Sunday 30 March 2014

Week 7 - Modelling and Simulation Software

Fake It Till You Make It!


http://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Molecular_simulation_process.svg/400px-Molecular_simulation_process.svg.png

What does the term modelling mean?

Modelling, in computing terms, refers to the use of a computer simulated trial activity, based on real world scenarios and situations. Using computer modelling allows for  predictions to be tested out without the cost and risks of the real world. It also offers the advantage of testing out a range of alternative actions before a final decision is made. Examples where modelling is used effectively include flight simulators, architects, accountants, economists and medicine.




https://lh3.ggpht.com/O-t4RrS5-Hp6ZFMTcppB1O56HarG2vnh82pkL35qAg8Wl6eNNiN4Lm_aEnUDMSWefQ=h900
Flight Simulator Software

In Primary School teaching when we refer to modelling we are allowing children to explore "what happens if....?" Children should use modelling and simulators to make and explore predictions and to identify patterns and relationships. When using modelling and simulation software children (and teachers) also need to evaluate and compare them to the real world situation. The usefulness and moral issues involved in some games needs to be considered. (Jesson & Peacock 2012)



Benefits of Modelling and Simulation Software

Using simulation software in the classroom gives children the chance to experience activities that would otherwise be impossible, inconvenient or dangerous in the real world. For example, when studying the planets and space, simulators can be used to model the phases of the moon.
Simulation offers children a 'hands -on' approach to learning. They are no longer just listening but are also participating in the learning. This is a powerful cognitive tool. They feel involved, adding to motivation and engagement and their input has an impact on what happens on the screen. Simulation enables children to take a responsible role, encouraging them to succeed and develop problem solving strategies.

For teachers there are also benefits to introducing modelling and simulation into their lessons. Giving children the opportunity to explore through simulation helps the teacher take on the role of a facilitator. The teacher is no longer the main source of information, but shares in the learning with the children. This is particularly effective in developing peer-to-peer teaching and learning within the classroom. (Jesson & Peacock 2012)
 Examples of simulations through which children can test their ideas can be found here.



Another key way of learning from simulations is through feedback. Here are some questions to think about when using simulation software:
  • Is the simulation program realistic?
  • Does the simulation represent a real life or fantasy situation?
  • How realistic is it?
  • Did the same things always happen - was there a pattern?
  • What are the variables, can you think of any others which might make the simulation more accurate?
  • Was there more than one solution to the problem?
  • What were the good points/bad points?
  • What did you find out?
  • What are the skills used whilst using the
    modelling/simulation programs?
  • In which areas of curriculum could these skills be used?

Online Simulation Software

There's lots of fantastic online simulation software available ready for use in the classroom. Whether it is for Reception, Key Stage 1 or Key Stage 2 there is an abundance of resources for every topic and theme, just waiting to be discovered. Listed below are a few that I've looked at, but be sure to make your own investigations and evaluate what is best for you and your teaching.

Purple Mash



Purple Mash is a great website full of simulation resources for all ages and subjects. One particularly good tool is  '2Simple Design and Make'. This allows children to design a net template for vehicles such as cars, trains or buses. The net can then be printed out and used to make a model car.



Dino Builder

An online simulator where you can design your own dinosaur. This would be a particularly stimulating activity for some Reception or Year 1 boys!



Some Further Reading and Useful Information on Simulation Software in the Classroom:

Reference:
Jesson, J and Peacock, G; The Really Useful ICT Book (2012) Routledge: Oxon

Wednesday 26 March 2014

Week 5 - Control and Modelling

What do we want? Programmers! 

When do we want them? Now!


From washing machines and microwave ovens to Sat-Navs and traffic lights - our lives are now completely dominated by computer programs.
It is no surprise therefore to learn that educating children in programming is now at the forefront of the Computing curriculum.


As early as Key Stage 1 children are now taught to:
  • understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
  • create and debug simple programs
  • use logical reasoning to predict the behaviour of simple programs
  • use technology purposefully to create, organise, store, manipulate and retrieve digital content
(DfE 2013)

This may sound awfully complicated and many might assume that 5-year-old children will not be able to achieve such ambitious targets. 
However, with the use of programmable toys such as Bee Bots, Roamer and Pippin, young children can begin to understand the very basics of how computer programs work.

All of the programmable toys have very simple interface made up of directional arrows, distance input and button to make it move. By using these buttons children can 'program' their toy to follow a simple set of instructions. This will show an understanding of how there must be a procedure to make things work. In computing terms this involves giving a set of instructions or commands which are then stored by the computers CPU and can be repeatedly implemented upon the users command.



Children should be encouraged to investigate and solve simple problems with the toys and through this they begin to experience how to 'debug'.

