Technologies - Learning through Play
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Technologies - Learning through Play
Explore the ways in which Technology can assist in providing fun, pleasure and play.
Curated by Rhana Kerrigan
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Design Technology Tools

Design Technology Tools | Technologies - Learning through Play | Scoop.it
Design Technology - Find free ideas and resources to help children to learn about Design Technology Tools.
Rhana Kerrigan's insight:

This is another site that offers lesson plans for Design Technology. I have scooped this site more for the purpose of evaluating what makes a good Design and Technology lesson. Whilst reading through many lessons it is important that each design and technology activity is well planned and has clear aims and learning objectives which are shared with the students. The lessons should be carefully structured to include a range of effectively sequenced activities in which students investigate, disassemble and evaluate products and processes. Students should undertake practical tasks and apply their developing knowledge and skills in areas in which they design and make products. Students should be motivated and engaged when in a design and technology lesson as it allows them to have some fun through hands on play that provides a learning outcome.

 

“In the early years play is important in how students learn; it provides a form of engagement and a sense of purpose to their activities. In Technologies, students have opportunities to learn through purposeful and directed play to develop attitudes of care in relation to the places and resources they use” (ACARA, 2013, p10).

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Aaron Nganeko's curator insight, June 11, 2014 9:26 AM

Design Technology is one of the two main areas to be taught within the Technologies curriculum. Students are very familiar with the digital technology element but struggle to comprehend the design element. By incorporating basic activities like this the students can grasp the concept of how technology has evolved and how it currently impacts our daily lives. (ACTDEP005) Within a physical education context in can be taken to another level exploring and investigating how these simple tools have changed and evolved over time and are contributing towards the obesity epidemic that we are hearing throughout the media. (ACPPS003) “All young Australians should develop capacity for action and a critical appreciation of the processes through which technologies are developed and how technologies can contribute to societies. Students need opportunities to consider the use and impact of technological solutions on equity, ethics, and personal and social values. In creating solutions, as well as responding to the designed world, students consider desirable sustainable patterns of living, and contribute to preferred futures for themselves and others.” (ACARA, 2013).

Australian Curriculum Assessment and Reporting Authority. (2013) Australian Curriculum Health and Physical Education. Retrieved 01 June, 2104, from http://www.australiancurriculum.edu.au/healthandphysicaleducation/Rationale

Australian Curriculum Assessment and Reporting Authority. (2013) Australian Curriculum Technologies. Retrieved 01 June, 2104, from http://www.australiancurriculum.edu.au/technologies/rationale-aims/technologies

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App combos with the iPad - Innovate My School

App combos with the iPad - Innovate My School | Technologies - Learning through Play | Scoop.it
The iPad is perhaps the most talked-about piece of technology in teaching.
Rhana Kerrigan's insight:

The iPad is perhaps the most talked about piece of technology in teaching. Students have the ability to learn through play by creating, designing and publishing completed tasks online. They offer visual stimuli for students with one such benefit being that many of the iPad’s apps either integrate with one another or can easily be used in conjunction with other iPads so that students still have opportunities to work in a collaborative environment. The iPad apps are usually quite affordable and can be downloaded onto multiple systems.

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VCEC - Design Briefs

VCEC - Design Briefs | Technologies - Learning through Play | Scoop.it
The Virginia Children's Engineering Council website
Rhana Kerrigan's insight:

Design briefs are about generating ideas and solutions to solve problems and require students to develop skills in investigating, designing, producing and evaluating which are consistent with the aims of the Draft Australian Curriculum: Technologies (ACARA, 2013). ACARA (2013) believes that by creating innovative solutions to complex problems students are able to meet current and future needs.

Design and technology is about change and it enables us to understand the process of change and to engage in it. These changes may relate to survival or human needs with results impacting what might be or what could be. Design is the core problem-solving process when making decision about the development and use of technologies.

