Topic 1: 21st Century Skills Begins in Early Childhood Education
Children will need to survive and
thrive in an increasingly competitive global landscape, and at the same time be
able to collaborate with others from all over the world.
Experts worldwide acknowledge that
today’s children need more than the traditional 3Rs (i.e. reading, writing and
arithmetic) to prepare them for 21st century.
What are 21st Century Skills?
The Partnership for 21st
Century Skills (PS21), introduced the 4 Cs which are a set of abilities and
ways of thinking that can help kids thrive as 21st century citizens.
4 Cs:
1.
Collaborate
with others.
2.
Creativity
and Innovation.
3.
Critical
thinking and Problem Solving.
4.
Communicate
Clearly.
In addition to the 4Cs, children
should also be prepared with the following KNOWLEDGE AND SKILLSs:
i.
Civic
Literacy.
ii.
Global
Awareness.
iii.
Health
Literacy.
iv.
Environmental
Literacy.
v.
Information
Literacy.
vi.
Media
Literacy.
vii.
ICT
Literacy.
Parents Fostering 21st Century
Skills:
·
Collective
Set Of Play Materials Encourage Sharing, Turn-Taking And Social Skills.
·
Ways
Of Thinking That Come From Different Ethnic Groups And Cultures.
·
Out-Of-The-Box
Thinking.
·
Solve
Common Household Problems.
·
Participate
In
·
Family
Decisions And Problem Solving.
·
Bring
Themselves Under Control.
·
Kids
To Pay Attention.
·
Read
Stories In Ways That Encourage Kids To Listen, Focus And Remember.
·
Computer
Games That Require Kids To Think Flexibly.
·
Inventive
Thinking.
Teachers Fostering 21st Century
Skills in the Classroom:
·
Nurture
sense of wonder.
·
Emphasise
effort over ability.
·
Encourage
use of objects/materials in multiple centers/areas and diverse ways.
·
Ask
thoughtful questions.
·
Use
the KWL mindset (What I know, What I want to learn, What I learned).
·
Provide
effective feedback. “There is growing evidence that feedback that explains why
the practice is incorrect is more valuable for learning than feedback that
simply flags errors.”
·
Notice
Patterns.
·
Use
technology and social media tools.
·
Collaborate
with others.
·
Represent
an idea/learning/instructions in multiple ways.
·
Let
Your Students Lead the Learning.
·
Helping
and Teaching Others.
·
Encourage
Creativity.
·
Develop
Critical Thinking Skills.
·
Innovative
Solutions.
·
Flexibility
and Adaptability.
Topic 2: Digital Technology and Children
Digital technology has become part
and parcel of their lives and as they enter school, they expect teachers to be
using digital technologies in teaching language, mathematics, science, the
creative arts and others.
Heinich (2004) defines ‘educational
technology’ as the use of hardware (such as computers, laptops, tablets,
interactive whiteboard, LCD projectors), software (powerpoint slides, Microsoft
word, Apps, animations, videos, audios, flash cards) and procedures (such as
lesson plans) in enhancing human learning performance and competence.
The advent of the internet has
brought about a Learning Revolution which evolved from individuals rather then
from governments and causing "upheavals in the learning sphere but outside
of the education system" (Witte, 2014).
The Learning Revolution has evolved
because of the convergence of FOUR KEY ELEMENTS, namely; the Internet, Content,
Digital Tools and Devices.
The Internet is a global network of
billions of computers and other electronic devices.
The World Wide Web—usually called
the Web for short—is a collection of differentwebsites you can access through
the Internet.
It's important to realize that the
Internet is a global network of physical cables, which can include copper
telephone wires, TV cables, and fibre optic cables. Even wireless connections
like Wi-Fi and 3G/4G/5G rely on these physical cables to access the Internet.
A server is where websites are
stored, and it works a lot like your computer's hard drive. Once the request
arrives, the server retrieves the website and sends the correct data back to
your computer.
No one actually owns the Internet,
and no single person or organization controls the Internet in its entirety.
These days, you can't go one mouse
click without stumbling on digital content. Also known as digital media,
digital content comes in many forms, from text and audio and videos files, to
graphics, animations, and images. Typically, digital content refers is anything
that can be published online. Following this line of thinking, it is safe to
say that if you are on the internet, most likely you are looking at, watching,
or listening to a piece of digital content.