Using Bee Bots and other programmable toys in this way offers rich opportunities for inclusion in other areas of the curriculum. 

In English, programmable robots are an excellent tool for promoting speaking and listening skills and when used effectively, can be invaluable in developing spoken language.

Valuing the shape and space 
curriculum is an important start to developing 
children’s spatial mathematical ability. Thinking visually is an important and often 
neglected dimension of intellectual activity.  The 
ability to visualise can be practiced and developed using Bee Bots and other programmable toys.  
As the spatial aspect of mental mathematics, it is 
increasingly being seen as of central importance to 
children’s learning.

Click here to see an example of how Bee Bots are used for numeracy.

The control technology of programmable toys also offers the opportunity to increase a child's problem solving skills which are vital in developing a scientific approach. Investigating the best ways to give and modify instructions improves critical and complex thinking.

There are many ways to motivate children with fun and exciting Bee Bot activities but one of the best is for them to decorate the Bee Bot and to give it a 'map' to follow.
This can be done as an airplane, a treasure hunt or even as their favourite footballer.

Crystal Palace Legend Marouane Chamakh as a Bee Bot
A Treasure Map designed for use with Bee Bots


Here are some useful links to creating exciting and stimulating activities that use programmable toys:

http://www.scoop.it/t/bee-bot-lessons-and-ideas

http://www.primaryresources.co.uk/ict/ict4.htm

http://www.earlylearninghq.org.uk/themes/themed-bee-bot-mats/

http://www.primarytreasurechest.com/bee-bot-resources/bee-bot-jackets.html

Wednesday 19 March 2014

Week 3 - Multimedia in the Classroom

It's All About the Presentation, Baby!

Whether you want to be a Michelin star chef, an aspiring magician, the C.E.O of an international company or the best teacher in the world; presentation is the key to success.

Providing learners with the information they need to know in a way that is engaging and interesting has always been at the core of good teaching practice. Today in the classroom teachers can use multimedia presentation software to enhance their teaching and present content in a multi-sensory format which will help to stimulate the learning of their students. The following post outlines a few of the available presentation kits available and the benefits they can have in the classroom.



Microsoft PowerPoint

PowerPoint is a presentation program developed by Microsoft.The software allows users to create anything from basic slide shows to complex presentations.
PowerPoint is often used to create business presentations, but can also be used with great benefit for educational purposes. The presentations are comprised of slides, which may contain text, images, and other media, such as audio clips and movies. Sound effects and animated transitions can also be included to add extra appeal to the presentation. However, overusing sound effects and transitions will probably do more to annoy your audience than draw their attention. (Yes, we have all heard the car screeching noise enough times for one lifetime.)
 

Most PowerPoint presentations are created from a template, which includes a background color or image, a standard font, and a choice of several slide layouts.This makes it easy to add a uniform and professional look to your presentation

Another benefit when presenting with PowerPoint is the ability to control the pace of the presentation. This can be done using the mouse, keyboard, or a remote control. The flow of the presentation can be further customized by having slides load completely or one bullet at a time. For example, if the presenter has several bullet points on a page, he might have individual points appear when he clicks the mouse. This allows more interactivity with the audience and brings greater focus to each point.

Teachers shouldn't be the only ones using PowerPoint in the classroom. It is such a common, effective and easy to use program that students should also be encouraged to use it regularly. Presenting as as group or an individual is a great way to asses pupil's understanding of a topic and PowerPoint makes this an engaging and interesting method.

Here are some more useful ideas for PowerPoint:

PowerPoint Tutorial

PowerPoint In the Classroom



Prezi




Prezi is a cloud-based presentation software and storytelling tool for presenting ideas on a virtual canvas. The product employs a Zooming User Interface (ZUI), which allows users to zoom in and out of their presentation media, and allows users to display and navigate through information.



One advantage Prezi has over PowerPoint is collaboration. Prezi Collaborate is an online collaboration feature that allows up to ten people (co-located or geographically separated) to co-edit and show their presentations in real time. Users participate in a prezi simultaneously, and each is visually represented in the presentation window by a small avatar. Although Prez Meetings can be done simultaneously that is not the only option. Participants can be invited to edit the Prezi presentation at a later time if they wish. A link will be sent and the participant has up to ten days to edit the presentation. It can be used by teachers and students to collaborate on presentations with multiple users having access and the ability to edit the same presentation.

Clicker


Clicker is another presentation program and it is particularly effective with younger children and those who struggle with literacy. One interesting feature is that Clicker will also read aloud the words you type. This can help both vocabulary and word recognition. Watch the following video to find out more.




