Overall I feel I am taking away a lot of new information and
resources upon completing this course.
As an art teacher, I have had limited interaction with the ELA teachers
in my school other than in a social context and had a limited view of what was
being taught in their classrooms. I feel
as though I have a better understanding of the new direction for ELA education
as it relates to new literacy development, common core, and technology
integration. Quite often I shared these
new resources with my colleagues and the feedback was consistently favorable. I found the co-teaching experience with the
ELA teacher to be a wonderful asset as it allowed me to step outside of my
content areas and be able to collaborate with my colleagues. I found myself adverse to the blogging
experience at first, but have understood the benefits, especially as the course
comes to a close. I appreciate the
ability to use this forum for class discussions and receiving feedback. I ultimately feel that the ongoing
accessibility to the blogs will be beneficial.
At times, I often came across other students’ blogs from previous
semesters as I was researching particular topics and feel that I will
definitely refer back to my work and provide it as a resource for others. As a whole the course content as outlined on
the syllabus was relevant and engaging.
I have been exposed to many sites and programs that I am already
integrating in my art curriculum this year and plan to further develop next year. More importantly, I feel as though I have
become excited about sharing these new resources with my students as I can more
clearly see the benefits having already experienced them first hand.
Sunday, April 29, 2012
Sunday, April 22, 2012
Glogster
Review:
Gloster
is a program that allows its users to create interactive posters or
“glogs.” Unlike a traditional poster,
which is simply a visual reference, Glogster’s posters are designed to be
interactive. Users can insert text,
video, sound clips, and photos to create a multimedia presentation.
Glogster
can be used in ELA classrooms in a number of ways. Students can create posters for book reviews,
vocabulary lists, and character descriptions.
Students can visually display their knowledge and understanding of a
particular subject/unit for others to utilize and access as a resource. Glogster is beneficial as a resource for
differentiated instruction. Visual learners can use this program as a way of
organizing and exhibiting what they have learned.
Educational
“Affordances”
|
Feature
of the Technology - Glogster
|
Affordances
|
|
Commenting capabilities on the glogs.
|
Interaction
between students will help facilitate a student centered educational
environment.
Students
can receive immediate feedback on their work not only from the teacher, but
other interested parties, ie. Students, administrators, and parents.
Encourages
ongoing communication on a particular subject.
|
|
Communication
through a variety of resources, text, image, audio, special effects, and
videos.
|
Student
use of technology for communication purposes and can learn to understand how
and what makes communication successful.
Students
become aware of and use of multi-sensory, multi-modal forms of
communication.
|
|
Creativity through design.
|
Students
can create visual representations of an idea, emphasizing communication and
personal creativity.
|
|
Interactive
component, sharing through social networks.
|
Student
learning and engagement is occurring outside the traditional model and
traditional time.
Feedback
can be received from other users of Glogster outside of the student’s
classroom.
|
|
Students
can share media resources
|
Student
can add links to their glog presentations, providing a means for sharing
links and resources.
|
|
Security
Settings - privacy
|
Teachers
can control who has access to student information and can make groups
private.
|
Sunday, April 15, 2012
Week 11 - Article Reflection
The article, “Evaluating pedagogical
affordances of media sharing Web 2.0
technologies: A case study,” evaluates
the usefulness of the technology tool VoiceThread for educational
purposes. The authors Kevin Burden and
Simon Atkinson note the vast variety of technology resources available for
educational purposes, and the need to find value amidst the quantity. Using
a “Digital Artefacts for Learner Engagement framework: DiAl-e) the authors
identified areas in which VoiceThread could be useful in an educational
setting. Ultimately, proper planning
remains a critical component in the utilization of this technology tool, but
with creativity and ingenuity, the tool according to the authors is a valuable
one.
Voicethread engages learners through
video, sound, and story telling. Tools
include collaborative features through writing, audio and video capabilities to
encourage discussions, provide feedback, and engage participants. Overall, student learning can be enhanced
through the use of this tool as it has the potential to engage students in
challenging and meaningful activities and not simply provide another tool only
useful for information sharing.
