I've been giving a lot of thought lately to the management of change, as I am giving a couple of presentations on the subject next week. I've been looking in particular at how whole schools can be moved in a new direction, and have identified several key factors which are essential for success.
One of those factors, or conglomeration of factors to be more accurate, is teacher engagement. If teachers don't want to get involved, the change won't happen. Or it may happen in a way that ticks the boxes, but not much more than that. So how do you engage teachers?
I could write a book on that (and books have been written on it), but what it all comes down to is really quite simple: if the (proposed) change helps the teachers to achieve their aims better, they'll adopt it. As long as they can see that to be the case, of course.
One way in which to achieve that is to make sure that the technology is used in a relevant way, and not merely for its own sake. I saw some great examples of relevant use yesterday, when I visited Scargill Junior School in the London Borough of Havering. Interactive Whiteboards, Visualisers and a variety of handheld devices were being used in numeracy and literacy classes, and we also saw or were told about other inspiring examples in subjects like science and PE.
What especially impressed me (among many things which impressed me), was that much thought had gone into how each device and application might be used in a number of contexts, or act as a stimulus. For example, Nintendo Dogs led to a unit of work in which the children study the use of working dogs throughout history.
This kind of curriculum planning works. I saw it in every school I visited in the London Borough of Newham's multimedia project, involving seven schools, which I helped to set up.
Teachers are, on the whole, pragmatists, and dedicated to their work. Give them compelling reasons to adopt new technology and new approaches, and they will do so.
Thanks to Dave Smith of Havering for setting up the visit, and to Amanda (Headteacher) and Karen (ICT subject leader) for a most inspiring morning. Scargill was a winner at the 2008 Handheld Learning Conference: see this article for details.
For more information about how games and handheld learning devices are being used in education, see the forthcoming special edition of Computers in Classrooms, the free ezine.