Showing posts with label ECE. Show all posts
Showing posts with label ECE. Show all posts

Wednesday, 5 April 2017

Innovative Ways to Use Technology

How can we Incorporate Technology for Children and Youth?

According to the article  Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth, written by Martin, Coleman and Hienrich (2015), children need at least 60 minutes of physical activity a day, to stay healthy and active. Many adolescents and children do not meet this requirement because argue lies between the massive hours being spent staring at a screen, not being physically active (p. 47). Screen-based activities evidently show that it is related to various health risks, such as poor measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behaviours (p.47). This informs that modern technology is leading to reduced amounts of daily physical activity. There are still controversial debates over the use of technology, between the idea of it being beneficial or non-beneficial for children. It is the matter of idea of adolescents and children parents, or those in their care are able to find substitution and appropriateness for technology use.

Below are some suggested ideas of how physical activity can increase with the use of digital technology. 

However, 

There is potential evident of effectiveness that screen-based technology can increase activity among adolescents and children. Technology should not be a replacement to teaching, but another mode of implementing appropriate pedagogical practices. 

"Technology is just a tool. In terms of getting the kids working together and motivating them, the teacher is the most important." - Bill Gates

Active Video Games (AVG)


Active Video Games allow children and youth to take part in practicing skills and physical competence (p. 48)

It encourages: 
- Social reinforcement 
- Opportunities to be with friends or make new friends
- Motivation
- Activeness

Zumba Fitness Rush
Examples of some AVGs (XBOX): 

Zumba Fitness Rush: Consists of a large database of music in which encourages multiple forms of dance styles. 
Dance Central 3



Dance Central 3: Provides instructions and guidance for the participants to learn and physical do the dance moves shown in the game. 
Nike + Kinect Training





Nike + Kinect Training: A game where the participants are lead through fitness based training, like attending exercise, workout classes. 



Active Video Games are not only found on console based technology, it can be found on smartphones, tablets, and any other smart devices that have access to active video games. For further information about how to incorporate technology as a tool for learning, feel free to visit this article Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth


There are always ways in which technology can be used as a benefit rather seen as a negative use. As explained above technology could be an issue that leads to physical health issues, but it is dependent on how technology is use. Active video games can be substituted for those who are not active on a daily basis. Through observations workings with young children, many of them are more tuned in with digital technology, than full on free-play. If this is a case then being innovative with technology will support the increase of physical health and activeness. 

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Monday, 27 March 2017

Tech Teachers Playshop

PLAYSHOP

March 22-29 

What is a Playshop? 
Playshops are educational and interactive activities that encourage creativity and collaboration among others. Each playshop is unique, it can include any subject areas such as math, science, art, literacy and technology based. Playshops are ways children can use their prior knowledge to further develop their understanding and strengths. Each child is involved in the activity by sharing their ideas, interacting with their peers and finding common grounds to create something uniquely different.

To learn more about playshops visit All rigor and no play is no way to improve learning


Click here to view a short video of Tech Teacher's Playshop.


Materials
In Progress
This lab work was completed over a period of two weeks. During the first week, we were given the opportunity to explore the materials and come up with creating something with the materials we were given or had. Materials that were incorporated into this playshop project were reusable and recyclable materials. From these materials, the Tech Teachers decided to create "string telephones". From the idea of creating string telephones, we began to look through our materials to find duplicates, for example, cups (2) or toilet paper rolls (2). From there we would use various strings we had in possession and began to attach each pair of cups, boxes, and other materials to the string to form into string telephones. Other telephones we have made also included other materials such as foil, paper clips, etc. To make the string telephone look colourful and creative we used markers and colourful strings to create designs.



Below are our string telephones for show











End Results


Tuesday, 21 February 2017

Marble Run Experience - Tinkering

Tinkering

What is Tinkering?

Tinkering is about creating challenges, learning from failure and being able to explore and invent new things. All these experiences are hands-on learning. Children taking part of tinkering allows them to engage in an environment or activity that enables them to explore and test new ideas with materials and objects as desired. A purpose to tinkering is being resourceful, being able to use the materials available to recreate or create something out of the ordinary.

How to implement Tinkering in school? 

Bevan, Petrich, and Wilkinson (2015) explain how tinkering can be bought into schools. There are research and experience in suggestions of guidelines in bringing tinkering into schools. Theses include:

Create environments for making. 

Interleave fabrication and tinkering. 

Provide multiple pathways.

Show that making is common practice. 

Don’t equate making with tools alone. 
What Tinkering looks like 

The first idea was not so successful.

This is our final product and it worked most of the time.

