Friday, 20 November 2015

Manaiakalani Film Festival 2016

Wow! Well done Manaiakalani. Russell & Dorothy and all the team at PES and beyond yet another successful festival.

Link to the festival itself

Link to Janine Tito's movie  Maori


Certainly setting a very high benchmark for the rest of us

I'm totally inspired

Ako Hiko PLG 1:1 Device 20 Nov 2015

Link to presentation by James Hopkins   Ako Hiko facilitator

Learn Create Share pedagogy

Learn is a concept from a student perspective - teachers facilitate learning on a daily basis

Blogging

Like the idea of presenting a "student blog of the week" on class blog

check out this blog   tpswillyl.blogspot.co.nz/  prolfilic student blogger within Manaiakalani

SAMR ladder/model



Thursday, 29 October 2015

Week 16. Mindlab

Thought wire online brainwave technology
Brainwaves in real time
Technology is 70 years old
Now instead of a net with sensors (102h on the head person wares a headset
Project image of brainwaves into screen

Mentoring (to understand and react )
Neurofeedback (to change behaviour) or retrain their brain. For example  n l p
Control (to give super power). Removing traditional layer of how we interact with ICT. Using our brains. Ours thoughts to control our devices
Can pick up neurological conditions. For example.  Epilepsy 

Devices
Mirror sky headset from USA  out since 2008 cost $200 NZ
Net is $250,000 at Auckland Uni


Thursday, 22 October 2015

October 22 week 15


Open a tinker ad account. Browser based software.  Totally free

3D Printing
3D printing is a lot more than just a niche technology. Over the past few years 3D printers have started to appear within a broad range of industries from medicine, manufacturing, engineering, aerospace, retail, mechanical engineering, dentistry and food science.
As with the launch of social media 10 years ago, 3D printing is a rapid disruptor experiencing expediential uptake.
By the time our students enter the workforce there is a high likelihood that 3D printers will be as commonplace as household ink printers.
Using basic design skills 3D printing can be used to trigger new learning and acquiring new skills


Maker culture?

3D printing ...

Thursday, 15 October 2015

Oct 15th. Week 14. Mindlab

TOPIC - This week we explore the integration of 'Inquiry' in the classroom to create independent motivated students who take responsibility for their learning.
We watches a you tube 'clip 'the rise of the robots and the future job market'. Audio only as is a podcast

https://m.youtube.com/watch?v=_RA_z1aDdiQ

Session on research skills.
Cite for me
Inquiry for teachers.  Went into groups to discuss how our schools deal with this


Saturday, 26 September 2015

LDCL Gamification in Leadership

The link between gamification and leadership is one that may not seem immediately apparent, but a number of organisations have started applying game mechanics to leadership training. In this week's LDC session we will be looking at some examples of these, and thinking about how one common gamification tool, the use of badges, might be used in educational leadership training.



Gamification in Leadership
A number of companies have been exploring ways to use gamification in leadership.
Deloitte, for example, have introduced badges into their leadership academy, see: How Deloitte Made Learning a Game
Deloitte are using Badgeville as their platform for awarding badges.
Another company, NTT Data, are using games for leadership skills, see: NTT Gamification
A good badge platform for creating badges that has been used by teachers on the programme before is Credly. You can see a video about this created by one of our previous students on the portal.





Week 11 ed.ted.com. Gaming ....

Quest to teach for teacher training. http://quest2teach.strikingly.com/



Learning needs to be FUN!!!!



Games and Gamification
What experience do we have with games in our classroom? What games do we like to play ourselves?
Are you are a killer, achiever, socialite or explorer?
Choosing Games with an Educational Aspect
Game For Change believe in the positive power of digital games. See: gamesforchange.org
The Nanocrafter game enables you to contribute to important scientific research. Another form of Crowdsourcing: nanocrafter.org
Plague - science knowledge is embedded in the game: Plague Inc.
Gamification
Gamification was one of Core Education's top ten trends for 2014, see: core-ed.org
Fun theory - this video shows the Piano stairs
Serious games have been used to gamify serious issues. For example the Sparx game to tackle depression from the University of Auckland, and then move through to the Quest2Teach viurtal world games for teacher training.
Games and Gamification in Education
TedEd session
Good video games incorporate good learning principles, principles supported by current research in Cognitive Science. Why? If no one could learn these games, no one would buy them — and players will not accept easy, dumbed down, or short games. At a deeper level, however, challenge and learning are a large part of what makes good video games motivating and entertaining. Humans actually enjoy learning, though sometimes in school you wouldn’t know that.
Game design and development
Game narratives sometimes follow the model of standard linear fiction. You can adapt this when designing your own game like activities for the classroom.









Using ed.ted.com to build a lesson around any YouTube clip Setting a quiz based on the clip Change the language? Authentic context. Looking for student engagement Games and Gamification Guild Wars 2 Games can be categorized into three main groups which all connect with learning (Koskinen et al. 2014): (1) Commercial off-the-shelf (COTS) games, (2) simulations, and (3) learning games. Commercial Off-the-Shelf (COTS) games make excellent tools for addressing both content based and higher-order learning outcomes (see Van Eck, 2009). Simulations are well used, too, for example in military training (see Vahtivuori-Hänninen, Lehtonen & Torkkeli, 2005). However, learning games are the most popular in schools. Learning games have a long traditions in education especially in two game types: serious games – which are defined by their primary purpose other than pure entertainment – and instructive games – where you learn curricular content while you play games. Vahtivuori-Hänninen, S., Lehtonen, M. & Torkkeli, M. (2005). Group Investigation, Social Simulations, and Games as Support for Network-Based Education. In H. Ruokamo, P. Hyvönen, M. Lehtonen & S. Tella (Eds.), Teaching–Studying–Learning (TSL) Processes and Mobile Technologies—Multi-, Inter- and Transdisciplinary (MIT) Research Approaches (123–131). Proceedings of the 12th International Network-Based Education (NBE) conference (Former PEG) 2005. September 14–17, 2005, Rovaniemi, Finland. University of Lapland. Publications in Education 11. Van Eck, R. (2009). A guide to integrating COTS games into your classroom. In R.E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education. Hershey, PA: Information Science, 179–199.