Showing posts with label iPad. Show all posts
Showing posts with label iPad. Show all posts

22 November 2021

Integrating Technology, Pedagogy and Change Knowledge

Fullan M (2012). Stratosphere: Integrating Technology, Pedagogy and Change Knowledge.

"Stratosphere' is truly the best thing I have read on technology and education."

Well that's what the blurb on the back of the book says - and I have to say I think I agree, hence this post. What follows is my attempt at a 'Sean's Best Bits' ... But nothing beats reading the entire book yourself, at 78 pages this is not a massive overtaking - if you won't/can't should or won't or will but not yet - then give these notes a skim. The insights Fullan provides here are profound and of the utmost relevance to anyone who needs to integrate technology into their teaching and learning (by the way, that is everyone who would call themselves a teacher).*

The Journey

p 2
the current education system is so very inappropriately content bound and [this is] why the new pedagogy–learning how to learn–is so essential. Learn how to learn because the evolving world is ever changing and elusive. We need the capacity to keep up–to periodically grasp the ungraspable. Only those who know how to learn, who can relate to others AND the environment (including "things"), and who make the world part of their own evolving being will thrive in this world. 

p 3
Research on pedagogy is now demonstrating that even for higher-order skills, small investments in targeted relationships with students pay off with high-yield motivational and achievement results. Technology can accelerate these learning experiences on a large scale with minimal costs after initial investments. 

p 4
focusing on a small number of ambitious goals with a coherent strategy that attends in concert to half a dozen or so key factors: intrinsic motivation, capacity building, transparency of results and practice, leadership at all levels, and a positive but assertive stance on progress. Borrowing from Jeff Kluger, I call this change knowledge "simplexity" – a small number of key factors (the simple part) that must be made to gel with large groups of people (the complex aspect).

... four criteria for integrating technology and pedagogy to produce exciting, innovative learning experiences for all students – something desperately needed to bring education into the 21st century. These new developments must be (i) irresistibly engaging (for students and teachers); ii) Elegantly efficient and easy to use; iii) technologically ubiquitous 24/7; and (iv) steeped in real-life problem-solving.
...
Integrating technology, pedagogy, and change knowledge is fundamentally liberating. It democratises learning so that every student learns how to learn for a lifetime of pursuing personal passion, purpose, and fulfilment.  Best of all, students learn collaboratively, consolidating connections with others locally and from afar. Citizenship, human solidarity, collective problem-solving, and sustainability are thereby served. 

p 5
In education we have just about reached the end of squeezing good out of an outdated school system. The current system is too costly, too ineffective, and as any kid will tell you, deadly boring. 

Technology and Humans Shape Each Other

pp 12-13:
Kelly [Kevin Kelly (2010). What Technology Wants. New York: Viking] observes, "Yes, technology is acquiring its own autonomy and will increasingly maximise its own agenda, but this agenda includes – as it's foremost consequence – maximising possibilities for us." This is why Kelly eventually answers his question by concluding that "technology wants what life wants":

  • Increasing efficiency
  • Increasing opportunity
  • Increasing emergence
  • Increasing complexity
  • Increasing diversity
  • Increasing specialisation
  • Increasing ubiquity
  • Increasing freedom
  • Increasing mutualism
  • Increasing beauty
  • Increasing sentience
  • Increasing structure
  • Increasing evolvability

(ibid, p 274)

When we turn these thoughts to technology and education, we have a long way to go. Technology in schooling has its dark side, including cyberbullying and inappropriate sexting, but its biggest problem is that it isn't present much. The digital life of students is largely outside schools, and it is a fairly undisciplined world, recalling worries of our distractor critics who see superficiality and long-term diminution of the brain as problems. 

[…] p 13
Goldin and Katz [Claudia Golding and Lawrence Katz (2008). The Race Between Education and Technology] conclude that "technology has been racing ahead of education in recent decades because educational growth has been sluggish, not because skill-biased technical change has accelerated." Try this for a crossover observation: technology has not raced ahead inside schools. Our answer in this book will not be let's load up technology in schools – I call this a "wrong driver" – but rather, let's rethink how technology can be used at our service as well as push us to do even more.

Rosen [Larry Rosen (2010). Rewired: Understanding The iGeneration and the Way They Learn] is perhaps too generous in his admiration of the iGeneration who, according to him, are introduced to technology at birth, are adept at multitasking, love virtual social worlds, and are confident and open to change. […] "Smart educational models must consider social networks as a valuable source for enhancing student interest and participation in the classroom […] The trick is to leverage their love of social networks to create educational tools built around them.

It is revealing that Rosen takes a dramatically more sober position in his newest book (presumably because the evidence is mounting about the dark side of technology). He calls the constellation of dangers "iDisorder." [Larry Rosen (2012). iDisorder: Understanding Our Obsession with Technology and Overcoming its Hold On Us. New York: Palgrave Macmillan] 

p 14
Rosen amasses page after page of evidence that technology increasingly controls our lives in dysfunctional and pervasive ways, from the mildly rude checking-out of text messages every few minutes regardless of who we are with, to the more psychotic descent into schizoid behaviours of delusions, hallucinations, and social avoidance. 

Rosen takes the reader through a range of debilitating problems that technology does not cause but that it naturally enables. He outlines the evidence on the following domains of distortion associated with the increased presence of digital technology in our lives: narcissism (it's all about me, me, me), obsession (checking in with our technology 24/7), addiction (wallowing in impulsivity, sensation seeking, and social deviance), bipolarity (feeling high or low depending on one's social–networking digital day), ADHD (being jerked around by the instant gratification of hyperlinks with accompanying information overload, poor sleep, and an inability to stay with and complete tasks), decrease in quality relationships (including low empathy), hypochondria (a little medical knowledge is a dangerous thing), fixation on appearance (associated with eating disorders), schizoid behaviour (becoming more solitary, emotionally cold, and attached), and voyeurism (watching rather than engaging in). Whew! That can fill your day!

