RSS

Category Archives: Classroom Management

Five Apps that Support Student Voice in the Classroom

Essential to a healthy diaologism in the classroom is the need to foster student voice. Students need time to explore their ideas, formulate and reformulate thoughts and sharpen their understandings in their own words. Despite being perhaps the most crucial aspect of the educational process, it is often the least scaffolded and least supported. Student essays, for example are frequently corrected and handed back, but very little is done to offer students usable strategies to organize their thoughts better or focus their thinking. Digital technologies do, however, offer some affordances to help teachers scaffold student voice better.

1. Google Docs

One of the problems with paper is that teachers can only really see what students are writing after they have written it. Even if students hand in a draft version of their thoughts, the difference between a draft and a final version is often cosmetic at best. Unless time is spent on the revision process, and this time is usually not available in the classroom, thoughts and arguments are set in place by the end of an initial draft. At worst the final copy is frequently just a neat version of the draft! One of the key affordances of Google Docs, however, is that it allows the teacher, and other students, to read and comment while the document is in the process of being written. This represents unparalleled access to thoughts being formed during the process of writing, as immediate, almost, as discussion. I enjoy the ability to reflect before commenting on what a student is writing. Sometimes in a discussion moments are missed. Just a few moments of reflection allow more considered responses.

As a teacher you can also create documents which serve as templates scaffolding thinking, working towards a formulation of their thoughts, leading up to the final presentation of ideas. This offers very real opportunities for teachers to teach thinking and writing skills, beyond anything that paper can offer. Documents can be shared for class or group discussion.

2. Flipgrid

While Google Docs provide opportunities for scaffolding writing, Flipgrid provides ways for students to record brief messages using a web camera or mobile phone and posting them on a wall to exchange ideas, or reflect on a topic. Students can delete at any stage and recommence a recording. They can view what peers are posting and if you upgrade to a paid version, comment on others’ posts.

These posts are then available to further in-class discussion or as the basis for a piece of writing. Students can speak off the cuff, or prepare what they are going to say for more formal purposes. Teachers can also use the platform to introduce a topic, or to add comments at any stage of a discussion.

Flipgrid is thus a useful tool for monitoring students’ thoughts and using this to help scaffold their thinking.

3. VideoPad

VideoPad is powerful video editing software which can be freely downloaded and used by students to create and edit videos in a sharable format. Students can use footage captured on their devices or stills images. They can add narration, subtitles or animations. Even green-screen capability is included. Clips can be precisely edited to put together a presentation using dramatization or explanation.

Creating a short movie is an effective way for students to organise their thoughts and present their ideas in formats other than the essay or PowerPoint presentation. It allows students to respond to literary texts or present content in different ways. The process is engaging and fun. The ability to be creative around how narratives are structured and woven together makes this kind of digital authoring an excellent way of varying the diet in the classroom.

What I like about VideoPad in particular amongst the video-editing options available is its relatively sophisticated functionality alongside its fairly simple interface. Importing footage in different formats can be an issue, but the software is quite robust. The ability to easily add sub-titles and captions, and to overlay more than one audio track is a definite plus. Students will often spend a great deal of time creating movie projects so it is best to set time limits!

4. WordPress

WordPress is a blogging platform that provides students with an excellent platform for creating opportunities for students to write in authentic, or relatively authentic contexts, with a real public in mind. You can create an account for each student which allows them to author blog content and publish to the site. It is a great platform for a class magazine. Students will often write fairly telegraphically and you will probably need to scaffold their first contributions to ensure that they are meaty enough, and set the tone for the submissions that follow. You can create blog sites around particular themes, such as an historical period or literary work, where students will contribute pieces that appear as “newspaper” like entries exploring themes and topics being studied.

The genre of writing that can be done on a blog can vary from pure creative writing to perspective exploration or even factual discursive writing. This flexibility is useful and the same platform can be used. You can use a blog to collaborate between different classes, schools or continents, exploring a common theme, topic or problem. Students can leave comments on each other’s posts which can be very useful. Appointing moderators is a good idea.

5. PowerPoint

PowerPoints Presentations can be the worst things ever. But if done well, nothing beats a PowerPoint for supporting a well-delivered presentation. It is available on most people’s computers, has a host of functionalities and is portable and so ubiquitous as to provide few technical challenges. Students enjoy using the software and if you take the time to help them create presentations that complement their verbal presentations, for example using only keywords and images, students learn a very valuable and marketable life skill.

