Computer Education vs Computing Education

Computers are now common place in schools. However, despite the perception that today's young people are tech wizards, it's possible that their parents actually had a better comprehension of what computing is.

The BBC model B computer entered schools in the early 1980's. In addition to the large range of application software that developed over the years, one of the main strengths of the machine was that it offered a simple introduction to programming.
Contemporaneous 'home computers' developed by Sinclair, Commodore and their ilk similarly fuelled the appetite for computing in the young such that computing activity was often times split between playing games and writing programs of their own.

It is no coincidence that the UK games and software industry grew so rapidly at the end of this decade, and it was the years immediately after this generation graduated college that the Web grew so big, so quickly.

As computers became more mundane and every office desk sprouted a PC, the education around computing started to concentrate not on computing but on the use of computers. This is only to be expected, preparing young people for working life necessitates developing the skills they will need in employment and so writing basic programs gave way to using word processors, spreadsheets, design packages and the dreaded presentation.

Consequently, although today's school children are more familiar with computers and computer based devices, it could be argued that they understand less about their inner workings, capabilities and implications.
A computer is a tool. However, unlike a tenon saw for example, which has evolved with the input of craftspeople over hundreds of years to be a precision instrument with a specific optimum method of use, the computer is a highly flexible device ripe for use in any number of innovative new ways.
The concern is that by concentrating education on current usage, the potential for invention is lost.

A recent Government Report has highlighted this and has suggested a refocusing of ICT towards a greater degree of development and creation.

Of course, it's not just about computers any more. The Web evolved beyond an electronic publishing platform many years ago and is now better characterised as a computing platform, complete with distributed processing and data storage features and functions.
The notion of computing is now so closely tied with the connectivity between computers that in years to come it is likely that the invention of the PC and the subsequence connectivity of the Web will be seen as one and the same revolution.

From an e-safety point of view, this is all very important. Time and again we see preventable issues with communication technology being rooted in lack of understanding or comprehension as to the repercussions of our online actions. By focusing computing education on computing practice rather than scope and capability we risk not correctly equipping our young people to critically assess their actions now and in the future.

It is no small task. We are faced with training our children for a future involving societal practice and jobs that don't yet exist, which will utilise technology yet to be invented. The best way to do this is as with other subject areas, to provide a solid foundation of first principles which can be applied to new problems as they arise.

Written by Safeguarding Essentials on October 14, 2013 12:06

E-safety: Education, Prohibition and the Digital Native Myth

Meet us at the Exa Education Conference - 10th October 2013

We are delighted to be supporting the Exa Education Conference, where we will be able to share our thoughts on the latest e-safety issues faced by teachers today. This will also be a great opportunity to meet with teachers and also find out more about the latest practices, innovations and technologies available to schools.

Ian Pringle, CEO of Kodo Education will be presenting on the day and will also be available to talk to about e-safety issues throughout the event. Here is an outline of the presentation he will be making:

Communications technology has and continues to have a profound effect on all aspects of society, from politics and international trade through to personal relationships. The speed of information transfer and related decision making puts strain on traditional customs, morals and behaviors, exposing and magnifying both the highs and lows of the human experience.

We must all learn how we adjust our behaviors and interactions in this new environment, to take advantage of the potential but protect ourselves from the perils. In educational terms, this is being broadly called e-safety.

However, e-safety in school is more than just the practice of protecting our children in the present, but it is also about equipping them for their futures.

As with any life skill, seeds sown at a young age tend to flourish, especially if correctly nurtured within formal education. However, preparing young people to act safety and responsibility in an environment which has yet to emerge, using technologies yet to be invented is a tall order for schools, and can not be done without proper understanding of the technology and young people’s relationship to it.

This talk will highlight some of the concepts which must be considered to ensure contemporary on-line safety and also outline some dangerous assumptions which must be addressed if we are to ensure we prepare our children for a safe and positive technological future.

Click here to register for the Exa Education Conference

Written by Safeguarding Essentials on September 19, 2013 10:13

A look at some new Apple and Android educational apps for 2013

It is always a little disheartening writing an article on new apps or websites as you always know in the back of your mind that, as a consequence of how fast technology improves and upgrades and the sheer avalanche of creativity that app designers apparently possess, you know that in a few months time newer software and upgrades will become available and eclipse those contained in this article. That said, it is always worth summarising useful resources to inform educational professionals of apps that they may wish to use with their students.

Math Bingo

Maths Bingo is all about numbers and aims to assist young students to learn how to add, subtract, multiply and divide through the game of Bingo.

The application sets a series of questions dependent on the student's choice and their individual level of maths skills. The app contains a timer that counts down so the student can practice getting quicker by trying to beat their personal best; however, they can start using the app without the clock to begin with so that they can nurture their skills without that additional pressure.

This app is available for iOS and Android devices and is priced at 69p.

