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Education Technology Solutions 80 digital edition

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FOR PRINCIPALS | EDUCATORS | NETWORK ADMINISTRATORS

USING

E D U C AT I O N T E C H N O LO GY S O LU T I O N S I S S U E 8 0 O C T / N O V 1 7

ISSUE 80

in the classroom

w w w. e d u c a t i o n t e c h n o l o g y s o l u t i o n s . c o m . a u

OCT/NOV 2017

26/09/2017 10:24 am

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CONTENTS ISSUE 80

28

46 20

REGULARS

FEATURES

8 FROM THE EDITOR

28 COVER STORY

16 INTERACTIVE LEARNING

46 LET’S TALK PEDAGOGY

Dr Michael Cowling, a senior lecturer in educational technology and co-founder of The Mixed Reality Research Lab in collaboration with Bond University, looks at the use of mixed reality in the classroom and its possible implications for the future of education.

Mal Lee and Roger Broadie ask why the digital education provided by the schools of the world over the last quarter of a century warrants a strong F grade.

Gary Bass looks at the implications of virtual reality for education.

10 CYBER CHAT 12 CALENDAR OF EVENTS 66 TECH STUFF 68 PRODUCT SHOWCASES

20 OUR QUEST INTO THE DEPTHS OF GAMIFICATION

74 NOTICEBOARDS

How do you use gamification and flipped learning to develop students of all abilities into selfmotivated collaborative learners who understand that they can grow, regardless of where they are starting from?

42

34 MINDFULNESS MEETS TECHNOLOGY How can we teach students to be digital citizens and ignore the increased distractions and challenges that come from an increasingly connected society?

24 PLUGGED IN What is Destination Imagination and how is it helping students across Australia embrace STEM?

38 OFFICE SPACE Why do we need a management approach to implementing new technologies and pedagogies in the classroom?

42 NEXT STEP

50 PROFESSIONAL DEVELOPMENT Mike Reading gives three possible reasons as to why your professional development plans might be falling apart.

58 TEACHING TOOLS How can you implement Google’s G-Suite effectively in your classroom?

62 GET CONNECTED Brett Salakas gives you a teacher’s guide to virtual reality.

Shelly Kinash and Bill Wade of the University of Southern Queensland look at ways schools can develop minimum viable solutions to improve outcomes around education technology.

54 CODE CLUB AUSTRALIA – SHAPING THE WORLD THROUGH DIGITAL TECHNOLOGY EDUCATION How can we ensure that students have a basic understanding of computer coding beyond simple output, including the processes in lateral thinking and problem solving?

4 | EDUCATION TECHNOLOGY SOLUTIONS

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FROM THE EDITOR www.educationtechnologysolutions.com.au

EDITORIAL

EDITOR John Bigelow EMAIL john@interactivemediasolutions.com.au SUBEDITORS Helen Sist, Ged McMahon

CONTRIBUTORS Dr Michael Cowling, Pete Whiting, Emily McClean, Kelly Tagalan, Mal Lee, Roger Broadie, Jackie Sliverio, Gary Bass, Bill Wade, Shelly Kinash, Anuj Dhawan, Brett Salakas, Mike Reading, Peter Parker.

ADVERTISING

Keith Rozairo PHONE 1300 300 552 EMAIL keith@interactivemediasolutions.com.au

DESIGN AND PRODUCTION

Jonathan Rudolph PHONE 1300 300 552 EMAIL graphics@interactivemediasolutions.com.au

MARKETING AND SUBSCRIPTIONS

PHONE 1300 300 552 EMAIL admin@interactivemediasolutions.com.au $57 AUD per annum inside Australia

ACCOUNTS

PHONE 1300 300 552 EMAIL accounts@interactivemediasolutions.com.au

PUBLISHER

John Bigelow Editor

T

he use of video games in education is a concept that has received mixed reviews over the years. As recently as only five years ago, the vast majority of

educators were convinced that videos games were not only a major impediment to academic achievement (as they distracted students from study and wasted time), but that video games also potentially incited a range of negative side effects. This belief was in part driven by the existing body of research around the proliferation of violent video games and the impact of such games on attitudes towards violence amongst

ABN 56 606 919463

Level 1, 34 Joseph St, Blackburn, Victoria 3130 PHONE 1300 300 552 EMAIL enquiries@interactivemediasolutions.com.au WEBSITE www.educationtechnologysolutions.com.au

DISCLAIMER

The publisher takes due care in the preparation of this magazine and takes all reasonable precautions and makes all reasonable effort to ensure the accuracy of material contained in this publication, but is not liable for any mistake, misprint or omission. The publisher does not assume any responsibility or liability for any loss or damage which may result from any inaccuracy or omission in this publication, or from the use of information contained herein. The publisher makes no warranty, express or implied with respect to any of the material contained herein.

male adolescents. “The general consensus on violent video games is that, to some extent, they breed violence.” (Milgram, S

think, talk, and act – they let players inhabit – roles

1978, Obedience to authority)

otherwise inaccessible to them.”

“Adolescents who were more hostile tended to

Furthermore, Leonard Annetta, of George Mason

consume more electronic media, play more violent

University states in his 2008 paper, Video games

video games, prefer more violent content, and have

in education: Why they should be used and how

fewer parental limits on the content of their video

they are being used (Theory into practice, vol 47.3,

games.” (Gentile, DA et al. 2004 ‘The effects of violent

pp.229–239.), “The video games in education

video game habits on adolescent hostility, aggressive

conversation can be couched in developmental

behaviors, and school performance’ Journal of

psychology (play), learning theory (constructivist),

The contents of this magazine may not be reproduced in ANY form in whole OR in part without WRITTEN permission from the publisher. Reproduction includes copying, photocopying, translation or reduced to any electronic medium or machine-readable form.

adolescence, vol. 27.1, pp.5–22)

and 21st century skills.”