Most classrooms at some stage or another will call on students to make a verbal presentation, and the use of a PowerPoint can not only help a student through what for many is a nerve-wracking experience, it can also add to the presentation greatly.

Giving students an opportunity to organise and voice their ideas and receive feedback, preferably as early and as often as possible is at the heart of education. technology can help make that thinking more visible to the teacher and to peers, and thus invite a dialog between teacher and students over how best to communicate one’s ideas.

Advertisements
 

Five Apps that Support Group Work in the Classroom

Constructivist Learning Theory emphasises the value of Group Work in the Classroom. As Vygotsky has highlighted, learning is first social before it becomes internalised. In other words the more opportunities students have to discuss and work through any content, the greater the opportunity to internalise that content. And yet many students have a hatred of group work. Learning to work with other people is not easy. Those with a healthy work ethic often do not know how to handle interactions with those who have less of a motivation to finish a task. Those who are used to achieving high marks for their individual assignments often feel resentful towards those who who turn in work they consider drags them down. Should they just take over and do all the work themselves, or do they accept peer contributions which they consider sub-standard? Others in the group may be resentful of those who try to take over, or who come across as bossy or exacting. And yet, more than ever, learning to work together and think interdependently is considered a crucial and employable skill.

Are there any digital applications which can help quieten the choppy Group Work waters? Here are five suggestions.

1. Google Docs

Google Docs provide unparalleled functionality for facilitating collaborative text authoring. A document can be shared with all members of the group, and the teacher, and then all who have been given editing rights can simultaneously work on the document. All changes are saved automatically. There is an online chat facility, and authors can leave comments and suggest edits. One of the greatest limitations on collaboration has always been the difficulties around sharing a document and writing one up. One member of the group often had to volunteer to do the “write up”. Google docs allows for this workload to be shared.

Teachers can carefully scaffold tasks within a Google doc and then share the document with a group so that the steps to be taken are highlighted, and strategies which might be deployed to afford collaborative thinking are suggested. In the graphic, the teacher is suggesting that de Bono Thinking Hats might help the group explore explore the topic though parallel thinking. Teachers can comment at any stage during the authoring process much as teachers circulating in a classroom can eavesdrop and intervene where necessary to get a group back on track. This allows teachers to  continue scaffolding learning in class, and outside class while students are authoring their write up.

These affordances for collaborative authoring and scaffolding make Google docs one of the most valuable educational tools to emerge in recent years. Students are able to use Google docs both while in group discussion, and for after-school homework.

2. Bubbl.us

Bubbl.us is a web-based tool, with limited free and paid options. It allows users to set up a mind-map board which groups discussing a topic can use to create mind maps and save these as a jpeg, png or even html, which can be downloaded and shared. Upgrading to paid versions allows users to share a mind-map which can then be used for follow-up tasks.

One of the limitations of any paper based mind-map is how to share it, if the ideas are needed for follow-up action. To my mind, mind mapping tools offer the key affordance of guiding discussion around how ideas fit together. It forces students to address issues such as where does this idea fit? This helps sharpen an argument.

Bubbl.us allows grid, tree and bubble layouts. You can insert files only with an upgraded paid version, but the free version does allow links, so students can use the mind map to record useful links.

Some way of recording a discussion in a form which can later be shared is invaluable, but mind maps are especially valuable because they force students to simultaneously organise their thoughts.

3. Padlet

Padlet is a web-based tool which has free and paid options. The free version allows up to four walls. On a wall you can add files, voice and video recordings, links searched from within Google, text and doodles. You can share the wall with other users, each with authoring rights, or share a link, or wall saved as pdf or image.

The chief affordance to my mind is the facility for co-authors to add voice or video messages to the wall. This provides a superb tool for a group to collect resources and leave commentary both while planning a project, and when leaving a report back, with group members recording commentary on different aspects of a topic.

A teacher can set up a topic and invite students to co-author a document, thus setting up a group, and providing impetus sources if required, or groups can set up their own walls and share with each other informally, or with the teacher, formally. Walls have different themes and templates which can be applied. A wall can be deleted when it is no longer needed.

4. Kahoot!

Kahoot! is a tool which allows students to create quizzes or games or discussion boards which they can then share with the rest of the class. This is a great end product which encourages a group to research a topic, master the content and share with the class in the form of a quiz. Students find Kahoots engaging to create and to consume. This provides one means a teacher can use to ensure that the end product is itself engaging and encourages the group to take care in its creation.

