Wanda's Blog
Thursday, November 7, 2013
Wanda Knight
EDUC 3302
Professor Adair
7 November 2013
Final Technology Project: Autobiographical Prezi Presentation
The project I have chosen for my 5th grade students is to create
an online autobiography which they will present to the class.
This autobiography will allow others to get to know a little more
about each student in a fun and exciting way while engaging the
student
in learning and becoming proficient with a new technology
tool.
(Prezi)
Supplies: Cameras, (video and still) computers
(Ipads, netbooks
or PC) internet websites, and creativity will be used.
Student template, EALR's/NETS and Prezi will be linked.
Thursday, October 31, 2013
Wanda Knight
Tech. in Education
Professor Adair
30 October 2013
Lesson
Plan
Teacher: Wanda Knight
Professor: Monica Adair
Target
grade: 5th
grade
Subject: Writing-Language Arts
Date: October 31, 2013
School
District:Northwest University
Title focus: Writer’s Workshop. Write a story that is
suitable and interesting
for a younger audience.
Common
Core: English Language Arts Standards
CC
3a: Orient the reader by
establishing a situation and introducing a
narrator and/or characters; organize an
even sequence that
unfolds naturally.
CC
5.3b: Use narrative techniques,
such as dialogue, description, and
pacing, to develop experiences and events or
show the responses
of characters to situations.
CC
5.3c: Use a variety of
transitional words, phrases, and clauses to manage
the sequence of events.
CC
5.3d: Use concrete words and
phrases and sensory details to convey
experiences and events precisely.
CC
5.3e: Provide a conclusion that
follows from the narrated experiences
or events.
CC
5.6: With some guidance and
support from adults, use technology,
including the internet, to produce and
publish writing as well as
to interact and collaborate with others;
GLE’s:
1.1.1 Applies more than one
strategy for generating ideas and planning
writing. Generates ideas prior to
organizing them and adjusts
prewriting strategies accordingly (e.g.,
brainstorms a list selects
relevant ideas/details to include in a piece of writing, uses a
story
2.1.1
Applies understanding of
multiple and varied audiences to write
effectively. Identifies an intended
audience. Identifies and includes
information a diverse audience needs
to know (e.g.,explains prior
events, makes no assumptions about
audience’s prior knowledge,
such as defining an ollie in skateboarding). Anticipates
readers’
questions and writes accordingly
EALR’s: 1.1: Innovate: Demonstrate creative thinking, construct
knowledge
and develop innovative products and processes
using technology.
EALR 2 – Digital
Citizenship
Students demonstrate a clear
understanding of technology
systems and operations and practice safe, legal
and ethical
behavior.
Components
2.1: Practice Safety:
Practice safe, legal and ethical
behavior in the use of information
and technology.
2.2: Operate Systems:
Understand technology systems and
use hardware and networks
to support learning.
Learning Target:
Students will write a short children’s story intended for a
Kindergarten-2nd grade audience. Students
will use their
imaginations to create a story that will show knowledge of
vocabulary words learned for this lesson. They may use
Storybird.com to create the book. Their story will be read to
a
child in a partnering K-2 classroom at a later date.
End Goal: For students to successfully share
thoughts and ideas in a logical
and sequential manner. To write for a
specific audience.
Successfully share their ideas through the use of written
language
and technology.
Vocab
words: Introduction, body, conclusion, moral, plot,
setting, illustrations
(These words will be used to help students define and
understand
the link between the logical thought and writing process. We will
go
over the definitions on the Smartboard together prior to
beginning this assignment.)
Anticipatory
set:
Teacher to read a
familiar children’s story to the students.
Model how to ‘hook’ the interest of their audience.
Students
are asked to be aware of their feelings, emotions and thoughts
as they are
listening to the story. They will want to keep these
in mind as they are writing.
Management
Of
students: We will
be using the school’s mobile lab (laptops) for this project.
I will partner experienced and confident students
with less
experienced classmates. Students may help each other
first. I will
be available to students throughout this lesson, but each
student
must ask two classmates for help first.
Closure: We will have a
brief wrap-up where students may share their
thoughts on writing their own children’s story. We will set a
time,
at a later date, to share our presentations with our class and also
with
a participating classroom’s students.
