Documente Academic
Documente Profesional
Documente Cultură
case study
Peter Rawlinsa and Benjamin Kehrwaldb
a
Institute of Education, Massey University, New Zealand; bLearning and Teaching Unit,
University of South Australia, Australia
Postal Address
Institute of Education,
Massey University, Private Bag 11222, Palmerston North, New Zealand.
Introduction
Personal computing devices and the networks which connect them offer teachers
opportunities to expand their teaching repertoires. They support alternatives to didactic
presentation methods, move teaching beyond the limits of classroom spaces, and grant access
to socially and geographically isolated learners. Despite this, teachers are confronted by
limitations to the integration and use of technology in teaching (Wyld, 1996). In particular,
teachers may lack experience with the integration of technology into teaching (Hughes, 2005;
Schrum, 1999), including experience with new and emerging tools; learning experience in
active, social learning situations; training with 'non-traditional' teaching and experience with
successful technology-enhanced teaching.
This paper focuses on a response to the problem of limited teacher experience with
educational technologies through an examination of an integrated, experiential approach to
educational technologies in one pre-service teacher education programme in New Zealand.
The case study in question examines the design and implementation of a specific learning
activity designed to give pre-service teachers first-hand experience with the application and
use of educational technologies as both pedagogical tools, and as ‘disruptive’ forces which
Case description
Context
The learning activity discussed in this article is part of a one year Graduate Diploma level
initial teacher education programme for secondary school teachers at one University in New
Zealand, The programme is underpinned by the view that teaching and learning are dynamic
processes. Learning to teach is seen as a journey towards a synthesis of theory and practice
through knowledge, understanding, reflection, and integration.
Design principles
The design of the new learning activity, therefore, considered three key principles. Firstly,
consistent with sociocultural principles, the design sought to promote learning through
purposeful activity and participation in a social unit. The activity allowed students to
experience an example of ‘student centred learning’ by providing them with a broad
assignment brief and the freedom and time to meet that brief in a way that they felt was
appropriate. Secondly, the activity was designed to highlight the value of an authentic
context for learning by drawing upon a problem currently facing school. In this case, the
authentic problem was the incorporation of the key competencies into day-to-day teaching.
Thirdly, the activity was designed to expose pre-service students to a learning experience
where technology was an integral part of the learning. This approach sought to shift the
outcomes from merely learning about technology to learning with and through technology.
The result of these design considerations was a docudrama task which provided the pre-
service teachers with experience of an integrated approach to the use of technology in the
context of a current, authentic teaching problem.
Methodology
At the end of the year, students were surveyed about their experiences to review the
effectiveness of this new activity. The survey used a mixture of four point Likert scales with
additional comment boxes, and open-ended questions. Questions on the survey were
designed to be consistent with the three design principles of the learning activity, e.g., To
what extent did the use of technology facilitate a learning environment which encouraged
collaboration and knowledge construction? Similar questions asked them about any
anxieties about using technology that they may not have been familiar with, and whether
these anxieties had affected their engagement with the activity. Questions were also asked
about students’ perception of the student centred design of the project, e.g., By design, the
docudrama task was open-ended and we did not teach you anything unless you asked us to.
(for example, how to use the editing tools, or how to do a storyboard). Did you feel this was
an effective approach? Students were also asked about the use of an authentic context for
learning— namely the development of the key competencies in the NZC—and whether they
could see themselves using a similar activity in their classroom.
To comply with the university’s code of ethical conduct of research, the survey was
conducted after the completion of the course, resulting in the response rate being lower than
hoped (n=28 out of a possible 52). Accordingly, although not generalisable, the findings
presented here are indicative of the overall positive alignment of this activity with its design
principles and foreshadow recommendations about how to apply similar design
considerations to other learning tasks.
The first design principle was to allow students to experience a community of practice
situation consistent with socio-cultural principles of learning. Such an environment
recognises that learning is an active and social process in which people develop their thinking
through shared enterprise. One of the features of the activity was that students were not
given direct instruction on how to approach the activity, or on any aspects of the technology
they might use, prior to the commencement of the activity. This strategy encouraged students
to collectively construct new knowledge in a collaborative environment.
It's great, I would've hated having to sit there and 'learn properly' - would much rather just get
into it and learn by doing. That's how I (and most people) learn to use new technology
anyway.
