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2 IT competency framework for teachers - Kennisnet

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10<br />

• http://leraar24.nl/video/2401 (Video storybooks)<br />

• http://leraar24.nl/video/638<br />

(Possibilities interactive whiteboard)<br />

• http://leraar24.nl/dossier/74<br />

(File “The interactive whiteboard”)<br />

Another working example of instruction supported by<br />

<strong>IT</strong>, is distance education (Benschop, 2005). By means<br />

of video conferencing a teacher, or other expert,<br />

can instruct students at different locations. Research<br />

shows that students achieve the same results with<br />

distance education as with face-to-face teaching.<br />

However, it does require adequate preparation on<br />

the part of <strong>teachers</strong> and students and it demands a<br />

lot of a teacher’s skills to keep order and monitor<br />

progress at a distance.<br />

• http://leraar24.nl/video/2274<br />

(Regional video lessons)<br />

• http://leraar24.nl/video/2077<br />

(Expert in the classroom)<br />

Other <strong>for</strong>ms of instruction using video are canned<br />

lessons and instructional videos. In these <strong>for</strong>ms<br />

of instruction, students can independently watch the<br />

video instruction, which makes the learning process<br />

time and location independent. Examples of these are<br />

The Khan Academy (http://www.khanacademy.com) and<br />

Flipping the Classroom (http://flippingtheclassroom.<br />

kennisnet.nl). Hereby, it is of importance that <strong>teachers</strong><br />

continue to play an active role in guiding students: not<br />

all students will start to watch a video by themselves.<br />

Also, the quality of the video is crucial to a good<br />

learning outcome.<br />

• http://leraar24.nl/video/1954<br />

(The expert video <strong>for</strong> comparison)<br />

• http://leraar24.nl/video/3353<br />

(Flipping the Classroom)<br />

Let learn<br />

Not only giving instructions, but also letting students<br />

learn is part of the didactic teaching approach. We<br />

will distinguish three types of learning: structured<br />

practice, inquiry learning, and learning to learn.<br />

Structured practice<br />

Structured practice is primarily about application<br />

and repetition. For example, learning new words<br />

or facts by heart, applying learned rules (e.g.<br />

grammar rules) or practising skills (e.g. learning to<br />

touch type). The use of digital exercise programmes<br />

helps <strong>teachers</strong> to let their students practise this a<br />

structured way. The use of good digital exercise<br />

programmes leads to increased motivation, task<br />

orientation and greater self-confidence, especially<br />

in literacy and numeracy <strong>for</strong> which we have a lot of<br />

working examples (van Rijn, 2009).<br />

Digital exercise programmes make it easier to offer<br />

differentiated, tailor made education. There are<br />

many digital exercise programmes that give students<br />

feedback on their results and adapt the difficulty<br />

level of training materials based on these results<br />

and, because the progress is accurately recorded,<br />

<strong>teachers</strong> receive a better insight into which parts<br />

have been sufficiently mastered by students and<br />

which have not. Research shows that students are<br />

able to independently work with such programmes<br />

(Meijer, 2009). This frees up time <strong>for</strong> <strong>teachers</strong> which<br />

they can then devote to activities like additional<br />

counseling <strong>for</strong> particular students or giving specific<br />

instruction. The condition is that <strong>teachers</strong> are able<br />

to keep a good digital record of students’ progress<br />

and to intervene where necessary.<br />

• http://leraar24.nl/video/3342<br />

(Maths in an adaptive digital garden)<br />

• http://leraar24.nl/video/1509<br />

(Working at proficiency at your own pace)<br />

Also students with disabilities (physical, cognitive,<br />

or behavioural) benefit greatly from digital exercise<br />

programmes. Research shows that <strong>for</strong> students with<br />

a specific need, digital exercise programmes have<br />

a positive effect on the learning outcome (EXSO,<br />

2011). For these students, it is a great advantage to<br />

practise at their own pace and at their own level so<br />

they can repeat the exercises several times over if<br />

necessary. Thereby making the learning process more<br />

manageable.<br />

Inquiry-based learning<br />

Inquiry-based learning consists of teaching methods<br />

where students are more or less free to find an<br />

answer to a question, look <strong>for</strong> in<strong>for</strong>mation on a<br />

certain topic or gain insight into a concept or<br />

skills. It often involves complex issues with multiple<br />

answers, whereby the process (how the student comes<br />

to the solution) is part of the learning objective.<br />

In this regard <strong>IT</strong> can be very helpful, but as with<br />

exercise programmes, applications have to be well<br />

thought out, have a professional didactic design and<br />

require the constant attention of the teacher.<br />

Inquiry learning, <strong>for</strong> example by using computer<br />

simulations. Computer simulations enable students<br />

to experiment in an environment that mimics reality<br />

using educational models. In such an environment<br />

students can develop practical skills, such as learning<br />

to dredge with a dredging simulation (Oomens, 2011)<br />

or familiarise themselves with research principles,<br />

such as composing a hypothesis (De Jong, 2009).<br />

Another example is working with webquests.<br />

Students get a meaningful, functional assignment to<br />

find, acquire and then integrate in<strong>for</strong>mation. The<br />

main idea is that so-called ‘higher order thinking<br />

skills’ (such as analysing, logical reasoning, and<br />

problem solving) are encouraged. This way, the<br />

student is not a passive knowledge acquirer, but<br />

will actively look <strong>for</strong> in<strong>for</strong>mation in different<br />

sources and will know how to integrate them (Abbit<br />

& Orphus, 2008). A webquest can be very effective,<br />

mainly due to the independent role of the student<br />

in a multimedia, challenging environment. But the<br />

real power is determined by the way the <strong>teachers</strong><br />

use the webquest, often adopting the role of a coach<br />

(Leu et al, 2004). The teacher’s page of a webquest,<br />

with supporting in<strong>for</strong>mation about the didactic and<br />

organisational use, will help them to achieve this.<br />

A specific application of the webquest is the<br />

mobile webquest where students use a device,<br />

such as a mobile phone, to per<strong>for</strong>m assignments and<br />

play games in an environment outside the school<br />

premises. Here, the same previously mentioned<br />

principles of multimedia advantages apply, only<br />

they are then combined with an (more) inspiring<br />

environment.<br />

• http://leraar24.nl/video/3232<br />

(GPS tour in nature)<br />

Learning to learn<br />

With ‘learning to learn’ we mean <strong>for</strong>ms of education<br />

that are primarily focused on the learning process<br />

and the respective awareness where students learn<br />

to reflect on the way they learn and acquire general<br />

skills. All important aspects of ‘learning to learn’.<br />

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