Module 3 The Digital Learning Environment

I understand the digital learning environment (DLE) to be where and how learning takes place using technology and software platforms. The DLE for the school board I work for includes Google Apps for Education (GAFE). Students are able to collaborate using Google Docs and Slides. The student is assigned their lessons and submit their assessments through Google Classroom. Students communicate using the Stream on Google Classroom, Google Hangouts and meet synchronously when in Remote Learning through Google Meet.

The DLE also includes an accountability platform to monitor students’ digital activity. GoGuardian is a Chromebook management tool that allows educators to monitor where students visit, what work they do and control their device in real-time. Teachers can pull up a tab on students’ screens, close tabs, lock the device, block websites and manage students’ tabs. This supports educators teach digital citizenship. Without a platform such as this, students can be left to their own “devices” literally, without formal consequences. When students are learning remotely, taking away a student’s device is not an option.

The DLE for the school board also includes D2L Brightspace or Ontario’s VLE. The VLE holds curated resources for educators and students to learn from, digital games to interact and websites to serves as reference material for lessons, curriculum content, lessons and much more. Student’s digital portfolios are held within the SNCDSB Hub, the VLE. Students are loaded into classes through the student information system. This allows for seamless and secure access to upload artifacts of learning. Students are able to provide reflections, strengths and next steps for learning.

Support students being responsible digital citizens is not an easy task. I believe the biggest hurdle for educators is that digital citizenship not be a well-known concept. Students need to learn in a supportive environment that corrects behaviour but allows students the freedom to explore and engage in a way that provides them with an authentic learning experience. Students should not learn digital citizenship practices theoretically without the opportunity to apply the learning in a DLE.

A DLE can also include social media. I currently use Twitter to share my work in the classroom with the broader community. I also follow educators who inspire me, provide hands-on learning experiences through STEM, makerspaces, coding, robotics and 21st-century learning. I follow educators who will provide me with a spark, motivation, encouragement or inspiration. I learn from educators in the field. My next step in the social networking arena is to comment on others’ posts, rather than just retweeting or liking a post. However, my DLE does include social media.

Blog Task #2

Technology in education is constantly evolving and innovation is moving faster than pedagogy, however, there are noticeable trends that support student learning. The students in classrooms today are different, these digital natives, are growing up in a world where technology is embedded in their daily life. These students learn by doing, creating, learning through a  connected network – social, Web 2.0, connected learning. Digital natives prefer to learn through visuals and graphics (Cornu, 2011, p. 7).

Trend #1 Connectivism and Social Learning

Connectivism is a developing learning theory that encompasses how students learn within a digital and connected learning environment. Students have access to tools that were not available in the past. These tools include Web 2.0, social media, blogs, Youtube, Google Apps for Education, robotics, 1:1 devices, makerspace and video equipment. Students are able to obtain knowledge from sources other than a teacher in real time using tools that are accessible to them. Students have access to information and they demand to be connected to the network. In turn,n students are intrinsically motivated to learn. Siemens (2005) states that technology is changing the way our brains work. Students are multitasking, moving from one task to the next, their learning habits seem chaotic.

Trend #2 Collaboration through Cloud Computing

Digital natives learn socially through collaboration. Students network and connect with one another using social media, blogging and project-based learning to name a few contexts. New technology such as Google Apps for Education support student to student collaboration and student to teacher feedback. The very nature of cloud computing has expanded the boundaries of students co-creating a product that demonstrates their learning.  Students can connect with classmates outside of school hours or building. Educators can provide comments on student work to encourage students to deepen their learning at any time from multiple devices.

Trend #3 Digital Literacy and 21st Century Learning

The umbrella concept of all trends in technology in the classroom is digital literacy. International Society for Technology in Education (ISTE) outlines digital literacy for students to include: creativity and innovation, communication and collaboration, research and information fluency, critical thinking, problem-solving and decision making. Digital literacy has three classifications: use, understand and create (“Digital Literacy Fundamentals,” n.d., para. 3). Students have access to use digital media such as computers, various software programs and applications, cloud computing and the internet. Understand students ability to know how technology affects our perceptions, beliefs and attitudes. Students need to comprehend how to seek and retrieve information using digital resources. Create is when students make a product, whether it be a video, prototype, computer program or robot. Students creating is the highest point on Blooms Taxonomy for digital technology. Developing a makerspace or fostering a maker movement culture in the classroom is an excellent way to engage students in creating.

Retrieved from https://literacyteaching.net/2015/02/19/blooms-taxonomy-meets-the-digital-world/

Trend #4 Maker movement and Computational Thinking

The maker movement learning by doing, coding and computational thinking are themes that are permeating classrooms. The goal in education is to prepare students for their future. Integrating makerspaces into the classroom supports many different learning styles. Students have the opportunity to have an experience, they are creators. The maker movement has a cyclical process: think, make and improve (Martinez & Stager, 2019 pg. 54 – 55). 21st century learning is the key to preparing students for their careers – collaboration, communication, critical thinking and creativity are skills that employers will demand. As educators how do we provide learning opportunities to foster these skills in the classroom?

Student is creating a dragon using squishy circuits

References

Cornu, Bernard (2011, September). Digital natives: How do they learn? How to teach them? Policy Brief UNESCO Institute for Information Technology in Education, 229, 1 – 12.

Digital Literacy Fundamentals. (n.d.). Retrieved from http://mediasmarts.ca/digital-media-literacy/general-information/digital-media-literacy-fundamentals/digital-literacy-fundamentals

International Society for Technology in Education (2007). iste.nets.s: Advancing Digital Age Learning. Iste.org/nets.

Martinez, S. L. & Stager, G (2019). Invent to Learn (2nd ed.).  Torrance, California: Constructing Modern Knowledge Press

Siemens G. 2005. Connectivism: a learning theory for the digital age. Int J Instr Technol Dis Learn 2:1–8; [cited 2015 Aug]. Available from: http://www.itdl.org.ezproxy.csu.edu.au/Journal/Jan_05/article01.htm.