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Jenni Atkinson's comment, May 19, 2013 9:13 PM
Rhana -I couldn't agree with you more.It's all about teaching kids how to problem solve to create a better future for themselves.
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About Scratch | Scratch Documentation Site

About Scratch | Scratch Documentation Site | Technologies - Learning through Play | Scoop.it
Rhana Kerrigan's insight:

Scratch is a program where students have the ability to create stories through animation that could be used to assist with student story telling. Students have many opportunities to engage in role play when telling stories through free time in the classroom or outside in the play areas. Students often create props for these stories by using materials that are availble to them within the environment they are playing in. Clothes and items of furniture within the classroom and natural materials found in the schoolyard for outside play. This enables students to create an environment to assist in enhancing their imagination when creating a story.

Scratch offers a digital environment that creates opportunities for students to work collaboratively while they learn to think creatively and share their achievments with the class. Scratch programming is an opportunity to meet the content standard:

2.7 Use design ideas, materials, components, tools and equipment to play with, plan, safely produce and evaluate designed solutions based on personal criteria for technologies

contexts

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Learning through play: pedagogy, challenges and ideas - live chat

Learning through play: pedagogy, challenges and ideas - live chat | Technologies - Learning through Play | Scoop.it
Join us to debate the importance of play in learning, its relevance in schools and ideas on how to use imaginative inquiry in the classroom, Tuesday 19 February, 6pm to 8pm
Rhana Kerrigan's insight:

This site offers a live chat debating the importance of play in learning and it's relenvance not only in the foundation years but also through to higher education levels. I found the statement within the written content "you make money creating, not using" a key factor when guiding technology education within the classroom. Technology is continously evolving and changes are apparent across many domains and students need to be challenged through education strategies in order to understand these changes.

Draft Shape of the Australian Curriculum: Technologies states -

"The Technologies learning area focuses on the purposeful use of technologies knowledge, understanding, and skills including the creative processes that assist people to select and utilise materials, information, systems, tools and equipment to design and realise solutions".

This assists educators in developing a community of learners that are not only users but also creators.

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About

About | Technologies - Learning through Play | Scoop.it
The Learning Through Play & Technology blog discusses the topics of education, technology related to education, and the improvement of the teaching and learning process by incorporating the ele...
Rhana Kerrigan's insight:

This short video is an introduction to technology integration and focuses on what you can do with technology as a 'tool'. The Australian Curriculum focuses on students investigating and playing with technology in the early years. This video emphasises that it's what you do with the tool, what you can make and what you allow the students to make. The ideas formulated throughout the video are reflective of the outcomes demonstrated within the ACARA draft for technology. Creativity and exploration through meanigful interactions with technology assists in making learning fun for the students. If you are able to do a lesson without technology that is fine, but if you can do it better with technology, then it is important to use the tools to do this.

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ENERGEX - Switched ON - Fun stuff

ENERGEX - Switched ON - Fun stuff | Technologies - Learning through Play | Scoop.it
ENERGEX is a leading Australian energy company delivering a world-class range of expertise, products and services throughout Australia and overseas.
Rhana Kerrigan's insight:

This an interactive game that provides students with an understanding of how to meet the growing power needs of the community. This game allows students to interact once again through interactive play in accordance with the Foundation - Year 2 Content Description and Elaboration 2.1. - Understand how people, including designers and technologists, design and produce familiar products; services; and environments to meet the personal and local community needs.

This site offers students an insight into how these needs of the community are recognised and how they can assist in generating enough power to allow the function of everyday life.

 

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Jenni Atkinson's comment, May 15, 2013 11:10 PM
Great resource and really shows how the community can get involved in education.It shows students the 'real world'!
Rhana Kerrigan's comment, May 18, 2013 1:08 AM
I accessed this site whilst on a prac and used the resources to reinforce the use of electricity in and around the house. Students were able to connect their learning outcomes to real world situations and make connections to everyday life. Fantastic site for children to just simply interact with.
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Ideas for Using Minecraft in the Classroom

Ideas for Using Minecraft in the Classroom | Technologies - Learning through Play | Scoop.it
Andrew Miller (@betamiller on Twitter) is a National Faculty member for the Buck Institute for Education, an organization specializing in 21st century project-based learning, as well as for ASCD,
Rhana Kerrigan's insight:

Andrew Miller provides an insight in the possibilities and potential learning outcomes by incorporating Minecraft into the learning environment.He also provides lesson ideas for exploring Minecraft in an educational context.

