Thursday, October 30, 2008

Journal 7: Wiki's

Technology is defined as the branch of knowledge that deals with the creation and use of technological means and their correlation with life, society, and the environment. It is also considered a process, invention, method, or an area of interest. The technology I learned about using the website Web 2.0 (http://www.classroom20.com/forum/topic/listForTag?tag=wikis) is “wikis.” Wiki’s are collaborative websites that users can easily modify, edit, or delete content via email. The threads of discussion on this particular use of technology were how to use wikis to teach writing. Numerous educators collaborated on how they implemented wikis to support writing by creating discussion forums that students could use to discuss debatable issues in preparation for persuasive essays. Another wiki immersion experience was having students post their journals assigned on various aspects of the classroom and begin a dialogue for response on the journals. My favorite discussion was incorporating a parent wiki, so parents can remain informed and support classroom community. The multiple discussions on the use of wiki’s in the classroom is useful tool for future educators because it is a beneficial resource for ideas on how to immerse students into technology.

Saturday, October 11, 2008

!MOVIE PROJECT

Journal 6


!Movie Software Evaluation
In Ed422B, I was introduced the imovie software for the first time. The capabilities and the possibilities of this software are endless. Considering that we were taught numerous functions of the imovie, it was difficult for me to comprehend everything at once. I required teacher assistance quite often. Some aspects of the program came easer than others, but would definitely learn the more difficult aspects over time and experience. I believe students would definitely enjoy and benefit from using this software.
There are multiple ways that I could incorporate this software into my classroom. This software can be integrated into the literature to have students create different genre stories and make them in to a movie. As a teacher, I can create a video yearbook to hand out at the end of the year. This program can be used in conducting science experiments by us it to document visual data. This software can be incorporated across the curriculum.
I regret not using Atomic learning to have a better understanding of this software. I learned the software from asking the teacher, watching my peers, and exploring the software. The concept of a video tutorial on the vast world of technology software will benefit me as a teacher.

Inspiration Software Evaluation
In Ed422B, I was introduced to the inspiration software for the first time. This program is very easy to use and follow. The students would definitely enjoy using this software will reading or doing research. It is a great tool to organize thoughts and new concepts.
I would incorporate this software in language arts by having students sequence events or have character maps. This software would also be beneficial in science to create concept maps. This tool is great way for students to become familiar with organization.
Again, I did not use atomic learning to become familiar with Inspiration. I learned the program from exploration of the software. I also got ideas from a previous example of a concept map that was created through Inspiration.

Monday, October 6, 2008

Journal 5

Christensen, C., & Horn, M. (2008, August/September). Disrupting class: Student-centric education is the future. Retrieved October 8, 2008, from Edutopia Web site: http://www.edutopia.org/student-centric-education-technology

According to the article “ Disrupting Class; Student-Centric Education Is the Future,” written by Clayton M Chritensen, a classroom is described as being conducted using mostly technology. This article portrays a scenario that would require less class time and less teacher instruction. Implementing technology is an important factor as long as it is implemented correctly. Having the ability to teach every student at the same time using software specifically geared for that student’s way of learning would be amazing, but what would be the teacher’s role. According to the article, teachers would be considered to be monitors and can offer assistance when needed. Technology should be implemented as an extension of learning but not as an entire form of education.

Questions
1. Who would mostly benefit from this type of teaching?
Students with disabilities, special needs, and English language learners would benefit from this technology the most because the software would specifically format for their type of learning. Also, this is an excellent way to get parents involved in understanding what their children are learning. If a child were struggling with a certain content area or concept, the parent would be able to assist her child at home by locating helpful software.
2. Do you believe the classrooms need to be transformed?
I believe that various school districts need to obtain more computers to be put in the classroom, so technology can be implemented. Technology has been created to educate our children in a more student-centered fashion, but the schools have not been given the opportunity to use this technology.

