Author: Josephine Fraser

School Educational Technologist Post – Job Description and Matrix

I’ve been working with Leicester City Council’s HR Department, in consultation with secondary schools, to create a new school post – Educational Technologist. The career grade post – with three grades defined – will be of particular interest to schools who make use of ICT Managed Service provision, although schools who provide their ICT Service in-house may be interested in how the new post sits within existing or planned provision.

The overall purpose of the post is described as:

To provide support to the school/college in identifying and implementing the use of technologies which enhance learner outcomes and experience, and that improve administrative functions.

The major objectives of the post are:

  • To ensure the effective use of technology for educational, community and business purposes and to share good practice, ensuring continuous improvement in the use, management and support of technology for staff and learners.
  • To ensure the efficient and effective administration and management of accounts, systems and processes as appropriate.
  • To ensure staff queries and requests for help are responded to and resolved quickly and that issues are correctly addressed.
  • To ensure the development and technical maintenance of the schools online presence, resources and activity.
  • To ensure the effective management and support of ICT equipment and facilities, including routine maintenance of computers and peripheral equipment takes place as appropriate.
  • To keep up to date with new developments in technology, especially those relating to education and the school’s/college curriculum.
  • To promote the use of new and existing technology, the devices, software, services and platforms that support the schools work and curriculum.
  • To ensure that adequate arrangements exist for the security of data, systems and hardware.
  • To implement and promote Leicester City Council’s and the school/college’s policies and procedures relating to all areas of employment and service delivery.

You can download the JD and Level Matrix here:

Educational Technologist JD & Level Matrix – Leicester City Council 2013 (PDF)

Minecraft Meetup – report & resources

Kicking off the Minecraft Meetup

Leicester City Council's BSF ICT strand is all about using technology to support learning, teaching, community development, and (very importantly) about having fun. So it was no surprise that the whole team were enthusiastic about supporting the ClubClub Minecraft Meetup event at LCB Depot, which took place on Saturday 18th May.

Around 180 people of all ages decended on LCB Depot for the Meetup, which included talks, activities, and competitions. We've rounded up all of the resources from the day in one handy place!

Check out photos from the event here!
 

Contents

Introducing Minecraft

Minecraft Papercraft

Minecraft Raspberry Pi

Minecraft Creative Competition

Minecraft Eyetracker

Minecraft PvP Competition

Minecraft Edu

Leicester Lo-fi

Thanks to everyone who made the day happen!

 

Introducing Minecraft

Joseph and Luke introduce Minecraft

Joseph Ishmael (16) and Luke Shortland (15) kicked off the day with an introduction to Minecraft.

 

 

Hi, we are Joseph and Luke.

We are very happy to be opening today's Minecraft event with a short talk to introduce Minecraft. We know there are a lot of people here today who know the game and play it a lot, but many of the parents here today will have no idea what Minecraft might be. So this talk is especially for you.

Minecraft is a creative game created by a Swedish programmer called Markus Persson “Notch”(as many people know him). The game was developed and published by Mojang in May 2009. The game is unique because it is mainly based on blocks and being creative.

Minecraft is available for different platforms. Personal computer (PC) was the original platform, the game runs on multiple operating systems including Windows, Mac OS X (for Apple computers) and Linux. Minecraft – Pocket Edition was released for Android phones in October 2011, and for iOS (Apple phones and iPad) in November 2011. This is a cut down version of the game that focuses on building and survival basics. Minecraft: Xbox 360 Edition was released in May 2012. Minecraft: Pi Edition for the Raspberry Pi, allows players to use code to make things happen in the game world. it was officially released in February 2013. At the end of 2012 sales were at about 20 million across all platforms, with sales roughly even across PC, Xbox and mobile versions.

People of all ages all over the world play Minecraft –it is now even being used by teachers and educators to support learning.

The purpose of the game is to build and be creative at the same time, although you don’t have to do this you could simply spend your time fishing, hunting or mining and many other different things. You need to download the game onto your PC, or a version to play on your Xbox or mobile phone. We recommend the computer version – the updates are faster and there are more items and more ways to have fun.

You need to create an account – try and think of something you can remember and using a strong password is important. Try and think of a creative name that doesn’t need numbers if you can. Before you get started look at the controls – on the home screen, click on ‘options’ and then ‘controls’. You can familiarise yourself with the controls, or customise them if you like. If you forget you can take a look while you are playing. The default controls will be familiar to anyone who regularly plays games.

To get started, select ‘single player’ from the main menu. Then select create new world. It’s best to get start with ‘creative mode’ – you can select this on the single player menu. Then select ‘create new world’. You character will spawn (appear in the world) in a random location in the Minecraft world. You might see forests, deserts, plains, swamp land, jungle, or ice plains – there are many type of landscape. The game defaults to first person point of view (POV) so it will look like you are seeing out of your own eyes in the game.

