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2011-2012 Glenbow - Technology, Coaching and Community

Glenbow School Innovative Strategies and Technologies Proposal

Project: Technology, Coaching and Community

 

The Innovative Strategy

The innovative strategy that we would like to explore is “Technology, Coaching and Community”; a strategy that is technology-rich, delivered through a coaching model, and enhanced by the power of community and social learning.

 

Research has shown that educators are more likely to incorporate technology into their instruction when they have access to coaching and mentoring (Strudler & Hearrington, 2009). Coaching support for teachers is a powerful means of both modeling and harnessing the potential of technology to improve teaching and learning.  Teachers who receive coaching in the use of technology tools to improve student learning, and who learn from and collaborate with peers via professional learning communities, will develop confidence and effectiveness in designing and supporting technology-rich environments that maximize student learning (ISTE, 2011).

 

At Glenbow School we are committed to developing a highly effective professional learning model combining coaching with communities of learning.  To facilitate this model and further develop coaching capacity at our school, we would like to access Barry Allen and Josh Hill to mentor/coach our current learning coaches, Bruce Gramlich (technology coach), Sherri Rinkel McKay (inquiry coach) as well as mentor a new learning coach, Jessica Foster (technology). The  TPACK (Technological Pedagogical Content Knowledge) and the RVS Learning Model will be used to assist teachers in developing and applying an integrated and interdependent understanding of technology, pedagogy, content and knowledge while focusing on key components of universal learning environments, understanding by design and balanced assessment. 

TPACK: Technological Pedagogical Content Knowledge and Learning Model

 

Utilizing these two models in conjunction with one another has the capacity to enable teachers to:

·       design and execute learning opportunities that enable students to have engaging and empowering learning opportunities that prepare them to be active, creative, knowledgeable participants in our global society.

·       critically assess and selectively incorporate new ideas and practices as appropriate. 

·       “scaffold student work with robust instructional practices that conform to the learners and assessment practices that assist and aid each learner to improve, grow and thrive” (CASS, 2011). 

·       develop strong authentic discipline based inquiry work for students.

·       implement the NETS & Performance Indicators for Students and Teachers.

·       integrate 21st Century skills: critical thinking, problem solving, innovation, creativity, collaboration, communication, media literate, self directed, global citizenship and environmental stewardship

 

Our learning coaches and teachers receiving embedded coaching will participate in an on-line professional learning community to enhance collaborative idea sharing and reflection. As well, the new ISTE NETS for Technology Coaches will studied and used to guide the work with our learning coaches.

 

Description of the Technologies that will focused on for Professional Learning in the “Technological” Component of TPACK

 

Collaborative Technologies

 

Smart Tables:  Used to engage and facilitate collaborative discussions and activities. Further development and training with be conducted with the Smart Table Toolkit software to design curricular linked applications.  In addition, applications will be developed for use in inclusive  classrooms supporting Action on Inclusion with literacy and numeracy.

Next Steps: Further explore and develop other pedagogical practices to maximize learning for all with a focus on gaming.

 

Mobile Technologies as a collaborative and engaging tool for learners.

iPods and iPads are used to engage and empower students of all learning levels and needs.  Recording and applications will be used in the teaching process as well as the assessment process.  Numerous Applications will be utilized to facilitate an interactive and universal learning environment within the classroom. 

 

Next steps for Mobile Technologies include: Creation of electronic books authored by students and staff; further creation of podcasts by students to show learning (projects and assessments pieces) and by staff (to create professional learning evidence and sharing); creation and use of audio books for universal access to all students supporting Action on Inclusion within an inclusive classroom and the use of programs such as Face Time to facilitate distance-learning opportunities with staff and students.

 

Gaming Technology  - New Area of Research and Exploration

Gaming as a source of entertainment is popular for the majority of our learners. We are exploring gaming as an opportunity to engage, motivate and target student learning and assessment. Gaming adds a new way to captivate students and help them learn in a manner that's meaningful for them and will utilized to
• motivate and provide goals
• encourage participation
• foster creative, interactive problem-solving
• strengthen critical thinking
• pose adaptive challenges
• spark inquiry

Proposed steps for Gaming include: Exploring resources and professional learning opportunities on educational gaming; investing in curriculum based, quality learning educational gaming programs and applications for our mobile and collaborative technologies and implementing the use of games in the inclusive classroom to support Action on Inclusion.

Sharing Our Learning

·       On-line professional Learning Community will be set up to share learning. This has the potential to be expanded beyond the school

·       Learning Coaches act as mentors to build capacity and develop additional coaches

·       Admin/Learning Coaches to share the model with other schools interested in exploring “Technology, Coaching and Community” as a professional learning model

 

Connection to Glenbow and RVS Three Year Plan

 

Goal Two

  • Continue to embed the development  of  21stCentury skills, literacies and competencies of an educated Albertan throughout the curriculum.
  • Implement ISTE NETS standards for teachers, students and administration using a technological pedagogical content knowledge framework (TPACK)

Goal Three

  • Research, define and experiment with applications and strategies for use of collaborative communication learning tools (ie. Wikispaces, Google Docs, Website (teacher/classroom pages), blogs, and game based learning.
  • Expand the use of on-line leveled reading program and other on line learning opportunities to personalize learning.
  • Implement universal design for learning principles and strategies to provide multiple paths for learning.
  • Facilitate coaching and support for teachers in planning and the
  • delivery of differentiation in the context of foundational 21st Century skills and personalized learning environments.
  • Align instructional practices to 21st Century learning utilizing Glenbow/RVS learning models and the TPACK framework.
  • Utilize TPACK (Technological, Pedagogical, Content, Knowledge) as a framework in developing inquiry based authentic learning opportunities that incorporate real life environmental and global citizenship topics and issues.
  • Expand the use of on-line learning and resources to enhance teaching and learning ie. cloud computing, collaborative environments and game based learning.

Goal Four

  • Continue SMART Table Action Research project on simultaneous horizontal touch technology on collaboration and engagement.

Cost

Two half days per month with Barry Allen and/or Josh Hill:  Oct-May                                       TBD

Coaching time for new Learning Coach, Jessica Foster, two half days per month Oct-May

  14 half days (am)                                                                                                       $2 500

Coaching time for Bruce Gramlich, Sherri Rinkel-MacKay, two half days per month Oct.-May

  14 half days (am)                                                                   Cost covered by School Budget

On-Line Gaming Licenses                                                                                            $2 500


Total Cost:  $5 000 plus Barry Allen/Josh Hill’s time as outlined above                                             

Contacts: Deb Rougeau-Bell, Bruce Gramlich

 

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