The web provides thousands of TOOLS
which are mostly available for free. The earliest communication tool was email
and today WhatsApp has proven to be a very popular messaging tool enabling
people to communicate with each efficiently and effectively using smartphones.
DIGITAL DEVICES such as laptops,
tablets and smartphones (and even wearables) has enabled learning anytime,
anywhere and at any pace as well facilitating content creation by anyone (see
picture).
But with the introduction of ‘touch
technology’ which started with the iPad, children and even to toddlers were
able to technology quickly.
At a very young age, children become
capable of what the psychologist Jerome Bruner called “enactive
representation”.
In 2001, the education and
technology writer Marc Prensky popularised the term ‘digital natives’ to
describe the first generation of children growing up fluent in the language of
computers, video games, and other technologies.
Digital technologies can enable
children to become more active and independent learners, taking charge of their
own learning through direct exploration, expression, and experience.
Framework for Integration of
Technology in the Classroom:
Content Knowledge (C) – Teachers
knowledge about the subject matter to be taught and learner by children.
Pedagogical Knowledge (P) – Teachers
have deep knowledge about the teaching strategies and techniques.
Technology Knowledge (T) – This is
the knowledge and skills teacher have about certain ways of thinking about, and
working with technology, tools and resources.
Topic 3: Effects of Digital Technology on Children
Increasingly there is evidence to
suggest that there are both positive and negative effects of technology on
children.
As children continue to become more
immersed with technology, many adults have begun to wonder whether or not this
exposure to such a high amount of digital technology is a good thing or not. On
the pro side, there is an argument that technology is preparing children for
the ‘real world’ that they will have to enter into. On the other hand, however,
others argue that children using technology are becoming socially isolated and
ridden with health related issues.
The Positive Side of Technology for
Children:
1.
Acquiring
Technology Skills.
2.
Technology
Enhancing Learning.
3.
Technology
Enhancing Interaction.
4.
Visual
Attention.
5.
Hand-Eye
Coordination.
6.
Spatial
Skills.
7.
Problem-Solving
Skills.
8.
Improves
Language Skills.
9.
School
Readiness.
10.
Developing
Skills & Talents.
11.
Assistive
Technology.
The Negative Side of Technology for
Children:
1.
Technology
Has Taken Over The Lives Of Children.
2.
Obesity.
3.
Safety
4.
Using
Technology As A Pacifier.
In the 1980s, play time for young
children was watching cartoons on TV (such as ‘Tom and Jerry”), playing with
cards, playing football, playing badminton, hide and seek, police and thieves,
hop n scotch, rope skipping and others. Even when computers made their
appearance, the desktop PC DID NOT attract children as much because the mouse,
joystick and keyboard made using desktop computers difficult for young
children.
NAEYC Guidelines on the Use of
Technology with Children:
1.
Caring
For Devices With Children Early On.
2.
Interactive,
Age Appropriate And Can Encourage Participation.
3.
Monitor
Screen Time.
4.
Keep
It Interactive.
5.
Match
Use With Age.
6.
Have
Fun, Stay Engaged.
7.
Promote
Digital Literacy.
What Should Teachers and Parents Do?
·
DON’T
use screen time to replace personal interaction.
·
DON’T
let children under the age of two use tablets.
·
Use
Technology Strategically.
·
Keep
it Interactive.
·
DON’T
use time with a tablet or smart phone as a reward for positive behaviour.
·
Match
Use with Age.
·
Have
Fun, Stay Engaged.
·
Promote
Digital Literacy.
·
Teachers
should not fear open-source technologies.
·
Monitor
the use of technology.
·
Teach
responsible usage.
·
Be
familiar with technology.
·
Use
classroom technology intentionally.
·
Offer
alternatives to technology.
Topic 4: Engineering for Children
STEM is a curriculum that integrates
ideas from four specific disciplines – science, technology, engineering and
mathematics and application to real-life situations.
“In the 21st century, scientific and
technological innovations have become increasingly important as we face the
benefits and challenges of both globalization and a knowledgebased economy. To
succeed in this new information-based and highly technological society,
students need to develop their capabilities in STEM to levels much beyond what
was considered acceptable in the past.” (National Science Foundation, 2016)
Children are natural-born engineers.