In creative mode you can run, walk, fly and swim (technically jumping in the water) and explore your environment. Creative basically lets you be creative, you can get whatever you want and then just build very easily, this can also be very fun because you can spawn all the mobs in the game and fight them at your will. When you have finished looking around, press the ‘e’ button to bring up an available items menu. This includes all the blocks you need to build and survive, and also blocks with a range of different qualities. Put blocks into your inventory to use them. You can place them in the world by right clicking. In creative mode you can get whatever you want and then just build very easily, this can also be a lot of fun.

Blocks are what the Minecraft world are made of. There are many types of blocks – some blocks are only used for building (houses, shelters, walls), others have particular qualities. Soul sand blocks for example will slow you down if you try to walk across them. Other blocks, like glowstone, will light up the area they are in. In creative mode, you don’t have to make items or blocks – you just select them by clicking the e button.

In survival mode you have to work harder. Some blocks can be combined with other blocks to make items. Some blocks can be used to make components that can be used to make other items. Some blocks can be obtained by breaking them with your fist, however some harder materials such as diamond will require you to make a iron pickaxe to obtain them, to make one mine iron and coal, mix them in a furnace and then make an iron pickaxe to mine the diamonds.

Also experiment with blocks – for example putting a redstone torch (an inventory item you make from other items) near TNT will cause an explosion, which will destroy most blocks in the area. You really need to find out for yourself how to make items from blocks, but you can ask people who play the game. Learning how to make new blocks and blow things up is part of the fun.

A day and night cycle in Minecraft is 24 minutes – each minute represents one hour. Going into sleep mode will speed up the night time.

Mobs are living creatures in the game – for example chickens, creepers, squids, and witches. They spawn in random locations – unless you turn the game mode to peaceful, they will just turn up. Some of these are friendly, and some are hostile. Hostile mobs – including creepers, zombies, skeletons and enderman tend to spawn at night time. In creative mode mobs cannot hurt you, although they may attack you.

As well as creative mode, there is Survival mode. clearly from the name, you basically have to survive without being given anything to start with. This mode is here for playing the game in a challenging way. In survival mode you are encouraged to make a house and to find resources that will help you defend your self or you will die. You also must find a sustainable way of getting food so you don’t starve.

Hostile mobs will harm you in survival mode – some will hit you, fire missiles such as arrows or poison potions, some will even explode next to you. You start with 10 hearts – hearts represent how healthy you are – and being hit will deplete your hearts. You can increase your health by taking health potion. If you lose all your health your character will die – you will respawn in another random location, with full health but all of the items you were carrying in your inventory will remain in the place you died and you can only recover them by collecting them from there. Which is a big pain.

You can play in creative or survival mode as a single player, or when you are more confident, you can play in multiplayer mode. This means you play alongside other people who are online as well. In multiplayer you can fight against others, or work with them to build.

We play on an online server called citywars We have built a city, and we run it with other players who are city leaders. Everyone has jobs and roles in the city, for example, miners, police officers, hunters, priests. People trade, get taxed, create laws, develop their characters. You can build your own home in a city, and develop your skills, and attack other cities.

Any Questions?

A lively round of questions followed the talk, including debates on the best elements and the worst Mob. There were convincing arguments made from the floor for creepers and witches as the most dangerous foe, but the casting vote from the floor went to 'parents who make you get off the computer'.

 

Minecraft Papercraft

Minecraft chess set

As well as computer based activities, we had a papercraft room for people to cut and paste together their own Minecraft mini figures – including this amazing Minecraft chess set!

You can print your own Steves, creepers, and squids here:

The Ultimate Guide to Minecraft Papercraft! from Instructables

Minecraft Papercraft Chess from Pixel Paper Craft

The Standardized Papercraft from Minecraft Forums

For more activity ideas, check out this Minecraft Birthday Party post from Cupcake Stand, or search Pinterest for 'Minecraft Birthday Party'.

 

Minecraft Raspberry Pi

Etch-a-Pi

 

Artist/Researcher Sean Clark brought along a Raspberry Pi computer to demo Minecraft: Pi Edition, and also presented his Etch-a-Pi project – a Raspberry Pi controlled Etch-a-Sketch. If you are currently using Raspberry Pi computers or interested in finding out more, why not join the Leicester Raspberry Pi Users Group?

Find out how to use Minecraft Pi – check out this tutorial on getting started from Martin O'Hanlon.

 

Minecraft Creative Competition

build competition

Minecraft is a fantastic environment to create in. Our first competition of the day provided an opportunity for attendees to show off their creative skills. 50 young people created structures in only 15 minutes in Minecraft – including a reproduction of the Colosseum! Joseph, Luke and Johnny (all of who spend far too much time building in Minecraft) judged the competition, awarding points for imagination, skill, and build aesthetics.

