Thursday, November 6, 2014

Technology, IT & ICT vs Digital Literacy

It's a constant frustration for me, the way the terms 'technology' 'IT' and "ICT' are all used interchangeably as if they all mean the same thing—they don't.

Why does it matter? That's what this post is all about.


This is IT - A focus on the function of the machine 


This is ICT - A focus on using the machine 

I'm a DLC, a 'Digital Literacy Coach', I'm not an IT (Information Technology) Teacher, I'm not even an ICT  (Information Communication Technology) teacher, but this post is not about what I do, I've written about that here. No, this post is about why distinguishing between these is essential if we are serious about integrating digital technologies effectively and meaningfully into educational contexts.

Let's just clear this up at the outset, here's the difference:


Information Technology (IT) is a focus on the machines, the hardware, and the code that enables these machines to be controlled effectively, this is the computing, the Computer Science, the electronic engineering, the coding, without which nothing that we call ICT or Technology Enhanced Learning (TEL) would be possible.* 

Information Communication Technology (ICT) is a focus on the use of these machines to communicate, communicating with ordinary people who are not skilled in IT, people like you and me. ICT refers to technologies that provide access to information through telecommunications. It is similar to Information Technology (IT), but focuses primarily on the kinds of communication technologies powerfully exemplified by the SAMMS framework. Communications mediums that provide situated, unprecedented access to tools that are multimodal, mutable and socially networked.

Digital literacy—Where do you want to go today?
I find a car analogy helpful in explaining this:

IT is a focus on the machine, the automobile— designing them, making them, fixing them, maintaining them.

ICT is learning how to drive the car, the driving instructor is the ICT teacher, and while this is a part of the role of someone like me, a 'Digital Literacy Coach' that's not at the heart of it. Why? Because it's still focused on the act of driving the car as an end in and of itself, what DLCs and all educators should be more interested in is digital literacy, the use of these skills to create, communicate, collaborate. To push the analogy still further, digital literacy means, great, now you can drive - but where do you want to go? On a vacation? To work? To school, college? The possibilities are endless, and with all/most of them, the technology is a means to an end.

IT: Automotive engineering
ICT: Driving instruction/education
Digital Literacy: ROAD TRIP!

Technology Terminology

It is clear from the literature that many terms abound within this arena of learning, from the ubiquitous but ambiguous ‘technology’ to ‘21st Century Learning’ – used in a way where the term is assumed to bring with it an ‘obvious’ digital context, ie, the use of computers.

The term ‘technology’ is a particularly broad and ill-defined one (Ohler, 1999). Currently it is most often used as shortening of the full term, ’digital technologies’ ‘computer technologies’ or ‘ICT’, although of course it can mean, in theory, any application of human knowledge to solve practical problems. The Apple dictionary defines it simply as,

“the application of scientific knowledge for practical purposes.” 

Techno

The word technology itself derives from the word 'techno', meaning "art, craft, skill," later "technical, technology," from Latinized form of Greek tekhno-, combining form of tekhne "art, skill, craft in work; method, system, an art, a system or method of making or doing," (etymonline)

As such it includes not only mechanical artefacts, but also procedures and practices. Even when technology is interpreted as only mechanical objects, the range of objects is almost inexhaustible: from simple things such as an overhead projector, to a pencil, and consequentially, to more complex systems such as the computer and of course, the Internet.

Even when we further narrow our definition of 'technology' down to the computer, we should still be thinking about these in terms of 'art, craft, skill, making, doing'. Even then the list of things we need to know and do, using these technologies is still a challenging one, a barrier for many. The issue of technology as a barrier is not new. Far from it, clearly, people have wrestled with technologies since time out of mind, although the ‘wrestling’ was generally more of that involving the need to sharpen pencils, or replace the ink in a pen – a dichotomy Mishra and Koehler (2006) approach by separating them into two distinct, but obviously related categories; namely, ‘standard’ technologies, “such as books, chalk and blackboard”, and more ‘advanced’ technologies, “such as the Internet and digital video (p1027)”. So the problem then is more one of the rate of change than the actual use of technologies in teaching. As Mishra et al explain:

“… the rapid rate of evolution of these new digital technologies prevents them from becoming ‘transparent’ any time soon. Teachers will have to do more than simply learn to use currently available tools; they also will have to learn new techniques and skills as current technologies become obsolete (ibid, p 1023).”

A point endorsed by Cuban (2001) noting out that teachers’ definition of ‘technology’ is very selective, as since the 19th century, chalk and blackboard, pens, pencils, and textbooks have proven themselves over and over again to be reliable and useful classroom technologies.

“Teachers added other innovations such as the overhead projector, the ditto machine (later the copying machine), and film projector (later the VCR) because they too proved reliable and useful. But most teachers continue to see the computer as an add-on rather than as a technology integral to their classroom content and instruction. (p163; my emphasis).

But, and it's a big but. 

It is that ‘But’ that is at the heart of many barriers to integration.

‘Digital’ literacies and ‘multiliteracies’

The concept of digital literacies is fascinating both in its definition and its application. The term captures an arena of rapidly developing practices, as humans interact with technologies in new ways and for innovative purposes. The exponentially expanding ‘digital world’ of the latter part of the 20th Century and the early 21st Century are creating new opportunities for people to grapple with social norms, explore interests, develop technical skills, and experiment with new forms of self-expression. 

By exploring new interests, tinkering, and ‘messing around’ with these new kinds of media, we acquire various forms of technical and media literacy. Through trial and error, we add new media skills to our repertoire, (Ito et al, 2008). Within my own context, the term ‘Digital Literacy’ has been adopted as a replacement for what used to be referred to as ‘IT’. The assumption being that it fulfils the previous terms, and somehow implies something greater, more meaningful. The reality is all that has happened in most cases is the term has been misappropriated as meaning the same thing, which it does not. When Paul Gilster (1997) coined this term it is highly doubtful that he never intended for this term to be used in this way, what he was doing was introducing a term that very powerfully distinguished between the defining of a ‘thing’ to the more important business of using it. 