Highlighted Features

  • The app is colourful and features a series of small bug aliens to make the learning experience even more fun.

  • Students can win Bingo Bugs that they can then use in a game of 'Bingo Bug Bungie', which is a kind of pinball game where you fire your collected bugs to knockout coins to beat your highest score.
  • Math Bingo can be downloaded from The Apple App Store or The Android AppStore.

    Oxford Picture Dictionary, Second Edition

    This excellent application offers instant mobile access to Oxford's bestselling picture dictionary. The app can either be used alone or merged with Oxford's print dictionary to provide teachers with the perfect vocabulary resource for their students.

    This free app is available from the Apple App Store and is compatible with iPhone, iPod touch, and iPad although it is optimised for the iPhone 5.

    Highlighted Features

  • The Oxford Picture Dictionary, Second Edition introduce students to over 4,000 terms, which is structured into 12 subject areas. These include Everyday Language, People, Housing, Food and Recreation etc. In order to assist students in placing words and images into their correct contexts, each of the areas includes common phrases and expressions from everyday life.

  • The app uses vibrant art and an easy-to-use format to assist in engaging students.

  • The software helps teachers by delivering unlimited independent practice and multiple exposures to the terms to their students.

  • The helpful zoom feature enhances the students' experience of the vocabulary within each scene and image.

  • The app features a bookmark tool, which offers the capability to store any entry that simplifies the searching for terms.

  • The app also features a helpful search function that speeds-up the searching for any any term in the dictionary.
  • The Oxford Picture Dictionary can be downloaded from The Apple App Store.

    POETRY from the Poetry Foundation

    This excellent app which will operate on all the latest versions of the iOS and Android operating system, allows students mobile access to thousands of poems by classic and contemporary poets, from William Shakespeare to César Vallejo to Heather McHugh. The Poetry Foundation’s app, which was nominated for a WEBBY award, turns any iPhone, iPod Touch or iPad into a mobile poetry library.

    The Poetry Foundation’s app is both compatible with iPhone, iPod touch, and iPad but does require iOS 4.3 or later. It is also available on all Android devices but does require version 1.6 or later. The app is completely free.

    Due to the language contained within some of the poems, the app is recommended for students who are 12 years old or above.

    Highlighted Features

  • The app offers a search engine that can search for poems, which are old favorites containing memorable lines.

  • If the student shakes the device the app will find new poems to fit any mood.

  • The app allows students to save their favorite poems if they wish to read or share later through social network sites such as Facebook, Twitter.

  • The app also allows the sharing of poems via eMail.

  • The app gives students the capability to access poems by T.S. Eliot, Pablo Neruda, Lucille Clifton, Emily Dickinson, and many others.
  • POETRY can be downloaded from The Apple App Store or The Android AppStore.

    See. Touch. Learn.

    'See. Touch. Learn.' Is a wonderful picture card learning system that is aimed at replacing physical flash cards. It is specifically designed by experts for young autistic students and those children with other special needs. 'See. Touch. Learn.' has been warmly received by special needs teachers and parents and has been the winner of numerous awards.

    'See. Touch. Learn.' is compatible with iPad only and does require iOS 5.1 or later. The application is free although a pro version is available the price of £27.99

    Highlighted Features

  • The application begins with a starter set of high-quality images and 60 exercises created by a certified assistant behavior analyst.

  • Teachers can also buy additional libraries that contain over 4,400 supplementary images and lessons. These can purchased from within the app.

  • Recently, the app developers have added the capability to link to the 'Brain Parade Community', which offers access to thousands of lessons shared by others.
  • See. Touch. Learn. can be downloaded from The Apple App Store.

    MathBoard

    MathBoard is slightly more expensive than other maths apps; however, this application has the additional benefit that it can be easily configured for students of any age. The app starts with simple addition and subtraction problems, multiplication and division, and algebra.

    MathBoard utilizes an interesting blackboard theme and a multiple choice question format; however, it does encourage students to work out solutions with a really nice scratchboard function where students can chalk their working.

    The app is only available on iOS devices and there is a free version of the app that only tackles addition so teachers can try the app before deciding to purchase. The full version, however is priced at £2.99.

    Highlighted features

  • The app incorporates a problem solver feature that guides the students systematically through the steps required to solve the each problem or equation.

  • Within MathBoard, there are quick reference tables to hand to assist students.

  • MathBoard is completely configurable, so that teachers can decide what the scope of learning will be by determining what number ranges to cover or take out negative answers, etc.

  • For an added element of pressure, there is an option to time the various activities and quizzes, by either a countdown timer or elapsed time.
  • MathBoard can be downloaded from The Apple App Store.

    If you would like to let other teachers know about an app you are using with your class, please let us know using the comments section below

    Written by Steve Gresty on September 18, 2013 09:46


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