Augmented Reality in a school library – Part 5.

So far I have covered ways in which emerging technologies such as AR can be incorporated into the classroom.  This next section is about this technology can be used in school libraries as part of resource management, pedagogical practices and collaborative learning.

ROLE OF THE LIBRARY

School libraries and teacher librarians play a pivotal role in technology access.  School libraries have long been known for providing equitable access for information (ALIA, 2014).  The digital revolution has changed the primary purpose of libraries from information repositories to being gateways to knowledge.  This is because a library collection is no longer limited to print texts but now extends to including ebooks, digital resources,online databases and emerging technologies.  Consequently, by extending this access to emerging technologies like AR and VR, school libraries are building the value of their resources and concurrently, reducing the impact of the digital divide on their students (DIIS, 2016).  There are several ways in which a library can introduce emerging technologies such as AR to their patrons.  These include:

 

  1. AR EMBEDDED TEXTS – These resources are also the most cost efficient method of introducing AR technology to students,  as it enables them to experience the technology but without the associated costs of setting up hardware and software (Brigham, 2017; Foote, 2018).  Magana, Serrano & Rebello (2018, p. 526) cite clearly there is an increased student understanding when multimodal resources such as AR embedded information texts are used when compared to traditional texts. The reason why AR technology has increased efficacy in informational resources is that haptic feedback is non verbal and students focus on that as the primary source of information and the text provides the support (Magana, Serrano & Rebello, 2018).  This method is currently in place in most schools and academic libraries and some libraries offer a smart device loan scheme as well to assist with AR resources for offsite learning.
  2. MAKERSPACES – Makerspaces convert students from users of content to creators of knowledge as they allow students to pursue individual projects in and out of class time,  as well as facilitate independent and cross disciplinary learning (Slatter & Howard, 2013).  Many libraries have designated makerspace areas to facilitate creativity and critical learning and free play.  Pope (2018a) points out that free play should be encouraged as it allows users of all ages to learn through experimentation, even if the original point was educational or recreational in purpose.  These areas also allow teachers to experiment with new technology for their own personal benefit or to embed into their teaching practice (Slatter & Howard, 2013).
  3. AR INSTALLATIONS – An extension of makerspaces are AR installations.  These areas, known as sandbox programming, are permanently devoted to experimentation, exploration and demonstrations of AR/VR technology  (Townsdin & Whitmer, 2017).  Some examples of AR installations are TinkerLamp and zSpace. TinkerLamp was the forerunner of AR technology and required a screen, a projector, experimentation board and an interferometer (Furio et al., 2017, p.3).  Whereas the more modern zSpace consists of a computer, stylus and specialised glasses (Foote, 2018).                                                                                                                 Foote (2018) correctly points out that it is not cost effective to implement AR technology into every classroom, and that AR elements are best served through shared spaces such as the library.  But even then, these installations are not common in schools as Merge cubes, as they are very expensive and the latter is cheaper and more flexible for group use (Pope, 2018a).  
  4. LIBRARY OUTREACH AND MARKETING – Library tours, displays and other promotional programs have an immense capability for AR.  AR embedded posters and displays are an innovative method to engage students, and can convey useful information about seasonal events, special collection, library skills and services (Townsdin & Whitmer, 2017).  It is also possible to gamify library maps with embedded GPS tagging as a method of incentivising students to explore the various library spaces and facilities (Balci, 2017; Townsdin & Whitmer, 2017).  Besides being innovative, the use of mobile applications facilitates the collection of user data.  Library staff are able to analyse this data and use it to appraise student engagement, as well as illustrate the library’s effectiveness in adapting to advancements in technology (Townsdin & Whitmer, 2017). 
  5. INFORMATION SEEKING BEHAVIOUR –  There is scope for libraries to implement AR as part of their learning management system, the delivery of information and the provision of data (Zak, 2014).  The modern student has a preference for technology based practices and this extends to information seeking (Wolz, 2019). Zak (2014) suggests that by using emerging technologies as part of information seeking, libraries are speaking the same language as their clientele.

