum and/or the approaches used to teach STEAM.

As suggested earlier Family STEAM events can be a powerful addition to a school program. Whilst they may take time to organise and facilitate, in my experience the benefits always outweigh any cost in time and materials. In addition to the benefits listed above such events can be used to showcase how school science programs can be hands-on and inquiry-based and fun and educational at the same time. Where teachers are used as facilitators the events also provide an opportunity for they and parents to interact in a relaxed situation. Students also gain a sense of community outside school hours.

Most importantly Family STEAM events encourage and foster interaction between parents and children in a non-judgmental space as they enjoy fun educational experiences together, not just doing homework. Parents and students get to see that science is all around us, is achievable and is FUN.

I’m conducting a range of workshops at the Leading a Digital School Conference that map to the Digital Technologies Curriculum. Come along and join me.

Filed Under: Community, Digital Technologies, Innovation Tagged With: Family STEAM, STEM

Digital tool smashing – Learning can include more than APP smashing!

16 January, 2019 By Kim Martin 3 Comments

So, your class has mastered Book Creator for writing a story to share with a real audience, they rock at using Do Ink for green screen movie making and they are all over SeeSaw for recording their learning. It’s time to integrate a few quality apps to take it to the next level.

App Smashing is the process of students utilising a core of quality apps that complement and enhance each other to create inspiring and engaging ways that not only demonstrate their learning but showcases it and allows you to assess their understanding and skills.  The term App smashing was coined by Greg Kulowiec (USA) in 2013. Laura Cummings has a great blog post about App smashing if you’d like to know more about setting parameters and supporting app smashing in your learning space. Whilst this post focuses on the power of combining iOS apps in an education setting, over time the term app smashing has also come to include the use of more than just iPads and at times more than one device type, for example using a Chrome book,  and an iPad to create a finished product.

Students intuitively explore apps long before we’ve had time as a teacher to offer step by step instructions and often find an apps limitations and special features before we’ve fully explored the apps learning and integration potential. Students also often soon realise one specific app doesn’t allow them to produce a final piece of work or product with all the features they need or want and intuitively experimenting with a variety of apps to create their final product.  They key to app smashing is the camera roll or the ability to save a photo, a video, an image you’ve sourced or created and importing it into another app to combine, manipulate to create something new that wasn’t possible to make happen in either of the other apps on their own. App smashing it more than utilising the features and functions of more than one app to reach an objective.

The power of app smashing is the transformation of projects into rich media creations and encourages the seamless use of digital tools for learning. The two key elements for success when app smashing with iPads are the camera roll and the ability to share your creations. When you first introduce the concept of app smashing to your class, depending on their age and familiarity with the apps, you may recommend and demonstrate how to utilise specific apps together to create a finished product. Eventually, however, the goal is for students to consider the assessment criteria and decide themselves which apps will work best for their learning task or project idea by considering what the various apps features are and which one, two, or even four apps would work well together to suit their needs.

Why App Smash?

  1. encourage creative and imaginative thinking
  2. Support collaboration
  3. Students have choice, control and ownership in their learning process
  4. encourage critical thinking
  5. help students construct knowledge and demonstrate deep learning
  6. help maximize the potential of digital tools by combining features and functions.
  7. Allows creativity to shine and allows students to demonstrate their learning in their preferred communication mode. For example, speaking (audio or video), writing (typing text or with a stylus) or drawing.
  8. Provides opportunities to purposefully create and share with a real audience
  9. Empower students to share their voice and showcase their learning.

Dr. Monica Burns (ClassTechTips.com) recently wrote an e-book How to use App Smashing as an assessment tool full of ideas for using book creator as a formative assessment tool.

Combining apps for innovative project ideas

  1. Create a multimedia book (topic/ theme can cover any curriculum or interest area)
  2. Podcast / radio show/ review (book, movie, TV etc.)
  3. Interactive comic
  4. Student created biography interview videos

A few of my favourite Apps

With links to Apple App Store. Those that I know are also available on other platforms I have identified.

