Wednesday 30 August 2017

Week 7 - DIGITAL - Blended Learning

Week 7 - DIGITAL - Blended Learning


(My notes and reflections)
Flipped preparation link
Log in as a student to EDpuzzle by using this link . Remember that we want you to use EDpuzzle as a student, so don't log in as a teacher. That link will direct you to the right class page so that you can view the assigned homework.

What is the value of a tool like EdPuzzle?
More in-depth discussion opportunities.

Opportunities to revisit, re watch 
Blended Learning,The definition of blended learning is a formal education program in which a student learns: (1) at least in part through online learning, with some element of student control over time, place, path, and/or pace; (2) at least in part in a supervised brick-and-mortar location away from home; (3) and the modalities along each student’s learning path within a course or subject are connected to provide an integrated learning experience (Horn & Staker, 2014).

Future Classrooms - Blended Learning    (Ted Talks)
rote → creativity
software → simulations
simulations
projects
real world maths/tactile maths/

Brick and Mortar → On Line Learning
                               ↓
                Blended Learning              
                         ←   l  →

Issues around equity/quality of devices available.
NCEA now going on line so the requirements for digital literacy
Movement away from Google and Google Chrome.

Blended Models The blended learning models that we use in the session come from the Clayton Christensen Institute (see http://tinyurl.com/tmlblended), but are based on the work of Horn and Staker (2014). These model are:
  • Rotation model 
    • Station Rotation
    • Lab Rotation
    • Flipped Classroom
    • Individual Rotation 
  • Flex model
  • A La Carte model
  • Enriched Virtual model

Blended Learning Definitions

blended-learning taxonomyThe definition of blended learning is a formal education program in which a student learns:
  1. at least in part through online learning, with some element of student control over time, place, path, and/or pace;
  2. at least in part in a supervised brick-and-mortar location away from home;
  3. and the modalities along each student’s learning path within a course or subject are connected to provide an integrated learning experience.
The majority of blended-learning programs resemble one of four models: Rotation, Flex, A La Carte, and Enriched Virtual. The Rotation model includes four sub-models: Station Rotation, Lab Rotation, Flipped Classroom, and Individual Rotation.
1. Rotation model — a course or subject in which students rotate on a fixed schedule or at the teacher’s discretion between learning modalities, at least one of which is online learning. Other modalities might include activities such as small-group or full-class instruction, group projects, individual tutoring, and pencil-and-paper assignments. The students learn mostly on the brick-and-mortar campus, except for any homework assignments.
a. Station Rotation — a course or subject in which students experience the Rotation model within a contained classroom or group of classrooms. The Station Rotation model differs from the Individual Rotation model because students rotate through all of the stations, not only those on their custom schedules.
b. Lab Rotation — a course or subject in which students rotate to a computer lab for the online-learning station.
c. Flipped Classroom — a course or subject in which students participate in online learning off-site in place of traditional homework and then attend the brick-and-mortar school for face-to-face, teacher-guided practice or projects. The primary delivery of content and instruction is online, which differentiates a Flipped Classroom from students who are merely doing homework practice online at night.
d. Individual Rotation — a course or subject in which each student has an individualized playlist and does not necessarily rotate to each available station or modality. An algorithm or teacher(s) sets individual student schedules.
2. Flex model — a course or subject in which online learning is the backbone of student learning, even if it directs students to offline activities at times. Students move on an individually customized, fluid schedule among learning modalities. The teacher of record is on-site, and students learn mostly on the brick-and-mortar campus, except for any homework assignments. The teacher of record or other adults provide face-to-face support on a flexible and adaptive as-needed basis through activities such as small-group instruction, group projects, and individual tutoring. Some implementations have substantial face-to-face support, whereas others have minimal support. For example, some Flex models may have face-to-face certified teachers who supplement the online learning on a daily basis, whereas others may provide little face-to-face enrichment. Still others may have different staffing combinations. These variations are useful modifiers to describe a particular Flex model.
3. A La Carte model — a course that a student takes entirely online to accompany other experiences that the student is having at a brick-and-mortar school or learning center. The teacher of record for the A La Carte course is the online teacher. Students may take the A La Carte course either on the brick-and-mortar campus or off-site. This differs from full-time online learning because it is not a whole-school experience. Students take some courses A La Carte and others face-to-face at a brick-and-mortar campus.
4. Enriched Virtual model — a course or subject in which students have required face-to-face learning sessions with their teacher of record and then are free to complete their remaining coursework remote from the face-to-face teacher. Online learning is the backbone of student learning when the students are located remotely. The same person generally serves as both the online and face-to-face teacher. Many Enriched Virtual programs began as full-time online schools and then developed blended programs to provide students with brick-and-mortar school experiences. The Enriched Virtual model differs from the Flipped Classroom because in Enriched Virtual programs, students seldom meet face-to-face with their teachers every weekday. It differs from a fully online course because face-to-face learning sessions are more than optional office hours or social events; they are required.
Source: Michael B. Horn and Heather Staker, Blended: Using Disruptive Innovation to Improve Schools (San Francisco: Jossey-Bass, 2014).

