In my experience, the f-word can make a real difference
to the way students view science and technology.
And it should always have a place in the classroom,
both primary and secondary, even when teachers have many pressures
to stick to the business of teaching.
I believe NCEA is having a negative impact on
the number of senior science fair entries in my Taranaki region.
It seems one of the basic tenets of science, to question and
test ideas, has been ignored and replaced with rote learning
for exams.
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One complaint of using ICT is that students
sit in front of a screen, neither cognitively or physically
active. But the capabilities of devices such as cellphones,
laptops and my RIGEL sensor system mean we can reverse
the trend of the past 10 years.
We can use them to connect with real space,
getting students active in the real world both physically
and cognitively.
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Teaching is as much an art as
a science. All students benefit most when both free-flowing
creativity and disciplined thought are employed to complete
tasks. But how can teachers meet these needs and assess learning
outcomes and competencies? My approach is to use Game Maker
(GM). Apart from the obvious focus on game play
and design, it's much more than
that. For example, if a Year 9 student shows a gift for 3D
animation but doesn't know what to do with it, GM can provide
a focus and outlet for that talent. Why not get the student
to create teaching and learning resources for the school?
Game design also provides an
opportunity for authentic learning:
- the student will have to learn at least
something of the subject they are making the resource
about
- the product made by the student could
provide evidence for assessment purposes;
- multi-tasking is catered for, such as
creating graphics, sound clips, a design plan, etc; and
- students can work collaboratively on
a project and merge work. Multi-player and online chat
technology is built in to GM.
It's amazing how quickly students
become confident users of the software. I have taught those
as young as seven to use it (there's a high level scripting
language for advanced users, too). And no two solutions to
a design brief are the same. GM can be used to create interactive
whiteboard tools, robotic sensor systems, language and music
tools, multimedia databases, and 3D simulators.
Science simulators don't have
to be boring either. A game based on the 'Dr Who' TV show
involves being inside a 3D TARDIS. Players can visit the Doctor's
laboratory to learn about astronomy, go to the library, or,
for a break, evade Daleks and Cybermen. It's all good fun
and something that inspires students to look at the science
in a new way.

I'm not advocating Game Maker,
or any particular technology, as the one ideal 'solution'
to teaching 21st century learners.
Teaching is about change
- changing teaching philosophies, changing students' attitudes,
and dealing with changing technology. And no matter what technology
is used, students and teachers need time to be creative and
produce something worthwhile.
Taking time to go off the beaten
path can be rewarding, inspiring ... and fun.
WWW.NEXUSRESEARCHGROUP.COM
WHAT IS RIGEL? The Real-world
Interactive Games and Electronics Link (RIGEL) is a multi-purpose
sensor system invented by Michael Fenton. The pocket-sized
unit consists of both hardware and software, and can be used
to log data across a range of subjects.
The project was a finalist in
the INTERFACE Awards 2008.
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A year 13 student uses the RIGEL
system configured as a flight simulator...
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