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Case Studies YouTube

Youtube is used widely across the college, with students accessing it frequently. However, recently we have developed another use for this important resource. The Sports Department have created a YouTube Channel to host their videos of practical lessons and presentations. A repository is now being built that learners can access anywhere using a medium that they are familiar with. The hits are growing gradually and will continue as more students access the resource. It is early stages, but recently Gary Lintern, Sports Teaching and Learning Coach, presented the idea to other T&L coaches. Since that presentation Uniformed Pre-Services have created their own YouTube Channel and others will follow. iPad


A pilot exercise has been tested with Sport on the use of the iPad in class and on the training ground. There are now a number of apps that are available in iTunes for iPad, iPhone and iPod touch that feature football, rugby and fitness coaching. The method is to use the iPad as a coaching device for our young athletes in the various sports academies. As a classroom tool, it has been used in a variety of modes, making full use of the array of apps that are now available for education and sport.


UPS – xBox 360 with Kinect

Uniformed Pre-Services and Skills For Life both have used the Nintendo DS as part of brain training. There are also a number of curriculum areas that use the Nintendo Wii as part of curriculum delivery. UPS however have decided to experiment further using the latest gaming technology of the XBox 360 and Kinect. The methodology is to use the exercise games to set fitness benchmarks for all the services our students wish to enter. Students will then be able to test themselves against these benchmarks and develop a fitness plan to meet them. This concept of failing forward allows learners to test their limits in a safe environment. In addition, gaming increases muscle memory, or the rehearsal necessary to solidify correct behaviour. Finally, gaming increases an internal and external competitive spirit related to learning opportunities What is Kinect? Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands There are three separate cameras housed inside the sensor bar. The central camera is an RGB affair that will identify anyone standing in front of the unit. Kinect is able to identify 20 separate points of articulation in each person stood in front of it, so it really can build up a fairly accurate picture of where your various limbs are and what they're up to. The other two cameras flank the RGB camera, and work together to build up a 3D picture of the room and your position within it. The idea is that Kinect knows how close you are to the sensor bar, and that sense of depth lets it judge things like whether your hands are behind your back, or whether you're kicking your legs out in front or behind, for instance.


E- Learning Competition This competition was held during the last staff development day. All curriculum areas participated in creating and adapting current practices to e-learning. The object was to explore and share ideas of how the college can develop current teaching to an e-learning offering and maximising the potential for the college. The entries were of a high standard and received duly deserved praise from Principal Derek O’Toole the competitions judge. All entries can be viewed on the VLE. Collaborative Working Business students have been working with online collaborative software for assignments during this years course. They have selected three websites that would assist them with this task. Cacoo, Prezi and Mind42. The task was to understand how you could work as a team but remotely. Understand cloud computing and how that is functional in business. Use software that I not part of a standard Microsoft suit. Prezi Prezi is a web-based presentation application and storytelling tool that uses a single canvas instead of traditional slides. Text, images, videos and other presentation objects are placed on the infinite canvas and grouped together in frames. The canvas allows users to create non-linear presentations, where users can zoom in and out of a visual map.[1] A path through different objects and frames can be defined, representing the order of the information to be presented. The presentation can be developed in a browser window, then downloaded so that an Internet connection is not needed when showing the presentation.

Learners were organised into teams and given a product to develop. They had to use prezi to create a product brief and concept model. Learners within each team were tasked with individual roles designated by their elected project manager. The finished Prezis were then assessed by their peers. Learners found the online creation entertaining and practical. It introduced learners to a new concept of live, online collaboration.


Prezi is also being used widely by teaching staff to vary their presentations. More Prezis are being uploaded to the VLE as they are embedded within the Prezi’s own player. It makes the presentation more accessible to learners, especially if they do not have access to MS PowerPoint at home.

Mind42 Mind42 is an online mind mapping application that allows users to visualize their thinking using the proven[1] mind mapping method. The name refers to the collaborative features of the product, and is intended to be pronounced like "mind for two.� Learners were required to produce a mindmap to plan their chosen career map. Once completed. They had to select a peer to share the mind map with. The peer was then able to edit the mind map by providing feedback.

Cacoo Cacoo is a user friendly online drawing tool that allows you to create a variety of diagrams such as site maps, wire frames, UML and network charts. Together with the Prezi presentations, learners had to produce flow charts of their product design and implementation. The flowchart was also shared amongst the teams in real time and allowed for multiple editors to contribute. Cacoo also has a text conference facility, so learners could communicate with each other to develop the flow chart.


Image CCTV Cameras The College invested £40K in new technology and ICT equipment in the hope that it will further strengthen the quality of their teaching and learning. The salons now have numerous plasma screens placed around the rooms; these play a huge part in the success of the interactive whiteboards, which have been fitted to allow learners and tutors to partake in more active, fun and engaging sessions. However, the most popular and novel equipment to be fitted are the rotating ceiling-mounted cameras; these are capable of zooming in very close-up on the work being carried out by teachers and students, making demonstrations much more effective. The footage is then uploaded to Hopwood Hall’s learning platform Moodle to allow learners to access it whenever they need to. The technologies have been welcomed by staff and students alike. Liz North, lecturer at the College said “This is fundamental to our learners’ success as hair and beauty involves so much more than the practical skills. We teach science, anatomy and physiology as well as build and develop communication skills further. We also need to make sure our presentation work is visual and captivating.” Learning Lounge Construction and Brickwork are using a website called Learning Lounge. This third party site provides learning materials and practice tests for the construction industry. Learners are directed to these resources throughout the year. Learners are reporting back to staff that they enjoy the activities on the site and it prepares them for the final awarding body tests. Joinery have also added the Edexcel final online tests and revision resources to the VLE. The results are then sent to the External Verifier, without the need for a visit. Once again, learners in this area approve of the resources in this section.


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