 

 MarcusP1120227b
 
 
 
 
 
 
 

First place went to Marcus Tilley (15), with runners up awards being made to Bluebell (5) and Ben Robin (7 and a half). Congratulations to the winners!

 

Minecraft Eyetracker

Dr. Stephen Vickers, research fellow at De Montfort University's Center for Computational Intelligence demonstrated eyetracker software for Minecraft. The MeyeNCRAFT project was developed for players with disabilities which prevent them from being able to use a mouse or keyboard, and lets users explore Minecraft or other games using only eye movements. Meetup visitors were able to have a go at playing Minecraft with their eyes!

 

Minecraft PvP Competition

PvP competition P1120198b
 

 

"Who's still alive?"

40 contestants battled Hunger Games style in our Player vs. Player melee. Players spawn without any equipment, and must find supplies, weapons and armour to enable them to be the last player standing. Luke Pillai (12) won the title of event PvP Champion.

 

Minecraft Edu

Secondary school teacher Stephen Elford (EduElfie) Skyped in to the event from Australia to talk about how he uses Minecraft in his classroom. You can check out EduElfie’s MinecraftEDU Youtube channel for video tutorials.

MinecraftEdu is a great resource for teachers and schools looking to make use of the power of Minecraft in the classroom, and offers discounted MinecraftEdu licences for educational use. You can find information, tutorials and resources over at the MinecraftEdu wiki.

Bond University used Minecraft as a teaching environment following floods – their campus was closed so they decamped to an online classroom.

 

Leicester Lo-fi

Leicester Lo-fi brought their Origami Pinhole Kits along to the event, so attendees could make their own low tech cameras, take photos and develop them.

 

Huge thanks to everyone who made the day happen!

 

As well as being a lot of fun, there was a huge amount of hard work and planning that went into the day.

First and foremost we want to thank all of the young people who came along. Everyone was brilliant, and the event wouldn't have run as smoothly as it did without all of the peer support that went on – young people helping out other young people.

Chris Slowe is Project Coordinator at LCB Depot and runs Club Club. The hugely successful Minecraft Meetup was Club Club's inaugural event – you can find out more about Club Club over at their Facebook page.

Joseph, Luke and Johnny wrote and gave the introductory talk, judged the build competition and helped other young people out all day. They also helped us carry the computers!

The Leicester City Council Building Schools for the Future ICT Team (Lucy Atkins, David Beere, and me, Josie Fraser) all helped out. We provided the papercraft, organised and set up the computers, ran the competitions and roped other people in 🙂

Dr Stephen Vickers organised and did more than there is space to list! Special thanks for making sure there was a Minecraft environment to run the competitions in, for demoing the MeyeNCRAFT project, and for organising the MinecraftEdu talk.

Capita Managed IT Solutions helped with the loan of computers (essential!) which were kindly loaned to the event by Rushey Mead School.

David Croft, from the DMU Gaming Society: Demon Gamers helped out tremendously, especially with the PvP competition.

Steve Lynch and David Wilson Clarke from the Leicester Lo-fi Photography group  ran the pinhole camera workshop.

Sean Clark from Leicester Raspberry Pi Users Group who brought the Pi.

Plus thanks to Steph Knowles, artist and workshop leader, who managed the papercraft room and Khush Nubian, artist, who helped out with registration.

 

Cross-posted from LCC's SchoolTech blog.

Open Badges and Leicester City

http://www.slideshare.net/slideshow/embed_code/20488840

 

On Friday 3rd May, Rushey Mead School played host to an introduction to Open Badges for Leicester educators. Doug Belshaw, Badges and Skills Lead for the Mozilla Foundation presented to a packed room. The session was attended by around 30 people from mainstream secondary, specialist education, FE/Sixth Form and HE institutions. The event focused on how Open Badges could be deployed across the City, in a range of settings and contexts.

The session was co-organised by the DigiLit Leicester team with Tim Farthing from VESA (who support vocational, applied and work-related learning opportunities for 13-19 year olds) and co-presented by Paul Conneally, Leicester City Council Learning Services.

Doug’s presentation gave a  comprehensive introduction to the Open Badges movement, key issues to consider, and how Open Badges work in practice.

Why Open Badges?

Learning often takes place outside of what we formally assess, and it can be hard to gain recognition for the wide range of skills and achievements that young people may develop. Accreditation for learning often exists in Silos (GCSEs, Certificated Training, etc.) and badges may be a way to bridge the gaps.

What are Open Badges?

