Archive for February, 2013

One-To-One Laptop Program: Preeliminary Notes

Thursday, February 21st, 2013

Aside from class observations and interviewing students and teachers, my position at School One also provides me with the opportunity to see the practice behind implementing a one-to-one laptop program. Currently, the school is working towards providing laptops to students entering the ninth grade next fall which already seems to be well underway.

My Role

At School One, a committee has been set up to discuss the smooth transition of laptops into the classroom. Logistics aside, the main problem seems to be that teachers are not sure of how to incorporate laptops into the learning space. Certain teachers are unsure of what digital tools and programs they may use to enhance their students’ learning which of course, is their ultimate goal.

This is where I will be stepping in. After discussions with my supervisor, I now have the task of locating articles detailing how laptops can be beneficial to students. Additionally, I will also be putting together lists of tools and ideas on how to use them across the disciplines. Finally, I will also consider classroom management and come up with tips on how to get teachers to ensure that their students stay on topic.

This project also serves as a stepping stone to other issues surrounding the use of technology in education. The use of laptops not only requires technical knowledge, but also the development of digital literacy. Part of this involves the understanding of identities on the Internet and how they can be constructed and maintained. As such, I will also be looking for materials that will educate parents, teachers and students on how to maintain an online presence, what the implications of cyberbullying are, and also, how to sift through the vast amounts of information located on the web. Not only will this be beneficial in a practical sense, but I also hope that this will help me formulate a clearer idea of how digital literacy has come to be specified.

Media Convergence

Tuesday, February 19th, 2013

“By convergence, I mean the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who would go almost anywhere in search of the kinds of entertainment experiences they wanted.”
Henry Jenkins on media convergence. From Convergence Culture: Where Old and New Media Collide

My experiences at School One thus far have allowed me to see different technologies at work in a wide variety of subjects. I found that media convergence, as defined by Henry Jenkins, proves present even within the classroom setting. However, instead of searching for different kinds of entertainment experience, student and teachers alike search for different learning experiences.

What seems to be the trend in the classrooms that I’ve worked with seems to be the successful convergence of media, both old and new. In a middle school social science classroom, I found that while the students’ final projects were presented in a Meograph (touted as a tool for “four-dimensional storytelling), the research that they undertook required handling material found on multiple media, both digital and analog.

Further, in a conversation with a high school English teacher who spoke at length about her praise for digital tools, I found that she also valued the use of “older” technologies such as speech, pen and paper, among other such things. She describes her classroom as “collaborative” but also maintains that it has always been, and will always be. The use of tools will change, but this change should not affect the nature of her classroom.

What this demonstrates is that new media tools are not merely appendages to an existing teaching space. On the flip side, new media isn’t the be-all-end-all. Instead, digital media proves an integral component to the network of media that comprise a classroom. In order to use digital tools to allow for students and teachers to seek out different learning experiences, using the word “integration” proves the way to go.

Social Motivation?

Wednesday, February 6th, 2013

My Role and Experiences

Thus far, I have had the opportunity to sit in on multiple classes and found the environment at School One* to be welcoming and friendly. I sometimes worry that my mere presence in the classroom, especially in the middle school, disrupts student focus. On several occasions, students have dropped whatever project they were working on to speak to me about what my role in the classroom is. This conversation has then developed to talking about things irrelevant to my fieldwork — as exhibited by one friendly student who interrogated me thoroughly on what music I liked and listened to.

While this can be seen as a distraction, I also realize that this process is essential in building the trust and connection needed to create an ethnographic account. I also find that having students realize that I am not just another body in the room, but a person, makes them more comfortable with having me wandering around and asking questions. Hopefully, as time progresses and my presence is no longer a novelty, the students’ distraction will subside.

Teaching Gaming

I have had the opportunity to observe several classrooms: sixth grade social science (2 sections), seventh grade computer science, the middle school computer club, and the upper school computer science elective. In these classes, I have noticed that a method of getting students interested in computing proves to be through gaming and the motivation to create something that their peers will think of as “cool”.

Gaming has come up in multiple classrooms that I have visited. Particularly in the computer science classrooms, students are more willing to create a product that will have an influence on their peers and even, in the wider. This influence, I’ve noticed, has a great deal to do with their perceived popularity. The product, in this case, have been games produced on Scratch (a programing software designed for programmers and non-programmers alike).

In the middle school computer science club, the incentive to create games is the possibility that they could win a nationwide STEM competition targeted at middle schoolers. After teacher Jane** showed students several examples of past winners, the students seemed much more motivated and inspired to complete their games. Realizing that no student from School One has ever won the competition, the students in the class seemed to want to step up. As such, they exhibited more of an interest in considering and exploring what made a good game. While these projects have not been completed as of yet, I am interested in seeing how this motivation of gaining acclaim/popularity for their work influences their understanding of game creation.

In the sixth grade computer science class, where the girls are working on slightly different games on the same program, the idea that some sort of social incentive as the motivation for their work proves evident. While Jane had been through key elements of a gaming experience with her students, they did not seem to fully take everything onboard. This was until Jane mentioned that if their games were finished and ready for users, they could open up an “arcade” for their peers. This prompted several students, working in groups of 1-3, to consider how to make their games “cool”. I noticed that after this announcement, several students started altering their games to incorporate references to popular TV shows and music groups.

In considering how the motivation for producing video games seems to be the approval of other peers, I want to further investigate the social aspect of the school outside of the classroom. In my group interviews with students, I hope to also ask about their perceptions of being in a computer science class, and how they react to their assignment and how they motivate themselves to stay on topic.

*school one will be the name that I refer to my field placement site on this blog.
** not her real name; also my field placement supervisor