Rosen has been at this for a while, beginning his scientific studies in the 1980s and continuing to the present. He concludes that we have an increasing dependency on technology, but the worst part is that we are "happily traipsing down our road to an iDisorder," unaware of what is happening to us.
Rosen's main argument, as is the meaning of this chapter, is not that we should discount technology; rather, it is that we need to be aware of its dangerous downside in order to reduce its addictive power and maximise its prodigious upside. The basic question is, who is in charge here – human or machine?

When it comes to education and schooling, a whole new set of issues become evident. School boredom has no chance against the addictive digital draw of the outside world. Within schools, technology is conspicuous by its absence or by superficial, ad hoc use. […] How can technology help us by opening up the world to deeply engaged learning and worldwide, collaborative problem-solving? In a word, technology, well used, can help us race rapidly to the future that humankind wants and will find fulfilling.

p 15
… The solution consists of the integration of advances in pedagogy (especially built on how we learn), and technology (especially around engagement), and in change knowledge (especially around making change easier). If we get the combination right, the floodgates of learning will open and there will be an unstoppable explosion of energy and participation by all that will benefit individuals and the world alike.

p 16
As sinister as technology can become, it has far more upside than downside potential. It is time to define the learning game as racing with technology.

Pedagogy and Change: Essence as Easy

p 17:
Learning is all about purposeful engagement. The engaged student is attentive, committed, persistent, and finds meaning and value in the tasks, says Schlechty [Phillip Schlechty (2011). Engaging Students: The Next Level of Working on the Work. San Francisco: Jossey–Bass]. The engaged student finds that learning is worth the effort (high yield).

Change and the Student 

pp 18-19 [interventions]
What looks like a small intervention can appear quite large to a student. Interventions do not have to remain in the conscious mind for them to have an impact. If a message affects how a student [or teacher] thinks and feels about school or about self, it can work away in the subconscious mind. Yeager and Walton [David S Yeager & Gregory M Walton (2011). Social–Psychological Interventions in Education: They're Not Magic. Review of Educational Research 81, no 2: 267 – 301] call these "stealthy" interventions – a quality that increases their effectiveness. 

p 19
None of the interventions tried to directly persuade students to think differently, "rather than simply delivering an appeal to a student who passively receives it, each intervention enlisted students as actively [and knowingly] participating in or generating the intervention itself." (ibid, p 284) 

These "stealthy" interventions have the added benefit that they do not stigmatise students. They do not single them out for needing help. Stealthy interventions are brief and thus much less expensive. They can be long lasting, say Yeager and Walton, because they set in motion social, psychological, and intellectual processes that result in initial success, greater sense of belongingness, and a belief that students can learn more than they thought possible. Interventions like these, with corresponding supports, can alter students' academic trajectories.

Yeager and Walton do not assume that it is simply a matter of going to scale with these types of interventions. The interventions require on the part of the educators theoretical expertise (understanding the psychological experiences at play) and contextual expertise (understanding the background and experiences of students in the local context). The skinny, in other words, demands sophistication of design and good teachers in order to get ease of use.

[...] … essentially it involves knowing where every student stands, intervening in a nonjudgemental manner, providing a good program mix, improving teaching and learning, and connecting school deeply to their communities [Ben Levin, 2012. More High School Graduates. Thousand Oaks, CA: Corwin Press].
...
But little things made a big difference. […] These teachers work with school leaders and teachers and students to personalise the connection to students. 

20 minutes to change a life. 

Change and the Adult

pp 21-22
If we get the pedagogy right and incorporate technology accordingly, learning will become easier, deeper, and more engaging. Students and teachers will be putting in long hours, but what they do won't feel like work.

In the progress principle, Teresa Amabile and Stephen Kramer, write about "using small wins to ignite joy, engagement and creativity at work." [Teresa Amabile and Stephen Kramer (2011). The Making Of Young People Who Will Change The World. New York: Simon and Schuster] The progress principle: using small wins to ignite joy, engagement and creativity at work […] Making even small progress in meaningful work is the most powerful stimulant to wanting to do more. 
... 
What matters most is progress in the work itself and paying attention to small wins and setbacks on a daily basis – this is the essence of change management. If people are involved in meaningful work, and if they feel capable, and if they are helped to make even small progress, they become more motivated and ready for the next challenges. Effective organisations foster conditions of these positive progress loops to prevail.

p 22
Of course, there is more to organisational effectiveness than small wins. Amabile and Kramer identify several catalytic factors (such as time, resources, autonomy, and help), And nourishment factors (respect, affiliation, and emotional support)... The main point is that people – students and teachers alike, for example – need to feel and experience some regular progress. As the authors note, any video game designer knows that small steps of progress are essential for drawing players in. [Daily progress in work]
...the new pedagogy – technology combinations tap into, stimulate, and even create purpose and passion in what students want to learn. Amabile and Kramer essentially say that adults – teachers, in this case – must have the same motivational experiences. <What is good for the goose is good for the gander - smc> The magic of stratosphere is that students and teachers are conjointly stimulated to engage in the pursuit of deeper learning: it is fuelled by their passions and purposes. Both students and teachers are turned on.

The New Pedagogy

p 23
The new examples [constructivism through technology integration] meet our criteria: being engaging and offering ease of use. By ease of use, I do not mean simple, but rather use as relatively easy because of the draw of engagement and the work with others (much how you find work when you're doing what you like).

[Creativity]
...
Tony Wagner's Creating Innovators [Tony Wagner (2012). Creating Innovators: The Making of Young People Who Will Change The World. New York: Simon and Schuster, 32] is the perfect example of the new pedagogy. ... He draws on the work of Teresa Amabile ... He adapts her creativity model which is based on three components: expertise (knowledge), creative thinking (problem-solving), and motivation (intrinsic drive). Wagner considers motivation as the source of all good learning and unpacks it by concluding that intrinsic motivation is fuelled by playing (experimenting), purpose (wanting to make a difference), and passion (devoting yourself to something you find deeply meaningful).

p 24
All of these experiences contrast with the fundamental basis of schools as they are today. As Wagner says, schools currently reward individual competition, are subject based (versus problem based), and rely on extrinsic motivation (such as grades). By contrast in all of the successful examples, the students in question talk of doing things that are meaningful in the world, projects that focus on solving a problem, engaging in teamwork, and operating under conditions that encourage risk-taking. The new pedagogy involves helping students find purpose, passion, and experimental doing in a domain that stokes their desire to learn and keep on learning.