VoiceThread
Below is a link to my VoiceThread on a recent trip to Riviera Cancun, Mexico. I hope you enjoy.
http://voicethread.com/share/2965078/
http://voicethread.com/share/2965078/
Monday, April 2, 2012
Initial Draft for Final Keystone Unit
- Subject: Multi-media autobiography using iMovie or UDL BookBuilder for presentations. Students will write and illustrate an autobiography using a movie making or book-building format. Students will brainstorm and write about important events in their lives and select or create images that correspond to those events. Students will create storyboards in preparation for their final project.
- Grade level: 6-8th grade
- Standards addressed:
Common Core Anchor Standards:
2.
Write informative/explanatory texts to examine and convey complex ideas and
information clearly and accurately through the effective selection,
organization, and analysis of content.
3. Write narratives to develop real or imagined experiences
or events using effective technique, well-chosen details, and well-structured
event sequences.
4.
Produce clear and coherent writing in which the development, organization, and
style are appropriate to task, purpose, and audience.
5.
Develop and strengthen writing as needed by planning, revising, editing,
rewriting, or trying a new approach.
6.
Use technology, including the Internet, to produce and publish writing and to
interact and collaborate with others.
8.
Gather relevant information from multiple print and digital sources, assess the
credibility and accuracy of each source, and integrate the information while
avoiding plagiarism.
10.
Write routinely over extended time frames (time for research, reflection, and
revision) and shorter time frames (a single sitting or a day or two) for a
range of tasks, purposes, and audiences.
ISTE
Technology Standards:
1.Creativity and Innovation
a. Apply existing knowledge to generate new ideas,
products, or processes
b. Create original works as a means of personal or group
expression
2. Communication and Collaboration
a. Interact, collaborate, and publish with peers, experts,
or others employing a variety of digital environments and media
b. Communicate information and ideas effectively to
multiple audiences using a variety of media and formats
3. Research and Information Fluency
a. Plan strategies to guide inquiry
b. Locate, organize, analyze, evaluate, synthesize, and
ethically use information from a variety of sources and media
c. Evaluate and select information sources and digital
tools based on the appropriateness to specific tasks
d. Process data and report results
4. Critical Thinking, Problem Solving, and Decision Making
b. Plan and manage activities to develop a solution or
complete a project
5. Digital
Citizenship
a. Advocate and practice safe, legal, and responsible use
of information and technology
b. Exhibit a positive attitude toward using technology that
supports collaboration, learning, and productivity
c. Demonstrate personal responsibility for lifelong
learning
d. Exhibit leadership for digital citizenship
6.Technology Operations and Concepts
a. Understand and use technology systems
b. Select and use applications effectively and productively
c. Troubleshoot systems and applications
d. Transfer current knowledge to learning of new
technologies
- Intended results of the proposed technology integration
The ELA teacher
I am working with wanted to investigate more dynamic ways of presenting student
work that would sustain student interest throughout the duration of a writing
assignment. Students currently have not
worked with either program iMovie or UDL Book Builder. In addition, a need for developing and
accessing a portfolio of student work was addressed in thinking about future
APPR requirements. Student work is
currently not published or shared with peers, parents or administrators.
- Students will need at minimum two days of training for each program they will be utilizing for the autobiography project. I can provide assistance with tutorials as well as the technology coordinator in the school. After exposure and tutorials are provided for each program, students will determine which format will best match their needs.
- Requirements
Students will
need access to the computer lab for the duration of this project, 10 class
periods. This includes time for
presentations of final projects.
- Evaluation plan
Students will
complete a self-assessment after the project is completed. In addition, students will give peer
reviews. I will evaluate students with a
rubric. Students will have access to the
computer lab and additional help will be provided after school.
Article Review - Week 9 Assignment
Research on blogging and its ability to positively effect
reading comprehension for college level students is limited as it relates to
new media technologies. The article, “The Impact of Using Blogs on College Students'
Reading Comprehension and Learning Motivation,” presents findings on this
limited area of study. Ultimately,
blogging correlates with higher retention rates and improved class
discussions. However, the data did not
support the assumption that blogging would positively correlate with higher
reading performance scores. As an
educator, what I find to be the most critical conclusions from this study is
how the integration of new media technologies in the classroom such as blogging
can positively impact the learning experience in terms of retention and peer
engagement.