and bad in everything. For every unnecessarily violent

problem solving, critical thinking and eye hand co-

WRITTEN CORRESPONDENCE TO:

video game, there is an equal number of games that

ordination has to be seen as a positive thing. As an

can teach students problem-solving skills, encourage

extension to gaming, we are now beginning to see

the use of mathematical, planning and science skills

the emergence of augmented reality, virtual reality

and engage students in ways that traditional teaching

and mix reality, which combines the two. Education

has been unable to achieve. According to Shaffer et

is changing in ways that just ten years ago, we could

al. in their 2004 working paper titled Video Games and

never have imagined. What happens over the next ten

the Future of Learning, published by the Wisconsin

years is anybody’s guess. In this issues cover story,

Center for Education Research:

Dr Michael Cowling, a Senior Lecturer in Educational

 Level 1, 34 Joseph St, Blackburn, Victoria 3130  1300 300 552  enquiries@interactivemediasolutions.com.au

However, like so many things in life, there is good

“The first step towards understanding how video

8 | EDUCATION TECHNOLOGY SOLUTIONS

008-009_ETS Editor's Letter.indd 8

Any tool which actively engages students in

Technology at CQUniversity and founder of the

games can (and, we argue, will) transform education

CREATE Lab looks at mix reality in the classroom

is changing the widely shared perspective that games

and how it helps students understand what the

are ‘mere entertainment’. More than a multibillion

future might bring, and how the world might change.

dollar industry, more than a compelling toy for both

We hope you enjoy this issue and if you haven’t

children and adults, more than a route to computer

already done so, make sure you visit our website and

literacy, video games are important because they let

subscribe to the digital version of the magazine. For a

people participate in new worlds. They let players

limited time it is completely free! n

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 | CYBER CHAT

W

discussions and questions, and helpful

Australia Police, Tasmania Police,

of interconnected

only) nationally delivered crime

information for teachers to better

and Western Australia Police. The

devices and social

prevention program.

understand how and why young people

presentations will generally run for

engage in this behaviour.

45 minutes, however we recommend

ith the rapid proliferation

media platforms over

It is Australia’s first (and

As part of the program, the AFP

allowing an extra 15 minutes for

the last decade, online safety and

have developed a Teacher’s Toolkit.

security has become more relevant

This Teacher’s Toolkit initiative has

individual age groups or to address

now than at any other time in our past.

been developed to assist teachers

issues relevant to the group, however it

The challenge, especially for educators,

in addressing specific issues in the

is most suitable for Years 7-10.

is navigating the maze of information

classroom environment. ThinkUKnow

In addition to the Teacher’s

To book an adult presentation, visit the

and resources currently available to

Teacher’s Toolkits include classroom

Toolkit, interested schools can book

ThinkUKnow website http://thinkuknow.

supposedly help educate and forewarn

activities, videos, and information

live presentations.

org.au and click the Presentation link.

students about the myriad of dangers

on where children can go to for

that abound online. Which ones are

further help. They aim to prompt

designed for parents, carers and

volunteers to find an available presenter

current, credible and safe? Thankfully,

open discussion among students on

teachers and are available for schools,

for your proposed date.

one program from the Australian

technology and how to use it in a safe

community groups, and organisations

Federal Police meets all of

and positive way, and align with the

across Australia. Delivered by

click on the ‘Book a ThinkUKnow

these criteria.

Australian Curriculum.

This lesson can be adapted to suit

The adult presentations are

questions and further discussion.

Booking process

AFP staff will liaise with their trained

To book a youth presentation,

trained, accredited, volunteers from

Presentation’ link on the http://

A key focus for ThinkUknow

law enforcement and our industry

thinkuknow.org.au website. The

the United Kingdom by the Child

presentations is to empower parents,

partners (Microsoft, Datacom and

majority of booking requests will be

Exploitation and Online Protection

carers and teachers to communicate

Commonwealth Bank), the AFP

directed to your local police crime

Centre (CEOP) and was developed

openly with young people about what

aim to provide information that is

prevention area, although in some

for Australian audiences by the AFP

they do online, the challenges they may

accurate, relevant and actionable. The

cases, due to the large regions covered

in 2009.

face, what they can do and who to talk

presentations will generally run for 60

by each police force, you may receive

to if they have an issue.

minutes; however, they recommend

a notification request to contact your

allowing an extra 30 minutes for

local police station directly.

ThinkUKnow was started in

The program is a partnership between the Australian Federal Police (AFP), Microsoft Australia, Datacom

Teacher’s Toolkit

and the Commonwealth Bank, and

The ThinkUKnow Teacher’s Toolkit has

is delivered in collaboration with

been specifically developed around

Years 3-12 and tailored specifically

If you require more information or need

the New South Wales Police Force,

the issue of sharing personal sexual

to the current topical issues each age

assistance, you can:

Northern Territory Police, Queensland

content (also known as sexting) to

group might face online. The Youth

• visit Booking FAQ page

Police Service, South Australia Police,

assist teachers and schools talk to

presentations are delivered by ACT

• contact 1300 362 936 during

Tasmania Police, Western Australia

young people only about this matter.

Policing, New South Wales Police

Police and Victoria Police as well as

This toolkit includes a classroom

Neighbourhood Watch Australia.

10 | EDUCATION TECHNOLOGY SOLUTIONS

010-015_ETS80 Regulars.indd 10

activity, an education video, classroom

questions and further discussion. Their youth presentations are for

Force, Northern Territory Police, Queensland Police Service, South

MORE INFORMATION

business hours • send us an enquiry via our online Contact Form. n

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P a r t o f t h e F l i p p e d L e a r n i n g 3 . 0 W o r l d To u r

Friday 20 and Saturday 21 October 2017 | Inaburra School, Sydney

This conference is part of the Flipped Learning 3.0 World Tour. There are big changes on the road ahead for teachers, education leaders and administrators. Attend to get a wake-up call and a Flipped Learning 3.0 roadmap combined. Break-out sessions will focus on: • A beginner stream • Making flipped resources • Pedagogy and best practice • Subject specific • Experienced Flippers Stream • Assessment • Scaling up • Research • Flip a lesson • What happens at home The Masterclass Program includes the full conference program PLUS another 6 hours dedicated to specially designed Masterclass sessions. Masterclass sessions target mastery level and offer you an extended conference experience.

