Monday, 18 May 2015

Assignment 1: Task B Attempt 2– EDCU12039: Design and Digital Technologies. Matthew Kelly – S0244955

Throughout this course and engaging in the leaning tasks and activities has cemented my view that technology is changing the way we learn and teach in an educational setting. Using digital technology provides us as educator’s fantastic resources to engage students and to enhance learning experiences for all stakeholders. By developing my own computation thinking and skills will enable me to do the same for my future students. Engaging in this course has been of great value to myself and I have enjoyed experimenting and experiencing the opportunities of utilizing a range different technologies to enhance my pedagogical options when planning lessons. In addition, I now realize educators have the opportunity to share and collaborate to utilize and create exciting engaging lessons and teaching resources. I have also learnt that to ensure students become innovative, risk-taking, reflective problem-solvers, there needs to an emphasis on providing students with the necessary design skills and technological practices (Mawson, B, 2003).
I now realize the importance of the skills and process required for utilizing technologies and computational thinking to create effective digital technologies. It was also refreshing to learn that you no longer need to be a graphic designer or computer expert to utilise digital technology or to design digital resources. As I have learnt that with the amount of online tools available today anyone can have a go, as there are a whole range of different programs online and these can be utilised by a layman with no previous design experience (Queness, 2011).
The Australian Curriculum, Assessment and Reporting Authority Digital Technologies (ACARA) aims to encourage students to acquire computational thinking and knowledge of information systems to define, design and implement digital solutions. In this way, in order to develop my own computational thinking, I have found it beneficial engaging in the Angry birds game and programs like Code studio, CodeCombat, Code.org and scratch. Playing around with these sites, like all new technology, at first was daunting and seemed complex, although with most new technology the more I played around and experimented, my ability and understanding increased.  I can envisage how programs like these are beneficial when endeavouring to introduce and teach students about code by encouraging them to interpret data and create and design using digital platforms. It has become evident how programs such as these are fantastic resources for engaging students to learn about computer programing, code and develop computational thinking. I really look forward to utilizing programs like this with my future students. If I can work it out I'm confident most students will also. I had direct experience with the appeal of these games when my seven year old son saw me playing the angry birds program on Code.org and continued to engage with game independently for over an hour.
In order to assist student understanding of the Binary code number system I attempted to come up with a game you might play with learners called binary cards shootout. This required me to flip over binary cards while two students compete to verbally call out the number represented. Although I feel this game needs refinement as my own understanding of binary code increases.
A learning outcome of the F-2 Australian Curriculum Digital Technologies strand requires students to follow, describe and represent a sequence of steps and decisions to solve simple problems (ACARA). To help achieve this I have learnt that an algorithm is a step by step list of instructions for solving a problem.  And a program can be an algorithm that has been encoded into programing language. When engaging with the Khan Academy site I started by drawing simple shapes. I then experiment with code to try more complex shapes and designs. At first I thought this is way out of my league then slowly began to gain some understanding. I am grateful for sites like these that explain with video tutorials how to work with code and by spending a lot more time interacting with programs like this not only will enhance my own understanding but also to assist my future students. 
Infographics and interactive web pages provide teachers a way to present data, learning content and ideas in a variety ways. I feel of huge benefit is that teachers can tailor these resources and deliver lessons relevant to their students’ diverse needs and interests. In addition technology and digital resources such as these can encourage independent or additional learning. For my first attempt at creating a digital learning resource I used the site Wix.com to create an interactive map of Australia with external links to relevant learning content would be a useful digital resource and be a good place to start creating. By embedding external links to useful sites and information and making it as interesting as possible, I can really envisage the benefits of using digital resources such as these to enhance learning.
I have been experimenting with developing digital task cards. I feel these are great interactive learning tools and I only wish I had access to resources like these when I was at school. At first it seemed difficult and complex, although as I experimented and interacted with the creation of this resources I slowly became more familiar and competent with the programs. I now have a vision of how I can utilize sites like this to create a useful engaging resources, and like most new things practice will help a lot. I have also found Technologies such as blogs and wikis are great resources to encourage and facilitate communication and collaboration. I look forward to utilizing these resources within my future classrooms as a way of facilitating collaboration and engaging and enhancing learning.
In conclusion, I have learnt that Technology education should be a creative, hands-on, problem-solving process which develops cognitive functioning (Lewis, T. 2009). I realize learners benefit from being connected to the real world, challenged and allowed freedom to encourage creativity and promote higher order thinking and there is a lot to consider if I am to fully utilize the technology available today.

References.
Australian Curriculum, Assessment and Reporting Authority. (2014). The Australian curriculum. Retrieved from. http://www.australiancurriculum.edu.au/
Lewis, T. (2009). Creativity in technology education: Providing children with glimpses of their inventive potential. Retrieved from. http://scholar.lib.vt.edu/ejournals/JTE/v17n1/lewis.html
Mawson, B. (2003). Beyond 'the design process': an alternative pedagogy for technology education. International Journal of Technology and Design Education, 13 (2), 117-128. Retrieved from. http://eds.b.ebscohost.com.ezproxy.cqu.edu.au/eds/detail/detail?sid=3d5a9d35-f75d-4ecd-b4f5-477ba545c632%40sessionmgr113&vid=0&hid=103&bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#db=a9h&AN=17020180
Queness, (2011). How To Design Your Own Infographics. Retrieved from. http://www.queness.com/post/9942/how-to-design-your-own-infographics

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