As a teacher in the 21st century it is vital to consider educational technologies that are important to learners in the 21st century. Web 2.0 and social networking have become so ubiquitous that your ability to include them in your repertoire of instructional design tools opens up a myriad of possibilities for creating motivating, engaging and educational experiences for both you and your learners. In this e-tivity I invite you to skim read Siemens and Tittenberger (2009) Handbook of Emerging Technologies for Learning. Consider some of the aspects that most appeal to you and keep it handy for later reference. You will find the section on tools (p41) useful in thinking about a range of media to choose from. You will also note that Siemens discusses connectivism (p9) – a learning theory that you may not have encountered before.
On your blog answer one or more of the following questions:
- Which of the tools Siemens lists have you used before and how might you use them in your teaching?
This image sums up very simply what educators and students are faced with today having to use Web 2.0 tools in their curriculum. The amount of complex multi-modal deciphering can be overwhelming and it is important to ensure that any technology used in learning is incorporated meaningfully and not just ‘bling’. I remember my Learning Technologies Unit Assessor stating that the technology is only as good as the pedagogy.
Siemens and Tittenberger (2009) advise that the following steps be considered when incorporating technology authentically into a learning activity:
1. Evaluation of context
2. Determining depth of technology integration
3. Attributes of technologies planned for use and suitability to subject matter
4. Evaluating planned technologies against principles of learning
I have used and continue to use blogs: Coffs Harbour Public School Blog
Video example from an English lesson: Crossmaglen Public School Blog
Virtual World Technology: Here is an English unit I am currently running with a 5/6 class. They are using Sim-on-a-Stick (a stand alone virtual world on a usb) to recreate a chapter from the book Hatchet by Gary Paulsen
Here is a kindergarten project using the popular game Minecraft: Tyalla P.S. Kindergarten Minecraft Project
Siemens, G., & Tittenberger, P. (2009). Handbook of emerging technologies for learning. Retrieved 15 August, 2013, from http://elearnspace.org/Articles/HETL.pdf