Move the conversation on from the mechanics and on into the potential of it to make meaning.


“The concept of literacy goes beyond simply being able to read; it has always meant the ability to read with meaning, and to understand. It is the fundamental act of cognition. Digital literacy likewise extends the boundaries of definition.” (p2)

Of course since then others have attempted their own definitions, “digital literacy means knowing how technology and media affect the ways in which we go about finding things out, communicating with one another, and gaining knowledge and understanding” (Hague and Williamson, 2009) or “Digital Literacies are an enabling skill allowing for a broader range of learning interactions, using a greater range of tools, which then offers the possibility of a wider range of traceable meanings to be made in society.” (Technology Enhanced Learning phase of the Teaching and Learning Research Programme). 

What they invariably have in common is a shift in focus from the machines (IT) to their potential as tools for making meaning (Digital Literacy).


Literacy

Literacy’ is a powerful concept to centre this focus. The widespread struggle among educators, parents, researchers and policy makers to conceptualise what it is (young) people “know” or need to know when using digital technologies, and by extension, the Internet, is usefully resolved by conceptualising this knowledge in terms of literacy. Unfortunately this also broadens the argument into a debate over the nature of literacy, which in turn leads us to a deeper question, which literacies are encompassed by this term? Livingstone (2008) alone includes print literacy, audiovisual and media literacies, information literacy, advertising literacy, cyberliteracy, games literacy, critical literacy, and many more. So it is that these ‘multiliteracies’ (Gillen & Barton, 2010) generally refer to the multitude of forms of literacy made possible by the phenomenal pace of IT development. 


Digital Literacies

The term "digital literacies" itself is relatively new within the field of literacy studies. Its definition remains open, but human judgment, or criticality, is assumed in most understandings of digital literacies and at the centre of the concept of ‘multiliteracies’.

Howard Rheingold (2012) has argued that we must actively cultivate skills such as mindfulness and “crap detection” that are central to these new realities of the digital and networked world, or more commonly referred to as ‘critical thinking’. In an online world awash with knowledge/opinion with the border often blurred between the two – critical thinking is essential, the ability to literally critique content, to extricate one from the other, knowledge/opinion, fact/fiction/feeling. 

What is clear is that these ‘digital’ literacies are in a deep and profound sense new literacies, not merely the traditional concept of literacy – reading and writing – carried on in new media. (Kress, 2010)


Accompanying the plurality of these digital literacies, we find a range of terms used by different researchers when extricating one from from another, including but not limited to; internet literacies, digital literacies, new media literacies, multiliteracies, information literacy, ICT literacies, and computer literacies. Coiro, et al (2008) notes that all these terms “are used to refer to phenomena we would see as falling broadly under a new literacies umbrella” (p10).

These literacies need a unifying context, such as the notion of the learner in the 21st Century and digital literacies: Rheingold describes digital literacies in terms of, 'civil engagement in the Digital Age', what he calls ‘21st century literacies’ (Rheingold 2009), as requiring “attention, participation, cooperation, critical consumption, and network awareness.” Rheingold and Ito et al (2008; 2013) see this kind of learning as situated within the participatory online culture of 21st Century.

We find ourselves with a powerfully unifying focus, so let's stop talking about technology and talk about literacy—whether that is linguistic, numeric, or digital, these are now the modes by which we learn everything else, it is, all of it, in the service of making and refining meaning.




* Interesting to note that as of September 2013, the term "ICT" in the UK National Curriculum, where it originated, has been replaced by the broader term "computing", I would imagine this is in order to mitigate the current confusion, and emphasise its computer science 'coding' credentials, as opposed to its capacity for communication. 

Top Trumps Maths - G4


4RWr have been studying Place Value in Maths lessons in recent weeks. To change the focus whilst still consolidating the work the teacher, in collaboration with the DLC, created a lesson involving the use of Top Trumps cards and spreadsheets.

Finding authentic ways to integrate the use of technology is an important focus within the college and using spreadsheets within a Maths lesson makes perfect sense.

[...] the use of spreadsheets would enable students to play a more active role in their own learning process and would encourage creativity and autonomy. Especially when working with underachieving students, the models can be adapted to fit their particular interests.
“K-12 Teachers' Use of a Spreadsheet for Mathematical Modeling and Problem Solving," Sharon Dugdale 1994

Rachel Wright, class teacher, sets the context of the lesson.
‘In Maths Grade 4 has been studying the place value system and looking at the position of digits in a number to determine its value. In the standard system, called base ten, each place represents ten times the value of the place to its right. We started to investigate what happens to numbers when we multiply them by 10, 100, 1000, 10, 000 and even 100, 000.’

The class began with a shared spreadsheet using Google Sheets where students were able to collaborate to create a collection of data. This data came from Top Trumps cards that were given to each student. Rachel gave consideration to which Top Trumps cards to use to ensure that the numbers were appropriate to the needs of the individual students. Each student chose one category on their card e.g. price, diameter, strength, weight and put it into a Google spreadsheet. This enabled the students to organise the data using the filters in the spreadsheet, which helped them to think about what questions to ask each other linked to Place Value. For example, which category is 26 x 1000? By organising the data it was easier to find and think of good questions to test their Maths partner.

The children then added columns and started started to investigate what happens to numbers when they were multiplied by 10, 100, 1000 and 10, 000.



Rachel is planning on asking the students to return to this spreadsheet during their upcoming unit on Multiplication and Division. “Next time we will go a step further with the Google spreadsheet and learn the formula to help multiply and also divide by 10, 100 etc rather than working to out in our heads. This way they can start working with really big numbers.”

Friday, October 24, 2014

The 3rd Barrier of Tech Integration




There are barriers to effective integration, that's probably not a surprise.

