Tuesday, February 7, 2012

How Education Fails Technology (And What to Do About It)

Posted on Edtech Digest

SHIFT PARADIGM | by Mark E. Weston

During the past two decades many technologies have entered our lives. They brought with them lofty expectations for transformation of classrooms and schools. Implicit in such expectations was a belief that teachers and students with access to and mastery of technology would transform education.

While some evidence suggests that the personal lives of teachers and students may have changed as a result of new technologies, little evidence shows that their education lives have changed much. Technology has exerted little overall effect on educational settings and the teaching and learning in them. Student achievement test scores remain flat, school completion rates have not declined, and instruction is still mostly teacher-led in classrooms with neat-rowed desks. The minimal effect that technology has had on teaching and learning is a failure of the field of education not a failure of technology. For the rest of the article see:

http://edtechdigest.wordpress.com/2012/01/23/how-education-fails-technology-and-what-to-do-about-it/

Sunday, January 8, 2012

Are Interactive White Boards Dead?

By Robert J. Leneway January 8, 2012

Close to 600,000 Interactive Whiteboards were sold worldwide last year, generating nearly $1billion of revenue, according to a new market report from Futuresource Consulting. “Across the globe, the Interactive Whiteboard phenomenon is really taking hold,” says Colin Messenger, Senior Consultant, Futuresource with “one in six classrooms” now hooked up with an Interactive Whiteboard. The report goes on to say that few markets hold the promise of education, where we’ll see very strong sales growth for at least the next five years.” Thus, the use of interactive white boards may not yet be dead but there are several other emerging trends that may threaten their mortality.

According to Wikipedia, “An interactive whiteboard (IWB) is a large interactive display that connects to a computer and projector. A projector projects the computer's desktop onto the board's surface where users control the computer using a pen, finger, stylus, or other device. The board is typically mounted to a wall or floor stand.” They range in price from about $3,500 to $5,000 and need a laptop which could cost from $500 to $1,500 and if not already build in, a multimedia projector and typically weight up to 300 pounds.

Why use an IWB?

All interactive whiteboards come with software, to enable you to use it as a copy board. Wedgewood Consulting claims that IWBs can be use to “write or draw on the whiteboard with your finger or the pens provided and save the image to the computer. These images, which are your notes from the meeting or training session, can then be printed or emailed. The software that comes with some interactive whiteboards may have built in OCR to recognize handwriting and turn it into computer text.



Wedgewood further reports that Interactive whiteboards can be used to:

  • Write over the top of programs to highlight and annotate points (see picture above).
  • View and navigate the Internet from the whiteboard. Surf and display websites which the entire room will be able to see.
  • Students/audience members can approach the whiteboard and add their contribution to the discussion by writing directly on the whiteboard.
  • Present ideas to large audiences.
  • Display movie files or DVD's from the PC
  • Work on word processing documents, spreadsheets, design project with your colleagues and can be connected to video conferencing systems.

In the classroom, Marzano (2008) claims that student achievement can be raised significantly with the regular use of IWB by trained teachers. Hence, their increase in sales to the educational marketplace.

Alternatives?

In their best seller, Disrupting Class, How Disruptive Innovation Will Change the Way the World Learns: Christensen C., Johnson C., Horn, M., (2011) detail how new innovations quietly progress to a tipping point and replace current technology, ie. main frames computer replaced by personal computers, and currently brick and mortar schools by online education. A similar fate may be brewing for I.W.B.s. Forrester Research projected that based on the U.S sales figures of different PC form factors – Tablets, Netbooks, Notebooks & Desktop, tablet sales, will overtake Netbook sales in 2012 and desktop sales by 2013 (Shantharam, 2010). Within the tablet market, 14.3 million iPads were sold compared to 1.3 million other tablets in 2011 (