Keynote 1: Jon Bergmann IT’S TIME: Flip or Flop – 3 forces turning schools upside down, whether we’re ready or not

Keynote 2: Joel Speranza From Talkies to YouTube, the power of the Moving Image finally realised

Keynote 3: Errol St.Clair Smith What’s Next? – introduce new ideas without losing your mind, credibility or your job

Australian Professional Standards for Teachers For all States and Territories: This conference addresses the following Australian Professional Standards for Teachers. 2.6.2 – Information and communication technology (ICT) 3.3.2 – Use teaching strategies 6.2.2 – Engage in professional learning and improve practice 2.1.2 – Content and teaching strategies of the teaching area (ICT) 3.4.2 – Select and use resources 4.5.2 – Use ICT safely, responsibly and ethically 6.3.2 – Engage with colleagues and improve practice In addition: Attending FlipCon Australia will contribute 10.25 hours (16.25 hours if you attend the Masterclass) of QTC Registered PD addressing 2.6.2; 3.3.2; 6.2.2 from the Australian Professional Standards for Teachers towards maintaining Proficient Teacher Accreditation in NSW.

PRESENTED BY: Contact Us: flipconaus@iwb.net.au

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For more information about costs, program options and how to register go to: flipconaus.com

20/09/2017 12:04 pm


 | EVENTS CALENDAR

EduTECH Africa 2017

conference embracing Flipped

• Assessment

3-4 October

Learning. Emerging and established

• Scaling up

National FutureSchools Expo & Conference

Sandton Convention Centre,

flipped educators will want to attend

• Research

21-22 March 2018

Johannesburg

this concentrated, high touch, hands-

• Flip a lesson

Melbourne Exhibition & Convention

EduTECH Africa will take place

on conference.

• What happens at home

Centre

in Johannesburg, South Africa in

If you have no prior experience in

The National FutureSchools Expo

October 2017. With 1000s of visitors

flipping a class or school, the beginner

in attendance at our 2015 and 2016

track could be for you. However, you

BETT Show

runs in March and will be held

events, EduTECH Africa is the symbol

will still get a great deal out of any

24-27 January 2018

at the Melbourne Convention &

of just how much potential Africa

other concurrent session so don’t be

Excel London

Exhibition Centre.

holds for technology, innovation and

afraid to choose from there too.

Bett is the first industry show of the

implementation in the classroom.

If you have been flipping your class

is an annual two-day event which

It is the sister-event of EduTECH

year in the education technology

(Australasia and Asia Pacific’s largest

for a while now, you can choose from

landscape, bringing together 850

education event). It consists of one

all aspects of education are

a wide range of tracks and Spotlight

leading companies, 103 exciting new

central exhibition and five parallel

brought together to deliver greater

sessions, many choices to suit

edtech start ups and over 34,700

conferences designed to tackle five

learning outcomes for learners in

every level.

attendees (131 countries represented)

specific areas of the future school:

from the global education community,

• Future Leadership

EduTECH Africa is where

all environments.

If you have reached or would like

For more information visit www.

to reach Mastery level, you can select

that come together to celebrate, find

• Young Learning

terrapinn.com/exhibition/edutech-africa

the Masterclass option, an extended

inspiration and discuss the future

• Special Needs

conference experience.

of education, as well as the role

• Teaching about and using emerging

Sessions will focus on:

technology and innovation plays in

FlipCon Australia 2017 with Jon Bergmann

• A beginner stream

enabling all educators and learners

• Making flipped resources

to thrive.

20-21 October 2017

• Pedagogy and best practice

For more information visit www.

The five conferences at the National

Inaburra School, Sydney

• Subject Specific

bettshow.com

FutureSchools Expo have all been

FlipCon Australia 2017 is a national

• Mastery

12 | EDUCATION TECHNOLOGY SOLUTIONS

010-015_ETS80 Regulars.indd 12

technologies • STEM, coding, robotics and the new digital curriculum.

designed to cater for senior leadership

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 | EVENTS CALENDAR

which you can present to your representative body. For more information visit futureschools.com.au

EduTECH Australia 2018 7-8 June International Convention Centre, Sydney EduTECH is Australasia’s largest annual education technology conference and exhibition. In 2018, EduTECH will host a multitude of conferences and masterclasses attended by over 8,000+ educators, as well as hosting an official event dinner for 800 guests, 250+ exhibitors and free seminars for exhibition visitors. EduTECH is the only event that brings together the entire education and training sector (primary, secondary, tertiary and workplace learning) plus libraries, government, suppliers and worldrenowned speakers all under one roof. As a delegate, you can choose from a wide variety of conference streams designed for your role, ensuring you get the most out of your professional development investment. Furthermore, EduTECH works with industry to subsidise registration costs to make the conference an affordable and accessible investment in your learning. 
• Access the very best speakers from Australia and around the world.
 • Share ideas, successes and challenges. • Discuss, debate and take away implementable outcomes. working in different roles within

industry to subsidise registration costs,

with multiple streams, plus focused

K-12 education.

making this an accessible investment

breakout sessions, MasterClasses

in your learning.

and interactive exhibition seminars

Whether you want to focus your

• This is a second-to-none networking opportunity. • Tailor-make your own experience

engagements on Principals and the

At the National FutureSchools

and displays (not to mention hours of

and choose from eight large

Senior Executives, prefer to talk to

event, educators have access to the

networking functions) – meaning that

congresses, with multiple streams,

the real implementers of technology

very best speakers from Australia and

you gain the benefits of a bespoke

plus focused breakout sessions,

teaching at the coal-face, or are looking

around the world. You can share your

niche program, focused on YOUR

masterclasses and interactive

to meet people in specific roles such

ideas, successes and challenges with

needs, combined with more than 1,500

exhibition seminars and displays

as Foundation or SEN Coordinators,

over 4,000 attendees in similar roles

like-minded education professionals.

