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Practical Pedagogies Conference 2015⤴

from

Screen Shot 2015-09-05 at 15.38.53I always get excited when people invite me to speak at conferences but I was very excited when Russel Tarr (created Classtools.net and was famously attacked by Gove for using Mr Men to help teach History resulting in a mass Mr Men Twitter avatar protest in solidarity!) asked me if I’d like to speak at a conference he was planning in Toulouse. A trip to France? Don’t mind if I do! And when he told me who else was speaking, I was even more excited and also perhaps a little daunted when I saw who else was speaking!

Practical Pedagogies takes place at the International School of Toulouse on October 15th and 16th and is

A high-impact training conference for classroom teachers by classroom teachers.
Two days of inspiring keynotes70+ workshops and networking activities: only 150 Euros!

 

I’m very much looking forward to the conference as there are so many different sessions under the umbrella theme of “Creativity, internationalism and innovation in the classroom” that it was very hard to choose which I’d like to attend. The programme is packed with goodies as you can see! And Ewan McIntosh @ewanmcintosh @notosh  who is keynoting and also delivering workshops always inspires and challenges!

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My session will be about using ICT in the Primary Language Classroom:

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There are threads for

  • Pedagogy, Personal and Professional development including sessions by Miles Berry (@mberry), David Rogers (@daviderogers), Bill Lord (@Joga5) and Marisa Constantinides (@marisa_c);             
  • Computing including sessions by Miles Berry (@mberry) and Chris Mayoh (@chrismayoh);
  • Drama, Music and Design and technology including a session that I want to attend on Using drama games and activities across the curriculum led by G. Fearnehough (@gfearnehough), Curriculum Leader for Drama at IST, and E. Renou (@emmanuelrenou31), Modern Foreign Languages teacher at IST;
  • History including a session about collaboration between History and Geography (and beyond!) led by Russel Tarr, author of ActiveHistory, and Matthew Podbury, author of GeographyPods.
  • Science which offers diverse sessions on data logging, helping EAL learners and using SOLO taxonomy;
  • English and Literacy with sessions led by Julian Wood (@ideas_factory), and staff from IST about using picture and story books to work creatively and cross curricularly (hopefully I’ll get to attend one or both);
  • Mathematics with sessions on using Lego and Geogebra;
  • Assessment and reporting with a session entitles Marking:Is it really worth it?;
  • Tech tools including sessions by Dave Stacey @davestacey and John Sutton @HGJohn;
  • CAS (Creativity, action, service) and TOK (theory of knowledge);

and of course

  • Languages that features people I know like Isabelle Jones (@icpjonesand those who I have yet to meet like Dico Krommenhoek (@dico_kr). Oh, and me! I’m very much looking forward to finding out more about AIM and how IST use a FUN reading programme to boost comprehension and expression with their upper primary language learners.

There’s still time to register if you’d like to attend. It costs 150 euros (very reasonable) and if you can get a cheap flight it’s not much more expensive than two days of INSET!

And if you can’t attend in person, you can follow on Twitter! You can follow the Twitter account @pedagogies and the conference hashtag is

 

#pracped15

 

It’d be great to see some of you there and if not, converse via Twitter. And of course I’ll share my thoughts (and sketch notes!) on my return!

 

The unknown unknowns – test out your ideas⤴

from @ Ewan McIntosh | Digital Media & Education

Unknown Unknowns

Not knowing what you don't know is one of the most troublesome concepts of living in an information rich time poor world. And for educators, who have been used to knowing a lot about some stuff for the past century, it proves an elusive concept in my Masters programme and in workshops that I lead around the world.

I've just kicked off teaching my second year of Charles Sturt University's subject on Designing Spaces for Learning (you can follow the course hashtag to see what we're up to 16 weeks). Without any exceptions, this concept of unknown unknowns is one of the toughest for people to get, especially when they get their heads into the research behind it, such as C-K Theory

Designing the unknown | C-K Theory Presentation from CGS Mines ParisTech on Vimeo.

