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 


Using Minecraft to Engage and Educate students - Game Based Education

Exploring the difference between Face to face environment to computer mediated environment.

Computer based emergent system

  1. more engaging
  2. more immersive
  3. fosters continuos discoveries
  4. helps with problem solving skills

How do young children perceive and interact with each other in this environment differs from from face to face emergent environments. 

Using and comparing Legos to the Computer based game allows researchers to analyze that data and investigate how children's dialogue increases or decreases dependent on the type of game. 
SICC Selectively invisible color coding is used because it both are examples of emergent systems from very basic elements. 
Minecraft, is technology mediated and Legos are face to face

Players create their own personal goals in the mine-craft environment as they collect cattles, critters, monsters and blocks to create structures, landscapes and visual compositions. 
Researcher found that Mine-craft requires more dialogue as a result of children 
  1. asking more questions
  2. describe creations
  3. tutor members 
However, the dialogue for mine-craft differes from the dialogue and discussions for Legos in Semantics and the intensity. Proximity to one another changes as well. 
Things that are achieved as a result of Game Based Education
  1. Peer tutoring- more capable member(s) tutor the other group members- 
  2. peer collaboration- all equally capable with the field in which they are working work together to figure it out. Collaborate, seek knowledge from each other. 
  3. Collaborative learning- learning from one another 

Most effective way to stimulate learning from each other.




http://www.edutopia.org/made-with-play-game-based-learning-minecraft-video


http://playmakers.instituteofplay.org/wp-content/files_mf/fulltext01.pdf



Transformed by Technology and Project-Based Learning: High Tech High





An Introduction to Project-Based Learning







Hands on student directed activity that introduces the students to Project Based learning, This type of learning allows the students the opportunity to demonstrate what they have learned. Teachers can replace curriculum by allowing the students in depth investigations.

PBL- more effective increases students learning- Understand-Apply-Retain helps them with communication skills and collaboration


Digital Technology comes to NYChttp

Digital Technology://www.edutopia.org/katie-salen-ga
http://www.edutopia.org/katie-salen-game-based-learning-videome-based-learning-video
digital technology
http://www.edutopia.org/katie-salen-game-based-learning-videodigital technology in NYC school


Vision for the classroom of the future in not new. Having students take control of the learning is not a new concept. Making great use requires adapting the classroom to be able to embrace the technological changes. By shifting from Teacher to Student centric learning, we have much to gain. Technology is present in the classroom but changes are slow in coming. Simply investing in technology does not guarantee that classroom will implement them. We can begin by "Disrupting the Classroom" and shifting how we incorporate lessons. Disruptive innovation is the introduction of new technologies, products or services in an effort to promote change and gain advantage over the competition. We live in a global economy and we must ensure that our students are ready to embrace the changes that come with these changes. Collaboration begins in the classroom and must be taught to our students to prepare them for the workforce.

www.edutopia.org/student-centric-education-technology


Sunday, April 27, 2014

Rose I Saunders
Rose Saunders
EDIT413



U. S Copy right law allows students and educators the ability to access and use digital non-commercial resources that they acquire from the web and elsewhere. The key is to make sure to give credit to the owner. In addition the individual’s are require to properly cite the resource. Students and teachers must give credit to the owner.

Things to know:
• You must always cite the work used in the multimedia projects.
• Projects must be for educational purposes
• The attachment and projects must be acquired legally and properly cited.
• Regarding the use of audio and video footage there are minimum requirements that need to be followed.
• Video usage no more than 3 minutes
• Audio 30 seconds or less.
Additional information can be acquire from the creative commons and freeplaymusic.com for additional sources that can be used in multimedia projects.


The Teachers and Copyright holders was established in 1996 and the purpose was to help clarify the copyright laws. Students can use digital media without permission from the original owner for use in their course work. Teachers can create materials to use in their materials for teaching students and for educational purpose. However media can be used without permission but there are limitations as to how much of the media can be used in the students course work material and by the teacher. Both, students and teachers must acquire the digital media legally and proper citation is mandatory.

• The following is a list of the material that can be included:
• Motion media
• Music
• Text material
• Graphics
• Illustrations
• Photographs
• Digital software
1. All of the above materials can be blended with the students or teachers work, when copyright holder has granted permission for use.
2. If no permission has been granted these guidelines include limitations to the usage and how much of it can appear in the students or teachers projects or materials.
3. Students and teachers can go to copyrightEducation.org or CopyrightEducation.info for clarifications
4. Digital materials has to be legally acquired, not pirated material.
If you cannot find the copyright holders permission than these are the recommended usage and list of what can be included in the student or teachers projects.

Motion media- 10% or 3 minutes
Text material up to 10% or 1000 words whichever is less
Poems -all of 250 words more from a longer poem 3 poems, no more than 3 poems from or by the same author but up to 5 if different authors.

Music, lyrics or video 10% or 30 seconds maximum
When you can’t get permission or don’t want permission for photographs.
No more than 5 images per photographer or artist
No More than 15% or 10% whichever is less from one published word

Copyright data 10% or 2500 field entries
(If the copyright has been granted then the spreadsheets can be moved onto an IPOD.


