Evaluating Learning in Classroom Activities using Digital Technologies. Louise Starkey Victoria University of Wellington Access to digital technologies and the World Wide Web is changing some learning activities that occur in classrooms. In a doctoral study of six beginning teachers in secondary schools it was found that the purpose and the learning that was occurring while using the digital technologies varied. A matrix was designed and applied to evaluate learning activities that use digital technologies. It was developed through consideration of current thinking about the nature of knowledge, creativity, learning theories for the digital age, and existing taxonomies. It includes five categories of digital technology use; accessing information, presenting information, processing information, gaming and communicating. This paper describes and explains the digital age learning matrix. Ideas about knowledge and learning are changing and this is reflected in changes that are occurring in secondary schooling. It is moving from being a place where students learn what has already been discovered and prescribed as ‘knowledge’ that they can then demonstrate in exams to a place where, critical thinking, connections and knowledge creation are valued. This is evident by comparing national curriculum documents from pre 1980s and the recently released 2007 New Zealand Curriculum document (Ministry of Education, 2007). Part of this paradigm shift in education is a result of digital technologies becoming ubiquitous, allowing 24/7 access to information and people. The introduction of a networked world where information can be found in seconds (with the right key words), mashed, further developed and shared using web2.0 applications, is contributing to less importance being placed on remembering facts and figures and increasing importance on the critique of information and sources, creativity and the connections learners make (Tapscott & Williams, 2006). Teachers reflect on their practice and are being studied by researchers as they strive to use digital technologies in educationally meaningful ways. Therefore a way of evaluating such learning activities is needed. Evaluating learning using digital technologies has been attempted in a number of ways. Cassady (2002) summarises ways of evaluating learning in the cognitive domain that is measured by improved student achievement over a project. This type of evaluation differs from one which seeks to evaluate the potential and actual depth of learning in the design of an activity. An effective evaluation tool would recognise the range of ways technologies can be used for learning and the importance of critical thinking, creativity (knowledge creation) and making connections in an information rich web2.0 world. The use of critical thinking has been identified as important in the digital age as relatively quick access to a wide range of information means that the user needs the ability to critically evaluate the validity and value of information accessed. The difference to the past is the individual’s access to a range of information and the way that information is accessed. In the past the library, a book or an expert (eg. a teacher) were consulted, and the value or validity was less likely to be questioned. (Rowlands, Nicholas et al., 2008). Critical thinking is an important aspect of learning when using digital technologies. Pulling together work by educational researchers, it could be surmised that ideas about ‘knowledge’ appear to be changing from something that is found in the heads of individuals or in books to something that is not fixed, is debatable, accessible through a range of mediums and created through networks, connections and collaboration (Bereiter, 2002; Gilbert, 2005; Siemens, 2004). George Siemens (2004) developed ‘connectivism’ as a learning theory for the digital era. The theory considers how people, organisations and technology work collaboratively to construct knowledge. Siemens describes connectivism as: ‘the integration of principles explored by chaos, network, and complexity and selforganization theories. Learning is a process that occurs within nebulous environments of shifting core elements – not entirely under the control of the individual. Learning (defined as actionable knowledge) can reside outside of ourselves (within an organization or a database), is focused on connecting specialized information sets, and the connections that enable us to learn more are more important than our current state of knowing.’ (Siemens, 2004) The connections that a student makes are an important aspect of learning in the digital age. Creativity has been described in various ways. In Wikipedia it is notes that ‘more than 60 different definitions of creativity can be found in the psychological literature’ (Wikipedia, 2007). Plato described creativity when he compared two types of artist; true artists as those who bring into birth some new reality as opposed to artists who deal only with appearances and not with reality itself.(Plato, 360 BCE, as cited in Anderson, 1959, p. 57). He was making a distinction between artists who were skilled at manipulating tools and artists who were able to show something new as a result of manipulating the tools. This distinction is important. Taking this definition, being able to reproduce an existing reality or knowledge should not be considered as demonstrating creativity in schools. A second definition of creativity comes from an educational setting. The National Advisory Committee on Creative and Cultural Education in England gives a schooling based definition of creativity as: ‘Imaginative activity fashioned so as to produce outcomes that are both original and of value’ (1999, p. 29). This aligns with Plato’s definition. Stephen Downes, a leading voice in elearning research and regular blogger on the use of digital technologies in schools, recently defined creativity as ‘the manipulation of one’s experiences using the tools at one’s disposal’(2007). In this definition, Downes implies that original ideas are the result of experiences. This definition like the previous one requires a product, but differs in that it specifies that tools are an important aspect of creativity. Not all definitions of creativity include having a tangible product. In a Ted Talk