Kick in Interactive Seat of the Pants
The method and resources for students to experience brilliant, real life challenges, using the newest interactive devices needs a kick in the whiteboard backside. These discovery/experiential lessons should use interactive hardware (white board solutions and other appropriate interactive devices), assessment tools, software/Internet places, books, eReaders, and possibly 3D technologies to as closely duplicate real life discovery. At the same time, this learning should meet reading/writing and math common core standards, including the use of technology for backing up research. Is it happening?
Unfortunately, what I still see are PowerPoint/Flip Card lessons, dragging words across the screen, with an occasional video clip tossed in. Usually these things are separate and not, “blended”, pardon me for using that word. Now, I appreciate the need for stepping stones of technology for teaching with it, so I have nothing against using Flip and PowerPoint as a beginning building block, but I have everything against using it as the end all of interactive teaching—today.
When many of the best teachers, using technology, are still just masters of multimedia, rather than masters of a lesson with a full-bodied story from start to finish, a poke may be needed. Educators need to do interactive things that can and can’t be done without them—and do those teaching things easily. If you can jump through 20 tech hoops, and finally figure it out—that’s fine, but most educators need a better plan. I’m really looking at the marketplace to figure that out, along with real educators who understand that sometimes tech takes more time than it’s worth right now. To me, that stresses the importance of making the tech simple to use, but not making the lessons one dimensional in the process. Don’t get me wrong, not all lessons have to be complex, but let’s take advantage of interactivity as part of a masterful lesson.
Create lessons that are full-bodied, involving book(s)/eReaders, software especially designed for whiteboards and other interactive devices, as well as other Internet/Web 2.0 extensions, with even blog, e-mail, and social media components. Cover science and math, reading, language arts and writing, as well as individual and group activities—all in engaging, interesting and collaborative ways. Modify to suit the area, level, and student.
It is too easy, and inappropriate to rely upon interactive device companies and product managers to dictate the methods for teaching with this technology. In that way, it makes it too easy to stick with PowerPoint and Flip, with an occasional video clip. I never liked it when I was told, “Teachers won’t miss it, if they don’t know what they’re missing.” Showing them what they’re missing will take educators leading the field trip.
Don’t get me started with teachable moments for saving the day, here, either. While there are many moments in the teaching day that are magnificent surprises, enhanced with an interactive device, you can’t plan your teaching day for them to magically appear.
While this may seem a marketplace call to attention, teachers using interactive whiteboards should strive for more complete lessons, too—at least most of the time. Demanding that interactive software companies start getting serious about augmented reality and 3D resources for interactive whiteboards—that bring the experience to students in the way an actual field experience would, rather than the way the chalkboard or dry erase board did—can happen quickly.
Educators, leading and teaching with technology already are sharing better interactive lessons, and hate to see boards used as projections screens or room dividers, but the goal for best practice teaching use for these devices may take a swift kick.