The amount of barriers described varies, but probably the most useful summary that made was by Ertmer back in 1999, who helpfully simplified these kinds of barriers by categorising them into two types:

1st order barriers

External (first-order) barriers to technology integration are described as being extrinsic to teachers and include, “lack of access to computers and software, insufficient time to plan instruction, and inadequate technical and administrative support” (Ibid).

2nd order barriers

In contrast, internal, (second-order) barriers are intrinsic to teachers and teaching, and include, “beliefs about teaching, beliefs about computers, established classroom practices, and unwillingness to change” (Ibid.)


It is generally acknowledged that first-order barriers can be significant obstacles to achieving technology integration, yet the relative strength of second-order barriers may reduce or magnify their effects (Ertmer et al., 1999, Miller & Olson, 1994). Since different barriers are likely to appear at different points in the integration process, teachers will need effective strategies for dealing with both kinds of barriers – but perhaps most critically it is the barrier of belief that is most important. As Ertmer wrote subsequently (2005), “If educators are to achieve fundamental, or second- order changes in classroom teaching practices, we need to examine teachers themselves and the beliefs they hold about teaching, learning, and technology.”

Marcinkiewicz (1993) noted, “Full integration of computers into the educational system is a distant goal unless there is reconciliation between teachers and computers.” (p234). Cuban’s observation (1997) supports this: “It’s not a problem of resources, but a struggle over core values”.

So, here we are, in our 5th year of our iLearn, the TEL (technology enhanced learning) revolution that began at UWCSEA in 2010/11, and I'm wondering, how far have we come?

I'd say a long way, in fact I'd go so far as to say that the process has been kind of linear, it's been a process of working through the barriers:

First overcoming first-order challenges associated with learning how to use the actual hardware and software, distribution of devices, sharing, managing, distributing et cetera.

Then, the most significant challenge of building belief moving from, OK, now I know how to use it, but am I convinced that I really need to? And how often? Who with? Why?

I say 'kind of linear' because, clearly, achieving technology integration is a multifaceted challenge that entails more than simply acquiring and distributing computers. Although different types of barriers require different types of strategies to overcome (Ertmer, 1999) we should not try to eliminate one barrier before addressing another, like Scrimshaw (2004), any barrier can be addressed by more than one strategy, and some strategies are likely to effectively address more than one barrier.

But I'd say in our 5th year, we have largely overcome these two barriers, so, job done? No. You see there are critical, third order (and hopefully final) barriers.


Really? Yes.

3rd order barriers

Tsai & Chai (2012) describe a third type of barrier, a lack of problem solving capacity when using digital technologies, they describe these powerfully in terms of ‘design thinking’ where the ability to “re-organise or create learning materials and activities” and adapt these accordingly (ibid, p1058) is seen as necessary to overcome a ‘third-order’ barrier of a lack of ‘design thinking’.  

Design is my background, and I immediately see its relevance in this context. Any designer of any worth knows that the tools are merely a means to an end, they are tools for solving problems in unique ways. If you'll permit me to remix Wikipedia's definition of design thinking a little:

"Teachers who use digital tools seamlessly to accomplish goals and enhance learning environments, by using digital tools as a set of primitive components, to satisfy curricular requirements, subject to constraints. They have a strategic approach with digital tools that allow them (and their students) to achieve unique expectations. These tools frame their specifications, plans, parameters, costs, activities, processes and how and what to do within legal, political, social, environmental, safety and economic constraints, in achieving learning objectives."

In other words, the affordances, the transformative qualities of digital tools become a natural aspect of their practice, losing their initial opacity, and becoming transparent/invisible as tools for meaning making, as transparent as the tools that preceded them, tools like pens, and paper, and protractors. 


Design thinking breakthrough

Teachers who have overcome the 3rd barrier effortlessly accommodate digital tools as and when needed, who use the elements that make these tools unique, elements I describe using the acronym 'SAMMS'. Elements like the situated nature of digital technology, the ability to leverage access to processing power and information, the mutability, and multi-modality of these tools, and the power of working with them within social networks, networks as small as that of the classroom, to that of a grade, a school, a region, or even the globe—the world wide web. All of this, as regularly and as seamlessly and as naturally as breathing.

In this context the creative repurposing of tools to transform learning is ubiquitous, viewed through the lens of frameworks like RAT and SAMR, replacement is rare, amplification is common, and transformation is so common, it is often taken for granted, that is when it is invisible, assumed, the new 'normal'.

Design thinking

'Design thinking' results in practitioners who regularly synthesise the current state of technological knowledge, incorporating new findings, and delineating new dilemmas. A high degree of technological pedagogical knowledge (TPK) (Koehler & Mishra, 2009) is foundational to this final stage—a profound understanding of how teaching and learning can change, when digital technologies are used effectively. This knowledge of the ‘pedagogical affordances and constraints’ of a range of technological tools as they relate to various disciplines with “developmentally appropriate pedagogical designs and strategies (ibid)”, is precisely what gives the 'designers of learning experiences' a capacity to succeed where others have failed.

Sandholtz et al (1997) foreshadowed this decades ago, when describing 'levels of integration', from entry to adoption, adaptation, to appropriation, where the teacher is fully confident in the use of computers and integrates the technology regularly into daily routines. But the highest level, the level where 'design thinking' is required is the level of invention, where teachers, "experiment with new ways of networking students and colleagues and use project-based instruction and interdisciplinary approaches." (p53).

We need to creating a culture of "design thinking" where teachers not only use technology but become creative at repurposing it to better cope with the unique requirements of their various curricular areas. This is the 'RAT challenge'—finding ways for teachers to regularly, naturally, habitually use digital technologies to create learning experiences that would be inconceivable with traditional technologies. 



References 

Cuban L (1997). High-tech schools and low- tech teaching. Education Week on the Web. Online. Retrieved 10 February, 2004, from http://www.edweek.org/ew/vol-16/34cuban.h16 

Ertmer P A (1999). Addressing first-and second-order barriers to change: Strategies for technology integration. Educational Technology Research and Development.