The Consumer Electronic Show held in Las Vegas each year is the largest show of its kind in the world is reported to demonstrate that 2012 will be the year of the Internet TV. Internet TV is an emerging internet technology standard for use by television broadcasters to directly distribute Internet content to the viewer. Meanwhile, large LCD TVs with interactive screens have now also reached the consumer marketplace. These touch screen LCD and plasma TVs/monitors ranges in price from $949 for a 50” LG touch screen TV to $10,000 for a 70” touch and thin screen 3D Samsung TV and are expected to come down in price as availability and sales increase. Touch screen TV, or tablet such as an iPad connected to either a projector or an LCD TV are emerging as an possible less expensive alternative to interactive white boards. A laptop with TV output can provide limited interactivity. However, when a pc is linked using software such as Splashtop or Doceri to a tablet like an iPad and a projector or LCD TV functionality beyond what is currently offered by most IWBs can be obtained. See chart below. These linking software apps offer remote desktop control, annotation, and an authoring environment for creating and sharing lessons. Thus, by using a tablet like the iPad to communicate wirelessly with a classroom computer, teachers can project lessons using standard projection equipment to create an interactive whiteboard learning environment that allows students to participate in lessons without leaving their seats.

Instructional Functions

I.W.B.s with pc and Projector

Touch Screen 50 inch TVs with pc

PC, iPad(s) and Projector

Highlight and annotate

X


X

Surf the Internet

X

X

X

Class writing on board

X


X

Present ideas to large audience

X


X

Display movies and DVDs

X

X

X

Collaborative work with MS Office

X


X

Connect to a video conferencing session

X

X

X

Record screen for future viewing

X


X

Record entire lesson for future playback



X

Student input without leaving desk



X

Displaying educational apps



X





Est. cost of I.W.B. with projector (REMC)

Promethean 300 Series Fixed Bundle

$4,006



Est cost of Multimedia projector, ultraportable, WXGA (REMC bid price)



$909

Est cost of Projector bulb first year

$200-$300


$200-$300

Est cost of Touch Screen 50” TV with Internet


$3,000


Est cost of PC with basic software

$1,200

$1,200

$1,2 00

Est cost of iPad



$299 to $699

Est cost of linking software



$50 per iPad

Est total cost

$5,500

$4,200

$2,700

Est total cost for 30 students (working in pairs with iPads)

N.A.

N.A.

$7,950

*iPads are currently available at $299 from Verizon and other wireless vendors with a two year commitment, however, reports are that Apple will make a $299 version available to everyone this spring 2012 to better compete with the $199 Kindle Fire.

Conclusion

If cost is the only consideration, then the commercial IWB could be replaced by a combination of a pc, iPad, and projector running an iPad wireless linking software like Doceri at less than half the cost. Also, a 50” ITV or Plasma Internet enhanced TV connected to a pc with an HDMI connection and/or iPad with an HDMI adaptor ($33) is also less costly, but also less interactive then the other two solutions. The advantage is that is it less complex and does allow for the use of educational iPad apps on a large screen.

However, it should be remembered that it's not the medium, but instructional methods that cause learning. For any implementation to have a chance of making a difference in learning, Deubel (2010) says that one needs to be able to answer "yes" to one or more of the following questions:

  1. Is there an educational need, problem, or gap for which use of new media might potentially enhance learning?
  2. Would the application of new media assess students' prior knowledge and either provide the instructor with relevant information about students' knowledge and skill level or provide help to students in acquiring the necessary prerequisite knowledge and skills if their prior knowledge is weak?
  3. Would the use of new media enhance students' organization of information given that organization determines retrieval and flexible use?
  4. Would the use of new media actively engage students in purposeful practice that promotes deeper learning so that students focus on underlying principles, theories, models, and processes, and not the superficial features of problems?
  5. Would the application of new media provide frequent, timely, and constructive feedback, given that learning requires accurate information on one's misconceptions, misunderstandings, and weaknesses?
  6. Would the application of new media help learners develop the proficiency they need to acquire the skills of selective monitoring, evaluating, and adjusting their learning strategies? (Some call these metacognitive skills.)
  7. Would the use of new media adjust to students' individual differences given that students are increasingly diverse in their educational backgrounds and preferred methods of learning?

If these questions on the use of educational technology tools to enhance learning are applied to each of these options, then it would appear that each meets one or more of criteria, but the best solution that would meet all of these learning enhancement and engagement questions would be to purchase multiple iPads such that student could work individually, in pairs or small team on instructional problems that could be shared directly from their desks to the larger classroom audience. As the instructional process becomes more individualized and the instructor takes on more of the “guide on the side” role, classroom technology that support this role change becomes increasing critical.

