Do you remember that ‘back to school’ feeling?  It can be a similar feeling to using new technology for the first time – a mixture of apprehension, excitement and for some, nerves. Then when you’re in a routine, there’s a feeling of ‘what did I used to do before?’

Teachers in schools which now use Digital Mysteries have told us that even when that ‘first-day’ feeling wears off, students are enthusiastic and engaged when using the program.

Cramlington Learning Village visit Reflective Thinking

Elizabeth Doyle, an English teacher who introduced Digital Mysteries to her class this year, enthused “this strategy can encourage students to make links across texts, and identify themes and concepts themselves, rather than just have them pointed out.”

We were also delighted to host thirty students from Cramlington Learning Village just before they broke up. They had chosen programming as their topic in ‘Project Fortnight’ with a higher aim of developing a piece of software to showcase at their exhibition day. The students came by for an insight into how making applications is done professionally and also had a Digital Mysteries session too.

Both the students and teachers were a pleasure to work with. As the new school year approached, we’ve been preparing to further collaborate with students from Marden High in North Shields. They were introduced to Digital Mysteries in July on both multi-mouse and touch versions. As a two-part session, students came in to Newcastle University (where Ahmed is a Research Associate) to learn about our new Authoring Tool and how to use it to create their own mysteries.

Cramlington Learning Village use Digital Mysteries

All of the groups came up with creative and interesting topics, but we awarded the ‘Dictionnaires’ the prize of having their mystery ‘Should footballers be paid so much?’ become part of our official product!

This month we’ll be working with them again to finalise it and upload to our website. Alongside this, we’re ready to introduce Digital Mysteries to even more schools and encourage young people to collaborate, develop higher level thinking skills and become 21st century learners.

 

As a basic summary of Digital Mysteries, pupils must ‘solve a mystery’ using an interactive set of slips which give information on several elements of the topic. This can be used on either a multi-mice PC or an interactive tabletop.

For more information visit www.reflectivethinking.com