Thursday, May 15, 2014

Story Board for Disrupting Class




Digital Storytelling Storyboard
*The premise of our video is a game show--one group member will act as the host, while two of us will act as game show contestants, answering questions revolving around Disrupting Class.

Visuals
Script of audio
Introduce players, categories
Game Show host  introduces Category 1:
The Way Students Learn




Q:What theory states that everyone has a different learning style, and everyone learns at a different pace?
A: What is the Theory of multiple intelligences
Q: What are the advantages to customizing learning vs. standardized teacher?
A: Allows teachers to address all learning styles, allows students to work at their own pace, creates a more independent learning environment.

Game Show host introduces Category 2:
Schools and Society




Q: What is the goal of disruptive innovation?
A: Disruptive innovation brings a new product or service to the market to meet a new niche’s needs.
Q: Have schools changed over time, or have they remained the same for years?
A: Schools themselves have in fact changed to meet the changing needs of society, but the way students are taught in school remains the same.
Game Show host introduces category 3:
Innovation in the Classroom
Q:What is necessary for disruptive innovation to be successful?
A: Disruptive innovation needs to establish its own market.
Game Show host introduces category 4:
Disruptive Technology


Q: What are the two stages of disruptive innovation in schools?
A: 1.  computer based learning
     2. student centric technology
Q: What are some markets where disruptive technology, such as online classrooms, would be particularly beneficial?
A: AP classes, rural schools, homeschooled students, students who need to make up credits.
Game Show host introduces category 5:
Value Networks and Schools


Q: What value network are schools currently?
A: Schools value network reflects a VAP network, with a strong standarization proccess.
Q: What value network would best serve schools?
case students, to exchange information with onether.
Game Show Host Introduces Category 6:
The Early Years
Q: What is “extra talk”?
A: Talking to infants as if they were an adult, elaborating on conversations and “language dancing”
Game Show Host Introduces Category 7:
Student Motivation


Q: Why are students unmotivated when it comes to education?
A: There are not many successes when it comes to school and education is not the job they are trying to do.
Game Show Host Introduces Category 8:
Education Research


Q: What are the three steps to descriptive research?
A: Observation, Classification, and defining relationships
Game Show Host Introduces Category 9
Organizing to Innovate

Q : What are the four teams of organization?
A: Functional Team, Lightweight Team, Heavyweight Team, and autonomous business unit


Picture citations in order of appearance:




https://docs.google.com/document/d/1Lzp_u5W9YJX5GMfr_LuBTYo5dhdYPfzQbngUViYeMeQ/edit





Monday, May 12, 2014

Why Integrate Technology into the Curriculum?

Why Integrate Technology into the curriculum? 


Integrating technology means more than teaching basic computer skills and software programs, it is essential for teachers and administrators to incorporate technology across the curriculum. There are many advantages of incorporating technology and many benefits that include: 

  1. Active engagement by the students and teachers.
  2. Participation in groups and more opportunities for collaboration. 
  3. Frequent interaction and quick feedback.
  4. Connection to real world experts and information at the students and teachers finger tips. 

Technology is effective when it is used in the classroom with students and provides the students with opportunities to learn from each other. The use of technology across the curriculum, prepares our students for real life experiences that they will experience when they go into the workforce. 

http://www.edutopia.org/technology-integration-introduction

Using clipart and How to Cite Your Creative Commons Source


Some of the following websites provide you with clip art that can be used in the presentations. Knowing how to cite the sources is very important. A few of these websites include pictures that are high resolution pics that can be used in presentations while some are free photographs that are available to the users but must be cited properly. 

You can always search for free clip art by typing under the search enginge " Free Clip art " or go directly to the following websites for more sophisticated clip art. 

http://vintageholidaycrafts.com/free-clip-art
http://wordplay.hubpages.com/hub/vintage-flowers
FreeDigitalphotos.net
Natural Apples by Digital Art with high resoulution
Flickr.com  free photographs 

It is important to cite the source of your free photograph or clip art, not only because it keeps everything legal, but because the creator of the image deserves recognition - little enough reward for making his/her art freely available.
When you are in the Photo Capsule Edit mode, there are three fields to type into:
1. The Name of Source: Here you should type in just the name of the source, like "Flickr". If you add more words than just the name of the source, the URL won't work as a link.
2. Source URL: This is where you should paste the URL to link to the source's website when asked to do so. By doing it this way, readers will be able to click on the "Source" name and it will backlink to the source's site.
3. Caption: Here you can type in the title of the photograph if it has one, or you can add your own short comment.