So, the interactive white board may not be yet dead, but it is in peril of being “disrupted” by emerging innovations in classroom technologies.

Thursday, January 5, 2012

Design Thinking: Lessons for the Classroom

By Betty Ray
Edutopia 1/3/12

Much has been written about changing role of the teacher from "sage on the stage" to "guide on the side." Design thinking, which is a dynamic, creative and collaborative approach to problem solving, presents a unique model for educators who wish to facilitate from within the class, rather than impart knowledge to it.

The Design Thinking Process

While design thinking has its roots in the innovation/design sector, the process itself can be used anywhere. Indeed, it is a great tool for teaching 21st century skills, as participants must solve problems by finding and sorting through information, collaborating with others, and iterating their solutions based on real world, authentic experience and feedback. (It is also a great tool to develop and run a school, but that's a different post for a different day.)

I had the good fortune to participate in a collaborative workshop at the Big Ideas Fest, where we practiced design thinking with about 12 other educators over a three-day period. The idea was to give us a first-hand experience with design thinking, and to demonstrate how the model could work within the classroom.

Practitioners of design thinking have different steps depending on their needs. At BIF2011, we used these steps:

1) Identify Opportunity
2) Design
3) Prototype
4) Get Feedback
5) Scale and Spread
6) Present

In design thinking, you work through the steps together in small groups (or "Collabs" as they were called at BIF2011). Our task was to explore the question: How might we create ways to assess learning geared to making tangible progress toward meaningful goals?

With driving question in hand, each Collab is led by a trained facilitator. There are basic ground rules for working together (like saying "yes, and" rather than "yes, but" when disagreeing with someone), and using elements from improv comedy to help maintain a culture of positivity, risk-taking, support and flexibility.

This is important, as the goal is to break through the negative thinking that plagues the big, thorny issues, and to come up with one prototype idea for solving one aspect of the problem.

This right here is another novel idea! We're not tasked with fixing the whole system. This is an approach positing that small changes in the right places can have big impacts on outcome.

Six Design Thinking Steps

To solve these problems, we follow this six-step format from design thinking:
Step 1: Identify Opportunity

To deepen our understanding of the issues surrounding inadequate assessment of 21st century skills, our cohort split into two groups, each of which interviewed two educators: a public school teacher who wanted to assess soft skills in addition to state standards; and an independent school teacher who wanted a means of assessing kids that didn't interrupt their learning.

These interviews gave our group a specific goal: What system or product could we come up with to meet the needs of these two educators in assessing 21st century skills?

Step 1 in the classroom: Identify a big issue that is plaguing your school or community. Is there a fundraising challenge? A school resource issue? A civic concern or an environmental problem? You can also do a quick community needs assessment, but don't get too bogged down in this. The idea is to pick a need and move through the process. You can always iterate later.

Once you've identified your issue, invite two to three parents or other community members who are personally affected by this issue to share their perspective with your students. You can have them there in person or via Skype. Let students ask lots of questions. These are the people for whom the students will be designing solutions.

Step 2: Design Process

Here, we reviewed the stories in Step 1 and brainstormed solutions. We needed to come up with an assessment idea that was accurate and authentic, and it had to provide meaningful data to real world public school educators. With a "no idea is too stupid" mantra, we wrote brainstorms on sticky notes and posted them on a whiteboard. By the end of this process, we began to see themes emerge: it should give students feedback about where they are lacking and where they need to go; it should also be student-centered, longitudinal, with real time feedback. We organized the sticky notes into these bigger themes to prep for tomorrow.

Step 2 in the classroom: Once students have heard the issues facing their community via Step 1, give them sticky notes and pens and let them brainstorm solutions. Invite them to be inspired by each other and build off each others' ideas. Remember, no idea is too stupid! Once they've finished brainstorming, identify the main themes that have emerged, and break students into small groups to research their initial ideas. Here is where the "guide on the side" can really make a difference. The students may have some wonderfully creative but entirely impossible ideas! At this point, the teacher should guide them with real world experience to help ensure that they have a good start.

Step 3: Prototype Phase

Next, we review the themes and select one to prototype. This prototype need not solve all of the problems, just one aspect of the problem voiced by one of the speakers in Step 1. (Note the incredible discipline intrinsic in this process. At this point, we are focusing on one solution to one aspect of one problem.)