Thinking of suitable questions to ask the rest of the class is a great way to get students to dig down deeper into a topic than they might otherwise have done so. The competitive nature of the quizzes also seems to encourage students to put in greater effort.

5. Lino

Lino is a sticky note web-based application which allows multiple users to post sticky notes on a topic. Users can post files, links to videos or images on an electronic cork-board. This allows for group-based brainstorming. It is a very versatile tool in that it can be used by a group or whole class and used for multiple purposes from group discussion through to presentation and feedback or reflection.

I like to use it as a reflection tool for students to post final comments on a topic after group-based feedback presentations have been made. It is quick and visual  and allows for a rapid round-up of reflections or comments and makes for a good way to sign off on a topic.

For a teacher it is a good way to spot any comments which reveal need for further action. Maybe some aspect of the topic needs to be picked up on at a later stage, or could do with further exploration.

This list of tools is by no means exhaustive. There may be better examples of applications with improved functionality. All of these tools, however, represent different ways in which collaborative group-based work can be usefully supported and enhanced. Please use the comments to suggest other tools, or share how you are using these tools.

 

 

 

 

 

 

 

Five Strategies to Avoid Digital Distraction in the Classroom

Students will often have several devices about their persons on any given day. Smartphones are almost de rigueur, but if your school has a BYOD policy, many will also have a tablet or laptop. This opens up some great learning opportunities, allowing students to search for information and use digital authoring tools to create content of different kinds. But these devices can often lead to distractions. Some teachers are so concerned they are arguing for devices to be banned from the classroom entirely. Many students are seemingly surgically attached to their phones, and struggle to overcome addictive behaviours. I have some sympathy with the notion of creating device-free zones or periods of time, but believe that the benefits of digital devices far outweighs the dangers they present, not least because as teachers we have a duty to help students learn to manage and control their digital consumption.

Here are five strategies which can be implemented in the classroom and in homework/study routines to address this issue.

1. The Digital Traffic Light

If you are going to allow students to use devices during a lesson, you need some protocol for signalling to students when they are, and when they are not expected to use their devices. The digital traffic light signals what state a classroom is in at any stage.

When the light is red, no devices are allowed. Phones and tablets must be off or on silent and put away.

When the light is amber, students have an option. They may use their devices for note-taking or to answer questions, but it does not form part of the task at hand directly. For example a class is reading and discussing the English set-work in class. Some are taking notes on paper, others on their iPads. Some are reading the text on paper, others from as eTexts. The class then needs to break into groups and answer some questions. In the group the meaning of a word is queried. Students do a Google search to find out what it means.

When the light is green, the teacher is signalling that students must use their devices. The task depends on the use of a device.

This strategy has the benefit of removing doubt from students’ minds as to whether or not they should have their devices on or at hand. It also forces teachers to think about the issue up front.

2. Work First – Reward Second

When students are working on homework, many procrastinate, and so seductive are web platforms like YouTube, that work can quickly become a distant memory. A useful work ethic to develop is to reward yourself for any work done by giving yourself digital entertainment time upon completion of a block of work. If I study for an hour, I can have a break and fifteen minutes screen-time! This strategy is difficult to implement, but once it becomes habitual it can offer huge benefits.

3. Do One Thing At A Time!

As I write this I have several tabs open, a few devices at hand, and several applications running simultaneously. My email is running on my second screen so that I can deal with any issues that arise. I am listening to some music and checking my whatsapp messages regularly. Many screenagers like to multi-task and are very good at minimising their screens whenever an adult passes by! The injunction not to run multiple apps, multiple tabs or multiple devices is hard to follow, but should be a strategy one tries to adhere to. Of course there are occasions where running more than one application is beneficial. If I am writing an essay in Google docs and using another tab to research a quote I can use, for example. Or I am using PhotoShop to create an image for a project, watching a YouTube tutorial on PhotoShop on my iPad, pausing and rewinding as I go to help me work on the image I am making. But striving to do one thing at a time can really help students focus on what they are doing.

4. Monitor Your Distraction

Trying to implement the strategies above will only work if you are able to monitor your distraction. This sounds obvious, but is actually very hard to implement if you do not have a strategy for ensuring that you do it! A simple log of what you are doing can help.

16h00: studying Biology
16h48: Watching YouTube music videos
17h02: English essay
17h45: Rick & Morty!

Keeping a log can help you see where the problem lies and start to address it. In a classroom the teacher can help students monitor how focused on a task they are by reminding students what they should be doing and noticing distractions.

5. If All Else Fails, Go Cold Turkey!

Sometimes the only solution may be for a student to have their parents keep their phone in safe-keeping while they work or study.

In a classroom sometimes the distraction is so seductive that only a temporary ban will work! When the Matric Dance photos were released, even students with iron wills were covertly scrolling through the pictures when they should have been working on their spreadsheets. At first I tried a work first – reward second approach and promised them five minutes at the end of the lesson to view the photos, but when that didn’t work I had to become a policeman, imposing a ban on all devices and open tabs!

I believe that helping students manage their digital distraction is far more worthwhile than imposing blanket bans on digital devices or cracking down on all digital entertainment by blocking sites on the school firewall. Trust me, kids will find a way to circumvent the bans and then you as a teacher have absolutely no traction to help them deal with the curse of digital distraction.

 

Making Thinking Visible – Mind Mapping on your Interactive White Board

Whenever a class is engaged in a heated discussion, generating ideas that you want to refer back to, it is a good idea to record the thoughts that get flung out, so that they do not get neglected at a later stage. Old-fashioned teachers used to use flip-charts, but the digital teacher has new tools available.

Mindmeister is an easy to use online mind mapping platform which allows you to create and share conceptual diagrams. The free version allows you to generate a side-show (Prezi style) but not to download this as a Powerpoint or other format. The free version only allows you to download as a Word outline, but you can do a screenshot and paste into Paint to create an image file. You can also share to Social Media, or copy a link.

Mind maps are created by starting with a title and adding topics and sub-topics using the tab key. You can customize the theme applied. It is fairly intuitive to learn.

I have found that it allows me to collate student contributions to a class discussion in a very tangible way on the Interactive White Board, grouping ideas and pulling together discussion threads. At the end of the lesson I take a screenshot and create an image file I can post on my Google Classroom as a record of what was discussed, and as a trigger for further work.

 

 

 

Mentoring – The Killer App? Using Game Mechanics to achieve Differentiated Learning Opportunities.

One of the great conundrums facing education is that while we as teachers know that students only learn effectively when they are in their proximal zones of development, ie. learning something just a little above their current competence, we sit with classes of twenty to forty students, each one with different learning needs! How to personalise learning when economics determines larger class sizes remains the burning issue of our times. In an ideal world all classes might be one-on-one, or relatively small group sessions when preferred. In that way all instruction could be tailored towards the precise needs of each individual student. Those promoting the use of computers have long touted the machine as an answer. BF Skinner’s teaching machines promised the panacea of an infinitely patient machine providing students with individualised content and appropriate feedback, using branching procedures to make sure that each student received exactly what they needed to maximise learning. These machines did not work, however, and were quickly labelled drill and kill!

Now it might be that advances in Artificial Intelligence will deliver machines more capable of the subtlety and empathy required for effective content delivery and feedback, but we are not there yet. In my experience computer driven instructional software tends to be rejected by students overwhelmingly. The classroom still sits with the problem of one teacher and multiple students, and no clear way to offer personalization efficiently and effectively. Dan Buckley’s Personalisation By Pieces approach offers perhaps the best solution yet. Students create pieces of work which demonstrate mastery of skills. This work is uploaded electronically and assessed by a peer mentor who has passed the skill level being demonstrated. This provides the student with accreditation at that level and enables them to mentor and assess others. There is more to the system than this, but in a nutshell this is what is used to establish a cycle of virtuous practice designed to create independent learners.

The model presented is of two possible routes for Personalisation, one teacher lead (T-Route) and the other student driven (P-Route). The uses of ICT are accordingly different, specifically being used to monitor and record progress, and link peer mentors and mentees and provide them with channels of communication rather than to prepare teacher resources and instructional materials. Crucially learning becomes student-directed, with multiple pathways available and students able to choose which direction they wish to pursue. The key difference between the Personalisation By Pieces approach and Skinner’s Teaching Machines lies in the key insight that mentorship works to the benefit of both parties! Students who have completed a level are more than capable and benefit from helping explain, mentor and assess the work of their peers.

As Vygotsky noted, learning is social in the first instance, and we need the assistance of a more experienced other to help us bridge the gap between what we already know or can do, and what it is that we are learning. A system which uses peer mentor assessment could be crucial in providing the kind of individualised feedback that promotes personalised learning pathways. In my view this does not down-play the role of the teacher, whose whole class instruction and oversight of progress remains crucial.