It was great to not make us sit down and tell us step by step how to use the editing software.
Would not have been as valuable if we hadn't had to find out for ourselves.
Really enjoyed it! Was a great way to let us go away with little instruction having the freedom
to do anything.
We are diverse learners and are capable of doing things for ourselves now, so I liked the fact
that we were left to do what we wanted to.
Staff were available to help with any technical aspects of the project and students accessed
these services according to their individual needs.
It worked well, we dabbled with things and when our wheels fell off or we hit a brick wall,
our tutors were easy to get hold of and were down to the lab asap to help.
Authenticity
The second design principle for the activity was that it would highlight the value of an
authentic context for learning by examining a problem currently facing schools: namely, how
to develop key competencies in their students. Rather than examining this via familiar
process of lecture and discussion, students undertook an activity designed to illustrate how
this might be achieved through the use of a learning activity consistent with sociocultural
perspectives. In the evaluation, students were asked how relevant they felt the docudrama
activity was to developing the various key competencies. In general, the responses were
supportive of the development of the key competencies amongst the participants, particularly
in relating to others, participating and contributing and managing self thinking. Their
responses are illustrated in the table below.
Insert Table 1 About here
We had intended students to recognise the potential of the activity by experiencing the
learning themselves. Many of students commented on the development of these key
competencies in themselves, particularly ‘relating to others’ and ‘participating and
contributing’.
We could not break the assignment into smaller parts manageable for individual work, so it forced us to
work together to complete the tasks. I liked it; it forced everyone to get along with one another.
Working in a team - This was a challenge but gave an opportunity for all of us to work together at a
very stressful time of the course.
Notably, students’ prior experience of group work had tended to be on projects where
the task could be divided up amongst the members of the group who worked individually,
only coming together immediately prior to the submission date to compile the assignment.
This project differed in that the members of the group had to fulfil a large number of
interdependent roles. They had to be writers, actors, camera operators, editors and producers.
This approach resulted in increased sharedness in the ownership of the various parts of the
activity and of the resulting presentation. Students shared responsibilities for each part, often
taking on multiple roles within the team.
Students were also asked about their potential use of similar activity in their future
classrooms to help develop the key competencies in their own students. Two thirds of the
students said that they would ‘probably’ use a similar activity with the other third saying that
they would ‘definitely’ use such an activity. No students said that they would ‘probably not’
or ‘definitely not’ use a similar activity. These results indicate that the use of an authentic
context for learning which incorporated a learner-centred approach to learning via experience
was seen as relevant and valuable.
Use of technology
The third design principle was that the activity should demonstrate the potential of
educational technologies as a pedagogical tool by giving the students an authentic learning
experience which allowed them to learn through working with the various technologies
involved in the task to develop knowledge and skills via experience. A key feature of this
principle was to demonstrate the power of educational technologies as disruptive to
established (or familiar) ways of working. The use of educational technologies provided
opportunities for the students to experience a technology-enhanced learning situation which
embodied the shift from traditional teacher and student roles and activities to more flexible,
‘learner-driven’ learning situations. It encouraged them to be creative and experimental. The
use of online help resources allowed students to solve their own problems rather than ask the
teacher. Online content resources allowed students to undertake richer background research
for their issue and to incorporate this easily into their docudrama. Students with experience
editing digital video were able adopt the role of the peer-teacher within the community of
learners. Students could film, reflect on, and reshoot parts of their docudrama as necessary
encouraging “reflective thought and action” (Ministry of Education, 2007, p. 34).
Results from the survey indicate that students found that the use of technology was
either ‘effective’ (E) or ‘highly effective’ (HE) at facilitating a learning environment that:
encouraged collaboration (E=42%, HE=50%), encouraged knowledge construction (E=58%,
HE=42%), or challenged them (E=42%, HE=58%). All of the students rated this approach as
being ‘highly effective’, with 72% of the students reporting that they were ‘highly engaged’
in the activity: the remaining students being ‘moderately engaged’. Furthermore, 83% of the
students felt that the design of the activity enabled them to interact creatively with the
material. Students commented that they found the activity to be highly enjoyable, engaging
and a great way to learn.
Such a great idea, still buzzing. The editing process was very creative!
Also learnt about educational issues and discovered some acting talent... might even join a drama group
for fun now...
I liked being able to be creative and do something a little out of the comfort zone for me. I discovered
things about myself, and my friends, along the journey of making the doco.