Flipped Classroom
The idea of the flipped classroom as first developed in 2007 by Bergmann & Sams (2012), who describe their experience in their book "Flip Your Classroom: Reach Every Student in Every Class Every Day". The idea behind a flipped model of education is that much of the content is covered outside of the classroom through bite sized (under 10 minute) video clips, quizzes and collaborative discussions. Subsequently, deeper learning can occur in the classroom through face to face discussion which can apply, evaluate and contextualise the content as well as enhancing collaborative activities, strengthening relationships, developing communication skills and other key competencies. The pedagogical approach has to be adapted and the mode of teaching must change to a more student orientated practice as the content (often teacher led) part of the session has already been covered. A flipped method fits in extremely well with many different learning areas but particularly links well and supports active learning experiences; more time for hands on learning and less time stuck in the classroom.
One interesting approach suggested by Schell (2013) is that it is best not to tell students you are “flipping” or “experimenting” since they might be resistant to the idea. Instead, just go ahead and do it ('stealth flip'). She also suggests that just flipping the classroom is not enough; you probably also need to rethink your assessment practice.
In-Class Flipping (See http://tinyurl.com/tmlflip)
Besides the fact that it avoids the home-related problems of a traditional flip, the In-Class Flip has other advantages as well:
  • The teacher can observe whether students are really watching. 
  • The initial exposure to the video content has a better chance to sink in.
  • Hardware is (presumably) safer. 
In-Class Flipping is not without its own challenges:
  • It doesn't make for tidy one-period lesson plans. 
  • More preparation is required at the beginning. .
  • Technically, you don’t "gain" more class time.
Tools for Creating Content for Flipped or Blended Lessons
A simple tool to add content to existing videos. Can use video content from multiple sources within the site, or upload your own video. It’s also easy to “crop” videos so you are only showing the section of the video you want students to watch instead of the whole thing. Insert questions anywhere in the video you want and have multiple choice questions automatically graded. Teacher view shows you which students have watched the video and how they fared on the questions. There is a slide set that provides some teacher instructions for EDpuzzle.

Group members were positive about this, easy to follow.
Lots of manipulation of the video which was good.
EdPuzzle a great tool. 
You can create your own video content
TED-Ed is TED’s youth and education initiative. Using any video on TED-Ed, TED Talks or  YouTube, teachers can create and customize lessons for their students. There are four elements, Watch, Think, (teachers can create multiple choice or short answer questions), Dig Deeper, (provide more information), and Discuss (prompts for online discussions).

Easy to use
Helped you work through the process
Good for engaging learners
Choose videos that engage
Tes Teach (used to be called BlendSpace) is an easy-to-use platform for creating multimedia lessons that can be accessed online. Using a drag-and-drop interface, can organize videos, text, links, images, and quizzes into cubes, then organize them to create lessons, or "canvases, " for your students to complete independently.