  • Camera Roll (iOS)
  • Do Ink! Green Screen (iOS)
  • Book Creator (iOS) Chrome & Android
  • iMovie (iOS)
  • SeeSaw(iOS) Android
  • Explain Everything (iOS) Chrome & Android
  • Garage Band (iOS)
  • Pic Collage
  • ChatterPix
  • Apple Clips (iOS)
  • Toontastic
  • Flip Grid
  • Tellagami
  • Thinglink
  • Keynote (iOS)
  • Canva

Tips

  1. Communicate clear assessment criteria to your students.
  2. Make sure students know how much time they have to complete the task or project.
  3. Make it a clear and easy process for students submit to you finished work created digitally.

I hope that this post has given you enough ideas to start app smashing with your students, encouraging learning and creativity in your classroom. If you need more inspiration I recommend checking out Jornea Erwin aka @Savvy_Educator, or the #AppSmashing hashtag on Twitter.

I will be presenting about these ideas and others at the Leading a Digital School Conference this year, come along and say hi – www.iwb.net.au/digital/program

images
Flickr

Filed Under: Digital Technologies, Innovation, Personalised Learning Tagged With: culture of innovation, digital technology, learning, student-centred

Droning In The Classroom

28 November, 2018 By John Pearce Leave a Comment

If we are to believe futurist Thomas Frey, drones will become the most disruptive technology in human history. To be fair Frey’s definition of a drone is more than the flying Unmanned Aerial Vehicles or UAV’s we typically think of when we talk of drones. The reality is though that drones are more than just flying cameras, they’re being used to deliver goods, fight climate change, monitor reefs, supply humanitarian aid, and take part in races.

My involvement with drones is via the statewide VCMP project which uses them to monitor coastal erosion hotspots. “The Victorian Coastal Monitoring Program aims to provide communities with information on coastal condition, change, hazards, and the expected longer-term impacts associated with climate change that will support decision making and adaptation planning.”

As a citizen scientist I’m part of a local team that uses a Phantom 4 drone, aeropoint satellite based markers and some pretty clever software that lets us measure the amount of sand that is shifted along sections of a beach. We do this by overflying sections of the local coast at around two monthly intervals and then crunch the data with the Australian Propellor software. This software allows users to draw virtual transects or plots along or across the beach to compare data across a range of dates. From this we can calculate the amount of sand movement and/or changes in the beach profile amongst other information. The software also enables users to render 3D representations of the beach.

In order to participate in the program we had to undertake some basic training in using the drone safely and efficiently. Whilst not a full remote pilots licence the training did cover off on most of the practical aspects required to get licence certification. We were also made aware of and have to comply with the Civil Aviation Safety Authorities, CASA, rules for flying sub-2kg drones.

Prior to becoming involved in this program I had purchased a couple of small entry level drones with a view to investigating if and where drones might fit within the school curriculum. Since that time a number of things have happened which have sharpened this focus.

The two major consumer drone manufacturers, DJI and Parrot have realised that the education sector is a market that could be tapped into. As a consequence both companies have adapted previous entry level models to better reflect the needs of schools. At the same time educators around the world have also been developing specialised drone options with students in mind. Most of the skills involved in learning to safely fly these entry level drones can also be applied to more sophisticated models, flying a continuous and even figure eight pattern is just as tricky with my Parrot mambo as it is with my Mavic Pro.

Both DJI and Mambo are developing some excellent support materials aimed specifically at the education market. Some major third party developers including Swift Playgrounds amongst others are also developing learning options. Importantly a number of these third party supports originate in Australia and are designing and providing content that fits the Australian Curriculum.

Drones provide a very practical means to develop STEAM projects. In order to best utilize drones it is important to understand the physics of flight and the various systems that combine to keep drones airborne. Designing and making drones fits perfectly within a STEAM framework bringing together science understanding within a design process that involves multiple systems. In addition to basic design work, drone kits provide the opportunity to devise, prototype and test novel uses for drones. The process of constructing drones, (and sometimes flying drones), often involves quite a lot of “trial and error” learning which provides a perfect context for building resilience and learning from failure. Even the best pilots have at least one malfunction.