In thinking about
common core shifts, specifically the focus on information rich texts and
writing tasks, I don’t believe blogging offers the best forum for producing
this type of work. My opinion is based
on personal use of blogs in the higher education setting, which I see used to
express opinions and spark dialogue more than provide a forum for research and
the development of reading comprehension and writing skills. As mentioned by some of the professors in the
study, they too still preferred to give students personalized feedback in a
hard copy format as it related to the development of students’ reading and
writing skills. Blogs were mentioned as
being a helpful tool, but would not dictate the way in which the courses were
structured. With that said, I feel as though blogging
could shift into meeting this need if a new model of interaction is
developed.
I found this area of
research important as it relates to the assessment of students growing up in
the digital age, specifically how technology can negatively impact reading and
writing skills as assessed through traditional models. I believe, the next area of research should
focus on the outdated models of assessment as it relates to students who are
actively engaged with and utilize new media literacies.
Sunday, April 1, 2012
Digital Storytelling Project
Please check out my digital storytelling project, "What is Printmaking?" I enjoyed working with iMovie and plan to continue utilizing the program in my classroom. I selected printmaking as a topic, as I saw an opportunity to create a video I could utlize for my Creative Crafts course. The intended audience is 9th-12th grade students.
What is Printmaking?
What is Printmaking?
Saturday, March 31, 2012
Book Builder Project Take Two
Here is another link to the book builder project:
http://dl.dropbox.com/u/60651445/58398-Playing_With_My_Thoughts-en-us.zip
http://dl.dropbox.com/u/60651445/58398-Playing_With_My_Thoughts-en-us.zip
Sunday, March 18, 2012
UDL Book Builder
I created “Playing with my Thoughts” after I attended a
workshop on an anti-bullying program we will be incorporating in the middle
school next year. Students will meet
weekly to discuss issues surrounding bullying as well as other topics of
concern. In thinking about the
hesitation of middle school students to share their personal feelings about
their lives, and I came up with a journal that could aid and assist the various
teachers who will be responsible for facilitating this program in their
classrooms. The journal establishes
writing prompts or idea starters for students as a way of connecting with
themselves, which will hopefully help them, connect with other students. In my conversations with an ELA teacher, she
often describes the hesitancy of students to begin any new activity. She describes it as a lack of play or desire
to explore the unknown without her direction.
This type of journal or sketchbook is a great resource to get students
motivated and reflecting on their ideas and feelings. She even saw the journal as having daily or
weekly relevance in the classroom as a DO NOW or DO LATER activity. UDL Book Builder she agreed was a great
resource to use in the classroom.
Publishing books would not only give students more ownership over the
work they were creating, but she saw it as a bridge between the school and the
community. Students could create books
that they could share with the elementary school or that reflected a current
issue or topic occurring in the community.
Other teachers in the school could use the same format as the journal I
created, but change the types of prompts, asking students to consider their
thoughts on any number of topics relevant to the specific course they were
taking. Emma, the avatar I used for the
book, also provides additional prompts that help students think about what I am
asking them to write about.
Uses of Second Life in an ELA Classroom and Avatar
Using Second Life was a bit intimidating. I immediately felt concerned about the
environment I was in, as I did not know the individuals who were present. As a teacher, I would have an issue with this
feature because I could not adequately monitor the interactions between the
avatars. Also my computer seemed to have difficulty uploading
the various screens and there was a long time delay in each of the
environments. There is a steep learning
curve I still need to cross over to feel comfortable making best use of the
program.
After discussing Second Life with an ELA teacher, she
suggested using the various environments as writing prompts for character
development. Students could create
avatar characters and through the interaction with a specific environment,
students can develop the voice of the character with more certainty as they are
constructing the experiences they will be writing about. She also suggested using Second Life as an
alternative to class discussions. So
often students are too shy to participate, but this environment provides a
public forum in a more private setting.
In addition, she also had strong concerns about outsiders being able to
impede upon her learning environment. Overall
she was excited about being introduced to something she hadn’t heard about
before and was interested in exploring other virtual environment programs.
Week 7 - Article Summaries
“Theories and Practices of Multimodal Education: The Instructional Dynamics of Picture Books
and Primary Classrooms”
By Dawnene D. Hassett and Jen Scott Curwood
The article, “Theories and Practices of Multimodal
Education: The Instructional Dynamics of Picture Books and Primary Classrooms”
details multimodal education, a new shift in understanding how 21st
century learners receive and interpret information. Awareness and a focus are placed on the
interpretation of how information is presented in a digital society versus the print-based
education of the past. Students need to
decode image and text relationships, while teachers have to adopt new roles to
help facilitate the learning process. New
teacher roles include maintaining reliable resources for student use, adopting
a co-learning model between student and teacher, and consulting with students
to provide feedback and a broader perspective.
