Tag Archives: ISTE

Software in a Suitcase vs The Learner Profile

bag

By Tony DePrato | Follow me on Twitter @tdeprato

The Problem

Curriculum in a Suitcase, this is a common term and point of discussion in international schools. For anyone not familiar with the reference, it addresses the common practice of teachers arriving at a new school and bringing with them a curriculum they are comfortable delivering.

The current practice around curriculum planning and mapping is to avoid this practice. A school should have a curriculum that students and families can depend on, regardless of the staffing.

In Educational Technology there is similar practice known as Software in a Suitcase. Using the word software is being simplistic. Software, subscriptions, services, and even computer brands and operating systems are included.When teachers move from one school to another, they often try to avoid the new school’s technology plan, and attempt to implement an ad-hoc technology plan they are familiar with.

Technology plans can be flexible, but if a school is a Windows 10 Tablet school, or if they are using PowerSchool, those core structural pieces are not flexible. In fact, they are required from the first day. Usage is not negotiable.

Unfortunately, publishing a list of resources before new teachers arrive is not very helpful. They are counting on a miracle, because the motivating force is being comfortable and confident in what they are using. I cannot fault anyone for wanting to use tools that work or tools they have mastered. Nor can I blame a teacher for making a persuasive argument for trying to acquire a resource that has proven track record improving learning for their students.

The fact remains, limitations are limitations. Long term multi-year technology plans create a structure, but they also form boundaries and budgets. Creating niche technology projects around a large campus, without a planned budget, is impossible to support and sustain.

The Solution

The IB Learner Profile and ISTE Teacher Standards hold the solution to the problem of software in a suitcase. If schools want students to embody the ideals of the IB Learner Profile, then teachers and administrators need to model those ideals. Technology is the perfect medium to demonstrate communication, risk-taking, inquiry, and subject knowledge.

Being dependent on a set method and set of resources does not achieve the outcomes expected of IB students, nor does it meet the ISTE criteria for teachers to Model digital age work and learning and Engage in professional growth and leadership. 

Every year when new teachers are completing orientation, these core concepts should be part of every discussion around curriculum, assessment, and technology. Pushing people to see themselves in the light of the IB and/or the ITSE standards actually creates the middle ground needed to move beyond the problem. The challenge to be an adaptable problem solver, as a model to students, is one every teacher should accept. Adapting to a new technology structure should be seamlessly integrated into adapting to a new curriculum structure.

The trap with technology is discussing brands. People will often say, “I need XYZ software.” Replying, “Well we have WTY software.”, is not going to resolve the situation. This dialogue only creates a partisan debate.

The best way to approach issues related to technology is simply to ask, “What are you trying to accomplish?” The focus should always be on the why first, or the outcome. From there, people can brainstorm the how.  Sometimes, the why is not even inline or aligned to the curriculum. Reiterating the technology plan is also not very useful. The core problem stems from an emotional reaction to change not a misunderstanding of a written plan.

Here is a common dialogue I have with new teachers coming to China:
Teacher: I just came from a Google School, and I need to use Google Drive even though I know it is not accessible in China.
Me: Ok. What do you use it for? (Avoiding the name immediately)
Teacher: I use it to store files and share files with students.
Me: Ok. So you need to have a solution to store files and collaborate with students.
Teacher: Yes.
Me: We have that. Can I show you? I can even help you move your resources quickly.

In most cases, there is a solution. Often, the solution is just time. Time to adjust. Time to privately realise the influence a brand is having on decisions. Time to see other options.
Support cannot be forced. People have to be ready to change. Creating the middle ground and bringing a person back to the core ideals they are working towards with students is definitely the best path to positive outcomes. In an IB school, that is The Learner Profile. The ISTE Standards, those are just for an extra shot of professionalism.

Problem Solving with Technology: A List of Topics and Standards

tiefourimage

By Tony DePrato | Follow me on Twitter @tdeprato

Core Concepts and Definitions

Digital Native is a term that refers to children who have been born after the advent of the modern personal computer and affordable personal laptop. There is a belief that these children have a very high aptitude with technology. This curriculum plan completely disagrees with this belief and reaffirms that all children need a solid foundation in problem solving in, and creating with, technology. The normal life of the average Digital Native is one of a consumer and user of things others have created.