While it's vital that my Masters students read the research, to really "do their homework" I set the first week's assignment in the real world. Every student must make an actual change to their learning environment within 10 days of starting the subject, and note the impact that the change has had. Sometimes, folk lack some inspiration. Here are two great things any educator could try in their learning spaces when they get back to school, or to their office, or their library. From Inc. Magazine, these two ideas encapsulate what it means to get out those unknown unknowns:

Play Anthropologist

How do you choose the environment that's best for your team? Forget asking them and try watching them instead, suggests Kuske:

"The problem with asking is, if people don't know it's an option, they're not going to give it to you as an answer. But when you watch their behaviors, you see no one ever uses those four spots over there but the couches are always busy. Or hey, why do you leave every other day? That would give [a small business owner] a lot of clues to what's right for their particular company."

Forget One Person Equals One Desk

Think you need one desk per team member? Think again. Kuske says mobile technology has rendered this idea obsolete, which is good news for cash-strapped small-business owners--it frees up money for more creative space design.

"Part of the cost structure everyone has is they make this assumption of a desk per person, but with mobile work, when you walk into most places, how many of those desks are actually used at any given moment? Not many," he says.

In Turnstone's experience often up to 60% of desks can go.

The unknown unknowns – test out your ideas⤴

from @ Ewan McIntosh | Digital Media & Education

Unknown Unknowns

Not knowing what you don't know is one of the most troublesome concepts of living in an information rich time poor world. And for educators, who have been used to knowing a lot about some stuff for the past century, it proves an elusive concept in my Masters programme and in workshops that I lead around the world.

I've just kicked off teaching my second year of Charles Sturt University's subject on Designing Spaces for Learning (you can follow the course hashtag to see what we're up to 16 weeks). Without any exceptions, this concept of unknown unknowns is one of the toughest for people to get, especially when they get their heads into the research behind it, such as C-K Theory

Designing the unknown | C-K Theory Presentation from CGS Mines ParisTech on Vimeo.

While it's vital that my Masters students read the research, to really "do their homework" I set the first week's assignment in the real world. Every student must make an actual change to their learning environment within 10 days of starting the subject, and note the impact that the change has had. Sometimes, folk lack some inspiration. Here are two great things any educator could try in their learning spaces when they get back to school, or to their office, or their library. From Inc. Magazine, these two ideas encapsulate what it means to get out those unknown unknowns:

Play Anthropologist

How do you choose the environment that's best for your team? Forget asking them and try watching them instead, suggests Kuske:

"The problem with asking is, if people don't know it's an option, they're not going to give it to you as an answer. But when you watch their behaviors, you see no one ever uses those four spots over there but the couches are always busy. Or hey, why do you leave every other day? That would give [a small business owner] a lot of clues to what's right for their particular company."

Forget One Person Equals One Desk

Think you need one desk per team member? Think again. Kuske says mobile technology has rendered this idea obsolete, which is good news for cash-strapped small-business owners--it frees up money for more creative space design.

"Part of the cost structure everyone has is they make this assumption of a desk per person, but with mobile work, when you walk into most places, how many of those desks are actually used at any given moment? Not many," he says.

In Turnstone's experience often up to 60% of desks can go.

Keeping students at school 24/7 through the Seven Spaces of Learning⤴

from @ Ewan McIntosh | Digital Media & Education

P1030999

Imagine designing a school where the bell never rings, the day never ends, that keeps students in for as long as possible, in the same way as Google has designed its campuses to keep employees happy, but working.

That's what we explored during a fun field trip visit this week to Singapore Management University's SMU-X with the Facilities team and some great educators from Singapore American School (above), as they consider how they might create a more agile process for teachers to propose learning space innovations.

The space's project manager and initiator is Gan Hup Tan, Associate Director of Strategic Planning at the University, below. He's used design thinking principles to attempt the creation of a 'sticky space', where students choose to spend their time. But also visible were a large number of different type of space, and their type dictated, without signage, how it might be used. They fell fairly close to what I've come to call the seven spaces of learning.