 

REFERENCES:

Australian Library and Information Association. (2014). Future of the Library and Information Science Profession. ALIA Futures. Retrieved from https://www.alia.org.au/sites/default/files/documents/advocacy/ALIA-Future-of-the-Profession-ALL.pdf

Balci, L. (2017). Using augmented reality to engage students in the library. Information Today Europe [Blog]. Retrieved from https://www.infotoday.eu/Articles/Editorial/Featured-Articles/Using-Augmented-Reality-to-engage-students-in-the-library-121763.aspx

Brigham, T. (2017). Reality check: Basics of augmented, virtual, and mixed reality. Medical Reference Services Quarterly (36) 2. Pp 171-178. DOI: 10.1080/02763869.2017.1293987

Department of Industry, Innovation and Science (2016). Australia’s digital economy update. Retrieved from https://apo.org.au/sites/default/files/resource-files/2016/05/apo-nid66202-1210631.pdf

Foote, C. (2018).  Is it real or is it VR? Exploring AR and VR tools. Computers in Libraries. Retrieved from http://web.b.ebscohost.com.ezproxy.csu.edu.au/ehost/pdfviewer/pdfviewer?vid=0&sid=6093ea4d-06fa-42b1-8400-75e5bd1dd875%40pdc-v-sessmgr03

Furio, D., Fleck, S., Bousquet, B., Guillet, JP., Canioni, L., & Hachet, M. (2017). HOBIT: Hybrid optical bench for innovative teaching. CHI’17 – Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. Retrieved from https://hal.inria.fr/hal-01455510/file/HOBIT_CHI2017_authors.pdf

Magana, A., Serrano, M., & Rebello, N. (2018). A sequenced multimodal learning approach to support students’ development of conceptual learning. Journal of Computer Assisted Learning, 35 (4). DOI https://doi-org.ezproxy.csu.edu.au/10.1111/jcal.12356

Pope, H. (2018a). Virtual and augmented reality in libraries. Library Technology Reports – American Library Association, (54)6.

Slatter, D., & Howard, D. (2013). A place ot make, hack and learn: makerspaces in Australian public libraries. Journal of the Australian Library and Information Association, 62(4), pp.272-284. Retrieved from https://eprints.qut.edu.au/73071/1/73071.pdf

Townsdin, S., & Whitmer, W. (2017). Technology. Public Services Quarterly. 13. Pp190-199. DOI: 10.1080/15228959.2017.1338541

Wolz, K. (2019). Building faculty competence and self efficacy for using ZSpace virtual reality (VR) software in the classroom. All Regis University Theses. Retrieved from https://epublications.regis.edu/cgi/viewcontent.cgi?article=1930&context=theses

Zak, E. (2014). Do you believe in magic? Exploring the conceptualisation of augmented reality and its implication for the user in the field of library and information science.  Information Technology and Libraries.

Augmented Reality in the Classroom – Part 4

Continuing with the series….

More ways in which AR can be applied in a school dynamic. 

6. NUMERACY

Numeracy skills can be enhanced using AR.  Wu et al. (2013) suggest that students can learn geometry, trigonometry, spatial relationships and collaborative problem based learning by using AR to supplement their learning.  Technologies such as the combination of TinkerLamp and Kaleidoscope are popular in Europe and can be used to explore symmetries and congruence.  Whereas the mobile application – AR Measure kit is useful in measuring distances, trajectories, angles, height and estimating volume  (Cuendet, Bonnard, Do-Lenh & Dillenbourg, 2013).  

7. SUPPORT LITERARY ARTS

Hannah et al. (2019) cited several methods in which AR can support the literary arts curriculum.  Students are able to create or visit real or fictional sites using the digital interfaces such as Merge cubeso that connections between the content and the real world can be made.  For example, Shakespeare comes alive with a tour of Verona, Japanese medieval history can be taught by analysing the structure of Kokura Castle, and students can investigate the structure of a steam engine, all with a single mobile app, a smartphone or tablet and a Merge cube.  

8. VISUAL ARTS

A very interesting use of AR is the ability to access and engage in an authentic exploration of real objects in an artificial space (Wu et al. 2013).  Many art galleries and museums around the world already have embedded AR to allow users access to additional information about the display, for example, some places use QR codes to inform the user of additional information about the artist or exhibit (Coates, 2020).  From a classroom perspective, students can support their own creative pieces by embedding their rationale using Thinglink, Padlet or Metaverse, and use QR codes on their paintings, sculptures, photographs or collages to link it to their rationale (Zak, 2014) .  

9. LOCATION BASED LEARNING

Wu et al., (2013) suggests that location based learning, such as field trips and excursions, can be augmented by the use of AR.  As previously mentioned, many museums, galleries and other institutions have already adopted the use of AR in their spaces (Coates, 2020; Townsdin & Whitmer, 2017).   Some of them use the technology to provide additional information to the user about the collection, whereas other places use AR in their maps or tours  (Townsdin & Whitmer, 2017).  By including relevant information within the augmented space, it encourages more authentic learning, which in turn improves student engagement and learning outcomes (Wu et al., 2013). 

Emerging technologies have also been adopted by some council reserves and state national parks as a means to inform users about local flora and fauna.  Visitors are able to use their devices and their inbuilt GPS systems to access pertinent information about the site they are accessing (Townsdin & Whitmer, 2017).  Some sites also offer remote access and this can be very useful for excursion preparation or for revision purposes.  Remote access would also be of great assistance when students are unable to attend excursions or field trips due to illness or pandemics. 

10. ASSISTING STUDENTS WITH DIVERSE LEARNING NEEDS

Technology has often been cited as an effective intervention method for students with autism spectrum disorder (ASD) and educators seek methods in which to meet cognitive, behavioural and developmental needs (Sahin, Keshav, Salisbury & Vahabzadeh, 2018).  Digital methods are often favoured  for ASD students, as they tend to have a preference for electronic media due to their predilection as visual learners (Mahayuddin & Mamat, 2019, p.2176-2177).  Additionally AR offers them an environment that supports the tangible manipulation of abstract ideals, as well as a visual image of the learning content, and standardised and predictable outcomes as routine and predictability is very important to students with ASD (Mahayuddin & Mamat, 2019, p.2176-2177; Sahin et al., 2018, p.1).   

AR and VR are also able to assist ASD students in developing their socio-emotional skills.  This technology allows students to experience the world and its environmental hazards as well as engage and interact with their peers in a socially controlled environment (Sahin et al., 2018, p.2; Riva, Banos, Botella, Mantovani & Gaggioli; 2016).   Whilst tablets and smartphones can be used, Sahin et al. (2018) suggests the use of SmartGlasses as they can be preloaded with social and behavioural coaching software.  Another benefit is that AR experiences can be tailored and adapted to suit student’s diverse needs, which is important as many experience high levels of anxiety when there is disruption to their learning plan.  

 

Augmented Reality in the Classroom – Part 3

Continuing on the series….

Here are few ways in which AR can be applied in a school dynamic.

  1. STUDENT ENGAGEMENT 

Technology has often been cited as a tool to increase student engagement.  Bonascio (2017) and  Magana, Serrano & Rebello (2019) theorise that AR is able to prolong attention and focus, as when multimodal resources and haptic devices are used, higher levels of enjoyment are experienced.  This gratification is significantly reduced in students that do not comprehend the mechanics of the technology and indicated that whilst utilising AR can improve digital literacy, explicit teaching is required to ensure that all students are able to interact successfully with the technology (Magana, Serrano & Rebello, 2019). 

               2. INQUIRY LEARNING

Oddone (2019) and Foote (2018) both suggest that greater educational benefits arise from students creating their own interactive images and overlays rather than using supplied ones.  Apps such as Metaverse or Augment can be used by students to construct their own interactive content and would be an ideal cross curricular inquiry task across any discipline, but have curriculum value within the Science, History and Geography inquiry skills section. Examples of inquiry tasks include:

 

 

 

 

 

 

 

3. ABSTRACT CONCEPTS & STEM SUBJECTS

Magana, Serrano & Rebello (2018, p.526) believe that there is a positive effect to using multimodal resources and active learning for science and its related fields. This is because students often need assistance with visualising complex and abstract concepts (Saidin, Abd Hali & Yahaya, 2015; Riva, Banos, Botella, Mantovani & Gaggioli, 2016).  Abstract concepts can be problematic for many students because of the difficulty students can have in visualising theoretical postulations (Furio, Fleck, Bousquet, Guillet, Canioni & Hachet, 2017, p.2-3 ).  This struggle can negatively influence a student’s perception of the content material and lead to adverse learning outcomes (Furio et al., 2017, p.2-3 ).   AR technology allows students to visualise the concept, albeit in animation, and increase comprehension which leads to improved outcomes  (Saidin, Abd Hali & Yahaya, 2015, Wu et al., 2013).  This is because haptic devices allow students to manipulate and utilise their sensory faculties when they are constructing knowledge. Large and small phenomena, as well as anatomical figures, can be visualised using AR technology (Wu et al. 2013). 

 

High school curriculum linked examples include:

 

 

 

 

 

 

 

4. READING – RECREATIONAL & INFORMATIONAL

AR books is the largest growing trend in children’s publishing and that many publishers are supplementing traditional texts with AR embedded resources (Levski, 2018; Zak, 2014). This is because AR books are seen as more innovative and able to improve flagging reading rates in children and adolescents (Levski ,2018, Zak, 2014).  Many young readers find the interactivity extremely engaging and the use of technology appeals to digital natives (Magana, Serrano & Rebello, 2019).

5. LITERACY

Mayahayuddin & Mamat, (2019) point out that the multimodal nature of AR improves literacy because the audio visual cues assist students in decoding.   Additionally,  AR enables students that have low focus or attention to enhance their learning as it grants access  to language in both formal and informal contexts, which is very useful for students with ADD, ADHD and those with social anxiety (Rafiq & Hashim, 2018, p.31; Mayayuddin & Mamat, 2019.  These benefits are further improved when AR is combined with gaming principles which provides additional interest and intrinsic motivation  (Mayahayuddin & Mamat, 2019; Levski 2018). 

 

REFERENCES

Foote, C. (2018).  Is it real or is it VR? Exploring AR and VR tools. Computers in Libraries. Retrieved from http://web.b.ebscohost.com.ezproxy.csu.edu.au/ehost/pdfviewer/pdfviewer?vid=0&sid=6093ea4d-06fa-42b1-8400-75e5bd1dd875%40pdc-v-sessmgr03

Furio, D., Fleck, S., Bousquet, B., Guillet, JP., Canioni, L., & Hachet, M. (2017). HOBIT: Hybrid optical bench for innovative teaching. CHI’17 – Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. Retrieved from https://hal.inria.fr/hal-01455510/file/HOBIT_CHI2017_authors.pdf

Levski, Y. (2018). 10 Augmented Reality Books That Will Blow Your Kid’s Mind. AppReal- VR [Blog]. Retrieved from https://appreal-vr.com/blog/10-best-augmented-reality-books/

Mahayuddin, Z., & Mamat, Z. (2019). Implementing augmented reality (AR) on phonics based literacy among children with autism. International Journal on Advanced Science Engineering Information Technology 9 (6). Retrieved from https://core.ac.uk/download/pdf/296918932.pdf

Oddone, K. (2019). Even better than the real thing? Virtual and augmented reality in the school library. SCIS Connections. (110). Retrieved from https://www.scisdata.com/media/1921/scis-connections-110.pdf

Saidin, N. Abd Halim, N., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International Education Studies, 8(13). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.730.8456&rep=rep1&type=pd

Rafiq, K., & Hashim, H. (2018) Augmented reality game (ARG), 21st century skills and ESL classroom. Journal o fEducational and Learning Studies. 1 (1) pp29-34. Retrieved from https://journal.redwhitepress.com/index.php/jels/article/view/23/pdf

Riva, G., Banos, R., Botella, C., Mantovani, F., & Gaggioli, A. (2016). Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change. Frontiers in Psychiatry 7. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5043228/pdf/fpsyt-07-00164.pdf