"Increasingly in the 21st-century," argues Wagner, "what you know is far less important than what you can do with what you know. This interest in and ability to create new knowledge to solve new problems is the single most important skill that all students must master today. All successful innovators have mastered the ability to learn on their own 'in the moment' and then apply that knowledge in new ways (ibid, p 142)."

The new pedagogy that Wagner documents does not involve a long list: its emphasis is on addressing real problems, intellectual risk-taking and trial-and-error problem-solving, collaboration in learning, and intrinsic motivation.
...
Although he doesn't delve far into it, Robinson makes the point that "digital technologies are now putting in the hands of millions of people everywhere, unprecedented tools for creativity and sound, in design, in sciences and in the arts." [Ken Robinson (2009). Out of Our Minds: Learning to be Creative. Westford, MA: Courier Westford, p 205] 

p 25
Teachers are needed, but it is a new role that is required – the teacher as change agent. Robinson calls them mentors who play four roles: recognising, encouraging, facilitating, and stretching. 

p 27
… Feedback to students during learning is probably the most powerful teaching strategies we can use. Learning from mistakes is the key. [Wiliam - AfL]

p 28
... Lehrer [Jonah Lehrer (2012). Imagine: How Creativity Works. New York: Houghton Mifflin Harcourt.] has reinforced the point that creativity can be designed for and fostered in every student – not just so they can be more fulfilled individuals, but also because the mobilisation of individual and collective talent is essential for global survival. This different approach to learning could bring a marked increase in the level of innovation, entrepreneurship, problem solving, empathy, teamwork, and sustainability. It is the future.
...
the entire curriculum needs to be redefined: the whole raison d'être of schooling becomes a single expanded entity called "learning about and for life" and doing it in a passionate and purposeful manner. We are talking about a total makeover – made practical by the integrated forces of technology, pedagogy, and change knowledge.

[Four reasons for technology integration]

p 31
  1. The old technology of tell and test or experience and evoke does not work, and it is becoming clearer to more people that it can never work. 
  2. Examples of the new pedagogy of partnering with students are rapidly under development. These examples will only advance in quality and availability all the more so because technology can be the great accelerator. Indeed this what the stratosphere phenomenon predicts
  3. There will be a great appetite for the new way. Passion, purpose, and the new pedagogy are natural winners because they tap into and activate what is human – doing something intrinsically meaningful and of value to oneself, one's peers, and the world at large. You don't get any closer to secular spiritualism than this.
  4. It really is easier than you might think for the simple reason that people will be doing what they like, and many people will be helping. Many hands and minds do make light work.

Prensky has 10 other measures that take minimal effort on the part of teachers, but have great potential positive impact on children's education:
  1. Doing less "telling" while allowing students to research the answers to guiding questions on their own [Dan Meyer - 'less helpful']
  2. Always connecting what is taught with real-world outcomes
  3. Helping students distinguish the unchanging "verbs" (skills) of education from the rapidly changing "nouns" (tools)
  4. Treating students as learning partners 
  5. Employing students' own tools (particularly video and cellphones) for learning
  6. Using more peer-to-peer teaching 
  7. Offering students far more choices, rather than mandating what all must read or do 
  8. Allowing students to be the primary users (and maintainers) of classroom technology
  9. Sharing success via short video posted on sites such as YouTube or TeacherTube 
  10. Regularly connecting students with the world via free, secure tools such as Skype and ePals

p 32
In summary, we are at the beginning of a powerful disruptive innovation that will grow in leaps and bounds. We must have our wits about us to take advantage of this once-in-a-century opportunity. We must take a trial-experiment-learn-refine approach to this next phase. We must, in other words, take a learning approach. The new journey will be bumpy, but less bumpy than what we are going through now. And it will be relatively easy with bursts of progress.
...
We need learners proactively in charge of their own learning–how-to–learn. And for the latter we need teachers and other mentors who can design and oversee the learning process.

Digital Disappointments and Dreams

p 33
The integration of technology and pedagogy to maximise learning must meet four criteria. It must be irresistibly engaging; elegantly efficient (challenging but easy to use); technologically ubiquitous; and steeped in real life problem-solving.
...
Irresistibly engaging is what it means to be rapt, or in a state of "flow" where time has no meaning.
...
...these new products must be elegantly easy to use – simple to get hooked on and natural to use – challenging yes, but because we are drawn in not so daunting. A crucial point in these developments is that as innovations they do not further complicate the lives of students and teachers, but, on the contrary, they make their learning easier and more interesting. Rarely do we experience changes that give us a net advantage from the beginning.

p 34
... Three pillars of the educated student: standards, assessment, and instruction or pedagogy. Currently priorities are being placed on standards and assessment while the solution in stratosphere must be driven by pedagogy. ... Fortunately, they can be incredibly accelerated by innovations in technology – as long as we get the causal sequence right: pedagogy to technology and then back and forth, back and forth. If there is any racing to the top it is humankind with machines. Yes, when you are in a fast machine it sometimes controls you, but ultimately the machine is there to serve you – to do things that you could never do without it. 

Digital Disappointments

p 35
There is no way to accomplish the ideas without the power of machines. The biggest culprit is 21st-century skills that seem to have been around since at least 1990. To state the conclusion upfront: the skills as treated are too vague to be of any use, and they almost always leave out pedagogy (learning experiences for getting there).

p 36
No matter how you cut it, we are not making progress on this agenda. By and large the goals are too vague, having a glitzy attraction. When we start down the pathway of specificity, the focus is on standards and assessment (which does help with clarity), but the crucial third pillar – pedagogy, or fostering actual learning – is neglected. And aside from its use in assessment schemes, which is a contribution, technology plays little role in learning, surely the main point of all this highfalutin fanfare.