Multimodal reading places importance on the various design choices made
in the presentation of a book, specifically the use of color, line, shape, or
texture to help construct meaning. I
find the crossover between ELA and art significant and fascinating. Art students learn about the elements of art (line,
shape, color, form, texture, and space), and principles of design. Students take these concepts and learn how to
critique and evaluate art based on the combination of these elements and
principles. Critiquing art and
multimodal reading comprehension utilize the same skills. Any visual learner can tap into these skills
to better inform their comprehension process.
"Using the ADDIE Model to Design
Second Life Activities for Online Learners"
By Shiang-Kwei Wang and
Hui-Yin Hsu
Second Life is a virtual
environment, created with the intent to improve online learning motivation.
Constructivist theory states that knowledge is constructed through experiences
unique to the individual. Second Life
addresses the gaps in shared experiences in a virtual classroom environment,
specifically student interaction. The constructed environment offers a unique,
shared experience amongst students, which as the authors suggest, can
positively effect the learning environment and desired learning outcomes. The authors also describe some of the
drawbacks of Second Life, which includes hardware issues of space and upgrade
requirements, as well as public accessibility and limitations for creating
secure environments. Second Life definitely
addresses a new educational need. Online
classes offer accessibility, however they often lack connectivity to the
group. Creating an environment that
fosters collaboration in a natural way is a challenge due to the physical level
of disconnection. Second Life offers a
solution to this problem. The authors
note the importance of goal setting when implementing Second Life in a learning
environment. The purpose is not to throw
a technology tool at students for the sake of using one. Well-constructed goals and outcomes should be
established first to determine the benefits of creating a shared environment
and experience.
Sunday, March 4, 2012
Game Scenario/Script - School Safey
Below is a link to a PowerPoint presentation on a game scenario which involves school policies and procedures.
http://dl.dropbox.com/u/60651445/Game%20Scenario.pptx
http://dl.dropbox.com/u/60651445/Game%20Scenario.pptx
Enhancing teaching and learning through the use of Edmodo
- Students can chat and collaborate in real time sharing their opinions and views on a given topic.
- Students can share examples of their work for assessment.
- Students and parents can access classroom work if they are not present or view what topics will be addressed in the future.
- Students can upload work directly to the teacher for grading.
- Classrooms can connect with other students from other schools to broaden the learning environment.
- Teachers and students can work simultaneously on writing prompts giving immediate feedback when necessary.
Philosophy of Using Games in the Classroom
Games should be incorporated in
the classroom setting. Playing games
encourages the use of strategy, planning, coordination, and higher order thinking
skills depending on the type of game one is engaged in. These skills can be applied to real life
situations and games are a great way of getting students excited and motivated
about a particular subject. Learning
that occurs through the act of play can appear less intimidating, more fun, and
can even provide a level of engagement not produced through traditional modes
of education (ie. chalk and talk). Many
skills including digital media literacy and online citizenship can be developed
through game playing or game designing scenarios. In addition, implementing these types of
programs are relatively simply from a coordination perspective because all schools
have access to computers and the Internet.
Even districts that feel they have a greater digital divide can utilize
student friendly game programming sites because they are often free. I think if we don’t utilize games in the
classroom we are certainly missing a profound opportunity to engage our
students in a way that has a positive influence on their digital future.
Teachers Using Games in the Classroom - GameStar Mechanic
Sunday, February 26, 2012
Using Edmodo to Enhance ELA Instruction
Creating an account on Edmodo was rather simple as was
navigating the site. For this reason alone,
I think this is a great resource as a teaching tool. Another benefit is the look and layout of the
site. Edmodo uses a format very similar
to Facebook, which most students are familiar with. In addition, parents can have access to the
class site, which provides real time communication of assignments. Students can use this site as a way of communicating
questions for homework assignments, blogging with classmates or small groups,
and can also provide a meaningful way to collaborate with other classes for a
multi-disciplinary approach to education.