Some of the group members found it a bit clunky
Drag and drop
You can add links
Can be embedded into other things
Interesting to try, but not sure about ease of use or application
There are also plenty of other free and easy to use platforms or tools that can help with blended learning, such as Edmodo, Socrative and LessonPaths. Microsoft and Google also offer their own platforms, and there are platforms such as Otus that are specially designed for iPads, 
References
Bergmann, J. & Sams, A. (2012). Flip Your Classroom: Reach Every Student in Every Class Every Day. Washington, DC: International Society for Technology in Education. https://books.google.co.nz/books?isbn=1564844684
Horn, M.B. & Staker, H. (2014). Blended: Using Disruptive Innovation to Improve Schools. San Francisco, CA: Jossey-Bass
Schell, J. (2013). The 2 most powerful flipped classroom tips I have learned so far. http://blog.peerinstruction.net/2013/04/16/the-2-most-powerful-flipped-classroom-tips-i-have-learned-so-far/

Wednesday 16 August 2017

Week 5 - LEADERSHIP- Developing a Growth Mindset

Week 5 - LEADERSHIP- Developing a Growth Mindset
Mindsets
Mindsets are beliefs; how you think about yourself, your intelligence and talents, what it is you can and cannot do. Ultimately, this affects how you perceive other people and their abilities, talents and capabilities, what they are and are not capable of.

Cool Video to watch

The flipped learning task before the session was to complete a quiz to explore your own mindset

Flipped Presentation

The flipped learning task before the session was to complete a quiz to explore your own mindset
(I came out with a Growth Mindset)


Popova, M. (2014). Fixed vs. Growth: The Two Basic Mindsets That Shape Our Lives. Brain Pickings.
Intelligence
In the session we will address the question of whether Intelligence is innate and, therefore, cannot be developed beyond what you are born with. Claxton (2008) notes that "intelligence [has] become defined as the kind of mind that responds most readily to the peculiar demands of school."
Dweck's Theory of intelligence
Dweck (2006) descried two different views of intelligence. The previous view is that there is a fixed intelligence that can be measured using an IQ Test. No matter how much you learn, or how hard you work, your intelligence stays the same. Her view of intelligence is that  the brain is malleable: it is like a muscle that can get stronger and work better as you learn and stretch yourself. Over time, you can get smarter. This leads to two contrasting views of mindset, fixed and growth:
Fixed Mindset
People with a Fixed Mindset believe that the abilities and capabilities they have are fixed traits. Their intelligence is set, they are talented at certain things and not others. They believe that it is whether or not someone is talented at something is what allows them to be successful at something or not.  Intelligence is fixed and can be measured.
Growth Mindset
People with a Growth Mindset believe that their intelligence, and abilities can be developed and grow. Through hard work, dedication and time, people can learn new talents, learn new things and become more intelligent. Teaching a growth mindset encourages learning, develops relationships and self efficacy. The brain is malleable, it can grow, stretch and expand. The harder you work, the more you can learn.
Ways to Develop a Growth Mindset
By changing the language we use. The power of 'not yet' in the classroom. "I have not learnt this yet" shows a growth mindset, rather than saying "I can't do this", or "I failed" which shows a fixed mindset. Changing the way we talk in the classroom, 'What we are learning' rather than 'Here is the work to do'. What is it that we value? Do we value the end product or the learning process? (Dweck, 2006)
Critiquing Growth Mindset
During the class session we will explore and critique these different ideas around Growth Mindset.
  • Recognizing and Overcoming False Growth Mindset
“It all started when my Australian colleague Susan Mackie informed me that she was seeing more and more false growth mindset. This is when educators think and do all sorts of things that they simply call growth mindset. And then I started noticing it, too.” (Dweck, 2016) 
  • What Having a “Growth Mindset” Actually Means
“...it’s still not easy to attain a growth mindset. One reason why is we all have our own fixed-mindset triggers. When we face challenges, receive criticism, or fare poorly compared with others, we can easily fall into insecurity or defensiveness, a response that inhibits growth. Our work environments, too, can be full of fixed-mindset triggers.” (Dweck, 2016)
  • The Growth Mindset: Telling Penguins to Flap Harder?
“it seems to me that this is a theory which describes the world as we would want it to be, rather than the world as it is.” (Disidealist, 2014).
Stop Motion Movie Making
Stop motion is an animation technique that physically manipulates an object so it appears to move on its own. An object is moved in small increments, then individually photographed, creating the illusion of movement when played. Dolls, LEGO® and clay figures (claymation) are often used since they are easy to re-position. Stop motion films can also involve humans, household appliances etc. for comedic effect.
Stop Motion Tools and

