Please follow the link below to view the Algebra assignment that I completed as a way to modify a previously used assignment to incorporate technology and to differentiate instruction.
Assignment Link
My thoughts on the use of technology in music and mathematics education classrooms as related to my courses through Walden University.
Friday, July 5, 2013
Friday, June 21, 2013
Course Reflection
As my course, Integrating Technology Across the Content Areas, comes to a close, I am reflecting back on what I have learned in these seven weeks. During that time I have learned that the acronym GAME can help me to plan and reflect on my own learning and that of my students. I have also learned the importance of creating authentic experiences, using strategies such as problem-based learning, educational networking, to help students develop critical and creative thinking skills. These skills, when combined with a growing repertoire of technology tools, will help me to grow professionally and to prepare my students for the 21st-century marketplace.
Through out this course I have developed and carried out a GAME plan. A GAME plan consists of four parts, to set Goals, to take Action towards achieving those goals, to Monitor progress towards meeting your goals, and to Evaluate your achievements and Extend your learning by determining how new skills can be used and/or what else needs to be done (Cennamo, Ross, & Ertmer, 2009, pp. 3-5). I am currently in the final two steps of the plan, to Monitor, and to Evaluate and Extend. I am continuing to work on my goals of creating more authentic experiences for my algebra students, as well as modeling, and creating more chances for students to engage in, collaborative construction of knowledge. My GAME plan notes show the steps I have taken and the plans I have for continuing to make progress on my goals. I feel that I have made a lot of progress in each area and will be able to apply my new skills with confidence when the next school year starts. I'm especially excited by the opportunity to implement my newly-created lesson plans that incorporate authentic and collaborative learning experiences as well as encouraging creativity and critical thinking (see my GAME plan notes).
Also, I have learned to develop students' creative and critical thinking skills using a variety of instructional strategies and technology tools. According to Dr. Cennamo (Laureate Education, Inc., 2013a), “in order to solve the problems that are facing us here in the 21st century, it is necessary to think in new and different ways.” Problem-based learning provides students with an opportunity to develop their creative thinking skills as they choose problems to solve and find creative ways to solve them. Using social networking in the classroom, what Vicki Davis calls educational networking (Laureate Education, Inc., 2013c), allows students to exercise their creative and critical-thinking abilities as they work to solve problems with others, no matter where they are located in the world. Students can also bring out their creativity as they develop digital stories, which also can improve their abilities in areas such as reading, writing, and visual literacy (Laureate Education, Inc., 2013b).
The use of not only makes some types of projects much easier to do, but has additional benefits as well. One benefit is that it makes some experiences available to teachers and students that were not avalable without the technology, such as the ability to see far away places, speak with people around the world, and interact virtually with objects that they would not have access to otherwise. Probably the most important benefit of technology, however, is the ability to make curriculum accessible to more students. I have learned that simple tools such as a scanner, optical character recognition software, and a word processor can make a textbook much more accessible to students with visual impairments and/or reading deficiencies by allowing them to zoom in on the text and have it read to them. While the needs of a majority of students can be met through a teacher's normal methods and materials, technology can make it easy to meet the needs of the other 10% (Cennamo, Ross, & Ertmer, 2009).
Technology, along with a GAME plan and teaching strategies that encourage critical thinking and creativity, can help teachers to prepare all students for a place in the 21st-century marketplace. A GAME plan can help both teachers and students to become self-directed learners. Technology can help to bring content to life for students, while also making curriculum accessible to all students. Teaching strategies that focus on authentic experiences can encourage students to be creative and think critically. The combination of teaching strategies, technology, and a plan will help me to bring out the best in all of my students.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cenage Learning.
Laureate Education, Inc. (Producer). (2013a). Promoting creative thinking with technology [Video webcast]. Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D
Laureate Education, Inc. (Producer). (2013b). Spotlight on technology: Digital storytelling, Part 1 [Video webcast]. Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D
Laureate Education, Inc. (Producer). (2013c). Spotlight on technology: Social networking and online collaboration, Part 1 [Video webcast]. Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D
Wednesday, May 29, 2013
GAME Plan, Part 3
My GAME plan is now in its third week, and I am continuing to make progress toward my goals. This blog post is an example of the third step of the GAME plan, which is to Monitor my progress. Another example of the third step of the game plan is my journal.
Keeping a journal is one way to reflect on, and monitor, the progress that I have made toward my goals. Cennamo, Ross, and Ertmer (2009, p. 11) explain that "Key to effective reflection is the ability to go beyond ... what happened to consider why it happened ... and what adjustments should be made." In my journal I have listed some steps that I have already taken, reflections on those steps, and ideas for the future. You are welcome to view the journal and comment if you would like.
In addition to creating my journal, I have also made other progress towards my goal. My FaceTime experience with an elementary music classroom was good overall, but could have been smoother if I had spent more time preparing my students. You may view a blog post by the other music teacher here. I have also e-mailed five math teachers from my district to see what authentic learning experiences they have created in their classroom, but have not heard back from them yet.
I believe that my GAME plan is running smoothly and do not believe that I need anything but more time to continue making gains. Two hurdles that I currently face are the end of the school year, which is less than a week away, and the fact that I am searching for a new job for next year. Regardless of where I am in the future, the knowledge and experience I gain as I work at my GAME plan will help me to be successful.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cenage Learning.
Keeping a journal is one way to reflect on, and monitor, the progress that I have made toward my goals. Cennamo, Ross, and Ertmer (2009, p. 11) explain that "Key to effective reflection is the ability to go beyond ... what happened to consider why it happened ... and what adjustments should be made." In my journal I have listed some steps that I have already taken, reflections on those steps, and ideas for the future. You are welcome to view the journal and comment if you would like.
In addition to creating my journal, I have also made other progress towards my goal. My FaceTime experience with an elementary music classroom was good overall, but could have been smoother if I had spent more time preparing my students. You may view a blog post by the other music teacher here. I have also e-mailed five math teachers from my district to see what authentic learning experiences they have created in their classroom, but have not heard back from them yet.
I believe that my GAME plan is running smoothly and do not believe that I need anything but more time to continue making gains. Two hurdles that I currently face are the end of the school year, which is less than a week away, and the fact that I am searching for a new job for next year. Regardless of where I am in the future, the knowledge and experience I gain as I work at my GAME plan will help me to be successful.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cenage Learning.
Wednesday, May 22, 2013
GAME Plan, Part 2
Last week I posted my GAME plan for improving in my professional practices. Since that time, I have made progress towards my goals, and I am continuing to consider what resources will be needed to progress further.
