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Reflections

CosN Hurdle 3 - The gap between technology and pedagogy

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It was only until the twenty-first century when application and software developers started to release the digital ICT tools that have gained widespread popularity. Some of these ICT tools include Kahoot!, Popplet, Book Creator and Explain Everything. With these new ICT tools, teachers now have a plethora of options for shifting their teaching and learning approaches. However, to acquire the necessary knowledge and skills to incorporate these ICT tools effectively, teachers need to attend additional professional development (PD) workshops. These PD workshops require teachers to book tickets in advance and may vary in its practical usefulness. For this reason, teachers may continue to see technology as a tool that improves efficiency, rather than a tool that enriches and engages the student in the learning process (Wellington, 2005). This issue is an example of pedagogy not meeting technology, as teachers are not getting enough quality instruction on how to integrate the newest digital technologies into the curriculum.

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In past decade, there has been a strong initiative in developing ICT (Information and communication technology) tools for educational purposes. In my experience, teachers would start to incorporate digital technologies such as PowerPoints, video clips and online access to class resources. These are all examples of ‘substitution’ which refers to the use of technology to directly substitute a previous component of the process without any functional change (Puentedura, 2009). However, as technology becomes more advanced and digital apps become more accessible, teachers have more flexibility to be creative in the teaching and learning process. Currently, there has been an increase in digital technologies surrounding augmented reality (AR) and virtual reality. This is because the modern PC found in many households now have the specifications and hardware necessary to support VR headsets. As these VR headsets become more accessible to consumers, there is a potential for more learning engagement outside of school hours. AR is readily available for school use in the form of a mobile-app called “HP Reveal”. Students can download this app and engage in activities that make use of the exploring nature of the app.

 

Now, if we couple this with the changing nature of teaching pedagogies, things start to become even more complicated. It was only until 2014, when Tomlinson modernised the idea and practice of differentiation. Tomlinson also modelled the differentiation of instruction for practical use and this has had a large impact on pedagogical knowledge. The previous generations of teachers would need to revise their pedagogical knowledge through PD workshops or keep up to date with current and relevant literature. Pair this with PD workshops on digital technologies and it becomes increasingly difficult to bridge the gap between pedagogy and technology. One of the recent models by Mishra and Koehler (2006) known as “TPACK” (Technological Pedagogical Content Knowledge) demonstrates the potential for bridging the gap between technological and pedagogical knowledge. Even if teachers have updated technological and pedagogical knowledge, the gap between the two is still present without the proper skills of integrating the two areas. Hence, this gap represents a major hurdle for schools to overcome.

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References:

Wellington, J. (2005). Has ICT come of age? Recurring debates on the role of ICT in education. Research In Science & Technological Education, 23(1), 25-39.

 

Mishra, P., & Koehler, M. J. (2006). Technological Pedagogical Content Knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054. doi: 10.1111/j.1467-9620.2006.00684.x.

 

Ruben, R. P. (2010). SAMR and TPCK: Intro to Advanced Practice. Retrieved from http://hippasus.com/resources/sweden2010/SAMR_TPCK_IntroToAdvancedPractice.pdf

Using ICT for consumption vs creating

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According to the UNESCO ICT competency framework for teachers (2011), there are common areas of teaching that allow for the advancement of learning through ICT integration. Essentially, this means that teachers need to be competent in areas such as 'understanding ICT in education', pedagogy and ICT etc. in order to effectively integrate ICT into the classroom. As teachers progress through the growth phases of the framework, they will find more of a shift in focus from the basic implementation of ICT tools, to the advanced innovation of policy and how to learn effectively as an organisation. This idea of moving from the basics of ICT (generally related to consumption) to the creation of knowledge is also echoed in the article by Rogers (2000), which talks about the need for a paradigm shift in higher education from "teaching" to "learning". This is mainly because enhanced learning does not necessarily come from ensuring technological competencies to all instructors. This may indeed improve the teacher's fluency in their ICT usage, however the actual learning process may not change significantly. As a result, there needs to be a shift from improving teaching instruction using ICT and more about using ICT to improve learning by tapping into the higher order thinking skills such as creating using ICT.