An Open Badge is an image with metadata (data about data – in this case, information about how and why the badge has been awarded) attached to it. The diagram below spells this out:

Image shared under a creative commons license by Kyle Bowen

Image shared under a creative commons license by Kyle Bowen

Open Badges can be used to represent:

  • achievements
  • skills
  • competences
  • interests
  • formal and informal learning pathways
  • hard and soft skills
  • peer assessment
  • lifelong learning

How do Open Badges work?

Mozilla have created the Open Badge Infrastructure (OBI) – a freely accessible system which supports all elements of issuing and earning badges.

“The OBI is designed to be an open standards framework that allows badge systems to break out of their siloed environments and work together to benefit learners.”

What makes the OBI stand out from other accreditation systems is that it isn’t proprietary, it is designed as an open technical standard – meaning that any organisation or institution can use it to create and issue badges – and any individual can use it to earn and display badges. This also means that once a learner has left a particular institution they can continue have access to and display their badges (and can earn badges from a number of sources).

Answering your questions about Open Badges – A recent post from Doug Belshaw, Badges and Skills Lead for Mozilla.

Who can use Open Badges?

Many organisations are already using the OBI, including:

badge-breakout-bottom

Further Reading

Get Recognised! – This blog post, introducing Open Badges, was written by learners from Leicester City schools during Takeover 2012.

Open Badges for Lifelong Learning – The original White Paper from the Mozilla Foundation, Peer 2 Peer University and the MacArthur Foundation.

Open Badges: Portable Rewards for Learner Achievements – A White Paper from MyKnowledgeMap introducing Open Badges.

What is the Open Badges Infrastructure? – More information about OBI

Siyabonga – An Innovation Project

Lamontville

One of the ways in which the DigiLit Leicester project is supporting schools in making use of technology to transform learning and teaching in Leicester is via ICT Innovation Grants. All BSF school staff can apply for funding to support projects that focus on the use of technology to benefit learning and learners, teaching and school community development.

We prioritise projects which focus on or are clear about staff development,  are clear and realistic about what will be achieved, and have put thought into sharing outcomes.

One of the successful projects was the Siyabonga project at Hamilton Community College. The project concluded on the 8th of March with a fantastic event which brought together students from two continents.  The videos below capture the excitement of the event and Laura Iredale, the music teacher at Hamilton Community College who proposed and made the project happen, tells us more:

http://youtu.be/MeMBqErfhMw

#projectafrica set out to be an epic musical journey spanning 2 continents and 6,000 miles.

It ended up being the experience of a lifetime for everyone involved!

This story actually begins back in 2010 when I moved to South Africa to work for a charity called the COPT (the Community Outreach Programme Trust). The charity is committed to working in the townships of South Africa, with a focus in the areas surrounding Durban, Kwa-Zulu Natal. Its aim is to establish sustainable projects within disadvantaged communities with a view to improving quality of life for people living there.

A number of community centres have been established to facilitate this goal, including, Lamontville and Marianhill – the centres participating in our project! These centres run weekly classes and activities which include youth groups, English lessons, music workshops, coffee mornings and crèches.

Whilst in South Africa I was amazed by the diversity of the people, cultures and musical traditions of the country. I was particularly involved in working with the Zulu community, running youth activities, holiday clubs and music workshops.

Although I was leading or teaching these classes, it became evident to me that I was learning so much from them – more about how to live life to the full whatever situation you find yourself in – and how to fully embrace the  emotionally and spiritually rich environment that they are a part of.

I left the country the following year in love with its people, its constant smile and its never-failing vibrancy!

It was this love of life and love of music that I wanted to share with my students at Hamilton.

Project Overview

Starting with teaching our children some traditional Zulu songs (African melodies, harmonies and rhythms which would challenge their concepts of Western music), to rehearsing with and getting to know people in South Africa (children 6,000 miles away who have the same love of music as our students but come from an entirely different background) –  culminating in the delivery of a trans-continental concert showcasing our student choirs and band and a South African choir over a live Skype link for the simultaneous performance of the concerts’ African influenced repertoire!

Learning about South Africa

Lamontville is home to one of the COPT community centres with a lovely group of young people. The youth were part of #projectafrica and we (both learners and staff at Hamilton) got to know some of them by learning about their lives.

We received fact files written by the children themselves and personal comments from the COPT volunteers who work with them every day and know them best.

We also wrote letters to them which I was able to take over to South Africa when I visited during February half term – some of our students found they had lots in common with the Lamontville guys…especially a love for football!

http://youtu.be/hYWwDEj1up4

We had a general idea of the set list from the Hamilton end and this needed to be defined in South Africa. We had taken a number of video logs tracking our progress in lessons and band rehearsals and whilst over there I was able to share the videos with our South African counterparts – which resulted in lots of excitement and a bit of laughter at our attempt at Zulu accents and dancing!