Our idea is an assessment "dashboard" called iGPS. This device would assess student progress much the same way a GPS in the car works; it pinpoints a student's current skill level, identifying target skill level along with specific waypoints to keep the student on the path to achieving the stated goal/skill level.

We used paper, markers, pipe cleaners and glue to make a prototype of our idea, which looked like a Googlemap from "where I am" to "where I need to be" plotted along a route that intersects specific skills. It was rough, but it communicated the concept.

Step 3 in the classroom: Get a bunch of creative materials together and let the groups flesh out their ideas into physical prototypes. As teams are creating, help them think through their prototypes: How will each feature help the people we interviewed in Step 1? Does this mesh with the research they did? How will the prototype work? Which materials are the best for the job?

Once they're done, tell students they're going be pitching their ideas to experts. Give them a chance to practice and refine their presentations so they're comfortable and confident!

Step 4: Feedback

Over lunch, all groups shared their prototypes to a panel of experts for feedback. All groups got to see everyone's presentations. Most prototypes were digital software tools, though not all.

Two experts from two different stakeholder groups offered their feedback: A) An educator who was looking for ways to make the idea more useful for a real-world classroom setting, and B) a social investor, who was looking to see if there was a viable market, and if the product would make a viable business.

Step 4 in the classroom: Invite people who are experts and/or stakeholders in the field to come to your school and have students present their prototypes to them. Ask each expert to review each pitch and prototype, and give students explicit feedback: what works with this idea, and what can be improved?

Step 5: Scale and Spread

Taking the feedback we received, we hone in even further on our prototype. To do this, our team breaks into four subgroups to address the questions raised. How can this assess both individual and group work? How does a student earn points (their quantifiable score)? What does the product itself look like? And finally, assuming our product is successful as an assessment tool for 21st century skills, what's the best way to market it to district administrators who will make the choice to adopt it? We answer these questions and quickly re-prototype to include these points.

Step 5 in the classroom: This step is yet another excellent opportunity to practice "guide on the side" facilitation. Help each group of students understand the feedback they got, and work with them to understand the best way to implement solutions. If there are multiple feedback points to be addressed, the groups can break into subgroups to address each point for efficiency. You might have students pick a project manager, and have all the subgroups report back to that person.

Step 6: Present

Most of the time, we go to these conferences and get fired up about all the great ideas there, and then we leave and nothing changes. The Big Ideas Fest culminated with a surprise. Three out of nine projects were selected to participate in the Big Ideas Fest in Beta, a new program which offers support to bringing these ideas to fruition. And furthermore, ISKME, the sponsor of the event, received a $50,000 matching grant from the Bill & Melinda Gates Foundation to support three groups with additional design workshops, access to ISKME's networks, services and other resources to help incubate their ideas.

So, after a grand total of six hours' total collaboration time, each of the nine groups had come up with some great prototypes, and three were going to get some support to build their prototypes into working products.

Step 6 in the classroom: Barring a visit from the Billionaire Fairy, you may have to get more creative for this final step. You might invite the community members you engaged in Step 1 of this process, as well as others in your school or community to hear the presentations and brainstorm actionable ways to bring the ideas to fruition in an authentic setting. You could present both in-person and online, or set up Skype calls with local businesses.

Are you using aspects of design thinking now? Or do you feel that design thinking might have a use in your classroom or school? How might it work?

Betty Ray is Edutopia's senior blog editor and community manager. She was one of the organizers for TEDxSFED in San Francisco and is a regular blogger for Edutopia. Follow her on Twitter @EdutopiaBetty

Saturday, December 17, 2011

iPad apps for Teachers

A Catalog of iPad Apps for Teachers and Students by Vicki Windman

Written by: 8/31/2011 10:16:00 AM

Fourteen of us–special education teachers, school psychologists, speech therapists, and other educators–recently spent six hours brainstorming with the goal of producing a starter iPad app catalogue for teachers and students in our district, and beyond.
Fourteen of us–special education teachers, school psychologists, speech therapists, and other educators–recently spent six hours brainstorming with the goal of producing a starter iPad app catalog for teachers and students in our district, and beyond. Thanks to my colleagues for helping the district pioneer through new territory!