Two short-term goals that I listed in my previous post were to implement a short project in my remedial algebra class, and to make plans with another teacher in my district to have my students demonstrate instruments for her class using Skype. On Monday and Tuesday of this week I was able to do a project with my algebra students that was based on this webquest, created by Mr. Moor. The project helped students to see linear relationships in real life, and to connect "slope" with ratios such as points per game and calories per hour. I have also made plans with the elementary music teacher to allow my students to demonstrate instruments for her class using FaceTime on our iPads, which will be linked to projectors and amplified using speakers. We also tested the technology to be sure that everything will work smoothly. I have also begun collecting resources that may provide ideas for using technology and providing more authentic experiences in my math classroom. I have listed a few resources at the bottom of this post.
To continue making progress, I will need to find more resources, especially in the band area, and seek out experts to bring into my classroom, either virtually or physically. I plan to speak with other math and music teachers in my district to get some ideas of authentic lessons for each of my classrooms. Thankfully, playing music is already an authentic experience, so my band students are engaged in authentic experiences nearly every day. Since "both educators and business and industry leaders have increasingly stressed the importance of developing students' creative and logical thinking skills," (Cennamo, Ross, & Ertmer, 2009, p. 23) I need to continue to find ways to make these authentic experiences a part of all of my classes.
Links I have collected so far:
- http://pinterest.com/eyeoneducation/technology/ - a collection of ideas for integrating technology in the classroom
- http://pinterest.com/murrmurry/math/ - math resouces
- http://pinterest.com/tlacey83/math-strategies-and-resources/ - more math resources
- http://www.classroom20.com/ - social network for teachers using technology in the classroom
- https://sites.google.com/site/mrhermannssite/Home/online-textbook-resources/geometer-s-sketchpad-algebra-tools - resources for using Geometer's Sketchpad to help explore mathematical concepts
- http://www.keycurriculum.com/products/sketchpad/sketchpad-resources - More Geometer's Sketchpad resources
- http://sketchexchange.keypress.com/search - More Geometer's Sketchpad Resources
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureat Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cengage Learning.
Wednesday, May 15, 2013
My Personal GAME Plan
The GAME plan is a four-step plan for self-directed learning that was developed by Cennamo, Ross, and Ertmer (2009, pp. 3-5).As a teacher, I need to model self-directed learning for my students as I work to grow in my abilities as a teacher. I will use the game plan, along with the National Educational Technology Standards for Teachers (NETS-T)(International Society for Technology in Education (ISTE), 2008) to help me develop professionally.
The first step of the GAME plan is to set Goals. The goal I currently have for myself is to improve in two indicators from the NETS-T (ISTE, 2009). The first is indicator 1b, "engage students in exploring real-world issues and solving authentic problems using digital tools and resources." I want to do a better job of developing, and seeking out, authentic and real-world problems for my students to solve, rather than teaching almost exclusively from the book in my math class. The second indicator is 1d, "model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments." While I frequently work with the orchestra director to solve problems, I would like to do a better job of modeling the process of working with another person virtually and/or from outside the school.
The second step of the GAME plan is to take Action. In order to improve in the first area, I will speak with other math teachers at my school and search the Internet for ideas of authentic, real-world experiences/problems at the level of my students. Some areas where I may look on the Internet include teaching blogs, problem-based learning sites, and professional learning communities. With only two weeks of school left before exams, I will focus on my remedial algebra class and try to implement one short project before the end of the year, as I also collect more ideas for next year. To improve in the second area, I will seek out ideas for ways that I can bring professionals into my classroom either virtually or in person for next year. In my band classroom, I will look for a day in next year's calendar that I can set aside, I will make a plan to bring bring another person in, and speak with them about topics that they may be able to cover. I have also spoken with a teacher in another building in my own district who is interested in having my students demonstrate their instruments to her class using Skype before the end of the year.
The third step of the GAME plan is to Monitor progress towards my goals. To help me monitor my progress, I will enlist the help of my colleague who is working on a similar degree through another university. They will serve as an accountability partner and as a sounding board for my ideas. I will also check my progress in one week to be sure that I have made progress toward my goal of implementing one project with my math classroom before the end of the year.
The final step of the GAME plan is to Evaluate if I met my goal and Extend my learning to future efforts. Throughout the process I will keep a digital journal, where I will write down the ideas that I find and reflect on them if/when I use them. Through the journal I will be able to evaluate my progress, including the completion of my goal, and I will be able to extend my learning through my reflections.
Using the GAME plan, I will have a process for self-directed learning. I know that authentic instruction is critical to developing interest and depth of knowledge in students. I also know that "whatever [I] am teaching, there is probably someone out there who is interested in collaborating with [me]" (Laureate Education, Inc., 2013). By following my GAME plan, I will meet my goals.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cenage Learning.
International Society for Technology in Education. (2008). ISTE NETS for teachers 2008. Retrieved from: http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008
Laureate Education, Inc. (Producer). (2013). Enriching content area learning experiences with technology, part 2 [Video webcase]. Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D
The first step of the GAME plan is to set Goals. The goal I currently have for myself is to improve in two indicators from the NETS-T (ISTE, 2009). The first is indicator 1b, "engage students in exploring real-world issues and solving authentic problems using digital tools and resources." I want to do a better job of developing, and seeking out, authentic and real-world problems for my students to solve, rather than teaching almost exclusively from the book in my math class. The second indicator is 1d, "model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments." While I frequently work with the orchestra director to solve problems, I would like to do a better job of modeling the process of working with another person virtually and/or from outside the school.
The second step of the GAME plan is to take Action. In order to improve in the first area, I will speak with other math teachers at my school and search the Internet for ideas of authentic, real-world experiences/problems at the level of my students. Some areas where I may look on the Internet include teaching blogs, problem-based learning sites, and professional learning communities. With only two weeks of school left before exams, I will focus on my remedial algebra class and try to implement one short project before the end of the year, as I also collect more ideas for next year. To improve in the second area, I will seek out ideas for ways that I can bring professionals into my classroom either virtually or in person for next year. In my band classroom, I will look for a day in next year's calendar that I can set aside, I will make a plan to bring bring another person in, and speak with them about topics that they may be able to cover. I have also spoken with a teacher in another building in my own district who is interested in having my students demonstrate their instruments to her class using Skype before the end of the year.
The third step of the GAME plan is to Monitor progress towards my goals. To help me monitor my progress, I will enlist the help of my colleague who is working on a similar degree through another university. They will serve as an accountability partner and as a sounding board for my ideas. I will also check my progress in one week to be sure that I have made progress toward my goal of implementing one project with my math classroom before the end of the year.
