eLearning Through The Lens Of Key Competencies

EdTech SummitIn the last week of Term 2 I had the opportunity to present at the NZ Tech Advance Education Technology Summit hosted at Massey University’s Albany Campus. Key topics and subjects discussed include:

  • Inquiry | Creativity | Collaboration – The role of technology in modern learning
  • Developing teacher understanding and encouraging implementation of collaborative and digital learning methods
  • Integrating and encouraging digital technology adoption in curriculum and classroom
  • The new narrative: IT training and computational thinking
  • Building technology into the curriculum – lessons, challenges and what we’ve learnt along the way
  • Collaboration at the forefront of today’s teaching environment

When preparing what I wanted to share at the 40 minute session I had been given, I decided on using the Key Competencies from the New Zealand Curriculum to explain why some examples of eLearning from four St Andrew’s College teachers had been successful. Additionally, I wanted to use authentic student voice to highlight this – fortunately, having been blogging on this site for over two years now there was plenty of examples I could draw on.

If you are interested in an independent view of my session then you can see this micro blogs from Nathaniel Louwrens here and this brief reflection from Andrew Corney here. You can download a full copy of my slides from the presentation from this link on dropbox.com.

The Key Competencies are at the heart of great teaching and learning in New Zealand and are the bedrock upon which effective eLearning can be built on.

Key Competencies

The Key Competencies from the NZ Curriculum

It’s worth reading over the entire descriptions of learners who demonstrate the 5 Key Competencies but some highlights I pulled out to share at the conference included:

  • Thinking: is about using creative, critical, and metacognitive processes to make sense of information, experiences, and ideas … Intellectual curiosity is at the heart of this competency … [Students] reflect on their own learning, draw on personal knowledge and intuitions, ask questions, and challenge the basis of assumptions and perceptions.
  • Using Language, Symbols and Texts:  Using language, symbols, and texts is about working with and making meaning of the codes in which knowledge is expressed  … Students who are competent users … can interpret and use words, number, images, … and technologies in a range of contexts … They confidently use ICT to access and provide information and to communicate with others
  • Managing Self: This competency is associated with self-motivation, a “can-do” attitude, and with students seeing themselves as capable learners … It is integral to self-assessment.
  • Relating To Others: Students who relate well to others are open to new learning and able to take different roles in different situations … By working effectively together, they can come up with new approaches, ideas, and ways of thinking.
  • Participating & Contributing: This competency is about being actively involved in communities … They may be local, national, or global. This competency includes a capacity … to make connections with others, and to create opportunities for others in the group.

I started the session off by highlighting the fact that often ICT is talked about in terms of risk. This can come from security breaches, budget blow-outs and ICT project cost overruns, not to mention distracted and off-task behaviour when using technology. I then posed the following questions:

Questions.png

I wanted to highlight how some of the best examples of effective eLearning from teachers at St Andrew’s College was firmly rooted in Key Competencies. I chose examples from the following four teachers:

Teachers

Combining OneNote & MineCraft To Create Pick-A-Path Stories:

This example is explained in more detail here and the basic Learning Outcomes are displayed below with the relevant Key Competencies included:

Learning outcomes from this unit:

  • to produce interactive pick-a-path adventure stories
    • KC: Using Languages, Symbols & Text
  • to work collaboratively online to produce an end product
    • KC: Relating To Others
  • to create stories to share online with a wider audience
    • KC: Participating & Contributing

As mentioned above, I wanted to use authentic student voice as much as possible so I included an abbreviated version of the following video so that the audience could hear students articulating their learning and the impact that technology had made:

An insightful quote from the student called Harry was:

The goal was not to just make something pretty in Minecraft, it was actually to improve the quality of your writing … after writing the story, the idea was to look back in Minecraft and see how you could improve the writing you had already completed.

SAMR DivingTo assist teachers at St Andrew’s College with integration of technology into their teaching and learning, we have adopted the SAMR taxonomy that you can see on the left.