All Grades:

Super Kids has been my go-to website for reinforcement dittos for years.  Now they have a vocabulary app for grades 4-12 for $.99.  The goal is to increase vocabulary on all grade levels.

Khan Academy Free - From algebra to basic arithmetic, YouTube videos that explain each topic.

Flashcardlet Free - Flashcardlet allows you to search for and study Quizlet.com flashcards. It also allows you to make personalized flashcards.

RFB&D audio $19.99 membership to Learning Ally Gain instant access to Learning Ally’s (formerly RFB&D) downloadable DAISY formatted books.

Elementary

UnderSea Adventures: Free - the $1.99 full version offers allows you to vary the levels. Learning Addition Visually - Answer questions to reveal a secret picture. Every correct answer is one step closer to seeing the picture.

iTouchandLearnNumbers $1.99 provides a perfect blend of curriculum based learning and animated game fun.

ABC Phonics Free - FLASHCARDS - SEE the spelling, HEAR the audio, and LEARN the word.

What are they thinking?  $3.99 Choose to have the student listen to 180 entertaining “thoughts,” or have the student answer each “What are they thinking?” question. This App can track data for all correct and incorrect responses. It also collects data for one student at a time and allows you to view and email those results.

Elementary/Middle School

Shake a Phrase   $1.99  A fun interactive app to learn the parts of speech with 1700+ age appropriate vocabulary words. Three modes- Shake It: creates a new random sentence every time you shake - great for discovering new words. Not sure what a word means? Just tap for definitions! Story Starter: shake up the beginning of a story and let your imagination take over. Quiz Me: test your skills with adjectives, verbs and nouns. Tap on the right words to get points.

Earth Science through Photographs $4.99 – geared for 8-11 year olds. The app includes earth science photographs containing three details with audio.

Living Safely  $29.99 provides self-directed learning sessions for 27 important safety skills topics.

A Trip in the USA $.99 Using rhymes, this app tells the story of a trip to several US cities where you learn about the geography and history. Cities include New York,  San Francisco, Washington, D.C., New Orleans, Orlando, Seattle and Houston. One of the nicest things about this app is that you can personalize it with your child’s face – and gender – so the story becomes about them.

Middle School

Be Confident Who You Are  By  Electric Eggplant  $3.99 Meet Mateo, Michelle and their friends—six teens trying to figure out what middle school’s all about. Follow their adventures and watch as they learn how to get along in middle school.

High School/Middle School

The Constitution Free - the Constitution as it was.

History: Maps of the World  Free - A fun and educational collection of high-resolution historical maps.

Library of Congress Free - The Library of Congress is the world's largest library and the largest body of knowledge under a single roof. Whether you're onsite, at home, in a classroom or elsewhere, this app will give you a virtual tour that mirrors the Library of Congress.

Science 360 Free - fantastic visuals! The National Science Foundation’s (NSF) Science360 for iPad provides easy access to engaging science and engineering images and video from around the globe.

Musee du Louvre Free - the next best way to see the Louvre without going there.

High School:
SpaceTime for the iPad $9.99 SpaceTime 4.0 is the most powerful mathematics app and graphing calculator ever developed for the iPad. This app has the ability to graph in 2D and 3D with beautiful and colorful graphics.

Monster.com Free -  great for teaching students how to look for a job a skill all High School and College students need to know.

Resume Writing Secrets $.99 All High School students need to learn how to write a resume.  This app gives you the hidden rules and secrets.

Expense Tablet $.99  A great app to teach students the concept of budgeting.

Fiske Interactive College Guide $19.99  Organize your college tour with built-in map function Locate critical school deadlines (such as application dates) Email admissions departments directly from the app . Browse each college website, explore schools that compete with one another (“overlap schools”).

Television and Broadcasting for High School Students

Clapper Board  $19.99 a convenient, all-in-one digital slate, clapper board, shot log, and shot notepad— designed for use in film, TV, documentaries, music videos, and interviews.

Storyboard Composer $19.99 mobile storyboard and pre-visualization composer designed for Directors, Directors of Photography, Producers, Writers, Animators, Art Directors, film students and anyone who wants to be able to visualize their story.