Now the PbyP approach obviously crosses the borders of individual classrooms and schools in linking mentors and mentees, but it would be interesting to see what could be done even within individual classrooms and without the benefit of a custom-built ICT platform like PbyP.

Computer Gaming is often seen as the enemy of education, but as James Paul Gee has pointed out in his book What Video Games Have to Teach Us About Learning and Literacy, computer games demonstrate principles of learning in remarkably efficient ways! Players are kept in their proximal zones of development and learning is artfully scaffolded. Players do not feel daunted by failure, they simply try and try and try again. Ample time is given for these re-takes, and the rewards are epic! No player seems to resent someone who is a level or two ahead of them, they simply strive to get their themselves. Players are also generous in their assistance, mentoring newbies and sharing strategies and tactics. We could do a lot worse than getting our classrooms to emulate games.

I am not arguing that every lesson should be gamified, or that the syllabus should be rewritten as a game. There is a great deal of knowledge which cannot be gamified. But I am suggesting that game mechanics should be used as exemplars of classroom management practice. In a game, players take on urgent tasks, but not necessarily in any given order. They tend to tackle that task and keep working at it until a solution is found. They may suffer spectacular failure, but bounce back until they succeed. Players collaborate to help each other out. This is exactly what we would like to see in the classroom. But how do we get the same effects without trivializing the tasks involved?

As a teacher of English Second Language, I often found a great deal of differentiation in level amongst the students in my class. But with classes of 35 plus, addressing everyone’s specific needs was difficult without creating a variety of tasks graded for ability. This is not really very difficult to do. Take comprehension skills, for example. I still did whole class instruction when tackling skills, strategies and approaches to comprehension. But when it came to selecting practice tasks for students to tackle, it is easy enough to have a box full of differentiated tasks, colour-coded for reading ability. These can be used across age cohorts. When tackling language skills, I would direct those students struggling with concord, for example, towards exercises around this, and those needing more work with vocabulary towards these tasks. I kept a file with a page per student to record what tasks had been completed, and what needed further work. While not very game-like, this did mean that students were tackling mastery across parallel, overlapping, but differentiated paths. One can easily imagine overlaying game mechanics to create a more engaging experience. Students loved the individual attention they were getting. I was usually able to sit down with about a third of my class in any session and I used to assess work in front of them and give feedback and follow-up tasks at the same time. I have never believed in taking marking home with me!

As a Computer Skills teacher I have a gamified my syllabus completely in that all the tasks revolve around a narrative – see The Mobius Effect – Gamifying Your Classroom. But while these tasks allow for different speeds of progress they are not differentiated according to learning needs. This is partly because a computer skills syllabus does not really involve much work that is really complicated. There are only so many spreadsheet skills, for example. Something more complicated and nuanced, such as comprehension skills provides far more need for branching. Many students struggle with idiomatic expressions. There appears to be something of a generation gap between the authors of pieces used in comprehension passages, magazine or newspaper articles, and school-aged readers. But others may be misconstruing the connotations of words and therefore missing the purpose of the writing. Differentiated learning paths would greatly benefit students in this instance. But simply adding a games layer to your English classroom may seem forced and artificial. Simply awarding badges and posting leaderboards does not seem to me to be the answer either.

The idea of using peer mentorship and assessment using more experienced peers to be found in Personalisation By Pieces, however, seems to me to offer a real alternative. To take our example of Comprehension Skills, having a student who is struggling with idiomatic language usage receive help and have a task based on idioms assessed by someone who has recently “passed” a unit of work based on idioms would deliver a useful and authentic context for games-like level based achievement. This could be achieved across grades and ages using online piece submission platforms such as Google Classroom or Microsoft Teams for Education. Analog work could be scanned for submission purposes if need be. This would provide a paper trail and record of what was covered.

 

 

 

 

A First Look at Microsoft Teams for Education

I have to declare my bias up-front. My favourite Learning Management System is Moodle. I love the functionality of Moodle. However, most of the teachers in my school have gone for Google Classroom and I have gone along with that. What Google Classroom lacks in functionality it makes up for in simplicity. I am currently testing Microsoft’s answer, Teams for Education, which our Network Admins are punting, and I have to say I am somewhat torn. This may seem trivial, but my first reservation lies with the name of the platform, Teams. Had it been called Microsoft Classroom, for example, one would have had a sense that the platform was custom-built for educational purposes, rather than being a business tool adapted for use in the educational sphere. My fear was that it would prove a poorly adapted tool at that. A first glance at the interface did not inspire confidence either. Nothing about its look and feel suggests either ease of use or educational functionality. And yet persistence is rewarded by a sense of hidden power, something generally lacking in Google’s offering.