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Activities

LEGOEngineering.com is a site for teachers, informal educators, parents, and anyone else who is using LEGO materials in their classroom or program.
Rhana Kerrigan's insight:

By incorporating construction kit materials such as LEGO, Mobilo and Duplo, the children experience a range of different construction kits that offer different mechanisms. This develops co-ordination skills and enables the children to gain experience in joining materials together and in assembling components, identifying shapes and size and in interpreting aural and pictoral information. They are also able to interact with each other and learn to work together and to help and support each other when engaged in a task in pairs or small groups.

 

Duplo offers a construction kit based on CAT Construction were students would be able to design and make machinery that could be used to dig a site for the new school pool. They could use the constructions they make to play with cars and as they use the things they have constructed they make could make changes and improvements to their original design, modelling the changes quickly and easily using the kits.

 

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Primary Resources: Design and Technology

Primary Resources: Design and Technology | Technologies - Learning through Play | Scoop.it
Primary Resources - free worksheets, lesson plans and teaching ideas for primary and elementary teachers.
Rhana Kerrigan's insight:

This site offers lesson plans, design briefs and printouts regarding food and how it can be used to assist in teaching design. Food items are used to produce familiar products and students can gain an understanding of how these items are utilised to create innovative products that inspire us to want to eat them. Students recognise that there are parameters that need to be met to produce a product that is not only eatable but is produced to meet required standards for production. This may be a simple recipe for use at home or produced on a greater scale for distribution to supermarkets.

Design and Technologies knowledge and understanding (ACARA, 2013)

2.1 Understand how people, including designers and technologists, design and produce familiar products; services; and environments to meet personal and local community needs

his site offers many lesson pl

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Jenni Atkinson's comment, May 15, 2013 11:08 PM
Rhana- this is also one of the sites I scooped as it has such great resources that can be easily adapted for use in Australian schools.
Rhana Kerrigan's comment, May 18, 2013 1:05 AM
I agree Jenny that this site would be a valuable tool for teachers and the resources provided would benefit myself when making connections to Technologhy education.
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BBC - Schools Science Clips - Pushes and pulls Offline lesson plan

An offline lesson plan to accompany the Pushes and pulls activity from the Science Clips website.
Rhana Kerrigan's insight:

This activity requires students to create toys from a range of construction toys like mobilo or mechano, and constuction materials to use for the pushing and pulling activity and to make ramps. Students are required to design what they are going to make and how they are going to make it move. Opportunities to create ramps to assist in movement and to enhance learning outcomes demostrate moving vehicles that are powered by electric or battery devices. This activity offers students the ability to explore, design, create and hypothesise the reasoning behind their movement.

This activity fits within the content descriptor from the Draft Australian Curriculum: Technology -

2.4 Explore how mechanical, electrical and electronic technologies use pushes and pulls to create movement in systems and products

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Technology Tools to Get Teachers Started

Technology Tools to Get Teachers Started | Technologies - Learning through Play | Scoop.it
Credit: iStock Photo


The culture of learning is changing, and technology is playing a major role in the transformation. Educators and students are altering the very nature of the classroom ex
Rhana Kerrigan's insight:

This article resonates with the content and assessable elements directly related to the learning outcomes associated with EDP4130. I have scooped this article more for the teaching side of technology and why a greater importance is directed at educators to embrace it as an intergral component of learning.

 

The article reinforces the need for educators to not only intergrate technology education within the classroom but to also use technology for your own personal learning network. Confidence is built when one is engaging with technology itself. EDP4130 has assisted in establishing my PLN and has encouraged myself to become familiar with a range of technology tools and processes that I would have not aspired to on my own.

 

This has assisted in increasing my confidence when engaging with technology and through the curation process I have been able to increase my knowledge and awareness of what the Technology curriculum encompasses. Before engaging with EDP4130 technology to me was ICT and now I have become aware that this is only a small component of a much greater area of learning.

