"Reflective thinking turns experience into insights"

"Reflective thinking turns experience into insights"

I am writing this blog to help me process all the information and discussions that are happening weekly at the Mindlab Postgrad course in Digital and Collaborative Learning.

Thursday, 30 June 2016

Week 16: Mobile Learning and WYOD and Research Leadership

WYOD
(Wear your own device)

Education delivered by a mobile device

Brain Sensing can facilitate the detection
1.Monitoring to understand what is going on in someones brain
2. Neurofeedback - presenting info to person in real time eg to improve my focus, calm down and get ready to sleep
3. Control/ interface applications - to control things with your thoughts eg computer, robot, artificial limb

Brain Control
https://youtu.be/rSQNi5sAwuc



Next Part of Course
Research Review
Talk about different answers and viewpoints in the literature, not my opinion..
Compare and contrast

A Plan for a Teaching as Inquiry project
Use format of choice - blog (engage with community, class evidence of data, asking from people, share their views,etc), video blog
Assessable within 12 mins

Online Participation
Four pieces of evidence
screenshot of Google+ community or comment on a blog
Discussion to help each other -should be about the topic(2) for assessment 1 & 2 or class notes of weeks 17-24.
Need to take screenshot






Friday, 24 June 2016

Week 15: Gamification


Zone of proximinal development (enough to be a challenge )

Serious Game Examples
Sparx recommended game for mental health
Quest2teach
Games to treat Tinnitis

Educational Game Models
  • Be relevant, explorative, emotive and engaging
  • Include complex challenges, puzzles or quests
  • Be gender-inclusive and non-confrontational
  • Provide appropriate role models
  • Develop democracy and social capital through dialogue
  • Support authentic learning activities
  • Support the construction of tacit knowledge
  • Problem Solving Skills

Kupu Hono Maori Game
Poke-A-Muscle
Ticks most of the game model

Games
Playful, Physical, Gameful

Games are :Just a set of problems that must be solved.
If learning is so rich and so deep we won't need a summative assessment.

Flow Theory
You get what you need when you want it.
Flow is widely accepted to be one of the fundamental reasons that people play games. It is the essence of games. For game designers, the question is not whether flow is important, but, rather, how long you can keep your players in flow.
Murphy, C. (n.d.). Why Games Work and the Science of Learning. Retrieved from: http://www.goodgamesbydesign.com/Files/WhyGamesWor...
Badgeville (n.d.). Game Mechanics. Retrieved from: https://badgeville.com/wiki/Game_Mechanics


Next LDC Assignment Tips
Focus of feedback
Early adopters would be .... use components of the  lean plan for these...
through the lens of leadership models

Use words in the rubric for key phrases
This change initiative can be ...in the local context by
The .... has a broader context...


From Decade of social to decade of games.

4 Impt Game Dynamics (Video Ted)


Appointment dynamic
1.Must do something in a predefined place at a predefined time
eg Happy Hour - to win just turn up at the right place at the right time.
         Farmville - have to return to water your crops...
        Vitality - a site to help you take your medicine on time

2. Influence and Status
eg. The colour of the credit card
Modern Warfare level
School levels, valedictorian

3. Progression dynamic- moving through steps, progress bar
eg. LinkedIn
Levelling up - spending time to get awarded more and progress
eg coffee cards, loyalty cards

4. Communal Discovery
Everyone must work tog. to solve problems
eg. Digg,

Activity turning up to class after a break (Appt dynamic)
10 min break in a two hour class.
-Start an exciting starter
Hide a clue (write a message in chalk on concrete or window chalk)Students must find, memorize and and get back to class in 10mins.
Could be culumlative game with big prize eg win a basketball, tablet, phone at end of term. Points for ranking.

Fun Theory
Changing peoples behaviour thru fun.
eg musical stairs











Week 13 Inquiry learning

Inquiry Learning

Ss co-construct their learning in an authentic context.

Steps
       
Rubric

Inquiry learning as we test drive a programmed a robot car in groups.