(not to mention hours of networking

the event is structured to appeal to the

to discuss, debate and take-away,

people you want to speak to.

implementable outcomes.

Perhaps most importantly, National

Just as importantly, you can tailor-

And of course, earn Professional Development points – when you register, simply tick the box

functions). • See what is on offer and save time by meeting with suppliers in one place, at one time.

FutureSchools is affordable… the

make your own experience and learn

indicating that you wish to apply for

organisers know the education sector

what YOU want to know about – you

CPD/PD Points, and we will post

Visit www.edutech.net.au for more

has limited funds, so they work with

get to choose from five conferences,

you a Certificate of Attendance

information. n

14 | EDUCATION TECHNOLOGY SOLUTIONS

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| INTERACTIVE LEARNING

16 | EDUCATION TECHNOLOGY SOLUTIONS

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Fof A I L U R E SCHOOL DIGITAL EDUCATION BY MAL LEE AND ROGER BROADIE

• All 22 school districts with 1:1

The digital education provided by the

of teachers devoted millions of hours

controls, professional disempowerment,

schools of the world over the last quarter

striving to provide the young the desired

the level of resourcing, working

programs require parents to

of a century warrants a strong F grade.

digital education. Many devoted their

conditions, legal obligations, a mandated

acknowledge there is no expectation

lives to the quest. The reality is that all

curriculum, external exams, buying

of privacy in the use of the device,

society, it is imperative they have

were obliged to do so within a traditional,

procedures, auditors, national standards

even if the schools explicitly allow the

normalised the 24/7/365 use of digital

linear, hierarchical, Industrial Age

and the endless requirement to provide

device to be used by parents or for

technology, and that it underpins their

organisational structure, with factory-like

the ‘office’ accountability data (Lee &

learning and growth. Most schools

processes, mindset and culture. They

Broadie, in press).

globally have demonstrated for 20 plus

were schools where the heads invariably

years their inability to normalise the use of

had – and still have – little understanding

invariably addressed in a discrete subject,

digital technology.

of digital technology, and where the

highly structured, linear, sequential

In educating the young for a digital

Teaching of digital skills/literacy was

non-school purposes. • Eleven districts specify that they can remotely access a student’s 1:1 device at any time and for any reason. • Only six districts that indicate that

government, despite the rhetoric,

and regularly assessed and reported

they have the authority to remotely

globally were using their digital

attached little importance to every child

upon. It was done over the year, when

access state that such access does

connectivity daily (ITU, 2016; Meeker,

growing their learning through digital

scheduled, within the school walls and

not include monitoring via the camera

2017). Near on a billion young people

means (Lee & Broadie, in press).

firewall, without regard to context, student

were doing so, from as young as two

The authors saw far too many

In 2016, 3.4 billion plus people

or microphone (ACLU, 2017).

need or indeed what student learning

It allowed the network managers to watch

years of age (Futuresource, 2017). And

highly able and devoted teachers leave

occurred outside the walls. Teachers were

the young girls and boys in the privacy of

yet few acquired that digital capability in

teaching, burnt out, disenchanted and

obliged to use a centuries old Industrial

their bedrooms. How this was supposed

a school.

utterly frustrated by ineffectual heads,

Age learning model to educate students

to enhance learning is difficult to deduce.

bureaucrats and network managers

on the application of exponentially

One can, however, see why the American

connected families of the developed

who imposed inordinate, often irrational,

evolving media.

Council of Civil Liberties was concerned.

world have normalised the use of digital

controls on their teaching. With the

in every facet of their lives (Wellman et

Since the latter 2000s, the digitally

Atop those constraints, network

The Australian Capital Territory

advantage of hindsight, history reveals

managers imposed their own, often

(ACT) education department, in its

al, 2008; Lee & Broadie, 2017a). Digital

teachers were asked to provide a digital

unilaterally controlling every facet of

wisdom, decided to ban the use of all

technology underpins every facet of the

education for a rapidly evolving world in a

digital usage. For most of the last 20 plus

Apple technology in its schools, a ban

families’ life, work and learning. But not in

dated, inflexible organisational structure,

years, they employed a one-size-fits-

still in place today. It was done at a time

most schools.

with their hands tied. They were expected

all approach for K-12, deciding on the

when the rest of society had long been

to do the near impossible.

operating system, device, software the

technology agnostic, Apple was the

The level of control placed on

students would and would not use and

world’s largest technology company and

of the young, giving them a monopoly

teachers, and increasingly the school

the network controls, preventing the use

global digital leader, and one assumes in

and investing billions of dollars, schools

heads, by government, the bureaucracy

of any student technologies.

the belief it would enhance the children’s

globally in 2017 markedly lagged the

and network managers, was crushing and

societal digital norm, falling ever further

counterproductive. While often working

following two examples exemplify the kind

done at a time when the ACT government

behind (Lee & Broadie, in press).

behind the facade of school autonomy,

of controls teachers had to work within.

had won office on the promise of

Despite governments treating schools as the sole providers of digital education

Since the launch of the World Wide Web in 1993, thousands upon thousands

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every aspect of the teacher’s work was constrained by the likes of hierarchical

While admittedly extreme, the

In Rhode Island (USA), the education authority mandated the following:

digital education. Ironically, it was also

providing every child an iPad! One can but wonder why.

EDUCATION TECHNOLOGY SOLUTIONS | 17

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| INTERACTIVE LEARNING

Since the emergence of the Net, while governments and schools globally have mouthed the right words and have

change, they will fall ever further behind and eventually close (Lee, 2015). Most schools have been unable to

spent considerable monies, the quest

make that move. In marked contrast,

to have digital technologies underpin

the young of the world and their digitally

every aspect of children’s learning and

connected families have, since the advent

development has rarely been a high

of the Web (Lee & Broadie, 2017a),

priority. The focus was, like today, on

readily accommodated that rapid change

the basics, Programme for International

and have used the current technologies

Student Assessment (PISA) scores,

and practices since 1993. In many

maintaining the status quo and the

respects, their success accentuates the

traditional insular place called school.

schools’ failure.