4 Free Web Tools for Student Portfolios



Platforms and 4 free web tools for student portfolios. 

Student portfolios are an important aspect of student assessments. For many teachers having a good amount of work samples are important to keep track of their students learning along with a baseline assessments. Students can benefit from the feedback they receive from their teachers. It is critical to receive feedback on a timely basis to allow the student to inquire about their projects and to provide teacher for a way to differentiate instructions. 

The following free blogs are excellent resource that students can teachers can use. 
Kid Blog - User friendly and students can use it to showcase what they are learning. Great Porfolio tool for the students. 

Googles sites- Slides- Blogger- You Tube

Use google sites to create media -rich websites to display the students work throughout the school year. 

Evernote  - option to create student portfolios, write, take photos, record audio and upload content. Students can start their work at school and work on their entry from a laptop at home.
However,  Evernote does not give teacher and way to moderate it's use by the student. Evernote isn't publicly viewable. 

Three ring - Students can create and upload from their own device abd tag, search and share their portfolios. 

  1. Teacher created class accounts
  2. Teacher creates accounts and add students to the account
  3. Students can access their teacher and teachers can monitor account with a Username and Password. 
  4. Content can be added by the teacher, student and can be commented on by both. 

All of the above can help teachers integrate technology in the classroom 

Tuesday, April 29, 2014

Ideas for Using Minecraft in the Classroom


Ideas for Using Minecraft in the Classroom

Minecraftedu is basically a customized modification of the game, that helps facilitate organization and focus for teachers to use Minecraft effectively. In addition, Joel Levin, the founder of MinecraftEdu, provides ideas and updates at The Minecraft Teacher blog.


Technology is responsible for helping children acquire many skills. As a teacher we should embrace technology and use the many benefits that it has to offer to implement classroom strategies in the classing. There are very few students these days that are not familiar with Ipods, Ipads, Iphones and many of the digital technologies like computers, digital phones. Incorporating the technology as a resource and a tool will require careful planning and some student centered learning. More and more teachers are using games like minecraft to help students explore literature and reading comprehension.

If you use Minecraftedu, this versions has created the students with opportunities to

  1. Explore real life buildings
  2. Practice ratio and proportion
  3. Learn about survival
  4. Visualize the stories and goes as far as allowing the students an opportunity to create various settings from the Text as they recreate scenes and plots. 
  5. Great resource to assess students with reading comprehension skills, problem solving and collaborating with classmates on group projects. 

http://www.edutopia.org/blog/minecraft-in-classroom-andrew-miller


Tech education and the school culture
Do not expect teachers to simply adapt to technology
Administrators must develop positive school culture.


  1. Develop a culture and trust with students and teachers
  2. Embrace risk and promote innovative practice in the classroom
  3. Schedule planning time for teachers that allows time to explore and share 
  4. Embrace game based learning in the classroom
Educators find that teaching students how to write codes and design games enhances the learning and creates engagement on the part of the students. 
Great Stumbling blocks for students who are trying to create their own games is finding or creating graphics for their games. 

Coding: Good for 
  1. Critical Thinking
  2. defining problems
  3. Breaking things into smaller parts 
  4. Resourceful 
Coding and gaming create powerful and engaging learning environments for students. Technology facilitates the learning process. 


FlameSIM LLC (2008), FlameSIM, game for Windows 
Mojang (2010), Minecraft, game for Windows and Mac 
PixeLearning (2009), The Business Game, game for Windows and Mac 
Spongelab Interactive (2010), History of Biology, game for Windows and Mac 

Klopfer, E, Osterweil, S, Groff, J & Haas, J (2009), The instructional power of digital 
games, social networking, simulations and how teachers can leverage them, The 
Education Arcade, Massachusetts Institute of Technology 

Lopes, R, Scenario Adaptivity in Serious Games, International, Proceedings of the 
Fifth International Conference on the Foundations of Digital Games, 19-21 Juni, 
2010, pp. 268-270 

Salish, M, Oppl, C, & Kristen, A, „What attracts children‟ in Vorderer, P, Bryant, J 
(eds.), Playing Video Games: Motives, Responses and Consequences, Lawrence 
Erlbaum Associates, New Jersey, 2006