When a child engages in an
engineering task he or she attempts to solve a problem relevant to their lives
by applying what they have learned in science and mathematics lessons. Teachers
can inspire children at a young age to build their natural curiosity by
teaching engineering concepts through hands-on learning.
Why Engineering for Children?
·
Hands-on,
project-based learning is the essence of engineering.
·
Children
learn that failure is an important part of the problem-solving.
·
Engineering
activities encourage children to be active learners and to break away from
passive learning.
·
Being
involved in engineering activities taps in to the natural curiosity of children
and to work in teams.
Engineering involves finding out how
things are constructed and work, and thinking about what can make them work
differently or better.
Preschool children can begin to
develop concepts in engineering as they design, build, and test solutions
through their play—as they construct sand castles (see picture) and build
cities out of blocks.
How humans influence their impact on
the surface of the world. Engineering refers to using tools and developing fine
and gross motor skills. Tools can help children develop eye-hand coordination.
Examine the basis of one’s opinions,
an important basis for engineering thinking.
Problem-solving skills should be
considered a basic literacy. How the human-made world that they live in comes
to be.
By trying, failing and rethinking
their designs. Failure is good. Each failure informs a future design that
brings an engineer one step closer to success.
Engineering Activities for Children:
ACTIVITY # 1 - Paper Building
Blocks.
ACTIVITY # 2 – Bridge Construction.
ACTIVITY # 3 – Pyramid Catapult.
ACTIVITY # 4 – Dough or Plasticine
and Blocks.
ACTIVITY # 5 – Building and Playing
with Books and Cars.
ACTIVITY # 6 – Stacking Coloured
Plastic Cups.
ACTIVITY # 7 – Balloon Powered Car.
Topic 5: Tools and Digital Devices for Teaching Children
Hence, a computer is a device that
accepts instructions from programmes (or software) and performs various kinds
of tasks such as calculations, storing information, retrieving information,
showing information on a screen, getting other devices to work and so forth.
In 1981, IBM launched the IBM
Personal Computer that coined both the term Personal Computer and PC. Early
personal computers; generally called microcomputers were sold in shops.
A laptop, often called a notebook or
"notebook computer", is a small, portable personal computer with a
"clamshell" form factor, keyboard on the lower part of the
"clamshell" and a thin LCD or LED computer screen on the upper
portion, which is opened up to use the computer.
A tablet computer, commonly
shortened to tablet, is a thin, flat mobile computer with a touchscreen
display, which in 2016 is usually colour, processing circuitry, and a
rechargeable battery in a single device.
Slates and booklets do not have a
physical keyboard and text input and other input is usually entered through the
use of a virtual keyboard shown on a touchscreen-enabled display.
iOS is a proprietary mobile
operating system developed by Apple Inc. primarily for its iPhone product line
which was first introduced in 2007.
Android is a mobile operating system
developed by Google Inc is an open source platform.
Windows Phone is a series of
proprietary smartphone operating systems developed by Microsoft.
An LCD projector is a type of video
projector for displaying video, images or computer data on a screen or other
flat surface.
An interactive whiteboard (IWB) is a
large interactive display that connects to a computer.
Friedrich Froebel, the German
educator and founder of the Kindergarten Movement is respected for his work on
early childhood education. His ideas particularly those involving toys and play
provide a starting point on how we currently teach children and for improving
the opportunities they have for play.
·
Gift
One: Yarn Balls.
·
Gift
Two: Sphere, Cube & Cylinder.
·
Gift
Three: 8 Identical Cubes.
·
Gift
Four: 8 Identical Rectangular Blocks.
·
Gift
Five: 8 Cubes and Triangular Prisms.
·
Gift
Six: Cubes and Rectangles.
Assistive Technology (AT) for kids
with Learning Disabilities (LD) is defined as any device, piece of equipment or
system that helps bypass, work around or compensate for an individual's
specific learning deficits.
Assistive Technology can address
many types of learning difficulties. A student who has difficulty writing can
compose a school report by dictating it and having it converted to text by
special software.
There are AT tools to help students
who struggle with:
1.
Listening.
Certain assistive technology (AT) tools can help people who have difficulty
processing and remembering spoken language.
2.
Mathematics.
Assistive technology (AT) tools for math are designed to help people who
struggle with computing, organizing, aligning, and copying math problems down
on paper.
