Send the link below via email or IMCopy
Present to your audienceStart remote presentation
- Invited audience members will follow you as you navigate and present
- People invited to a presentation do not need a Prezi account
- This link expires 10 minutes after you close the presentation
- A maximum of 30 users can follow your presentation
- Learn more about this feature in our knowledge base article
Transcript of Digital Teachers
Creative activities are "limited only by the teacher's imagination" (Howell, 2012, p. 121). So what does this actually mean when faced with breath-takingly new technologies? Howell (2012) offers the answer, a teacher must be "Techno-fearlessness! Be brave, try anything and everything, be led by your students' interests and what is popular at the time" (p. 121).
Technology and Play.
The four interrelated skills needed for experimental activities are:
1. What types of technology could be used?
2. Which technologies support learning?
3. Which technologies could be used to meet a variety of learning needs?
4. How could technology be used to introduce, engage and motivate?
5. What technological learning will occur?
6. What learning outcomes match which technology?
The use of technology to acquire specific skills.
It is important that the activities used when engaging with technology, as with any other tool, have a purpose that relates to active learning. Howell (2012, p. 124) recommends that as you design and plan your units of work you should ask these questions:
What does digital pedagogy look like in our technologically rich world?
A digital pedagogy as Howell (2012) states is "a complex blend of skills and aptitude" (p. 119). What does this mean when the world around us is changing so quickly? It should mean that as teachers, regardless in the changes in the types of technology, we continue to emphasis the importance of:
• Creative activity (using creative technologies)
• Experimental activity (technology and play)
• Purposeful activity (through engaging numeracy and literacy, techno-skills and social skills)
List of References
Bower, M., Howe, C., McCredie, N., Robinson, A. & Grover, D. (2014) Augmented Reality in education – cases, places and potentials, EducationalMedia International, 51:1, 1-15, DOI: 10.1080/09523987.2014.889400
Howell, J. (2012) Teaching with ICT: Digital Pedagogies for Collaboration and Creativity. Victoria: Oxford University Press.
Images sourced through Creative Commons.
Press play and come on a journey of discovery
But always ask:
7. How can technology be incorporated meaningfully?
Experimental activity is "concerned with creativity but also processes how things work, how something might change if you move or change it, how learners engage in a process of trying to understand how something works or functions or it could also be concerned with problem-solving" (Howell, 2012, p. 121).