The final step of the GAME plan is to Evaluate if I met my goal and Extend my learning to future efforts. Throughout the process I will keep a digital journal, where I will write down the ideas that I find and reflect on them if/when I use them. Through the journal I will be able to evaluate my progress, including the completion of my goal, and I will be able to extend my learning through my reflections.
Using the GAME plan, I will have a process for self-directed learning. I know that authentic instruction is critical to developing interest and depth of knowledge in students. I also know that "whatever [I] am teaching, there is probably someone out there who is interested in collaborating with [me]" (Laureate Education, Inc., 2013). By following my GAME plan, I will meet my goals.
References:
Cennamo, K., Ross, J., & Ertmer, P. (2009). Technology integration for meaningful classroom use: A standards-based approach. (Laureate Education, Inc., Custom ed.). Belmont, CA: Wadsworth, Cenage Learning.
International Society for Technology in Education. (2008). ISTE NETS for teachers 2008. Retrieved from: http://www.iste.org/standards/nets-for-teachers/nets-for-teachers-2008
Laureate Education, Inc. (Producer). (2013). Enriching content area learning experiences with technology, part 2 [Video webcase]. Retrieved from https://class.waldenu.edu/webapps/portal/frameset.jsp?tab_tab_group_id=_2_1&url=%2Fwebapps%2Fblackboard%2Fexecute%2Flauncher%3Ftype%3DCourse%26id%3D_2818306_1%26url%3D
Saturday, October 20, 2012
Course Reflection
The
course, Bridging Learning Theory, Instruction, and
Technology, through Walden
University has focused on theories of learning, and how technology
can be used to support various instructional strategies. It
has made me aware of
more
learning theories and technology tools,
while also helping me to see how various instructional strategies
could improve the learning environment in my classroom. As a result
of the knowledge I have gained, I look forward to making a few
changes in my classroom and theoretical approach.
The first changes
have occurred in my theory of learning. While I still believe that
students have a variety of learning styles, and that they learn best
through activities that make use of the targeted skills, I would now
describe my theory of learning as a form of social constructivism
instead of constructivism or the multiple intelligences theory. As a
result of this course, I have come to believe that people construct
knowledge primarily through interactions with others and their
environment (Kim, 2001, para. 9-11). The
change in my theory of learning is primarily in the belief that the
social aspects of learning are of high importance. This course has
also shown me that technology can significantly enhance the
opportunities for social learning by providing easy access to quality
tools for collaboration with students and experts around the world,
tools for practice, and teacher-tested projects.
Another way that the
knowledge I have gained through this course has lead to
changes in my instructional practice. In this course, as in a
previous course, I learned about nine instructional strategies that a
team, lead by Robert Marzano, identified as being statistically
proven to enhance student learning (Laureate Education, Inc., 2011).
Unlike the previous course, however, this course focused on providing
multiple examples of how technology could be used to support student
learning using each of the strategies. I plan to intentionally use
the nine strategies in my lessons and to integrate technology as
often as possible. For instance, when graphing linear equations I
will use the strategy “generating and testing hypotheses” along
with the website GraphSketch.com. I will have students sketch a
prediction of what each graph will look like, then I will have
students use GraphSketch.com to create the graph to test their
prediction. In my band classes, I can use the strategy “cues,
questions, and advance organizers” along with an unfinished concept
map created on a website such as LucidChart.com, to focus students'
note-taking during a music history lesson. According to Pitler,
Hubbell, Kuhn, and Malenoski, this type of advance organizer “helps
students organize their thoughts around the essential information and
gets them thinking about what they know about the topic” (2007,
p76).
Finally, I have also
created goals for my technology integration as a result of this
course. The first goal is to do at least one technology-related
project per year with each of my middle school bands. The second
goal is to use technology to help my students become better
note-takers in my math classroom. I can accomplish the first goal by
looking at our concert schedule and setting aside a block of time in
each band's schedule when it won't interfere with concert
preparations. Then I will need to create several project-based
assignments for use when the time is right. Some ideas include
creating compositions, recording student performances, and creating a
blog or wiki dedicated to composers or other music-related topics.
The second goal can be accomplished by using the strategies “cues,
questions, and advance organizers,” “summarizing and
note-taking,” and “reinforcing effort.” Each of these
strategies has several options for supporting technology, such as
creating a web page dedicated to recognizing student effort, creating
a KWL (know, want to know, learned) chart in a spreadsheet program,
or creating an incomplete concept map for students to finish as they
take notes.
As my course comes
to a close, I realize that I have learned a lot about learning
theories, instructional strategies, and how technology can be used to
bring about student growth. I have been inspired to use technology,
as I implement instructional strategies, to prepare students for
their technology-rich future.
Kim, B. (2001).
Social Constructivism. In M. Orey (Ed.), Emerging perspectives on
learning, teaching, and technology. Retrieved from
http://projects.coe.uga.edu/epltt/index.php?title=Social_Constructivism
Laureate
Education, Inc. (Producer). (2011). Program eleven: Instructional
strategies, Part one [Video webcast]. Bridging learning theory,
instruction and technology. Retrieved from
http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1
Pitler,
H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007).
Using technology with classroom instruction that works. Alexandria,
VA: ASCD.
Wednesday, October 3, 2012
Connectivism and Social Learning in Practice
Social constructivism and connectivism are two learning theories that shed light on how learning occurs, or how to best teach, in today's society. Social constructivism emphasizes the importance of social interactions and the creation of artifacts during learning, and builds on the idea that knowledge is constructed through an individuals interactions with others and their environment (Kim, 2001, para. 9-11). George Siemens' theory of connectivism stresses the importance of learning through connections, the ability to recognize connections that exist between ideas, keeping information up-to-date, and having the capacity to learn more (Davis, Edmunds, & Kelly-Bateman, 2008, para. 10). The instructional learning strategy, cooperative learning, relates to each of these theories and many technology-based tools can be used in ways that support cooperative learning.
"The instructional strategy of cooperative learning focuses on having students interact with each other in groups in ways that enhance their learning" (Pitler, Hubbell, Kuhn, & Malenoski, 2007, p. 139). Social constructivism and connectivism each support the social interactions of students as they work together to accomplish tasks. Cooperative learning is social and connects students within classrooms, and across the world as they work together to accomplish tasks.