ProPrompter $9.99 features professional settings for fonts, font sizes, background colors, scroll speeds, mirroring, looping, landscape, portrait and automatic orientation modes, adjustable countdown, cue points for fast re-cueing, support for international language fonts, editing, direct script creation, remote control and a complete help menu.

8mm HD $2.99 capture the beauty and magic of old school vintage movies.  Dust & scratches, retro colors, flickering, light leaks, frame jitters - all can be instantly added with a single tap or swipe.

Scripts Pro $5.99 When writing in desktop screenplay programs, you forget about the program all together and are focused entirely on writing your story. The same thing is true with Scripts Pro because there is no cluttered interface or complex solutions to writing.

Autism
Social Skills Sampler HD Free -  This company the Conover Company has a wide variety of “Life Skill” videos  This particular one Is designed to teach and reinforce basic social skills critical for independent living.

EPIC WIN $2.99 It’s a streamlined to-do list, to quickly note down all your everyday tasks, but with a role-playing spin. So rather than just ticking off your chores and reminders, completing each one earns you XP to improve and develop your character.

IDIOM Dictionary $1.99 Can be used in all areas of curriculum but this concept is particularly difficult for children on the Spectrum.

Everyday Skills $39.99 provides self-directed learning sessions for 40 important skills necessary for living independently and accessing the community based on proven content developed by the Attainment Company.

iReward $3.99 When stars have been earned, your child can pick from the default list of suggested rewards, or you can setup your own custom rewards especially tailored for each of your children.

iPrompts XL $49.99 alllows you to create picture schedules, a countdown timer, choice prompts.  It comes with an image library which includes hundreds of useful illustrations and digital pictures across many categories.

ABC Data 4.99 Created to assist professionals and students in Applied Behavior Analysis (ABA), ABC Data is an unobtrusive data collection tool for counting behaviors and recording session duration.

Practicing Pragmatics $5.99 - Student looks at an illustration and either reads the prompt or touches the screen to listen to the prompt. The student then gives a verbal response. After each answer, tap the green (correct) or red (incorrect) button to score the student’s verbal response.


Vicki Windman is a special education teacher at Clarkstown High School South.

Friday, December 16, 2011

Eight Years of 1:1 Computing Research in Maine

Posted on November 15, 2011
Reaching the Tipping Point? Eight Years of MLTI Research
PC Computing Blueprints
by James Rosso

The latest report from the University of Southern Maine documents the impact of the nation's most comprehensive statewide 1:1 initiative.
A Middle School One-to-One Laptop Program: The Maine Experience, written by David L. Silvernail and other researchers at the Maine Education Policy Research Institute (MEPRI) of the University of Southern Maine, provides an overview of many years of research about Maine’s middle school one-to-one initiative. The Maine Learning Technology Initiative (MLTI), which has provided all 7th and 8th grade students and their teachers with their own laptop computers for 24/7 use, was originally authorized in 1999 by then-governor Angus King. By the fall of the 2002-03 school year, MLTI entered its first phase, involving over 17,000 seventh grade students and their teachers in over 240 schools throughout the state. The program expanded to grade eight the next year and has continued providing laptops to all 7th and 8th graders, accompanied by professional development for faculty, ever since.

From the beginning, MTLI was committed to program evaluation. The Maine Commissioner of Education contracted with MEPRI to conduct ongoing research into the impact of the initiative using a variety of methods including online surveys, test data analysis, site visits, and observations. What follows is a summary of the key findings reported in MEPRI’s current research overview.

Section 1: Evidence on Laptop Use

The latest evidence comes from a survey of 1,690 middle school teachers conducted in the spring of 2010. The goal was to assess how often and in what ways the computers were being used. In middle schools where laptops have been readily available for so many years, has teacher use of technology reached what Malcolm Gladwell refers to as the tipping point—"the point where something that began as unique becomes common"? In some areas, the answer appears to be a cautious "yes." For example, over an 8-year period (2003 - 2010), teacher use of the laptops to communicate with parents, students, and colleagues and to manage student information has doubled, rising from approximately 40% to over 80%.