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Minecraft for Educational purposes

Reading analysis of Gee and Aldrich using Minecraft.
Rhana Kerrigan's insight:

This short video explains how Minecraft allows users to unleash their own creativity by collecting materials to build with. They are required to collect resources to build shelters as well as creating crops to harvest. Minecraft is relevant and purposeful to the F – 2 years offering opportunities for shared and sustained thinking between students (ACARA, 2013). Minecraft requires students to use their imagination when constructing and designing their shelters and outer surroundings linking back to real world contexts.

 

Technologies and society

2.1 Understand how people, including designers and technologists, design and produce familiar products, services and environments to meet personal and local community needs

Materials and technologies specialisations

2.2 Investigate and play with technologies, materials and systems used to identify properties and create designed solutions for personal and local community needs

 

ACARA.(2013). Draft Shape of the Australian Curriculum: Technologies. Retrieved April 14, 2013 from http://www.acara.edu.au/verve/_resources/Draft_Shape_of_the_Australian_Curriculum_Technologies_paper_-_March_2012.pdf

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Minecraft

Minecraft | Technologies - Learning through Play | Scoop.it
Minecraft is a game about placing blocks to build anything you can imagine. At night monsters come out, make sure to build a shelter before that happens.
Rhana Kerrigan's insight:

Minecraft can provide many educational benefits for children. It can assist with educational outcomes across many KLA's allowing children to become motivated by gaining new skills. Minecraft has the ability to enhance practice of already acquired skills and build new skills through play with the addition of feeling that what they are learning is useful. Education skills aligned with Minecraft include reading of tool tips, math skills in the crafting system, shapes, computer skills, and social skills through cooperative play. Students need to build shelters and cities to live in and for this to happen they need to use their imaginative ability to design and create these shelters.

This enables them to recognise what they need to stay safe, what is essential for survival and what is needed for everyday life.

Minecraft impacts on a students ability to design and create with the advantage of it being achieved digitally through an interactive program that allows students to share their designs.

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Lesson plan teaching resource: Designer Dens, for primary schools

Lesson plan teaching resource: Designer Dens, for primary schools | Technologies - Learning through Play | Scoop.it
Rhana Kerrigan's insight:

This lesson requires students to make shelters out of natural resources found within the school yard. Students create a shelter for figures used in ever day play such as Barbie dolls and action figures. These figures role play as a person who is in need of shelter and students construct this shelter by representing it on a smaller scale that could be reconstructed to suit the needs of future scenarios. This lesson resonates with “in play children create imaginary situations in which they change the meaning of objects and actions as they invent new ideas and engage in futures thinking (for them). (ACARA, 2013).

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Jenni Atkinson's curator insight, May 19, 2013 9:17 PM

Fantastic lesson idea sourced by a peer.What student wouldn't love doing this and spending time outside the classroom? It reminds me of when I was a kid as this is the kind of stuff we did when we played.We kept busy creating and using our imaginations.

Katrina Elliott's comment, May 20, 2013 9:19 PM
Oh I love this idea! Thankyou for sharing. Who doesn't love creative hand's on play!. This lesson links very well to the National Curriculum Technology General Capabilities as you would be able to explore how different cultures use natural resources for shelter.
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Matching Foods Memory Cards for Kids- Play Fun Online Card Game, Healthy Food Memory Games

Matching Foods Memory Cards for Kids- Play Fun Online Card Game, Healthy Food Memory Games | Technologies - Learning through Play | Scoop.it
Chef Solus has got all his foods all mixed up! Help him find the matching pairs before time runs out. Good luck!
Rhana Kerrigan's insight:

This site offers students a variety of interactive activities that require them to investigate and analyse food and catergorise where a wide range of foods fit within the food groups. Whilst navigating through other links within this site students are able to recognise what food items are needed for certain recipes creating an undertsanding of what food works well together to create a meal. This interactive website recognises the elaborations in the Australian Draft Curriculum: Technology for content descriptor 2.3 within F-2 years.

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