Many technology-based tools also relate to cooperative learning, social constructivism, and connectivism. Social networking websites, such as Facebook and Twitter, allow students and teachers to collaborate and make additional connections, even at a distance. Pitler et al. (2007, p. 154) suggest that "combining VoIP (Skype, ooVoo) with sites that facilitate user-content sharing - such as instant messaging for quick chats, blogs for discussions, wikis for collaborative note taking, Google Calendar for sharing dates, and del.icio.us for sharing Web resources - facilitates powerful collaboration at any time of day and from any geographical location." The same authors suggest working collaboratively to create a website. I have found my experience with website creation, including a basic understanding of HTML, to be extremely valuable as I work to create web content, including occasional tweaks to this blog. Each of these tools helps to make more connections, stay up-to-date, and construct knowledge in a social setting.
Another type of web-based tool that emphasizes connections and social learning is the multiplayer simulation game. Revolution is an example of a game that helps students to experience events of the American Revolution through a virtual environment. Students interact with other students as well as artificial intelligence characters as they gather information and make choices related to the time period (Pitler et al., 2007, p. 152). A similar game is the multi-user virtual environment known as Second Life. While this game certainly has a social aspect and could be used to collaborate and make connections with others, I would be hesitant to use it with students due to the many sexually charged elements of the site.
While the Internet can sometimes be a dangerous place to take students, it is also a fantastic resource that looks to be the way of the future. We would be robbing students of rewarding experiences and missing an opportunity to teach Internet safety if we didn't make use of it with students. The web also provides many opportunities to support students through cooperative learning as they make connections and construct meanings with other learners.
References
Davis, C., Edmunds, E., & Kelly-Bateman, V. (2008). Connectivism. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Retrieved from http://projects.coe.uga.edu/epltt/index.php?title=Connectivism
Kim, B. (2001). Social Constructivism. In M. Orey (Ed.), Emergin perspectives on learning, teaching, and technology. Retrieved from http://projects.coe.uga.edu/epltt/index.php?title=Social_Constructivism
Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: ASCD.
"The instructional strategy of cooperative learning focuses on having students interact with each other in groups in ways that enhance their learning" (Pitler, Hubbell, Kuhn, & Malenoski, 2007, p. 139). Social constructivism and connectivism each support the social interactions of students as they work together to accomplish tasks. Cooperative learning is social and connects students within classrooms, and across the world as they work together to accomplish tasks.
Many technology-based tools also relate to cooperative learning, social constructivism, and connectivism. Social networking websites, such as Facebook and Twitter, allow students and teachers to collaborate and make additional connections, even at a distance. Pitler et al. (2007, p. 154) suggest that "combining VoIP (Skype, ooVoo) with sites that facilitate user-content sharing - such as instant messaging for quick chats, blogs for discussions, wikis for collaborative note taking, Google Calendar for sharing dates, and del.icio.us for sharing Web resources - facilitates powerful collaboration at any time of day and from any geographical location." The same authors suggest working collaboratively to create a website. I have found my experience with website creation, including a basic understanding of HTML, to be extremely valuable as I work to create web content, including occasional tweaks to this blog. Each of these tools helps to make more connections, stay up-to-date, and construct knowledge in a social setting.
Another type of web-based tool that emphasizes connections and social learning is the multiplayer simulation game. Revolution is an example of a game that helps students to experience events of the American Revolution through a virtual environment. Students interact with other students as well as artificial intelligence characters as they gather information and make choices related to the time period (Pitler et al., 2007, p. 152). A similar game is the multi-user virtual environment known as Second Life. While this game certainly has a social aspect and could be used to collaborate and make connections with others, I would be hesitant to use it with students due to the many sexually charged elements of the site.
While the Internet can sometimes be a dangerous place to take students, it is also a fantastic resource that looks to be the way of the future. We would be robbing students of rewarding experiences and missing an opportunity to teach Internet safety if we didn't make use of it with students. The web also provides many opportunities to support students through cooperative learning as they make connections and construct meanings with other learners.
References
Davis, C., Edmunds, E., & Kelly-Bateman, V. (2008). Connectivism. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Retrieved from http://projects.coe.uga.edu/epltt/index.php?title=Connectivism
Kim, B. (2001). Social Constructivism. In M. Orey (Ed.), Emergin perspectives on learning, teaching, and technology. Retrieved from http://projects.coe.uga.edu/epltt/index.php?title=Social_Constructivism
Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: ASCD.
Monday, October 1, 2012
VoiceThread
I just finished my VoiceThread (VT) for my assignment through Walden University. The VT will also double as a kick-off for my Band Resources Wiki assignment that my 7th grade band students will be beginning soon. Here is the link for my VT, which you can follow to view the VT and to comment if you would like: http://walden.voicethread.com/share/3469904/
If you would like to view the assignment files that I will be using for the band resources wiki, follow this link:
http://bandresources.wikispaces.com/Wiki+Assignment+Files
I've also embedded the VT here:
If you would like to view the assignment files that I will be using for the band resources wiki, follow this link:
http://bandresources.wikispaces.com/Wiki+Assignment+Files
I've also embedded the VT here:
Tuesday, September 25, 2012
Constructivism in Practice
Constructionism is
an educational strategy and theory, based on the constructivist
theories of Jean Piaget. It asserts that knowledge is
actively "constructed" in the mind of the learner, and it
emphasizes the creation of artifacts, or products, by the learner
(Han & Bhattacharya, 2001). Additionally, it is learner centered,
values inquiry, revision and development of ideas, and real-world
tasks. The strategy of generating and testing hypotheses
relates to constructionism because the learner is able to construct
knowledge as they work with real-world problems through the
generation and testing of hypotheses. Two technologies that can be
used as part of the generating and testing hypotheses instructional
strategy are an investment project using spreadsheet software, and
“Practicing with the Catapult,” a web-based program that allows
students to explore the physics of a catapult.
The first technology
is a spreadsheet that allows students to predict how much money they
will make by investing a given amount of money in variety of ways. A
teacher could create a spreadsheet with multiple preset investment
options and formulas to calculate the results of the investments.
Students could then seek out and input the current interest rates to
make the project even more realistic. By preparing the formulas in
the spreadsheet in advance, the teacher helps the student to
“generate and test hypotheses in very little time and gain valuable
experience that they can apply to future academic hypotheses”
(Pitler, Hubbell, Kuhn, & Malenoski, 2007, p 207). While the
teacher takes more of an active role in designing the assignment in
this project, students are working with a real-world problem, making
and revising hypotheses, and inquiring to find the current rates to
relate the lesson directly to today's economic situation, which makes
this an example of constructionism.
