Here is another link to the book builder project:
http://dl.dropbox.com/u/60651445/58398-Playing_With_My_Thoughts-en-us.zip
Saturday, March 31, 2012
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
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