Journal 4

Villano, M (2008, September). Text unto others . . . as you would have them text unto you. Retrieved October 8, 2008, from T.H.E. Journal Web site: http://www.thejournal.com/articles/23225_6

In response to the article “Text Unto Others…As You Would Have Them Text Unto You,” written by Matt Villano voices the opinions of creating a safe community of technology. There are many privacy issues that students are faced with and it is our responsibility as teachers as well as parents to keep or students informed on these issues. Students need to understand that once something is posted on the Internet is available for the whole world to see and even copy and make it their own. Also, the issue of downloading music without permission is considered stealing and an action of breaking the law. It’s important for students to understand the nine themes that are required to maintain a good digital citizenship.

Questions
1. What are some things teachers can do to ensure their students are following good digital citizenship?
Teachers can model the proper way to construct an email, and then have students email each other, and print out the emails to show the teacher. Providing real life examples for the dangers of not adhering to the rules of technology would benefit them with their decision-making.
2. What are some things the district can do to ensure the students and parents are aware of these issues of technology?
The article suggested having “cyber nights” to keep students informed on the dangers that exist in the cyber world. Educated parents will help protect their children and encourage proper etiquette in the world of technology.

Journal 3

Greenhow, C. (2008).Who are today's learners?. Learning & Leading with Technology. 36, 16-17.

After reading, “Who Are Today’s Learners,” written by Christine Greenhow, I have come in the realization that many teachers stereotype their students based on backgrounds and socioeconomic status. This particular article focuses on technology and how students take advantage of it. Numerous teachers make the mistake of assuming that not all students have access to a computer, so they do not integrate technology into their lesson plans. Technology can be implemented across the curriculum to enhance academic learning and the advanced learning of technology. In today’s society technology is a very popular domain of our everyday life. The article brought up an excellent suggestion, that by simply conducting a survey on the first day of class would inform the teacher about her student’s knowledge of technology and how they interact with it. Students reported often use of Internet, email, and cell phone on an everyday basis. Students are aware of the basics of technology and it is our job to extend on that knowledge. Most students enjoy using computers, so by implementing them into the curriculum will engage them in that particular lesson. My incorporating something that they do in everyday life will engage them. Expanding on their knowledge will also prepare them for outside world that relies on technology to function.

Questions
1. What are the two assumptions that new and veteran teachers make about students?
The assumptions teachers make are that students are computer savvy, which intimidates teachers, and that students from low-income backgrounds are technologically improvised.
2. Why do students want to incorporate mobile computing and the web into the classrooms?
They feel that it would make school correlate with careers and future workplaces that will arise in their future.

Journal 2

Groff, J., & Haas, J. (2008). Web 2.0: Today's technologies, tomorrow's learning. Learning & Leading with Technology. 36, 12-15.

The article “WEB 2.0 Today’s Technologies, Tomorrow’s Learning,” written by Jennifer Groff and Jason Haas, argues that incorporating social networking, simulations, and digital gaming into the classroom will promote better learning based on research and experiences of other teachers. These teachers believe that social networking allows students the opportunity to communicate and create a community of learners, which is very important in today’s classroom. They have also found that by using simulations gives students a hands-on experience of certain situations, such as, the functions of the human body. Digital gaming influences problem solving and interact with real life scenarios. These methods of teaching have proven to be successful and engage students in learning.

Questions
1. What are some strategies for success to help teachers become aware and informed on theses methods of technology?
Three suggestions from the article are exploring, partnering up with a colleague, and other additional support. Exploring and spending time with these technologies will help teachers become familiar and help find ways of how they might benefit with a specific lesson. Partnering up with a colleague will help with sharing of ideas and learn from each other. Additional support is communicating with technologist at your school and finding resources on the web.
2. What are some of the benefits of using digital gaming?
Digital gaming requires thinking skills, such as, weighing evidence, analyzing situations, and decision-making skills. Gaming also sets up a real life stage for experimental learning.