Cool Video to watch about "What is Stop Animation and How Do You Use It"
You can make stop motion movies manually using generic video editing tools like MovieMaker, iMovie or WeVideo, or use a dedicated stop motion tool such as those listed below.
Stop Motion Animator (Chrome extension)
A simple tool for creating stop motion animation sequences using a webcam. Animation sequences can be saved to a video file in the widely-supported webm format. Previously-saved videos can be loaded into the app and extended
Stop Motion Maker (Android app)
This application can create stop motion movies. You can edit movies, export movie files and import image files
Stop Motion Studio (for iOS or Android)
Dedicated stop motion app for smartphones and tablets. It includes many features such as frame-by-frame preview at different speeds, fade in/out, select, copy, paste, reverse and delete frames, green screen, themes etc.
Pic Pac (Android)
Stop motion movie app for Android that can also do time lapse.
JellyCam (Windows or Mac)
A stop motion too for laptops (Windows or Mac). You can create stop-motion movies from webcam snap shots, add an mp3 soundtrack and export as a .flv video for upload to YouTube. JellyCam needs Adobe AIR to work (this is a free download). Once you've installed AIR you can download and install JellyCam.
Mega Construx Stop Motion Builder (Android and iOS)
A stop motion movie app from Mattel
Frames Per Second (fps)
One of the main question you need to think about when making stop motion movie is how many frames per second (fps) you will use. The more frames per second, the smoother the action is, but the longer it will take to make the movie. Typical options are:
  • 2 fps - recommended by Slowmation
  • 10 or 15 fps - bouncy type of animation used on Instagram/ Facebook
  • 24 fps - cinematic
Growth Mindset in Leadership
If you want to include the role of growth mindset in your leadership assignments, you might consider some of these ideas. 
Growth mindset in a leadership context comes from a belief that those we lead can be motivated to improve and grow their practices. This choice usually involves including many stakeholders in decision-making, over-communicating the vision, mission, and goals, building shared values, and providing specific, targeted, timely feedback. Dweck (2006) reports on a number of studies of CEOs that suggest that CEOs with a fixed mindest, who believe in natural talent rather than growth, are less successful over the longer term than growth mindset CEOs, even if the former can achieve short term success.
A Growth-Minded [Leadership] Choice (Diehl, 2013) might be one that:
  • Validates and addresses staffs fears and barriers
  • Communicates the vision explicitly
  • Provides support to those who lack knowledge or skills
  • Creates an opportunity to share research and information
  • Allows everyone access to growth opportunities
  • Shares the work load among all staff  
An Oracle blog post (Oracle, 2015) suggests that leadership is all about the willingness to grow and change and to help your people do the same. The Harvard Business Review (2014) suggests that organizations focused on employees’ capacity for growth will experience significant advantages.
References:
Claxton, G. (2008). What's the point of school? Richmond: Oneworld.
Diehl, E. (2013). Leading Change with a Growth MindsetCommunity.mindsetworks.com. Retrieved from http://community.mindsetworks.com/blog-page/home-blogs/entry/leading-change-with-a-growth-mindset
Disidealist. (2014). The Growth Mindset: Telling Penguins to Flap Harder? Retrieved July 26, 2016, from https://disidealist.wordpress.com/2014/12/05/242/
Dweck, C. (2006). Mindset: The new psychology of success. Random House.
Dweck, C. (2016, January 11). Recognizing and Overcoming False Growth Mindset. Retrieved July 26, 2016, from http://www.edutopia.org/blog/recognizing-overcoming-false-growth-mindset-carol-dweck
Dweck, C. (2016, January 13). What Having a “Growth Mindset” Actually Means. Retrieved July 26, 2016, from https://hbr.org/2016/01/what-having-a-growth-mindset-actually-means
Harvard Business Review. (2014). How Companies Can Profit from a “Growth Mindset”. Retrieved from https://hbr.org/2014/11/how-companies-can-profit-from-a-growth-mindset
Oracle. (2015). Are You Leading With a Growth Mindset? Retrieved from https://blogs.oracle.com/sandye/entry/are_you_leading_with_a

