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Showing posts with label Study - PGCert Digital Leadership. Show all posts
Showing posts with label Study - PGCert Digital Leadership. Show all posts

Research Poster: Digital Mathematics Resources and Museums

Back in September I asked for some maths teachers to take part in the trial of a mathematics resource that I had created and was trialling as part of the work towards my PGCert in Digital Leadership.

With massive thanks to the teachers and students who took part, I completed the project which formed the second assignment towards the first of two modules in the course. Our brief was to present our report in the form of a research poster (with a creatively loose definition of what that means).

Digital Maths Resources: Invitation to Take Part in a Trial

A little while ago a few maths teachers* were kind enough to submit responses to a survey designed to discover what mathematics teachers in the UK want from digital resources offered by museums. This survey was used to influence part of the work towards my PostGraduate Certificate in Digital Leadership, and I went on to provide a brief analysis of the results in my Reflective ePortfolio, which also included discussion around some academic reading I've done on the subject.


The next step is to use the results of that survey to inform the creation of a digital resource and then test it with some students. As a full-time museum educator I don't have any captive students of my own so I would very much like to enlist the help of some of the many innovative and excitable maths teachers that abound in my Twitter network and beyond.

All I'm looking for is a few maths teachers who would like to try out a brand new digital resource with some of their students. Full details and terms are in the embedded registration form below, but some key information in short:
  • The resource isn't quite ready yet, but when it is I'll email a link out to any teachers who have registered below, in time for testing to take place during the fortnight between 7th and 25th October 2019.
  • It will require around 20 minutes or so for students to complete, followed by a quick survey, so they'll need about half an hour in total. This can take place whenever is convenient for you (and them) during that two-week period, but all trials must be complete before the end of the school day on 25th October.
  • Students will need access to an internet-connected computer, tablet or mobile phone to use the resource and respond to the survey.
Interested? Fill in the survey below, and I'll be in touch in the next few weeks. Please do pass this post along to anybody in your personal and professional networks who may also be interested in taking part.






*113 of them!

Reflective ePortfolio: What do Secondary School Mathematics Teachers want from Digital Museum Resources?

With seven years experience as a museum educator and roughly the same amount of time before that as a mathematics teacher, I have an almost unique perspective from which to analyse the intersection between these two disciplines and this has been the driving force behind my decision to concentrate on the role of museums in mathematics education. De Freitas and Bentley (2012) say of museum-based integrated curricula that “students are afforded experiences that radically disrupt traditional philosophies of mathematics,” whilst Harrell and Kotecki (2015) assert that “authentic, in-person experiences with objects is crucial to make meaningful connections for students.” They also recognise that “experiences can be hindered due to geographical, financial, and time constraints of our audiences.” At my own museum and those of colleagues in similar roles elsewhere it is often also the case that these same constraints apply not just to audiences but to museums themselves. One response is to reach out beyond the confines of the physical museum space, and this can be done either in person or digitally. This assignment will concentrate on the latter, investigating the question; What do Secondary School Mathematics Teachers want from digital museum resources?

An Enigma machine and a laptop
For the purposes of this assignment the phrase 'digital museum resource' refers to any digitally-served learning resource offered by a museum for use off-site and without direct involvement of museum staff. It is recognised that there are digital museum resources that fit the latter condition but require staff involvement (for example, webcasting and videoconferencing), but these are not included within the scope of this research. This definition is provided as, during the course of researching the theme it was evident that some of the teachers consulted parsed the phrase as 'resources supplied by digital museums' rather than 'digital resources supplied by traditional museums'.

There are not many digital resources offered by museums that focus specifically on mathematics. Some of the providers and resources considered whilst researching this assignment are linked in the embedded Padlet below. Most of the resources encountered were printable pdf files designed to be used as worksheets or planning materials.

Made with Padlet

Academic literature

Initial searches revealed that academic literature relating to this specific topic is similarly sparse, but there is plenty on component topics: the benefits of museum learning opportunities to schools (with reference to the development of websites and other digital provision) and the relevance of digital technologies in mathematics education are two that I have concentrated on. It is also important to note that while there is a wealth of writing on some of these intersecting themes, much of it is a few years old by now.

