Author Archives: designerlyways

UBC Girls’ Makeathon

Leadership opportunities are available for Teacher Candidates to volunteer at the UBC Girls’ Makeathon! This is an equity-oriented event for high school girls to learn how to make apps and have fun exploring maker activities with recycled materials and wearable technologies.

You need to be available to volunteer on June 17 @ the Makeathon. Also, we require that you attend a one-hour event planning meeting on May 16 (please share when you are available on the Google Form). No previous experience is necessary: we will train you! We will have a fun training session on app making, wearable tech, and the ADST curriculum. This two-hour training session will be coordinated according to the availability of our volunteers.

Our project team is committed to providing a respectful and empowering learning environment for high school girls. We have an inclusive view of the word “girl” and welcome trans, genderqueer, and non-binary youth at the Makeathon. We warmly welcome Teacher Candidates of all gender and from culturally diverse backgrounds. If you are interested, please fill out this Google Form ASAP: goo.gl/2d39XB

Lesley Liu’s Masters Thesis Defense

You are invited to the
Masters of Arts in Curriculum Studies Thesis Defense
Lesley Liu, BA

TWEENS, TEENS, AND DIGITAL TEXTS:
DESIGNING AFFINITY SPACES TO UNDERSTAND CYBERBULLYING

Thursday September 22, 2016, 3:00 pm, Scarfe 310

ABSTRACT:

This research explores how adolescents design, interpret, and navigate affinity spaces in connection to cyberbullying awareness. A class of Grade 8 students (aged 12-13, mixed gender, and a variety of digital skills) participated in the study. The participants first investigated the use of affinity spaces, collaborative physical and digital spaces (Gee, 2004), then proceeded to design their own spaces for collaborative group work. A variety of data was collected in the form of peer-to-peer pre interviews, OneNote collaborative group journals, in-class observations of class work sessions, and post interviews.

This research situates learning as a social process mediated through interactions using media and technologies of a physical (e.g., private messages, forums, profile pages, self-authored webpages) and semiotic (e.g., language) nature; thus, a socio-cultural discourse approach provides valuable insight and layers of understanding into how children appropriate or learn mannerisms that circulate through real and virtual spaces (Cole, 1985; Leont’ev, 1981; Smagorinsky, 2011; Vygotsky, 1978; Wertsch, 1990). Actor-network theory is employed to explain how humans and technologies assume or create agency in designed spaces (Law & Callon, 1992).

The findings of this study inform how adolescents design affinity spaces (real and virtual) and emphasize design features they recommend to serve as functioning collaborative workspaces, both in and out of the classroom, to prevent or counter cyberbullying. Student-informed or student-designed spaces provide a sense of ownership or self-regulation and give insight as to how codes of conduct inform these spaces and vice versa. Future studies should adopt an iterative process of design-based research to test and refine these affinity spaces (Collins et al., 2004; Wang, Petrina, & Feng, 2015). Recommendations also include future applications of sociocultural theory and activity theory to discern how adolescents differentiate between face-to-face and online communication and practical classroom applications of affinity spaces in secondary schools.

SUPERVISOR: Dr. Stephen Petrina
COMMITTEE MEMBER: Dr. Marlene Asselin
THESIS EXAMINER: Dr. Douglas Adler

HWL @ CSSE 2016

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Congrats to the HWL Research Team for an excellent symposium on Designification of Learning.

This symposium explores the designification of learning to generate discussion on 21st century learning, curriculum, and instructional design. Six empirical reports offer depth and scope: 1) 15 preschoolers learning prosocial behaviours by designing or designifying with iPads; 2) 25 eighth graders designing affinity spaces to understand cyberbullying; 3) 107 young adults learning language within a Virtual Immersive Language Learning And Gaming Environment (VILLAGE); 4) 30 youth co-researchers designing or designifying in maker culture using the Tween Empowerment & Advocacy Methodology (TEAM); 5) firsthand design critique of the Uganda National Youth curriculum; and 6) designification of technotheologies using video design-based research (VDBR) and value-sensitive design (VSD).

The key objectives include: 1) to explore connections between de-signification, design-ification, and “new learning;” 2) to profile methodological advancements in design-based research (DBR), VDBR, VSD, and TEAM derived from lab and field-based studies; and 3) to examine designification of diverse learning environments (e.g., classrooms, affinity spaces, maker labs, and virtual worlds). The presentation format will be conversational and demonstrative, beginning with a series of focus questions to determine audience interests and generate seeds of discussion. A series of DRB demonstrations will be provided as stimulating examples and to provide depth of understanding.

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Excellent research, Stella Namae, on understanding the nature of out-of-school-in-school technological divide in Uganda.

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Challenging discussion on cyberbullying, cybercrime, and online identity construction led by Lesley Liu and Kesiena Chris-Iwuru.

Keeping Up with the Media

Paula MacDowell

Keeping Up with the Media is a media study guide created for teachers and students, by teachers. The authors are all practicing teachers (elementary and secondary) completing a Master of Education in Digital Learning and Curriculum at UBC. This elite team produced this guide to enhance media literacy and media education across the K-12 curriculum.

Authors: #UBCDLC3
Editor: Paula MacDowell
Publication Date: August 4, 2016
Format: Interactive, multi-touch eBook
Online: http://itunes.apple.com/us/book/id1149612619

#CreateNoHate #‎NoH8‬

Create No Hate, a powerful anti-cyberbullying video made by 13-year-old filmmaker/vlogger Luke Culhane ‪

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MAKE

Paula MacDowell

As Solnit (2013) shares in in The Faraway Nearby, “to become a maker is to make the world for others, not only the material world but the world of ideas that rules over the material world, the dreams we dream and inhabit together.”

What are you making? What are you sharing? What’s your story?

MAKE: Creativity & Learning in a New Tonality is a collection of creative and intellectual works (artifacts, stories, poetry, photography, ethnodrama, and research) by a team of teachers engaged in the art of making meaning together. We welcome you to join us in our journey, “let us take what we have learned from our courses and from each other and fly on eagles’ wings to (s)p(l)aces beyond our imagination” (Stuart, 2016).

Authors: EDCP 508 Collective
Editor: Paula MacDowell
Publication Date: March 13, 2016
Format: Interactive, multi-touch eBook
Online: https://itunes.apple.com/us/book/id1093003369

Computer coding added to BC’s K-12 curriculum

At the inaugural BC Tech Summit, Christy Clark,the Premier of British Columbia announced that computer coding will be added to the province’s K-12 school curriculum:
Opening Keynote
www.cbc.ca
www.vancitybuzz.com
www.techvibes.com
www.theglobeandmail.com
www.thestar.com

What are some of the difficult questions concerning BC’s new tech strategy, including: teacher training, backend support, equitable funding for classroom technologies, and the need for government accountability?

What are the complex ethical, technical, and pedagogical issues associated with the development and implementation of BC’s new ADST framework?

How is technology changing the way children think, learn, and focus in school?

How might we increase student voice and choice in the development of new curriculum? For example, consider ISTE (International Society for Technology Education): Student FeedbackStandards for Students (7 Standards; 28 Performance Indicators).

BCIC (British Columbia Innovation Council)

Scratch Coding Curriculum Guide (draft by the Scratch Ed Team)

Computational Thinking (Wing, 2006)

Big ideas on British Columbia’s redesigned curriculum

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