Week 5 - DIGITAL - Computational Thinking

(*My notes)
Computational Thinking
In his book 'Mindstorms', Seymour Papert (1980) stated that 'when a child learns to program, the process of learning is transformed. It becomes more active and self-directed. In particular, the knowledge is acquired for a recognizable personal purpose. The child does something with it. The new knowledge is a source of power and is experienced as such from the moment it begins to form in the child's mind." (p.21)
Computational Thinking is a problem solving process. It is a fundamental skill for everyone, and involves solving problems, designing solutions and systems to solve open ended problems based on multiple variables. We illustrate the concept in this week's session with the following quotes:
“Everyone should learn how to program a computer, because it teaches you how to think.” (Steve Jobs, cited in Sen, 1995)
"Computational thinking is a way humans solve problems; it is not trying to get humans to think like computers." (Wing, 2006)
What kind of thinking are we referring to?
Guess My Number
Number between 100-1
How many moves did it take?
What strategies did you use?
Which was the best one?
We might have adopted different strategies but we still used the same number of moves to get to the answer.
We adopted a problematic approach.
It only takes 7 guesses to find a number between 1 and 100 if you halve the range each time.
Computational thinking
   ... is a way humans solve problems; its not trying to get humans to think like                   computers (Wing, 2006)
What happens within a classroom is quite complex
- a classroom is a system
- a school is a system
- a cluster of schools is a system
- education is a system
To function within these systems you need a variety of strategies to help you manage the complexities withing the systems.
Solving problems by using- decomposition - breaking down data, processes or problems into smaller manageable parts.
- pattern recognition - observing patterns, trends and regularity in data
- abstraction - identifying the general principles that generate these patterns
- algorithm design - developing step by step instructions for solving particular problems (found in every day life - recipes, changing oil in a car) )
According to Google (n.d.), Computational Thinking Means Solving problems by using:
When you think about programming you must start from scratch, you can not assume that the computer knows anything
"Computational thinking is taking an approach to solving problems, designing systems and understanding human behaviour that draws on concepts fundamental to computing." (Wing, 2006)
Scratch for Computational Thinking
Last week we used Scratch with Makey Makey. This week we will be using Scratch for computational thinking. 
Pair Programming
Pair programming is a common technique in agile software development. One member of the pair is the ‘driver’ (does the typing, and focuses on tactics) while the other is the ‘navigator’ (can review and suggest, and focuses on strategy). When pair programming you should change your roles within the pair on a regular basis, and also change your partner on a regular basis.
"This combined effort, which requires frequent role changes between the two developers, and changes of pairing, has been argued to provide benefits such as improved team discipline, cohesion and morale, better code, a more resilient work flow and creation of better solutions. It raises the working knowledge of the entire code base by all the developers, and enables mentoring of team members" (Parsons, Ryu & Lal, 2008).
Scratch Examples 
With Scratch examples you can click the 'See Inside' button to see how the code was written and, if you want to, you can make a copy to modify yourself by pressing the 'Remix' button. This example shows repetition and selection
Digital Curriculum
The draft digital curriculum (MoE, 2017) emphasises computational thinking. We will be looking at part of this document in the session (pages 17-19).

Two areas that the Draft Digital Curriculum talks about focusing in on
    Computational thinking for digital technologies
     Designing and developing digital outcomes

The Maori version of the digital curriculum is not a direct translation of the English version, so the English translation of the Maori document is different to the English version.