The second
technology is the program, “Practicing with the Catapult.” In
this program, students are able to work with a variety of variables,
such as gravity, launch angle, speed, and height, air resistance, and
more. Students can use an equation to make a hypothesis about how
fast to throw the object, or they can guess and then revise their
guess through trial and error. A physics or Algebra teacher could
use this program to help students learn about either force or solving
Algebraic equations. Throughout the process, though, the student is
revising and developing ideas through a process of inquiry, which
relates to the constructionist view.
Each of the
technologies explored made use of generating and testing hypotheses
and each fit in with the constructionist view. While neither project
created an artifact, teachers could certainly guide students in
making something tangible that furthered the goals of the project.
On the other hand, students would certainly be constructing knowledge
while working with each technology.
Resources:
Han,
S., and Bhattacharya, K. (2001). Constructionism, Learning by Design,
and Project Based Learning. In M. Orey (Ed.), Emerging perspectives
on learning, teaching, and technology. Retrieved
from http://projects.coe.uga.edu/epltt/index.php?title=Constructionism,_Learning_by_Design,_and_Project_Based_Learning
Pitler,
H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using
technology with classroom instruction that works.
Alexandria, VA: ASCD.
Practicing
with the catapult. Retrieved from
http://www.lcse.umn.edu/specs/labs/catapult/practice.html
Wednesday, September 19, 2012
Cognitivism in Practice
Cognitivism seeks to understand how the mind processes information. A variety of theories exist, such as Paivio's dual coding hypothesis and the Atkinson-Schiffrin Model, which help to shed light on how the brain works. When teachers consider these cognitive theories as they plan their instruction, their teaching becomes more effective. Many technology-related instructional strategies can be referred to as "cognitive tools" because they "use technology to augment learning theory" (Laureate Education, Inc., 2011).
Each theory of learning offers insight into the mind's workings. The Atkinson-Schiffrin Model suggests that, at the short-term memory level, the brain can process only 5-9 pieces of information at once, and the information must be processed deeply to reach the long-term memory (Laureate Education, Inc., 2011). This information suggests that a learner should not be provided with too much information at once and they should be given opportunities to process the information more deeply. The dual coding hypothesis suggests that using images and text/words simultaneously, or smells and text/words, the brain will store the information better than when using words or text only (Laureate Education, Inc., 2011). Additional theories suggest that memories gained through experiences are stronger than many other types, that involving more senses in the learning process creates stronger memories, and that a person creates stronger memories by associating new information with something familiar to the learner (Laureate Education, Inc., 2011).
One cognitive tool is the concept map. Concept maps, such as those created on spiderscribe.net, provide the learner with a visual representation of a collection of inter-linked ideas. According to Novak and Canas, "there are two features of concept maps that are important in the facilitation of creative thinking: the hierarchical structure that is represented in a good map and the ability to search for and characterize new cross-links" (2008). The thought processes required for students to create a concept map help them to think deeply and can help facilitate the creation of long-term memories. Concept maps also create the opportunity to make use of the dual coding hypothesis by combining images and text (Laureate Education, Inc., 2011).
Another set of cognitive tools is the use multimedia such as PowerPoint presenations, video clips, or software such as Stellarium, which is a "computer-based planetarium" (Pitler, Hubbell, Kuhn, & Malenoski, 2007). Most students find these tools very engaging and they are also effective because they help them "activate prior knowledge and develop a mental model to understand new information" (Pitler et al., 2007). In many cases, the learner is creating experiences though the use of this technology as well.
While not often thought of as such, spreadsheets and calculators are also forms of cognitive tools. Dr. Michael Orey suggests that, “giving [students] a spreadsheet that has all of the data allows them to focus on the solution to the problem” (Laureate Education, Inc., 2011). A calculator has a similar effect. However, it must also be noted that cognitive tools, such as calculators, can sometimes have negative side effects too. While the calculator aids students in reaching higher-level thinking skills by getting them past some of the "simple" steps more quickly, teachers might find that students' mental math skills deteriorate with the use of calculators.
Despite the side effects, students can benefit from the use of cognitive tools in the classroom because they allow for deeper learning. Cognitive theories suggest that these tools can enhance learning by allowing students to focus on solutions to problems rather than calculations, incorporating multiple senses into experiences, by creating new experiences, and by activating old knowledge to make new information more meaningful.
References:
Each theory of learning offers insight into the mind's workings. The Atkinson-Schiffrin Model suggests that, at the short-term memory level, the brain can process only 5-9 pieces of information at once, and the information must be processed deeply to reach the long-term memory (Laureate Education, Inc., 2011). This information suggests that a learner should not be provided with too much information at once and they should be given opportunities to process the information more deeply. The dual coding hypothesis suggests that using images and text/words simultaneously, or smells and text/words, the brain will store the information better than when using words or text only (Laureate Education, Inc., 2011). Additional theories suggest that memories gained through experiences are stronger than many other types, that involving more senses in the learning process creates stronger memories, and that a person creates stronger memories by associating new information with something familiar to the learner (Laureate Education, Inc., 2011).
One cognitive tool is the concept map. Concept maps, such as those created on spiderscribe.net, provide the learner with a visual representation of a collection of inter-linked ideas. According to Novak and Canas, "there are two features of concept maps that are important in the facilitation of creative thinking: the hierarchical structure that is represented in a good map and the ability to search for and characterize new cross-links" (2008). The thought processes required for students to create a concept map help them to think deeply and can help facilitate the creation of long-term memories. Concept maps also create the opportunity to make use of the dual coding hypothesis by combining images and text (Laureate Education, Inc., 2011).
Another set of cognitive tools is the use multimedia such as PowerPoint presenations, video clips, or software such as Stellarium, which is a "computer-based planetarium" (Pitler, Hubbell, Kuhn, & Malenoski, 2007). Most students find these tools very engaging and they are also effective because they help them "activate prior knowledge and develop a mental model to understand new information" (Pitler et al., 2007). In many cases, the learner is creating experiences though the use of this technology as well.
While not often thought of as such, spreadsheets and calculators are also forms of cognitive tools. Dr. Michael Orey suggests that, “giving [students] a spreadsheet that has all of the data allows them to focus on the solution to the problem” (Laureate Education, Inc., 2011). A calculator has a similar effect. However, it must also be noted that cognitive tools, such as calculators, can sometimes have negative side effects too. While the calculator aids students in reaching higher-level thinking skills by getting them past some of the "simple" steps more quickly, teachers might find that students' mental math skills deteriorate with the use of calculators.