3.
Organisation
and Memory. Assistive technology (AT) tools can help a person plan, organize,
and keep track of his calendar, schedule, task list, contact information, and
miscellaneous notes.
4.
Reading.
There is a wide range of assistive technology (AT) tools available to help
individuals who struggle with reading.
5.
Writing.
There is a wide range of assistive technology (AT) tools available to help
students who struggle with writing.
Speech or Voice Recognition
Software:
·
Abbreviation
expanders.
·
Alternative
keyboards.
·
Audio
books and publications.
·
Electronic
math work sheets.
·
Freeform
database software.
·
Graphic
organizers and outlining.
·
Information/data
managers.
·
Optical
character recognition.
·
Personal
FM listening systems.
·
Portable
word processors.
·
Proofreading
programs.
·
Speech
synthesizers/screen readers.
·
Talking
calculators.
·
Talking
spell checkers and electronic dictionaries.
·
Variable-speed
tape recorders.
·
Word-prediction
programs.
Topic 6: Technology for the Language Arts
The language arts focuses on the
words and images that words represent children listen to, speak about, read
about and write about.
·
Listening
involves making connections between spoken words (abstract oral symbols) and
their meanings.
·
Speaking
involves taking command of the words by using them orally to communicate with
others.
·
Reading
involves translating written symbols into the oral symbols that they represent
and the meanings attached and is a receptive skill.
·
Writing
involves encoding written symbols so that they will convey information to
others.
·
Viewing
involves interpreting the images for which words stand and connecting visual
images in videos, computer programs, and websites with accompanying printed or
spoken words.
·
Visually
Representing involves presenting information through still or motion pictures,
either alone or accompanied by written or spoken words.
Materials development refers to all
the processes adopted by educators in the production, adaptation, design,
evaluation and research of materials for language teaching and learning
(Harwood, 2010).
Materials which are as attractive
and user-friendly as possible should be created in response to a perceived need
on the part of the users, and not because they are simply available.
·
communicative
abilities.
·
exchanges
of information.
·
involve
different kinds of texts and different kinds of media.
Materials can be:
1.
Informative
(informing the learner about the target language),
2.
Instructional
(guiding the learner in practising the language),
3.
Experiential
(providing the learner with experience of the language in use),
4.
Eliciting
(encouraging the learner to use the language) and
5.
Exploratory
(helping the learner to make discoveries about the language).
Tomlinson (1998), suggested the
following are the principles for the development of materials for language
learning:
·
Materials
should be designed and developed to impact learning, i.e. when the materials
attract the attention of learners, the materials are of interest to learners
and materials which make learner curious.
·
Material
developers should help learners to feel at ease.
·
Materials
should help learners to develop confidence.
·
Materials
should be perceived by learners as relevant and useful.
·
Materials
should facilitate self-involvement.
·
Materials
should expose learners to language in authentic use.
·
Materials
should direct the attention of learners to the linguistic features of input.
·
Materials
should provide learners with the opportunity to communicate in English.
·
Materials
should take into consideration the different learning styles of learners.
·
Materials
should take into consideration that learners have different attitudes and
should offer variety and choice.
·
Materials
should maximise learning potential by encouraging intellectual, aesthetic and
emotional involvement.
Martinez (2000) summarized several
benefits of using authentic materials:
·
Students
are exposed to real discourse.
·
Keep
students informed about what is happening in the world.
·
Language
change is reflected in the materials.
·
Ideal
to teach/practise mini-skills such as scanning.
·
Help
student extend their vocabulary.
·
Authentic
materials can encourage reading for pleasure.
Gardener and Miller (1999) mentioned
several disadvantages:
·
Complexity
of the language may be too culturally biased.
·
Learning
burden low frequency and of peripheral use to the learner.
·
Not
readily available.
There are various kinds of media
that we can use to teach listening. They are:
1.
Radio:
Listening to the radio is one of the most accessible ways a learner has of
developing listening skills.
2.
CDs:
CD players are the simplest and cheapest way to provide listening practice
opportunities for students in classroom.
3.
Video:
The use of video to help develop listening skill has received much attention
since it began to appear regularly in language classes in the mid 1970s.
What part of listening ability we
can develop by using technology?
·
Hearing
the sounds.
·
Understanding
intonation and stress.