presentation titled do schools kill creativity?, Sir Ken Robinson defines creativity as ‘having original ideas that have value’(2006). Combining the ideas of Plato, NACCCE, Downes and Robinson a model of creativity can be developed (figure 1). Figure 1: Creativity model based on definitions. In the digital age the notion of connections and collaboration become explicit, with the model underpinned by critical thinking. Figure 2. Creativity in the digital age or Knowledge creation in the digital age. Knowledge is rarely developed in isolation, and between the students’ ideas and the creative product, there would usually be input from other people. The phenomenon of the long tail (Anderson, 2006) means that through the World Wide Web, learners and knowledge creators are able to connect with others in the world with similar interests who are able to critique and give feedback, something that was not so easy prior to web2.0. The creativity model for the digital age (figure 2) could be renamed ‘Knowledge creation in the digital age’. These emerging ideas of knowledge creation, Connectivism and critical thinking in the digital age form the basis for higher level learning in the ‘digital age learning matrix’. The digital age learning matrix was developed to be used as a research tool when examining the types of learning activities that incorporate the use of digital technologies in the classroom. It has been used as the basis for discussion during interviews as teachers explain what they are planning or how they have used digital technologies with their students, and a simplified version used with secondary students to ascertain the level of learning that did occur as a result of their use of digital technologies. The matrix has been trialled successfully with preservice teachers as they reflect on the use and potential use of digital technologies in their teaching. Existing taxonomies, while useful and relevant did not suit the needs of the tool (table 1). The SOLO taxonomy (Biggs & Collis, 1982) includes a useful progression, but it fundamentally focuses on the knowledge being within the learner, not including the learning or knowledge creation that can occur between learners in a connected world as described by Siemens (2006). It implies that students are learning what is already known and fails to acknowledge the importance of connections with others in the process of learning. Bloom’s taxonomy puts knowledge at the lowest level of cognitive processing which is now thought to be inappropriate. However, the modified Bloom’s taxonomy (Anderson & Krathwohl, 2000) could be useful alongside the matrix even though it is based on cognitive processes and is too linear and restrictive for the holistic approach needed. Bloom’s modified taxonomy has ‘create’ at the highest level in the cognitive domain, SOLO has extended abstract- noting the link between the learning and other contexts. In a digital world, “creativity” especially in terms of “creating knowledge” could be considered as the penultimate learning experience for developing conceptual or procedural understanding. The ultimate level is sharing and ascertaining that the created knowledge has value. This can be done through connections in a web2.0 learning environment. Six different levels of learning using digital technologies are identified in the research tool. The basic level is when students do something within one context. This includes looking on the internet for some information, posting pictures to a wiki, take a quiz to rote learn facts or post a comment on a blog. The second level of learning is when students are being asked to make connections within the context of intended learning. It may include a compare and share activity, how to do something in different contexts or connecting to a person to share ideas. The third level of learning requires students to demonstrate conceptual understanding of ‘big ideas’ (conceptual knowledge). The fourth level involves critique and evaluation, exploring the limitations and potential of information, sources or a process (procedural knowledge). The fifth level is where students create new knowledge. At this level students develop an original product that provides a new reality, using ideas or processes that they have critiqued and evaluated. The final level of learning brings together the idea of connectedness, critique and creativity. It occurs when students share the new knowledge through authentic contexts and gain feedback to measure value. Digital age learning matrix. Modified Blooms taxonomy- cognitive process domain. Doing Isolated information. Focus on completing a measurable task. 1. Remember recognizing recalling Thinking about connections Connecting thinking. Simple connections made within the context of intended learning. Compare and share. 2. Understand interpreting, exemplifying, classifying, summarizing, inferring, comparing, explaining 3. Apply executing, implementing 4. Analyse, differentiating, organizing, attributing (?) 5. Evaluate checking, critiquing Thinking about concepts Develop conceptual understanding of ‘big ideas’ Critiquing and evaluating. Evaluating and critiquing to explore the limitations and potential of information, sources or a process. Creating knowledge. Creativity-Applying ideas, processes and/or experiences to develop a new reality. 6. Create generating, planning, producing Structure of Observed Learning Outcomes taxonomy Prestructural: students are simply acquiring bits of unconnected information, which have no organisation and make no sense. Unistructural: simple and obvious connections are made, but their significance is not grasped. Multistructural: a number of connections may be made, but the meta-connections between them are missed, as is their significance for the whole. Relational level: the student is now able to appreciate the significance of the parts in relation to the whole. Extended abstract: the student is making connections not only within the given subject area, but also beyond it, able to generalise and transfer the principles and ideas underlying the specific instance. Sharing knowledge. Sharing the new knowledge through authentic contexts and gaining feedback to measure value. Table 1. Comparison of levels of learning with modified Bloom’s and SOLO taxonomies The levels are not