Despite the side effects, students can benefit from the use of cognitive tools in the classroom because they allow for deeper learning. Cognitive theories suggest that these tools can enhance learning by allowing students to focus on solutions to problems rather than calculations, incorporating multiple senses into experiences, by creating new experiences, and by activating old knowledge to make new information more meaningful.
References:
Laureate
Education, Inc. (Producer). (2011). Program five: Cognitive learning
theory [Video webcast]. Bridging
learning theory, instruction and technology.
Retrieved from
http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com&Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1
Novak,
J. D., & Cañas, A. J. (2008). The
theory underlying concept maps and how to construct and use them,
Technical Report IHMC CmapTools 2006-01 Rev 01-2008. Retrieved from
the Institute for Human and Machine Cognition Web
site: http://cmap.ihmc.us/Publications/ResearchPapers/TheoryUnderlyingConceptMaps.pdf
Pitler,
H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using
technology with classroom instruction that works. Alexandria,
VA: ASCD.
Wednesday, September 12, 2012
Behaviorism in Practice
This week I learned about behaviorism and its application in the classroom. Behaviorism seeks to encourage certain responses and/or behaviors through positive reinforcement, while discouraging others through negative reinforcement. According to James Hartley (1998) as cited in Smith (1999, para. 4), behaviorism claims that it is important that the learner be active (rather than passive), that there is frequent practice, that there are clear objectives for the activity, and that there is reinforcement used as a motivator. The book, Using Technology with Classroom Instruction that Works
(Pitler, Bubbell, Kuhn, & Malenoski, 2007), gives suggestions for reinforcing student effort and providing students with opportunities to practice what they've learned, which both are part of the behaviorist view .
One of the pillars of behaviorism is reinforcement of desirable behaviors. The chapter in Using Technology with Classroom Instruction that Works titled, "Reinforcing Effort," describes ways that teachers, and schools, can reinforce students' belief that effort pays a major role in their academic success (Pitler et al., 2007, pp.155-164). Through the use of spreadsheet software, teachers can help students track the correlation between their effort and grades, providing visual reinforcement of the positive effects of effort (pp. 156-161). The authors also also provide examples of how effort can be reinforced through the use of surveys, bulletin boards, and web-based methods to reinforce the effort of students.
Another important part of behaviorism is providing opportunities for students to practice what they have learned. B.F. Skinner, one of the biggest names in behaviorism, designed an instructional strategy called "programmed instruction," that was very similar to an online tutorial that tells you if your answer is correct or incorrect. The chapter, "Homework and Practice" in Using Technology with Classroom Instruction that Works, lists several resources that are similar to Skinner's "programmed instruction" (Pitler et al., 2007, pp. 196-199). One example is the Starfall Web site, www.starfall.com, where one game asks students to add the consonant to the start of a word to match a picture. If the correct letter is added, the student is rewarded with the pronunciation of the word, but if they are incorrect, then the game honks at them. This type of game can engage students, while providing automated reinforcement to encourage them when the get correct answers.
The book, Using Technology with Classroom Instruction that Works (Pitler et al., 2007), provides good examples of effective application of the behaviorist model of education. While many aspects of behaviorism are unpopular in education today, reinforcement of behavior, and practice, are two aspects that can be very effective, and they are still frequently used today.
Resources:
Laureate
Education, Inc. (Producer). (2011a).
Program four: Behaviorist learning theory [Video webcast]. Bridging
learning theory, instruction and technology.
Retrieved from
http://laureate.ecollege.com/ec/crs/default.learn?CourseID=5700267&CPURL=laureate.ecollege.com &Survey=1&47=2594577&ClientNodeID=984650&coursenav=0&bhcp=1
Pitler, H., Bubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: ASCD.
Smith, K. (1999). The behaviourist orientation to learning. In The encyclopedia of informal education. Retrieved from http://www.infed.org/biblio/learning-behavourist.htm
Saturday, August 11, 2012
Course Reflection - What Impact Has This Class Had on Me As a Teacher?
As
my course, “Understanding the Impact of Technology on Education,
Work, and Society,” comes to a close, I reflect on what I have
learned, and how my classroom will change as a result of that
learning. While the technologies that I learned about, blogs, wikis,
podcasts, and more, aren't new to me, my views on the use of those
technologies have changed in some ways. This course has helped me to
view technology, not just as a way to gain more students' attention,
but as an important part of every students education that schools and
teachers need to make a priority in order to provide students with
the 21st-century skills needed to be successful in the future.
One
way this course has changed my view is by forcing me to use and
explore some of the technologies that I have never tried. Referring
to his personal use of Internet technologies, author and teacher,
Will Richardson (2010) says, “the transformation in my own personal
learning practice is what informed my work with students … we make
these connection in our own practice first so we can thoroughly
understand the pedagogical implications for the classroom.” It is
fairly obvious to me that it would be extremely difficult to
effectively incorporate something into your classroom if you have
never used it yourself. Since taking this class, I have begun to use
and follow blogs, RSS feed readers (aggregaters), and podcasts, while
also exploring many more Internet resources that could potentially be
used in my classroom or to improve my own understanding. Having used
these technologies, I will now be more successful in using them in my
classroom.
The
next way I have changed as a result of this course is in the extent
my knowledge of the teaching and learning process. While I have
always understood that there were many different learning styles
present in a classroom at any given time, I now understand that there
are also what Dr. Christopher Dede (Laureate Education, Inc., 2010)
calls “media learning styles.” Media learning styles are not
based on age, but on experience and comfort with media, such using as
paper-and-pencil as compared to typing on a word processor. With the
with the world becoming flatter (or shrinking) (Friedman,
2005) as a result of globalization,
learners who are comfortable with media and technology that
facilitates collaboration will be needed. Teachers should be
encouraging their students to use personal wireless devices, Web 2.0
applications, and other collaborative tools, especially those that
encourage creativity. As Chris Dede says, “it looks as though
media-based learning styles are going in a direction that parallels
what society is really going to need from education, but we can only
take advantage of that if we let students use in school the kind of
powerful tools that they use outside of classroom settings”
(Laureate Education, Inc., 2010).
Just as
technology is allowing for more collaboration on a world-wide scale,
it is also encouraging me to shift toward
a learner-centered classroom. Trilling (2005) states that, “we
must go from 'one size fits all' to 'the right size for each one'
using technology to help personalize, differentiate, and deliver a
more flexible, universally designed curriculum.” The Internet is
making authentic, individualized learning, that is driven by student
curiosity, possible. It also is providing tools that allow for the
development of 21st-century skills in students. Teachers need to
begin sharing the reins with students, allowing them to willingly
develop those skills through projects and activities that they have a
stake in. Richardson (2010) shares, “by inviting students to
become active participants in the design of their own learning, we
teach them how to be active participants in their lives and future
careers.”