Museum learning and schools

Lin, Fernández and Gregor (2010) discuss website design with relation to informal learning in the museum context. They argue that enjoyment is a key aspect of online learning and identify characteristics of materials that may help to promote this: novelty; harmonization (i.e. coherence of design coupled with appropriate learning content); no time constraint; and proper facilitations and associations (including external links and extra information). They also put forward some guidelines which suggest that enjoyable online learning experiences are: multisensory; story-based; (positive) mood building; fun; and have opportunities to establish social interaction. As mentioned by Martin (2004), “museum learning may be said to straddle the ‘formal’ and ‘informal’,” so these characteristics and guidelines may well be used to inform the development of digital resources designed to complement more formal learning in schools. These ideas are also supported by a survey of teachers conducted for this assignment which will be discussed in more detail later. One issue which permeates all of this is the subjectiveness of terms such as ‘fun’.

Digital technologies and mathematics teaching

With regards to the use of digital technologies in the teaching of mathematics, Rowlett (2013) reminds us that “Educational technology may not produce a benefit simply by its introduction, but a benefit may derive from a change of approach driven by the use of the technology.” Further, The National Council of Teachers of Mathematics (NCTM) encourages “mathematics lessons that take advantage of technology-rich environments and the integration of digital tools in daily instruction” (Nelson, Christopher, & Mims (2009) and Pierce & Stacey (2010), cited in NCTM, 2015) and states as part of its official position that “when teachers use technology strategically, they can provide greater access to mathematics for all students.” (NCTM, 2015, emphasis added). This supports some of the general guidelines discussed in the previous paragraph (but in the specific context of mathematics education) and also provides reassurance that museum resources that take advantage of digital technologies may find a welcome home in mathematics classrooms.

Digital skills

Also of interest is the comparative states of digital technology adoption and skillsets evident in the Education and Heritage sectors, which will almost certainly have a bearing upon both what can be produced by museum educators and what will be useful to school teachers. The Curriculum for Wales Digital Competence Framework is a comprehensive website detailing the digital skills that should be embedded at every stage in the Welsh school system. Its strands and elements are summarised as follows:

Figure 1: Welsh Government (2018)
This gives an idea of the kind of digital skills that should be embedded across all subjects in school curricula, and hence would not only be appropriate if embedded in digital resources offered by museums, but actively beneficial and desirable. Contrasted with this, though, there is a recognised deficit in digital skills in the museums sector (Parry et al. 2018, p. 1), with “Education and learning roles – creating interactive learning resources, delivering online resources and producing copies of objects for learning activities;” cited as a particular example of digital aspects growing in museum roles (Parry et al. 2018, p 18).

Teacher survey

But what do teachers want? In preparation for this assignment UK secondary school mathematics teachers were invited via Twitter to take part in a Google Drive survey which asked questions about their needs, hopes and experiences to date with regards to digital resources from museums. 113 usable responses were submitted and analysis and commentary of some of the data is given below.

Opinion of existing resources

Teachers were asked to provide some keywords that describe their general opinion of digital resources offered by museums to date. These were gathered as free text and the resulting words (and phrases) were sorted into categories under a theme, represented by a single word or short phrase. A word cloud was then generated, with larger text generally signifying more common themes:

Figure 2: Survey respondents’ opinions of digital museum resources.
By far the most common themes were those represented by the words “unknown”, “unaware”, “none” and “non-existent”, indicating that the maths teachers who took part in the survey were largely unaware that mathematics resources are offered by any museums. Of the people whose responses implied that they had come across such resources before, opinions were largely negative with a key theme being “irrelevant”. A handful of positive responses coupled with the relatively common “hard to find” and “never looked” may point towards the issue being exacerbated by lack of marketing rather than entirely down to such resources not existing. Conversations with a number individual teachers revealed inconsistencies regarding what constitutes a digital resource, which may also have affected the results. For example, a PDF lesson plan was considered by some to fit that description, but not by others.

The same process was used to generate a word cloud for the survey respondents’ ideal digital museum resources of the future:

Figure 3: Survey respondents’ wishes for future digital museum resources.
This time the responses were far more positive, with “straightforward” and “accessible” clear winners, and there were a greater variety of themes with 91 different words represented in Figure 3, compared with 55 in Figure 2. Generally, each respondent had more to say here as well, with the total frequency of words for the aspirational set reaching 236, and 151 in the responses for current provision. This may indicate that despite the slightly negative view of digital resources so far, there is still an appetite for and openness to the idea of future developments in this area.