necessarily sequential, and not all learning activities in secondary schooling should be aiming for the highest levels. The purpose of the matrix was as a research tool, one that a teacher and the researcher can sit down together and discuss the aims and outcomes of a learning activity that uses digital technologies. Ideally teachers will design activities that often include the second, third and fourth level. The fifth and sixth level will occur less often and only after a thorough understanding of concept(s) or process(es) is gained, depending on the aims of the teaching and learning needs of the students. . In the following matrix, the five categories of digital technology use are matched with levels of learning. Level of learning: Doing Thinking about connections Thinking about concepts Critiquing and evaluating. Creating knowledge. Sharing knowledge. Explanation of level of learning: Isolated information. Focus on completing a measurable task. Connecting thinking. Simple connections made within a context. Compare and share. Develop conceptual understanding of ‘big ideas’ Evaluating and critiquing to explore the limitations and potential of information, sources or process. Creativity-Applying ideas, processes and/or experiences to develop a new reality. Sharing the new knowledge through authentic contexts and gaining feedback to measure value. Digital technology use: Accessing information Presenting Accessing: Pictures Graphs Movies Data Information Present information using: Sound Pictures Words Video Information from more than one source is connected or compared in analysis. Presented information has clear connections across formats or ideas. Information explicitly develops conceptual understanding. Presentation (or explanation of presentation) has explicit conceptual underpinning. Information and sources are critiqued and evaluated. The presentation, methods and results are critiqued and evaluated. New conceptual understanding is developed. Building on or linking accessed information. Critiqued and developed ideas or new knowledge is presented. Processing information Information is processed or data/images are manipulated in isolation. Connections are made between or within processed information/data or images and relevant concepts. Gaming Play a game Take a quiz Enter a virtual world Links made between the game/ quiz/ virtual world and other knowledge. The relevant concepts within the game, quiz or virtual world are identified and explained. The game, quiz or virtual world is critiqued and evaluated within a conceptual context. Original ideas are used to create a knowledge product in any medium. Communicating Send a communication Receive a communication Read a communication Ideas compared and shared with other learners through a two way conversation (written or verbal) Communication explicitly develops conceptual understanding. Critique other peoples’ work or ideas. Through interaction and communication new knowledge is constructed. Table 2; Digital Age Learning Matrix. Processed data or information has clear conceptual underpinning. Process and product are critiqued and evaluated. Ideas and new knowledge are developed. The value of the product is determined by the quality and quantity of feedback from beyond the classroom environment. Learning occurs when the feedback is considered and analysed. Digital technologies are used in learning for a range of purposes. Teachers in case studies and preservice teachers were observed designing and using activities that required students to access, process or present information, interact in a gaming situation or communicate through digital technologies. These five categories cover the range of observed learning activities that use digital technologies. Teachers in the research study design learning activities in which students access informationthis included downloading powerpoints, looking at websites, webquests, watching movies from you tube or developed by peers and analysing graphs or data. Learning activities may require students to present information. This could be in the form of contributing to a wiki with words, pictures and/or sound, it could be to make a movie, a podcast, take photos of a process. It could include students developing a multichoice quiz. Students may be asked to process information. This includes manipulating data or information in a spreadsheet, altering images through a programme like paint shop or developing mashups. Gaming includes interactive programmes which have an element of competition. This includes learning mastery activities where students take quizzes and gain instant feedback on their progress. Communicating using digital technologies could be through comments on a blog or wiki, through making podcasts and giving feedback on these, it could be through email or instant messaging. Communications could be with individuals or groups and could be within the learning community or beyond the classroom to a wider open or closed community. The digital age learning matrix (table 2) combines the levels of learning with the categories of digital technology use. Teachers using the matrix highlight the boxes that reflect where they believe the level of learning and digital technology use intersect for the learning activities they design. This forms the basis of a discussion with the preservice teachers and is part of the research report for research participants. SUMMARY As a result of observations of teachers and students a digital learning matrix was developed that combines categories of observed use of digital technologies with levels of learning. Building on the work of researchers in the field of knowledge and the digital age, creativity, connections and critical thinking were identified as being crucial in underpinning the levels of learning within the digital learning matrix. Existing taxonomies were not suited to the needs of a researcher examining the learning as secondary school teachers and students use digital technologies in their programmes. The resulting digital age learning matrix is designed as a reflection tool for teachers and students as they consider the depth of learning that is occurring in classroom activities which encourage participation in the information rich web2.0 world. 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