Lastly,
this course has given me the means to continue learning so that I can
work to accomplish goals for my teaching practice. Through my web
exploration early in this class, I found many great web resources
that I will follow using an RSS feed reader, and that will allow me
to learn about best practices and stay up-to-date on emerging
technologies. Learning from these resources will move me closer to
accomplishing goals that I have for my classroom and teaching: 1) To
bring more technology into my classroom., and 2) To create a band
resource wiki that all of my band students contribute to, both in and
out of the classroom, and use, along with band students from around
the world, to improve their playing and knowledge of music. To
accomplish the first goal, I intend to seek out grants and donations
that will allow me to create student workstations where they can
write music, contribute to blogs and wikis, and access Internet
resources from my classroom. I also hope to acquire one or more iPads
for my classroom. To accomplish the second goal, I will have each of
my classes do a project in the computer lab to get started on the
wiki and will encourage them to contribute new resources whenever
they find them at home. When the wiki is up and running, I will
encourage my students to share it with their friends to spread the
word that the resource is available for the world to use.
In the first
week of this class I referenced a checklist of teaching practices
that support 21st-century skills and that evaluate if I am
effectively using technology in my own classroom while promoting the
effective use of technology throughout my school. Referring back to
the same document, I see that I have certainly improved in many areas
since the start of this class. I have already begun to design
activities that encourage more collaboration and that include
real-world problem solving. I have also been exploring many more
technologies and Internet resources and their possible uses in my
classroom. At the same time, I am sharing those resources and
collaborating with other teachers in my district to begin
transforming our schools through the use of technology. However, I
think the biggest changes will come when every student in every class
has a computer or iPad. As Dr. David Thornburg says, “If
we want to make a different in students lives, around technology, …
we have to think nothing less than one-to-one computing” (Laureate
Education, Inc., 2010b).
I
am looking forward to the coming school year and the impact that this
course will have on my work with students. I hope that I can be a
catalyst for change in my students and my school.
References
Friedman,
T. (2005, April 3). It's a flat world, after all. The
New York Times.Retrieved
from http://www.nytimes.com
Laureate
Education, Inc. (Producer). (2010a). Millennial
learning styles.
[Video webcast]. Retrieved from http://www.courseurl.com
Laureate
Education, Inc. (Producer). (2010b). Today's
students.
[Video webcast]. Retrieved from http://www.courseurl.com
Richardson,
W. (2010). Blogs,
wikis, podcasts, and other powerful web tools for classrooms (3rd
ed.). Thousand Oaks, CA: Corwin.
Trilling,
B. (2005). Towards learning societies and the global challenges for
learning with ICT.
TechForum.
Retrieved from http://www.techlearning.com/
techlearning /pdf/events/techforum/ny05/ Toward_Learning_Societies.pdf
techlearning /pdf/events/techforum/ny05/ Toward_Learning_Societies.pdf
Saturday, July 28, 2012
Podcast - Student Technology Use
I recently had the opportunity to interview some of my high school students to try to gain a better understanding of their technology usage and preferences. This survey was a result of an assignment for a class I am taking through Walden University, but I was also inspired by the information presented in my course materials for this week. Through the survey, I found that my students are immersed in media, but they often do not make use of the same technology at school. I believe that my school will need to provide better access to technology, and change their personal electronic device for students, in order to prepare students for the society they will be entering.
In the podcast I quote the following sources:
Dretzin, R., & Maggio, J. (Producers), & Dretzin, R. (Writer). (2008, January 22). Growing up online [Television series episode]. In Frontline. Boston: WGBH. Retrieved from http://www.pbs.org/wgbh/pages/frontline/kidsonline/
Laureate Education, Inc. (Producer). (2010a). Today's students. [Video webcast]. Retrieved from http://www.courseurl.com
Laureate Education, Inc. (Producer). (2010b). Millenial learning styles. [Video webcast]. Retrieved from http://www.courseurl.com
Wednesday, July 18, 2012
The Partnership for 21st Century Skills - A Review
Through my current course at Walden University, titled, Understanding the Impact of Technology on Education, Work, and Society, I have had the opportunity to evaluate a variety of technologies and resources, examining their possible benefits to my own practice of teaching middle and high school students. This week, we focused on what have come to be known as "21st-century skills." Although most of the skills really aren't new, they have gained importance in our current, and future, world due to the changes brought on by new technology. Identifying the need for these skills, Bates and Phelan write, "it
is clear that our success in building a globally competitive
workforce is dependent on the ability of our workforce development
systems to provide the employability skills, both the basic
academic skills (the three Rs, listening, speaking) as well as the
higher order competencies required for success in today’s
workplace." In the same year that their article, "Characteristics of a Globally Competitive Workforce," was published, the Partnership for 21st Century Skills (P21) was formed. It is this organization's website which I will review for the remainder of this post.
The Partnership for 21st Century Skills is made up of business, education, and government leaders. Among their members are companies like Apple, Adobe, and Cisco, a member of the Kentucky Department of Education, and educational organizations such as the National Education Association and Education Network of America. The mission of this organization is "To
serve as a catalyst to position 21st century readiness at the center
of US K12 education by building collaborative partnerships among
education, business, community and government leaders" (P21, 2011). So far, they seem to be successful in their mission because they have formed many partnerships with very influential, and active, organizations.
At first glance, the P21 website is colorful and well-organized, with enough pictures and colored text boxes to keep things interesting. For a "casual web-surfer" there is probably a bit too much text to keep their attention, but for an educator looking for resources, it is just about right. It was lucky for me that the first announcement on the site's homepage pointed me to the new math skills map, which is probably the best resource on the site for a math educator.
Many times I feel like I need an interpreter to walk me through a set of state standards, but the 21st Century Math Skills Map takes away much of the mystery. For each 21st century skills outcome, the map provides an example of students completing a task that demonstrates the outcome and shows how the outcome aligns with the new Common Core State Standards (CCSS). Not only does this make the goals of the P21 Framework easy to understand, it also eliminates much of the legwork that a teacher would need to do in aligning their curriculum with both the CCSS and the 21st Century Framework.
There are many other useful tools on the site as well. The P21 Blog contains many great articles from leaders in the realm of education. There are also guides for implementing 21st century skills in various settings, such as in the classroom and through professional development. Parents can even find information about 21st century skills, although I believe that the partnership should reword these resources to be easier for parents without an educational background to understand.