Creative Commons can also be used to get a more information.
There are simple ways that the owners can grant copyright permissions
• copied
• distributed
• edited
remixed and built upon.

These explanations and permissions are a way to help owners retain copyrights but allows others to copy-distribute and make use of some of their original work.
1. Non-commercially
2. Get credit for their work
3. Works around the world as long as it has been copyrighted


Definitions and explanations to help classify:
There are three layers
1. Legal code
2. Human readable
3. Machine readable


Some key codes to know
CC BY ND – attribution- No Derivatives
CC BY NC – Attribution non commercial
CC BY NC SA attribution non-commercial share alike
CC BY NC ND – Attribution by non-commercial no derivatives

Video for Creative Commons
https://www.youtube.com/watch?v=P3rksT1q4eg

Learn how to share your work with existing communities that have enabled Creative Commons licensing.


http://creativecommons.org/choose/

Sign up to stay up to date by joining their Blog:

http://creativecommons.org/weblog/

This work is licensed under a Creative Commons Attribution 4.0 International License.
Copy this code to let your visitor’s know

The following can be found on the website below http://creativecommons.org/licenses/by/4.0/


Statement found on the above mention website!

You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
for any purpose, even commercially.

• The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. 
What does "Attribute this work" mean? 
The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work. Doing so will also include metadata on your page so that others can find the original work as well.

http://www.youtube.com/watch?v=P3rksT1q4eg




Disrupting Class By Clayton M CHristensen, Michael Horn and Curtis Johnson walks us through the struggles that teachers and administrators face. A brief look at the educational system and the changes that have taken place since it's inception. Many changes have evolved but the classroom continue to cater to students from the industrial age. While technology has influence how our children interact, communicate and socialize, many of our classroom fall short with regards to embracing these changes. Technology continues to be a "tool" that is changing how our students learn and we have to find creative ways to adapt and embrace these changes. The point of this video is to emphasize that teachers that have taught for a while find it difficult to embrace these changes, while many others are more than willing to implement these changes.


https://docs.google.com/document/d/1Lzp_u5W9YJX5GMfr_LuBTYo5dhdYPfzQbngUViYeMeQ/edit
https://www.youtube.com/watch?v=HM-wA7T0Bs0

What do the best classrooms in the world look like? 



This article touches on an important issue and misconception regarding classrooms. Many assume that the best classrooms are the ones with the latest technologies and that students are only successful if technology is in there classrooms. There are many variables that contribute to a top notch classroom. Findland, Singapore and Korea recruit about 100% of their teachers for the i/3 top notch teachers.

In 2006 Finish teenagers rank first in Math & Science. Us Ranked 25 at the time.


http://www.slate.com/articles/news_and_politics/the_hive/2010/10/brilliance_in_a_box.2.html



Tuesday, April 15, 2014


Collaborative learning is instrumental and very important. Many Students learning styles are different and when you get a group of diverse learners together in a setting where they have to collaborate, the end result is far greater than individual work. For many individual learning is a challenge, many individual learners can master the content area but it does not empower them with the culture you get when you collaborate on a project. Teachers and students are reluctant and hesitant at first, but quite often the "Habits of MInd" that develops because of it. Is sure to surprise many. Some great thing to expect when you encourage students to collaborate:
Kids take risk, learn to respect one another, listen, have reflective moments and frequently learned more of the material across the curriculum. Collaborating


Cut and paste the text below to embed this video on your website:
<iframe width="480" height="270" src="http://www.youtube.com/embed/rWEwv_qobpU?rel=0" frameborder="0" allowfullscreen></iframe>

Monday, April 7, 2014

http://www.newamerica.net/sites/newamerica.net/files/policydocs/DigitalArchitecture-20140326.pdf

http://www.newamerica.net/sites/newamerica.net/files/policydocs/DigitalArchitecture-20140326.pdf

using digital tables, smartboards, phones and networks

This article does a great job explaining some of the reasons why it is difficult to incoporate technology into the younger classrooms:

Technology such as digital tablets, smart boards, phones and networks continue to be a debate around parents. There is much debate about how do these technologies impact children's learning and their physical activity.

 Much debate has been made and researchers continue to inquire about the positive and negative affects digital media has on children:

  • New Books and computers-especially in low income areas were not enough to help young children become strong readers.
  • Children need physical, social, and cognitive growth and implementing technology in the classrooms can and will promote back and forth conversations among children. 
  • Children need physical and tactile experiences
  • Realizing that technology does encourage, exploration and hands on learning.
  •  Using media to read and write continues to be a big discussion amongst parents and educators. 
  • NO educational guides for choosing apps
  • spotty access to high - speed internet in PK-3 classroom
  • NO access to tablets in school 
  • Achievement gaps- high-income  low-income families 
  • Teachers are reluctant to use video, interactive media, and digital tools in pre-school settings
  • PK# more willing to adopt technologies whereas preschool classrooms are slow to adopt technology. 
  • Most cases media developers rarely connect with the world of educators and child development experts