Ertmer P A (2005). Teacher Pedagogical Beliefs: The Final Frontier in Our Quest for Technology Integration? ETRandD, Vol. 53, No. 4, 2005, pp. 25–39 ISSN 1042–1629.

Koehler M J and Mishra P (2009). What is technological pedagogical content knowledge? Contemporary Issues in Technology and Teacher Education, 9(1), 60-70.

Marcinkiewicz H R (1993). Computers and teachers: Factors influencing computer use in the classroom. Journal of Research on Computing in Education, 26, 220–237.

Miller L & Olson J (1994). Putting the computer in its place: A study of teaching with technology. Journal of Curriculum Studies, 26(2), 121-141.


Sandholtz J, Ringstaff C, & Dwyer D (1997). Teaching with technology. Creating Student Centered Classrooms.

Scrimshaw P (2004). Enabling teachers to make successful use of ICT. Becta. Retrieved 6 March, 2006 from http://www.becta.org.uk/page_documents/research/enablers.pdf   

Tsai C & Chai C S (2012). The “third”-order barrier for technology integration instruction: Implications for teacher education. Australasian Journal of Educational Technology, 28(6), 1057-1060.

Friday, October 3, 2014

Keeping Pace with Technological Change - Futile, or Fundamental?


For many teachers that I encounter in the day-to-day of teaching digital technology/tool integration, the answer to this question, is something like—

Futility

Why? Because they hear of, or read things like this:
"Technological Knowledge (TK) Technological knowledge is always in a state of flux—more so than content and pedagogical knowledge. This makes defining and acquiring it notoriously difficult. Keeping up to date with technological developments can easily be-come overwhelming to time-starved teachers. This also means that any definition of technology knowledge is in danger of becoming outdated by the time this text has been published." (p 398)

Judith Harris, Punya Mishra, and Matthew Koehler (2009). Teachers' Technological Pedagogical Content Knowledge and Learning  Activity Types: Curriculum-based Technology  Integration Reframed. Journal of Research on Technology in Education 393 Copyright © 2009, ISTE (International Society for Technology in Education)

Or...

"...the rapid rate of technological change ensures any knowledge gained about specific technologies or software programs would quite quickly become out of date" (p 151).

Mishra P, Koehler M J and Kereluik K (2009). ‘The song remains the same: looking back to the future of educational technology’, TechTrends, Vol. 53, No. 5, pp.48−53.

These kinds of quotes highlight an issue that has been bugging me for a while, the gist of it goes... "What? Learn ICT skills? What's the point? It all changes so fast, by the time we learn how to use one application it will be obsolete. So, why bother? which usually translates as ... "Let the kids do it, but ME? Me, I'm sticking with tools that I know from the 19th Century."

If theres's one thing I've learned about digital tools/technologies since I first started using them in earnest in the late 1980s, it's this:

... in truth, it's the beginning of nothing.
And nothing has changed
Everything has changed.
David Bowie - Sunday
The more things change, the more they stay the same.
Jean-Baptiste Alphonse Karr

So digital technologies develop at a pace of change that is impossible to manage/keep up with?

Really? How?

How much has the way we USE digital technology really changed though? Speed, capacity, availability, yes, but use, not so much... Anyway, the same could be said of planes, trains, automobiles - more capacity, greater speed, more availability than ever. Changing capacity is not the same as changing capability.

If we reflect back to the ‘dawn’ of TEL in school in the 1990s, there were five overarching domains of computer use:

Text | Image | Audio | Video | Data
Text, image, audio, video, data. A sixth, ‘control’ was a core element of the ‘IT curriculum’ back then, but proved more difficult to integrate successfully. Ironically, two decades later, based on the recent alarmist rhetoric around a dearth of ‘coding skills’ it would seem control is back, albeit with a slight name change.

So, back in the 1990s when I first started teaching with computers there were 5 domains* of computer use, and here we are 2 decades later, and what do we find? The domains remain the same, the skills have evolved, but not much, and the conventions and tools? Identical, to the point of being nonsensical to this generation... A floppy disc icon to save? Really? An hour glass for wait time in Windows?

The truth is change in Tech happens more slowly than you might think, sure there are people out there attempting to, for example, rethink the design of the ubiquitous save icon, but these conventions have over two decades of embedded use, people like you, people like me, and even the generations who never used floppy disks know what the save icon means, despite its incongruity—so to say change is relentless, in this context, is nothing but  misleading.

http://dribbble.com/shots/506722-the-save-icon-redesign 



CDs and DVDs are now almost obsolete, arguably with the recent advances in voice recognition, keyboarding could be next, but they're not dead yet, they are still hanging on... When digital tools change, they change gradually, incrementally, and obsolescence, while inevitable, happens sloooowwwllly.

Even 'professional' applications like PhotoShop evolve very gradually, with key conventions remaining virtually identical:


Nevermind the day to day icons we use for navigation...



Granted, computers are getting smaller, while their capacities grow larger, along with their processor speeds, drives are smaller [physical size], yet bigger [capacity] and faster than they've ever been, but all these changes do is make what we've always done EASIER, not OBSOLETE.

Big Difference

Change in terms of ICT skills are far from relentless, in fact, if anything, they are relentlessly, frustratingly, languorous... The domains are the same, and the core skills are virtually unchanged after 2 decades of relentless computer use, design and development.  Think about it for a minute—mouse skills? Keyboarding? Even overarching conventions like drag and drop, desktops, drop down menus, clicking on icons to give commands... Here's some skills from a document that was used by a school I worked at in the year 2000, see anything that is obsolete? Not much.

'IT Works' (Folens, 2000) 

And that's about the only out dated reference I found in the entire scope and sequence, other than a reference to CDs and Laserdiscs, that was about it...  So are the core ICT skills that are a prerequisite for success in the 21st Century changing too quickly to bother to learn, or teach? No. But there HAS been change, oh yes,  I'd argue the biggest change is:


Ease of Use

It's never been easier to use ICTs, or to learn them. Time was, to edit video, you'd need a specialised machine, dedicated hardware and software, designed for professionals, with a learner curve steeper than Mount Everest. With advances in internet speed and connectivity from dial up to BroadBand,  a lot more can be done online than before. But they are the same things! Thumb sticks have replaced floppy discs, but they are still 'drives' that are inserted, read and written, and ejected, and ... lost.