The better entry level drones come with simple in-built cameras which can be employed to capture images that can be used as evidence of mission completion or as data for analysis. More sophisticated drones can be used in data gathering across the curriculum especially in geography, geology and the natural environment. LEGO connectors on entry level drones enable the addition of lightweight components which can be used to simulate real world missions. In the real world, drones are now also being used to take the place of fireworks and other lighting effects, again something that is within the scope of the classroom.

Another drone component worth considering is an FPV, or first person view camera. When paired with goggles these cameras provides students with an entree to the exciting world of drone racing and open up the many maths based explorations that are involved in this activity. Whilst flying a drone race can be full of thrills, designing courses that are challenging but realistic can be just as exciting.

A number of the entry level drones can also be controlled using code from block based through to Python and Arduino. This opens up the opportunity for students to devise, program and fly missions that mimic real world applications. If students are working with more sophisticated drones there are a number of software options available to plan and run missions. Whether using smartphones, controllers or software, flying and coding drones can be quite different to doing similar tasks using terrestrial based vehicles.

Of course with any new technology there is a cost involved and other considerations to take account of. Flying time is one of these; some entry level models typically provide 8-10 minutes of air time per 30 minute charge. With the better options users can purchase combos that have multiple batteries and spare propellers. With micro drones it’s important to understand the control range after which the drone may ‘get lost’. When looking at larger drones it’s important to consider the camera capability as well as navigation features such as collision avoidance and return to base features.

Overlaying all of these consideration is that drones are becoming increasingly available; some are available for as little as $20 from popular stores such as K-Mart. Micro-drones that fit into the palm of your hand can be purchased online again for very minimal cost. Despite the fact that these products contain flyers and instructions on safe and responsible drone use, experience suggests that these are often ignored. Schools offer an opportunity for a more structured review of these rules. Working with drones in schools also provides an opportunity to discuss and consider privacy and other issues associated with drones. Schools also provides a context for learning safe procedures; most damage to drones occurs not in flight but in packing, unpacking and transport.

Having hands-on experience with even entry level drones enables students to better consider options for the use of drones in the wider world. It can also lead to senior level students undertaking certificate level qualifications and even RePL, (remote pilot licences) as is already happening in a number of settings.

Come and meet me at the Leading a Digital School Conference where I will be facilitating hands-0n workshops around Droning in the Classroom, Augmented and Virtual Reality, Engineering Robots, Coding and Data.

Filed Under: Digital Technologies, Innovation, STEM Tagged With: design, Drones, Innovation, STEAM

Innovation and Creativity…IMO

21 November, 2018 By Matt Zarb and Jon Roberts Leave a Comment

I don’t know about you, but I have seen this before. I have been this before. It’s an easy trap to fall into. You unwrap the bright and shiny new ‘thing’ that will transform your classroom. The solution to a problem we never knew we had. And the gateway to a whole range of new and exciting problems that didn’t exist before but now do. If only it did what we wanted it to do or even delivered some of the expected outcomes?!

Design has many names. Many ruses. So many different acronyms.  At its heart, though, it seeks to do the same thing, whatever the label. Design is about solving problems. It is about solutions. Testing solutions. Improving solutions. “Design is the link between innovation and creativity, taking thoughts and exploring the possibilities and constraints associated with products or systems, allowing designers to redefine and manage the generation of further thought through prototyping, experimentation and adaptation. It is human-centred and focuses on the needs, wants and limitations of the end user.” (IB Design Guide 2015, p. 4) Once we scratch below the surface and take away the shiny things, Design is problem solving methodology and technology is useful, only if it too, solves a problem.

“Why?” before “What?” If I had a mantra, it would be this. ‘Why’ am I doing this has to come before the ‘what’ do I need to make it happen. I cannot solve a problem without knowing what I am trying to solve.