Students who need differentiation can benefit as reminders can be
provided individually or via the groups.
Another benefit of the site is that students can practice appropriate
online communication. Finally, one issue
we have been discussing constantly this year at our district conferences is the
importance of documentation of student work when the new APPR goes into affect.
Through Edmodo we can create student portfolios, track group discussions, and have
immediate access to it all.
Shared Article on Technology and Adolescence
Growing Up Digital, Wired for Distraction
By MATT RICHTEL
Published: November 21, 2010
Review:
The New York Times has a series entitled, “Your Brain on
Computers.” Columnists contribute stories highlighting the identification of negative implications on the constant use of technology. In the article, “Growing up Digital, Wired
for Distraction,” Matt Richtel describes students at Woodside High School, a high school located in Silicon Valley. This school is committed to full integration of
technology in the classroom through the use of texting, I-Pads and apps, and teacher/student communication via websites which teachers build themselves. All of these tools appear to help enhance the
21st century learner on the surface.
However, the crux of the article is the identification
of the distraction 21st century learners are facing. Without boundaries students are meshing their educational and personal computing experiences with negative effects. The author notes, students don’t
simply use their home computers for homework or educational purposes, they are
used for entertainment and by in large are not supervised during these endeavors. Students are trying to manage blogging for
class, searching YouTube videos, collaborating on websites, and playing video
games all while trying to write their English essays. Students are having a hard time
compartmentalizing their experiences and therefore their school work is
suffering. The article highlights one
student in particular, Vishal Singh, who is identified as one of the smartest
students at Woodside High School.
However, his grades have dropped from A’s to D’s as a result of his
technology interests. He is having a
hard time managing what is required with his personal interests because he is often distracted while trying to complete homework.
I recommend this article because it allows us as educators to
reflect on the technology experiences of our students. The focus is not on the use of technology for
technology sake, but making sure students are making the most out of their
experiences. We will need to consider the
pros and cons and comparisons of technology use inside and outside of the
classroom.
Monday, February 20, 2012
Game Based Lesson Plan - Understanding the Games People Play
Understanding
The Games People Play
Grade
level: 9th Grade
Common
core standards:
Text
Types and Purposes: Standard 2
Production and Distribution of
Writing: Standards 4,5 and 6
Learning Outcomes:
Recognize the
need for rules and regulations in games as well as in life.
Explore the concept
of contracts and identify their importance in promoting the common good.
Identify
characteristics that lend themselves to social contracts.
Identify ways to
promote the common good by entering into social contracts.
Identify attributes
and benefits of the game of Scategories
Brainstorm
projects that promote the common good by entering into social contracts
that revolve around the playing of the game of Scategories
Deal games pieces
according to game-playing etiquette.
Use mental
arithmetic to count points for a round.
Practice
interpersonal communication and collaboration following game rules.
Reflect on new
learning from the game Scategories.
Instructional
activities
Students will explore how game rules and strategies apply to
life and what it means to play the game and contribute to the common good.
Students will learn about concepts of contracts and make
an analogy between civil society and the "game of life"
which includes rules and relationships.
Small groups will create their own board game using Photoshop and
Illustrator to create and design the game elements such as cards, game pieces,
and the board itself. They will also
have to establish rules and a system of rewards and punishments. The overall
goal is to create their version of an idealized society.
Assessment: In small groups students will play each
other’s newly developed game. They will
evaluate the games based on a provided rubric as well written feedback about
the overall experience.
Debriefing
How do games rules and strategies
apply to life? Learners explore the
role games play in enhancing the common good, and can identify those
characteristics. Students need to be
able to define the concepts of contract and social contract
and make an analogy between civil society and games people play
(includes rules, trust, and relationships). Through learning and playing
the game Scrabble, students learn and practice life/social skills (problem
solving, good character, interpersonal communication, collaboration, and
discipline). They also learn valuable study skills of concentration
and critical thinking.
What
cognitive skills and new literacies do this game help to cultivate?
New
literacies addressed in this lesson are proficiency in use of technology tools,
as well as critical thinking, problem solving and evaluation skills. Throughout this lesson students are using
higher order thinking in order to create a new game considering identification of
a goal or problem, establishing rules in a clear and informative way to help inform
the players how to navigate their game, evaluate their game’s effectiveness,
and communicate their ideas in a written format.
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