DESPITE GOVERNMENTS TREATING SCHOOLS AS THE SOLE PROVIDERS OF DIGITAL EDUCATION OF THE YOUNG, GIVING THEM A MONOPOLY AND INVESTING BILLIONS OF DOLLARS, SCHOOLS GLOBALLY IN 2017 MARKEDLY LAGGED THE SOCIETAL DIGITAL NORM, FALLING EVER FURTHER BEHIND.

Examine the state/provincial priorities

In believing digital technology to

knowing, governments globally have

are empowering young people to learn

set by principals and one will not find

be vital to their children’s education

long since lost their control of digital

independently and collaboratively, and are

digitally-based learning.

and life chances, in buying the current

education of the peoples of the world.

progressively adjusting their curriculum

technology and empowering the young

In contrast, the structured model of

to complement the learning that happens

personal computer surge of the 80s,

to use it largely unfettered 24/7/365,

digital learning used in the schools that

outside of school. But they are having

schools globally still employ pen and

the digitally connected families of the

ran parallel to the laissez faire model cost

to do this despite governmental and

paper exams in every subject, including

world did what the schools failed to do

governments billions for limited returns.

education authority bureaucratic control

symbolically all Year 12 digital education

– ensure that digital underpinned every

courses. The fact that today’s young

aspect of each child’s life and learning.

Thirty-five plus years after the

are a digital and not a paper and pencil

Moreover, in adopting the laissez faire

In commenting on the success of

and within official accountability and

the digitally connected families and the

assessment systems that ignore the

laissez faire model, it is not to be said

realities of the digital transformation that has happened in society.

generation, or that none could apply

model of digital education to learn how

that all is perfect, or cannot be improved.

for a job with a hand-written note, is

to use and apply the evolving technology

There are many areas for improvement,

conveniently forgotten.

outside the school walls (Lee & Broadie,

not least of which is the need to lift the

and education authorities will recognise

The hope is that some governments

2017b), the families went a long way

digital capability, but the reality is that 3.4

that in the last 20 plus years, the digital

digital evolution and transformation of

towards ensuring the young would not

billion plus people have already proven

revolution has transformed the world

organisations, talks of Digital Darwinism,

only take control of their digital education

the effectiveness of the model.

and the lives of its people, and that

“…when technology and society evolve

but would do so for the rest of their lives.

Brian Solis, a leading authority on the

faster than an organization can adapt”

As the authors delved further into

The structured, tightly controlled

since the advent of the Web the nature

Industrial Age model used by schools

of youth and youth education has

(Solis et al, 2014). That succinctly

their research, it became apparent that:

has, after a quarter of a century of

fundamentally and irrevocably changed.

sums up the situation with most of the

1. The 3.4 billion users globally of the

concerted effort and investment, not

But even starting to recognise this

technology acquired their digital

only failed to deliver, but shows few

requires schools, governments and

understanding using the same laissez

signs of ever doing so.

the bureaucrats to be willing to do a

world’s schools. In the last 20 plus years, the world moved from an analogue to digital base,

faire model of digital education,

with all the associated ramifications.

outside the learning institutions.

It affirmed the inability of inflexible,

2. The dated model employed in the

major rethink.

The Way Forward It is surely time for nations to

For a full list of references, email info@interactivemediasolutions.com.au

Industrial Age organisations, with factory-

schools was the odd one – and not

fundamentally rethink the role of schools

like processes, mindset and culture

the norm.

in the digital education of the young,

Mal Lee is a former director of

and the continued investment therein.

schools, secondary college principal,

– and particularly those like schools

3. Unwittingly and unseen, the people

also tightly controlled by government

of the world have for nearly a quarter

The track record of governments and

technology company director and now

and bureaucrats – to accommodate

of a century naturally grown their

schools would suggest that most will

author and educational consultant.

exponential digital evolution.

digital education, with the trend for

continue with the status quo, regardless.

He has written extensively on the

billions more to soon do so, and to

The hope is that some will recognise

impact of technology and the evolution

do so lifelong.

that since 1993, the digital revolution

of schooling.

As the vast body of digital transformation literature (Westerman et al, 2014; Economist, 2015; Forrester,

Critically, the highly successful laissez

has transformed the world and the

2015; Accenture, 2016) and the

faire model employed by digitally

lives of its people, with the nature of

helping schools get the maximum

closure of thousands upon thousands

connected families of the world:

youth, and youth education, having

impact on learning from technology.

of analogue industries attests, unless

• cost governments nothing, and

fundamentally and irrevocably changed.

He is the Naace Lead for the 3rd

organisations can move to a digitally

was employed without any

operational mode, operate as agile

government effort

Globally, there are exceptional

Roger Broadie has wide experience

Millennium Learning Award. In his

schools that have successfully

30-plus years of working at the forefront

self-regulating units and create an

• will continue to grow, evolve and be

normalised the use of digital, which

of technology in education, he has

evolving tightly integrated digitally-

used by the peoples of the world,

are genuinely collaborating with their

worked with a huge range of leading

based ecosystem and culture that

regardless of what governments

digitally connected families and that have

schools, education organisations and

accommodates the rapid ongoing

and schools opt to do. Without

shown what is possible. Such schools

policymakers in the UK and Europe. n

18 | EDUCATION TECHNOLOGY SOLUTIONS

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The Flipped Classroom movement is sweeping the world. Passionate educators have embraced the model and have been implementing it for over a decade. Flipped Learning has shown great promise and potential, but there have also been several pitfalls. There are a myriad of ways that flipped learning can be compromised by bad practice, inappropriate technology, and poor execution. To that end, the Flipped Learning Global Initiative (FLGI), a worldwide coalition of educators, researchers, technologists, professional development providers and education leaders, has created this Flipped Learning Certification Program. When you complete this course you will be Flipped Learning Certified Level - I. The program includes nine (9) units, takes 7-10 hours to complete and covers these essential topics: • Understanding the pedagogy of flipped learning • Planning for flipped learning • Flipped learning best practices • Tech Tools of the flipped classroom • Effective use of class time • Implementing flipping learning in different subjects and levels • Assessments and flipped learning • Selecting the right technologies • Taking the flipped class to the next level Find out more @ http://flglobal.org/certificationiwbnet/ - (Select the REGISTER HERE button to view the Course Curriculum and preview some free samples). The cost of this course is US $70.00