·
Predicting.
·
Understanding
colloquial vocabulary.
·
Common
vocabulary.
The benefits of recording one’s own
voice should be obvious by now. However, let’s highlight a few more benefits:
·
The
time spent recording one’s voice can be considered as more time spent
practicing the language.
·
Saying
the words out loud rather than in ones’ head makes students more confident to
speak in public.
·
Gradually
eliminate mistakes.
·
Increase
confidence.
·
Audio
files are more convenient to practice with because it can be done anyway.
Using the most appropriate online
educational video service provider is extremely important so each teacher has
the confidence in advance of the quality of the content and instruction
provided.
Mobile apps are just one part of the
picture for ESL learners. Total immersion is the best way to learn a language.
That means spending time conversing with native speakers, and practicing
vocabulary by speaking, writing, and reading will always be important. However,
mobile apps for ESL and TESOL provide an amazing addition to the arsenal of
tools available to motivate ESL learners.
Topic 7: Technology for Mathematics and Science
"I certainly don't think that
the traditional ways of teaching science or math in schools are very productive
or engaging for any kids, including high achieving kids," Reed Stevens, a
professor of education and social policy at Northwestern University.
According to AMTE (The Association
of Mathematics Teacher Educators), technology has become an essential tool for
teaching mathematics in particular due to its ability to show students a
variety of ways to approach mathematical ideas and processes.
All teachers, and math teachers in
particular, have been posed the all-too common question from students: Will I
even use this in everyday life? With technology, mathematics teachers will be
able to easily demonstrate to learners that “YES”, they will use mathematics in
their daily lives.
‘Manipulative’ comes from the word
‘manipulate’. One of the meanings of the word ‘manipulate’ means to handle or
put together skilfully. Here, manipulatives are concrete objects, image or
drawing that can be viewed and physically handled by children in order to
demonstrate an abstract concept. They are objects that children and teachers
use to illustrate and discover mathematical.
Manipulatives not only allow
children to construct their own cognitive models for abstract mathematical
ideas and processes, they also provide a common language with which to
communicate these models to the teacher and other children.
In addition to the ability of
manipulatives to aid directly in cognitive processes, manipulatives have the
additional advantage of engaging students and increasing both interest in and
enjoyment of mathematics. Children who are presented with the opportunity to
use manipulatives report that they are more interested in mathematics.
On the World Wide Web there are
essentially two types of “virtual manipulatives”:
·
STATIC
VIRTUAL MANIPULATIVE – essentially “pictures” - visual images ordinarily
associated with pictures in books or drawings.
·
DYNAMIC
VIRTUAL MANIPULATIVE – On the other hand, dynamic manipulatives are essentially
“objects.”
Benefits of Using Virtual
Manipulatives to Support Mathematics Learning:
An ancient Chinese proverb says, “I hear
and I forget. I listen and I understand. I do and I remember.”
1.
Virtual
Manipulatives can help students understand abstract concepts in mathematics.
2.
Virtual
manipulatives may lead to more complex, richer understandings of concepts.
3.
Students
need guidance in understanding the concepts that manipulatives represent.
4.
Students
report that virtual manipulatives are easy to use and as engaging as concrete
ones.
Several factors should be considered
when selecting virtual manipulatives:
·
Can
the level of difficulty be adjusted for different students?
·
What
type of feedback do they provide?
·
Will
teachers need to provide feedback and support?
·
How
clear are the instructions for use?
Apps in the Classroom:
1.
Overview.
Apps are expanding the learning experience both inside and outside the
classroom, making it more interactive, immersive, and engaging.
2.
Getting
Started. If you’re just getting started teaching with apps, it’s helpful to
begin by setting goals for student learning.
3.
Selecting
Apps. On the following pages are five key considerations and some questions to
ask yourself as you explore, evaluate, and select education apps.
4.
Engagement.
As a teacher, you know what happens when students are deeply engaged. The
classroom comes alive and motivation and retention are improved.
5.
Developmental
Appropriate Practice (DAP). In determining whether an app is developmentally
appropriate, consider: Is the user interface age appropriate? Does the subject
matter appeal to the intended grade level? Does the design appeal to the intended
level?
6.
