Beyond the computer lab: Rethinking ICT for education

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Beyond the computer lab:
Rethinking ICT for education

Steve Vosloo

Fellow, 21st century learning

Presented at 3rd Annual Education ConferenceJohannesburg, 4 March 2009

The growing disconnect

Digital lives of learners

Bridging the disconnect:

Mobile learning / Games

There is a disconnect between children's learning experience in the classroom and outside of school.

There is now an extraordinary contrast between the high levels of activity that characterise children's consumer cultures and the passivity that increasingly suffuses their schooling.

(Buckingham, 2003)

Buckingham, D. (2003). Media Education & the end of the Critical Consumer. Harvard Educational Review Buckingham.

In many ways the world has changed and school has not.

Classroom vs the world

Formal & structured

Top-down

Passive

Disengaged

Un-networked & disconnected

CAMI & Powerpoint

MCQs & simple creations

30 mins/week

Informal & fluid

Bottom-up

Active

Engaged

Networked & plugged-in

MXit/Facebook, games, web

Communication, play & exploration

Up to 2 hours/day

I'm generalising here, and being a bit unfair to schools, but I'm trying to make a point about the differences between these two sites of learning.

Technology has enabled not only the consumption of content, but also the creation and sharing of it. Digital media empowerment underpins the emerging participatory culture (Jenkins, H. 2006. Convergence Culture, where old and new media collide. New York University Press)

As soon as learners step out of the door, they are preyed upon as potential consumers in the attention economy. Nike, McDonalds, MTV, etc. are vying for their attention. I'm not saying whether this is right or wrong, I'm just pointing out the reality.

Classroom vs the world

Image: http://www.flickr.com/photos/coda/161946841/sizes/l/, CC

ICT in schools is predicated on the top-down understanding that we know how children should be learning from technology rather than seeking to learn from their existing practices.

(Their Space, 2007)

Now, it may be true that many of today's kids are over-stimulated and obsessed with technology. But as educators, we need to begin to understand the digital life of learners, the changes that are happening in their world in order to respond appropriately.

Their Space: Education for a digital generation (Demos.co.uk, 2007). http://www.demos.co.uk/publications/theirspace

Cellphones

Media access and use

Source: Young South AfricAnS, BroAdcASt MediA, And hiV/AidS AwAreneSS:Results of a NatioNal suRvey by the Kaiser Family Foundation & SABC (MaRch 2007). http://www.kff.org/southafrica/7614.cfm

Cellphone ownership and use

Source: Young South AfricAnS, BroAdcASt MediA, And hiV/AidS AwAreneSS:Results of a NatioNal suRvey by the Kaiser Family Foundation & SABC (MaRch 2007). http://www.kff.org/southafrica/7614.cfm

Rural access

Computer at home: 2%

Have a cellphone: 62%

(Kaiser Family Foundation & SABC, 2007)

Young South AfricAnS, BroAdcASt MediA, And hiV/AidS AwAreneSS:Results of a NatioNal suRvey by the Kaiser Family Foundation & SABC (MaRch 2007). http://www.kff.org/southafrica/7614.cfm

Image: http://www.flickr.com/photos/whiteafrican/2735722117/sizes/m/ (CC)

Cellular South Africa

BratTrax (2005/06) study: ages 7-15:

High increase in cell phone ownership among all age groups from 2003 2005

All age groups recorded a high usage of SMS, with voice services and game playing increasing

Children of all ages aspire to the have the newest model of handset

Children mostly download ringtones, logos, games

Large difference in cell phone ownership among income groups

Source: see the BratTrax reports by Youth Dynamix http://www.youthdynamix.co.za/

MXit

Claim 10 million subscribers

250m messages/day

Subscribers profile:

0-11 years: 2%

11-14 years:8%

15-18 years:26%

School-age youth on MXit: 3.6m

Profile stats given by Paul Stemmet at 3rd Annual Education Conference in Southern Africa, 3 March 2009, Johannesburg, South Africa.

Gaming

... even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work?

Shaffer, Squire, Halverson, Gee (2005)

Video games and the future of learningPublication Type Journal ArticleYear of Publication 2005Authors Shaffer, D. W.; Squire, K. R.; Halverson, R.; Gee, J. P.Journal Title Phi Delta KappanVolume 87Pagination 104-111ISBN Number 0031-7217Accession Number ISI:000232242500005

http://www.academiccolab.org/resources/gappspaper1.pdf

Play

Earliest forms of learning (Vygotsky)

Try, fail, experiment / die and do over

Experiential & immersive

Highly engaging

Motivating

Theory of situated learning learning to be

Learning through games?

Ecology of games:

Strategy, dialogue, mentoring

Communities of practice:

News, FAQs, discussion forums

Develop community social practices

We dont learn from games, we learn through them.

In SA, gaming can be used as a learning tool when it is conceived and designed as the vehicle that provides the opportunity for social dialogue in a learning activity.

Alan Amory (2008)

Said during presentation Q&A at ED-MEDIA 2008.

Learning through games?

Experiment with identities

The harder the better

Gee's 36 learning principles of good games (2004)

Form of problem solving

James Paul Gee (2004): What Video Games Have to Teach Us About Learning and Literacy http://www.amazon.com/Video-Games-Teach-Learning-Literacy/dp/1403965382/ref=sr_1_1?ie=UTF8&s=books&qid=1218454089&sr=8-1

In some sense, a game is nothing but a set of problems. We're actually selling people problems for 40 bucks a pop ...