I see Innovation as the output of creativity. The product of creativity. If creativity is the noun…then the act of this creativity finds its place through innovative thinking and doing. At times we blame lack of resources on our ability to innovate when in fact it’s the constraints that inspire innovation. It is not about what I have, but what I do not have that inspires innovation. And this drives our learning. To be innovative sometimes we need to limit what we have, what we get and what we give. We challenge our students to think. When you break that down. Challenging students to think shouldn’t be outside the realms of what we do, but it often is. And here is the response.

The five cogs of innovation

“Tell me how to do it?” is the cry of the student who is stuck.

“Well I could. Or you could just try something different. Have a go at solving the problem yourself. It doesn’t matter if you get it wrong. You just need to attempt something different to what you have already done.”

And at times they do. While others will not even budge. Fear of getting it wrong has been smashed into them so many times that the thought of not getting it right the first time overrides any natural curiosity. Some students would prefer getting in trouble for not trying, not even attempting to get it right, because its beats the shame of getting it wrong. And that says something about our schools. Our system.

Something needs to change.

Innovation as a classroom subject pushes our students to think they can, rather than believe they cannot and then asks them to attempt things they may not have otherwise tried to do. And the results are things we could not have imagined. Every class is different. New leaders emerge. Students in control of what they learn and how they learn. Our dream is students develop a mindset that they will attempt anything. No matter what they have been told in the past and no matter what others might think they can do. It’s the mindset I want our Design teachers to have. To take risks. To be different. To try something outrageous. And who knows what might happen?

Looking forward to talking more about this at the Leading a Digital School Conference….. And moving forward together.

Matt Zarb

Reference:

IB Design Guide © International Baccalaureate Organization, 2015

Filed Under: Advancing Cultures of Innovation, Innovation, Personalised Learning Tagged With: Change, culture, design, Innovation, mindset, problems, thinking

Artificial Intelligence (AI) in school education: are you ready for it? *

5 October, 2018 By Jane Hunter Leave a Comment

Artificial Intelligence

Interest in the use of Artificial Intelligence (AI) in Australian schools is growing. More educators are participating in important exchanges about AI as understanding develops around how it will impact the work of teachers and students in schools. This post – it first appeared on AARE EduResearch Matters blog in September 2018 – adds to nascent conversations on AI and raises issues and questions that are critical as we start to think about AI in school education.

What do we mean by ‘Artificial Intelligence’?

Defining the term ‘Artificial Intelligence’ or AI as it is commonly known is tricky because the field is so interdisciplinary, and AI relates to many different branches of knowledge including computer science, education, game design and psychology, just to name a few.

I like the definition offered by Swedish-American physicist and cosmologist Max Tegmark. He describes Artificial Intelligence systems as being ‘narrowly intelligent because while they are able to accomplish complex goals, each AI system is only able to accomplish goals that are very specific.’

I like this definition because it mentions how complex AI can be but makes us focus on the reality that AI is narrowly focused to fulfill specific goals.

We already live in a world full of AI systems including Siri, Alexa, GPS navigators, self-driving cars and so on. In the world of education, big international companies are currently working on or already marketing AI systems that develop “intelligent instruction design and digital platforms that use AI to provide learning, testing and feedback to students”.

We need to pay attention to how AI will impact pedagogy, curriculum and assessment in schools, that is, how it will impact end users (teachers and students). There is a lot to think about and talk about here already.

Artificial Intelligence in Education

Conversations about Artificial Intelligence in Education (AIEd) have been going on for many years in the world of education. This year the London Festival of Learning organised by Professor Rose Luckin and her team brought together scholars from around the world in the fields of AIEd, Learning at Scale (large scale online learning platforms) and the Learning Sciences.

Closer to home the NSW Department of Education has been on the front foot in raising awareness of AIEd in a series of papers in its Future Frontiers agenda. This is a compilation of essays that canvas “perspectives from thought leaders, technology experts and futurists from Australia and around the world.” These are helpful and well worth seeking out to inform budding discussions you might want to have about AIEd.