Technical requirements

From informal conversations with school teachers, as well as regularly visiting schools around the country, it appears that most now use some form of Virtual Learning Environment (VLE) or Learning Management System (LMS). These two forms of technology do have subtle differences but for the purposes of this assignment they will be treated as equivalent and may be used interchangeably. It is not immediately obvious how important integration with these systems may be for digital resources obtained outside schools, so some of the questions in the survey were designed to clarify this.

Figure 4: Pie chart - Does your school use a VLE or LMS?

Figure 5: Pie chart - Are any of your resources integrated via SCORM or LTI?

Figure 4 shows that roughly two thirds of respondents’ schools use a VLE or LMS, but figure 5 illustrates that almost 70% of those in this group do not know whether any of their resources are integrated via SCORM or LTI. These are two common standards for technologies that integrate digital resources into educational systems so that (for example) results of quizzes within a resource can be recorded against a learner’s account within the VLE. Most teachers spoken to informally were responsible for choosing and implementing the resources they use in the classroom, so the fact that so many do not know about SCORM and LTI integration implies that these are not widely used by classroom teachers.

Figure 6: Bar chart - How closely are the digital resources you currently use integrated with the VLE/LMS used at your school?

Figure 6 corroborates that, with most respondents stating that the digital resources that they currently use are entirely separate from their school’s VLE, and nobody stating that they are completely integrated. These results all suggest that VLE integration is not important (to teachers) for the time being.

In Figure 7 it can be seen that respondents were overwhelmingly geared towards resources that could be used on a laptop or desktop computer, with relatively few looking for something to use on mobile devices. This may indicate that a majority of the teachers are expecting something that can be presented to learners rather than interacted with directly by learners. The surprising number who chose “print onto paper” may be related to the observation earlier that most digital resources encountered in the initial research were printable pdfs.

Figure 7: Bar chart - How would you prefer to use digital resources?


Resource features

School teachers have a large amount of subject matter to cover in a relatively short amount of time so it seems clear that any resources produced by museums must contribute to this in some way. Figure 8 supports this idea, but suggests that links to taught curricula may not need to be completely explicit. Figure 9 may go some way to explaining this as cross-curricular links are ascribed some importance in these data.

Figure 8: Bar chart - How closely must a digital resource be linked to an aspect of the taught mathematics curriculum?


Figure 9: Bar chart - How important is it to you that a digital resource from a museum shows links with the curricula of other subjects?


In terms of the focus and scope of resources a large majority of respondents indicated a preference for lesson-based activities, although a little more than a quarter expressed an interest in resources intended for use at other times (Figure 10).

Figure 10: Pie chart - In which situations would you be most likely to consider using a digital museum resource?

It can be seen in Figure 11 that short activities lasting a few minutes would generally be preferred, but that there is also an appetite for resources suitable in a range of situations.

Figure 11: Stacked bar chart - Please rank the following digital resource types in order of preference.


Conclusions

From the research detailed above it appears that there is certainly a place for digital resources produced by museums in the mathematics classroom, but this research makes it clear that to be successful they must be planned and designed appropriately. Bringing together Lin, Fernández and Gregor (2010) with the findings from the teacher survey they must be novel yet accessible and straightforward; multisensory and story-based yet fit within a tight educational structure restricted by short timescales. They must also be curriculum-linked, but with some flexibility; the opportunity to explore cross-curricular links as well as introducing students to extracurricular “real world” and historical uses of mathematics is of great value and something which museums are uniquely placed to exploit. This harks back to Martin (2004)’s “straddle the ‘formal’ and ‘informal’.” Some of the survey responses indicate that a breadth of resources are what is called for, which may be difficult given budgetary and other constraints that museums are subject to.

The research findings also prompt further questions, such as:

  • The expectation from teachers appears to be for resources explicitly delivered by teachers rather than experienced independently by students. Is this what teachers genuinely want, or is it what museums have taught them to expect?
  • There is currently a lack of interest in VLE integrated resources, but is this something that will change as more schools adopt their use and more teachers gain experience?