Not. Any. More.

With the advent of 'Web 2.0' all four of the five domains can now be practised right in a web browser, no software installation needed, and they are (by and large) free. Video is a little tougher to edit 'in the cloud' but it's coming, YouTube already provide basic editing tools, and services like WeVideo.com are pushing back the boundaries of web based idea editing every day.

Instructions vs Conventions

The problem here is is not with the tools, it is with the teaching—teachers who focus more on instructions, or specific software, than overarching conventions and procedures. Don't teach kids how to use 'Word' teach them how to word process. Don't teach them how to use 'Safari' teach them how to browse. Again this is nothing new, we wouldn't think of teaching 'Harry Potter' as teaching 'reading' we might use a text like Harry Potter to observe overarching conventions and concepts—it's the same for ICTs.

Classic icon conventions—any change here is purely aesthetic.


Focus on conventions not instructions 

Catch up vs change

The fact is that many, maybe even most teachers pretty much ignored the tech revolution that gradually unfolded since the 90's, it hasn't actually changed much in those intervening couple of decades, but the fact remains that 20 years of cumulated skill is a lot of catching up to do. THAT is the problem, not the rate of change, the considerable amount of catch up required. Catch up and change are not the same thing.

So let's stop whining about the futility of learning ICT skills and get on with it, they've stuck around since their inception, I dare say they'll be around for a little longer. The question is not WHY learn ICT skills but HOW? A subject I have written about here.



Mode vs Medium

I am not saying that digital tools do not present a unique challenge, when compared to their traditional counterparts, say... a pencil or pen and paper etc. Regardless of change, the sheer AMOUNT of digital tools is overwhelming, and increasing at exponential rates every day, to an extent that completely and utterly dwarfs the range of options and tools that would have been available to a teacher even 10 years ago. But, and this is worth repeating, I would still contend that regardless of their proliferation, the vast majority of the 'revolutionary' tools on offer stay well within the comfort zone of the 5 domains I have outlined above (6 if you include control/coding). Sure they might dress the context up a little more effectively, or introduce a clever mechanic, say ... touching instead of clicking, but the fact remains that while the mode may have changed, the medium has not. The same transferable conventions, the same iconography, the same procedures remain, regardless of the form factor of the device, the speed of the processor, the storage capacity, or indeed the sheer availability of these machines in recent years.

Dealing with the Deluge

So, the time invested in mastering or at least embracing core ICT skills and conventions are as relevant as ever in the face of this onslaught of pixelated promises. What is also important is to have an effective filter to manage the phenomenal proliferation of digital tools—on, literally, a daily basis, more tools with funky and not so funky names emerge into a market place already filled to overflowing with a veritable cornucopia of competitors. If you're fortunate, your school hopefully already has a dedicated tech integrator to stand between the teacher and the tsunami wave of digital applications, utilities and all sorts of 'Apps' boasting their pixelated promises to 'save you time' etc.


And if you don't? Then by all means ignore these 'wonders of the web' until you do. Yes, sometimes lurking in the sludge of similarity (and revolutionary? not really...) is the odd golden nugget of greatness, but it's not going to terribly affect your teaching to miss out on those. If that is not an option for you, then arm yourself with some effective filters and, like the prospector who wades through the mediocre, seeking to route out all except the most worthy, you can then bring the odd truly terrific tool triumphantly back to your team. Not that they will be as excited about as you will be. Yet.






* If anything at least one domain that has been and gone is back and currently experiencing a renaissance - computer coding, anyone?

Thursday, October 2, 2014

Easily Rename/resize Loads of Files



As we are increasingly relying on Google Drive storage for storing our files, we are also increasingly reliant on search rather than digging through folders to find our files.

For search to work, you need smarter file names, unfortunately, most of the time, especially with images, we get a load of files called something really unhelpful like IMG456789.jpg not exactly the most searchable of names.

With a geeky Application on your Mac called Automator you can set up a workflow to rename a load of files with a few clicks, and if you really dig it, you can even use a similar process to use Automator to set up other workflows, like I have another one for scaling images to a set size.

Don't be put off by its geekiness, you set this up once and use it forever!

Here's a short video tutorial I made to show how this works:




Here is the set up as written instructions, so hopefully I have all the 'learning styles' covered.

  1. Open Automator and create a new workflow file (press Command-N or choose New from the File menu). Then choose Service from the window of available workflow types (this option will look like a gear).
  2. Adjust Service inputs - so be sure to choose "files or folders" from the first drop-down menu at the top of the workflow, and then choose Finder from the second menu. 
  3. Drag the Rename Finder Items option from the action library (to the left of the window, under the Files & Folders category) to the workflow window. When you do this, Automator will issue a warning that this action will alter existing files, and provide you with an option to add an action to first copy the files instead of altering them. At this point click Don't Add.
  4. I would tweak it here and choose 'Make Sequential' from the drop down menu.
  5. Under options click 'Show his action when the workflow runs" so you have the choice to decide what and how you wish to rename the files.
  6. Save - name it something like 'Rename Files'
  7. Now whenever you go to the Finder, you can select a group of files or folders, and then right-click them and select your workflow from the Services submenu of the contextual menu.

Batch Resize Images

The same technique works for images, just use the 'Photos > Scale Images' workflow:

Click to enlarge
Or you can Google and install the R-Name App.