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In a fascinating visit we witnessed that very concept, with many students even opting for a quick nap in the "Quiet Room", on inflatable mattresses and soft furnishings, so that they could rejoin their learning, with peers, in one of the many collaborative spaces nearby:

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 Ownership of the space is a challenge: it is open 24/7 with very much 'background' security staff, and no librarians or permanent 'assistors' on hand. And yet the only room with instructions on its use is the White Room, head-to-toe-to-floor idea-painted, with glass walls and door, so that students can map out big ideas:

IMG_1980

Interestingly, both here and on smaller whiteboards along the lines of workstations, there was plenty evidence that students claimed these spaces for personal expression, personal ownership. Cartoons, sketches and fun 'tags' felt like their principal purpose was to make students feel more at home, give more of a sense of belonging in an otherwise transient space.

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While most space was purposefully ambiguous in purpose, there was the one-button recording studio:

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Students insert their USB memory stick to start the system. Television lights switch on and the system is instantly ready to record, as soon as the big silver button is pressed:

IMG_1981

IMG_2003

As soon as the recording is complete, press the button again, and the whole movie is saved, instantly, to your USB. Remove the USB, the lights go out automatically, and you can leave with your movie ready to upload. It's a lovely example of technology reducing the barrier to achieving a prototype of thinking, good enough to get feedback if not quite Hollywood in terms of editing. 

Does it work? Well, as I headed back to my hotel after dinner, a paused by the building. At the junction were six student-looking youth, takeaway food in their hands, heading towards the door. One swipe of their cards and they were in. 11pm learning - it’s certainly when many of us did our best work back in the day, no?

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Out Now! How To Come Up With Great Ideas and Actually Make The Happen⤴

from @ Ewan McIntosh | Digital Media & Education

How To Come Up With Great Ideas iTunes

Finally! How To Come Up With Great Ideas And Actually Make Them Happen is out, in iBooks, at least. You can buy a copy now in your local store, and get your own ideas to fruition quicker and better, with your community in mind:

USA:

https://itunes.apple.com/us/book/how-to-come-up-great-ideas/id909659149?mt=11

UK:
https://itunes.apple.com/gb/book/how-to-come-up-great-ideas/id909659149?mt=11

AUSTRALIA:
https://itunes.apple.com/au/book/how-to-come-up-great-ideas/id909659149?mt=11

The book is available in every iTunes store globally. The beautiful, full-colour paperback is currently in printing in England, and will be heading out to pre-orders from September 9th, and available for general sale shortly thereafter (http://notosh.myshopify.com/products/how-to-come-up-with-great-ideas).

Thank you to all those who pre-ordered and waited patiently for it. I'm delighted that my first book is finally out there in people's hands, and cannot wait to hear back from readers on how they develop their innovative ideas.

Here's the blurb for those of you who've not yet dived in:

How can students, teachers and school leaders in the education world innovate, share and build on new ideas, taking them out of individual classrooms to have a wider impact? What could schools ever learn from luxury fashion houses, political campaigners, global tech, media and telecommunications companies, and the world's biggest businesses of tomorrow, the startups? 

You can achieve ambitious visions for learning through swift innovation by borrowing from the people who invent, create much from little, and refine their ideas with a swiftness few of those large corporations, Government or schools have seen.

Learn more through practical steps, workshop activities for your own teams in your learning environment, and plenty of real success stories, to help kick-start the innovation for you.

How To Come Up With Great Ideas And Actually Make Them Happen can be purchased on the iTunes store as an iBook, and in paperback on http://www.notosh.com/books

Jerome Bruner on what’s behind the "surprise" of creativity⤴

from @ Ewan McIntosh | Digital Media & Education

Jeromebruner

Eureka! moments rarely come from nowhere. Creativity and insight is hardly ever a lightning strike of insight, but more often a long hard slog. But it's been frustrating to hear people write off the hard slog required for this kind of creative insight, so I've been in search of some more backup for why this hard slog, what one might call the "trough of enlightenment", is necessary.

Much of the time that I'm not working with educators or creatives in industry is spent working out what their creative actions are, how they do them and why they do them that way. Some of this is achieved by observing their creative work, some of it by reading what others have noticed. Every Sunday, I wake up to the creative delights of the Brainpickings weekly email, and this week, a book review on Jerome Bruner has opened up some lovely creative insight on the effectiveness of creative surprise:

Predictive effectiveness is “the kind of surprise that yields high predictive value in its wake” — for instance, as in the most elegant formulae of mathematics and physics, which hold that whenever certain conditions are present, a specific outcome is guaranteed to be produced. (All of these 17 equations that changed the world are excellent examples.) Predictive effectiveness doesn’t always come through surprise — it’s often “the slow accretion of knowledge and urge.” And yet, Bruner argues, “the surprise may only come when we look back and see whence we have come” — the very thing Steve Jobs described in his autobiographical account of his own creative journey, in noting that “you can’t connect the dots looking forward; you can only connect them looking backwards.”

