[LINK] Students left to their own devices
David Boxall
david.boxall at hunterlink.net.au
Mon Oct 8 12:04:09 AEDT 2012
From:
<http://www.smh.com.au/technology/technology-news/students-left-to-their-own-devices-20121007-277h7.html>
October 8, 2012
Linda Morris
While technology could revolutionise learning, budget constraints are
impeding its uptake.
It's writing, just not as we know it. The Boogie Board tablet is a cross
between a Magna Doodle pad and Magic Slate, toys that use a special
stylus to write on a plastic sheet.
About the size of an iPad, it's an electronic scratchpad that
illuminates on-screen markings and scrawls and wipes them out at the
press of a button. The distributors have pitched the Boogie Board as a
green alternative to paper and as an interactive tool to teach young
children or those with poor control or muscle tone to improve their
handwriting and spelling skills.
As a teaching tool, it is one of the relatively cheap, low-technology
options on the market.
At the other end of the learning spectrum is Scratch, an open-source
programming tool created by the MIT Media Lab, the research centre of
the Massachusetts Institute of Technology, to motivate learning among
upper-primary-school students through interactive stories and games.
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To create programs in Scratch, children snap together graphical blocks,
much like Lego bricks. Along the way, they learn important mathematical
and computational concepts while thinking creatively, reasoning
systematically, and working together.
Both Scratch and the Boogie Board are being used by students of Mowbray
Public School in Lane Cove for different educational outcomes. The
Boogie Board helps students' fine-motor skills and is useful for
small-group activities, maths games and in brainstorming sessions.
A Wednesday lunchtime group of 20 year 5 and 6 boys is using Scratch
graphics and art to create simple games. ''They share their ideas and
mentor each other on a group blog, working on their games at school and
at home,'' the assistant principal, Sarah Critoph, says. Next term,
Mowbray will hold its first gaming day, where students from kindergarten
to year 6 will play the boys' games throughout the day.
''Scratch is also being used in our gifted and talented programs this
year,'' Critoph says. ''Early stage 1 and stage 1 [kindergarten and year
1] students are using Scratch for storytelling, while stage 2 and 3
[years 3 and 4] students are designing apps for people requiring
communication support. The problem-based learning approach engages
students in solving real-life issues with a clear purpose.''
For a decade or longer, Australian schools have been said to be on the
cusp of technological revolution. But for all the promises of a paradigm
shift in the chalk-and-talk mode of teaching, of more flexible and
interactive forms of learning and the breaking down of walls between
school and the wider world, the classroom looks much as it ever did,
give or take a whiteboard or classroom computer.
The pace of technological change is speeding up at exactly the time that
schools are being asked to do more with less and the cost of the
technological revolution is being picked up by parents and their
fund-raising arms.
The managing director of Crayons Distribution, Jonathon Ladmore, says
given government budget limitations, the future lies in students
supplying their own mobile devices, with schools acting much like a
telecommunications provider, responsible for the safety, security and
connectivity of the hard-wired classroom.
Interactive software, mobile devices and low-cost innovations will need
to stand in for more radical digital classroom redesigns, Ladmore says.
The New Media Consortium, a non-profit group comprising more than 250
colleges, universities, museums and corporations dedicated to the
exploration of new technology, has looked at the time frames for the
mainstream use of technology in schools.
It predicts that tablets and smartphones, with their internet
connections, imbedded sensors, cameras, GPS and other multi-functional,
feature-rich tools for assignments, will remain the primary method of
delivering ever-smarter software to schools for much of the next decade.
Current applications for such devices include high-school physics
classes using the iPad's ''clinometre'' to measure slopes, objects,
surfaces and angles; social studies classes using interactive maps; and
a cultural exchange between six schools in the US and six in
Afghanistan, facilitated by the internet.
Single-player and small-group games for learning, for example counting
and spelling games, have already been integrated into the curriculum by
individual teachers and are likely to become more sophisticated and
reward based.
In other realms, social-networking sites enable students to join
homework and study groups. Apps catering to special-needs children and
slow learners are also proliferating.
OverDrive, which recently acquired Melbourne-based e-book business
Booki.sh, is also developing ways to deliver school textbooks via the
internet directly to students' tablets or smartphones without the need
for schools to install special software. It is hoped that students and
teachers will eventually be able to share notes and annotate and
bookmark passages.
The same team has launched a new School Download Library providing an
interface for students to borrow a wide range of e-books, audiobooks,
music and video from their school library, place them in a virtual
locker and enjoy them on almost any desktop, laptop, tablet, e-reader or
smartphone.
Raspberry Pi is yet another low-cost entry to the future. The $40 to $50
circuit board has been developed by a non-profit British foundation and
has only recently gone into mass production.
Using the palm-size board, children can write and store software,
turning it into their own personalised computer. Pi teaches them the
rudimentaries of computer coding.
''We make the assumption that by playing a lot of computer games, our
children are computer savvy, but many are not,'' Ladmore says. ''What
Raspberry Pi does is go back to the basics; it asks a child what makes a
computer work and gets them to build on their knowledge.''
MaKey MaKey also unites the physical and virtual worlds to instruct
children. An invention kit developed by two MIT Media Lab PhD students,
it turns everyday objects into touchpads. Connected to the internet,
bananas become piano keys; finger-painting is a sensory exercise of
music appreciation and touch.
Pi and MaKey MaKey are at the cutting edge of what the New Media
Consortium's Horizon Project predicts will be the next wave of
technological change, featuring game-based and group learning. With
these kits, children shift from being passive consumers of technology to
its creators, while teachers become their enablers.
Several years away from being adopted in classrooms are
augmented-reality games, in which, with a digital click, a dinosaur
skeleton might transform into a life-size dinosaur.
As with all technology, it is only as good as the investment in
teachers, says Greg O'Connor, the professional and consultancy services
manager for Spectronics, a large Australian supplier of special-needs
software and assistive technology. O'Connor describes the use of iPads
in some schools as akin to placing a pane of glass over documents that
are no more than learning sheets converted to PDF files.
Teachers, parents and therapists must have time to familiarise
themselves with the technology and be trained to use it.
Touching an electronic board is engaging and entertaining, but it can
represent an advance on the exercise book only if teachers guide the
child's early experiences of writing and drawing.
O'Connor has coined the term ''shiny-object syndrome'' to describe how
fascination with new technology tends to govern funding decisions, when
the needs of students ought to take priority.
An associate professor with Macquarie University's special education
centre, Jennifer Stephenson, says there is little quality research to
demonstrate the impact of new technology on learning. Even for devices
such as the iPad, which show promise for children with learning
difficulties, there is not a lot of critical appraisal. She says:
''iPads at least can offer very user-friendly and mainstream - hence
non-stigmatising - support for students with disabilities, for example
the text-to-speech programs that let students read text on websites and
from documents.
''The ease of use for video, drawing and so on, as well as supported
writing - text prediction, spell checking - also helps students
demonstrate what they have learnt in ways other than handwriting.
''A lot of the academic apps that are in a game format can also be
useful for essential practice in number facts and early reading skills,
but teachers need to be discriminating in what they choose as there are
a lot of poor-quality apps out there marketed as educational.''
Ladmore says the focus of any technology has to be on the end result.
Stephenson adds: ''You have to think, what exactly do you want the
student to learn? How might an app help? Is the app any better than the
''old'' way? It will always come back to the individual learner and
exactly what you want them to learn.''
--
David Boxall | When a distinguished but elderly
| scientist states that something is
http://david.boxall.id.au | possible, he is almost certainly
| right. When he states that
| something is impossible, he is
| very probably wrong.
--Arthur C. Clarke
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