Instructional
design. In evaluating whether an app’s design meets your learning goals, you
might consider: Does the app effectively communicate its subject matter? Does
the app align to your learning goals for students? Does the app have a specific
purpose and how does it achieve that? How does the app build on skills and
guide the student? Are there relevant opportunities for feedback, assessment,
and reflection? Does the app offer personalized or adaptive features that are
based on a student’s skill level?
7.
Motivation.
Apps can help create a learning environment that keeps students motivated and
engaged.
8.
Accessibility.
In evaluating such apps, consider: Does the app include a range of levels for a
variety of users with differing skill levels? Does the app support multiple
learning modalities? Does the app let users personalize the user interface?
Does the app take advantage of features such as VoiceOver or closed captioning?
9.
Enjoy
the Adventure.
Teaching Mathematics Using Apps:
1.
This
suite of apps are a must-have for any school using mobile devices, as well as
for parents who want to encourage mastery of math concepts for their children.
2.
All
three games offer five levels of challenge, they start with the rudimentary
concept and gradually progress over several grade levels.
3.
Mental
math is such a key component for success in building a strong foundation in
math, and building on this early on helps all other math concepts fall into
place with relative ease.
4.
Mastering
these facts takes time and lots of practice, Math Evolve has taken care of all
of that in an enormously engaging format.
5.
In
order to open the series of locked doors, you must perform either addition,
subtraction, multiplication, division, or any combination of operations.
6.
It incorporates
critical thinking, problem solving, and strategic planning skills, all while
you’re “playing” with math concepts, with great gaming style!
7.
Your
child chooses the number they want and the counting begins. Each number is
outlined as it is counted up the number line.
8.
Several
students came looking for me and my iPad to continue playing during extra help.
Video is uniquely suited to:
·
Take
students on impossible field trips--inside the human body, or off to Jupiter.
·
Take
students around the globe, to meet new people and hear their ideas.
·
Illustrate
complex, abstract concepts through animated, 3-D images.
·
Show
experiments that can't be done in class.
·
Bring
great literature, plays, music, or important scenes from history into the room.
By exploiting the medium's power to
deliver lasting images, teachers can:
·
Reach
children with a variety of learning styles, especially visual learners, and
students. With a variety of information acquisition styles.
·
Engage
students in problem-solving and investigative activities.
·
Begin
to dismantle social stereotypes.
·
Help
students practice media literacy and critical viewing skills.
·
Provide
a common experience for students to discuss.
Topic 8: Creative Arts and Technology.
The creative arts consists of the
following components:
·
Drama
- Many children enjoy taking an object and pretending that it’s something else.
·
Visual
Arts – Children love activities like finger-painting, pasting, colouring
pictures, and folding or ripping paper.
·
Music
– Children like to listen. They also love to get involved in music play.
·
Dance
- As with music, children will often start moving and dancing without you
prompting them.
Music has a power of forming the
character and should therefore be introduced into the education of the young. -
Aristotle
Music is a moral law. It gives soul
to the universe, wings to the mind, and life to everything… Without music, life
would be an error. – Plato
Play is central to children’s
development and learning. Children’s interactions with technology and media
mirror their interactions with other play materials and include sensorimotor or
practice play, make-believe play, and games with rules. Therefore, young
children need opportunities to explore technology and interactive media in
playful and creative ways.
What is a podcast? It is a digital
audio file made available on the Internet for downloading to a computer or
portable media player. Anyone with a computer and an Internet connection can
make and freely distribute podcasts, making it a democratic and vibrant medium.
If you've got a smartphone or tablet, the easiest way to find and listen to
podcasts is through a dedicated podcasting app.
Some general questions to ask when
looking for quality apps:
·
Can
you individualize the experience for a specific child?
·
Can
the child control the sound or background music?
·
Are
there multiple language options?
·
Can
more than one child play at once? (especially a consideration for teachers)
·
What
does it cost? You can get a lot of value for one or two dollars in the app
store these days, if you know what you're looking for. If you find something
you don’t quite like, keep looking. It’s likely that you can find a better app
at the same price.
·
Are
there multiple levels, so there is always a challenge?
When do you feel an app is not worth
a child’s time?
·
Commercial
agendas, licensed characters and tie-ins to toys or movies.
·
Too
hard, or too easy.
·
No
way out of an activity
·
Gender
and ethnic bias
·
Poor
quality illustrations, narration and music
·
"Free
content that is really just a sample."