Promoting the Project

We effectively used our ‘Music and Drama’ Twitter account to promote the project under #projectafrica. It became a platform for students to air their views on the project, to share photos and experiences, and for us to communicate important information, project updates, and rehearsal times.

The Live Event

We as the performers we acting as the audience for the South African performances and in turn, when we performed, they acted as our audience. It was a miraculous musical and technological feat!

We lost the internet connection only once during the concert but we filled in with another song and…we were back up and running and able to welcome back our South African friends with an enthusiastic round of applause at the end of the piece!

Specially invited guests included our Principal, the school governors, Kevin Ncube (BBC Radio Leicester reporter), and our BSF partners from Leicester City Council (who helped make this project happen with innovation funding).

Project Benefits

It was wonderful to see the many ways the project benefitted our young people. At Hamilton, we believe in developing the spiritual, moral, social and cultural understanding of our students and broadening their horizons!

We are committed to giving our students memorable experiences. Opportunities like #projectafrica enable them to become effective global citizens who feel that they can have a very real impact on the lives of others around the world.

This project really allowed our students to be part of something bigger than just themselves, gain an awareness of the struggles of others less fortunate than themselves and think outside the Leicester box! The connected and engaged with music and with the South African children in a way that was very emotional to witness.

I found #projectafrica was an amazing experience for the whole school and for me. The best bit was when we got to listen to the African children sing all their songs – Charlotte Lee Y7

Similarly, it was amazing to witness the effect this project had on the South African children’s lives.

These children are committed to making a better way of life for themselves and their families – they regularly attend the classes run at Lamontville and Marianhill community centres. However, it’s a catch 22 because there is no government funded schooling in South Africa. Even with the best will in the world, sometimes it’s just not enough to really make a difference and change their lives…with this connection they were able to experience more of the world than they had ever thought possible before. They were able to experience the joys of friendship with children their age on the other side of the world.

What Next?

After the resounding success of #projectafrica we were left on a high. The support provided by the BSF ICT Innovation fund was key in the delivery of this project and we intend to use the equipment purchased through the project for more exciting projects in the future. We have had the experience now of connecting with South Africa and we have seen how well it has worked – not only in the presentation of our concert, but in opening the eyes of many students both here and in South Africa, to the many possibilities and new horizons open to them as a result of the combination of modern technology and music.

We hope to run this project as a yearly event in school. Some of our students have also been inspired to visit South Africa and we hope to fundraise and take a small group out there in the near future.

http://youtu.be/lW98Q33Hpak

Cetis 2013 Keynote – Digital Citizenship: Underpinning Open Education

 

 

 

Josie Fraser Cetis Digital Citizenship

 

Notes from my recent Cetis keynote:

I’m very happy to have been invited here to speak today, on this important anniversary – the 10th annual Cetis conference. JISC and Cetis  – the UK’s Centre For Educational Technology and Interoperability Standards, are organisations many countries in the world are rightly envious of. Cetis, with it’s focus on establishing interoperability specifications, standards and application, and on the implementation, effective use and adoption of open learning technology specifications and standards is just as relevant, and even more vital a national resource today than it was 10 years ago.

It’s also great to be speaking in and supporting Open Education Week, and to be part of a worldwide community who are committed to promoting and creating open education opportunities for all, through free and open education networks, learning materials, open data, open standards, and open source, to making the most of technology to increase access to education globally, and to supporting those who need and want to learn to be able, across a range of circumstances.

While the numbers of high quality open learning resources and opportunities online are increasing, we shouldn’t take for granted that this will always be the case or underestimate the significant barriers that exist in terms of access. There are many, many issues around access. Infrastructure, connectivity, devices, skills, confidence.

Today I’m going to focus on digital literacy and in particular, digital citizenship, as critical agendas in terms of supporting access and protecting gains in open education, and enabling participation in society.

I’m also going to be talking to you from the future 🙂 Cetis’s remit focuses on the post 16, Further & Higher Education sectors, but I’m going to be specifically looking at school level education – young people under 17 year old who we want to support in continuing their engagement with education successfully.

Some of you will have children, and many of you will have been to school. Some people here today may have even been young people at one point- so hopefully there will be something of interest to you.

 


Google_glass_banned

 

The image above comes from Seattle’s 5 Point Café, who recently issued a ban on Google Glass, in anticipation of the products mooted market release at the end of 2013.

Mark Hurst recently posted on the spectacle the development of Google Glass technology raises of an electronic Stasiland – an invasive surveillance state freed up of the need to employ spies on mass by the wonder of technology.  Always on, undetected recordings that are live streamed, stored and synced across services, and can be trawled by facial recognition programmes. Mark Zuckerberg, a big fan of variable definitions of both privacy and openness, is apparently enthusiastic about developing Facebook Glass apps.

However plausible you think Hurst’s concerns are,  web-based, mobile and gaming technologies are already integrated into mainstream social life, and represent mainstream culture.  From being in utero to dying, and even after death – our lives in all their varieties, shades and complexities are already mediated, shared, constructed and lived out online. Rather than the internet representing a ‘virtual’ world, or virtual space outside of ‘real life’, in post-industrial countries lack of connectivity, devices and online presence is in many ways already a marker of social exclusion.

I also think we already have significant, pressing problems now around the issues Hurst raises – rights and laws relating to privacy, identity, reputation, surveillance, consent and ownership in digital environments. The integration of web-based, mobile, and gaming technologies into everyday life means that new social norms are emerging and being fought over now. Rather than being problems we can look forward to, we already have a weight of issues to deal with around information people put online about us, the information we are putting online about ourselves, the information that services collect about us and the ways in which that information is being used.

 


Online service savings

This is a picture of Matt Britten tempting delegates at the UK’s 2010 National Digital Inclusion Conference with the kinds of savings that might be made by moving services online. Leaving aside historic Government adventures in technologies for economies of scale – one of the key issues with online only or predominantly online services is also a key issue for open education – that is, that the people who are most dependent on those services – in the case of Government services, and the people who could potentially most benefit from access – in the case of online education – are typically people facing the biggest barriers to access.  Infrastructure, connectivity and device ownership aside (and that is a pretty big aside), one of the biggest barriers to being able to engage with, take advantage of and be an active citizen in online environments is digital literacy, and lack of digital literacy education for all.

Digilitleic

How do we ensure every learner has access to the  knowledge and skills necessary to make to most of technology in terms of educational, social and economic opportunities? While they are at school, and when they go on to employment, training or further education? This is a key issue I’m trying to address in practical terms in the work I’m currently doing in Leicester right now. One of the key ways is by ensuring all school staff – leadership, teachers, learner support and library staff – have the skills and confidence to support learners.

As part of Leicester City Council’s Building Schools for the Future (BSF) Programme ICT strand,  I’m working with schools across the city, and framework lead Lucy Atkins (our Digital Literacies Research Associate)  in partnership with De Montfort University, supported by Richard Hall (Head of DMU’s Centre for Enhancing Learning through Technology (CELT)).

The two-year project will produce and review the results of a self-evaluation city-wide survey  of secondary school staff. Fundamentally, the project seeks to do three things:

  • Drill down on what digital literacy looks like, and what the key knowledge, skills and practices are  in terms of secondary staff classroom and school based practice
  • Identify what current the strengths and gaps are across city schools in relation to this
  • Support staff in developing their digital literacy skills and confidence levels, in the context of their practice, wherever they currently might be

We are being explicit about the important role open education plays within the context of what digital literacy looks like in a school setting – particularly in terms of the ability to find, create, build on and use open educational resources, and in connecting to, participating in and creating open learning networks. And the framework itself is going to be available under open licence for others to make use of, build on, or adjust for their own settings.   

 


12-15 search engine understanding

 

Since we know young people routinely make effective use of mobile and web based tools and technologies   – particularly Google, Wikipedia and Facebook – for learning, why do we need to worry about digital literacy?

Ofcom’s Children and Parents Media Use and Attitudes Report, released in October 2012 draws on a range of large scale quantitative and qualitative surveys carried out across the UK. Some of the headline findings include that nine in ten 5-15 year olds (91%) live in a household with access to the internet through a PC, laptop or netbook – with internet access at home in financially better off families being close to universal (98% for AB households, and 97% for C1 households), and with internet access for children in poorer households (DE) continuing to be lower than the levels across all other socio-economic groups at 81%.

Half of all 5-15 year olds surveyed had mobile phones, and 3 in 5 of all 12-15 year olds had smart phones.

46% of parents surveyed agreed with the statement “My child knows more about the Internet than I do”, which increases to 67% for parents of 12-15 year olds.

While some young people might have great access to mobile and web-based technologies, and high confidence levels when it comes to navigating sites and using services, the report highlights some of the gaps that exist in terms of critical engagement – rather than passive consumption – with digital environments, services and information. The slide above, for example, looks at 12-15 year olds understanding of results listed by search engines.

Less than half (45%) of the 12-15 year olds in the 2012 survey evidenced a basic critical approach to evaluation of online content, agreeing that “I think that some of the websites in the list will show truthful information and some will show untruthful information.” was the statement closest to their opinion. This represents a slight (4%) decrease since 2009.

A third (31%) of 12-15 year olds most closely agreed with the statement “I think that if they have been listed by the search engine the information on the website must be truthful.” 17% of 12-15 year olds agreed most with the statement “I don’t really think about whether or not they have truthful information, I just use the sites I like the look of.”

Being aware that some website content might be misinformed, misleading, or biased is pretty fundamental to developing skills to evaluate web content, to verify information, or to identify how information might be factual but still presented in support of particular points of view. The ability to judge the validity of information, or to at least not just uncritically accept it, is an important skill for everyone.

 


16 plus seatch engine understanding

 

The Ofcom Adults media use and attitudes report (March 2012)  looks similarly at 16-65+ year olds who use search engines about their attitudes towards the accuracy or bias of the websites returned by search. More than half (57%) agreed most closely with the statement “I think that some of the websites in the list will be accurate or unbiased and some won’t be.”  With just over a third (38%) saying that the uncritical statements (‘it’s online so it must be OK’, or ‘I just like the look of it’) were closest to their opinion on search returns.

 


Computing PoS purpose

 

So how are we addressing basic digital literacy issues for all learners?

In February 2013, Michael Gove, the UK Government’s Secretary of State for Education, announced the public consultation on the reform of the national curriculum for school children in England, which closes in April.

In one of the few references to young people as active social agents, the draft Computing Programme of Study (PoS) purpose of study statement opens with “A high-quality computing education equips pupils to understand and change the world through computational thinking”

Digital literacy and e-safety make an appearance in the National Curriculum, with self expression and use of ICT for employment and civic participation explicitly linked to and framed within the context of a computing education. I’ve previously written about the limitations of this approach, although I am happy that some elements of digital literacy and e-safety are included somewhere as important components of school level education.

 


Computing KS2

 

The draft computing PoS for Key Stage 2 (7-11 year olds) includes learning about how search engines work, how to to use them effectively, how to evaluate information online. They are also going to be taught about intellectual property, and how to keep themselves safe in their use of technology.

There’s some further development of knowledge of the technical aspects of search engines at Key Stage 3 (11-14 year olds), and some continuation of digital literacy, in terms of “create, reuse, revise and repurpose digital information and content with attention to design, intellectual property and audience.” Given that both that digital literacy and e-safety are linked to practice – to how young people engage with, learn and socialise within digital environments, and given that these practices are very different for young people at 7 than they are at 11, or 14, or 16, the expectation to ensure they are “responsible, competent, confident and creative users of information communications technology” seems insufficiently supported within the draft PoS.

 

Citizenship PoS purpose

 

The future of citizenship education as an entitlement for English secondary school pupils looked uncertain during the period of review,  but it’s inclusion was confirmed in the draft curriculum. The draft curriculum defines the purpose of study as helping “to provide pupils with knowledge, skills and understanding to prepare them to play a full and active part in society.” I’ll leave aside the fact that children and young people do already, and can’t really avoid already playing a full and active role in society – as citizens, as family members, as members of school and local communities, sometimes as carers themselves, as consumers. The scope of draft aims are to ensure young people have an understanding of UK governance and how citizens engage in democracies, the role, production and implementation of law, understand the importance of and develop a commitment to volunteering, and personal financial management.

Citizenship implications



The table above is taken from David Kerr’s guide for the Citizenship Foundation on the implications for citizenship of the draft curriculum.

Politics, democracy, and government have been retained from the previous PoS, as have the justice system, law making and elections. The role of the Monarchy, personal finance and volunteering have been added. There is more emphasis on Britishness, less emphasis on rights and freedoms. Topics that have been removed include the media, actions to impact community or environmental change, local/national conflict resolution, public services/third sector, Human rights & freedoms and the struggle for these, employee/employer/consumer rights & responsibilities.

Teachers will address the final programme of study as they’ve always done – flexibly, framing their teaching and their exploration of topics around their learners. Even given this, I’m not sure why learning about key critical human rights issues – for example the UN Declaration on the Rights of the Child, to which the UK is a signatory, isn’t embedded.

What’s also missing is the role of digital. If “Citizenship education is about enabling people to make their own decisions and to take responsibility for their own lives and their communities,” and if we acknowledge that digital tools and environments play a critical role in how lives are lived, in how communities engagement takes place, in legal and political process and protest – that the internet is a site of active political life, it’s very difficult to see how issues relating to young peoples use of technologies can be left out.

Many of the issues addressed through citizenship education are inseparable from the use of technology and digital environments, and I’d like to see citizenship within the curriculum reflect the realities of learners lives. Although it depends on the teacher delivering the curriculum, typically citizenship schemes of work and lessons don’t address rights and responsibilities in digital environments, or political and  legal  issues online, or identity, conflict, and communities in online environments.


