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Achieving more with less - Classroom Technologies


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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. 1. Achieving more with less Volume II: Classroom Technology Gethin Nichols
  2. 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. 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. 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. 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. 6. 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....
  7. 7. Epson Ultra Short Throw • Advanced Connectivity • Networked for remote management • Optional Wireless Module • Optional Interactivity V
  8. 8. The Interactive Table Concept
  9. 9. • Exclusive bespoke design • Height Adjustable • Group interactivity • Portable and designed for education • Fraction of the cost of similar products RM Vertable
  10. 10. • RF Wireless Tablet • LCD Display • No software required* • Teaching Tool • Collaborative Tool RM ePad
  11. 11. • Making best use of wall space • Any wall becomes a Learning Space • Collaborative and Inclusive Idea Paint
  12. 12. What else could you achieve? • There are many products that provide additional ways of teaching
  13. 13. 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
  14. 14. Samsung 850DX 14x Optical Zoom, 20fps, XGA, auto-focus AVerVision CP130 8x Digital Zoom, 12fps, XGA Samsung UF80 14x Optical Zoom, 20fps, XGA, auto-focus, DVI
  15. 15. Hue HD Webcam • Quality web-cam with ideas above its station – 10x Digital Zoom – Built-in Microphone – CMOS 2MP camera – Snapshot button
  16. 16. How do we organise all this choice?
  17. 17. Alternative Technologies • What is available that enhances teaching and learning? – Real Centre-esque – TTS and “Essentials” Products – Emerging Technologies
  18. 18. Come and see us • To find out more about visiting the REAL Centre, go to –
  19. 19. 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
  20. 20. 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
  21. 21. WeDo • Ideal for introducing technology into curriculum areas such as science, technology, maths and language lessons • Ideal for cross-curricular and project- based learning
  22. 22. 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
  23. 23. 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.
  24. 24. 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.
  25. 25. 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
  26. 26. Leading Edge Technologies • 3D Projection • 3D Printing • Green Screen Technology • Interactive Graffiti • Immersion Rooms
  27. 27. 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