After scouring the site for something I didn't agree with, I finally found an article called "Virtual Schools and 21st Century Skills." As an educator, I naturally bristle at the thought of virtual schools for K-12 students because they seem like a threat to my job. However, the real problem that I have with the concept of virtual schools is not the threat to my job or the quality of education it provides, but what I perceive as a lack of accountability, motivational tools, and the ability to teach the informal life lessons that "normal" teachers teach through the situations which arise in their classrooms. The article says "Online learning through virtual schools is one of the most important advancements in attempting to rethink the effectiveness of education in the United States," and "skills like problem solving are practically meaningless if students cannot manage their time efficiently and productively" (The North American Council for Online Learning and the Partnership for 21st Century Skills, 2006). I don't disagree with either of these statements, but the article never explains how students would be held accountable, how they develop time management, or how they would learn the important life lessons that students get in a physical classroom. One of the positive sides that I see with online schools is that parents would have to play an active role in holding their child accountable and in teaching life lessons, which I don't always see happening in today's classroom.
Overall, The Partnership for 21st Century Skills has a great website with good organization and quality resources for parents, educators, administrators, and community leadership. I would recommend the site to anyone seeking a better understanding of 21st century skills and their impact in today's society.
Resources:
Bates, R., & Phelan, K. (2002). Characteristics of a globally competitive workforce. Advances in
There are many other useful tools on the site as well. The P21 Blog contains many great articles from leaders in the realm of education. There are also guides for implementing 21st century skills in various settings, such as in the classroom and through professional development. Parents can even find information about 21st century skills, although I believe that the partnership should reword these resources to be easier for parents without an educational background to understand.
After scouring the site for something I didn't agree with, I finally found an article called "Virtual Schools and 21st Century Skills." As an educator, I naturally bristle at the thought of virtual schools for K-12 students because they seem like a threat to my job. However, the real problem that I have with the concept of virtual schools is not the threat to my job or the quality of education it provides, but what I perceive as a lack of accountability, motivational tools, and the ability to teach the informal life lessons that "normal" teachers teach through the situations which arise in their classrooms. The article says "Online learning through virtual schools is one of the most important advancements in attempting to rethink the effectiveness of education in the United States," and "skills like problem solving are practically meaningless if students cannot manage their time efficiently and productively" (The North American Council for Online Learning and the Partnership for 21st Century Skills, 2006). I don't disagree with either of these statements, but the article never explains how students would be held accountable, how they develop time management, or how they would learn the important life lessons that students get in a physical classroom. One of the positive sides that I see with online schools is that parents would have to play an active role in holding their child accountable and in teaching life lessons, which I don't always see happening in today's classroom.
Overall, The Partnership for 21st Century Skills has a great website with good organization and quality resources for parents, educators, administrators, and community leadership. I would recommend the site to anyone seeking a better understanding of 21st century skills and their impact in today's society.
Resources:
Bates, R., & Phelan, K. (2002). Characteristics of a globally competitive workforce. Advances in
Developing Human Resources,
4(2),
121.
The North American Council for Online
Learning and the Partnership for 21st Century Skills. (2006).
Virtual schools and 21st century skills. Retrieved from
http://www.p21.org/storage/documents/VSand21stCenturySkillsFINALPaper.pdf
The Partnership for 21st Century Skills. (2011). The partnership for 21st century skills [Website]. Retrieved from http://www.p21.org
Wednesday, July 4, 2012
Blog Introduction in a Middle or High School Band
I've
often thought of how I can integrate technology into my band classes.
Frequently I run into issues of cost and practical application.
Cost is obvious – some things are just too expensive to purchase
them for the band to use. Practicality is an issue for other
reasons. Having classes of 30 or more students makes it difficult to
do some computer-based projects, and, when combined with the
pressures of a performance schedule, it is hard to commit more than a
couple of days (at a time) to a project. However, a Weblog, or 'blog,'
may be just what I need to get students thinking about the practice
of music, and using technology, within my time, size, and cost restraints.
Since some great blog sites are free, like this one, cost is not a problem. Blogs also lend themselves to collaboration, so students in my larger classes can work in small groups to do posts. Additionally, blogs can be accessed from any computer with an Internet connection, so students can work on their posts at home, while those who don't have Internet connections can have first priority on the school's computers.
As an introduction to to blogging, I think I will begin with one of Will Richardson's scaffolding suggestions. In the book, Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms, Will writes, "to start, we could provide, or ask students to find, interesting and relevant sites of information and teach them how to write about what they find useful at those sites" (Richardson, 2010). I would have students seek out websites and blog posts that offer suggestions for playing or maintaining instruments, counting music, writing music, and other sites that could help them become better musicians. I would then have them write a review of the site, or an article found on the site, including why it was helpful to them and how it could be useful to someone else. To start, this would probably be a single blog site where I write a prompt and students respond using comments.
Looking into the future, I could see my band classes using a blog, or blogs, to create a clearinghouse for music related questions and suggestions, helpful links, and more. One idea I have had is to have all of the trumpets work together, each having their own login, on a trumpet blog, where they can ask each other questions, write how-to and help articles, and post links to helpful sites. Other instrument groups would each have their own blog, with one student serving as an editor. Of course, I would continue to monitor the content of each site using an RSS aggregator, and have the ability to modify content as needed.
A blog, or blogs, of this type would help students to become better musicians by providing them with helpful suggestions, and by getting them to think about their musicianship. If a student were having trouble with a fingering on a clarinet, they could check the blog to see if another student has posted a fingering chart, and if not, they could locate one and post it to the blog for others to use. Younger students could post questions, and older ones could mentor them. Students wishing to hear how a song from class is supposed to sound might locate a YouTube video and post it to the blog for others to use. Essentially, students could use the blog to find helpful information, or share helpful information. I think the best part would be that students would probably begin working to find the information on their own rather than asking me when help is just a click away.
Resources:
Richardson, W. (2010). Blogs,
wikis, podcasts, and other powerful web tools for classrooms (3rd ed.). Thousand Oaks, CA: Corwin.
Sunday, June 24, 2012
Introduction
Welcome to my blog! My name is Jeremy Connin, I live in Michigan, and I have a wife and two young children, ages 3 and 1. I expect that this blog will discuss my views on technology in education, possibly related to the fields of math and music. I look forward to sharing with you in the coming weeks! Until then, feel free to visit the website that I created and maintain for my school's band program, which I direct: negauneebands.browncowhosting.com
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