YRS

The draft computing PoS at Key stage 3  (11-14) proposes one of the things pupils should be taught to be able to do is to “create, reuse, revise and repurpose digital information and content with attention to design, intellectual property, and audience”

Young Rewired State (YRS), a network of software developers and designers aged 18 and under, is an organisation that models how this can be done, very effectively, in the context of solving real-world challenges.

YRS runs an annual Festival of Code,  that introduces Junior and Secondary school aged children and young people to open data sources and helps them develop real world applications for the use of open data, working in teams to design and produce prototype web services and apps that use open data over the course of a week. The young people involved are a mix of ages and experience – some had never coded before, most hadn’t been through the kind of rapid scoping, design, development and pitch process.


YRS winners

 

The Festival of Code 2012 winning projects made use of open data about house prices, crime rates, employment and education statistics.

My favorite prototype project from those that won awards – and there were many brilliant projects that didn’t make it to the finals – is Way to go which provides local accessibility information for people in wheelchairs and with limited mobility. The design team ensured users could also contribute to the project by rating the accessibility of locations and by this feedback being available to other users. The project was explicitly designed to increase options and access – “hopefully this will help people get around and find new places instead of going to the same places because they know it’s accessible”, as well as ensuring the people who are the experts on accessibility can share their knowledge to help continually develop the tool.

These projects combine a huge range of skills with coding- working with data, identifying, defining and addressing real world issues, identifying work goals and sharing these within coordinated teams. YRS demonstrates what well supported young people are capable of learning and achieving, and enjoy learning and achieving, in an extremely short period of time.

 


Picture1

 

If digital literacy is “those capacities that equip an individual for living, learning and working in a digital society”, what is digital citizenship? I see digital citizenship as a distinct but overlapping area in relation to digital literacy. Digital literacy is the ability to use, critically engage with and make use of digital tools and environments – it’s not just about supporting learners to understand and engage with the world, but about enabling learners to challenge, shape and change their worlds. Digital Citizenship for me addresses  social,  political, economic and legal participation in relation to the use of technologies and online environments. It isn’t an ‘add on’ to the area of citizenship as a whole, but a recognition that technologies and digital environments are a part of the real world, and they mediate all aspects of UK life: from meeting partners, finding jobs, contacting the local council, protesting, organising, developing our social and professional networks – the list goes on. Some of the areas I’d specifically draw attention to as relevant include digital access, inclusion and exclusion; legal and illegal economics relating to data, digital services and goods; the use of technologies for mainstream and grassroots political organisation and representation; the use and abuse of technologies and data for governance and decision making; freedom of speech and censorship in relation to digital communications;  digital copyright laws, privacy and data protection; data ownership, management and security.

These are all issues that impact on young people’s lives in the UK and their everyday use of technology that we aren’t addressing.

The world is facing  extremely difficult social, economic, and sustainability issues – and it’s unlikely that these will be addressed through the power of computational thinking alone. In terms of citizenship, restricting our ambition to teaching people how to”behave well” in digital environments is a dangerous proposition, particularly if we aren’t addressing the context of the societies we live in. The point of citizenship is not just to understand and
do what you are expected to do by your community and by law, but about equipping young people to actively and
critically engage in the local and national agendas and decision making
that affect their, and their communities, lives. The Citizenship foundation defines citizenship education as “enabling people to make their own decisions and to take responsibility for their own lives and their communities.” and quotes  Bernard Crick on the critical role citizenship plays “Citizenship is more than a subject. If taught well and tailored to
local needs, its skills and values will enhance democratic life for all
of us, both rights and responsibilities, beginning in school and
radiating out.”

Openness and diversity aren’t merely pleasant things to have access too, or easy principles to support or work with. A commitment to the principles of openness and to right of access to education is about ensuring that we make the most of the talent and contribution of all. A commitment to making information, discussion and participation available to as many people as possible, regardless of their personal or social circumstances.

Democracies need active, informed and responsible citizens; citizens who are willing and able to take responsibility for themselves and their communities and contribute to the political process.

“Democracies depend upon citizens who, among other things, are:

  • aware of their rights and responsibilities as citizens;
  • informed about the social and political world;
  • concerned about the welfare of others;
  • articulate in their opinions and arguments;
  • capable of having an influence on the world;
  • active in their communities;
  • responsible in how they act as citizens.

These capacities do not develop unaided.” – What is citizenship education? – The Citizenship Foundation

Children and young people grow up and develop their identities in both physical and digital environments. While they might be confident users of mobile and gaming technologies, and online sites like Facebook, YouTube, Wikipedia and Google, it doesn’t follow that they are socially and politically aware and engaged citizens in these spaces – just as simply being in the physical world doesn’t guarantee they have the tools and self confidence to understand their rights and responsibilities, and to take an active part in their communities and in governance.

 

Thank you!