Archive for the 'Using Technology Creatively' Category

Oct 30 2008

Living in a Microworld

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As part of my immersion activity with Nigel, we looked at Microworlds and in particular the implementation of SimCalcs MathWorld in a Mathematics classroom. Another example is ThinkerTools which looks at Newtons laws of motion (discussed here).

MicroWorlds are seen by Jonassen as beneficial for students as they are an active learning environment which contain simulations of real world situations which the students manipulate.

Jonassen provides the example of students matching the velocity and displacement to motion. It can also be highly interective, with the right equipment, students can even model their own movements.

Research has also statistically examined the benefits of MathWorlds. It has been shown to improve Algebra results, in particular in more difficult concepts, and motivate students (Trotter, 2007). Overall, I see these as an interesting area to try to utilise next year to help improve student learning and engagement. Surely it is more motivating to learn algebra in real world simulations than on a blackboard:

Original Photography: ‘088/365 More maths today’

Made available under Creative Commons 2.0 Attribution Licence: http://creativecommons.org/licenses/by/2.0/
Available at: www.flickr.com/photos/26604660@N08/2938100285

 

Whilst MathWorlds is one example, there are surely numerous alternate software available on the world wide web. I found ThinkerTools (KLA: Science) in minutes.

There is a free 120 day trial for MathWorlds for those interested.

 

Trotter, A. (2007). Project on Algebra Software Seen to Show Promise. Eduction Week. 27(5), 10. Retrieved October 23, 2008, from ttp://web.ebscohost.com.ezproxy.lib.uts.edu.au

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Oct 30 2008

Constructivist Sketchcasting (A response)

While searching external bloggers I came across an interesting blog by an Instructional Technologist at a US School. It mentioned an interesting technology called Sketchcast and the potential to use this program to create tutorials for students and parents.

Whilst this site apparently allowed you to create sketchcasts, it doesn’t appear to be working at the moment. For those interested in learning more, see the following tutorial on how to create a sketchcast using a range of desktop and internet applications. The key to creating a sketchcast is having a mic, a screen recording tool and a sketching pallat, the most basic of which I can think of is Paint.

Anyway, I think this idea could be useful in a classroom. We could use it as a teacher directed aid, however to be more beneficiall to our students, we could get our students to create there own. This could take the form of an overview of a topic or as a solution to a question, as suggested by the blogger. In this way the technology would be implemented using a constructionist approach to learning. This is underpinned by Pappert’s theory that students learn best when they are the designer and builder, as discussed by Harel.

Whilst a true sketchcast involves a sketching pallet, I do not see why this idea cannot be extended to include recordings of software such as Geogebra that will allow more complex ideas to be examined. See my amateurish version below on constructing an angle in a semicircle using geogebra. This was created using Geobra and Debut Video Capture Software.

Note: For a true sketchcast  I should also record sound to explain what I am doing. 

Note: If you can’t see the embedded video below (I couldn’t see it), see it on YouTube.

 

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Oct 23 2008

Geometric Generalisations (A response)

I have read Nico’s blog about the benefits and use of utilising geometry software within a classroom. I agree with him that these are an ideal chance to get the students to construct their own knowledge.

 

Nico talks about the dynamic nature of such constructions i.e. “when constructing the bisector of an angle, dragging the arms of the angle and therefore changing it don’t change the fact that the bisector still divides it in 2 equal angles”. I just wanted to mention that this has been a researched benefit of such software. The dynamic nature allows students to see the generalisations of a construction. Or if you like, it aids the student in seeing that a property doesn’t just hold for one example, rather it holds in all cases (Kissane, 2002). This overcomes the problem of a student questioning the validity of a proof, as it shows that the property holds in more than one instant.

 

Within our curriculum, I see this as particularly useful in the area of circle constructions where a large number of difficult constructions are necessary. For example, the image below shows a construction which the students could generate to construct their own knowledge that the angle in a semicircle is a right angle. 

 

Kissane, B (2003). Using Technology in the best possible ways. Reflections. 27(1). 2-11.

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Oct 23 2008

A purpose must exist (A response)

Upon reading some posts in the global blogosphere (is that a word) I came across a rather thought provoking piece that reminded me of incidents on my practicum. The post concludes on the need to thoughtfully implement technology so that it is utilised as a purposeful tool.

