Tech Advice A Click Away

This post first appeared in the September 2016 edition of the College’s Regulus Magazine

fountain-of-knowledgeThree computer whiz kids in Year 8 are acting as technology mentors for the entire Preparatory School student body, and even quite a few teachers. Caleb, Cameron and Mitchell run twice weekly Fountain of Knowledge technology training sessions, with students able to book appointments on a sophisticated website set up by Caleb. “I took over the project from its founder Ward (now Year 10) when I was in Year 6. We have seven mentors including the three of us, and are training up some Year 6 students so they can run the sessions next year,” says Caleb.

The students help with everything from setting up the internet on laptops, phones and tablets, to installing anti-virus software, and helping students to get the most out of OneNote. They also teach students how to use the cameras and other equipment in the TV studio. Their teacher Ms Melissa Rennell says she sometimes has teachers knocking on her door seeking technical help from one of the boys, or asking for assistance with their Activboards. “They often go to these students first before the ICT Department.” Caleb has even rebuilt an old laptop from the Preparatory School and connected it up to an active board on which students can share their projects.

As they get ready to hand over the Fountain of Knowledge at the end of the year, Caleb, Cameron and Mitchell are thinking about which equally enthusiastic young technology experts they will pick as its new leaders, and are already training Year 6 student Nicholas. “We’re proud of the programme and have had a lot of support from Mr Dekkers, who will be the teacher in charge of it again next year,” says Caleb.

Cameron says he enjoys technology but isn’t planning on a career in the field at this stage. However Caleb and Mitchell hope to one day own their own technology companies, “like Apple, or Google”.

StAC Students Team Up To Form Souldrop

band

The four members of Souldrop

Recently I caught up with Finn Perring, Anna Bennetto and Grace Dephoff who are part of a wider group of students that make up the band Souldrop. Anna leads the vocals, Finn plays bass guitar and Fin Gilzean (St Thomas of Canterbury College) plays lead guitar whilst Elliot Millar (Burnside High School) is on the drums. Formed in April 2016, their first single Mill Bay was released in August with an accompanying music video shot and edited by Grace Dephoff and their 5 track EP will be available from the 9th September 2016.

UPDATE 25/9/16 The band’s self-titled EP is now available and embedded below via Spotify:

 

I was particularly interested in the technology the band used to record the track as well as edit the video, however to understand all of this it was important to learn of the various musical influences on the band.

  • Elliot is a jazz and big band drummer, representing Burnside High School in various musical competitions.
  • Fin learnt blues and classic rock guitar, mostly from his father
  • Anna has been performing for over ten years in musical theatre shows, as a jazz singer in various bands as well as one soul band.
  • Finn is a classically trained guitarist who plays Spanish flamenco guitar, but bass for Souldrop.

Recording & mastering the audio track:

Most of the audio track was recorded in the St Andrew’s College recording studio with the vocals, drums and bass all being laid down in this environment. The lead guitar parts, however, were recorded in Fin’s bedroom using Apple’s Garageband. Once finished, these guitar recordings were sent to the other Finn (Perring) to add to the other instruments and mix the recording in Apple’s Logic Pro X. To this end, the band never played the entire song together in the same room during the recording process, instead relying on the use of over-dubbing to achieve the best sound.

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From a non-musicians perspective, I found this a fascinating way to craft a complete song, through the selective and judicious extracting of various takes of the song and merging them all together in an order that produces the best quality song. Additionally, the song was a very collaborative effort with the idea of the song first coming in a formative stage to Finn Perring around two years ago, before drummer Elliot and lead singer Anna co-wrote the lyrics for the song.

Recording & editing the music video:

Grace Dephoff filmed all of the footage for the video in a single afternoon using a Canon 70D camera with the 16-24mm lens and a 50mm lens borrowed from Mr Dave Jensen who works in the TV studio at St Andrew’s College. There was a limited script for the recording of the music video, instead a desire to keep it as natural as possible for the band members. One of the most clever features of the music video is the fact it is in slow motion, whilst keeping the music and singing in real time.

filming

Grace Dephoff filming the band

This was achieved by having the band perform the song at 1.5x normal speed from speakers that they could hear to help them keep time, whilst Grace filmed at 50fps so that it could be later slowed down to 67% normal speed and still look smooth after this editing had taken place. The end effect makes it look like the band are in time to the song, even though they are in slow motion. Grace had learnt of this technique from a former guitar teacher she and the whole band were thrilled with the end result and how it looked.

To edit the hours of video footage, Grace used Apple’s Final Cut Pro, a tool she was largely self-taught in after graduating from using Apple iMovie for a number of years, including winning numerous prizes at the annual St Andrew’s College Film Fest. All up, she spent around 10 hours editing the footage and another 6 hours completing the colour grading in the video.

Distributing and Promoting the single:

The band are using a combination of word of mouth and social media to get exposure for the first single Mill Bay, combining messages on Facebook, Instagram and, of course, the YouTube channel itself. They have added a number of live performances as well, including lunchtime shows in the St Andrew’s College Quad, an assembly at Burnside High School and a performance at St Thomas of Canterbury College as well. There is a planned interview on 98RDU radio station as well on 14th September.

TunecoreLogoThe song has been released through TuneCore which is a digital media distribution company which automatically publishes the song to the main digital music platforms including Spotify, iTunes, Amazon, Google Play, Shazaam and the YouTube channel the band have created as well. Anna and Finn’s focus at this stage is getting the song out to as wide an audience as possible and any revenue that is generated from the track being played is a bonus. TuneCore will send the band monthly statistics around the performance of the song on the various platforms.

In terms of copyright and protecting the song, the band have chosen to use the Creative Commons licensing platform. They recognise that this license might not stop another band from being able to sample their work, but they will be required to acknowledge Souldrop as the source of the original content for the sample.

What’s Next?

The band are keen to keep gigging and playing as many live performances as possible to increase their exposure and improve as a unit. They are also thinking about recording another music video for one of the other tracks on the soon to be released EP.

My Thoughts

I have been super impressed with the members of the band that I have met so far, both in terms of their musical ability but also their technical skills to be able to produce such high quality recordings and videos. It is always pleasing to see that skills that have been taught and learnt at St Andrew’s College are finding a creative outlet in the areas of student’s own interests such as being part of a band.

team

The wider Souldrop crew including Anna Bennetto (back row, second from right), Finn Perring (back row, far right) and Grace Dephoff (from row, first on the left)

This song and video highlight how technology has enabled students to create high quality, professional looking videos and promote them digitally to an international audience. When I pointed this out to Finn, Anna and Grace their reaction was a mixture of pride and nonchalance in the work they had created, highlighting to me just how natural the use of this technology is to students these days. Importantly, they had thought about using Creative Commons to copyright their work demonstrating an inherent understanding of the value of their music and video.

Finally, there is opportunities for this work to be credited against various NCEA internal Achievement Standards in some subjects (mainly English/Music) which would be a serendipitous outcome of what is essentially a passion project for these students. This is, perhaps, one of the biggest outcomes and reasons to pause for thought from this. If schools were able to recognise the creative output of students in areas of their interests perhaps we would finally see the flexibility of NCEA that is often talked about, yet rarely achieved.

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:

Guest Post: Mr Dekker’s Journey With OneNote & Minecraft

This is a repost of a blog on the official Microsoft Education blog where Mr Wilj Dekkers, a Year 6 teacher at St Andrew’s College and Microsoft Innovative Educator, recaps the journey of his classroom over the last two years with Microsoft OneNote and Minecraft.

OneNote is central to the pedagogy in my classroom and school. When you walk through the building you can witness the everyday use of the application from Year 4 to Year 8. You will see Active Boards where teachers annotate writing samples in the Content Library for students to use as a reference for their own learning. Students are huddled around their laptops debating which sources of information are most relevant to include in a shared notebook, and staff are reviewing meeting notes shared through a Professional Learning Group’s OneNote.

Preparatory School Inquiry Learning Model

Preparatory School Inquiry Learning Model

St. Andrew’s College uses a custom designed Inquiry Pathway—the core of which is built around helping students develop a collaborative approach to learning. The approach is question-driven, encouraging students to find the answers themselves, coming to their own conclusions. As a teacher, this is exciting; we plan and facilitate but cannot predict the final outcome.

Having planned an inquiry around national identity in the 21st century, I had posed a problem to my class: The Christchurch earthquakes of 2011 had left a long lasting scar on both the economy and identity of the city. Tourism was dwindling, with visitors flying in and quickly moving on to other parts of New Zealand’s South Island. I challenged my students to answer the question, “What does it mean to be a Kiwi in the 21st century?” and also find a way to bring tourists back to our city.

OneNote Minecraft 1

Students formed collaborative groups and created their own shared notebooks. They planned, questioned and researched their Kiwi icons. They interviewed parents and discussed how families from a variety of cultural backgrounds celebrated being “Kiwis” and what being a New Zealander meant to them. All of which was documented in each group’s shared OneNote Notebook.

Students began asking if they could book laptops to work together in our shared learning spaces outside the physical space of the room. They loved having the flexibility to be able to work together around a PC or laptop and then continue collaborating using OneNote at home, completely away from the physical space of the school, in the evenings. Students were so enthralled with the inquiry unit and ability to work together in real-time through OneNote. Parents even began commenting on how they had never seen their students so excited to return from school and get started on their homework.

Part of the inquiry was looking at how we could bring tourists back to Christchurch. This was where Minecraft was introduced to the class. Students brought in devices running the pocket edition and connected to shared realms via the school’s Wi-Fi. As well as working as a team to answer the big inquiry question, members of each group had individually focused on an aspect of Kiwi culture. I asked the students if they could build a theme park with Kiwiana-themed rides that incorporated elements from their inquiries.

Before long, the class was a buzzing hub of self-directed learning. Students were writing presentation speeches from their inquiry notebooks while Minecraft experts built bigger and better Kiwiana rides to showcase their learning. In the evenings, groups continued developing and improving their learning in preparation for the big day.

By the end of the third term of 2014, OneNote became a standard classroom tool. Having seen the benefits, families had started purchasing laptops for their students to use in our class. This again caused a chain reaction. Students with access to their own devices were using OneNote more, which in turn meant that more students began arriving with laptops.

This had to be managed carefully, since having a laptop in Year 6 is not required. I was wary of technology being used as a substitution tool and made sure that in my planning any use of OneNote or any other tools we were using was in ways that enhanced or allowed learning to take place in a way that could not be done without a device.

OneNote Minecraft 2

It was around this time that Sam McNeill, Director of ICT for the college, brought in six Surface Pro 3s to trial, and I was fortunate to be asked to use one in the prep school. Having always been a believer in the creative power of the pen, I was instantly won over by having the best of both worlds at my fingertips—a fully functional Windows tablet with a stylus that allowed me to write down ideas, thoughts and comments directly into my OneNote Notebooks. It did not take long for a few students to begin arriving with their own Surface tablets!

In the final term of the 2014 school year, we focused on our use of narrative; enhancing writing features and broadening our vocabulary. Using both OneNote and Minecraft seemed like a natural fit.

As a class, we read through “The Warlock of Firetop Mountain,” written by Steve Jackson and Ian Livingstone in 1982. This book was one of the first “single-player gamebooks” and was the first of what was to become a successful series of pick-a-path gamebooks called “Fighting Fantasy.”

OneNote Minecraft 3

The students loved it. We discussed modern game worlds, from Fable to World of Warcraft. How could we emulate those fantastic “Fighting Fantasy” stories using the technology at our disposal, and how could the technology enhance the quality of our writing? We wanted our readers to have the same sense of choice and adventure we had experienced reading “Warlock,” while being able to share our writing without needing to produce any form of print media.

“Minecraft brings out the creativity in me. I love remaking my story Minecraft and improving my writing.”
—Mila

Through the insertion of hyperlinks connecting pages, students found an easy way to provide choices for the reader, and as notebooks stored on Onedrive could be easily shared, the audience for their writing expanded quickly. Students were sharing and collaborating on their adventure stories by allowing editing rights to certain classmates deemed to have the relevant skillsets to be seen as official class editors.

The inclusion of Minecraft was thanks to Ms Tam Yuill-Proctor, a Year 10 English teacher in our college. Students in Tam’s creative writing class had used Minecraft and other 3-D authoring tools to create worlds for their stories.

“Using Minecraft made my imagination go wild with thoughts!”
—Kinda

Our Year 6 students took Tam’s idea and expanded upon it by using Minecraft to both plan and develop their writing, as well as to review and revise the content, descriptive phrases and vocabulary. As their Minecraft worlds grew, so did their stories, which were housed in OneNote. In some cases, we had 10-year-old boys who were not big fans of writing producing 5000-word interactive pick-a-path stories. We published a blog entry detailing the OneNote and Minecraft pick-a-path story.

“Minecraft was helpful because it made me notice all the little details in my narrative that were never in my original bubble plan.”
—Padric

By 2015, most teachers in the prep school had embraced OneNote. The superb OneNote Class Notebook app creator was now an important element of Office 365, and students were appreciating the structure of the Collaboration Space, Content Library and their own personal sections.

Teachers were appreciating the organizational simplicity of adding resources and lessons into the Content Library for students to use in their own sections. Within my Year 6 class, multiple students arrived at the beginning of the year armed with Surface Pro 3s.

OneNote sections became collaborative planning spaces for groups designing games and interactive narratives; students naturally made use of the Collaboration Space to form group sections for our prosthetic hand designs for the 3-D printer.

This was also the first year that I started using Minecraft in Math. The students in my group weren’t huge fans of math. I knew they were capable of so much more, but their personal attitude towards the subject was that it was hard; comments at the start of the year were mostly, “I’m not good at math.” My focus was to change their attitudes to that of a growth mindset where they say, “I’m not good at math, yet!” Continue reading

Hosting a TeachMeet at St Andrew’s College

This week, St Andrew’s College hosted the first TeachMeet event in Christchurch for 2016 and over 40 staff from 15 different schools attended. If you’re unsure of what a TeachMeet actually is, you can find more at the website http://www.teachmeet.co.nz  but in short:

A TeachMeet is an organised but informal meeting (in the style of an unconference) for teachers to share good practice, practical innovations and personal insights in teaching with technology.

Participants volunteer (via the TeachMeet website) to demonstrate good practice they’ve delivered over the past year, or discuss a product that enhances classroom practice.

Source: Wikipedia

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:

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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:

  1. Wilj Dekkers (St Andrew’s College) Using MineCraft and OneNote for Creative Writing
  2. Tom Neumann (Riccarton High) Using an alphanumeric self marking video game in Moodle to review content of Yr11 Economics
  3. Sue McLachlan (Hagley College) Using OneNote Learning Tools in the classroom
  4. Tam Yuill Proctor (St Andrew’s College) Using OneNote as a Digital Teacher’s Planbook
  5. Karyn Gray (Haeta Community Campus) The Quest for Personalisation of Learning- My Thinking, My Research, My Questions
  6. 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.
  7. Donna Jones (St Andrew’s College) Using a 3D app to inspire creative thought and ideas for creative writing.

When one of the presenters was unable to attend at the last minute, I added some thoughts on using Google Earth to create personalised tours to round out the afternoon.

A number of attendees contributed on the designated Twitter hashtag of #TMChch and you can see the entire timeline here with a small selection being:

Continue reading

Presenting At Microsoft Analyst Summit 2016

image006This 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
  • What plans does St Andrew’s College have for deploying Windows 10
  • In a BYOD environment that allows choice within parameters, how do we ensure cross platform compatibility and successful outcomes

MSAnalystSummit1With 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.

Hale at home

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.

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!

Collaborating With The Future Schools Expo

This week I was excited to receive correspondence from David Colville, from DataCom Australia. He was present at the 2016 Future Schools Expo in Sydney. His request was that a group of St Andrew’s College students could be made available to share ideas with small groups of students from Mount Sinai College, Sydney. These students had been taking part in one of four future challenges as part of the Maker’s Playground of this conference.

WIN_20160304_11_53_04_Pro

Collaborative Skype Session with Mount Sinai Hill College

The 4 Challenges:

  1. There was a tornado in Sydney last year. Some houses were destroyed. What sort of house could survive a tornado?
  2. We know that you learn better at school when you are happy, but some times you come to school sad because you might have had a fight with your brother or got told off by your Mum. How can we cheer students up when they get to school so they are ready to learn?
  3. We love Lego, but cleaning up the pieces and finding the right one can be difficult. Is there a way to sort Lego pieces out quickly and make packing up our lego kits more effective?
  4. We don’t have enough refs for our netball games. How can technology help our shortage of refs?

After a quick bit of organisation from preparatory school eLearning expert Wilj Dekkers, it was decided that our recently formed Year 8 Gifted and Talented group would be perfect for this opportunity. This group are working with Mrs Julie Rogers as part of the College’s GATE program.

The view from Sydney: Mt Sinai College students at Future Schools conference on a Skype call to St Andrew's College

The view from Sydney: Mt Sinai College students at Future Schools conference on a Skype call to St Andrew’s College

With only a few minutes preparation time afforded, it was great to see this small group of students independently agree to use the Collaboration Space on a OneNote Notebook, set up a dedicated area of this space so that they could collaborate on their ideas during the Skype Call, and then test the functionality of this space. This setup was all done independently of any teacher input and took only a few minutes.

The structure of the Skype conversation was simple. A small group of Mount Sinai students explained their solution to one of the problems described above, and the St Andrew’s students responded with their critiques, ideas and encouragements.

During the activity the students from both school were extremely engaged. They listened carefully to the input from all students and the questioning and reasoning on show was impressive. This activity was a really great example of students, in two different locations, displaying their collaborative and teamwork skills in an unfamiliar setting.

I liked the future problem solving Skype, because I enjoyed helping them with their problems to come up with better solutions. I also enjoyed discussing these problems with our group. We all put our solutions together to make the best one. Our group of year eights all had an input to help improve their solutions, because even if we didn’t want to say out loud, we had our OneNote to write our suggestions on, so our other group members could say it for us. – Maya, St Andrew’s College Year 8 Student

Here, at St Andrew’s College, we enjoying using Skype to connect with other Educators or Students across the globe. We have enjoyed a number of Mystery Skypes, have engaged with a children’s author, and brought experts into the classroom. We all look forward to the next opportunity to use Skype to help complement the other great learning that occurs in our classrooms!

Introducing Blair McHugh – Teacher of Digital Technologies

Licensed under Creative Commons

Licensed under Creative Commons

Recently I took the opportunity to sit down with Mr Blair McHugh, our new teacher of Digital Technologies at St Andrew’s College and discuss his previous experiences and vision for the subject. What became apparent was Mr McHugh’s passion for the subject and how his approach to teaching programming aims to dispel the common misconception of a sole programmer working in a darkened room eating pizza!

Prior to joining the staff at St Andrew’s, he had taught for 9 years at Burnside High School and before that at Cashmere High School. Importantly, however, he has industry experience with Fujitsu NZ primarily in networking and infrastructure and it is these skills he aims to impart to students at the College.

A coding language is just a tool – if you’ve not solved the problem before you begin the actual coding,  then you’re probably not going to solve the problem.

Mr McHugh will be teaching students the Python coding language, however as the above quote suggests, there is significantly more to this subject than just learning one of the many programming languages that exist these days. The steps students are encouraged to follow are:

  • Plan – understand what the requirements of the job are, ask the right questions and formulate an approach to solving this before you start coding. Analysis like this early on helps to ensure future success in the project.
  • Code – once you have fully analysed the problem and planned an approach, only then attempt to write some code.
  • Test – execute the code and see if it works!
  • Review – check how it has all gone
  • Repeat – go back to the planning and analysis to see what may need to be improved, re-work the code accordingly, and test it out. Keep repeating this process until you have it working and the problem is solved and the key outcomes from the planning stage are met.

One of the key messages Mr McHugh has to remind students of is the need to avoid “programming on the go” as this almost invariably leads to wasted time:

Time is the biggest and most precious resource available to students. There is little cost in ‘real’ resources when churning out code, but time spent aimlessly coding is too important to waste

To achieve an Excellence in Level 3, students need to demonstrate real efficiencies in their code – there should be no “blind corners or dead ends” – and the easiest way to avoid this is effective planning and regular reviewing of the code.

To further enhance the students ability to plan efficiently, he promotes a very open, collaborative environment where students are not just expected to participate and inter-relate with each, they are required to. This is supported by the banning of headphones in class – students can not be an individual silo separated from the rest of the class. The rationale behind this is that increasingly in the workplace, programmers need to be talking to stakeholders, clients, fellow programmers and communicating effectively to all of these individuals.

Sec_T1

The Term 1 2016 DPR Value of “Honesty” works very well in Digital Technologies

Whilst discussing this, Mr McHugh pointed out how well the Term 1 DPR Value (Developing Positive Relationships) worked in his class. He expects students to be honest when they’ve struck a problem with their coding or analysis and be able to ask other students for input.

Key Competencies

The Key Competencies from the NZ Curriculum

 

Consequently, the Key Competencies from the NZ Curriculum play a major role in his classes, in particular  Participating and Contributing and Relating to Others as students interact and collaborate together. In the words of Mr McHugh:

 

No one codes alone in a silo in the real world – being part of a team and coding on a bigger project is a critical skill to learn in school.

To further support this, students practice sitting around a table, asking questions of each others’ projects. Asking the right sort of questions is an essential part of problem solving and developing critical thinking skills. Along with these skills is the continued importance of a strong mathematical foundation to be a successful programmer.

Too often, students do not think maths or physics are necessary in coding, however to start doing advanced 3D graphics a strong grasp of matrices and geometry is critical:

Students can still do 2D platform style games, Angry Birds etc, without strong maths. However, it’s the 3D graphics in games like Halo that really spins their wheels and attracts their attention … BUT you need great maths ability to do that sort of thing.

Following on from the work of Mr Phil Adams, Mr McHugh will continue the lunchtime Code Clubs for those students who are not taking Digital Technologies as a subject.

I’m really looking forward to seeing some of the projects that students will work on this year and hopefully writing about them on this blog.