Yosemite Update

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Thursday, September 4, 2014

Classrooms as Social Networks

Interthinking, Interaction & the Internet

Interthinking

Possibly one of the most exciting applications of digital technology in education are the kinds of activities that encourage the unique ‘peer to peer’ interactions between students, and/or the teacher, within a shared online space, a forum, or a ‘wiki’ to use the term in it’s most fundamental sense:

“wi·ki
noun
a website that allows collaborative editing of its content and structure by its users.
(Google)
“[A wiki] differs from a blog or most other such systems in that the content is created without any defined owner or leader, and wikis have little implicit structure, allowing structure to emerge according to the needs of the users.”
http://en.wikipedia.org/wiki/Wiki 

The tendency when this kind of conversation starts, is for people to leap to the assumption that we're going to have to use 'Facebook? FACEBOOK? Are you serious?' or perhaps Twitter. Yes, those could work too, but there are many platforms that are more ... appropriate for a classroom that you can use for this, any blog format, and wiki, but for us as a GAPPS school, Google Sites provide a 'wiki' environment that works magnificently. It is one of those applications of tech that goes deep with educators—if you want to see a teacher embrace and RUN with a tech tool, this is the one; it takes (literally) a few minutes to post a provocation (maybe longer to actually think of a good provocation) then sit back and watch the students take it and transform it.

All you need is a good question... 

As Erickson describes in her chapter on "Different Types of Questions to Support Conceptual Thinking",  the right blend of questions help students construct their own understandings. She recommends designing three types of conceptual question (factual, conceptual and provocative) to guide students thinking,

"students seek resolutions to queries or issues, search patterns and relationships, and bridge specific examples to conceptualise ideas, questions provide the necessary support or nudge. As a result, learning is more memorable and better retained because rather than being told what is important, students construct understandings themselves."
(Erickson et al, 2014, p. 56)


Now the teacher sits back and absorbs the feedback, watching the conversations unfolding, expanding and developing, but their role, is still critical. You see the kind of interactions afforded in a wiki space are very similar, and yet very different to those in a typical face to face classroom discussion. And just like their face to face variety, they have their potentials and pitfalls, which need to be monitored as feedback so they can use the evidence to feed forward, at class, group, or individual student level.

A recent study shows that students who regularly participated in these kinds of activities improved their maths and reading scores by the equivalent of two extra months of teaching, even though the activities were not designed to improve literacy or numeracy. More than 3,000 students in 48 schools across England participated in weekly discussions about concepts such as truth, justice, friendship, and knowledge, with time carved out for silent reflection, question making, question airing, and building on one another’s thoughts and ideas.

This post focuses on the actual pedagogical practice of using this medium for learning. I have written another post that focuses on the big picture, focusing on the WHY—why this medium is not only unique but actually essential, critical, pivotal, and in my experience, one of the most genuinely transformative applications of ICT that I have ever encountered.

What is interthinking?

Karen Littleton and Neil Mercer wrote the book that describes the kind of internet based interaction—interthinking.

“Mainly by using spoken language, people are able to think creatively and productively together. We call this process 'interthinking' to emphasise that people do not use talk only to interact, they interthink.” (my emphasis)

In Interthinking Littleton and Mercer describe three types of talk:

Disputational talk, cumulative talk, and exploratory talk. 

The first is one to avoid, the second is safe ... but ineffective, the last is what we want, that’s where the transformative activity, the interthinking, happens.

Here are some great examples of Interthinking I've grabbed from some of our class sites, trust me there is a lot more where these came from. Now they didn’t get this good on their own, skilled teachers guided and developed these discussions. Online discussions generally tend to start out as very pleasant but bland ‘cumulative’ talk (more on that in a minute), then, once they become more comfortable with the medium, it can unfortunately easily denigrate into ‘disputational’ argumentative talk. The role of the teacher is to ‘mentor’ these students to interact or ‘talk’ in ways that find a powerful balance between these extremes, talk that is ‘exploratory’.

Online discussions*



Click to see a collection of examples of online interthinking

Now, looking at the conversations here, you could mistakenly assume that all of it happened in the sole confines of an individual screen, students hunting and pecking away in isolation, but that is only half the story—all of these conversations are grounded in good old fashioned classroom ‘face to face’ which iteratively shifts online, and then back to face to face over time. Now that timeframe could be as short as a back and forth in one lesson, to an ongoing back and forth, iterative feedback loop over an entire unit, whatever the teacher feels is needed.

I strongly recommend that you read the book yourself, but in the interest of action, I’ve summarised the points that relate to the context of internet interactivity below. The following is quoted directly from the book, anything inside [square brackets] is mine.

*You can any wiki space that supports a reply option for this, eg Blogger, Google Classroom, Edmodo etc. 

Interthinking elements

Interthinking has been necessary for the development and dissemination of all human knowledge and understanding. However, as we will all know from personal experience, collective thinking is not always productive or successful. Two heads are not always better than one, and we need to understand how and why that is the case. (p 2)

p15
Three kinds of talk in groups (as first reported in Dawes, Fisher and Mercer 1992). They can be summarised as follows.

Disputational talk in which

 • There is a lot of disagreement and everyone just makes their own decisions;
 • There are few attempts to pool resources or to offer constructive criticism;
 • They are often a lot of interactions of the open 'yes it is! – No it's not!' kind;
 • The atmosphere is competitive rather than cooperative.



Cumulative talk, in which

 • Everyone simply accepts and agrees with what other people say;
 • Children use talk to share knowledge, but they do so in an uncritical way;
 • Children repeat and elaborate each others ideas, but they don't evaluate them carefully.

Click to enlarge

Click to enlarge


Exploratory talk, in which

 • Everyone engages critically but constructively with each other's ideas;
 • Everyone offers the relevant information they have;
 • Everyone's ideas are treated as worthy of consideration;
 • Partners ask each other questions and answer them, ask for reasons and give them;
 • Members of the group try to reach agreement at each stage before progressing;
 • To an observer of the group, reasoning is 'visible' in the talk.