This, to me, is why my team's way of harnessing design thinking in the classroom provides a sturdy process through which the "slow accretion of knowledge and urge" is given space to develop, through a planned, deep, intense immersion into a wide array of content and experiences. This content, in a schooling setting, is tied to curricular goals which are much broader than in a traditional classroom environment, in order that during a later period of synthesis there are, in fact, enough different dots to join together as we look backwards on our immersion, and create something knew. In this respect, I've always struggled with the idea that all of the design cycle is, in fact, a cycle. This first element - a deep immersion and synthesis - feels necessarily a linear, patient expanse of time where we do not feel the need to rush into ideation and making. We need to line up as many different areas of knowledge and concepts first, before being able to get that "surprise" connection between them and create something much more effective.

Bruner’s second form is formal effectiveness, the kind most frequently encountered in mathematics and logic, and occasionally music. He cites French polymath Henri Poincaré’s famous account of how creativity works, which holds that “sudden illumination” — the mythic Eureka! moment — is the unconscious combinatorial process that reveals “the unsuspected kinship between … facts, long known, but wrongly believed to be strangers to one another.”

The process of design thinking is often perceived as "impossible" to put into practice in certain subjects, namely mathematics, some science and music. I've always disagreed, believe that it is merely "hard". Why? Because, the combining concepts for a fresh creative outcome is the whole point of ideation and prototyping: we combine or oppose concepts, try them out and get feedback from our working (or from others) as to whether it works. However, it fits less succinctly into a six-week "design challenge" or project. These subject areas fall more likely into this "formal effectiveness", where sudden illumination, or sudden clicking of one's understanding, comes from a much longer exposure to the various concepts that make up the subject as a whole. This is why, perhaps, there is still a need to leave some slack for mathematics teachers to consider much of their work as a collection of loosely joined parts, taught and learned separately, in isolation, even, to some degree. But the challenge comes with the learner being given a specific time and space to look backwards, and make connections, combinations and oppositions for themselves, and explain any new insights that they feel they can make. In mathematics and music, for example, are the key points of design thinking knowing when we stand back and synthesise what we've learned, before we then hypothesise (ideate) and test our hypotheses (prototype)?

The third, Bruner notes, is the hardest to describe. Metaphorical effectiveness is also manifested by “connecting domains of experience that were before apart,” but what distinguishes it from the formal kind is that the mechanisms of connectedness come for the realm of art rather than science and logic — the kind of connectedness that Carl Jung described as “visionary,” in contrast to the merely psychological. (Metaphorical thinking, after all, is at the developmental root of human imagination.) While we are wired to make sense of the world via categorization, “metaphoric combination leaps beyond systematic placement, explores connections that before were unsuspected.”

The unifying mechanism for all three, however, remains what Einstein termed“combinatory play.” Bruner writes:

All of the forms of effective surprise grow out of a combinatorial activity — a placing of things in new perspectives.

Finally, Bruner touches on that much larger type of synthesis, which we can achieve when we are able to bring together domains that do not normally sit side by side. Traditional schooling sets students up to find this difficult - we learn our different domains in different spaces in high school and most of middle school. However, we do see this kind of "visionary connectedness" in young learners at Elementary and Early Years, where connections between one curricular area and another are made, when the curriculum itself doesn't make that link explicit. The educators we work with have been incredibly agile in recognising these moments, and taking advantage of them, to extend projects from a simple "let's make traditional food for homeless people in the park", to "understanding why our country's culture makes us want to do this in the first place", for example. What might high schools do to help students make these larger syntheses? Learning logs are a simple device, particularly if they can be searchable (as we discovered in our Evernote experiments in Rosendale Primary School) - students are able to search for key words related to today's topic, and unearth insights from learning months, or years, earlier, that they would have otherwise forgotten.