p 38
When the Media awareness network did find effective use of integrating technology, it was "precisely because they [teachers] focused on pedagogy, were comfortable with not being the tech expert in the room, had strong classroom management skills, and saw online pitfalls as teachable moments." [Valerie Steve (2011). Young Canadians in a Wired world – phase III: Teachers Perspectives. Ottawa: Media Awareness Network, p 16]
...
Even high performance in PISA (Program for International Student Assessment), such as Finland, do not fare well when it comes to the pedagogical use of technology. ... While 21st century skills are contained in the core National Curriculum, "they do not usually show up in the classroom," and "technology is well available, but the pedagogically innovative or effective use of ICT is still very rare." [Juho Matti Norrena, Marja Kankaanranta, and Arto Kalevi Ahonen (2012). Innovative teaching in Finland (Paper presented at the annual meeting of the American Educational Research Association, Vancouver, BC, April 2012), 11]. In other words, even in countries touted for their leadership in education, use of the new scenarios as discussed in this book is only sporadic. 
...
Test results can increase relative to the old system, but applying knowledge is not advanced.

p 39 [Serious gaming for education]
[Michael F Young et al, (2012). Our Princess is in Another Castle: A Review of Trends in Serious Games for Education," Review Of Educational Research 82, no 1: 62-89] 
The biggest problem, according to Young and his colleagues, is that "educational video games are most frequently researched as the primary means by which the player learns, removing the instructor and allowing the student to complete his or her learning in isolation (p 61)." In other words, these innovations (or at least the research on them) omit the teacher. It is as if pedagogy is irrelevant. The authors obvious conclusion is that video games should be implemented "in concert with good teaching." Sound instructional design, skilled teaching, and quality implementation will be required. Most of all, partnership between teachers and students (and among teachers and students) will be essential.
...
p 40
The point of course is not that [gaming] technology is less effective, but that it is being grossly under utilised pedagogically.

Digital Dreaming

p 41
Resistance is futile. The December 10, 2011, issue of the Economist contains a 10 page special report on video games. ["All the world's a game," Special Report: Video Games. The Economist. December 10, 2011: 3–12] 
...
The best games have huge potential for education because they incorporate the very design elements that new pedagogical practices emulate. By turning learning into a game, we create the intuitive interface with mobile devices (sophisticated design, elegant ease of use); we can create something that game designers call "juiciness" (lots of feedback). 

p 42
"Gamifiers," or people who revel in developing games, says the Economist, make players want to perform difficult tasks and pay for the privilege. They "capture that sense of engagement by providing rapid, continuous feedback, a clear sense of progression and goals that are challenging enough to maintain interest but not so hard to put players off." [p 12] With improved everything, digital innovations are "marrying the power of modern technology to the insatiable human desire for play. "As every good kindergarten teacher knows, learning cannot be far behind. 
...
In 2011, Nancy Watson and I completed a review for the Hewlett Foundation of their "deep learning" goals. [Michael Fullan and Nancy Watson (2011). Deeper Learning: Right/Wrong Drivers Perspective. San Francisco: Report to the Hewlett Foundation] Their version of higher order skills contains competencies organised into three categories: content knowledge (master core academic content, and acquire, apply, and expand knowledge); cognitive strategies (think critically, solve problems, and communicate effectively); and learning behaviours (work collaboratively, and learn how to learn). 

p 43
The Bill and Melinda Gates foundation aspires to use technology and innovative instructional practices where "students learn beyond the bounds of traditional classrooms," ... "How can we capitalise on their digital prowess to inspire confidence, curiosity, persistence, and desire for knowledge?" [Bill and Melinda Gates foundation (2011). Supporting students: investing in innovation and quality. Redmond, WA: Bill & Melinda Gates foundation]

p 44
We see in the ITL [Innovative Teaching & Learning - sponsored by MicroSoft's Partner's in Learning Initiative (PIL)] research that individual and small groups of teachers can improve instructional practices that, in turn, affect higher order learning outcomes, and that this process is strongly helped by the explicit use of digital technology for that purpose. 

p 46
In terms of this book, SWST [The Student Work Study Teachers initiative is a literacy and numeracy secretariat program structured around a collaborative study between an experienced practitioner working in a temporary research role, an SWS teacher, and a hosting classroom teacher.] is doing all this with one hand tied behind its back in the sense that technology plays no particular role. The integration of technology will make this work easier, less expensive, and way more effective in its impact on higher-order skills learning.

The Flipping of Teacher and Student Roles

p 47
John Hattie [John Hattie (2011). Visible learning for teachers: maximising impact on learning. London: Rutledge] also comes to our rescue with his army of meta-studies. He too sees the effective teacher as active change agent. When he compares the effect sizes of instructional practices of "teacher as activator" (feedback to students, helping students access there own thinking, furnishing challenging goals and the like) with those of "teacher as facilitator" (problem based learning, simulation and gaming, individualised instruction), The average perfect sizes greatly favourite teacher activator (0.60 to 0.17). Teacher as mere facilitator even with digital resources is not good enough.

p 48
Hattie strongly argues that the most important aspect that a teacher must get good at is to know what impact he or she has on every student. All of the high-yield practices he found in his empirical analysis rely on the influence of student peers, feedback, transparent learning intentions, success criteria, and adjustment of instruction to attend to both surface and deep knowing. So the undisciplined possibilities of the web, no matter how wonderful, will not be sufficient. Unassisted discovery will be less likely to have benefits compared with the teacher as change agent to help students learn how to learn and how to monitor their own learning.

p 49
The new pedagogy already is based on students working with one another and taking greater charge of their own learning, guided by the teacher as coach. Instead of thinking about how to differentiate instruction for each student, in the new essence-as-easy mode, the teacher needs to think of the class as a team and determine how to use the team to develop the team. 

p 51
[Park Manor is a senior public elementary school in Ontario, with 300 students in Grades 6 to 8] their core goal is to develop "global critical thinkers collaborating to change the world." ... surrounded by "digitally rich learning tasks without limits." It integrates technological tools, exemplary pedagogy, rich learning tasks, and 21st-century learning skills.
At Park Manor it is clear that pedagogy is the driver with student learning at the centre and technology as the Formula 1 Grand Prix machine that gets the student there faster and better.

p 52
The school uses success criteria and evidence to determine the effectiveness of the framework as it relates to student learning. The success criteria explain in detail how students and teachers can determine that the technology tool, program, application, or website adds value to student learning. They pertain to student engagement, active learning, easier learning, assessment for learning (student feedback), assessment as learning (student monitoring their own learning), assessment of learning (concrete evidence), 21st century learning skills (creating, collaborating, communicating, critical thinking, and citizenship), support for higher-yield instructional strategies (differentiated learning and gradual acceptance of responsibility), and finally, easier instruction (for the teacher).

p 53
Technology serves to accelerate and deepen learning.
...
I chose Park Manor to feature because it is a normal school with standard resources – just like any of the 120 schools in the Waterloo School district. It has no special status or privileges. It has gone from a situation of using no technology to the vibrant integration of technology and pedagogy in just two and half years. Its success shows that stratospheric scenarios are practical and compelling. 