Click to enlarge

Click to enlarge

p63

Digital technology and interthinking

Much as been written about the ways that electronic, digital technology can 'transform' or 'revolutionise' interpersonal communications. This is not mere hyperbole. People can now communicate quite easily with other individuals far away, send each other various kinds of multimodal information and organise group events and collective creations without being ever in the same room as other participants.
...
However, there is a danger that the wealth of communicative facilities offered by digital technology distracts us from concerns about the quality of communication. A clear line on the telephone has never ensured that two speakers would have a conversation in which they understood each other well, and the added visual dimension offered by Skype will not do so either. Computers in their various forms, and their software, are cultural tools that we employ well or badly. They can certainly make interthinking possible between people who would otherwise have been separated, and they can provide practical and very useful support for groups of people who are working and learning together.
...
[For some reason these researchers seem to focus exclusively on the IWB as if it is the most ubiquitous form of technology, and the most relevant? I would argue that the context that is considered here would be far more effective if each student had their own screen [situated]and were still able to talk together in the same physical space [located] while interacting in the same virtual space in real time (ie, synchronous not asynchronous), such as perhaps annotating a shared image within Google Drive?]
...

p77

Improvable objects and interthinking [Mutability]

As we saw earlier, the IWB [and surely any situated shared screen environment] is very useful for generating and recording synoptic, written conclusions; it is easy for the whole group to see and comment on what each member writes, and for the final text to be very quickly modified in light of feedback and evaluation of the emerging ideas (see Littleton, Twiner and Gillen 2010). One of our former doctoral students, Alison Twiner, has called the kind of text the children are creating on the IWB a 'digital improvable object' (Twiner 2011; Twiner, Littleton, Coffin and Whitelock in press). Teachers often encourage children to record what has been said in their group discussions. It was the classroom researcher Gordon Wells (1999) who first suggested that if they are treated as 'improvable objects' rather than finished pieces of work, such records can, if used appropriately, provide a cumulative basis of common knowledge upon which future discussions and other activities can draw and progressively build. Of course, such records do not have to be digital—they can also be created on paper—but computer–based technology offers a way of doing so easily, so that modifications can be made, several versions kept and copies distributed. Such digital records can also include other things such as diagrams and drawings that capture ideas created in discussions. They can offer a kind of half-way stage between the ephemerality [temporality] of talk and the permanence of written texts, and represents one way that technology can help people think collectively.

P78 [paraphrased]
Once saved, these collective creations are then available as a tangible results for discussion by groups of students. For example, a teacher easily project it onto a whiteboard screen for students to refer to, both as a powerful 'aide memoir' for initial reactions and ideas, and as a subsequent focus for collective thinking.

p79
Other kinds of electronic text can also support the collective revision, development and evaluation of ideas. [...]  ...comment boxes enable groups of students to capture, during the data collection phase of their enquiries, important contextual information that would assist them in the interpretation of the data during analysis. Observations of the software in use revealed that as the students moved toward the reporting of the investigation, they also reworked, refined and continually edited and saved the text within the boxes [A process which would have become increasingly and inevitably extremely messy and convoluted if it had been carried out on paper]. In doing so the text became an ongoing work in progress, capturing emerging ideas and (inter)thinking, over time, in respect of the interpretation of data and the key findings. Their initial comments recorded in the boxes provided a base from which to develop and build shared knowledge and understanding. This process of reworking the comments in the boxes also helped students make connections across different phases of the enquiry and so help them maintain the 'thread' of their joint activity (see Littleton and Kerawaller 2010 for more information).

[Interesting to note that the researchers themselves could not consider how this activity could be practised in any other any other software environment, and seem to be fixated on only extremely sophisticated futuristic models], "as a tool for enabling into thinking by a group of, 'tabletop' interactive computers that are sensitive to touch may prove to be more useful.… Another researcher, Stahl (2011), has suggested that tabletops could serve as a 'multimedia tribal fire for the classroom, workplace, or social gathering', though they are currently so costly that it is unlikely that they will soon become as common in classrooms as the IWB]

p82

Collaborative learning at a distance 

[Interesting to note here again that the researchers have a very narrow/fixed view of how the technologies can be used, for example the situated nature of these technologies means that they don't have to be used at a distance the same tool could be used very effectively within the same physical location, just because you can use them to span thousands of miles, doesn't mean that you have to]

There have been many studies of the use of electronic communications in distance education, but few have been studies of how spoken or written communication between students in distant locations might enable their learning or problem-solving.
...

p83
One of the ways that communicating through text [why just text? What about image? Video] online is rather different from talking face-to-face is that it can either take place in real time, so that speakers respond immediately to each other, or people may take some time to respond. An online 'conversation' can be spread out over a period of days, weeks or even months. Ingram and Hathorn, two researchers into the uses of online communication in education, describe the differences between these two modes of computer-mediated communication (CMC) as follows:

"CMC can be divided into synchronous and asynchronous modes. In synchronous communications all disciplines are online at the same time, while asynchronous communications occurs without time constraints. Synchronous discussion involves the use of programs, such as chat rooms, instant messengers or audio and video programs, in which all participants exchange messages in real-time. Messages appear on the screen almost immediately after they are typed, and many threads can occur simultaneously. Those who have experienced these rapid exchanges of information, ideas, and opinions know that even extraordinary typing skill and quick response times do not guarantee that one can keep up with the constantly changing discussion. Hence, synchronous discussion may be best suited for brainstorming and quickly sharing ideas. In asynchronous discussions students can participate at any time and from any location, without regard to what other discussants are doing. Asynchronous CMC allows participants to contribute to the discussion more equally because none of the customary limitations imposed by an instructor or class schedule apply. Full and free expression of ideas is possible. Although these communications are text-based, they have little in common with traditional printed information. Experienced users use a style that is characterised by a abbreviated writing and emoticons (eg smileys). asynchronous discussions, which can occur over email or threaded web discussion, allow more time for considered opinions… And are more effective for deeper discussion of ideas." (Ingram and Hathorn 2004: 220)

p85
[limitations, or why it is good to combine on-screen interactions with face-to-face interactions in real time in the same space, face-to-face]