This topic represents an interesting opportunity to explore a direction that isn’t the subject of much prior research. Further study is evidently required which, although fairly niche, has the potential to prompt positive change and development in two disciplines that are often thought of as being quite distinct.

References

De Freitas, E. and Bentley, S.J., 2012. Material encounters with mathematics: The case for museum based cross-curricular integration. International Journal of Educational Research, 55, pp.36-47.

Harrell, M.H. and Kotecki, E., 2015. The Flipped Museum: Leveraging Technology to Deepen Learning. Journal of Museum Education, 40(2), pp.119-130.

Jisc, 2018. Fourth Industrial Revolution inquiry. [pdf] Jisc. Available at: <http://repository.jisc.ac.uk/7152/1/fourth_industrial_revolution_inquiry_.pdf> [Accessed 15 August 2019].

Lin, A., Fernandez, W. & Gregor, S. (2010). Designing for enjoyment and informal YouTube as the art commons? 407 learning: a study in a museum context. Proceedings of the 14th International Pacific Asia Conference on Information Systems (PACIS 2010), 904-915.

Martin, L.M., 2004. An emerging research framework for studying informal learning and schools. Science Education, 88(S1), pp.S71-S82.

National Council of Teachers of Mathematics, 2015. Strategic Use of Technology in Teaching and Learning Mathematics A Position of the National Council of Teachers of Mathematics. [pdf] NCTM Available at <http://www.nctm.org/Standards-andPositions/Position-Statements/Strategic-Use-of-Technology-inTeaching-and-Learning-Mathematics/> [Accessed 16 August 2019].

Parry, R., Eikhof, D.R., Barnes, S.A. and Kispeter, E., 2018. Mapping the Museum Digital Skills Ecosystem-Phase One Report.

Rowlett, P.J., 2013. Developing a healthy scepticism about technology in mathematics teaching. Journal of Humanistic Mathematics, 3(1), pp.136-149.

Welsh Government, 2018. Digital Competence Framework Guide. [pdf] Welsh Government. Available at: <https://s3-eu-west-1.amazonaws.com/hwb-live-storage/6e/7f/33/19/c3494e069deaeab755d4c156/digital-competence-framework-guidance-2018.pdf> [Accessed 16 August 2019].

Digital Mathematics Resources from Museums

If you've been here before you may remember that I recently began to work towards a Postgraduate Certificate in Digital Leadership*. For my first assessment I need to produce a reflective e-portfolio on a digital literacy theme, and I have decided upon a research question for that.

Whilst researching various themes around digital literacy and education, I discovered that there is very little literature that concentrates on a particularly relevant subset of that genre - digital provision in museum education - and even less focusing on the nexus of my two career themes to date: museums and mathematics.

The question I have settled on, therefore, is:
"What do secondary mathematics teachers want from digital museum resources?"
More specifically, I'm looking at digital resources served remotely rather than on the museum site, and the following questions in the hope that I will discover the features that will make digital museum resources truly useful to mathematics teachers:
  • Do they want LMS integration?
  • Do they want individual activities or full lessons?
  • Do they want resources to be explicitly curriculum linked, generally subject-relevant, or cross-curricular?
With related considerations:
  • What do they think about museums as a source for digital resources at the moment?
  • Are there any really good resources out there already that we (as museum educators) can learn from?
I have some insight into these questions from my own experience as a secondary mathematics teacher, but it's been a while since I was explicitly employed as one and am well aware that the sector changes, as does technology.

With this in mind, I would be incredibly grateful to any secondary mathematics teachers who were kind enough to:

  1. Submit a response to the following survey.
  2. Share with any other maths teachers (or people who might know any maths teachers) in their network.
It shouldn't take more than 5 - 10 minutes of your time, and after analysing the results I will be posting outcomes on this blog. More general comments and discussion on the theme are more than welcome, and probably best conducted over on twitter. I'm @TeaKayB: if we're not already connected do say hi!

Here's the survey (and thanks again for taking part):







* See my other posts related to this course here.

Digital Literacy: What Does it Mean?

