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“The games we play” An Integrated, Conceptual Guided Inquiry approach to learning.

“The games we play” An Integrated, Conceptual Guided Inquiry approach to learning. Intents of this workshop:.

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“The games we play” An Integrated, Conceptual Guided Inquiry approach to learning.

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  1. “The games we play” An Integrated, Conceptual Guided Inquiry approach to learning.

  2. Intents of this workshop: This workshop will share a school-wide unit of Conceptual Guided Inquiry Learning that incorporates ICTs, ATOL and Literacy initiatives, collaborative learning structures and thinking skills. It will demonstrate how these were taught and integrated into all learning.

  3. We will look at... • The school demographics • Teacher professional learning • The student learning • Key findings from the process

  4. Waitetuna School

  5. The learners wanted…

  6. “Fun” vs “Deep” learning The work is hands on rather than minds on often because the students do not need to and are not really challenged to extract sophisticated ideas or connections. They don’t have to work at an understanding; they need to only engage in the activity. (McTighe & Wiggins,2005. Understanding by Design.)

  7. What does this graphic mean to you? Discuss

  8. A focus on learning demands that we first establish what effective learning looks like before considering the implications for teaching and structuring lessons. In this way, pedagogy is derived from a desire to facilitate learning rather than produce good teaching. Hughes, Mike (2006). And the Main Thing is Learning. Cheltenham: Education Training and Support.

  9. Some learning theories we explored... Bruner : Constructivism (1966) “The learner selects and transforms information, constructs hypotheses, and makes decisions, relying on a cognitive structure to do so. Cognitive structure (i.e. schema, mental models) provides meaning and organization to experiences and allows the individual to "go beyond the information given".” http://tip.psychology.org/bruner.html

  10. How might this look visually? Learner constructs hypotheses, and makes decisions, relying on a cognitive structure. Learner selects information Learning goes beyond the information given

  11. John Dewey described learning as... “action where knowledge and ideas emerge as learners interact with other learners in a community and build their knowledge by applying conclusions from past experiences that had meaning and importance. Democracy and Education, Dewey (1916/1997)

  12. How might this look visually? Past experiences Na to toutounatakurourou, ka oraaiteiwi With your food basket and my food basket The people will thrive

  13. A definition of Inquiry learning. “We learn best when we are at the center of our own learning. Inquiry-based learning is a learning process through questions generated from the interests, curiosities, and perspectives/experiences of the learner. When investigations grow from our own questions, curiosities, and experiences, learning is an organic and motivating process that is intrinsically enjoyable.” (Paula Sincero, 2005)

  14. What is quality learning? • Discuss with the person next to you then... • Write your ideas in the wiki discussion area.

  15. Waitetuna Inquiry Definition (2009) Waitetuna Inquiry Learning is student-centered. It is a process that evolves organically from within a structured, yet fluid model. Students develop curiosity, perseverance, responsibility, respect, aroha and a sense of fun through their inquiries. It is an approach that embraces school initiatives and best teaching and learning practices for 21st century learners. It acknowledges that students and teachers are both learners and facilitators of learning. It embraces a variety of learning resources, and integrates the knowledge and expertise of our community.

  16. Waitetuna Inquiry Model

  17. ICTintegration 'After you understand about the sun and the stars and the rotation of the earth, you may still miss the radiance of the sunset.' Alfred North Whitehead

  18. Measuring speed. Online games – dual players. Different types of games. Influence of games on individuals and societies. Using “Paint”, “Word” or “Publisher” to create games packaging. Online searching skills. Recreating information into own words. Dissemination of information Probability: excel game. Online maths games – Mathletics for maintenance. YouTube to view Maori poi, rakau and tiaha performances. Instructional writing and publishing. Class wiki and blog. Graphing Ten Pin bowling results.

  19. “The Games We Play” Inquiry Process Overview

  20. Immersion • Asked students to bring games to school to play with others. • Asked people from the community to come in and share a game with the students. • Asked parents to play games with their child/ren. • Set-up a “game arcade” at school. • Included games in our programmes of learning. • Set aside weekly time for senior and junior class students to play games together. • Poi making

  21. Historical and Cultural Inquiries Create a movie to share your findings. Share your movie with your parents and school community Blog using success criteria Skim, scan, disseminate, re-word information. Explore resources Ask questions

  22. Questioning “ If we hope to see inventive thought infused with critical judgment, questions and questioning must become a priority of schooling and must gain recognition as a supremely important technology”. Jamie McKenzie

  23. 1. What does effective teacherquestioning look like? Discuss. 2. What does effective student questioning look like? Discuss Refer to the wiki for more tips.

  24. The3 C’s of question creation with students… 1.Catch… their attention 2. Cluster… their own and new vocabulary 3. Construct… questions

  25. Prior Knowledge and Vocabulary

  26. Using a word document thesaurus to extend student vocabulary...

  27. Seven Servants Who? Trevor Bond, 2008. Where? When? What ? How? Which? Why?

  28. Using the seven servants to create questions.

  29. Question Matrix

  30. Questioning Rubric for creating and evaluating “Effective Questions”Trevor Bond, 2008

  31. Anderson’s revised taxonomy

  32. Question hierarchy Thick questions Thin questions

  33. Online searching http://www.boolify.org/

  34. Thinking Maps: exploring information

  35. Creating a movie

  36. Let’s take a look at a couple of their moviesSkateboardsSudokuMaori games

  37. So how did the students find this part of their learning?

  38. “The Games We Play”…

  39. Compare and contrast 2 online games. Take a look at the criteria on the wiki

  40. Making their own games... • Outdoor games • Learning Games • Single/dual/family player games • Online games

  41. Scratch

  42. Key concepts students learnt: • Games have their own vocabulary and rules • Games help us to learn • Games reflect a society, culture or history of people and a sense of belonging and relating to others. • Games have changed over time, yet there are some commonalities • Games are fun • Games can be simple or complex.

  43. Reflection Positives • Totally integrated approach, which had never been trialled in the school. • A range of ICT’s smoothly integrated into all learning areas. • Inquiry approach which addressed ICT, ATOL, Literacy, Information Literacy and theoretical perspectives. • Built on children’s prior experiences. Possibilities • Address server space for media files. • “Tech Angels” in the school who can help students and teachers. • Use podcasts on how to use ICT tools such as “Scratch” or “Movie Maker” • Extend ICT repertoire

  44. Thanks for attending  Questions or comments?

  45. InspirED Educational Consultancy Mary-Anne Murphy Website: http://www.inspired.ac.nz Mobile: 021888597

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