Distance educators need to make the best use of the affordances of Digital technology to compensate for the loss of some of the most attractive and useful features of more traditional ways of teaching and learning [face-to-face].
And the open University, Rebecca Ferguson (Ferguson 2009; Ferguson, Whitelock and Littleton 2010). She was interested in how students working online managed the task of building knowledge and understanding together, as they pursued assignment in groups. [...] Ferguson also usefully identified some important ways that asynchronous online interactions among a group are different from those among people working face-to-face, in terms of the resources group members have to support their interthinking. For example, they often have digital improvable objects of the kind that we mentioned earlier. As she comments:

They do not need to employ devices that will help them to remember what they have said or done, because they have access to the complete text of their past dialogue in a transcript automatically generated by the software. What they need to replace is the range of tones, expressions and gestures are available to support sense making in a face-to-face setting. They must find a synchronous methods of agreeing on what they have achieved together, and on how they can shape past dialogue to build shared knowledge. At the same time, they need to avoid disagreements and find a way of moving dialogue forward safely when only a subset of the group is online and able to participate. (Ferguson up. cit.: 168)

The temporally extended, and even disjointed nature of online talk creates different kinds of obstacles to interthinking from face-to-face settings. Requests for explanations and checks of understanding are more labourious to make, as are the responses they require; and so any disagreements that arise are harder, to resolve.

p90
Various kinds of digital tools [...] can provide some valuable support for productive discussion. They can resource what Wegerif (2007, 2010) has called a 'dialogic space' in which different ideas, perspectives and understanding can be collectively explored, and material can be modified to record the development of a discussion and capture emerging ideas. Digital communication offers opportunities for students to interthink online, and to do so without the constraints of time and location that arise in more conventional educational settings.
...
more than one way of talking can be productive but discussion is likely to be most productive for learning if participants agree to follow the kinds of ground rules for discussion that will generate an online version of exploratory talk. Therefore, they should be expected to encourage universal participation among group members, seek ideas and clarification of them, challenge ideas and proposals in respectful ways if they have good reason to do so and support their own ideas and proposals with reasons and explanations.

p89

Cooperation versus collaboration

[I believe that for formative assessment to be effective, when students are asked to work in groups, it is better to pursue a cooperative approach rather than a collaborative approach. This way students are accountable for their individual contributions as opposed to all of the contributions being mixed into a melange where it becomes difficult if not impossible to ascertain the accountability or input of specific individuals]

"Cooperation is defined as the style of working, sometimes called "divide-and-conquer," in which students split an assignment into roughly equal pieces to be completed by the individuals, and then stitched together to finish the assignment.
 In contrast, we define collaboration as a more complex working together. Students discuss all parts of the assignment, adding and changing things in conjunction with one another as they come to understand more about the topic.
 At the end, the final product is truly a group product in which it is difficult or impossible to identify individual contributions. There appears to be differences between corporation and collaboration in both the complexity of the interactions and the effectiveness for instruction and education."

(Ingram and Hathorn 2004:216)



SAMMS

When people asking what learning ‘transformed’ by technology looks like, this is the kind of thing I think of, and the SAMMS framework helps here—this kind of activity, and its inherent,


Situation: 

- these kids can continue the conversation anywhere, any place (even international), face to face or any space, or time that works for them. I would argue the context of a wiki (as opposed to a shared IWB in the book) has the advantage of adding the situated affordance of technology, making interthinking much more effective, by augmenting it with a greater focus on the kinds of intrathinking and reflection that can be afforded by reworking or contributing to a group discussion in asynchronous isolation subsequent to a synchronous face to face session.

Accessibility

No need to debate minutiae and semantics when clarifying points of fact or fiction are only a click away, got a reference to back that up? Great, link to it. The wealth of online resources offers great potential for learners; but the context of interthinking places greater demands on all parties to evaluate and filter the information they offer.

Multimodality

Now for the most part, Interthinking assumes a text only mode, but adding the contact of face to face automatically makes it multimodal, but it actually it isn’t difficult to multiply the modes in a screen context, the examples above  include a video, or image prompt used by the teacher as a provocation, as well as students relating their ‘interthinking’ to multimodal content they have posted, from image to video, to mind maps and presentations.

Mutability

The ease with which students can modify their content facilitates learning, but needs to be managed carefully to avoid ‘revisionism’ this is the teachers call, some like to encourage kids to go back and revise their posts in light of their changing position, others see this as potentially dishonest—Did I say that? No I didn’t [quick edit] .. see?

Social Network

This activity literally creates a ‘micro social network’ like a Facebook the size of your class, with all of it’s phenomenal benefits, minus the suspicious disingenuous marketing.




References 

Erickson HL, Lanning LA, & French R (2017). Concept-based curriculum and instruction for the thinking classroom.

Ferguson R, Whitelock D, & Littleton K (2010). Improvable objects and attached dialogue: new literacy practices employed by learners to build knowledge together in asynchronous settings. Digital Culture and Education, 2 (1): 103-123

Ferguson R (2009). The Construction of Shared Knowledge through Asynchronous Dialogue, Unpublished PhD Thesis, The Open University. [Downloadable from: http://oro.open.ac.uk/id/eprint/19908]. Accessed January 22 2013.

Ingram A & Hathorn L (2004) 'Methods for Analysing Collaboration and Online Communications', in T Roberts (ed), Online Collaborative Learning: theory and practice, London: Information Science Publishing.

Littleton K, & Mercer N (2013). Interthinking: putting talk to work. Routledge.

Littleton K, & Kerawalla L (2012). Trajectories of inquiry learning, in K Littleton, E Scanlon and M Sharples (eds), Orchestrating Inquiry Learning, Abingdon: Routledge.

Wegerif R (2007). 'Dialogic, Education and Technology: expanding the space of learning, London: Springer Verlag.


Wegerif R (2010). 'Dialogic and teaching thinking with technology: opening, deepening and expanding the interface', in C Howe and K Littleton (eds), Educational Dialogues: understanding and promoting productive interaction, London: Routledge.