This is a really useful way for teachers to conceptualise how technology might assist the learning outcomes for their students as well as provide them some aspirational goals for extended use of technology. Tom Adams, our eLearning Integrator, has recently written in detail about effective use of the SAMR model which is definitely worth reading if you are new to it. During the presentation, I introduced the audience to a relatively new product from Microsoft called Pulse. This enables the audience to provide real time feedback on a session as well as allowing the presenter to push out questions for quick polls. I asked the audience “What level of SAMR do you feel the Minecraft/OneNote example was operating at?” and below is their response:

Pulse SAMR

Using Microsoft Pulse for instant feedback from the audience

Inspiring Creative Writing Through Constructing Digital Worlds:

The next example I shared was again around creative writing, this time from the High School instead of a Year 6 class. The full reflection can be found here, however the high level overview of the task was as follows (with Key Competencies inserted):

Learning Tasks For This Unit:

  • Write a short story of ~600 words with a theme of “conflict”
    • KC: Using Languages, Symbols & Text
  • Students Must produce at least 4 “drafts”
    • KC: Thinking
  • Drafts must be shared with peers for feedback/feed-forward & act on appropriate advice
    • KC: Participating & Contributing

What was different about this activity is that students had to build their digital world before they started their writing and use it as a source of inspiration and planning, not just as a reflective tool for editing. Settings were constructed in Sketchup, Paint, Minecraft and the source engine of the game Counter-Strike. Here is a student Ralph talking about his world which I again shared with the conference audience:

Again, I find the language used by the student here informative, with some of his comments being:

  • I wanted readers to grasp that the bombs had come from the bank itself”
    • Clearly, the reader’s experience is at the forefront of his thinking when he is designing his digital world.
  • He blended his natural enjoyment of the game Counter Strike with his school work and learning – a win/win situation!
  • Ralph talks about adding a backstory to the real events of the London Bombings, demonstrating a wider awareness of global communities
  • “As I was designing the level I was constantly thinking of ways I could make the story more interesting.
    • This was not just technology for the sake of it – it was clearly shaping and informing his understanding of the creative writing task that was the key learning outcome here.
    • This was manifested through his drafting process where he removed a lot of the dialogue to improve the narrative flow and added more descriptive text such as the sound of the gunfire

This impressive learning came on the back of an earlier, easier task where the students in the class had leveraged an existing digital world (Google Earth) rather than having to create their own. Through the lens of the SAMR scale this makes perfect sense – the students build their knowledge and experience of digital toolsets in the lower levels of SAMR and once mastered they can progress to more difficult tasks. Here is a write up of the earlier task where students had to explain the significance of setting in a film, and this is a student talking about their comprehension.

Again, it’s important to pick up on the student’s language – the technology is integrally linked to the learning outcomes, it is not merely there for entertainment or distraction. By requiring students to record their personal reflections in this way, students are using a number of Key Competencies.

Communicate Musical Intention By Composing An Original Piece of Music Inspired By Art:

The final example I shared with the audience came from Level 3 Year 13 Music. On the first day of the conference I had been asked to be part of a Q&A Panel about integrating technology into schools and one question from the audience was essentially around what are real world examples of great technology usage in NCEA subjects. The heart of the question was around the challenge of adapting existing assessments to be technology rich and I answered it by a brief description of this example from Mr Duncan Ferguson our Head of Music.

  • Using AS.91419 (3.4)
    • KC: Using Languages, Symbols & Texts
  • Students are required to reflect on their composition and explain the connection with the art that inspired them
    • KC: Thinking
  • These are largely independent projects that the students need to work on themselves
    • KC: Managing Self

Here is the video of the student reflecting on their learning:

Flipping The Maths Classroom:

I wanted to allow some Q&A at the end of my session so I ran out of time to share this example from Mr Ben Hilliam, so I’ll briefly reference it here. In this example, the key learning outcomes included:

  • Year 9 Maths: solving Linear Equations
    • KC: Using Language, Symbols & Text
  • Students were required to watch the instructional videos and then attempt the practice questions
    • KC: Thinking
  • Students needed to regularly complete check lists indicating their progress
    • KC: Managing Self

Here is an example video made by Mr Hilliam:

What I most liked about this example is that students were not left on their own to just work through it, the teacher is still involved through the process, despite the availability of the instructional videos. The following screenshot is from a OneNote Class Notebook showing how the student has completed their progress reports and the teacher has provided feedback:

Work eg2

I used MS Pulse to ask the audience whether they personally felt that using a “flipped classroom” genuinely created more opportunities for differentiated and personalised learning during class time. Their response was overwhelmingly “yes!”

Flipping The Classroom

An alternative way to show poll results from MS Pulse

I concluded my session with the following thoughts:

Concluding Thoughts

I really enjoyed the opportunity to present at the NZ Tech Advance Education Technology Summit and was fortunate enough to receive some positive feedback from the session:

Duncan Ferguson – Apple Distinguished Educator 2016

DFE

Mr Duncan Ferguson

Congratulations to St Andrew’s College’s Head of Music Mr Duncan Ferguson who has been selected as an Apple Distinguished Educator for 2016.