Are you interested in teaching others how to successfully flip their classrooms? Are you already doing flipped training and wish to validate your skills? Are you interested in becoming a Certified Flipped Trainer and presenting at education conferences? The FLGI train the trainer certification program was created to give Flipped Learning instructors around the world access to the most current global research, global best practices and proven technology. The train the trainer program is the first of its kind. It combines the latest Flipped Learning 3.0 insights, with best practices gleaned from over a decade of delivering flipped training workshops in various subjects, academic levels, countries, and languages around the world. Learn the critical components of how to lead others through the process of changing from traditional models of education to Flipped Learning. The train the trainer program includes eight (8) units, takes 3-4 hours to complete and covers the essential topics.\ Find out more @ http://flglobal.org/traineriwbnet/ - (Select the REGISTER HERE button to view the Course Curriculum). The cost of this course is US $149.00 From IWBNet on behalf of FLGI

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| FEATURE

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BY PETE WHITING

Over the last few years, my

regardless of where they are starting

(usually a video) so they can take care

teaching partner and I have set up a

from. Students always move forward in

of the lower order stuff at home. This

multiplayer classroom that focuses on

our adventure, even if they must take a

frees up time in the classroom to focus

Masters of the Universe: Gamification as an Entry Way to Mastery Learning

collaboration and a growth mindset.

different path than they first thought.

on the higher order tasks and prevents

The greatest video game ever invented

disengagement from those who cannot

is Super Mario Bros 2. It is a great

access the higher order tasks without

side-scrolling platform where a plucky

their teacher there to support them.

little plumber rescues the princess and

We leveraged the time we had been learning to run an asynchronous (read:

Flipped Learning: The Key to the Kingdom

self-paced) gamified (read: mastery-

Our epic journey into the world of

but-with-a-little-awesome-sauce-

afforded by implementing flipped

That is flipped learning 1.0 in a

stomping Koopa Troopas. One of the

gamification was born out of our desire

nutshell. Students engage with new

great things about it is that it requires

thrown-in) course for each of our

to take our flipped classroom to the

content at home and come to school to

mastery. Players cannot half succeed.

classes – Year 8–12 biology and Year

next level. Six years ago, we flipped

explore that content at a deeper level.

They must master the patterns of the

11–12 chemistry). For those readers

all of our classes with game-changing

This left us with a tremendous amount

game before being allowed to move

wondering why they should join our

results, but three years ago we were

of time to use those pedagogies

on. However, it is not frustrating

adventuring party, it is not because it

ready for the next challenge. For the

that we had always dreamed of. We

enough that players stop. There is a

was super fun (even though it was),

uninitiated, flipped learning is where the

wanted to get to a self-paced mastery

difficulty curve; it gets progressively

it is because we have been able to

direct instruction is removed from the

course – our map to that destination

harder and, while it is always

develop students of all abilities into

group learning space to the individual

was gamification. I am sure that it is

challenging, it is never impossible or

self-motivated collaborative learners

learning space. This is done by

possible to get to gamification without

inaccessible. This is what we wanted

who understand that they can grow

providing students with micro-lessons

it, but I do not know how.

our class to be.

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| FEATURE Chocolate-covered Broccoli Game-based Learning and Gamification

working to solve a problem. Our best

There is a difference between game-

mystery, like who murdered their teacher/

based learning and gamification of

mission commander. Not every unit is

learning. Game-based learning is

perfect and they are better this year than

where one plays a game with an

they were last year. Next year, we will get

educational aspect to the gameplay.

even better!

modules culminated in building a model or compiling all the ideas into solving a

OUR EPIC JOURNEY INTO THE WORLD OF GAMIFICATION WAS BORN OUT OF OUR DESIRE TO TAKE OUR FLIPPED CLASSROOM TO THE NEXT LEVEL.

These are also called ‘serious games’

These scenarios happen in the

and have sometimes been referred to

theatre of the mind – we might have the

as chocolate-covered broccoli. At first,

odd image projected on the board, but

they seem like fun, but they can leave

as educators we tend to be storytellers.

students feeling as though teachers are

Tell a story, no matter how silly it is, and

trying to sneak in some learning.

it will increase the buy-in for students.

The quest books (found at www.

The activities in your course need to

catfisheducation.com) have a simple

serve the story.

structure. The scenario is outlined with

have done and, more importantly, how

Gamification has the opposite approach. Gamification is the addition

We have used a quest book.

should never lose XP for poor behaviour or any other infraction. This is a brief introduction of what we

story consequences if they do not fulfil

we have done it. We are not tech heads

its simplest, it might be adding badges

Collaboration

their quests and then there is a table

and we are not super gamers; we just

to achievements in class or behaviour

So, you have your scenario, who are

with their quests. Quests include videos

wanted to give our students something

– think Class Dojo or giving literal

your adventurers? Get the students to

(flipped learning), tasks, experiments,

that they all felt they could achieve and

badges/stickers for student work. This

build a character, an avatar to explore

writing tasks and so on. These quests

push themselves with. We knew mastery

relies on extrinsic motivation and can

the story that you are building together.

can be split further into core quests

was where we wanted to end up, so

be excellent at developing habits if it is

Ours are science classes, so we had

(necessary to move forward) or side

gamification became our mighty steed

not the focus. However, mastery was

students identify with a ‘class’ or a job

quests, which students choose to

of choice.

our goal not gamification, so instead

that they were team leaders for (each

do for extra experience points. The

of gamifying an aspect of our lessons,

team consists of three to four mixed

learning here is very explicit and visible.

Resources

we gamified our whole course design

ability students). We had engineers,

Students know what they need to do to

• Other teachers who are doing it are

from Year 8 students through to Year

mathematicians and librarians/

be successful and they have choices.

