Notes from the Autumn 2010 round of Primary Seminars from RM. This session looks at how best to formulate a strategy for classroom technologies by comparing all the tools available for cross curricular ICT use in education.
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Achieving more with less - Classroom Technologies
1. Achieving more with less
Volume II: Classroom Technology
Gethin Nichols
gnichols@rm.com
2. Sustainable ICT
• Achieve better value by using technology
• Safe, cost-effective, innovative, reliable ICT
• Look to the long term
• Appropriate & Cost Effective Support
• Safe & Secure Access
• More effective communication
• Personalise the Learning Experience
• Ensure a fit for purpose classroom
3. True Value for Money
• Using green ICT to avoid unnecessary costs
– Visualisers
– Lesson Resources on VLEs
– Digital Text Books
• Choosing the right technology
– Regularly used ICT gives better value
– Matching specifications to needs
– Achieving success with low cost items
4. Software
• Are you using what you’ve got?
– IWB Software & Communities
– Training
– Curriculum & Creative Software
– Using software with hardware
• Open Source and The Cloud
– Free v paid
5. A long-term WCT Strategy
• What technology suits the individual
teaching styles?
• What technology achieves the correct
level of engagement and enthusiasm
from learners?
6.
7. What do you want to achieve?
• There are many alternatives to the
“standard” interactive whiteboard
classroom set-up
– Is there a more appropriate alternative?
– What’s more important:
• What it is?
• What it does?
The whiteboard versus....
8. Epson Ultra Short Throw
• Advanced Connectivity
• Networked for remote management
• Optional Wireless Module
• Optional Interactivity
V
10. • Exclusive bespoke design
• Height Adjustable
• Group interactivity
• Portable and designed
for education
• Fraction of the cost
of similar products
RM Vertable
12. • Making best use of wall space
• Any wall becomes a Learning Space
• Collaborative and Inclusive
Idea Paint
13. What else could you achieve?
• There are many products that provide
additional ways of teaching
14. Visualisers
• It’s what you do with them that counts:
• Text and student’s work
• Practical Demonstrations
• One-stop video device for
the classroom
• Extending use across the
curriculum
18. Alternative Technologies
• What is available that enhances teaching
and learning?
– Real Centre-esque
– TTS and “Essentials” Products
– Emerging Technologies
19.
20. Come and see us
• To find out more about visiting the REAL
Centre, go to
– www.rm.com/realcentre
21.
22. Case Study: Stockley Academy
“We chose LEGO Education to fulfil our
vision for the classroom of the future
because they understood the importance of
inclusion, creative thinking and cross-
curricular project work. I am delighted that
we are able to work with such an
organisation, which produces creative, high
quality and sophisticated products for
children of all ages and abilities.”
Aftab Ahmed, Director of ICT
23. WeDo
• The WeDo Construction set
enables students to build and
program simple LEGO models
that are plugged into a computer.
• The set contains more than 150
elements, including a motor, motion
and tilt sensors and the LEGO USB Hub.
• Provides a stepping-stone for teaching
the basics of robotics
24. WeDo
• Ideal for introducing technology into
curriculum areas such as science,
technology, maths and language lessons
• Ideal for cross-curricular and project-
based learning
25. WeDo
• Primary school pupils ages 7 to 11
build and program their own solutions
• Simple, drag-and-drop software
created in LabVIEW.
• A hands-on learning experience that
actively engages children
– Creative thinking
– Teamwork
– Problem-solving skills
26. LEGO Mindstorms NXT
• The base set includes
– Programmable NXT Brick, providing on-
brick programming and data logging
– Three interactive servo motors
– Ultrasonic, sound, light and two touch
sensors
– Rechargeable battery, connecting
cables, and full-colour building
instructions.
27. A LEGO® Education
Centre is a school based
education hub that
provides creative and
innovative learning
opportunities for all ages
and abilities, using the
LEGO products and other
associated elements.
It enables staff, parents
and students to develop
their thinking with
hands-on, exciting
problems and share their
experiences with the
wider education
community.
28. Can we still afford to innovate?
Can we afford not to innovate?
• Nothing in the real world has changed
• The challenge of the digital native
• Creativity enables adaptability
• “Individualisation” not “massification”
• Competency based learning
• Less Didactic, More Mentoring
29. Leading Edge Technologies
• 3D Projection
• 3D Printing
• Green Screen Technology
• Interactive Graffiti
• Immersion Rooms
30. Conclusion
• Austerity doesn’t need to be at the
expense of good ICT use in the classroom
• Innovation is still essential to keep pace,
but only if sustainable and effective