Mr Ferguson is one of five New Zealanders to be selected to attend the Apple Distinguished Educators conference in Berlin, Germany.

Attending an ADE Institute provides powerful opportunities for collaboration and ongoing professional growth for ADE alumni members. This 4-day intensive professional learning experience, will bring 400 ADEs together to collaborate, share, and learn. By collaborating directly with peers from across the world, ADEs will return home with a shared sense of purpose as they develop content and promote powerful ideas for improving teaching and learning worldwide.

To see the iBook about Collaborative Composition that Mr Ferguson wrote as a result of the 2015 ADE Institute in Singapore please visit:

https://itunes.apple.com/nz/book/collaborative-composition/id1052956067?mt=13

Congratulations and have a great trip to Berlin!

Guest Post: The Ideal Setup For A School Recording Studio

band-recording-in-one-room.png

This is a Guest Post from our Head of the Music Department Mr Duncan Ferguson who is also an Apple Distinguished Educator for 2015. He has posted here before about the integration of technology and music as well as project based learning approaches in Music. You can read the original post here.

Last year I was lucky enough to be granted the Head of Independent Schools Scholarship Trust award. This enabled me to travel to San Francisco and NYC to study how Music Technology is successfully being incorporated into high schools.

As a result of this study I have produced a document called The Music Educators Technology Survival Guide. This is a free download and takes you through recommended equipment required to setup up a music technology programme in your high school. It also provides an overview of the requirements for the NZQA Unit Standards, which you may use to assess your students’ music technology skills.

However, it’s one thing to have all the gear for teaching music technology but I’ve found the physical makeup of your studio/recording/mixing spaces, are critical to student success.

Of course, the quality of the acoustics in your recording space(s) is one of the most important factors but unless you’re involved in a new build of your department there may not be a huge amount you can do (whatever you do, don’t put egg cartons on your walls, they will only make things worse!).

But if you are lucky enough to plan a new setup this is what I recommend you aim for when you’re trying to record a rock band.

Recording Room Setup

Band recording in one room

Some important things to note:

  • All the musicians (apart from the singer) are recording in the same room at the same time but the only instrument that is actually mic’ed up in the recording room is the drum kit.
  • The guitar signal is recorded via a DI box, which is then outputted to an amplifier in a separate ‘amp’ room (using a specialized reamp device). The guitar amp is mic’ed up with one or two mics and those signals are then returned to the recording system. The guitar amp signal is then fed back to the musicians via headphones.
    Guitar Signal Flow
  • The bass player is recorded via a DI box with the signal returned to the musicians headphones. The bass track usually sounds great if you have a good quality DI (like a Radial JDI) but if you need to reamp it later and/or overdub this is also an option.
  • The singer is recorded in the mixing (or other) room with their signal coming back to the musicians’ headphones. If the quality of the singer’s track is not good enough they can be overdubbed later.

Why does this setup work so well?

Generally high schools students are not going to be good enough to record to a click track and retain a good feel, and they’re also not great at overdubbing instruments one by one. So this setup allows them to play all together as they would in a normal rehearsal room, hopefully creating a great groove.

But with our multi-room setup (i.e. having an amp room) we are able to record each instrument on to isolated tracks in our DAW so if one musician makes a minor mistake you don’t have to stop the take as you would if you had the amps in the same rooms as the drum microphones. Any minor mistakes can be cut out and re-recorded (or inserted from another take) just by the musician that made the mistake, without forcing the whole band to do another take.

Having all instruments on isolated tracks (without any ‘bleed’ from the other instruments in their tracks) allows us to fix timing and pitch issues with software like Celemony Melodyne.

On a recent session the bass player had huge trouble locking in with the drums. If the band had recorded to a click track it would be easy to ‘quantize’ the bass audio to the grid but as I said before, most high school bands aren’t good enough to be able to record to click well.

But using the new version of Melodyne 4 you are easily able to generate a ‘tempo map’ of the performance (most likely using the drum kit as your timing reference) which you can then quantize the bass to, making the two musicians perfectly in time with each other (even though they didn’t record to a click). I’ll do a full review of this software and walk through this process in a future blog.

If you want hands on, practical help with understanding how to create a recording setup like this I’m running workshops for teachers – Learning Ideas Teacher Training.