Tuesday 27 February 2018

Week 13

Digital

4 Keys to fun

  • Hard fun - challenging levels to hook you in but balanced with easier levels to keep you going. If master it and find the cheats then enjoyment can fade.
  • Easy fun - novelty
  • Serious fun - meaning
  • People fun - friendship

Games for education

According to Amory (2007), Educational computer games should:
  • Be relevant, explorative, emotive and engaging
  • Include complex challenges, puzzles or quests
  • Be gender-inclusive and non-confrontational
  • Provide appropriate role models
  • Develop democracy and social capital through dialogue
  • Support authentic learning activities
  • Support the construction of tacit knowledge

Why are we not tempted to use the design and learning of a learning quest as an assessment? If someone completed a game to a high level you would not test them to see if they knew it because the game shows what they know. Why do we then test kids on what we already know they know?

Applying the 4 keys to fun to games in the classroom - How do you use digital or non-digital games in your practice? Why?How do you apply 4 keys to fun in your practice? What is going on in the classroom that relates to these types of fun?
Thinking of Mathletics that we use regularly in the classroom and for home learning… the students seem to enjoy life mathletics, particularly when versing other children in the class. This has the people fun (social interaction), even level of easy/hard as similar levels of ability and serious fun as it is practicing their basic facts.

Leadership
Gamification and education - making learning fun.
How can we use gamification (appointment dynamic, influence and status dynamic, progression dynamic, communal discovery) to influence follower behaviour / change initiative?

Discussed how we can use gamification in the classroom to promote independence and self-regulation. In depth chat about how there is a fine line between scaffolding and using prizes etc that then take away the independence and move from intrinsic motivation to extrinsic motivation.

Tuesday 20 February 2018

Week 12

Makerspace - learning by doing. Control over their learning. Inquiry model. Teacher as facilitator.
E.g. Using scratch to help learn about fractions of a set.
Start - what problems are you going to solve.
Think about the learners and their relationships with the communities.
Needs an authentic problem to solve.

This week we had 6 stations that we could work through. We had a really indepth discussion with the facilitator as well as played around with a makebot. It was really interesting to reflect on what we have got out of MindLab so far and how it has impacted on out teacher, our learners and ourselves as people.

Sunday 18 February 2018

Week 11

Leadership
Entrepreneurs / enterprise
  • Risk takers
  • Understand what customers want
  • Finding and managing people
  • Accept advice and driven to push ideas
  • Resilience
  • Focus
  • Self reflection




Toms shoes - social enterprises
Bikes in schools - traditional charity

Schools - traditional charity

Digital
Crowdsourcing is the practice of engaging a wider community to work towards a goal.
Real world problems
The power of crowdsourcing - the human impact and how machines may not be able to e.g. check photo content or scribing curly handwriting.
Gathering and processing data

Tuesday 6 February 2018

Week 10

Collaboration

SCRUM agile
  • Collaborative
  • Sprints (work quickly - mini projects)
  • Continuous feedback
Without knowing where you want to end up, you take a step by step approach.

KANBAN
WIP limits
Allow you to make sure you finish work in progress before starting new ones.

E.g.
To do
Doing
Done
Put postit in here with the task written on it.





(Trello - digital version)

Could re label for juniors with
Must do - can do - could do


Reflection

Liked
Learned
Lacked
Longed for

New and better ways to improve student learning.
What can stay the same and what needs to be removed / tweaked or redesigned. These drive the agile leader.

Using all the best of the past but designing for the future, to get better all the time.