An early task in the Digital Leadership course that I'm following was to think about a "definition of what digital literacy means to [me]". You might want to skip to the bottom if you're looking for a quick answer.

What do other people think?

First stop: Twitter, naturally, to see what some of my followers thought. Click on the tweet I posted (below) to see what the raw responses were, and I'll summarise underneath it. Any more responses (either in reply to this tweet or using the included hashtag) would be very welcome.

Some common themes from these responses (and from chatting to people about it elsewhere):
  • Digital literacy isn't necessarily about knowing how to do things with technology, but knowing how to find out how to do things when you want to (paraphrased from @CantabKitty).
  • Part of this is being able to navigate technology (whether an app, website, or device) by recognising common features such as icons and menu structures (paraphrased from @RJS2212).
  • On a similar theme to these is @neilnjae's suggestion that digital literacy is the ability to use computer-based tools to do the things you're actually interested in.
  • @Loumeracy summed things up nicely with the idea that it's all about "understanding the digital environment and how to navigate it competently and effectively."
  • A number of responses were along the lines of "not believing everything you read online," which I hadn't considered before asking this question of others.

How about the literature?

There's a wealth of writing and research out there, and we were given some links to browse as part of this task. Some of these include:

The Welsh Digital Competence Framework


This is a full framework covering all stages of school education in Wales (which is practically the same as for the rest of the UK) and has been structured to be familiar to anyone who has seen the National Literacy and Numeracy Framework. It's massive, and the whole thing can be viewed in parts online or downloaded as a spreadsheet from the link above, but in summary it splits key skills into four strands with elements summarised as follows (table reproduced from https://s3-eu-west-1.amazonaws.com/hwb-live-storage/6e/7f/33/19/c3494e069deaeab755d4c156/digital-competence-framework-guidance-2018.pdf):

Citizenship Interacting & collaborating Producing Data & Computational Thinking
- Identity
- Wellbeing
- Digital rights
- Online behaviour
- Communication
- Collaboration
- Storing
- Sharing
- Planning & sourcing
- Creating
- Evaluating & improving
- Problem solving
- Modelling
- Data and information literacy

In case you're interested, there's a draft available for an updated framework due to begin implementation in 2022. It's here: https://hwb.gov.wales/draft-curriculum-for-wales-2022/digital-competence-framework-draft-curriculum-for-wales-2022-version/

The European Digital Competence Framework

Find it here: https://ec.europa.eu/jrc/en/digcomp/digital-competence-framework

A similar idea to the Welsh framework, I've summarised the information at the link above into the table below ordering the columns to facilitate comparison between the two:

Safety Communication & Collaboration Digital Content Creation Information and Data Literacy Problem Solving
- Protecting devices, content personal data & privacy
- Physical & psychological health
- Social well-being & inclusion
- Environmental impact of digital technologies
- Interaction
- Communication
- Collaboration
- Awareness of cultural & generational diversity
- Citizenship
- Identity & reputation
- Creating & editing
- Improving & integrating content into an existing body of knowledge
- Understanding copyright & licensing
- Giving understandable instructions for a computer system
- Articulate information needs
- Sourcing information, data & content
- Storing, managing & organising
- Identify needs & problems
- Resolve conceptual problems
- Use digital tools to innovate
- Keep up to date with the digital evolution

The main difference is that the European framework splits its elements into five categories, with the final two columns in this table being the final column from the table summarising the Welsh framework split into two. The other headings match up quite well, with a few elements appearing under different columns. An important difference is that "use digital tools to innovate" and "keep up to date with the digital evolution" from this framework don't appear to have an analogue in the Welsh one. They may well be covered in the detail of the Welsh framework, but I think they're important enough that they should be a "top level" skill.

Jisc Fourth Industrial Revolution Response


Jisc, formally JISC (which stood for the Joint Information Systems Committee) is a not-for-profit organisation providing digital services and solutions to the UK Higher and Further education sectors. They do a lot of research and development work into educational technologies, and have a number of interesting things to say about what they're calling "Education 4.0", the educational aspect of "Industry 4.0", or the Fourth Industrial Revolution.

