Increasingly teachers are utilizing a variety of online tools to help facilitate learning in their classrooms. While the dominant platform in our college remains OneNote most of our teachers utilise a variety of other tools including Quizlet, Kahoot, Moodle, OneDrive, eTV, YouTube and ClickView. While it can be advantageous to use a variety of tools, it does have the potential to lead to a disjointed experience as multiple logins, URLs and passwords can be difficult for students to manage. A second aspect that must be managed is the NZQA requirement regarding the digitization of Internally Assessed work. In recent years we have used moodle for any online assessment handin, but with our declining use of Moodle in classrooms, we have recently decided to investigate alternate solutions. This has led to us actively investigate the potential of Microsoft Teams.
Teams is described by Microsoft as the hub for teamwork in Office 365 that integrates all the people, content, and tools your team needs to be more engaged and effective. In a classroom situation Teams gives a teacher the ability to organise the digital aspects of their classroom.
One teacher currently investigating the possibility of using Teams in her classroom is Mrs Nicola Richards. Mrs Richards is part of our Physical Education and Health department, and she is currently trialing the use of Teams with her Year 13 Physical Education class. Setting up the team was managed through the creation of a Group within SharePoint, a process that we will eventually automate, through our Active Directory.
Mrs Richards’ class currently utilises a wide range of digital resources each week such as Listly, My Study Series, Scoopit and her OneNote Class NoteBook. An obvious initial benefit of the new Team is the ability to have all such resources centralised and visible for students.
The initial setup was intuitive and one of the first features that Mrs Richards utilised was the class OneDrive that Teams generates. This makes available to students a range of files which previously would have been either emailed, or distributed through the class notebook. Whilst these two methods are perhaps appropriate in the initial weeks of the year, as time passes the organisation of such files can become increasingly problematic for students and staff. A dedicated OneDrive for each Team is a great feature.
As described above, the ability to distribute, manage and collect student work using the Assignment feature was one of our initial reasons for testing Teams. By running a small-scale trial allowing students the chance to have a low stakes attempt at using this feature, students’ potential anxiety levels were reduced. Mrs Richards instructed her class to hand in a written paragraph, in preparation for a hand-in of an internally assessed piece of work a few days later. Anecdotal feedback was that students found it really easy to upload the work in the required format, and it was particularly easy for them to find the feedback provided to them by the teacher.
The management implications of online assignment hand-in can be an intimidating prospect for some staff; particularly a reluctance to mark student work onscreen. Mrs Richards acknowledges these concerns, and is sympathetic to them. However she found that marking from a teachers point of view was logical and she particularly liked the fact that she should type feedback separately or within the document.
From the students perspective, there were very few barriers to their enrollment in a team, and many students appreciated the easy of access to feedback. The success of this, largely informal, trial is reflected in the fact that over 50% chose to hand-in their final internal work using Teams.
Having conducted this small-scale trial with Teams, Mrs Richards now identifies the need to continue to embed Teams as the initial landing the point for students each lesson, whilst continuing to utilise the main benefits of the platform.
In the coming school holiday break our IT support team will automatically generate a Team for every class in our Secondary School. This will allow our trial of Microsoft Teams to gather momentum, and I am looking forward to investigating and learning how a variety of staff see the benefit of bringing together their digital resources.
Note: this is quite a lengthy and, at times, technical post about configuring and deploying Minecraft in a school when choosing not to use the new Microsoft Education Edition. The following is the structure of the blog if you want to jump to a particular point of interest:
The Background Situation: existing Minecraft usage and identified problems.
The Opportunity: what we felt we needed to deliver to run our own Minecraft server securely and easily.
The Technical Setup:
Client Installation & Deployment
Where To From Here:
Minecraft, the hugely popular game with students of all ages, is described as:
A game about placing blocks and going on adventures. Explore randomly generated worlds and build amazing things from the simplest of homes to the grandest of castles.
Despite this initial success there has always been some problems with administering Minecraft, particularly around easily and securely allowing student interaction and collaboration in these virtual worlds. To date, teachers have had to rely on students using the Minecraft Personal Edition meaning it was essentially single player mode only, removing the ability to collectively work on a project together. To promote greater student engagement and allow the key competencies to be fully utilized in learning through Minecraft, alternatives needed to be identified.
In late September 2014, Microsoft purchased Minecraft for $2.5billion which held out the possibility of a deeper integration into Office365 and Microsoft’s wider Education strategies. It took just under two years before Minecraft Education version was released, during which time an alternative Minecraft Edu was essentially shut down and absorbed into Microsoft’s new Education version. This was a shame as the Edu version was very good, allowing the use of numerous custom mods (modifications to improve/customise the game play) and it could be run on a hosted server, not just on the student’s personal device.
There was no ability to host the game on a stand alone server – now it would be installed and hosted via the teacher’s laptop computer (this raised significant security concerns for us and ultimately was a show stopper).
There was no custom mod support whatsoever. Over time, it was the ability to modify and customise the game play that had contributed to the enduring appeal of Minecraft and without this, the default game play was less appealing.
The upside, however, was that licensing was incredibly easy to manage and, if you were prepared to overlook security concerns, deployment for a teacher in a basic network would also be simplified.
An example of students using Minecraft Pocket Edition in previous years
After the initial disappointment of realising we would not deploy Minecraft Education as soon it was released, Mr Wilj Dekkers engaged in a number of discussions with myself and Mr Joshua Harrison from the St Andrew’s College ICT Services Team to explore how we might progress forward with Minecraft. Very quickly, some key features were identified:
Teacher Control: teachers would need the ability to easily manage students within the game. Without this, the chances of students running amok and getting into mischief was very real. This would require third party mods to achieve and a strategic plan around how Digital Citizenship teaching could be included into the Minecraft worlds.
The Minecraft server needed to be hosted centrally so that it could be controlled by the ICT services team, whilst still allowing the delegation of in-game management to teachers and to those students identified as leaders who could be student administrators.
Teacher/Student administrators needed the ability to maintain / deploy approved mods and perform low level administration work e.g. restarting worlds, creating/deploying new worlds.
Finally, the issue of how to deploy a pre-configured client onto student BYOD devices in a quick and simple manner, without disrupting any existing installations of Minecraft they may have already installed.
The above list of requirements needed addressing if we were going to be able to build a sustainable environment for integrating Minecraft into the eLearning strategies at the College. Joshua decided he would explore various options based on his prior knowledge administering various Minecraft servers in his own time and see if there could be some suitable solutions to use at St Andrew’s.
For the proof of concept, we decided to use an existing HP Compaq 6000 that was spare. The specifications of this machine were pretty light weight, having only a Core2 Duo CPU and 4GB of RAM. It remains to be seen if this will be sufficient and we anticipate needing to increase the resources of this machine as more users and worlds join.
After exploring various different versions of Minecraft, Joshua settled on 1.7.10 1.10.2 (this version is required to be compatible with Sponge. The earlier version was needed for supporting Bukkit which we are no longer using – see below). To support the deployment of these mods, two frameworks were necessary:
Bukkit This has been replaced with Sponge due to a potential copyright issue; this has resulted in dropping KCauldron as well.
These are essentially APIs that allow other mods to run on the Minecraft server and normally a Minecraft administrator would use only one or the other of Forge or Bukkit. However, as will be seen, it was necessary to use both and to achieve this an additional third party tool called KCauldron was necessary to enable the use of different mods on the same platform to work nicely together. With the use of Sponge, there is no need for third party tools like KCauldron, as Sponge integrates directly into Forge.
Minecraft Server Dashboard
Another important tool was MC Dashboard which allowed Joshua to use a graphical user interface (GUI) rather than a traditional command line interface (CLI) to administer the Minecraft server. This tool provides easy oversight into server resource usage, connected users and other important information.
As mentioned earlier, it is really the mods that create the key appeal of Minecraft in schools, as it allows for customisation of the worlds and gameplay and, sadly, was something that Microsoft chose to remove from their Education edition. It’s easy to see why, however, because mods are also one of the trickier components and can easily lead to problems of version compatibility and contribute to a poor user experience. There are three key mods that Joshua has deployed for the StAC Minecraft server:
Multiverse: Project Worlds:(Project Worlds replaces Multiverse due to the changes above relating to Bukkit – everything following remains the same) This is a key one as it allows us to run parallel worlds on the same server, whilst enabling teachers and/or students to jump between worlds at will. Put practically, a teacher could create a world for a collaborative social studies project where students need to work towards an assessment or project, whilst having a separate world for “free play” and experimentation. Without Multiverse, projects would need to be separated spatially within the same world which would inevitably lead to problems, such as having to walk a long way to go from one project to another – it all takes time!
PermissionsEX:PermissionManager:(PermissionManager replaces PermissionsEX due to the changes above relating to Bukkit – everything following remains the same) This mod allows for differing levels of user permissions groups, and the following four were setup for school usage:
Student – a basic user who can only do the default game play such as build/place etc
Student Administrator – have slightly elevated controls such as the ability to move other student users around, freeze them and do other temporary modifications. These permissions are designed to support a Digital Citizenship component where students can be educated and entrusted to self-manage as much as possible within the game. The assigned permissions here were carefully selected by Joshua to prevent a student who had prior knowledge of how Minecraft administration works from being able to execute any command.
Teacher – has access to most of the Minecraft server administration, can create new worlds, can kill off users, teleport users between worlds and other main administration functions.
Administrator – aimed at superusers and, at this stage, reserved for ICT staff to support the server installation as necessary.
ICY Admin:The Minecraft Macro/Keybind Mod(This was used to replace ICY Admin due to the version change of Minecraft) This is the key mod to bring the above together into a user-friendly GUI allowing for in-game administration from a graphical menu for the above user groups. The available menu options in ICY Admin The Minecraft Macro/Keybind Mod have been built from scratch by Joshua and are controlled by a config file on the Minecraft server itself. Users access the menu system during game play by hitting the tilde key (~) and this replaces the need to execute console / CLI commands within the game. This makes it significantly easier for new users to engage with the game and reduces the barrier-to-entry for teachers who may wish to administrate but know none of the commands.
Some of the controls available via ICY Admin The Minecraft Macro/Keybind Mod include things such as “freeze” a user/all users in place (useful if you effectively want to pause the game for a break), teleportation of a single user / all users to a shared starting point or, for example, if you wanted them all to be in the same place to work on the same project. Additionally, environmental settings can be controlled in this way e.g. make it rain or snow, or set it to always be night time.
The control interface for teachers and student-admins when using The Minecraft Macro/Keybind Mod (which replaced ICY Admin)
These three core mods are what allows the overall setup and administration and, through conversations with Mr Dekkers, are probably sufficient to enable most scenarios of how Minecraft might be used at this stage. Two in-game mods specifically requested by Mr Dekkers were IndustrialCraft and ComputerCraft both of which allow for significant learning opportunities. IndustrialCraft supports things like electricity generation and storage through batteries and transferring into different parts of the game, whilst ComputerCraft is essentially a full programming language accessible by computers in the game.
Client Installation & Deployment:
Windows installation batch script
With the setup of the Minecraft server achieved, the final part of the solution was how to easily deploy this to the individual student BYOD laptops. St Andrew’s College has a choice within parameters for BYOD, meaning students can bring either a Windows 10 laptop or an Apple MacBook running OS X.
It was important that there was an easy, stress-free way for teachers and students to install this version of Minecraft onto laptops that did not necessarily need to involve the ICT Services helpdesk team at the College. Joshua was pretty confident he would be able to write some batch scripts for Windows and I suggested he check out OS X’s Automator as a way of scripting installation for the MacBooks. Interestingly, he found that he was able to script the installation on MacBooks with Automator in about half the time it took to write a batch file for Windows.
The tasks in the Automator script to install onto a MacBook running OS X
The key to making this happen was Minecraft MultiMC, an open source launcher for Minecraft that allows users to run completely separate installations of Minecraft with ease, meaning that we could confidently encourage students to install this version without affecting any other installation of Minecraft they may already have on their laptop.
Essentially, a student is provided with a USB key that has an installer launcher that copies MultiMC and a Java installation into a new folder, whilst setting up short cuts in their Applications folder so they can run the game.
Interestingly, Joshua opted to not include a copy of the Minecraft client application itself within this installer file, instead relying on students having to enter their own Minecraft credentials (linked with their personal paid licensed copy) which would then trigger the download of the client application of Minecraft. This way, we are not distributing any commercial software illegally and the download only adds 1-2minutes to the overall installation process. The key benefit, however, was that MultiMC is already configured to point the installation to the College’s on-premise Minecraft server meaning there was no additional configuration required for students. Additionally, Joshua set this up to run on a non-standard port so that if other students were using Minecraft at school they could not accidentally connect to the school’s Minecraft server and become a nuisance.
All up, it takes less than 5 minutes for a student to install this version of Minecraft from a USB key provided by the teacher.
Where To From Here?
I am always really happy when members of the ICT Services Team have an opportunity to use their prior experience or personal interests to contribute to the teaching and learning at the College in ways like this. It is one of the unique things about delivering ICT in schools compared to other environments and the ability to be involved in this way is enjoyed by the staff. Talking with Joshua he admitted to being a bit worried about how to deliver what needed to be a very simple solution that could be managed by students and teachers whilst still being secure and stable:
I had a huge sense of personal satisfaction with the finished solution because I was a bit worried about how I would be able to deliver all of this at the start, or even if it was possible. Ultimately, it was ICY Admin that made it all possible and this was something I found only through researching for this project. It’s nice to know that the hundreds of hours I’ve spent administering Minecraft servers in my own time have paid off and could be used in an educational context.
Mr Joshua Harrison
For me, it is pleasing to know that we have a secure, robust and extensible platform which teachers will be able to use relatively painlessly thanks to the efforts of Joshua in this area. It remains to be seen what interesting curriculum uses arise from this and I’ll certainly be posting a followup blog highlighting this.
Of course, as Microsoft continue to develop their Augmented Reality HoloLens solutions, then perhaps the future of Minecraft will be 3D as this video shows:
One of the most pleasing aspects of the course for Donna has been the ability to collaborate with colleagues from a variety of different schools, and teachers of other year levels. These opportunities for collaboration are an important aspect of educational postgraduate study like this, as Donna describes:
‘It has given me a much clearer understanding of the big picture educational landscape across Canterbury. Engaging with teachers from all sectors has been both enlightening and inspiring.’
A second aspect of the course that Donna has particularly enjoyed is the hands-on time that is spent learning through technology. Donna has thoroughly enjoyed working with stop-motion, robotics, and AR. This increased awareness has manifest in a new-found interest in the potential of concepts such as gamification to help raise engagement and achievement in her English classes.
Finally, she has gained a greater understanding of the theories of leadership, particularly Transformational Leadership in 21st Century Learning.
Applying Learning in the Classroom
Students making stop motion
Whenever staff attend Professional Development courses, one measure of success of the applicability of that development, is the impact that the new learning has on classroom practice. One particularly pleasing aspect of Ms Jones’ participation in the course is the immediate applicability of her new learning.
She has already been able to develop different ways of assessing existing concepts. An example of this is the use of stop motion as a way of assessing understanding of theme within a novel study. She has recently done preliminary work to investigate the use of an ‘Escape Room’ with Year 9 students which complements her implementation of a cross-curriculum project solving real-world problems; used last year.
‘The course has been a reality check and reminder that if we as teachers don’t engage with 21st Century technology and integrate these into ou programmes, we are not providing students with the correct preparation for their future. The pace of change in classroom technology is both exciting and frightening.’
The aim of this blog is always to share some of the things going on with technology at St Andrew’s College and, wherever possible, provide some ideas and inspirations for other schools as well. Some of these innovations take considerable planning and resources such as our work with PowerBI for Educational Analytics, whereas others like this post about online voting are relatively simple.
Recently, the College’s new Head of Senior College Mr John Ruge approached me about moving Prefect voting to an online system. Immediately, there were some questions around how to do his securely and fairly. Paramount in my thinking was ensuring:
Results were anonymous
Students and staff could only vote once
Restrictions could be placed on the number of potential Prefects one could vote for
Time limits could be enforced for when voting stopped.
A number of people recommended using something like Google Forms or Office365 Forms, both of which are excellent products when used for what they were designed for. The major limitation, however, was there is no way to ensure the voting would be both anonymous and limited to one vote per person. I decided to cast my net a little wider and utilise the excellent Techies For Schools NZ Google Group as well as the Australian MITIE Forum and see if I could crowdsource some alternatives. Some of these included:
It was the latter that caught my attention because it was suggested that using some of the more advanced features around emailing would achieve my main aims of anonymity and restrictions to one vote per person.
SurveyMonkey Setup For Prefect Voting:
We used a basic MS-Query to extract student and staff email addresses and first/last names from Synergetic, our Student Management System. We then loaded these into a CSV file with the first row indicating the header fields:
We needed to analyse votes from three different groups of people:
Secondary School Teaching Staff
Current Year 13 Prefects
Current Year 12 Students
Consequently, we decided to make three identical surveys, but have the different groups above loaded into separate CSV files. Upon setting these up in SurveyMonkey we needed to select “Send by Email” to ensure unique links generated for each voter, rather than a generic link that could be forwarded to people outside the intended voters, or used more than once by the same person:
Choosing “Send by Email” was a key part of achieving the defined aims of online voting.
When choosing “Send by Email” you are invited to submit users from a range of sources and we used the CSV file we had already generated:
You are then able to compose an HTML message to the voter that is sent by SurveyMonkey based off the information from the CSV:
Note the salutation: the use of variables [FirstName] and [LastName] will personalise each email based off the information from the CSV already loaded into SurveyMonkey
Numerous additional variables can be set, some of which we made use of because of our aims included:
Changes: Respondents can change their answers on any survey page until they complete the survey (alternatively you can allow no changes at all, right through to changes after it’s been submitted but before the cut off date
Anonymous Responses: exclude ALL respondent information (names, email addresses, IP addresses, and custom data) from your survey results (we chose this, but you can collect all of the above information if you wished)
Cutoff Date & Time: This was important to ensure timely voting:
The end result, when sent, provided a really smart looking HTML email that encouraged staff and students to vote for 2017 Prefect Leaders:
Note the personalised salutation, the HTML “Vote Now” button and the footer indicating the URL is unique to the recipient.
When votes are opened you can track in real time the number of votes completed, as well as email opens and partial votes, for example:
One of the final tweaks I learnt through this process was how to limit or restrict the number of choices a voter could make from a multi-choice question. This was significant as voters were allowed to select up to twenty student names from the long list of candidates. There were some help instructions available, but the key areas to check were in the options of the multi-choice question:
For this to work “Require an Answer to This Question” is ticked
You choose “at most” for number of choices if you want voters to be able to select up to but not exceeding a number of candidates
You can customise the error message if a voter chooses more than the allowed number of candidates when voting.
With voting completed, it was easy to export as a PDF the graphs showing the candidates with the most votes and allow the leadership team to analyse the data. Now that we know we can generate personalised, single-use and anonymous voting systems through SurveyMonkey I can anticipate we will use this in other areas as well.
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.
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:
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:
Combining OneNote & MineCraft To Create Pick-A-Path Stories:
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.
To 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:
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”
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
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:
Students were required to watch the instructional videos and then attempt the practice questions
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:
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!”
An alternative way to show poll results from MS Pulse
I concluded my session with the following thoughts:
Last week John Parsons from Simulate 2 Educate ran 45 minute sessions with students in each year level of Year 9-13 at St Andrew’s College, along with an after school Professional Development hour with teachers. The day finished with an evening parent session, that included a candid outline of the challenges facing students and parents when it comes to cyber security and technology usage.
John’s presentations were engaging and humorous and he succeeded in connecting with the students at all year levels, whilst delivering an unflinchingly real message of the risky behaviour happening online. Pleasingly, this was entirely absent of any elements of judgement because of their age; instead he highlighted the fact that hundreds of thousands of dollars are being lost annually by adults making poor decisions or being duped online.
Idle curiosity and social engineering are powerful factors that drive decision making and both are exploited through risky online behaviour. John highlighted this with two examples:
If a student found a USB stick lying outside the gates of the school and they took it home, plugged it into the family computer and found a file on there named “click me.docx”. Curiosity might drive them to open that file which could lead to the installation of a keystroke logging app which would collect and send typed information allowing the original owner of the USB stick to receive confidential information such as online banking or Facebook usernames/passwords.
If a Facebook user received a message saying “You should see the picture that David has shared of you online, click this link to view”. The hook here is basically everyone knows somebody called “David” so it has an element of potential truth and instead of seeing the image they are redirected to a squeeze page which might solicit their first and last names, and either their cell phone number or email address. Worse still, it may include a download file/link to see the picture but all it really installs is a keystroke logger.
The reality for our students is that they are born into a super-connected world in a way that their parents never were. Typically, when adults think of privacy they generally mean or refer to someone else taking care of the security of information to prevent someone from accessing it inappropriately. John’s message to students was essentially that view of privacy is dead and now the responsibility is all around self-control where the individual needs to take complete ownership of the sharing of their personal details and manage this themselves.
Every single one of you in this room is going to be subjected to a Google search by a prospective employer … I know over 96 boys and girls who can not get part time jobs because of content that their friends have posted online about them.
John Parsons (Simluate 2 Educate)
For this reason, John said, a student’s real CV is their online, digital footprint. Therefore they need to control this as tightly as possible by not allowing people to capture and share photos that make you vulnerable. Interestingly, John shared three ways that individuals are profiled by businesses and these went beyond just being in a photo in a compromising way:
The pictures that people upload – do they lack or demonstrate empathy? Employers and Universities will ask this question of prospective employees/students. In other words, what kind of person would upload and share a photo that embarrasses or exploits another person in a vulnerable situation
How do people talk to each other and what kind of content are they sharing and promoting online? Does it lack or demonstrate empathy? This is a key message as it’s very easy to be a digital bystander who perhaps didn’t upload the original content, but by liking or commenting on it can make you complicit.
The company you keep – what sort of behaviour is going on in photos you are tagged in and what sort of people are you following and communicating with in your social networks.
John Parsons used this video to highlight the risks and attitudes to sharing highly personal content online.
Practical Steps Students Can Take:
A number of keys were provided to enable students to make better decisions online:
Stop communicating online whenever you receive a request or comment that makes you feel uncomfortable. If you stop responding to any messages you are taking control of the situation.
Screenshot the communication / request that made you feel uncomfortable in the first place. By collecting evidence of this you are again taking control of the situation.
Print or store the screenshots in a secure folder or location that can be shared with a trusted adult such as parents who can help students in this situation.
Don’t let technology, or the people that use it, erode the values that your family have given to you – you’re too valuable to allow technology to do this
John Parsons (Simulate 2 Educate)
This message came through time and again throughout the presentation: that the students are unique and too valuable to allow themselves to be exploited online. John further dared the students to care – to not walk past people who are in need (whether this is physically in person or online). He encouraged them to ask a student if they are ok and how they’re feeling if they had observed unkind or unhelpful things online directed at that student. Finally, he urged them to not cheapen themselves but to instead nurture and protect their identity.
These messages from John are timely and need to be consistently delivered to students, staff and parents on a regular basis because of the real risks that can be associated with content shared online. Making poor decisions in this area is not confined to teenagers, as evidenced by some of these high profile examples:
Whilst students increasingly have a “post first, think it through later” mentality when it comes to sharing all elements of their lives, the potential impact on their well being and prospective employment and study is significant.
Ultimately, Digital Citizenship is everyones responsibility and by following the advice of John Parsons and exhibiting self-control in what they share, students are taking the first step towards valuing themselves and their reputation.
I was recently invited to speak at the weekly St Andrew’s College Chapel Service. One of the features of these services is the Deputy Head Prefects walking up the centre aisle at the conclusion of the first hymn, and saying “Today we remember ….” and naming an Old Collegian who was killed in action.
For my Chapel, I researched Barry Martin, student #101 at St Andrew’s, who attended from 1918-25 in the Preparatory School and completed his first tour in the RAF before volunteering for a second and eventually completing 46 operational missions over occupied Europe, before being killed on 2nd February 1943.
To visually represent Barry’s life, I opted to build a Google Earth Tour (something I shared on at the recent TeachMeet hosted at St Andrew’s) and indicate places of significance such as his birth (Waiau, North Canterbury), where he attended school (here at St Andrew’s College), through to his various flight training and operational bases (Canada, Mildenhall and Oakington) and his final resting place (Rotterdam General Cemetery). Google Earth tours are something we have encouraged teachers to use and some good examples include:
The yellow pins in this Google Earth screenshot represent targets Barry Martin navigated his crew to, over the course of his 46 flights.
The entire story that I shared at the Chapel Service can be seen in the video at the top of the blog, however you can see the start of the narrated Google Earth tour here. What has been interesting to me is the amount of teachers and students who were really surprised by the power of Google Earth, having never really used it in any meaningful context before. Consequently, Tom Adams (our eLearning Integrator) has run some professional development sessions for staff interested in using it with their students.
The reality is, whilst the visualisations of Barry Martin’s journey added engagement through technology, the researching of the information for the presentation itself was almost entirely dependent on the power of the Internet. I had used Microsoft OneNote to easily compile a working document of information, starting with links to relevant websites and notes to myself on their usefulness:
The ease of being able to drag ‘n drop and cut ‘n paste information into this notebook accelerated the research considerably:
Screenshot of my OneNote notebook for researching Old Collegians
One of my goals in this research was to bring to life Barry Martin’s story and show more about him as person and not just a statistic from World War II. Through the searching of PapersPast I was able to find references to Barry’s pre-war life, including his engagement and attendance at an Old Collegian dance at the Dunsandel Hall with his fiancee, which sounded like an eventful night with the power cutting out!
Other sources that proved invaluable in finding out more about Barry’s life included Google Books, an unexpected source that showed up the research of Stephen Harris in his book Under a Bomber’s Moon and the relationship between his great Uncle Col Jones and Barry Martin. It is from this source that I obtained the photo below of Barry with unnamed friends, along with the entertaining account of Barry cooking up a storm in the barracks with tins of lambs tongues and tomato sauce sent to him from New Zealand:
This highlights that whilst the Internet can be an outstanding source of quick and accessible information, the importance of human interaction (even if that is via forums, email and text messaging) along with a curiosity not to give up, remains a vital part of any good research. The Christchurch City library had all three volumes of For Your Tomorrow by Errol Martin which was invaluable for factual details, and the St Andrew’s College library had historical records of Barry’s attendance at the College, 98 years ago.
Barry Martin’s medals – note the Distinguished Flying Cross (DFC) on the left. Barry never knew he had been awarded this, as it was announced only two days after his disappearance.
It was very gratifying to be able to harness the power of technology to shine some light on an Old Collegian of St Andrew’s College and the ultimate sacrifice he made.
This is the recording of an earlier Chapel Service that I gave on James Samuel Cartwright. He was a former teacher at St Andrew’s College and All Black triallist and was tragically killed only days after the D-Day Normandy invasion:
To help promote the event, I took to a new tool I’ve been using recently called Canva which allows you to very quickly and easily develop stylish posters, images and social media banners through their website:
One of the key reasons TeachMeets are successful is that presenters are limited to only 2minutes or 7minutes for their presentations. This results in a fast-paced event and a range of different ideas and solutions being shared. It also means that preparation for the volunteer presenters is kept at a minimum – it’s not onerous to share something you’re already doing in your classroom or researching to give a go.
From the slides above, you can see there were seven presenters who shared on the following topics:
Wilj Dekkers (St Andrew’s College) Using MineCraft and OneNote for Creative Writing
Tom Neumann (Riccarton High) Using an alphanumeric self marking video game in Moodle to review content of Yr11 Economics
Sue McLachlan (Hagley College) Using OneNote Learning Tools in the classroom
Tam Yuill Proctor (St Andrew’s College) Using OneNote as a Digital Teacher’s Planbook
Karyn Gray (Haeta Community Campus) The Quest for Personalisation of Learning- My Thinking, My Research, My Questions
Schira Withers (Our Lady Of The Star Of The Sea) How we as educators can help students with low working memories improve their self-management skills using digital technologies, thus allowing them to experience success and move from a fixed to growth mindset.
Donna Jones (St Andrew’s College) Using a 3D app to inspire creative thought and ideas for creative writing.
This week I’ve had the privilege of attending, as well as co-presenting, at the annual Microsoft Analyst Summit for Asia Pacific, hosted at the St Regis Hotel in Singapore.⊗ The focus of this summit was Fuelling Customer Digital Transformation Through Innovation and was an opportunity for Microsoft to present their product and solutions roadmaps for industry analysts from the likes of Forrester, IDC and Gartner (amongst others) and where possible, highlight the value through the voice of partners and clients.
This is how I ended up at the Summit – Anne Taylor, from Microsoft NZ, inquired if I would be interested in co-presenting with Guenter Weimer the General Manager of Windows & Devices Marketing for Microsoft Asia Pacific. This seemed like a great opportunity to build on the 2015 video case study below that showcased some of the amazing work from our teachers and students:
Guenter had already seen the video and decided he wanted to show it in its entirety to the Analysts present, before discussing a few other developments at St Andrew’s, including:
How do we measure success when it comes to the integration of technology in education
To what extent has technology such as OneNote & Office365 increased collaboration amongst students and also between students and teachers
Did teachers need encouraging to adopt the use of a digital pen for inking on their Surface devices, or was it a natural transition
In a BYOD environment that allows choice within parameters, how do we ensure cross platform compatibility and successful outcomes
With an audience of over 90 industry technology analysts, I was unsure what sort of reception a session that focused on education would have, however I was really pleased that after Guenter and I finished talking, there were a number of insightful questions from the analysts during the open Q&A session that followed.
Additionally, based on the Twitter feedback from the Summit’s hashtag of #MSAnalystSummit the session was well received:
Being the first conference of this sort that I’ve attended, I was really pleased to discover how open and engaging the different analysts were that I spoke with during the various breakouts and meals over the course of the two days.
I was also privileged to listen to some phenomenal presentations from other industry experts, including Mr Simon Challis the Managing Director from Ryman Healthcare in New Zealand, talking about how they are using Surface Pro tablets with every client in their retirement villages. Another interesting and relevant session was from Mr Mahendra Vaswani the Director of Teaching and Learning from Hale School in Perth, Australia.
As part of his presentation, he discussed the Hale @ Home programme they run which is described on their website as:
Hale@home is an innovative online learning programme that helps students prepare for the transition to Hale as a boarder. The boys undertake the programme in Year 6, prior to attending the School.
Hale@home provides a welcoming, online forum where boys meet others on the same journey to becoming a boarder. The programme is designed to build their confidence, familiarise them with technology and introduce them to their fellow boarders; all while they are still at home.
This is an outstanding initiative and a fantastic demonstration of how technology can bring both current, and future, students together into a virtual classroom.
Overall, this Summit has been a valuable learning and networking experience for me and represented a great opportunity to showcase the innovation happening at St Andrew’s College to a wider audience.
⊗ Full Disclosure: Microsoft covered all travel costs and expenses for me to attend this summit.
This post was written by Mr Wilj Dekkers who attended the Annual E2 Conference. He is the second St Andrew’s College teacher to be invited to this global conference, after Mr Ben Hilliam attended in 2015.
Mr Wilj Dekkers
Microsoft Education hold an annual event that celebrates the achievements of educators who combine pedagogy and technology in their classrooms and schools. The event is held in a different global location each year, with 2016 seeing Microsoft Innovative Educator experts (MIE experts) converge on Budapest, Hungary.
I was fortunate to be selected as one of five New Zealand educators to attend this year. The E2 educator conference ran during the week of March 7th and was based at the Corinthia Hotel in the heart of Budapest.
300 educators from across the globe were given opportunities to collaborate and share our experiences integrating technology within our schools in ways that enhance and move learning forward.
As with every conference, a series of keynotes and discussion panels provided all delegates with inspiration and thought provoking ideas.
Anthony Salcito, vice president of Worldwide Education at Microsoft, spoke to us about recent trends and the move towards 21st century skills in education. His keynote reinforced that the world our children are growing up in will require new skill sets; that employers are looking for collaborative, critical problem solvers. I was impressed that all the concepts discussed came from a pedagogical background and never placed technology above learning but made it an integral part of the lifelong learning process. As Anthony said, “What we’re here to do is help every student on the planet achieve more.”
Two of the highlights of the morning keynotes were Stephen Reid and Jacqueline Russell.
Stephen runs a company called Immersive Minds and for the past 20 years has been using technology as a learning tool in classrooms. Stephen works with students and teachers to create new learning environments though a mix of digital and real world tools, developing confidence in the learning process on both sides as well as competence in the use of technology to support pedagogy, classroom management and assessment. Stephen presented how he uses Minecraft to help develop Key Competencies through History and Science. I attended one of Stephen’s workshops and spent time speaking with him about my own use of Minecraft to enhance literacy and accepted his kind offer to help us at St Andrew’s with ideas we are developing using Minecraft as part of the school centenary.
The workshops this year were diverse with subjects such as flipping your classroom using OneNote, Surface and digital inking to engage students; Minecraft application throughout Science, Technology, Engineering, Arts and Maths (STEAM); building a world in Project Spark that reflected the collective understanding of the ideal learning environment; digital literacy and creative programming in the classroom.
One particular workshop was run by Nikkie Laing, a Microsoft Innovative Educator Fellow from Opaheke School in Auckland. Nikkie’s workshop centred on the use of Office 365 SharePoint Sites. In detail Nikkie shared how to minimize the time teachers spend collating and preparing resources and the time learners spend looking for materials and get on with learning. Her presentation and workshop was so well structured and delivered that she won the prize of best presentation of the conference. An overview of Nikkie’s workshop is below.
Another teacher tells me how he uses Minecraft to teach creative writing. “I used to tell them to write a story and they’d give me these blank stares. Now I ask them to act out a story in the Minecraft world first and then, together, we figure out how to articulate it in writing.” He describes how the virtual block world lets him walk his students back to specific locations so he can interrogate them about the details. “I encourage them to get more descriptive and specific; I tell them to imagine how things might smell, what the grass might feel like under their feet.”
Overall the experience has both reinforced my beliefs in the importance of integrating technology purposefully in learning and motivated me to expand upon my own pedagogical learning. The people I met have continued to amaze me with their enthusiasm and creativity. The New Zealand and Australian contingent have remained in contact post conference, having developed both a close network and long lasting friendship. We are already planning continued collaborative, cross Tasman learning opportunities for our students.