Design Principles and Change Knowledge

p 58
...this tablet [iPad] marks the beginning of ubiquitous technology, bringing us closer and closer to persons as easy – for all.
...
...the education revolution is not a given. The first is that even the most sophisticated technology still needs to be guided by strong pedagogy. In this respect even the vaunted iPad doesn't measure up.
...
p 59
...kids these days are technological whizzes when it comes to the tool, but pedagogically clueless with respect to getting the best out of it. Murray and Olcese [Orrin T Murray & Nicole R Olcese (2011). Teaching and Learning with iPad, Ready or Not. TechTrends 55, no 6, 42 – 48] eventually draw the following conclusion: 

We cannot point to a single application that steps up to modern understanding of how people learn. Our study suggests that there is a paucity of applications that truly extend capability… The lack of collaboration capabilities underlie this point, as do the overwhelming number of applications that are simply drill and practice or focused on delivering content for consumption, not creation or reuse.

Still, there is no denying that good technology under the direction of a great pedagogue can do wonders.

iPad Literacy

The next time you marvel at your 18-month-old granddaughter working away through some iPad apps and routines, remind yourself that it may be no more impressive than what an ape can do. More seriously, there is no question that this toddler will grow up to be a whizz at using technology. But how well she learns to work her way through the 21st century will depend on whether she encounters great pedagogy and mentors along the way. Technological prowess by itself doesn't make you much smarter (although it may appear to).
...
Pedagogy, powering 21st-century skills, is what will make the difference. 

Change knowledge

p 66
Progress for us is simplexity. We call it "motion leadership" or the skinny on becoming change savvy. Motion leadership is about leadership that causes positive movement forward for individuals, organisations, and entire systems. The change knowledge you need to do this must meet four criteria: (1) Motivate people to engage in deep and meaningful change, even when they might not want to do it at the outset; (2) help them learn from wrong paths and blind alleys; (3) use the group; and (4) do all of this on a very large scale (whole system reform).

Change knowledge:
  1. Focus 
  2. Innovation 
  3. Empathy 
  4. Capacity Building 
  5. Contagion 
  6. Transparency 
  7. Elimination Of Non-Essentials 
  8. Leadership

May 2011, Jobs asked Gates to outline his vision for education. Gates responded with the image of students independently watching lectures and lessons and then meeting in class to discuss them and solve problems. Jobs and Gates agreed that computers have had remarkably little impact on schools. But that would change, said Gates, if computers and mobile devices were to deliver more personalised lessons and to provide encouraging feedback (Isaacson, Steve Jobs p 554).
This vision is incomplete for our stratosphere agenda because it omits pedagogy – it omits the teacher! The teacher as change agent is crucial, or we will get aimless multitasking.

p 69
Let's redefine the role of teachers and equipment to be the orchestrators of learning and change agents required for learning to flourish. Use the world as the classroom. Embrace ubiquitous technology. For reasons stated throughout this book – essence as easy, the new pedagogy, mind-boggling technology – the time has never been more propitious. Bold moves have a real chance of connecting with what makes humans tick: the appetite for learning and doing something meaningful by collaborating with others. Failure to act is to leave dispirited teachers and students at the mercy of dominant technologies. Without the capacity building of professional capital, it will be no contest.
...
Our change knowledge sees and uses social contagion as a prime strategy. Remember the ITL findings. Innovative teaching and learning was found sprinkled across schools but was not embedded within many schools or systems. If you want an accelerated strategy to change this situation, use the group. Thus figure out how these innovative teachers who are further down the line than their colleagues can be deployed systematically as change agents for other teachers.
as the capacity of the teachers increased in systems, peers became the greatest source of innovation [Mona Mourshed, Chenezi, & Michael Barber (2010). How the worlds most improved school systems keep getting better. London: McKinsey and company]. Leadership is still critical, but it operates in the service of social contagion. Social capital is the new resource.

p 70
Technology has just as much evil or good as we want to put into it. That is why we need pedagogy and the moral imperative to be the key drivers. Then you can't avoid wanting to embrace technology as one of the best means around.
Our challenge is to combine the best of change knowledge with the best of technology and pedagogy. If we can do so, progress in educational transformation will accelerate dramatically because of the synergising influence between these three forces. Pedagogy, technology, and change knowledge operating in concert will become a powerhouse of learning. Once this happens, technology, we can be sure, will pay more than its share. It will become a dynamic player shaping the future.

Making technology pay

p 72
Technology has dramatically affected virtually every sector in society that you can think of except education. It is shocking to have to say that. Learning, surely the most important human resource in the world, is not benefiting from the greatest technical resource on the planet. It is time that gadgets go to school and schools go to gadget 24/7. 
Technology is way too powerful for us not to have a plan.

p 74
The solution lies in the concentration of the three forces pedagogy, technology, and change knowledge. If you want to head off destruction, we need to make it all about the learning (the pedagogy part), let technology permeate (the technology part), and engage the whole system (the change part).

  1. Make it all about the learning. 
  2. Let technology permeate. 
  3. Engage the whole system.

p 75
We should do less of spending money on assessment detached from designing learning and more of creating learning experiences that are irresistibly engaging. This is why I have made the primary driver pedagogy, or learning. The first thing to ask is this, "How do we make everything we do about learning?" Literacy and deep learning goals – higher-order skills (and proper literacy is higher order) need to dominate. Creativity, passion, and purpose must also flourish. We can do all this by gradually building a pedagogy where as they get older, students are more and more steeped in real-life problem solving, guided by teachers as change agents or mentors.