Wu, H., Lee, S., Chang, H., & Liang, J. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62. Pp41-49. Retrieved from https://doi.org/10.1016/j.compedu.2012.10.024

Zak, E. (2014). Do you believe in magic? Exploring the conceptualisation of augmented reality and its implication for the user in the field of library and information science.  Information Technology and Libraries

 

Augmented Reality in the classroom – Part 2

AR APPLICATIONS IN CLASSROOMS – Part 2 

The interactive and innovative nature of technology has often been cited as a positive influence on educational outcomes, and this benefit extends to the inclusion of AR in schooling (Oddone, 2019).   AR can be used to improve student engagement, address curriculum outcomes and increase digital literacy skills (Oddone, 2019; Saidin, Abd Hali & Yahaya, 2015).   It can be used in inquiry learning, recreational and informational reading, improving literacy and numeracy standards, developing STEM and ICT skills, supporting literary arts, visual arts and developing social emotional learning (Saidin, Abd Hali & Yahaya, 2015).  Like VR, AR expands learning beyond the textbook and classroom walls, as well as builds those critical digital literacy skills for life beyond the classroom (Wolz, 2019, p.3; Wu et al., 2014). 

The most sizable and unique benefit AR has on educational practices is that it uses 3D images to illustrate complex concepts to students (Zak, 2014).  By creating these images, AR enables the student to feel a sense of immediacy and immersion which fosters a realistic experience (Wu et al., 2013, p.44).  This realistic experience increases the frequency and depth of connections made between the student, the content and the real world (Hannah, Huber & Matei, 2019, p.278; Wu et al., 2013).  AR requires the user to activate the augmented data, therefore it can be described as student centred, contextual to the user and is a constructivist approach to education, and consequently aligns itself along the current prevalent pedagogical theories (Wolz, 2019, p.2; Zak, 2014).   Hence, when combined with holistic and authentic learning practices, AR has an immense capability to inspire affective learning. 

REFERENCES

Hannah, M., Huber, S., & Matei, S. (2019). Collecting virtual and augmented reality in the twenty first century library. Collection Management, 44 (2-4), pp.277-295. DOI: 10.1080/01462679.2019.1587673

Oddone, K. (2019). Even better than the real thing? Virtual and augmented reality in the school library. SCIS Connections. (110). Retrieved from https://www.scisdata.com/media/1921/scis-connections-110.pdf

Saidin, N. Abd Halim, N., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International Education Studies, 8(13). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.730.8456&rep=rep1&type=pdf

Wolz, K. (2019). Building faculty competence and self efficacy for using ZSpace virtual reality (VR) software in the classroom. All Regis University Theses. Retrieved from https://epublications.regis.edu/cgi/viewcontent.cgi?article=1930&context=theses

Wu, H., Lee, S., Chang, H., & Liang, J. (2013). Current status, opportunities and challenges of augmented realiy in education. Computers & Education, 62. Pp41-49. Retrieved from https://doi.org/10.1016/j.compedu.2012.10.024

Zak, E. (2014). Do you believe in magic? Exploring the conceptualisation of augmented reality and its implication for the user in the field of library and information science.  Information Technology and Libraries.

Location Learning – Virtual reality in the classroom.

When COVID-19 ruins your plans!

The group of Year 8 students had just finished a unit of work on the history of the Catholic Church from the fall of Rome to the Reformation as part of their Religious Education subject (Curriculum link – ACDSEH052/ ACDSEH054).  At the culmination of the semester, they were supposed to go on an excursion to explore the various different Christian churches and analyse how their structure, design, and use of symbols support faith based practices (Curriculum link – ACAVAM119/ACHASSK198). 

However, the COVID-10 pandemic and resulting restrictions prevented that adventure.  Therefore, in an effort to address the gap in their learning, the teacher librarian and classroom teacher collaborated to create a lesson that would virtually explore various churches by introducing emerging technologies in the form of virtual reality to the classroom with Google Cardboard and Google Streetview.  In the process students would learn essential note taking skills using a graphic organiser and paragraph writing skills.   Evidence of learning would be the written TEXAS or TEEL paragraph illustrating their analysis of the building structure and design and how it supports faith practices and community. 

Rosenblatt’s reader response theory was the underlying pedagogical principle for this activity (Woodruff & Griffin, 2017, p.110).  Commonly used in literature circles, Rosenblatt’s constructivist theory acknowledges each student’s contribution as valid, which enables them to become active agents in their own learning, and the activity appropriate for a diverse classroom (Woodruff & Griffin, 2017, p.109-110).  However, instead of investigating texts in a literature circle, the students investigated and analysed religious sites in a similar immersive experience.  This virtual exploration required them to combine the new visual information to their own prior experience in order to create new knowledge (Woodruff & Griffin, 2017, p.111).  The collaborative atmosphere allows students to have an equal exchange of ideas, increases their problem solving skills as well as developing interpersonal skills and promotes collegian discussion  (ACARA, 2014a; Tobin, 2012, p. 41).  

The students were given a choice of six different churches to visit and had to select three for comparison purposes.  As location was no longer an issue, the TL identified a variety of churches from different Christian denominations across the world that were suitable.  It is important that careful research be undertaken to ensure that the sites are accessible freely via Google Streetview and the associated images provide relevant information.  

The students were requested to note down the similarities and differences between the different types of churches using a triple venn diagram.  This part of the task involved student collaboration and ideally students would have selected a different church site each and then shared their information through discourse.  However this did not happen as the students all looked at sites sequentially rather concurrently, which was a poor use of time from a teacher perspective, but did increase the length and breadth of discourse.  

Teaching note taking and the use of graphic organisers simultaneously was a pedagogical strategy.  Note taking is an essential skill that needs to be explicitly taught across the curriculum as the style of note taking and vocabulary choice will vary depending on the discipline.  Good note takers have generally higher academic outcomes because they are able to succinctly summarise ideas, concepts and information using their own vernacular, and then use their notes to create content to communicate their understanding and analysis (Stacy & Cain, 2015).  Graphic organisers have been proven to improve learning outcomes because it increases connections between ideas, and organises information in a visual and spatial manner (McKnight, n.d.; Mann, 2014).  By utilising the two strategies together, the students are given an opportunity to explore different methods of learning which they can use throughout their learning both in and outside classroom walls.  

Good notes lead to a strong author’s voice and content in paragraphs.  The culmination of the task required students to create a paragraph identifying and describing the structure of the church and its alignment to faith based practices, as well as evaluating how the design of the church’s spiritual and aesthetic design holds value to their congregation and society.   The question was created using Bloom’s taxonomy of cognitive domains so that all the diverse learning needs of the class would be catered for appropriately (Kelly, 2019b). 

Questions are an intrinsic and ancient practice of teaching (Tofade, Elsner & Haines, 2013).  Carefully designed questions are all features of good pedagogical practice and are able to, stimulate thinking, promote discourse, further connections between prior and new knowledge as well as encourage subject exploration. (Tofade et al., 2013).  Teachers that stage questions in order of Bloom’s taxonomy are addressing all the cognitive domains, as well as building students to achieve that higher order thinking (Tofade et al., 2013).  

The virtual exploration of churches around the world was designed to compensate students for their inability to connect their learning to the real world to the pandemic.  The task overtly sought to get students to experiment with emerging technologies, work in collaborative groups and communicate their learning in written form.  In addition students covertly learned to note take using graphic organisers, engage in collegial discourse and use Bloom’s taxonomy to work toward higher order thinking.  These skills are in addition to the content learning outcomes and even if the students did not learn any new content, they had a good crack at learning some valuable skills!  

Curriculum links:

Overall content outcomes:

  • ACDSEH052Dominance of the Catholic Church and the role of significant individuals such as Charlemagne
  •  ACDSEH054Relationships with subject peoples, including the policy of religious tolerance 
  • ACAVAM119Analyse how artists use visual conventions in artworks
  • ACTDIP026 – Analyse and visualise data using a range of software to create  information, and use structured data to model objects or events 
  • ACHASSK198 – Identify the different ways that cultural and religious groups express their beliefs, identity and experiences
  • ACELA1763 – writing structured paragraphs for use in a range of academic settings such as paragraph responses, reports and presentations. 
  • ACELY1810 – Experimenting with text structures and language features to refine and clarify ideas and improve text effectiveness. 