Style Shouldn't Replace Substance


With all of these exciting presentations tools available it could be easy for teachers to become distracted from the purpose of their teaching. Therefore it is important to remember that the presentation is a support to the teaching and not the other way around!

Here are some tips to keep in mind when considering presentations.

8 Tips to Power-Up Your Classroom Presentations


Friday 14 March 2014

Week 2 - Interactive Whiteboards

White (& Interactive) is the New Black

 


Just like the 'three R's', the dunce hat and corporal punishment*, blackboards now belong only to history lessons.
(*though not literally)


Interactive Whiteboards (IWBs) are now at the front of the classroom and also at the front of most people's minds when it comes to thinking about how technology has impacted teaching.

With this new technology comes a challenge to teachers; they must educate themselves on the all the capabilities IWBs have to offer and ensure that their use is a compliment to best practice and not a distraction.


If we're going to encourage all teachers to make good use of IWBs then lets first look at some of the pro's and con's.

Pro's 
  • provides a smoother and better paced presentation of curriculum
  •  strongly engages children by providing information in a range of formats
  • offers good oportunities for active participation for pupils, both as individuals and groups
  • flexibility allows for structured lesson planning but can also respond spontaneously to children's input
Con's 
  • effectiveness depends on the teacher's knowledge and ability to use the technology
  • they do not replace the need for professional expertise, subject knowledge and pedagogical skills
  • if the technology isn't working teachers need to be prepared with a quick back up plan to get the best out of their lesson
  • height and size can be restrictive to some pupils
Further research on the arguments for and against IWBs can be found here.  


What key features does an IWB have?


Dragability: 
If there is one feature that really sets IWBs apart from any other instructional
technology, it is the ability to move objects around the screen by dragging them
with a finger or a stylus pen.

Layering:
Layering refers to the way objects created on the board can be stacked in a particular order so that one object is able to obscure the object below it. So, as a simple example, a picture of a cow could be used to cover the word “cow” and a student or teacher could drag the picture away to reveal the text below. This simple principle of hiding and revealing information with the layer above is a common and extremely useful way to use the IWB interactively.
An unlimited number of savable screens:
Conventional teaching boards suffer from a number of major limitations, but one of the most obvious ones is the amount of stuff you can put on them. After you scribble your notes and diagrams all over them you have to basically clear the board in order to continue, and everything you just scribbled is lost forever. This is no longer a problem with IWBs, you can write (and save) page after page of notes and diagrams without ever having to worry about filling up the board. This also makes well prepared lessons invaluable as the resources can be used over and over again at the click of a button.
For more detailed information about IWB features and how they can be used please click below.


In conclusion, as teachers the technology has arrived (and more is coming whether we like it or not) so its best, for both us and our pupils, to embrace the opportunities it provides.



Other Useful Websites for IWBs and Resources




http://www.teachhub.com/free-interactive-whiteboard-resources

 

Week 1 - E - Safety

Safety First! 



The internet, what did we ever do without it?!

Whether it is for information or entertainment (yes that includes looking at pictures of cats) the world wide web has become a vital part of our modern lives. At the swipe of a finger we now have instant access to everything and everyone.

By becoming so familiar with the internet, it is easy to forget about the many risks and dangers that it also presents, especially to children.

Computing and Technology now takes a major role in modern education and like most things, it makes sense to start with safety first.

In fact, E-Safety is such a priority now that it has been written into the National Curriculum for Computing at Key Stage 1 where children are taught to,

"use technology safely and respectfully, keeping personal information private;
identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies"
  (DfE 2013)


What dangers do children need to be aware of on the internet? 


Strangers:
Just like in the real world not everybody you meet can be trusted. That is not to say every stranger presents and immediate danger but it is often better to be 'safe than sorry'. Especially online where it is incredibly easy to present a secret identity. 
If you are interacting with strangers online it is important to keep your personal information (such as full names, emails, telephone numbers and home address) private. You wouldn't give this information to someone you just met on the street so don't do it online either.

Cyber Bullying:
With children spending so much of their time on the internet sharing Facebook posts, tweets and chatting with friends the opportunity for cyber-bullying is very relevant. Children and parents need to know how to prevent cyber-bullying and how to speak out against it if they are a victim.

Safe Searching: 
Search engines allow us to find anything we might need to online. But sometimes we end up in the wrong places. For children this could be particularly dangerous. Have child safe filters on home and school computers helps to prevent this.

Stay SMART online!


E-Safety needn't be a boring or scary exercise for children. With a small set of easy to follow rules children can learn how to be SMART online and the internet can be an enjoyable and informative world, just waiting to be discovered!


The internet is a great tool but one we must all learn to use safely and as Spiderman famously learned, "with great power comes great responsibility".


For more information about E-Safety and how to be safe online please visit the following websites: