Saturday, February 21, 2015

Digital Blog Post # F - Chapter 8

Communication and Collaborating with Social Media

Chapter 8 is all about sharing ideas creatively, working together using teamwork, and as always through the use of technology. It is interesting to see that teachers may not always be associated with the words "strict" or "formal" because they now have different techniques that help students love learning. Incorporating tasks that make students connect with one another will be extremely beneficial to them in the future. By allowing students to use social media to learn it is working with not only their academic ability but also with their social skills.

Interesting topics from this chapter:

  1. The Benefits of Blogging (VIDEO)
  2. Benefits of Digitaltalk
1). In this video it is very interesting to see that teachers can start using blogs at such an early age. The iGeneration may have a much easier time with learning through the use of blogging or technology in general but if they are able to blog in elementary school what will they be able to do by the time they reach high school and beyond. To some adults making a blog seems like a difficult task but these students are taking the challenge head on and are excited to learn.

Video credit to Linda Yolis found on YouTube 



2).  Text messaging and email are two popular forms of communication among students and even adults. The book provides several strategies on how to use them as a teacher. The first is understanding the use of "Digitaltalk" which defined in the book is "an abbreviated collection of symbols and letters that are used for quick communication when using cell phones or text messaging on a computer" (Turner 2010). There are a lot people that might say the use of digitaltalk is not useful at all but studies done by researchers in England show that the words that are in abbreviated form are abbreviated phonetically. (Plester, Wood, & Joshi, 2009) which is actually helpful to younger texters. 



References.


  1. Maloy, R. (2011). Communication and Collaborating with Social Media. In Transforming learning with new technologies (Vol. 2, p. 194). Boston: Pearson/Allyn and Bacon.
  2. Yollis, L. (2013, March 13). The Benefits of Blogging! Retrieved February 21, 2015, from https://www.youtube.com/watch?v=aWESkdrd_gc#t=17
  3. Plester, B., Wood, C., and Joshi, P (2009). Exploring the relationship between children's knowledge of text message abbreviations and school literacy outcomes. British Journal of Development Psychology, 27, 145-161





Thursday, February 12, 2015

Digital Blog Post #E - Chapter 7




















Exploring Problem Solving with Software, Apps and Games

Video games and homework seem like topics that don't belong together but with the use of technology teachers can make this a reality. It is a very interesting take on how students can learn because games are notoriously known for wasting time but they require users to deeply engage in what they are doing which is exactly what teachers want from students. This chapter shows that it can be done and even provides examples of how its done.

Interesting topics in this chapter:


  1. Debates about Games and Gaming
  2. Digital Games for Learning - Serious Games
  3. Selection and Evaluation of Software and App
1).  Being a new teacher in the twenty first century that is very pro technology in schools may come across educators that don't feel the same way. Not all educators see the benefits in having children use technology as a tool to help them read and write especially not through video games. There is no problem with having opinions but there are issues that are brought up that should be considered. The book provides some negative things educators can bring up about the use of video games and teaching. An example would be that many games being created now have a high level of violence and suggestive themes that children can pick up very early. Teachers believe that it is a form of desensitization which is harmful in the long run. 

2). Digital Games are games that are made for educational purposes. The games can be used in a classroom curriculum and also used for any subject grade level. The games engage students in what they are learning by asking questions and also has students analyze different situations all without leaving their seat. Digital games originated in 2006 at an educational summit where it was decided that not only will digital games prepare students for a test or grade level but also in later life. Finding a job or starting a career will require a certain degree of proficiency with the use technology. The best way to prepare students is by giving them a good base in technology.

3). An interesting section of the chapter discusses how to find good software and apps for students. Seymour Papert stated that low quality software has three distinct features which are:

  • The computer dictates the activity:
  • Competition, stereotyping, or violence is present
  • Quick reactions are favored over sustained thinking and problem solving
Another important area is the level of thinking that a student will have with a particular program. Is it Higher-Order or Lower-Order thinking?  Lower order thinking is just the basic recall of information while Higher-Order thinking requires more in depth understanding. A teacher has to understand how beneficial a lesson plan will be before giving it out to a class. 

References

aloy, R. (2011). Exploring Problem Solving with Software, Apps, and Games. InTransforming learning with new technologies (Vol. 2, pp. 158 - 180). Boston: Pearson/Allyn and Bacon.

Wednesday, February 11, 2015

Digital Blog Post #D - Chapter 5

Photo credit goes to Ross Mayfield found on Flickr

Teaching Information Literacy and Digital Citizenship

This chapter is covering the different ways that individuals can find useful information using the internet's search engines. Also, the chapter shows ways to avoid sources that are not valid which is a problem that is inevitable due to the freedom that the internet allows people, a reliable resource can be hard to come by at times. Although, If properly taught by teachers, finding a good reliable source can be easy because students can be given a guideline or list of certain things to avoid. Distractions are everywhere online and can be a real problem for some so schools have implemented Acceptable Use Policies or AUP's. These policies are rules that if broken students can suffer with warnings, detentions, and even suspensions. As good idea as this may seem, an opinion about placing such harsh penalties on students was brought up by two educators Mike Ribble and Gerald Bailey. "Rules do not teach students what is appropriate and why, and instead simply define the uses that are restricted in the school setting."  Students should be taught how to use tools but also how to use them responsibly with digital ethics.

Topics of Interest:

  1. Strategies for Preventing Plagiarism and Cheating
  2. Wikipedia : An Online Encyclopedia
  3. Information Literacy as Learning Goal
1).  The most tedious part of writing a paper is providing citation and references but it is the most important part because its what proves everything that was just discussed. Yet, many students still copy and paste information but it may not be their fault entirely it may be the way the project or assignment is being presented. James McKenzie and educator made a set of guidelines that he recommends should be used before giving any assignment that requires accessing information via the internet and even paper books. 
  • Distinguish levels or types of research
  • Discourage "trivial pursuit"
  • Emphasize essential questions
  • Require and enable students to construct answers
  • Focus on information storage systems    
  • Stress citation ethics
  • Assess student progress throughout the entire research process


2). Wikipedia is an online encyclopedia that contains more than 17 million articles of just about anything and allows the general public access to edit the articles. The site when brought up in a classroom setting may set off red flags with teachers because wiki does allow anyone to edit their pages rather than having experts review the information. To some teachers wiki is a pain but for others it can also be used as a tool to teach students how to properly search for information. A very interesting way to approach students using wiki could be to have students compare wikipedia with other encyclopedias by doing this "fact - check" on wiki entries students can find just good or bad information from wikipedia can be. A link has been provided to get an idea of what can be done to incorporate wiki into lesson plans.

Story Bird 


3). With the development of technology there are terms that describe students and their ability to explore the internet. The book states that reading and writing are very important and therefore literacy is important but it is also important for the students in the iGeneration. To be a digital and information literate person in the 21st century means that an individual should be able to do a number of things using the internet. Collecting information, having the ability to understand and organize it as well these are all in the definition of Digital Literacy. Equally as important is "Media Literacy" which is having the ability to use several different forms of technology to communicate and share information. 

"By 2010, the internet had"Surpassed newspapers and radio in popularity as a news platform on a typical day and now ranks just behind TV" (Purcell,Rainie, Mitchell, Rosenstiel, and Olmstead, 2010, p. 2) 

References

Maloy, R. (2011). Teaching Information Literacy and Digital Citizenship. In Transforming learning with new technologies (2nd ed., pp. 98 - 126). Boston: Pearson/Allyn and Bacon.

Sunday, February 1, 2015

Digital Blog Post #C - Chapter 3


 Transforming  Learning with Unique, Powerful Technology

This chapter discusses how effective using technology in schools K - 12 can be. It also brings up the National Education Technology Standards (NETS) that provide a list of guidelines and outcomes for using technology in classrooms. Being excited about the use of technology is one thing but being able to explain why it is useful is just as important. The thought of having students walk into their classroom with an Ipad is still a foreign thought to the general public. It is up to teachers to show parents that their children are capable of achieving great things by using something they would least expect to be a tool.

Three Points of Interest in Chapter 3:


  1. Four Learning Theories : Behaviorism, Cognitivism, Constructivism, and Constructionism
  2. Teacher Centered and Student Centered Approaches
  3. Collaboration 


1).  The majority of this chapter covers the four learning theories and how teachers use them in the classroom. Every teacher is different and unique but can still have success in the classroom, each student will learn because there is no set road to take for a teacher. Click the link to view a Prezi discussing the different theories.



Learning Theories




2). The four different learning theories actually require teachers to handle their classroom differently. When a teacher is providing information to students and the answers are clear cut then this is a Teacher Centered classroom. On the other end of the spectrum a teacher can give students the ability to work together to find the solution to problems this is called Student Centered. Too much of one is obviously not beneficial to the students so a nice medium is important to have. At times Teacher Centered classrooms may not engage the students enough to take on more difficult projects where Student Centered would be perfect for that situation. The most important thing is to keep students minds working toward learning more.

3). Allowing students the ability to work together gives them time during their busy lives in school to be kids, to be themselves while they learn. It is important because as a student that spends so much time in a classroom they are expected not to act out. Through collaboration work students are even more likely to be show more creativity because they are more comfortable among friends. The use of collaboration combined with the use of technology in classrooms will make waves in the future of teaching.


"A failure is not always a mistake it may simply be the best one can do under the circumstances. The real mistake is to stop trying." B.F. Skinner

Reference
Maloy, R. (2011). Transforming Learning with Unique, Powerful Technology. In Transforming learning with new technologies (2nd ed., pp. 46 - 71). Boston: Pearson/Allyn and Bacon.