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Digital Technologies For Learning – What The Research Says

The New Zealand Council for Education Research (NZCER) has released a report on the role of Digital Technologies in the primary and intermediate years of schooling in New Zealand, drawing on data obtained from a survey of schools conducted in August/September 2016. This provides some really valuable insights into the situation in schools (for a direct link to the Key Findings click here), neatly summarized in the following infographic:

Licensed under Creative Commons – see here for full report.

Having read the Key Findings from the report and the three blog posts from the report’s author Rachel Bolstad, here are a few things that stood out to me:

Whilst the above came from the data surveying primary and intermediate aged schools, in her first blog post Rachel Bolstad did share data from the 2015 NZCER study of secondary schools with some interesting data showing how digital technologies were being used in secondary classrooms:

Credit: Rachel Bolstad, blog post here

It’s a similar trend perhaps – many teachers saying they don’t use technology for a range of more innovative uses (game based learning, distance learning, coding etc) but would like to. The aspirations are there – identifying the blockers is the next step!

Back the 2016 Primary/Intermediate data on programming:

In her third blog post, Bolstad identified a key point: a lot of the coding and makerspace programmes happening in school are, to all intents and purposes, extra-curricular ones, occurring at lunch times, after school and usually because an enthusiastic teacher (or parent!) is helping to drive it. This is an important point to acknowledge, as it highlights the fact that many schools still struggle to “find time” or integrate this into their core curriculum programmes. This will change, of course, with the NZ Government announcement about new Digital Curriculum Standards and subsequent investment to make this happen.

Another fascinating point to emerge from the research, perhaps lending some weight to the challenges of equity, were found in the answers to the questions around what sort of opportunities students had to access coding, gaming or makerspace activities in schools:

Overall, it seems that activities like coding and gaming still remain less common in schools and a marginal activity that majority of students do not participate in:

Credit: Rachel Bolstad blog post here

It is fantastic to have this level of research and analysis based off recent survey data and I do encourage you to read the entire findings by clicking the link below:

NZCER Digital Technologies Survey

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