A closer look reveals the ways in which the laptops are most frequently used. After asking the teachers to classify their use on a 6-point scale ranging from "never" to "often during the day," the researchers identified the following as the most common uses (ie., rated as 4, 5, or 6):

To communicate with colleagues inside and outside the school (93%)

To look up quick facts to inform teaching (88%)

To manage student information (87%)

To develop instructional materials (83%)

To conduct research for lesson plans and curriculum design (78%)

To record grades (76%)

To communicate with parents and students (75%)

As a tool during instruction (75%)

To differentiate instruction (75%)

For summative assessment (60%)

For formative assessment (53%)
And what about student use? According to student surveys, instructional use was most common in language arts, social studies and science. In these three areas, approximately 40% of the students indicated they use their laptops four hours or more each week. In mathematics, on the other hand, only 14% of the students reported using the laptops 4 or more hours per week and only 10% of art and music classes used them that often. Types of uses reported by students as occurring at least a few times a week included:

Researching information (69%)

Editing papers (44%)

Taking notes (42%)

Organizing information (38%)

Writing first drafts (32%)

Creating presentations (26%)

Working on short-term assignments (26%)

Working with spreadsheets (17%)
Section 2: Factors Relating to Use Levels

It is hard to answer the question of why there are differences in adoption levels by different teachers involved in the same program. Computer use does not appear to be a product of age, gender, teaching experience, or education level. However, as indicated above, usage was more common in certain subject areas than in others. Beyond that, one of the main factors affecting teachers’ use of the computers is teaching philosophy.

Based on survey answers, researchers were able to classify teachers as either constructivist (student-centered) or traditional (teacher-centered) in their teaching philosophy. Among constructivist teachers, 57% used the laptop frequently with students, whereas for the traditional teachers laptop usage was at 32%. It also seems that the usage of the computer in the classroom is shifting some of the teachers from the traditional to the constructivist end of the spectrum; MLTI is helping teachers become more student-centered.

Section 3: Benefits of the Laptop Program

Survey data show that teachers feel that they benefit from working with laptops. Some of the main benefits they identified:

Ability to explore topics in greater depth (87%)

Ability to teach some types of content and skills more effectively (86%)

Ability to individualize curriculum to fit student needs (82%)

Ability to differentiate instruction more effectively (76%)

Ability to teach students to be critical thinkers (66%)
Teachers also reported being better able to complete administrative tasks quickly, cover more material, track student learning, and let student data inform their teaching. In addition, teachers believe that the laptops make their students better learners. With laptops, the majority of teachers say, students work harder at their assignments, learn some content faster, express ideas more effectively, and are generally more involved with their learning.

Likewise, students are aware of the benefits to them. In the survey, the students indicated that, when working with a laptop, they are more likely to edit their work, stay better organized, get more work done with a higher quality, understand the material better, and feel more involved.

Section 4: Impacts on Student Learning: A Summary of Findings

To determine gains in specific curriculum areas the MEPRI research team has conducted a series of reports over several years. In all four of these already-published studies, summarized in A Middle School One-to-One Laptop Program: The Maine Experience, students participating in the laptop program outscored a control group in significant ways:

Creating Better Writers

Using Laptops to Facilitate Middle School Science Learning: The Results of Hard Fun

Maine’s Impact Study of Technology in Mathematics

21st Century Skills
Section 5: Costs of the Laptop Program

This section of the report strives to answer one question: Is the Maine Learning Technology Initiative cost effective? For this research, the comparison was made with other 1:1 programs around the country. State costs include the laptops, software, network costs, and state level personnel costs as shown in the chart below.


2009-10 State MLTI Costs
Item

Units

Cost

Middle School Student

29,570 @ $242 per unit

$7,155,940

Middle School Staff

4,468 @ $242 per unit

$1,081,256

School Network Fee

225@ $7,817 per school

$1,758,825

MLTI Staff

Ten full and part-time staff

$471,905

 

Total Costs

$10,467,926

 

Cost per Unit

$308 per Unit

Local costs were also taken into consideration. The researchers found that the costs of the MLTI program sit in the average range when compared to similar programs or, as the authors reported: "Although much of the evidence in this area must be used cautiously, it appears Maine’s one-to-one laptop program costs are in line with the average costs found in other one-to- one laptop programs. Maine’s per unit costs were very similar to the average found in four other cost studies, and the incremental costs appear to be moderate."

