Tag Archives: Collaboration

Consumers and Producers

smart phone recording

Credit: Smartphone recording [id: 5531502] by Peggy_Marco under Pixabay License.

Jenkin’s participatory culture is an opportunity for participants to become producers, as well as consumers of content, through the avenues of new media creation. Students come together and work as a team to achieve a common goal but utilise the talents of team members. Students can engage in informal mentorship by passing on their expertise. More often than not, students will move between the roles of ‘expert’ and ‘novice’ throughout the creative process.

21st Century Skills

These skills will help prepare students today, for their future careers tomorrow. Participatory scenarios are useful in fostering these essential skills. Social skills will be essential for successful teamwork, and digital skills will support creativity and production. 21st century skills include:

  • Critical thinking
  • Creativity
  • Collaboration
  • Communication
  • Information literacy
  • ICT skills
  • Teamwork

New media is that which relies on connection and interaction, and is typically computer-related. New media provides many opportunities to foster self-expression, expand knowledge through personal interests and builds capabilities through new ways of reading and writing. YouTube, for example, provides users the opportunity to consume (watch) videos, but also produce (create and upload) videos. Social networking aspects of the site allow other users to comment, like, share, or add videos to their playlists.

Of particular interest on YouTube is the growing number of LEGO inspired video creations, most using the same stop motion techniques as recreated in The LEGO Movie. Stop Motion Animation is a simple activity, which provides teams an opportunity to make and create media in their vision, and under their control, about whatever meanings they want to portray to the world.

This is a really short clip I made with my Pick-A-Brick purchase at the LEGO® Store. A Stop Motion app would probably give a smoother result, as this was done very quickly, and very rustic! I simply took A LOT of photos (hundreds) on my iPad, imported them to Pinnacle Studio, set each picture to be a frame or so long, and boom! “Dancing Lego”.

“Dancing Lego” by MissE © 2020.
LEGO and the LEGO brick are trademarks of the LEGO Group. ©2020 The LEGO Group. All rights reserved.

Stop Motion Animation can allow students to get creative and work on developing lots of useful skills like teamwork, patience, perseverance, precision, storytelling and ICT skills. Film challenges could be directly linked to curriculum learning (extending or retelling a story, to explain concepts), or an opportunity for creative expression (free choice).

You could consider a school social media account to share students’ work through platforms like YouTube and Vimeo (providing your school, district and/or state allow it). Making connections, starting dialogues and receiving feedback from like-minded community members can enhance the participatory experience, and learning for students.

Credit: 6 FREE Stop Motion Apps iPhone iPad | LEGO Stop Motion Tips by Brickology. YouTube video.

This video review by Brickology demonstrates some stop motion apps that are currently available, along with some of the features that might be worth considering. These are, however, just a few of the many options available. Make sure you ‘try before you buy’, and are familiar with the application before considering its implementation into the classroom.

Final thought… Considerations for app purchases:

  • Accessibility: is it the whole app, or will further in-app purchases be necessary to access features and export footage?
  • Software: do you have the appropriate devices to run the software? Will you need to upgrade your software?
  • Content: will the app allow access to inappropriate content or allow students to make purchases?
  • Licences: do you have the right to install it on all devices, or just one? Can you get access to multiple licences?

School is for learning; it’s no place for gaming.

chess board

Credit: Chess board [id: 2489553] by stevepb under Pixabay License.

 

Play-based learning is an effective pedagogical approach, used by Reggio Emilia schools, and as a key principle of early childhood education. The scope of the Early Years Learning Framework promotes play-based opportunities, whereas the restrictive Australian Curriculum impedes it. Add to that political pressure to attain good NAPLAN results, and play disappears from schools.

And yet, play is the natural learning tool of children. So, why does it end at preschool?

Why include gaming in schools?

Gaming, table-top or computer-based, is a great way to stimulate thinking, build relationships, teach patience and teamwork, and even extend vocabulary. Having fun, passing time, de-stressing and keeping active were some of the reasons 67% of Australians play video games, according to the Digital Australia Report.

There are two types of gaming: table-top gaming which requires a table (board games, cards games, fantasy role-play, construction play), and video/computer games which are played on electronic devices, either on or offline. Popular culture texts can be incorporated into both:

  • Table-top: Dungeons & Dragons, The Magic Gathering, LEGO®
  • Computer: Minecraft™, Pokemon Go, CandyCrush

All gaming needs to be situation appropriate. Computer games have rating classifications, just like films, and board games display age guides on packaging. Review games before including for appropriateness, skill level, stereotyping, etc.

What should I be aware of when introducing gaming?

  • Attitudes – many consider play a waste of time, but it helps social, emotional and critical thinking development, essential for academic learning.
  • Competitiveness – healthy competition teaches fair play and resilience, but the drive to win can take over.
  • Time – breaks are short, so consider experiences that can be easily interrupted
  • Cost – initial purchase, replenishment, licences, upgrades

What benefits will I see from introducing gaming?

Play is an informal learning opportunity that allows students to work on their personal growth. Play will foster:

You didn’t mention LEGO® yet…

True! LEGO is a great gaming introduction. The bricks afford students as little, or as much, game play as necessary, and interruptions are not detrimental (store unfinished builds until next time). Competition is not inherent, although authentic, learner led challenges to see who can build the tallest tower may arise. It can be costly – buy large classic sets from Kmart!

Librarian Nerd Alert: Consider incorporating LEGO texts (fiction and non-fiction) for double benefits – club users broaden their interests, and library users discover the LEGO club!

LEGO Club session suggestions:

  • Free play (photograph builds before dismantling)
  • Problem-based challenges
  • Story extensions
  • Robotics and Coding (using LEGO® Boost, LEGO® MINDSTORMS® or LEGO® WeDo 2.0)

How have you used LEGO® in a fun and creative way?