...we can't make everything we do all about learning if we don't let–indeed, make–technology permeate. We already know that digital power is almost limitless. Technology wants what we want if we work with it. Man against nature never worked, nor will man versus machine. 

p 76
Technology becomes more powerful as it becomes less expensive. Many of the pedagogical innovations free up inexpensive labour, so to speak – students do more of the work (but find it engaging), adults are involved in more efficient exchanges, crowd sourcing (in which users, the crowd, sort out quality through feedback and circulation of information) becomes widespread, quality teachers can reach more students, the myriad of free digital resources available on the internet constantly increases, and so on.

p 77
Change really isn't as hard as we thought if we capture people's interest and give them enjoyable, worthwhile experiences. It can thrive if we unleash the power of peers (students and teachers alike) to help one another learn and be even greater if we access intergenerational learning. The source of innovation is peers who are further down the line and people of all ages as they learn from one another.

p 78
With the help of technology we can go viral on the substance of innovation.
Technology is not a panacea. Not all technology is good pedagogy. And great pedagogy can and will exist without technology. We have, however, greatly miscast and underutilised technologies power. When we enlist technology in the service of exploratory learning for all, watch out! On the other hand, if we plod along with standards and assessment using technology only as a prop, we will get what we deserve: a higher level of tedium.
...
It is time to take the lid off learning. It is all there to be assembled. We know that the right combination of our triad already resonates with frustrated learners and frustrated teachers. 

It is time, to put it in a dramatically exciting way, to meet each other in the stratosphere where we get twice the learning for half the price. Instead of paying for technology that sits on the shelf, let's change the game. Let's race with the machines. Let's make technology pay! If we figure it out, we will find that technology wants what we want.


*Everything quoted is verbatim, all credit to Michael Fullan. Anything I have inserted (such as citations) is indicated in [square brackets].

Screen Time - A plague within your houses?

 

(AP Photo/Gerald Herbert) via Quartz

From a bucket of water to a bicycle, any tool can be used maliciously or marvellously, the same is true for screen time as it is for eating potatoes, they are both potentially very good for you, but not if that's all you do.

One big difference being that we don't see articles circulated from time to time on the web fretting about potatoes, framed in the frantic, panicked tones of a 21st Century crisis, which we do about screen time, articles like this*.

In the face of opinions like that, some would ask how on earth we can justify all the iPads we provide for our young learners in the Infant school, 2:1 in K1, and an iPad for every child in K2, Grade 1 to Grade 3,  and a laptop for every child in Grades 4 and 5. The problem is these articles that expect us to 'ban' our students from screen use, generally make the mistake of burying alternative perspectives, and are usually founded on a dubious judgement back in the 20th Century (1999), by the American Academy of Pediatrics that discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” They have since (2015) updated their report, acknowledging that things have changed significantly since their original judgement, however they still unfortunately, and impractically uniformly discourage passive media use, on any type of screen, for young children.

What I'd like to do here is just to provide some balance to the argument, sure the AAP have their opinion, but there are plenty of other respected, and I would argue more reasonable and more practical perspectives regarding screen time out there, below I share just a handful. If you know of any others, please feel free to post them in the comments below.

Common Sense Media

Lumping all screens into one category is not helpful. "Screen time is a really enticing measure because it's simple – it's usually described as the number of hours a day using screen-based technology. But it's completely meaningless," says Pete Etchells at Bath Spa University, UK, who studies the effects of video games on behaviour. "It doesn't say anything about what you're using that time for."

The challenge for parents and teachers, Robb says, “is to select the videos, games, and devices that have a real, positive developmental impact—and use them in ways that promote growth.”


New Scientist

Children benefit from the right sort of screen time.

What is becoming clear is that it's not the technologies themselves we should be worried about, but how they are used and how people interact with them. The advantages seen in the school environment can be translated into the home – if you choose your children's digital distraction wisely.

A lot of it is common sense. Don't unthinkingly hand over your device. There are educational apps whose benefits are backed up by research.

Five hours sitting in front of the TV is not the same as 5 hours of some TV, a couple of hours playing on Dance Dance Revolution or some other kind of active game, followed by a Skype session with a grandparent.


Quartz

This [The advice from the AAP] hard and fast two-hour policy, beaten into parents’ brains by their pediatricians, troubles me and many others partly because it was last updated in 2011 before the astounding boom of tablets, smartphones and touch screens among both kids and adults. The policy warnings had focused very reasonably on TV and its clear long-term harms to healthy development in kids under two—especially harmful when passively watching non-interactive, non-educational TV.
But such traditional passive TV watching, while still the dominant form of media consumption for most children, is rapidly becoming meaningless for many. Clearly, an interactive video game that parents and toddlers are playing together or watching family vacation videos on a smartphone can have huge value compared to zombie-like staring at an episode of Spongebob—these kinds of shows are shown in studies to harm a young child’s executive functioning, a prefrontal brain skill set including memory, attention, and setting goals.


Not all screens are equal, and guidelines need to be updated to reflect these differences.
The policy also doesn’t reflect the reality on the ground: a recent survey of parents by Common Sense Media shows that toddlers under two are spending almost one hour a day using screen media anyway.

I still generally agree with most of the AAP’s family media plan advice, especially no TV ever in bedrooms and no screens at certain times of the day, including during meals, and screen time limits depending on age. With children under two, I definitely believe that screen time should never be spent alone: kids always benefit more from any activity when parents are playing along.


The Atlantic

The 2011 [AAP] report mentioned “smart cell phone” and “new screen” technologies, but did not address interactive apps. Nor did it broach the possibility that has likely occurred to those 90 percent of American parents, queasy though they might be: that some good might come from those little swiping fingers.

Technological competence and sophistication have not, for parents, translated into comfort and ease. They have merely created yet another sphere that parents feel they have to navigate in exactly the right way. On the one hand, parents want their children to swim expertly in the digital stream that they will have to navigate all their lives; on the other hand, they fear that too much digital media, too early, will sink them.