Teaching as Inquiry


InstaGrok
Helps for students who are not sure where to start and overwhelmed by Google search
Visual map

Thinking about our Research topic
About Inquiry

Single (like a thermostat -no reasoning just basic level)or double loop learning (thermostat -why is that too hot or too cold) Questioning basic assumptions. Questioning beliefs and assumptions. (it may not be the students but the way I am doing something) Double -loop -open to learning approach.
eg. Kids in my class fail bc they come from low socoi-eco family.
               Kids from These are some other factors like coming hungry,

See Albany High links on Portal (3.1-3.4)
Parsons Teaching as Inquiry process








Week 14: Maker Movement and Innovative places

Various Stations tonight

Our groups meme:


Sunday, 5 June 2016

Week 12 Designer Thinking

Designer Thinking

Human centred design
Ideation-Means problem solving,collaborative ideas, divergent thinking- exploring many possible solutions
and generating creative ideas. #mindlabDT
divergent, convergent, analysis, synthesis

5 Key elements of design thinking (from Week 12 video-What is design thinking?)



David Kelly "Human centred design" video week 12
The focus used to be on objects, now focused on human centred approach to design. Behaviour and personality in the products. Showing how objects will be used-man/machine relationship.

Innovation, empathy, observation, prototype

Design thinking Kite Model

Empathise, Define, Ideate, Prototype, Reflect.

How might one of these phases be beneficial in my practice?
Ideate-think of all kinds of ideas
  • Learn from Failure
  • Make it
  • Creative Confidence
  • Empathy
  • Embrace ambiguity
  • Optimism
  • Iterate, iterate, iterate
Check out mindsets related to Design Thinking.(Week 12 Leadership notes)
Write a reflection and goals about why and how you could rehearse that mindset as part of LEADERSHIP 2 plan.

Embracing Ambiguity
Exploring lots of possible solutions
"I'm not quite sure how this might fit, I just want to hold on to this idea."
Permission to explore lots of possibilities
Creative Confidence
Knowing that you have the ability otherwise you have a fear that you have to remove. You need to go through lots of iterations to become successful. The more you try new things, and having stick-to-itness then the more creative paths you go down.

Leadership 2 assessment
How are you going to lead - think of variety of reactions see photo slide Innovation Diffusion Lifecycle

Rogers, E., Diffusion of preventive innovations, Addictive Behaviours 27(6) 989-993
eg who are early adopters, who are late majority etc
Early adopters could give highest of opinion leadership, don't care if things are not perfect, will test and make suggestions, can see potential benefits and pitfalls.

Define characteristics of early adopters then How to work with early adopters .... so how does that apply - make it relevant to my situation.

Early Majority- need to see the benefits
From Robinson L(2009)
Fullan Good Change Leadership
Lean plan (not the plan itself but how you will lead) is not a leadership theory so see bottom of slide

Talking about stakeholders, early majority





Week 11: Lean Education

Week 11
We missed the Mindlab session this week because of Teacher-Parent interviews but this is what I gleamed from the readings.










Lean learning is when the student pulls value from the educator- what they need, when they need it, rather than the educator pushing content at the student in a timescale dictated by the institution.

Week 8: School Transformation



The 5 Whys Problem Solving Method

Must be based on fact and use up to 5 whys .
Drilling down to solve the root cause.


Using Coggle to think about by education philosophy


NZ Education in 2025:

Lifelong Learners in a Connected World



 Change Management

Kotter (1996) suggests that there is an 8 step process for change management
Climate is conditions for change

Sustaining Change


Need system thinkers



Week 9 - Assessment, Culture, Engagement


Successful Education

Finland has been highlighted as one of the most successful education systems in the world. We started with a Kahoot on the similarities and differences to NZ.  Finland has a similar sized population, remoteness and outdoorsy population. Apparently Finnish men can't dance and with all their lakes they have a terrible number of mosquitos. Finland  is a very monocultural  with only 4% born in other countries.
Concerning education - in Finland there are no private schools, the average school size is small. Standardized testing and charter schools do not play a part in Finnish education. Finnish teachers are highly qualified but is that the answer  to NZ's education problems? 
It seems there are many significant factors that are different in Finland especially social, cultural and economic factors.


What is agency?

Control and Power to problem solve, authentic. Agency- to make choices and act on those choices


Culture- customs, rituals etc
Climate - conditions for change

Don't ask me where I'm from?

'Where are you a local" to see a set of experiences
Your experiences are where you are from

3R's
Rituals
Breakfast with family
Driving to Work
School
Driving/Children's sports
Driving Home
Family

Relationships
Family
Colleagues
Students
Church
Friends
Facebook community

Restrictions

Finances
Employment
Children's education

Global Lives Project

When thinking about what do you want to change in NZ education keep in mind hackeducation.co.nz crowd sourcing website and your assessments

Leadership 2 will be a Change initiative

You will also get to reflect upon your cultural responsiveness in practice in the last "Applied Practice in Context"


What does engagement mean?


Hooked in, involved, not always learning (for example being hooked into Candy Crush)
Always a relationship- to something

Types of engagement-Behaviourally, emotionally(relationships), cognitive(critical thinkers), cultural

App Review Tool