#1 Introduction video-- The introduction video meets the ISTE's NETS for teachers standards outlined in objective 3) C "communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats" The introduction video was a cool way to break the ice of shyness and nervousness, that students often time experience when asked to stand up (in front of the classroom) and introduce themselves to their peers. Often time you feel under pressure as you try to think about what you're going to tell the class (or what you want them to know) about you. The introduction video allows you to plan out and possibly rehearse what information that you would like to share with the audience. This technique is better because the student can create the recording anywhere ( in a comfortable and relaxed setting) and download it to any computer. The recording can be edited to make it more personal (customized). It is a more creative way for not only your peers but also for teachers to get to know each individual. I did not like this particular assignment because we did this activity in class as a group so therefore, students recorded one another. I was nervous and felt that I was put on the spot. However, I would have much rather have taken the camera home and made the recording on my own. In my opinion, I think this activity can be beneficial to the classroom because as I stated sometimes standing up in front of your peers and making an introduction can be challenging for some students.
#2 Concept Map-- Concept mapping meets the ISTE's NETS for teachers standards outlined in objective 1) C "promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes" Concept mapping is a creative diagram that allows students to use words, pictures, and form other ideas in any subject area to show relationship. It breaks away from the traditional brainstorming and jotting down ideas on paper. It is a more innovative and creative way of making connections between the main idea and its subtopics. The program itself has many examples and formats that you could choose. It also promotes individuality and the creativity of the students. Concept mapping can be useful in the classroom because it allows the students to jot down main ideas (topics) and build relationships from that main topic. It enhances study skills and logical thinking patterns thus allowing students to view the parts of material as a whole. I liked concept mapping because the program was more creative than a typical cluster or tree branching map. I could use various shapes, color, and add images and form different lines patterns to show relationships .
#3 Voki-- Voki meets the ISTE's NETS for teachers standards outlined in objective 2) D " provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching" The voki tutorial is a fun and creative educational tool. It is easy to set up and it can be posted to any website or blog. This tutorial not only introduces learning material in a fun and innovative way but it promotes learning, motivates the students to participate more in the classroom and improves their study skills and comprehension. Teachers and students can create and customize speaking avatars. The information is typed (text) and the avatar can translate the information in several different languages. Since we live in the technological age, students as well as the teachers are shying away from the traditional classrooms. Teachers can post assignments and students can log on almost anywhere and not fall behind ( due to absences, activities/field trips during class times, or sports). Although, I had never heard of or used this tutorial before, I did find it quite interesting and somewhat useful for future classrooms. In my opinion, I think we shouldn't deviate from the "hands-on" teaching methods of the past, but for this computer savvy generation this tutorial can be implemented into the traditional classroom setting as a reinforcement tool and creative learning strategy.
#4 Windows Movie Maker-- Windows movie maker meets the ISTE's NETS for teachers standards outlined in objective #1) A "promote, support, and model creative and innovative thinking and inventiveness" The movie maker program, in my opinion, was much like a power point presentation. You can download images, add text, and sound. The program has unique because the features enable students to be creative and add a more personal touch and tailor made. For instance, if you have a lot of pictures loaded to a digital device,(such as a computer, camera, or other devices); rather than trying to upload and share all these images via email or social networks, the pictures can be formatted to make a video. I have neutral feelings about this program, it was basically a power point presentation. It could be used in a classroom because students would enjoy being able to download pictures and images of their choice and putting together a story line.
#5 2.0 Sites-- 2.0 sites-- meets the ISTE's NETS for teachers standards outlined in objective #2) C "customize and personalize learning activities to address students' diverse learning styles, working strategies , and abilities using digital tools and resources" Most of the applications on this site are helpful resources for students as well as teachers. These sites promote a more student-centered atmosphere than the traditional classrooms. Students tend to be more engaged in classroom discussions in the technological setting than teacher dominated classrooms. A student that is reserved might find it challenging to engage in a regular classroom discussion but to engage in a discussion via blogs, wikis, etc they might be more prone to engage or participate. I did find some of these sites resourceful. There were some that as an educator I could use to create lesson plans, quizzes, and other educational games/activities that would motivate children to learn. Because technology is a vital part of our world and is being integrated into all the schools these programs are much needed tools. For the most part the sites that I did log on to were user friendly and implement creative and innovative ways to make learning fun.
Thursday, July 26, 2012
Thursday, July 19, 2012
101 Web 2.0 tools for teachers You should know about
I chose Sharendipity and Quizlet as the two tools that I would use in the classroom. The first one I chose was Sharendipity which allows you to create fun educational games. I chose this site because kindergarten students are easily distracted and need constant stimulation. This app allows the teacher to create word searches, puzzles, and other educational activities that are kid friendly and fun. It was easy to use and my son never noticed it was educational. It is a tool that parents could even sign up for to give the kids something to do on the weekends, during holiday and summer breaks to keep learning fresh on their minds. These games were not hard to create the tutorial walked you through the process step by step and there were several games to chose from for you to model so that you could personalize it. The second app I found interesting was the Quizlet, this app is perfect for students to use to study. On this app you can create flash cards. You can type the exact information you want on the card and it allows you to choose different languages to be displayed on either (or both sides) of the cards. Quizlet would be ideal for children taking a foreign language. Also you can type a word on the front side of the card and it will give you the definition of the word and places it on the other side of the card, which is great for definition quizzes. It also has a speaker so that it reads the information on the cards aloud which also is a good study technique. You can clear one side of the card so that you can test yourself (from memory)on the information you know. It also shuffles the cards so they want be in any particular order.
Wednesday, July 18, 2012
gaming to reengage boys
First and foremost boys and girls are wired differently. Most boys have shorter attention spans than girls. This is why teachers and parents have to work together and finsd ways to keep their minds stimulated . Boys need to be able to explore everything in the world around them. I remember growing up boys were not allowed to play with 'girl' toys such as dolls and cooking sets because they were labeled ( it wasn't manly) if they did. However, it was okay for Suzy to play with Jim's toy cars and play football/catch with the boys. In the black communities most African-American boys are being raised by single mothers along with many female siblings. They are not allowed to do "girlie" chores like washing the dishes, cooking, cleaning, or laundry. This same concept is being integrated in the schools. They are not only out numbered in the home but in the classroom as well. Teachers do not let boys express or explore themselves to their full potential, they are given a set instruction or pattern to follow and can not deviate from it. Boys are not allowed to use their creativity through the arts or any other activities because of the strict no tolerance laws set in place. They are not allowed to be BOYS. They often do not try for this reason and fall behind and as a result give up and quit.
Video games allow them to be creative (selecting/creating avatars) they are allowed to apply survivial skills and instincts while playing video games. We invest so much money in these violent video games, why not use this money to come up with more innovative learning tools (games) to keep our boys engaged and successful.
Video games allow them to be creative (selecting/creating avatars) they are allowed to apply survivial skills and instincts while playing video games. We invest so much money in these violent video games, why not use this money to come up with more innovative learning tools (games) to keep our boys engaged and successful.
Monday, July 9, 2012
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