Industry 1.0 Industry 2.0 Industry 3.0 Industry 4.0
Much greater mechanisation; steam and water power Mass production on assembly lines; widespread use of electricity Modern computers and automation Robotiocs & biotechnology; ubiquitous use of digital networks; artificial intelligence; the Internet of Things & "smart" technologies; 3D printing

This document starts off by quoting the UK Government: "within two decades, 90% of jobs will require some digital proficiency, yet 23% of adults lack basic digital skills." Jisc believes that digital skills are "non-negotiable" for future generations of students to be successful. They argue that strategies must be put in place alongside staff (and leaders) with appropriate skills. A digital capabilities framework is proposed, with lifelong learning an important part of updating the skills of the current workforce.

They contributed to the development of the Welsh Digital Competence Framework discussed earlier and seem to be advocating that the UK Government develops something similar. As it stands, the UK Government's Essential Digital Skills Framework is much less comprehensive.

There's not much here about what Jisc means by "digital literacy" but they do list a few benefits to increasing it generally. Jisc.ac.uk has a wealth of information


What does "digital literacy" mean to me?

The idea of "digital literacy" clearly spans a vast array of skills, but which are the most important? If I had to list just a handful of prerequisite skills to master before being confident that one is digitally literate, I'd probably pick:
  • Ability to recognise problems which may be solved using digital technologies;
  • Ability to seek out digital tools which may help to solve these problems;
  • Ability to develop personal skills in using these tools, through a mixture of experimentation, research and the experience of others;
  • An awareness of the potential risks associated with using digital tools, and steps to take to reduce them.
Whilst clearly of paramount importance, the "not believing everything you read on the internet" skill is not, to me, a specific requirement of digital literacy, but part of a broader and crucial life skill. In many situations this would be covered in specifically "digital" situations by my final bullet point.




What do you think? Comment/ tweet away!

I'm Learning About Digital Technologies and Could Really Do With Your Help


My last foray into the world of academia was way back in the heady days of '06 - '07 when I completed my PGCE in Mathematics (with A-Level Accreditation, dontcha know). This was at the tail end of those dark times when PGCEs didn't come with any Masters credits. I've always been interested in continuing my own education. For the past decade or so, it's been self-directed studying, reading the odd paper and half-completing Futurelearn courses. I've also built up a network of astonishingly accomplished friends and acquaintances in the worlds of mathematics, education, museums and heritage, and all conceivable intersections of them, and I'm never quite sure how they keep up the pretence of being pleased to bump into me at conferences.

Back in the Ring

Now, though, I have started on an actual accredited course! Last week I attended my first online session for the distance learning Postgraduate Certificate in Digital Leadership with the University of Northampton (kindly funded by my employer). It was mostly an orientation session, with introductions to the course leader (the fantastic Helen Caldwell) and the other coursemembers.

The course, in short, "will give you professional recognition and equip you with the subject knowledge, teaching skills and critical understanding you need to lead positive change as a digital leader in your setting" and includes two modules: Developing Digital Literacy, which will involve research into digital technologies and practices with a view to bringing my own understanding of the sector up to scratch; and Developing Digital Leadership, which will empower me to take what I've learnt so far and pass skills, knowledge and understanding on to peers and colleagues.

I'm going to be blogging as I go along and I'd really appreciate not only support and encouragement but also the benefit of your experience.

My first task is to come up with a key research question, so I'm going to be thinking about how digital literacy could impact upon my own job role and those of others, both within my organisation and related roles outside it. That'll probably be the subject of my next post on this subject.

Help!

For now, though, I'd really like your help! Either in the comments below, via twitter, or any other method of communication you may have for me, I'd very much appreciate some answers to the following questions. If you could provide some idea of your own job role or other reason for being interested in the topic that'd be really useful too:
  • Everyone:
    • What does "digital literacy" mean to you? (Please respond to this tweet!)
    • Is there anyone I should be following (blogs, podcasts, twitter, etc) who's really doing this stuff right (or provoking thought)?
  • Teachers (thinking about museums, but thoughts from other angles welcome):
    • What do you want/need from digital resources? What gets in the way? What's the dream?
    • Do you already use digital resources from museums? Which ones/ where/ what?
    • Please post links to anything that's getting it right!
  • Museum educators:
    • What digital resources do you provide?
    • What are your main barriers to producing them?
    • What digital resources do you want?

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