12 students. Our gamified classroom is

researchers. Everyone works on each

In fact, in the second iteration, I leant

and contact us through Twitter

modelled on an old school tabletop role

task, but these were self-nominated

heavily on the principles of Universal

(@Mr_van_W) or email. My

playing game (RPG) for the newbies,

roles that others could look to when they

Design for Learning and students

favourite thing to do is to help, share

Dungeons and Dragons style.

needed help in certain areas of work.

were often given freedom in how they

of game-based elements to learning. At

This is the greatest part of most

Choose your Destiny

RPGs and a big factor in deciding on

There are many roads to gamification,

this model. There is no competition

this is ours…

and everything is cooperative play. It

expressed their learning, as long as they address the learning goals.

and learn from other people. • The Multiplayer Classroom by Lee Sheldon and Gamify Your Classroom: A Field Guide to

is multiplayer through collaboration;

Growth Mindset in Gamification

style. The whole year has a theme that

precisely how we want their learning

Experience points (XP) are how gamers

revolves around the colonisation of Mars,

to be.

know they are progressing; this was

Our classes are immersive RPGs in

the greatest resource. Contact them

Game-Based Learning by Matthew Farber are books that we constantly referred to. • http://goblin.education is an

something that we used to great effect

open source teacher professional

in developing a growth mindset. The XP

development course that teaches

(published to the students via a Google

gamification through playing a

RPG style of course design because it

In the tavern, there sits a cloaked stranger. In her hand, she holds a map…

sheet) show the students where they

tabletop RPG out of Oklahoma

was something that we understood and

So, when you set a class up like this

are and if they are meeting the minimum

University developed by Keegan

we could do it super low tech.

you will need a place for the students

standards (important note: self-paced

to access the course. This is the most

does not mean no pace) in work they

Good luck on your quest brave

course outcomes to separate scenarios

tech-heavy part; you will need to build

have submitted.

adventurer. n

that fit our storyline of colonisation of

a platform. For us, this was a Google

Mars. For example, the Year 8 electricity

site (a drag and drop webpage builder

not for achievement. At no point are we

unit revolved around getting the lights on

– make sure you click the ‘new sites’

giving XP for high scores or being the

chemistry and biology teacher at

for the habitat so they could move out

button). For others it was a WordPress

top of the class. Every student can show

Kinross Wolaroi School in New South

of their cramped Mars Lander. These

blog, for some it is a paper handout. Put

growth regardless of their natural ability

Wales. He can be contacted via email

scenarios are where the problem to

simply, the students will need a map of

and this is explicit and visible for the

pwhiting@kws.nsw.edu.au. Follow him

solve comes from. This is the start of

where they are going and what that map

students and the teacher. XP are accretive

on Twitter @mr_van_w or visit www.

the intrinsic motivation – students are

looks like is up to you.

and they never decrease. Students

mrvanw.com for more information

although for my Year 12 chemistry class this takes a turn to murder mystery as we tackle forensics. We settled on the

In getting started, we mapped out our

22 | EDUCATION TECHNOLOGY SOLUTIONS

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Long Wheeler and John Stewart.

XP are awarded for work submitted, Pete Whiting is a science,

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020-023_ETS80 Article 1.indd 23

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| PLUGGED IN

FROM

IMAGINATION TO

INNOVATION BY JACKIE SLAVIERO

24 | EDUCATION TECHNOLOGY SOLUTIONS

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What is Destination Imagination?

that my own students are trying to

The vision of Destination Imagination

students the opportunity to take risks,

(DI) is to be the global leader in

innovate, and hone skills that make DI

teaching the creative process from

alumni some of the most creative and

imagination to innovation. DI’s mission

imaginative thinkers out there! I love

is to develop opportunities that inspire

being a Team Manager. So many of the

the global community of learners

members of the team I have managed

to utilise diverse approaches in

continue to participate in DI as they

applying 21st century skills (creativity,

head into high school, getting more

collaboration, communications and

and more comfortable with the people

critical thinking).

they are slowly becoming.”

The Destination Imagination

solve. Competition aside, DI allows

Students who participate in DI are

program is a fun, hands-on system

encouraged to not only think outside

of learning that fosters students’

the box, but they are guided to believe

creativity, courage and curiosity

there is no box. In the guidelines for

through open-ended academic

Team Managers, Rules of the Road,

challenges in the fields of science,

there is a very simple rule – If it doesn’t

technology, engineering and

say you can’t, you can.

mathematics (STEM). The participants ethics, respect for others and their

Destination Imagination Lands in Australia

ideas, and the collaborative problem-

Because of Spencer, I took a ‘giant

solving process.

leap’ and signed to be the Affiliate

learn patience, flexibility, persistence,

Within this global competition,

Director of Destination Imagination

Destination Imagination Australia

Australia. It has been a whirlwind

teams are given the choice of a

since then. Supported by the US

science, technology, service learning (outreach) or an engineering challenge to solve.

Consulate and the US Embassy, in February we did a roadshow stretching from Sydney, through Canberra, to Melbourne. We ran a few workshops

Why Destination Imagination?

feedback was amazing. It was not too

a great mate, Spencer

long before schools were signing up

Kiper, who is one of those

whole year groups to ‘do DI’. It was also at this time we

you had as a student

received financial support to take four

and wins awards for his

teams to the Destination Imagination

incredible work. I asked

Global Finals in Knoxville, Tennessee.

Spencer to tell me, out

Destination Imagination Global Finals

of all the programs he

is an annual competition that assesses

delivers, why DI.

students’ problem-solving ability. The

“Destination

competition is in two parts – a long-

Imagination offers so

term challenge that assesses problem

much to our youth, it’s

solving within a particular domain, and

hard to say what I love most

an instant challenge where students are

about the program. However,

given a problem that they must solve

if I were being honest, it

and present the solution within five to

inspires me to know that from all corners of the

024-027_ETS80 Plugged In.indd 25

Process and instant challenges. The

I first heard about DI from

educators that you wished

educationtechnologysolutions.com.au

with teachers, teaching the DI Creative

10 minutes. We took two high school teams from Parramatta Marist in

Earth, there are children

Sydney and two primary school teams

working together to

from Firbank Grammar in Melbourne to

solve situations

represent Australia for the first time in

and problems

the history of Destination Imagination.

