Describe
a key learning moment during phase one of your artefacts production and explain
how at least two design decisions were made.
The positive and negative experiences I had while creating the digital
artefact informed my teaching and lead to many learning moments. One key
learning moment resulted when using Smart Notebook. Although I had some
previous experience using Smart Notebook software I did experience some
technical difficulties when using the program. For instance, I inserted teacher
tabs onto many of the smart board pages that outlined instructions for the relevant
task, saved the file and when returning to it at a later stage realised that
some of the teacher tabs were clear of text. Luckily I had another saved
version of the document and was able to add the relevant text into the cleared
teacher tabs. After trying to find out why the problem had occurred in the
first place I realised that this problem was a result of a glitch in the
program. This experience highlighted that when using technology and ICT
resources in the classroom teachers should always have alternative activities and
expect that technical failures will happen occasionally. In the future when
working with Smart Notebook I will be sure to have multiple copies of the
document saved and also make sure to print out any important text or other
resources that would be inserted in case technical difficulty occurred.
Research on ‘Digital Natives’ and ‘authentic activities’ influenced the
decisions we made during phase one of our artefacts production. Digital Natives
are people who have grown up with digital technologies and the internet as part
of their everyday lives (Thomas, 2011). According to Prensky (2001) the
students that we will teach will all be ‘native speakers’ of the digital
language of computers, video games and the Internet and will find interaction
with these resources engaging. For this reason, when designing our digital
artefact, we decided to incorporate activities that gave students opportunities
to use the Internet, and engage in online video games including ‘fuel for fun’.
Furthermore, Prensky (2010, p. 4) highlights that “students want to create
using the tools of their time”. By allowing students to create their original
artefacts using Glogster, Wix, Prezi, and Animoto, students are given the
opportunity to do this.

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