                   (ACARA, 2014h; ACARA, 2014i; ACARA, 2014j)

Using VR

  • GC – ICT -Locate, generate and access data and information  
  • GC – CCT –  Identify and clarify information and ideas
  • GC – Literacy – Understanding how visual elements create meaning (ACARA, 2014c; ACARA, 2014b; ACARA, 2014h)

Graphic organisers

  • GC – CCT – 
    • Organise and process information
    • Imagine possibilities and connect ideas                (ACARA, 2014b)

Collaborative Learning groups

  • GC – PSC
    • Appreciate diverse perspectives
    • Understand relationships
    • Communicate effectively
    • Work collaboratively
    • Negotiate and resolve conflict

                                   (ACARA, 2014d)

TEXAS Paragraph

GC – IC – 

  • Investigate culture and cultural identity
  • Explore and compare cultural knowledge, beliefs and practices

GC – Literacy 

  • Compose spoken, written, visual and multimodal learning area texts
  • Use language to interact with others
  • Use knowledge of text structures
  • Express opinion and point of view
  • Understand learning area vocabulary

(ACARA, 2014f; ACARA, 2014c)

REFERENCES

ACARA. (2014a). Personal and social capability. General Capabilities Curriculum.  Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/f-10-curriculum/general-capabilities/personal-and-social-capability/

ACARA. (2014b). Creative and critical thinking continuum.  F-10 Curriculum – General Capabilities Curriculum. Educational Services Australia.  Retrieved from  https://www.australiancurriculum.edu.au/media/1072/general-capabilities-creative-and-critical-thinking-learning-continuum.pdf

ACARA. (2014c). Literacy continuum. F-10 Curriculum – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/media/3596/general-capabilities-literacy-learning-continuum.pdf

ACARA. (2014d). Personal and social capabilities continuum. F-10 Curriculum – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/media/1078/general-capabilities-personal-and-social-capability-learning-continuum.pdf

ACARA. (2014e). Ethical understanding continuum. F-10 Curriculum – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/media/1073/general-capabilities-ethical-understanding-learning-continuum.pdf

ACARA. (2014f). Intercultural understanding continuum. F-10 Curriculum – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/media/1075/general-capabilities-intercultural-understanding-learning-continuum.pdf

ACARA. (2014h). Information and communication technology capability learning continuum. F-10 – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/media/1074/general-capabilities-information-and-communication-ict-capability-learning-continuum.pdf

ACARA. (2014h). English. F-10 – General Capabilities Curriculum. Educational Services Australia. Retrieved from https://www.australiancurriculum.edu.au/f-10-curriculum/english/?strand=Language&strand=Literature&strand=Literacy&capability=ignore&priority=ignore&year=11582&elaborations=true&el=15718&searchTerm=TEEL+paragraph#dimension-content

ACARA. (2014i). History Curriculum. F-10 Curriculum – Humanities and Social Sciences Curriculum. Educational Services Australia. . Retrieved from https://www.australiancurriculum.edu.au/f-10-curriculum/humanities-and-social-sciences/history/

ACARA. (2014j). Visual Arts Curriculum. F-10 Curriculum – Humanities and Social Sciences Curriculum. Educational Services Australia. . Retrieved from https://www.australiancurriculum.edu.au/f-10-curriculum/the-arts/visual-arts/

Kelly, M. (2019a). Organising compare-contrast paragraphs. ThoughtCo [Blog]. Retrieved from https://www.thoughtco.com/organizing-compare-contrast-paragraphs-6877

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Mann, M (2014). The effectiveness of graphic organisers on the comprehension of social studies content by students with disabilities. Marshall University Theses, Dissertations and Capstones. Retrieved from https://mds.marshall.edu/cgi/viewcontent.cgi?referer=&httpsredir=1&article=1895&context=etd

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