EDUCATION TECHNOLOGY SOLUTIONS | 25

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| PLUGGED IN

The students and teachers were

CREATIVE PROCESS

fast tracked through the program in six weeks, with a lot of extra time outside of school hours. It is normally

Recognise

a 20-week program. This program is student-centric and teacher

Imagine

interference is not allowed. All the work is done by the students. Practising instant challenges and team building,

Collaborate & Initiate

as well as project management and budget constraints, pushed the students to be creative.

Access

What the DI Team Managers Had to Say

Evaluate & Celebrate

Parramatta Marist Our teams were Radioactive Redbacks (Science) and the Fair Dinkum Dingoes

materials also have different weights

reading! It was not until the holidays

Where to from Here?

(Engineering).

at different altitudes (Tennessee being

that we really stopped and reflected on

Straight after the Global Finals, both

slightly different to Sydney) and that

the experience. Destination Imagination

schools signed up many more teams to

humidity affects balsa wood.

is everything we believe about

be involved with the 2017–18 program.

For the engineering challenge, In It Together, the team was required to design, build and test multiple

The two teams were successful

education and a whole lot more. Thank you for allowing us to be a

Schools all over Australia and New

freestanding structures that work

competing on a world stage and it

together to support as much weight as

was a great learning experience for

part of the Global Finals experience. I

teams. The Destination Imagination

possible. Teams also developed and

all involved. International travel added

do not think Meaghan or I have ever

Australia National Tournament will

presented a story in which characters

another dimension to the learning

worked so hard, yet nor have we ever

be held in November, so there is

from two nations worked together

experience for our students, as small

been involved with something that

still time to become involved in this

to solve a global issue. Marks were

things like changing money and getting

has been so rewarding. We are truly

amazing program.

allocated for the ratio between the

on flights on time while managing to get

grateful for your energy, enthusiasm

weight of the device and the weights

all of the props and costumes onboard

and hard work that made the whole

au for team registration, school

held by the device. The device had to

was a challenge.

thing possible.

visits and teacher professional

be between 10 and 25 grams. This

A great way to broaden the mindset

We are now ready to enter some

Zealand are invited to register their

Email jackie@diaustralia.com.

development workshops.

presented a great challenge, as the

of students is to offer them a global

more teams for the next round of

example scoring weights were over

experience in learning, as our world gets

Destination Imagination.

further information:

200 kilograms.

smaller and our connections get greater,

watch?v=fl1tdJH6a3s watch?v=mnrXa79xEoI n

Suggested links for https://www.youtube.com/

For the science challenge, Top

students who have the opportunity

Secret, the team was required to create

to meet and greet similar minds on

What the DI Student Participants Had to Say

and present a story about a secret

the opposite side of the world will

“I definitely learnt to listen to people a

mission, research and apply methods

experience a growth mindset far beyond

bit more and make sure that everyone’s

from cryptography and steganography

that compared to a standard classroom.

ideas are being incorporated into the

to reveal secret messages and finally

The engineering team was particularly

final product.”

design and create a cryptographic

successful, placing 30th in the world,

device that encrypts and then decrypts

with a final held weight of their structure

basically the same as Year 11 Problem

the Honeywell Educators @ Space

a secret message which was given

at nearly 363 kilograms (800 pounds).

Based Learning, so it was similar to

Academy program, the Space Camp

what I was already used to, but on a

USA ambassador, the Australian

Firbank Grammar

longer term. I think by undertaking this

representative for Global Friendship

additional constraint of needing to fit

What a truly amazing experience

project, it has already helped me at

Through Space Education program

all of our presentation materials and

Destination Imagination has been for

school and going to Global Finals would

(Space Camp Turkey) and a National

devices within our suitcases to travel

our girls and for Meaghan and myself.

also help in future modules.”

STEM consultant. She is on the

to the US. This was an interesting

Our teams were named Highly Koalafied

constraint, as the engineering team

and Green and Gold Goannas, both in

looked at other ways to approach the

App, Pallas Advanced Learning

even had to build themselves a mini

the science discipline.

challenge, then we possibly would have

Systems and Launchbox. Jackie

scored many more points. I learnt that

can be contacted at onegiantleap@

during the presentation. For both challenges, we had the

esky to ensure that there was no

When we returned from the Global

“The long-term challenge is

“I learnt from DI that if we had

https://www.youtube.com/

Jackie Slaviero is the founder of One Giant Leap Australia. She is the international ambassador for

advisory boards of Quberider, ELLA

effect of the changing temperature and

Finals, we launched straight back into

our collaboration skills are extremely

bigpond.com or on Twitter @

altitudes on the plane. They learnt that

school life – report writing and proof

vital to the success of our challenge.”

JackieSlav

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| COVER STORY

in the classroom BY DR MICHAEL COWLING

Do you ever get the overwhelming

the remote control and start scrolling

impression that we are living in the

through Netflix trying to decide which

future? So much of what we take for

television show or movie to watch on

granted today would have amazed our

demand, streamed directly to your

past selves from 10 or 20 years ago.

home via the multi-megabyte fibre

Schooled by television shows like Star

optic Internet connection we all have,

Trek and The Jetsons, the younger

spare a thought for your past self who

versions of ourselves imagined a 21st

had to watch whatever was on one of

century world with limitless data,

the three commercial stations at the

endless screens and intelligent voice-

time, or venture out into the world and

controlled computing devices.

visit the local video store, remembering

Next time you nuzzle down into the couch, turn on the television with

28 | EDUCATION TECHNOLOGY SOLUTIONS

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as well to return the cassette after you watched it!

educationtechnologysolutions.com.au

20/09/2017 12:18 pm


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EDUCATION TECHNOLOGY SOLUTIONS | 29

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