It is surprisingly easy to create a new Team (Class) or collaborative space. Let’s say you are creating a space for a class. You can add other teachers and students to the classroom easily by clicking on a button to add members. You can change settings and permissions in the general channel, and add other channels for different topics or purposes. Each channel comes with a OneNote Notebook which allows for the insertion of multimedia content, and gives each student their own notebook space. The power of OneNote is truly awesome and alone makes Teams a serious contender in the educational space.

You can also add other apps to the channel such as Quizlet or Flipgrid and any kind of file can be shared. This seamless integration of multimedia content and educational apps immediately catapults it ahead of Google Classroom’s functionality and puts it within spitting distance of Moodle! Assignments can be added and graded online too. Markbooks can be downloaded in CSV format.

Now, I have to say that I have not to date set up a real classroom for a real class with real content and assignments. Only once you do this will you get a sense as a teacher of how the platform meets your needs, and the extent to which students find it easy to use. But first impressions are somewhat promising. Teams for Education clearly has functionality, but it is also somewhat clunky and anti-intuitive. I will have to reserve final judgement until I have been able to use it as a platform in the wild!

 

 

 

Technology vs Pedagogy – a false dichotomy!

The debate around technology and pedagogy is often framed as one of mutual, and inevitable progress. Adopt new technologies, the refrain goes, and you will see a turn from teacher-centred to learner-centred pedagogies! From Apple Classrooms of Tomorrow to the various United Nations frameworks and the popular SAMR model, the aim of introducing technology in the classroom is said to be to drag teaching towards Constructivist learning practices. This approach has a number of problems. Chief among these is that it assumes that teachers are the problem. Add technology to the mix and it will loosen the hold teachers have on the classroom and unlock learning, which is somehow being impeded by teaching. Teachers are blamed for either being slow to adopt technology in the classroom, or of doing it wrongly!

But is teaching really the problem? There is no logical contradiction between teaching and learning. It is a false dichotomy. Yes, many teachers do talk too much, and there is plenty of bad teaching going on. But a belief in Constructivist learning theories does not remove the need for teaching, even for instruction. I would argue that an effective classroom involves good teaching and good learning. Constructivism describes how students learn, but how teachers teach is logically distinct. Put another way, just because I learn by constructing knowledge in my mind does not mean that the most efficient way I receive the information may not be a lecture or a book which tells me things. What good teachers tend to do is strike the balance so that they are able to scaffold learning efficiently and deliver content when it is needed.

So a much better question is not really about how technology should side-line teachers or move from teacher to learner centred approaches, but how teachers can use technology to more effectively scaffold learning and improve instruction when that is necessary.

Framing the problem in this way may seem purely playing semantics, but by removing the stigma attached to teaching, I believe it is a necessary nuance which needs spelling out. Anyone who has ever taught with computers will know that the machine becomes a very real presence in the room which does push the teacher to the side. Student gaze is directed at the screen. The teacher becomes a support intervention. And yet this does not mean an automatic strengthening of learning. Machines may be very poor teachers and provide little or no opportunities for Constructivist learning. When the assumption is made that the introduction of computers in education will automatically lead to more active learning, what is really meant is that teachers will be side-lined and it is assumed that this will lead to more effective learning. This view is facile. The aim is noble, but there is little evidence that this is what actually happens.

We need to be very clear that an effective classroom is one in which effective meaning making activities are going on. Knowledge is being constructed and deconstructed in meaningful ways. The pedagogy being deployed is not important. Neither is the technology. The purpose of pedagogy and technology is to effectively support meaning making. Whether or not pedagogies and technologies achieve this depends on how they are deployed and to what purpose. If the aim is to deliver content efficiently, a lecture can be the most effective choice. If the aim is to get students to explore their reactions to some text a lecture would be a disastrous choice. Teachers know this, and are very eclectic. Teachers, good ones anyway, are seldom wedded to any particular pedagogy, but take a pick and mix approach depending on what they are trying to do.

The issue is thus not one of pedagogy vs technology and which one trumps the other, but how educational technologies and pedagogies support learning in the classroom. Teachers are darn right to be suspicious of new technologies, and right to be cautious! They are also right to reject the notion that only one set of pedagogies are correct! What is actually important is the learning, and how best to teach to support that learning.

 
 
%d bloggers like this: