Inquiry Project Blog #3

Breaking Out and Into Cross-Curricular Collaboration

While thinking about ways to improve ICT skills at the various schools in my district, I thought about the limited technology and teaching resources available. Smart boards are rare. Having a projector in every room can be sporadic. Communication is mainly done via emails. Most Learning Commons have resources for students, but the schools in my district has limited resources for teachers. So I wondered: What would be a creative way to bolster ICT skills with limited resources? Then I remembered that a few months ago, I got to create and monitor a Breakout game.

For those who aren’t familiar, Breakout EDU games are a way to work collaboratively in groups to solve puzzles and then use clues to  open locks on a box.  The first to open their group’s box, wins. Overall the students had an amazing time. The teachers enjoyed the activity as well and noticed how nicely the activity linked to BC’s Core Competencies because the game itself is designed for students to communicate with each other in a group, think logically about the problem and apply what they have learned in class, and work together as a group to solve the problem.

I would push the Breakout Edu further and explore each department for what they had to offer. Why not have the wood working class build the physical boxes? Why not have students from different Humanities 8 classes create one for another Humanities 8 class. Then have another class make up the clues, test it and provide feedback (see example here). There is an opportunity here for student, teachers and teacher-librarians to work collaboratively together, across all curriculums.

Digital Breakout

So what does this have to do with ICT skills and providing professional curriculum-based resources? I decided I would dig a little deeper to see if Breakout games could be digitized, and if they could help meet ICT professional needs in my district. I was not disappointed by my discoveries.

Teacher and students can improve their ICT skills and create a Breakout game anytime, as long as they have access to computer, iPad, or smart phone.  Digital Breakout EDU has resources for digital games, but if you aren’t into paying for content, then there are other ways you can create your own. Syliva Duckworth has create a breakout digital game for Canadian content. This can be done completely online and you could even use video chat programs, use Google hangouts and Google docs to share information with each other. You can even put the clues on smart boards, if those are available. If the game is digitized, students can play on their smartphones in the classroom.

Break into Collaboration

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The best part about online digital breakout games is that they can be used to work collaboratively with other students, teachers, classes, schools, and across the country, or even the world. This is a resource that, once created, can be played at any time and across all curriculums. Teacher-librarians could work collaboratively to have both online and physical breakout games. The physical games can be stored in library for all to use, and the online ones can be linked through the Learning Common website. If they are readily available, then students can even sign them out, or play the digital games at home with their families.

The biggest advantage is that it’s fun. I’ve played them, created them, and lead a class through the activity and students do enjoy them. Breakout games provide a wonderful opportunity for students, teachers and teacher-librarians to create content and curriculum-based learning, and even learn a few new ICT skills while they are at it.

Works Cited

Inquiry Project Blog #2

Learning ICT Skills One Piece at a Time

A Missing Piece

In my local district, social media networking is sporadic and underused. One school uses Moodle to share lesson and class assignments. Though, not all teachers are on it. Some teachers use Weebly to create their own websites, but most haven’t been update in over a year. Every school has a twitter account with a small, yet mighty, following. I’ve talked with a few Teacher-Librarians as to why there is such a small showing of social media networking at their schools. Their answer? Time constraints.

Social media takes time. Advertising on any social media platform takes time. With the day-to-day tasks and responsibilities of teachers, both inside and outside of school, it is hard to find the extra time to create a social media platform.  Social networking is still done by face-to-face interaction. Although, digging deeper, I found that some teachers like a brisk email. Others like a quick text. Others like having a website. Some stick to their well crafted lesson plan binder that they follow year after year and that is their cup of tea. So I don’t know how I am going to network in my district as a whole, but I’m determined to find a way that suits whatever school I’m at, and, more importantly, find a way that suits me.

A Post-Secondary Piece

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I have taken courses over the years and I’ve kept in touch with some of my professors. I like touching base with them to see what first year students struggle with (Writing and English are the main ones). This year I’m taking Computer Science and Web Design courses which has propelled my Inquiry Project for cross-curricular coding. I’ve gathered many resources from them. For example: I’m taking a coding class and I found out you can download Brackets for free and build a webpage. I’ve learned how to embed images and even how certain file extensions work for certain browsers. I will use this as a Teacher-Librarian because STEM programs are becoming more and more common in my district. I could eventually build a website for my won Learning Commons if I wanted to.  I can take these resources back to the schools in my district and share them.

A Personal Piece

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I am willing to admit that I’m the odd one out when it comes to social media. I haven’t yet found a platform I enjoy. Pinterest, tumblr and Instagram are probably a little more my style than anything else, but I’ve only ever used them for personal use and not professional. So that is what I would like to explore beyond this course. I want to dig deeper into different social media platforms and see what will work best for me, my class or even my school.

Since networking in my district is more face-to-face, I want to explore what kind of apps and websites, like Google Classroom, are available that would make collaboration between TL’s and teachers better, to create more moments of collaboration between students and teachers without having to rely on in person interaction only. I want to further my education in coding and Web Design and help to reimagine Learning Common websites to better suit the ICT skills of the schools.

Overall, my ICT skills are growing and hopefully, by the end of this course, I will have more pieces added to my networking, developing and learning puzzle.

Work Cited

Inquiry Project Blog # 1

Building Worlds and Literacy Through Minecraft

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While I do not have my own Learning Commons, I have been been fortunate to TTOC in a few. Each space has similar and unique ways of fostering a reading culture. New book displays are placed in direct view of the entrance. Posters of teachers reading a favourite book adorn the shelves and the school hallways. Book recommendation boxes sit on all the circulation desks. Teacher-librarians go to classrooms or invite classes to the Learning Commons for book talks. If a student requests a book, then Teacher-Librarians will buy the book immediately, give it to the student and then barcode it later. All of these examples contribute to a reading culture within the school.

But what if there was another way to reach students who may not like traditional reading, but love gaming? That’s where Minecraft comes in.

Minecraft & Literacy

In Will Richardson’s Why School? he discusses how Minecraft  can promote learning. As I started my inquiry into cross-curricular coding, Minecraft kept coming up in my research, so I decided to look into how Minecraft could foster reading.

I found a few interesting articles on the connection between literacy and Minecraft. In Danica Davidson’s article “How Minecraft can foster Reading,” she discusses how students who don’t like reading, but adore gaming, love exploring the Minecraft novels, comics, online resources and even resource books. Students are willing to read if they are interested in the topic. If a student loves Minecraft, they will want to learn everything they can about the game. In “Minecraft in the Classroom Teaches Reading and More,”  Jacqui Murray argues that Minecraft promotes reading in the classroom by allowing students to create their own online worlds and then they are motivated to research all about the world they are creating. Interest in the topic motivates literacy. If students are reading more, then it really shouldn’t matter if the topic is Minecraft.

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I would love to see my district Learning Commons branch into Minecraft books. Students might be playing the game at home and would love to read more. I have seen students (usually boys) come into the the Learning Commons and struggle to find something to read. It never occurred to me that having reading material linked to gaming might benefit reading literacy, but now it seems like a novel approach to literacy.

Works Cited

Reading Review #3

Cross-Curricular Coding

for Inquiring Minds

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Research Articles

The research process into cross-curriculum coding was as illuminating as it was frustrating. I did manage to find a few articles pertaining to cross-curricular coding; however, most were geared towards Elementary curriculum rather than Secondary. The articles themselves provide a great basis or start to coding within the classroom. Concepts and main ideas are adaptable to British Columbia’s new curriculum guide.

The articles also focused on the technological side of coding in the classroom. If a school doesn’t have the technology, then it would be far more difficult to integrate coding or Computer Science in general into the classroom environment. One article talked about the role gender plays in Computer Science. Though not in my direct inquiry, it was important to understand the disparity present within the field of Computer Science.  I do believe that if coding was cross-curricular, it would not only create more opportunities for all diverse students to express themselves.

Coding Curriculum Literature

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The general idea of coding in schools was covered quite well, but not specifically to cross-curriculum application. The one book I did find did describe the best way to implement coding in a variety of subject ares, but, once again, this was geared towards Elementary and Middle grade demographic. The lessons provided could be changed quite easily. In conjunction with websites like Scratch and Minecraft, which provide ample resources and education tools, lessons can be created for English, History, Art, or any subject desirable.

I found the particular absence of literature for coding in Secondary School rather frustrating. While there was literature on the importance of Computer Science in Secondary Schools, the cross-curricular approach was in more abundance in the lower grade levels. The literature available does suggest that the teachers should try to learn coding basics, not in an extensive way, but in a general sense so they can teach adapt it to their lesson plans. This poses some difficulty. Teachers are already stretched pretty thin in my district. I could see the benefits of having a Teacher-Librarian learn to implement code across all departments, but TL’s are stretched pretty thin as well.

Key Learning, Takeaways and Deeper Exploration

I learned that coding was used for storytelling.  In Scratch, a student could take their story from English and animate it, create sound effects and even a dialogue. Minecraft has similar opportunities where students could create a world based of their fractured fairy tales. The possibilities are plentiful. However, it all pertains to technology within the school and funding.

The greatest takeaway was how important coding and Computer Science is to 21st century literacy and digital literacy.  The integration of technology in the classroom and teaching students how to use coding in their daily lives might encourage students from all backgrounds and genders to pursue that as their chosen field of study. It prepares them for careers they might not have thought about before. It opens doors.

I would love to explore Scratch and Minecraft on a deeper level and try and create a fractured fairytale, or create a retelling of a great historical figure. Exploring  how Python is used for coding would also be a great asset. There are different coding languages and finding out how each could be used to deepen Computer Science as a field of study in Secondary schools would be wonderful.

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The research process also made me assess the critical thinking and problem solving aspect of coding. As I learn how to code, the critical thinking aspect is quite deep. When you miss an attribute or don’t know why an application isn’t running the way you want, you have to go back and find the problem and solve it. You rely on your instructor and other students in the class. This extends to how I would implement coding in one of my classes or as a Teacher-Librarian. I could see using both Scratch and Minecraft in a Humanities 8 class.  I could also see the prospect of collaborating with an art class, where the English class would create the stories, the Art class would create a background or characters, and then they could use that to create a visual representation using a coding program. The possibilities are endless and I look forward to pursuing them.

Works Cited

Reading Review #2

Cross-Curricular Coding

What if a student could animate a poem? What if students could code an interactive game to learn grammar? What if students could create a game from their story?

Questions such as these have been floating in my mind over the last couple of years and have become more concrete since I started this LIBE 477 and my Computer Science courses.  After starting my research, I realized that my inquiry is rather general. While I’m deciding my focus (possibly English, History or Art, diversity in coding for cross-curricular coding, robotics), or the grade level, here are some of the resources I’ve found. These sources have given me a great starting point to narrow my focus for my Inquiry Project.

Coding Resources

Scratch is a coding website for educators and students.  It is geared towards a younger audience because it uses block coding, but I don’t see why some of the lessons could not be adapted or even used for grade 8. If grade 8’s do not have experience in coding, then this is a great place to start. This site is a great resources for my Inquiry project because there are cross-curricular lessons. So if I choose a specific course, like English, I could teach them how to animate their names as an ice-breaker, or to animate a poem, or create games. I plan on creating a few to see how interactive this site can be. Here is a list of resources by subject area.

Code BC is a resource for teachers and students who want to teach and learn code. It is based on the new BC curriculum and it is an approved by BC Ministry of Education.  It has a wealth of coding resources from grades K-12 for computation thinking activities and cross-curriculum lesson. This site is a great starting point for my inquiry in to cross-curriculum coding. I’ve used its grade level search to find specific programs for the high school level.  It provides a great basis to see what is out there for my Inquiry project, since my knowledge in this area is still formulating.

Articles

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Coding in English Class? Yes! And In Your Class, Too!” by Laura Bradley explores the implementation of coding in an English class. She draws connections between English Class, storytelling and computer games. She uses Scratch to code stories into games and uses Hour of Code, Code Academy, and Khan Academy, other websites for coding tutorials on how to code. If I want to zero my focus on coding in English, then this article is a great place to start. It provides concrete examples and how to successfully implement coding the English curriculum.

