Necc09 Sessiondeck


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Slide Desk to support part one of workshop session

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Necc09 Sessiondeck

  1. 1. Powerful Enquiry Dean Groom, Macquarie University, AU Sheryl Nusbaumm Beach, PLP Network, VA
  2. 2. What is Enquiry2.0?
  3. 3. Kids love school when • When the work is satisfying • When kids experience being good at it • When they spend time with people they like • When they get chance to be part of something  bigger that they could working alone • When the problems are realistic and 9lexible • When they can ask their own questions
  4. 4. Enquiry Learning needs • Critical Thinking • Collaboration • Co‐Production • Organisation • Goal Orientated Effort • Communication & Responsibility • Authentic problems to solve
  5. 5. Project Based Learning • Is a ‘model’ ‐ Buck Institute Method • Starts with the end in mind • Uses a routine, predictable process • Is open ended and re9lective • Requires groups to work together • Challenges teachers and students
  6. 6. The Gap • We don’t give the answers • The problems are not easily solved • Some things we know, others we need to know [constant critical thinking] • The process is mapped out for students, but the journey takes twists and turns
  7. 7. Enquiry + Web2.0 • Considers the ‘digital’ life of students • Accepts that information is socially constructed and shaped with others • That leading online - requires different pedagogy to classroom learning • That technology enables this.
  8. 8. The Digital Life We learn constantly
  9. 9. Attrition • Solving the problem is a quest between two iterative forces, sift, sort, discount, relearn. • Teachers help students to shape and construct meaning though this process • What we know (or think we do) • And what we need to know
  10. 10. Driving Question • This binds the activity • No single answer (un-Googleable) • Requires research, critical thinking, and collaboration • Response is PRESENTED to an audience, and students must DEFEND their work.
  11. 11. Students are used to having the answers. In enquiry, the have to think more deeply about how the get the answers ... and not from the teacher.
  12. 12. Which bridge will work the best? What do you know? What do you need to know?
  13. 13. A 10min role-play John! I know you took it, and I want it back. I’ll get Can you? you in real trouble if you don’t give it me. Should you M help John? You are John’s teacher, and find this note left behind after class.You want to find out what it’s about ... so call John over to talk to you. What do you know? What do you need to know?
  14. 14. How do we use Web2.0 in the process?
  15. 15. Edu-Media • Read/write communication using the internet - non passive use of computers • Allows students to create, share, argue, connect, make, delete, change ... information • Allows for rapid community building • 200+ kids on one project is great and manageable when being created online
  16. 16. How do computer game influence music?
  17. 17. Connect NOW • Welcome students to powerful enquiry • • This is one small, but powerful tool to use in your classroom • So go ahead and log-into the room • Ask questions or solve them!
  18. 18. Get a class online! • • Join this class as a student - using the code euz971 • Post a message to everyone and tell us who you are, where you are from and something that no one knows about you! • Use the chat room to ask questions or answer them about joining the class.