Digital Computing
- doesn't involve actual computers/devices until much further down the levels




An optional after class activity is for you to respond to the curriculum content consultation process by filling in the survey at:  http://www.surveygizmo.com/s3/3628791/DT-HM-consultation
References:
Carnegie Mellon University. (n.d.). Center for Computational Thinking. Retrieved from https://www.cs.cmu.edu/~CompThink/
Google. (n.d.). What is Computational Thinking? Computational Thinking for Educators. Retrieved from https://computationalthinkingcourse.withgoogle.com/unit?lesson=8&unit=1
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books.
Parsons, D., Ryu, H. & Lal R. (2008). Better, Not More Expensive, Faster? The Perceived Effects of Pair Programming in Survey Data. In Proceedings 19th Australasian Conference on Information Systems, Christchurch, New Zealand. Retrieved from http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1020&context=acis2008
Sen P. (1995). Steve Jobs: The Lost Interview, Retrieved from: https://itunes.apple.com/au/movie/steve-jobs-the-lost-interview/id632407040
MoE. (2017). Digital Technologies Hangarau Matihiko. Retrieved from https://education.govt.nz/ministry-of-education/consultations-and-reviews/digital-technology-consultation/
Wing, J. M. (2006). Computational thinking. Communications of the ACM49(3), 33-35.

Thursday 10 August 2017

Cooperative or Collaborative

Cooperative or Collaborative

Initially at the start we very much were completing a cooperative task - the assembly of the task was cooperative - but as the activity carried on the task became collaborative.

We were constructiveness as we had to create something and we learnt as we gradually learnt new skills and became more collaborative.

The task created a lot of conversation, problem solving and turn taking.

People's interests played a part as those with interests in different aspects added their skills and knowledge.

Students learnt by doing.

By creating soundscape sounds, people were not held back by lack of musical knowledge - we created a soundscape which all could contribute to.

Wednesday 9 August 2017

Week 4 - DIGITAL - Collaborative, Constructionist and Constructivism

Week 4 - Research Informed Leadership (*My Comments/Reflections)

In this session we will consider the importance of collaboration as a central to contemporary educational practice. We will also consider both constructionist and constructivist learning.
This course reflects a "collaborative constructivist" view of teaching and learning. This view supports the relationship between personal contribution and social influence in shaping the education process. More specifically, collaboration and constructivism correspond respectively to teaching and learning responsibilities in the education experience. Philosophically, the approach relates to John Dewey's 1938 principle of "interaction" which unifies the subjective (personal) and objective (social) worlds.
Constructivism - constructing/making something
The dual purpose of education includes the need to construct meaning (reconstruction of an experience) from a personal perspective and confirmation of understanding within a community of learners.
With the introduction of technology there is even greater focus on the creation of cognitive and social conditions that allow us to approach learning in a meaningful way that enhances the learning experience and increases ownership of learning outcomes.
How might coding and electronics apply to these learning theories?
Scratch
The first activity of this session will be using Scratch, a visual programming tool with Makey Makey kits to make a musical instrument.
Scratch is a project of the Lifelong Kindergarten Group at the MIT Media Lab, and it helps young people learn to think creatively, reason systematically, and work collaboratively. With Scratch you can program your own stories, games and animations and share and use other projects on the online library. When combined with a Makey Makey it can be used to respond to external events to create interactive programs. 
After the activity, we will reflect on how constructionist and constructivist theories apply to this type of learning.
Some other ways in which Makey Makeys can be used are:
  • Building scientific instruments
  • Flight simulators
  • Power motors
  • Lighting LED's
  • Rain gauge
  • Home security system
  • Selfie switch
  • Bringing code to life.