Integrating Art and Animation in Teaching Computer Programming for High School Students Experimental Study” by Hadeel Mohamned Jawad et al. is a comprehensive study out of University of Michigan that proposed the benefits of integrating Art and animation together. The Study found that integrating art and animation in high school fostered a student’s interest and pursuing a post-secondary education in Computer Science.  The study also implicates that integration of animation and art also encouraged more diversity within the software field. This article shifted my Inquiry focus to dig deeper into the the gender gap in software. Maybe if coding was integrated into all curriculum on a regular basis, girls would want to code more.

TED Talk 

Brian Aspinall is a blogger, motivational speaker and educator who strives to “hack” the classroom. He wants coding to be commonplace in classrooms so it creates more opportunities for students to pursue education in Computer Science. Both his website and his TED Talks revolve around the importance of coding and how it can change lives of students. Not only did this Ted talk motivate me, his website is a wealth of knowledge about the different kinds of coding. Python, block, text are examples of the different coding languages may be curriculum specific.

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Overall my Inquiry Project is off to a strong start. As I sort through more sources, I hope to narrow my focus to a grade level and specific subject area. I will endeavour to apply my knowledge and share some coding examples later on.

Reading Review #1

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Digital technology and literacy are a vast pools to dive into. Issues that will arise in the near future would be two-fold. Firstly, the integration of technology with in the classroom and or learning commons will pose a series of challenges. Secondly, bridging the digital literacy gap between those who are well versed to not so well versed.  My interest in technology, especially Computer Programming, coding (websites, apps), robotics and digital media,design, runs deep.  So I am interested is the integration of new technology and how to make it accessible for all teachers and students. Opportunities to test new ideas and to implement technology will come up in the future (within the next 5 years or so) due to schools in my district testing a STEM program with in the high schools.

Curriculum related to this issue would be Computer Programming courses, app coding and website design, which should be in school, and not just as an elective. While reading Will Richardson’s Why School? I was struck by the idea of utilizing Minecraft. I have seen students use it and get excited about it. I’ve seen the books available and even some of the worlds they create. I do believe that new curriculum should be introduced to provide better opportunities for students to flush out future career opportunities or just have a base line of knowledge that would benefit in the changing technological landscape.

The pedagogical aspect of this area of interest will require some thought. I can’t see a traditional stand and lecture technique working here. A more collaborative approach where the teacher is a facilitator would be best. Student learning from each other and creating something individually and then using that to create something collaboratively might be a good option.

Digital technologies such as apps, online games, blogs (vblogs) or even have students program their own application for testing in collaboration with another subject are (coding a multiple choice test from humanities, but are graded on the coding, not the answers to the test).

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Some key words that I would use to identify elements of digital technologies would be: coding, html, CSS3, window application, practical application, collaboration, problem solving and creativity. Key words for interest and opportunity: apps, games, life-long inquiry, life-long learning. I would like to research different ways to implement computer programming and coding into classrooms. For example, when coding a Windows application, you could do a small multiple choice quiz. Now this isn’t about testing for knowledge on the quiz, but it is about coding and imputing the right answers in to the quiz code. The students will still have to know the answers, but they are applying it in a new way. They could even code a small game or animation as a project for one of their classes.

Possible topics that would broaden my understanding would be to inquire about apps that other teachers have used in the classroom, or online games that are available to implement some digital technology aspects within the classroom or as a class itself.  Understanding computer programming and coding would be helpful as well. I would focus on grades 8-12, but it may narrow to grade 8, since they are the right age for certain apps and games.  The school setting would have to be high school. However, it might branch to middle school as well. Resources at school might be an issue. It depends on what technology a certain school would have or could have access to and budget constraints.  Aligning it with current BC curriculum guidelines, or identifying ways it could be cross curricular would be beneficial.  How to teach this topic would focus on the teacher being a facilitator of knowledge and not a standard lecturing-testing model.  Creating webpage or code must have a basic understanding first, but then student can branch off to create something all their own. Also, digital literacy would have to be addressed at some point. A basic foundation needs to be established first.

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For professional practice, I would love explore the current uses of digital technology and literacy, such as blogs, and understand how they are used, and then branch off into ways I could incorporate computer programming and coding to be cross curricular. I’m not sure how that would work exactly, but that may be where my focus should be.

 

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Richardson, Will. (2012). Why School?: How Education Must Change When Learning and Information Are Everywhere [Kindle Single]. TED Conferences.