Computer Science is not programming, although programming is required to practice the discipline. Computer Science is a field of study which seeks to automate processes using algorithms, and to solve problems using algorithmic based strategies. Computer Science often involves simulating outcomes using data-sets, after creating a hypothesis. A person who studies computer science may not be able to creatively express themselves through the mediums of web design, multimedia, game design, etc.

Programming (Coding) is a generic term used to categorize the actions taken to make computers, devices, websites, games, etc. function. Programming is not a single knowledge base. Programming is comprised of vast options which are explored based-on the type of outcome needed and the type of system that is being engaged. A programmer may have aptitude to perform computer science related work, or, they may not. Students can learn to program hardware that they set free to interact with the world. Machines of all types can be programmed. Limiting exposure to programming mediums limits opportunity.

Cloud-based educational technology resources refer to environments such as Google Apps for Education and Office 365 for Education.

Portfolios and Project Tracking

In an ideal world, at the end of each semester student work should be submitted to the school following this model:

  • Each student must submit three pieces of work (good, average, and below average) per year they have created, even if that work is only documentation. The work must be original and comply with all copyright laws.
  • The school will submit the work to a network/district wide repository that utilizes standard tagging and search techniques found in cloud-based environments. Think #hashtags.
  • Each school/district can then evaluate what students are doing.
  • Students participating in third-party curricula, such as the IB Program, will be required to produce work for internal and external assessments. The final marking of these assessments can be compared to previous projects to help internally moderate scores and performance indicators.
  • Students from Year 11 should have a personal repository to share their portfolio work outside of the school community. This public repository should be maintained for two years after graduation.

Problem Solving with Technology by Year Level

Year 3 (8-9 Years Old) :

  • Object Based Drag-and-Drop Trial and Error Systems (An Example would be SCRATCH)
  • Arduino Based Manipulatives (An Example would be Makey Makey)

See Standards

Year 4 :

  • Object Based Drag-and-Drop Trial and Error Systems
  • Arduino Based Manipulatives
  • Programmable Robotics (An Example would be Lego, VEX, or similar)
  • Mechanical Skills Challenge Based Competitive Robotics

See Standards
Year 5 :

  • Arduino Based Manipulatives
  • Programmable Robotics
  • Challenge Based Competitive Robotics
  • Mathematic Basics with Javascript.
  • Hyperlinking Concepts using Cloud-based Resources
  • Asynchronous Communication Concepts using Cloud-based Resources

See Standards
Year 6 :

  • Arduino Based Manipulatives
  • Programmable Robotics
  • Operating System Manipulation
  • Mathematics, Arrays, Functions, and External Referencing with Javascript.
  • Hyperlinking Concepts using Cloud-based Resources
  • Asynchronous Communication Concepts using Cloud-based Resources
  • Peer Review Concepts using Cloud-based Resources

See Standards
Year 7 :

  • Arduino Based Manipulatives
  • Operating System Manipulation
  • Computer-to-Computer Communication without the Internet
  • Mathematics, Arrays, Functions, and External Referencing- Language Choices Flexible
  • Peer Review Concepts using Cloud-based Resources
  • Team Base Projects Using Arduino, Robotics, or Client Side Programming, with Documentation
  • Story Boarding Concepts for Media and Games

See Standards
Year 8 :

  • Computer-to-Computer Communication without “The Internet” (This refers to learning simple protocols)
  • Game Programming with Story Boards – Language Choices Flexible
  • Tutorial and Documentation Development for Primary School Learners
  • Team Base Projects Using Arduino, Robotics, or Client Side Programming, with Documentation
  • Local Server Concepts with Pre-Configured Servers Hosting WordPress (An Example would be MAMP or XAMP)

See Standards
Year 9 :

  • Game Programming with Story Boards – Language Choices Flexible
  • Tutorial and Documentation Development for Primary School Learners
  • Local Server with WordPress and Customisations
  • Local Server to Live Server Migration with WordPress
  • Math and Program Control Basics with Java, Javascript, PHP, or Python

See Standards
Year 10 :

  • Robotics or Automation without the GUI
  • Java or Python Core Programming Libraries
  • SQL Basics with Java, Javascript, PHP, or Python
  • Math Concepts: Game Theory and Probability (To be Simulated with Programming)

See Standards
Years 11 & 12 :

  • IB Computer Science
  • IB IGCSE
  • Public Website Design and Development
  • Mobile Game Development or Flash Game Development
  • Design Technology- CAD and 3D Printing

See Standards