Questions for schools and teachers

It is important for researchers and teacher educators like myself to explore how AIEd will supplement and change the nature of teachers’ work in schools. We need to understand how this can be done in education so that the human intelligence and the relational roles of teachers dominate.

How will schools be involved? And how could the changing education landscape be managed as the subject of AIEd attracts more attention?

Leading research scientist and world expert in AIEd at University College London, Professor Rose Luckin (who incidentally is a former teacher, school governor, and AI developer/computer scientist), captures the core argument when it comes to school education. She says: It’s more about how teachers and students will develop sufficient understanding of AIEd so that it can be augmented by human intelligence when determining what AIEd should and should not be designed to do. For example, Luckin suggests if only purely technological solutions dominate the agenda then what AIEd can offer for change and transformation in teaching and learning will be limited.

The Australian Government’s Innovation and Science Australia (2017) report, Australia 2030, recommends prioritisation of the “development of advanced capability in artificial intelligence and machine learning in the medium- to long-term to ensure growth of the cyber–physical economy”.

It also lists education as one of its “five imperatives for the Australian innovation, science and research system” that will equip Australians with skills relevant to 2030, thus highlighting the need to understand the implications of AIEd for schools.

Critical moment for school education

There is conclusive international evidence that we are at a critical moment for setting clearer directions for AIEd in school education.

With crucial questions being asked internationally about AIEd and national reports like Australia 2030 published we must start to probe Australian policy makers, politicians, school principals, students and parents, as well as the teaching profession more broadly about such vital issues.

Schools are one focus of the agenda, but how are teacher education programs in universities preparing preservice teachers for this future? Are we considering questions of AI in our preparation programs? If we need to lift the skill levels of all school students to work in an AI world then what changes might we need to make to accommodate AI in school curriculum, assessment, pedagogy, workload and teacher professional learning?

The debate about robots replacing teachers is not the main event. There will be assistants in the form of a dashboard/s for instance but humans will still do all the things that machines cannot do.

Moreover there is also a great need for deeper understandings of learning analytics. There are also questions of opaque systems, bias in algorithms, and policy/governance questions around data ethics. Such topics could form foundational programs in teacher education courses.

More hard questions

What implications do AIEd and automated worlds have for school infrastructure? How can higher education and industry support schools to be responsive and supportive to this rapidly changing world of AI?

Leaping back to the London Festival of Learning for one moment, Professor Paulo Blikstein, from Stanford University, in his keynote address painted a grim picture of the dangers that lie ahead and he told his audience that it is time to ‘make hard choices for AIEd.’

He explained a phenomenon of We Will Take It From Here (WWTIFH) that happens to researchers. It is when tech businesses tell researchers to ‘go away and play with their toys’ and that they will take over and develop the work technologically … taking over things “in the most horrible way”. Blikstein outlined how most tech companies use algorithms that are impervious and don’t consult with the field – there are few policy or ethical guidelines in the US that oversee decision making in these areas – it’s a “dangerous cocktail” described by Blikstein’s formula of:

WWTIFH + Going Mainstream + Silicon Valley Culture + Huge Economic Potential = DANGER.

I agree with his caution in that people in positions of power in teaching and learning in education need to be aware of the limitations of AI. It can help decision makers but not make decisions for them. This awareness becomes increasingly important as educational leaders interact and work more frequently with tech companies.

In teacher education in Australian universities we must begin to talk more about AIEd with those whom we teach and research. We should be thinking all the time about what AI really is and not be naïve and privilege AI over humans. There are many participants in the AIEd conversation and those involved in education at all levels in Australian schools have an important voice. This is a serious and necessary dialogue.

*This post touches on some of the key themes in a spotlight session conducted by Dr Hunter at the Leading a Digital School Conference being held on 8, 9 and 10 August 2019 in Melbourne.

Filed Under: Digital Technologies, Innovation Tagged With: AI, Artificial Intelligence, Innovation

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