Will Wright (Jenkins 2005)

Jenkins, H. (2005).Buy These Problems Because Theyre Fun to Solve! A Conversation withWill Wright. Telemedium:The Journal of Media Literacy, 52 (1 & 2), 20-23.

Digital lives: social networks, pop culture

Participatory culture

Cellphones and gaming

What to do?

Engage

(don't have to embrace)

Use the ICT in their hands

Enable participation

Use pop culture to achieve educational goals

Dr Math on MXit

Dr Math is a maths tutoring service to school learners that uses MXit

2-8pm, Sunday-Thursday, with some 20 tutors

3,200 learners have used service (from grade 3 up)

One tutor can help up to 100 learners per hour

Tutoring mostly done in English, but some Afrikaans cases are occurring

Learners contact Dr Math from their homes, while on buses, taxis and on the sports field. Even from the bath!

LATEST: Text-adventure game (interactive fiction)

dr.math: What grade are you in? what are you covering in math?Spark plug: 7dr.math: grade 7?Spark plug: yesdr.math: are u doing "pre algebra" stuff like What is the value of X if x + 3 = 10?Spark plug: yesdr.math: ok, so what is the value of x if x + 3 = 10?Spark plug: 7dr.math: ok. how about (15 x 2 ) + x = 35Spark plug: 5dr.math: (I am going to use * for multiply so not to confuse it with x, ok?)Spark plug: okdr.math: (2 * x) + 8 = 18Spark plug: 5dr.math: very good. can you explain to me how you figured that out?Spark plug: 18 - 8 is 10 so 2* what is 10 and the answer is 5dr.math: Excellent.

Math on MXit: Using MXit as a Medium for Mathematics EducationLaurie BUTGEREIT

Presented at Meraka INNOVATE Conference for Educators, CSIR, Pretoria, 18-20 April 2007

http://researchspace.csir.co.za/dspace/handle/10204/1614

M4Girls Project

Improve maths in grade 10 rural girls (by Mindset)

43 mini videos, 3 mobisode animations, 2 games

Some project stats: * Nokia 6300 phones used (entry level phone) * 43 mini videos (2-3 mins long) loaded onto phones (taken from existing Mindset digital content). Interesting finding: the girls wanted more videos. After watching 3 minute video they asked: Where is more? This counters the original assumption that only short mobile movies will retain user attention. * 3 mobisode (mobile episode) animations. * 2 games: o An overt maths problem solving game o An implicit business development simulation game * All curriculum aligned * Grade 10 girls: 20 got phones, 20 in control group who didnt get phones * 6 month project

Initial results of the project: * Exceptionally high usage of the games and video clips by the learners. * Problem solving is collaborative. When stuck with a problem, the kids asked each other and their siblings. * Teacher in my pocket.

Refs: M4Girls and Innovating Education

Reading/writing cellphone

Using the cellphone as a book delivery and authoring tool

Serialised m-novels: e.g. 28 chapters, 900 characters (Novel Idea)

Othello as an m-novel?

Effects of texting on literacy and language development?

Serious games

Developed for a primary purpose other than pure entertainment (Wikipedia 2007)

Education, training (military / commercial), health, public policy ...

Social change, content or language learning, raising awareness, cross-cultural sensitivity ...

http://en.wikipedia.org/wiki/Serious_game

Alternate reality game

Think Sunday Times Finders Keepers but played collectively using web, email, SMS, voice, video, etc.

Collaborative problem-solving

Skills: collective intelligence, judgement, transmedia navigation (Jenkins et al, 2006)

ARG: an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. (Wikipedia)(http://en.wikipedia.org/wiki/Alternate_reality_game)

Collective Intelligence the ability to pool knowledge and compare notes with others toward a common goalJudgment the ability to evaluate the reliability and credibility of different information sourcesTransmedia Navigation the ability to follow the flow of stories and information across multiple modalities

Jenkins, H., Clinton, K., Purushotma, R., Robison, A. J., & Weigel, M. (2006). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. . Retrieved October 31, 2007, from http://www.digitallearning.macfound.org/atf/cf/%7B7E45C7E0-A3E0-4B89-AC9C-E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF.

But ...

Need to manage risks:

Distraction

Cyberbullying

Effects of TXTSPK on spelling/formal writing

Too much screen time

Inappropriate content

Privacy/safety

Costs

For an interesting viewpoint on TXTSPK, read 2b or not 2b? by David Crystal: http://www.guardian.co.uk/books/2008/jul/05/saturdayreviewsfeatres.guardianreview He reminds us that using non-standard language is nothing new, e.g. wot and cos were introduced into the Oxford English Dictionary in 1829.

TXTSPK forces people to write economically, inventively and playfully.

What do these things have in common?

Printing press

Film

Comics

Rock 'n roll

They were initially condemned.Spurred severe societal backlash.Later became commonplace.

Cellphones and gaming will follow the same path. They are not going to go away.

So ...

We must move beyond the lab

ICT for education must include the full gamut of ICT and media

Challenge

To be open to new possibilities

Consider ways to exploit cellphone and gaming affordances to support teaching and learning, while limiting the distraction and risk factors

Only we can do this ...

Teachers are at once one of the single greatest change agents for more creative uses of ICTs in education, and also the potential obstacle to this.

Questions

Thoughts on texting?

Do you see it in formal writing?

Gaming: prevalence amongst learners?

How can youth ICTs be used for teaching and learning?

Thank you

Email

[email protected]

Twitter

www.twitter.com/stevevosloo

Blog

innovatingeducation.wordpress.com

Slides

www.slideshare.net/stevevosloo

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