Feb 15, 2017


The marble experience is like the experiment I have done in the course Concept Development of Science; these both were focused on a constructionist perspective. However, this marble run experiment had limited materials/manipulative that were used to make a marble course. With limited materials, its supports individuals and the group to become more open-minded and think outside of the box, coming up with unlimited solutions and tests to make a successful marble course. With such experience, it allowed every individual to work for hands on and as a team to come up with something that would smoothly run a marble through to the final pit. Limited materials, with many minds it allowed myself and other within the group to develop our own learning experiences through the trial and errors - during the process of creating and altering where each material should be placed for a marble to run. Overall, this experience was a way for us to seek examples of how to incorporate activities like these in classrooms and watch how children can learn and build on their own experiences and knowledge.

After the workshop, we worked on a reflection based on Learning and Playing Through Constructivism.

 
We focused on discussing:
What? - What was the marble run purpose, what did we do, what outcomes were there?
So What? - What did we learn, how did we work through the process, what did we find?
Now What? - what can we do next, how can we extend this activity, what to consider? 

Sunday, 19 February 2017

What are the benefits of technology in Education?

Benefits of Technology

Feb 1, 2017
Technology allows for Collaboration and Teamwork

In class, we often address how we could include technology in young children's lives. Technology is seen as a manipulative that can cause health risks if it is used too often or it can support further learning opportunities. This blog post I will be discussing the benefits of technology in education. In my opinion, technology is effective for educational use. According to Finegan & Austin (2002) technology is a fundamental tool for educational learning. Technology in education and at home use exposed young children to a variety of learning experiences. They are free to explore, engage, connect, and apply what they learn to the real world. For digital technology to be used appropriately it is important that educators, teachers, parents and other caregivers are familiar with the applications or services they allow their child to surf on. It is important to know that technology does not pull individuals away from experiencing their real world, rather it improves their learning experience through a new medium (Acker, Nyland, and Niland, 2015).

What advantages does technology offer to young children?

  • Collaboration and teamwork
  • Foster better communication
  • Motivation
  • Engagement 
  • Readiness for school 
  • Social Interactions 
  • Problem Solving 
  • Cognitive skills





Reference
Acker, A., Nyland, B., & Niland, A. (2015). The relationship between children's learning through music and the use of technology. Australian Journal of Music Education, (1), 64+. Retrieved from http://go.galegroup.com.ezproxy.lib.ryerson.ca/ps/i.do?p=AONE&sw=w&u=rpu_main&v=2.1&it=r&id=GALE%7CA463634447&asid=1e5fa8804114934a0d7e9638fefb381
Finegan, C., and Austin, N.J. (2002). Developmentally appropriate technology for young children. Information Technology in Childhood Education Annual, 97 – 102.
Hope Technology School Uses Leading Edge Technology to Help Non-Verbal Autistic Children Find Their Voices. (2009, January 22). Blood Weekly, 545. Retrieved from http://go.galegroup.com.ezproxy.lib.ryerson.ca/ps/i.do?p=AONE&sw=w&u=rpu_main&v=2.1&it=r&id=GALE%7CA192219838&sid=summon&asid=2ff4c80513331c14870ceec4a94a5ec3

Tuesday, 7 February 2017

Technology Interaction for Children & Families - Newsletter

Image result for children and technology clipart

Technology is something that is not safe for all users, in which worries parents in allowing their child to take part in a virtual world. When parents are to introduce technology to their child/children they should focus on the safety and how it can be a safe environment in a virtual world (CDC).
Prior to introducing technology Centers for Disease Control and Prevention (CDC) offers some resources and strategies that can be used for educators and parents:
1.       Talk to you child.
·         This is like a parent asking their child where they are headed, it can be used in the same context while the child is surfing online.
2.       Develop Rules.
·         Create rules, restrictions, safety, and behaviours while using any source of media technology.
3.       Explore the Internet.
·         Visit, explore and access sites that are frequently use by the child to assess the pros and cons.
4.       Talk with others.
·         Communicate with other parents/educators of how they address technology to their child.
5.       Connect with the school
·         Be involved and partnered with the school to engage in school policies on electronics and resources available to support it.
6.       Educate yourself.

·         Be informed about new devices, websites, and media. Always communicate with your child and explore technology yourself, to gain the most understanding what the child is engaging in.

For more information on technology interactions for children and families, View PDF (Click Here). This PDF will lead you to a newsletter talking a bit more about the benefits of technology for young children. Below are interactive links to a few applications that can be accessed on mobile devices. 

Active Links from the Newsletter: 


References 
Centers for Disease Control and Prevention. (2017). Kids and technology: Tips for parents in a high-tech world. CDC. Retrieved from https://www.cdc.gov/media/subtopic/matte/pdf/cdcelectronicregression.pdf