Section 6: Summary and future Research

Teachers report benefits from the laptop program in both instruction and management while student achievement has definitely increased. As the writers of the report indicate: "The evidence presented in this report indicates that the MTLI program has had a significant impact on curriculum, instruction, and learning in Maine’s middle schools. In the areas of curriculum and instruction, the evidence indicates many teachers have reached the tipping point in the adoption and integration of the laptop into their teaching."

Further research is needed, however, to arrive at a better understanding of why certain advances have not been as fast or as great as program planners might have liked. In particular: Why do the teachers make so little use of the laptops to provide differentiated instruction or formative assessment? Why isn’t more time being devoted to using the laptops to develop 21st century skills?

Finally, the researchers are hoping to look more closely at the role of MLTI in the shift from teacher- to student-centered instruction. To what degree has it happened? And for whom? "Finding answers to these questions," say the MEPRI researchers, is important for identifying strategies for further promotion of this shift for more teachers."

Source: A Middle School One-to-One Laptop Program: The Maine Experience

Wednesday, November 2, 2011

The Digital Student and Coherent Curricular Programs

Robert Leneway, 2011
We are living in fascinating times. It is both exhilarating and challenging. Powerful emerging technologies, data systems and communications have converged to change how we play, work, communicate, learn and even what we think about. It is fundamentally changing our institutions and support systems, especially schools. Christensen, Johnson and Horn, (2010) claim by 2020 over half of the U.S. student will be learning online and will reach a disrupting tipping point when tax payers will ask do we still need classrooms.

To adapt to overwhelming amounts of information, and continual interaction with visual media and game playing, researchers tell us that the newest generation of K-12 students have neurologically changed their brains to try to keep pace and literately see and learn differently than their parents and grandparents, in that they see and remember visual images in place of text (Carter, R. (2009), Feinstein, S. (2004), Goldstein, 2007) Kandel, E. (2006)., and Small, G., & Vorgon, G. (2008)). The television is being replaced by computer screens, mobile devices and game consoles as primarily sources of information and entertainment (Prensky, M, 2006). Today’s paper textbooks are about to be replaced by intelligent, colorful, multimedia response programs that fit on mobile devices such as iPads, Kindles and smartphones. According to Aponte, G, Levieux (2009), the new interactive games require a decision every 1-2 seconds and rewards every 7- 12 seconds. Meanwhile, our schools, our classrooms and our curriculum have remained relevantly the same for decades.

At the same time, recent media attention toward the state of education has multiple hands trying to gain control of our educational systems and the content they teach. Recently, legislature like No Child Left Behind and governmental threats of public sector takeovers has taken much of the power and funding from programs that needed it. It is clear from this media attention that public education is being attacked by powerful enemies. Public education has to change or die. Perhaps the greatest hope for responsive change to both changing student learning needs and external threads comes in the form of educator’s attempts to develop coherent curriculum program changes.

In a recent interview, (Leneway, 2011) a fifth grade teacher said: "As I look at my class today compared to my classes ten years ago, I can really see a difference in interests and the way students spend their spare time outside of school. As students are evolving with the times, their interests that we, as teachers, have become accustomed to are changing. My avid readers in class are now downloading books onto their “Nooks” instead of bringing their books to class. Students are texting and/or messaging via Facebook on their free time at home; and the majority of my students can play and “master” more and more video games that I have never heard of and am clueless about…..More and more of my students are “antsy” and more apt to “play” with technology than use the traditional ways of learning without utilizing technology. I have found myself adjusting and changing my lessons/projects that I teach over the years to keep them engaged."

As a another high school teacher said during an interview, “Education can adapt and embrace the 21st preparing students better for a world that has technology at its core of almost everything we do these days.” While another teacher reported: There are better ways to do things, so we do them in better ways. Why would education be any different? Yes, math is still math: but math is much more efficient, faster, and easier to learn when using electronic programs and smart boards. English is still English: but using a word processor for a 20 page report is much faster, more efficient, and much easier than handwriting a 20 page report.

In their best selling book, Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns, Christensen, Horn and Johnson 2008, 2011) claim that “for America to stay competitive, … we need to rethink our understanding of intelligence, re-evaluate our educational system, and reinvigorate our commitment to learning. In other words we need ‘disruptive innovation’.” The challenge to school leaders is how to provide a coherence and relevant curriculum experience during “disruptive innovation.”