In my practical experience, too often computers were used as the dreaded “teaching machine”, with little difference in such a lesson to completing textbook activities. Indeed some just involved completing an online quiz. Is there a purpose to this?

Rather, we must have a purpose and try and let our students program the computer rather than the computer program the student. Often when utilising Excel in mathematics the students on prac just had to copy code and answer some fairly straightforward questions. Instead, as research points out, why not have a purpose of using Excel, or other spreadsheet programs, to improve the students understanding of the relationships or concepts involved. If we get the students to program their knowledge into excel by converting known mathematical properties into code or formula, they need to utilise higher order thinking.

Don’t just give them a worksheet, with the formula given as below. Let them think creatively for themselves to improve their own understanding.

Overall we need to think seriously about our implementation of technology. Don’t just mimic textbook activities, engage our students and extend them beyond routine ideas.

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Oct 23 2008

Games that educate

 

This was one topic I was considering for my immersion activity and felt it warranted some greater exploration on my part. For me personally, I couldn’t see the value in commercial games and only thought benefits could exist in educationally produced material.

 

But this view has altered. Upon viewing the video Why Games , it became apparent that even commercial software has potential. Possibilities mentioned included the physics involved in Half-life through to the historic perspectives offered in games such Age of Empires. Or my own thought, could physics or engineering be examined by using flight simulators?

Original Photography:  ’mac flight’

Made available under Creative Commons 2.0 Attribution Licence: http://creativecommons.org/licenses/by/2.0/
Available at: www.flickr.com/photos/30008272@N00/86338094

 

 

 

But why are games so useful as educational tools. The key mentioned is that they are ENGAGING. Additionally, feedback included that: 

§         They can be open-ended or non constrictive, unlike standard workbooks or textbook work

§         They can allow you to make your own creations.

§         They can allow you to examine the impact of certain actions to build your understanding.

 

More formal commentary suggests the added benefits of modified mainstream games to include additionally educational elements. These games are still engaging but also provide opportunities for students to think more broadly, such as an understanding of chemistry in the modified DoomEd game. Its also interesting to read that games are not only being used by students but also actively created.

 

I feel the need to be careful when using games to model real-world phenomenon or those which examine historical perspectives. As research has pointed out, there needs to be a sound level of accuracy so that we will be comfortable using them in a classroom. For example, games where you can somehow jump from a 10 story building and then keep running could create dangerous misconceptions in a child’s mind.

 

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Oct 23 2008

Why mindmap?

As part of immersion we are required to create a mindmap.

When utilising this tool (we used bubbl.us) it was apparent that it enabled us to logically organise our thoughts on the types of ‘mindtools’ available to us as educators.

Indeed this is the reason why mindmaps are beneficial in helping our students learn. In producing a mindmap a student is required to engage in “critical thinking” to analyse the relationships between concepts that may initially appear isolated. (See Jonassen). In this way they are constructing their own links between concepts that may otherwise appear unrelated.

 

 

Original Photography:  ’Mind map before printing’

Made available under Creative Commons 2.0 Attribution Licence: http://creativecommons.org/licenses/by/2.0/
Available at:
www.flickr.com/photos/7171876@N07/2334671173

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Oct 03 2008

Flashy Maths

Macromedia’s FLASH development system is a system that allows a user to create animations which can be used within a mathematics classroom.  

Bakhoum (2008) has studied in some detail the effect of using flash animations within a mathematics classroom. On average 65% of the students achieved better scores when using flash animations whilst 98% of students believed they has a better understanding.

One creative example presented examines the formation of an understanding of velocity. The user of the program drags a car along the top of the screen at variable pace and a distance verse time graph is produces. This would enable a student to examine the variation and “steepness” of such a graph with alterations in the speed of the car.

Whilst in this study, the primary creators of the animations were the teachers; I can see no reason why students cannot create their own animations or just use the teachers own creations to build there understanding of mathematics.

A great example of a Java Appelet allows a student to examine the displacement, velocity and acceleration graphs of a man as the user drags him along the screen.

For your own knowledge, tutorials on creating flash are available at Flash and Maths .

Bakhoum, E. (2008). Animating an equation: a guide to using FLASH in mathematics education. International Journal of Mathematical Education in Science and Technology, 39(5), 637-655, retrieved August 31, 2008 from http://web.ebscohost.com.ezproxy.lib.uts.edu.au

 

 

 

 

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