Designing the Classroom Curriculum Designing the Classroom Curriculum | Page 163

Lynch, Smith, Howarth More pedagogic change in 10 years than last 100 years: Donald Clark at TEDxGlasgow https://www.youtube.com/watch?v=dEJ_ATgrnnY Khan Academy https://www.youtube.com/watch?v=W-vj6BhQa5w Perhaps, the largest example of virtual worlds is “Second Life”, a virtual space where you design yourself as an avatar and explore. SCU has three separate islands set up in “Second Life”, which can be visited by student to experience how the simulated environment works. To gain an idea of the variety of activities that can be undertaken by using “Second Life”, in education visit the following site: https://www.youtube.com/watch?v=qOFU9oUF2HA. As with other virtual sites teachers have started to develop wikis and blogs to share and develop the skill-development, problem-solving and practical benefits that virtual gaming can add to their classrooms. A suggestion is to try a google search for virtual worlds in education and discover there uses within your specialised area of interest. "If you look at the life of a student a lot of [them] play on average about 10,000 hours of video games by the time they are graduating high school. That is almost the same amount of time they are spending in schools. You can imagine a lot of the time which of the two activities they might feel more engaged in or more relevant." (Erik Martin 2015 quoted in Polygon (Crecente, 2015) Technology has the potential, when incorporated into the classroom curriculum in a strategic learning intent fashion, to radically change the premise of a ‘classroom’ and importantly allow the teacher to deal with each student as an individual. The SAMR model (Substitution>> Augmentation>> Modification >> Redefinition) was detailed as a four step approach that teachers can use to best incorporate technology into their classroom curriculum. Flipped and virtual classrooms, together with TPACK, are insights into this new technologically based classroom premise. We explore these insights in greater detail in the next chapter by exploring the concept of ‘learning spaces’. 1. Do you teach a subject or do you teach students? 2. Outline a lesson plan that does not include technology. Then modify the plan so that some part of the lesson is substituted with technology. See templates for lessons in Chapter 5. 3. Construct a report to yourself outlining the changes you can make to your teaching pedagogies as you are confronted with different classes. How might technology be used to support such changes? 163