This enthusiasm extended beyond the content of the docudrama to include learning about
learning in a technology-enhanced situation. In addition to learning through the use of
technologies, students also reported that they learnt how to use particular pieces of
technology.
Fantastic experience... I am very confident with Mac and iMovie now - I was not before this.
Although students expressed a range of levels of anxiety about using the technology,
two thirds of the students reported that their anxiety levels did not affect their engagement
with the activity with no students saying that it prevented them from engaging with the
activity. Overcoming discomfort with technology served as an illustration of how potential
barriers can be turned into opportunities for learning. During their careers, teachers will face
challenges for which they may feel under-equipped, potentially leading to anxiety and a lack
of engagement. Similarly, the secondary school students in their classes may have anxieties
about the learning they are undertaking. As such, this activity served as a positive experience
of overcoming such anxieties, potentially enhancing efficacy generally, and particularly
enhancing efficacy in the use of technology as a pedagogical tool.
Conclusion
This article has taken the position that thoughtful design and implementation of learning
activities which integrate an authentic, experiential approach to the use of educational
technologies has the potential to create contemporary educational environments that support
alternatives to traditional teaching and learning methods. However, the inclusion of
educational technologies does not necessarily lead to the creation of such environments. The
use of computer-assisted presentations—such as those with Power Point, web-based video
and other multimedia—or the presence of computing devices—including notebooks, tablets
or smartphones—in the classroom will not necessarily change the underlying nature of the
learning environment or the pedagogies of the teacher. Rather, there is a need to
reconceptualise approaches to create learning environments which make the best use of the
available technologies.
The article has examined the case of one particular learning activity and the design,
development and implementation of that activity to address the particular needs of pre-service
teachers in one teacher education program in New Zealand. Despite the specific and situated
nature of the case in question, there are important implications for teacher education in
similar contexts. Namely, there is a role for initial teacher education programmes in
preparing the next generation of teachers to work in increasingly technology oriented schools.
We have argued for an experiential dimension in teacher education and the use of authentic
situations and problems drawn from teachers’ work in schools to illustrate the transformative
potential of educational technologies. The particular learning activity described in this article
was designed to be disruptive to pre-service teachers’ conceptions of teacher and learner
roles, and active approaches to learning in authentic contexts. In turn, this promoted the re-
imaging of existing practices by providing pre-service teachers with a successful learning
experience through the use of alternatives to traditional teaching and learning practices. To
achieve this, three core principles were adopted in the design of the docudrama activity: (a)
to provide pre-service teachers with an experience of educational technology as an integral
part of the learning; (b) for students to experience an example of what ‘student centred
learning’ might look like; and (c) to highlight the value of authentic contexts for learning.
Results from the evaluation survey indicate that the design of the docudrama activity
contributed to participants’ learning about how educational technologies help support
alternatives to traditional teaching and learning practices. The student-centred design of the
activity helped to create a learning environment where social engagement and co-
construction provided an effective context for learning. The use of an authentic context in the
learning activity was seen as a relevant and engaging way of illustrating the potential for
educational technologies as pedagogical tools, helping to create learning environments
consistent with sociocultural principles of learning. These findings lend support to the
contention that the activity was at least partially successful in fostering a set of dispositions
toward both use of technology and the pre-service teachers’ own abilities to deal with
challenging tasks, adapt and use resources at their disposal and learn from experience. Newly
qualified teachers are entering an educational sector that is changing at an ever-increasing
rate. As such, teachers’ practices must continually develop to address the changing and
emergent needs of contemporary learners. Developing discrete skills that quickly become
outdated is not as important as engendering a set of dispositions towards adapting their
pedagogical practices in rapidly changing professional contexts. Toward this end,
educational technologies are powerful pedagogical resources, potentially allowing teachers to
help students learn in fundamentally different ways.
Notes on contributors
Peter Rawlins is a Senior Lecturer in Mathematics Education at Massey University, New Zealand.
His experience includes 18 years as a secondary school teacher. His research areas include formative
assessment, learner’s perspective of mathematical learning, and the use of blended delivery in teacher
education programmes.
Benjamin Kehrwald is an online learning specialist with the University of South Australia. His
research interests centre on social learning, with a particular focus on technology-mediated social
processes and institutional approaches to technology-enhanced learning.
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