Learning Theories 
A learning theory is about changes in observable behaviour. It addresses: how such changes become relatively permanent, whether the change is immediate or potential, what role experience plays, and what aspects of reinforcement are present (Olsen & Hergenhahn, 2013).
These top ten learning theories are particularly relevant to digital and collaborative learning
  • Conditioning
  • Connectionism and the Law of Effect
  • Progressive Education
  • Constructivism: Social Development Theory
  • Constructivism: Equilibration
  • Social Cognitive Theory
  • Situated Learning / Cognition
  • Community of Practice
  • Constructionism
  • Connectivism
Constructionism
Constructionism argues that collaborative learning is particularly effective in environments where learners are required to actually produce what Seymour Papert refers to as a 'social product' - and this may be anything from a robot to a computer game or even a mathematical theory.
Papert & Harel (1991) state that constructionism is the idea of learning-by-making and that these activities display qualities of "learning-richness": 
"The simplest definition of constructionism evokes the idea of learning-by-making... I do not believe that anyone fully understands what gives these activities their quality of "learning-richness." But this does not prevent one from taking them as models in benefiting from the presence of new technologies to expand the scope of activities with that quality." Papert & Harel (1991)

What is learning richness? Can it be measured?
Key Competencies are essential skills required to produce something.
Papert had no way of knowing how much this would still be of relevance today.
Constructivism
Constructivism is based on a type of learning in which the learner forms, or constructs, much of what he or she learns or comprehends (Cashman et al., 2005). This means that knowledge is constructed, and transformed by students. The learning process must be understood as something a learner does by activating already existent cognitive structures or by constructing new cognitive structures that accommodate new input. Learners do not passively receive knowledge from the teacher; teaching becomes a transaction between all the stakeholders in the learning process. One of the ideas associated with constructivism is Vygotsky's zone of proximal development (what the learner can do with the guidance of a knowledgeable other).
ITL Rubrics
In this session we will be focusing on the 'Collaboration' rubric and the 'Use of ICT skills for learning’ rubric. 
You can also view a student videos on collaboration and ICT for Learning on the portal (in this week's media) or look for other videos using the relevant hashtags in the Google+ community.
Collaborative Learning
Collaborative learning is a learning process that brings learners together (including the teacher) and enables students to be responsible for their own learning as well as the learning of their peers. Collaborative learning is aimed at having students fully appreciate the process of building knowledge together and improving learning outcomes by collective knowledge and collective capability. We might link these ideas with the concept of kotahitanga, as outlined in this week's in class video from Trevor Moeke
Walker & Daniels (2001) suggest several collaborative learning techniques, for example the "1-2-6" approach to discussing situation improvements. After each participant has developed an improvement idea, they discuss that improvement with one other person. Those two join four others and talk about each person's ideas for improvement.
Dillenbourg (1999) identifies the difference between collaboration and cooperation as defined by a degree in the division of labour. In cooperation, partners split the work, solve sub-tasks individually and then assemble the partial results into the final output. In collaboration, partners do the work 'together' (Dillenbourg, 1999). Similarly, Kozar (2010) uses the analogy of a pot luck dinner where cooperation is defined as the guests bringing separate dishes to contribute to the meal, and collaboration as a messier chaotic process where guests cook together to create the meal, but gain new knowledge or experience from the interaction.

Not Tool for Tool's Sake
ICT can help students to collaborate or communicate
Cooperative vs. Collaborative

Cooperative means all contribute to get the task completed but no new skills are necessarily learnt whereas collaborative means new skills are learnt as a task is completed.
References
Cashman et al. (2005). Teachers Discovering Computers: Integrating Technology and Digital Media in the Classroom (4th Ed.) Cambridge: Course Technology.
Dillenbourg, P. (1999). What do you mean by collaborative learning? In P. Dillenbourg (Ed.). Collaborative-learning: Cognitive and Computational Approaches. Oxford: Elsevier
Kozar, O. (2010). Towards Better Group Work: Seeing the Difference between Cooperation and Collaboration. English Teaching Forum, 48(2), 16-23.
Olsen, M. & Hergenhahn, B. (2013). An Introduction to Theories of Learning (9th ed.) Boston, Mass: Pearson.
Papert, S. & Harel, I. (1991). Constructionism. Ablex Publishing
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Change in My Professional Practice

Week 32 Key change in my professional practice It is quite a nice way to finish the last entry in this collection of reflective blogs lo...