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From my own experiences, I have seen many instances where ICT is just used as a tool for delivering content and improving lesson efficiency through consumption of content. Personally, this is something that I also struggle with. I would gravitate towards simply plugging in ICT tools such as QR codes to help guide an activity instead of thinking about how to stimulate the higher order thinking skills of the students. Therefore, it is not enough for us to be proficient in ICT and allowing our students to consume content using ICT as a tool. Instead, we need to use ICT tools to facilitate the creative process of the students, through problem solving and collaboration. From my time working with the 'Design Thinking Process' developed by Stanford, I have seen that this process is but one approach that stimulates the creative process through the use of various ICT tools. This process also promotes social interaction and collaboration which is essential for learning as proposed by Vygotsky's theory of social constructivism.

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Through my newfound perspective on using ICT for consumption and creation, I now understand that we require more than just competency in ICT to effectively enhance and advance learning in the classroom. In order to stimulate the higher order thinking skills such as creating, I can structure a module that is focused on a problem-solving task and then getting the students to create solutions to the problem using the Design Thinking Process. Students can develop these skills through the use of multiple ICT tools in the creation process. This newfound perspective has shown me that I should be more creative and risk-taking in my own planning as this will help me to constantly grow as a lifelong learner.

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References:

United Nations Educational, Scientific and Cultural Organization (UNESCO). (2011).  UNESCO ICT Competency Framework for Teachers. Retrieved from http://unesdoc.unesco.org/images/0021/002134/213475e.pdf

 

Rogers, D.L. (2000). A Paradigm Shift: Technology Integration for Higher Education in the New Millennium. AACE Journal, 1(13), 19-33. Charlottesville, VA: Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/primary/p/8058/.

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What area of Digital Citizenship do you think should be a current focus for schools and why?

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Digital Citizenship (DC) is a concept that involves many different aspects that apply when operating online. Essentially, DC is about how the user can conduct themselves appropriately in an online space. According to the blog post by Mia MacMeekin on Digitial Citizenship (2013), there are a plethora of ways in which people can be effective digital citizens including the use of technology to gather information and to have fun, the respecting of other people's opinions on the internet and giving credit to the original author for the work you use. Although, when exploring the idea of DC for the first time and having people potentially seeing my facebook profile, I realised that maintenance of privacy and personal information was extremely important to me, and most likely everyone else. This idea of maintaining digital privacy by Mia was also explored in a blog post by Shininger (2017) who talked about why our digital footprint matters. In this post, Shininger talks about how your digital footprint is not only comprised of your online activities, but also through other people's comments about you. This means that your digital footprint can be broken down into two main classifications: active and passive. It is important to not only be consistently responsible online, but to also track other people's content about you. This aspect of DC especially applies to students, since a lack of understanding of DC can lead to disastrous posts online which could potentially hurt their future careers.

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From my own experience concerning DC, I have always been an avid online video gamer who enjoyed many popular online games. Thankfully, I have remained fairly consistent in my interactions with others online, whether they were past friends, or complete strangers making a transaction of some sort. Being polite and respectful has always been part of my mannerisms when I first meet someone and I behave more However, I do admit that technology has evolved to the point where any user can record a gaming session with a single button and have that uploaded anywhere online. Therefore, I need to be more aware of what I say in voice chat during online gaming sessions. I have also seen that many of my students are gamers as well - particularly boys. This presents even more complications that I need to address for myself and my students. Hence, maintenance of privacy and our digital footprint are the most important aspects of DC in my opinion.

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With my newfound understanding and perspective on DC, I have concluded that schools should currently focus on maintenance of digital privacy as well as their digital footprint. To do this, I would run a couple of lessons on the importance of maintaining privacy online during a Digital Technologies (DT) lesson. As a science teacher, I would find opportunities for students to create blog posts about science topics such as disease and infection or genetics, and then reiterating the importance of DC. I would also hope to organise a guest speaker (school-wide program or single class) to talk about digital footprints and get my classes to participate.

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References:

MacMeekin, M. (2013). Digital Citizenship. An Ethical Island. [Blog Post]. Retrieved from https://anethicalisland.wordpress.com/2013/04/22/digital-citizenship/

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Shininger, E. (2017). Your digital footprint matters. The Huffington Post. [Blog Post]. Retrieved from www.huffingtonpost.com/eric-sheninger/your-digital-footprint-ma_b_8930874.html

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