This document discusses a technology unit focused on augmented reality and physical computing. It has three main points:
1) The unit allows students to tap into their interests and familiarity with mobile devices to create solutions that respond to real-life design scenarios. This transforms views of electronic devices as classroom nuisances.
2) Programming concepts using Scratch and Makey Makey may be unfamiliar to students, but drawing connections to everyday materials can engage them in crafting unique inventions.
3) The design cycle allows students to personalize their learning by managing their own work plans. Differentiation supports students at different ability levels to achieve optimal learning through challenging yet achievable goals.
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Reflections
This document discusses a technology unit focused on augmented reality and physical computing. It has three main points:
1) The unit allows students to tap into their interests and familiarity with mobile devices to create solutions that respond to real-life design scenarios. This transforms views of electronic devices as classroom nuisances.
2) Programming concepts using Scratch and Makey Makey may be unfamiliar to students, but drawing connections to everyday materials can engage them in crafting unique inventions.
3) The design cycle allows students to personalize their learning by managing their own work plans. Differentiation supports students at different ability levels to achieve optimal learning through challenging yet achievable goals.
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Reflections: Processes and insights (Parallel of Identity)
The learning units in a Technology course are driven by the core
processes of creative problem solving and product/solution design. Both the product and the process are essential in student learning. While the acquisition of concepts and skills are scaffolded through activities that allow learners to explore various materials, tools and techniques, the final unit output is envisioned to be creative and innovative applications and synthesis of the essential knowledge they have learned. The final output becomes their personal expression as well as authentic participation in the field of design. This Technology unit on augmented reality and physical computing capitalizes on the students familiar territory. While it seemed to be quite effortless to introduce mobile device technology concepts to digital natives, it is important that their interests and familiarity are directed to purposeful project goals. Students can tap their own interests, goals and strengths to create products or solutions that respond to real-life design scenarios that they could easily identify with. Mobile devices especially cell phones are ubiquitously used in the school campus mostly for social communication but they also certainly have educational value in the classroom. The unit then subversively transforms our erstwhile notions of electronic gadgets as classroom nuisance. Suddenly, students are encouraged not just to use their devices but to creatively extend their use beyond the digital. Programming and physical computing concepts may not be too familiar turfs for students. For those who have exposure to hacking electronic toys, Lego robotics and the likes, their experiences will be a good head start in programming. Perhaps what draws students into projects utilizing Scratch and Makey Makey is the spectacular possibility of crafting unique inventions with common everyday materials. Students also find it amazing somehow that what is usually done on a computer screen could actually be extended into the physical realm. Just as with QR codes and augmented reality, programming that involves physical materials provides opportunities for students for self-exploration given the everyday computing environments they see around. The use of the IB MYP design cycle in Technology projects allows personalization of learning in that students find themselves in charge of their work plan. There is a steep responsibility required of students as they manage their time and resources to accomplish tasks that will help them create the intended product or solution. The unit then is designed in a way that the learner profile is respected. Important considerations are given in terms of the students level of prior knowledge, cognitive ability and individual goals. Differentiation then becomes the name of the game when we consider how the content, teaching and learning activities, resources, task requirements and assessment actually support the students ascending
levels of intellectual demand. It is essential that we reach out to every
student and challenge them to achieve optimal learning guided by their developmental benchmarks. While it is clearly challenging for a teacher to foster a learning environment that promotes opportunities for students self-actualization of personal strengths and growth, the very nature of a Technology course is to encourage students to take on multiple learning paths. As each student identifies his own design challenge or problem to solve, there should be opportunities for him/her to investigate diverse tools, resources and techniques. A Technology course champions the ideas of design thinking and iterative processes in the design, creation and testing of prototypes, products and solutions. It is only through a flexible and responsive learning environment that students can explore and try their hands at actual disciplinary practices. By supporting students individual project pursuits, we are opening for them the real world of design right inside the classroom.