Topic 9: Character Education and Technology.
Character most often refers to how
'good' a person is. In other words, a person who exhibits personal qualities
like those a society considers desirable might be considered to have good
character—and developing such personal qualities is often seen as a purpose of
education.
The Six Pillars of Character are:
1.
Citizenship
2.
Responsibility
3.
Fairness
4.
Caring
5.
Trustworthiness
6.
Respect
Character education are steps taken
in school to supports the social, emotional and ethical development of
children. It is aimed at instilling in children important core, ethical and
performance values such as caring, honesty, diligence, fairness, fortitude,
responsibility, and respect for self and others.
As Dr. Thomas Lickona, author of
Educating for Character, stated, "Character education is not a new idea.
It is, in fact, as old as education itself. Down through history, in countries
all over the world, education has had two great goals: to help young people
become smart and to help them become good."
Fables can also be described as
tales which have a message in their narrative such as a parable might have.
Fables can often pass into our culture as myths and legends and used to teach
about morals to children and kids.
Aesop is the name of the man
credited with the authorship of a collection or book of fables. Aesop was a
slave who many believe lived in Samos, a Greek island in the eastern Aegean Sea
but others say he came from Ethiopia.
Each one of Aesop's fables has a
lesson, or moral, to teach to children - just like a parable or allegory. A
moral is added at the bottom of each of Aesop's fables.
Working with fables enables children
to:
·
Build
ethical and moral development.
·
Build
classroom community.
·
Develop
and understanding of metaphor.
Teaching Method:
1.
Read
aloud or show a video of the story.
2.
Examine
the words in the story – discuss their meaning
3.
Get
the children to identify the value of idea the fable transmits
4.
Ask
children about how the characters in the fable feel
5.
Ask
children to give examples from their daily lives the values from the fable.
Topic 10: Issues on Technology and Children
A Wake-Up Call For Educators:
1.
How
Much Screen Time Is Too Much?
2.
What
about 'Educational Screen Time'?
3.
How
to Limit Kids' Screen Time?
Technology is a poor substitute for personal interaction.
Out in public, Dr. Steiner-Adair
added, “children have to know that life is fine off the screen. It’s
interesting and good to be curious about other people, to learn how to listen.
It teaches them social and emotional intelligence, which is critical for
success in life.”
Children who are heavy users of
electronics may become adept at multitasking, but they can lose the ability to
focus on what is most important, a trait critical to the deep thought and
problem solving needed for many jobs and other endeavors later in life.
Texting looms as the next national
epidemic, with half of children aged 12 to 17 sending and receiving 60 or more
text messages a day, Amanda Lenhart of the Pew Research Center found in a study
released in 2012. An earlier study by researchers at JFK Medical Center found
that teenagers send an average of 34 texts a night after they get into bed,
adding to the sleep deprivation so common and harmful to them. And as Ms. Hatch
pointed out, “as children have more of their communication through electronic
media, and less of it face to face, they begin to feel more lonely and
depressed.”
There can be physical consequences,
too. Children can develop pain in their fingers and wrists, narrowed blood
vessels in their eyes (the long-term consequences of which are unknown), and
neck and back pain from being slumped over their phones, tablets and computers.
The Developmental Health Debate.
Dr. Larry Rosen's experience as a
research psychologist and computer educator has allowed him to witness both the
positive and negative effects of technology use on young minds. Rosen is a
professor of psychology and author of Rewired: Understanding the iGeneration
and the Way They Learn. In the end, he sees innovations like social media as
developmental pluses for what he calls the “iGeneration.”
But in a perfect world, technology
wouldn’t be chosen at all, according to pediatric occupational therapist Cris
Rowan. Author of Virtual Child: The Terrifying Truth About What Technology is Doing
to Children, and founder of Zone’in Programs Inc. Rowan’s outlook on child
technology use is bleak — and irreversible.
She cites the research of Dr. Gary
Small, Director of the UCLA Memory and Aging Research Center. Small studies how
children’s brains today, specifically the frontal lobe, are developing
differently than their parents’ due to technology exposure. “As young malleable
brains develop shortcuts to access information, these shortcuts represent new
neural pathways being laid down,” he writes in his book iBrain: Surviving the
Technological Alteration of the Modern Mind.