April 2010, when the iPad was released. iPhones had already been tempting young children, but the screens were a little small for pudgy toddler hands to navigate with ease and accuracy. Plus, parents tended to be more possessive of their phones, hiding them in pockets or purses. The iPad was big and bright, and a case could be made that it belonged to the family. Researchers who study children’s media immediately recognized it as a game changer.

UNICEF

The 2017 "The State of the World’s Children 2017: Children in a Digital World" report is a comprehensive look from UNICEF at the different ways digital technology is affecting children, identifying dangers as well as opportunities.

Too many news articles share evidence from studies that are methodologically weak or exaggerate or misrepresent the evidence provided.

For most children, underlying issues – such as depression or problems at home – have a greater impact on health and happiness than screen time.

Without consensus on screen time, it is important for parents, policymakers, researchers and the media not to jump to conclusions about what is healthy or unhealthy digital use. Considering the full context of a child's life – together with an emphasis on content and experiences rather than screen time – may prove more useful for understanding the effects of digital connectivity on children's well-being.

Rather than restricting children’s digital media use, more attentive and supportive mediation by parents and educators holds the most promise for enabling children to draw maximum benefit and minimum risk from connectivity. More attention should be given to the content and activities of children’s digital experiences – what they are doing online and why – rather than strictly to how much time they spend in front of screens.

Considering the full context of a child’s life – together with an emphasis on content and experiences rather than screen time – may prove more useful for understanding the effects of digital connectivity on children’s well-being.

The American Academy of Pediatrics

In a world where “screen time” is becoming simply “time,” our policies must evolve or become obsolete. The public needs to know that the Academy’s advice is science-driven, not based merely on the precautionary principle.

Media is just another environment. Children do the same things they have always done, only virtually. Like any environment, media can have positive and negative effects. Family participation with media facilitates social interactions and learning.

Content matters. The quality of content is more important than the platform or time spent with media. Prioritize how your child spends his time rather than just setting a timer.

The Royal College of Paediatrics and Child Health (RCPCH)

The evidence base for a direct ‘toxic’ effect of screen time is contested, and the evidence of harm is often overstated. The majority of the literature that does exist looks only at television screen time.

Evidence is weak for a threshold to guide children and parents to the appropriate level of screen time, and we are unable to recommend a cut-off for children's screen time overall.

Many of the apparent connections between screen time and adverse effects may be mediated by lost opportunities for positive activities (socialising, exercise, sleep) that are displaced by screen time.

There is a little evidence that any specific intervention can be applied across the population to reduce screen time. We have developed four key questions for families to use as a guide to examine their screen time:

  1. Is screen time in your household controlled?
  2. Does screen use interfere with what your family want to do?
  3. Does screen use interfere with sleep?
  4. Are you able to control snacking during screen time?
If a family can ask themselves (or be asked by others) these questions, and are satisfied with the answers, then they can be reassured that they are likely to be doing as well as they can with this tricky issue.

01 October 2017

21st Century Spelling


Spilling had never bin maw impotent

Spelling has never been more important, as my example above attempts to illustrate. In an age dominated by screens, misspelling is tantamount to an admission of idiocy—but the ways we teach spelling needs to evolve to take advantage of the unique affordances and challenges of spelling in a screen environment. Please note that none of the words in the title are actually misspellings, but mistakes they are, and a right twazzock you will look if you spell in a way that is overly reliant on proofreading tools as a safety net. It's time we took account of the fact that in a world dominated by screens the ways we teach spelling needs to evolve to take advantage of the unique affordances and challenges of spelling in a screen environment.

These days the likelihood of interacting with others in a digital environment is an extremely commonplace scenario. Even more critical, people who misspell in these environments are generally assumed to be less intelligent, less articulate, and despite their possible intelligence/experience, their perspective will be dismissed or demeaned if it is littered with misspellings.

It has never been more important to master the ability to spell correctly. 


Unfortunately most schools, despite the criticality of spelling in the 21st-century, still rely on 19th century strategies to teach spelling. This really does need to change. So, with that in mind...

Critical considerations:

  1. Children (and adults) can only spell words they know, sounds obvious, but so many of the spelling lists that are used with students contain words they do not know, so could not possibly be able to spell, other than through guesswork, which leads us to... The corollary to this is the simple fact that the skill of knowing or suspecting that a spelling is wrong is an essential aspect of learning how to spell, especially in a world where checking a spelling is as easy as 'searching it up' in Google, or just asking your smartphone to spell it for you. 
  2. There is a much greater validity to the skill of being able "guesstimate" in a TELE (technology enhanced learning environment), and ‘phonological awareness’ is more essential than ever, as an accurate phonetical estimation is relied on by computers to substitute for a correct spelling. A student who cannot phonetically 'approach' a word is unlikely to be able to approximate something that a computer can correct. Related to this is the critical importance of being able to spell the first half of a word correctly, most modern computing devices can now auto complete a word if a student is able to spell the first half of it correctly. Apple's 'QuickType' in iOS 8, and apps like "SwiftKey" utilise this approach very effectively, and the power of Dictation (speech to text) has never been greater, but it will still struggle with homophones (same sound different spelling and meaning). An alternative approach in a traditional 'spelling test' context is to award 2 marks to each word, one mark for being able to spell the word phonetically correctly, or for spelling the first half correctly, and 2 marks if the word is perfect. 
  3. Stop using spelling tests for whole classes with lists of words, this is a nonsensical approach, considering the sheer quantity of words in the typical English dictionary, somewhere in excess of 400,000 words. The words that children learn should be unique and curated from their own literacy life, related to their own writing, reading and speaking, and viewing and listening experiences, or related to specific vocabulary that they are using/used will need to use.
  4. Wordlists curated by students should be seen as a source of vocabulary expansion, not just for spelling. Becoming a personal thesaurus/glossary that they should review regularly when writing to enhance the richness of their prose; use it or lose it.
  5. Listening matters just as much than looking (Riesenhuber, 2013). If you can see the word before you spell it, then you're not learning how to spell, you're practising short term recall. Listening is also essential for checking spelling, now computers have the option to speak any word you can type, select the word and have the computer read it out loud, is this the word you were trying to spell?
  6. Less reliance upon "spelling rules" which are very rarely consistent, and in many cases can lead to a great deal of confusion. Like when students are asked to note the position of a certain vowel in a word and its impact upon other vowels or consonants within that word, also using acrostics like 'big elephants can always understand...' you get the idea, and of course they only work for one word… Instead focus on more reliance on building familiarity with the way words look and the way words sound, so 'look say cover write check' still works well as a useful skill/drill practice, (or better still: listen say type look) but with fewer words, more often. This is strongly related to the student's reading life as a synergetic enabler in their spelling life. This becomes a context where students are encouraged to see words as 'friends' and building a large community of 'familiar faces' ie, the more they see these words the more likely they are to be able to spell them, or arguably just as important in the 21st-century, to recognise when the word is not spelt properly, ‘it just doesn't look right'. We see words like faces? Yes, believe it or not, this is exactly what neuroscience (McCandliss et al, 2003) has taught us, more on that phenomenon below... 
  7. Skill drill tasks (practise makes permanent) should also be related to an activity that reinforces their comprehension of the meaning of the word, so ideally students should also invent (not copy) a sentence that uses the word, or even better, more than one of the words in the same sentence, that clearly demonstrates that they can use the word/s with an understanding of it/them. After all, what is the point of learning how to spell a word if you don't know how to use it? For some students it might be better for them to make an oral recording of them speaking the sentence rather than writing a sentence, if the writing is a challenge to reluctant writers, as the focus is on understanding meaning, and oral recall can be just as effective for building meaning, this is especially important with homophones.
  8. More recognition of the kinds of spellings that are particularly tricky in a screen centred writing environment, this means a greater emphasis on distinguishing between words with similar sounds and different patterns, homophones, homonyms, homographs.
  9. Making smarter use of digital tools to facilitate this kind of practice, while spelling games that are built on skill drill using pre-set wordlists are useful, but you should also encourage spelling drills that are built on individually curated wordlists. However these kinds of Apps are not very common, but at least one that does this very well is Squeebles SP, more on this below...
  10. Use any text app or word processor to spell check, before using a teacher. This could be a simple as a notes app on a mobile device, this will enable students to check spellings without the tedium of using a dictionary. Then a far more appropriate use of teacher time is to review spellings for careless mistakes, or more likely mistakes resulting from misconceptions about phonetics/word structure, especially spellings that alter the meaning of a sentence. Students need to be empowered to build habits of capturing/collecting words that they know, but cannot spell in their curated lists. The point is, it is better for the student to attempt to type the word in a text application and have the computer suggest corrections than it is for them to try and search for it in a dictionary. While the latter is still helpful, the former is a better cognitive process for learning the spelling of a word, and is also more relevant/likely as an activity or skill set in the 21st-century. Very few adults look up words in a dictionary, most rely on the prompt given by the computer in a word processing environment. Even better, if this list is 'situated' or cloud synced (Google Doc, iCloud Notes) they can access, add to and augment that list from home or school. 
  11. Encourage students to learn how to use the "define:" search term in Google, effectively turning any Google search window into a handy Dictionary, eg - define:magnificent
  12. Digital technologies are changing which words are traditionally understood to be "tricky" words/sneaky spellings… so for example any word typed in a text environment will automatically switch the 'ie' in a word like receive, but will not be able to distinguish between homonyms.

Don't teach, facilitate

Neuroscience over the past decade* reveals fascinating insights into the way our brains learn words. Studies indicate that we use the same parts of brain (both left and right) to process face recognition that we use to process word recognition. So much so in fact, that as we move from early childhood into adulthood and become more proficient in word recognition, our capacity to recognise and process faces is diminished—such is the veracity of the connection. 

The parts of our brain (The Visual Word Form Area) that recognise and process faces are the same parts that recognise and process words. This emphasises the fact that spelling is primarily visual and aural, so a rote learning, rule based model is less effective than building an awareness of the unique formation of every word through familiarity, not drilling lists.

Even more fascinating, the VWFA area, "when volunteers listened to spoken sentences, all their brains showed similar responses." When we read, we recognise words as pictures and hear them spoken aloud, we literally “hear” written words in our head (Dehaene & Cohen, 2011).

Words are fundamentally processed and catalogued by their basic sounds and shapes, through visual and aural practice. Think of the way we learn to recognise faces, and pronounce words—certainly not by processing and practising lists of them, we learned them through exposure, and continued feedback, and it just so happens that screens are ideal for immediate, context specific feedback, in way that spelling on paper can never hope to provide. Provide lots of opportunities for students to learn how to spell through this kind of exposure, not through drilling them in lists that have little or no relevance to their own reading, writing, listening or speaking experiences. 


Squeebles Showcase

Squeebles Spelling - multimodal drill and practice
I'm not usually one to emphasise a tool, but from time to time a tool emerges that has affordances that are ridiculous to ignore, Squeebles Spelling is one of those. Digital tools like Squeebles can transform spelling practice by making traditional equivalents pale in comparison, consider the following:

Flexibility


Click to see Squeebles in action! 
Kids can 'masquerade' as a parent or teacher to curate their own lists, careless errors are mitigated by the built in spell check—obviously this feature is not activated when they are actually practising! Alternatively, there are a wide range of built in word lists to choose from that cater to all skill levels.

Multimodality and meaning

It's not enough to spell a word, they need to know how it sounds and understand the meaning. In Squeebles kids can record the sound of the word, as well place it in a sentence, eg "Pear. I like the taste of a pear better than an apple. Pear." Better still make it fun by having the kids make up silly sentences, as long as it shows they understand the meaning anything goes! This makes the activity aural and oral - this way the kids say the word, hear the word, and see the word. 

Immediate feedback - differentiated

No need to wait for a teacher to collect in all the spelling tests, then wait a few days to get them all back, even then, actually acting on the spelling errors is a chore, never mind tracking these over time. Squeebles provides immediate feedback, but even better keeps a record of any errors in a collection called 'Tricky Words' that reflect the words that this individual is struggling with.

Motivation

Last and maybe least, Squeebles 'gamifies' the successes into mini games, so kids feels a tangible sense of reward, over and above the real reward—improved spelling.