Teacher Tasks:*Secure
usage of mobile laptop station from media center.
*Gather all needed supplies ahead of time.
Type up and post
websites and instructions on Smartboard.
*Read a short, familiar story to the students
using the Smartboard.
Point out vocabulary words ‘in action’ as they
appear in the story.
*Students given a few minutes to think of a
theme. Students choose
several illustrations from Storybird.com and begin
to write their
book incorporating the vocabulary concepts into their writing.
*Coordinate with another teacher/classroom,
for a later date, so
students may share their work with an age appropriate
audience.
*Reserving laptops/netbooks for a follow-up
presentation.
*Teacher will assess student technology
use/abilities as students
are working. Grading of the writing will be separate.
Student
Learning
Behavior: *Students using
emerging writing skills to logically and sequentially
convey thoughts and ideas.
*Use of creative writing and imagination to develop a story.
*Use technology to create a book to
showcase their new story.
*Find illustrations that will complement
their story.
*Experience sharing their ideas with a
younger audience.
*Students will use technology and gain additional writing skills.
Instructional
Resources: Smartboard, internet, laptops/netbooks, and flash drives.
Instructions: 1. Move near your assigned computer buddy.
2. Think of a story topic or theme.
3. Open a Word document and begin writing.
4. When your story is complete go to Storybird.com
and choose
several illustrations that will work for your story. (It
doesn’t have
to be very long, but does need to include our vocab concepts in it.)
5. Add the text to your illustrations.
6. Proofread for errors.
7. Title and SAVE to your flash drive.
8. Help a friend if they are struggling.
9. We will share these with a younger class at
a later date.
Thursday, October 24, 2013
Wanda Knight
Professor Adair
EDUC 3302Technology in Education
24 October 2013
Blog Post 3
Julie Willis, neurologist turned educator, has some very encouraging information
for parents concerned with their children's video game playing. Dr. Willis discusses
the,"...dopamine-reward system (which) is fueled by the brain's recognition of making
a successful prediction, choice, or behavioral response." (Willis 2013) Because
"...dopamine produces a powerful pleasure response." (Willis 2013) students will
choose to continue on to the next level of a video game. Students will want to learn,
without any extrinsic reward, such as grades, simply for the dopamine rush and
the satisfaction of gaining new information.
This is a fantastic discovery for teachers as they struggle to engage students on a
daily basis. As teachers learn and implement the new technology available to them
their students will benefit. They will be more engaged, interested in the material
and excited to learn. As students interact in the classroom using Smart Responders,
personal white boards, iPads, Netbooks or laptop computers, they are in a
continual state of sending and receiving information. This, if used for their benefit,
is new and empowering information for educators and parents.
Many parents are not comfortable with bringing video games into the classroom
setting. There are strong beliefs around 'the way things should be done;' (Video
games and devices are for home and books are for school). Educators may
experience some push-back from well-meaning, yet uninformed, parents who
either do not support digital learning or are afraid of it themselves. One of the
biggest obstacles teachers may have in a digital classroom is getting the 'buy in'
from parents.
Another negative factor in supporting the dopamine/instant reward need
for students, in the digital age, would be inconsistencies in technology. A student
may be better connected at home than school (or the other way around). Not
all districts are equipped with the latest and best technology for education. If
a teacher, or a classroom, become too dependent upon technology use the
students are in a continual state of 'instant gratification.' They do not have
opportunities to develop patience and learn to wait for their reward.
As with every new technology and discovery, it takes time and
familiarity before it is embraced by the older generations.
This is an area where the old familiar cliche' "That's not the way we
did it when I was a kid" is very true-no, it is not. Balance would
be a better way to meet the needs and concerns of both the older
and the younger generation.Technology is here to stay, whether any of
us like it or not.
Sources cited:
Willis, Julie, MD. "A Neurologist Makes the Case for the Video Game Model as
a Learning Tool." Edutopia. Edutopia, 14 Apr. 2011. Web. 24 Oct. 2013.
Professor Adair
EDUC 3302Technology in Education
24 October 2013
Blog Post 3
Julie Willis, neurologist turned educator, has some very encouraging information
for parents concerned with their children's video game playing. Dr. Willis discusses
the,"...dopamine-reward system (which) is fueled by the brain's recognition of making
a successful prediction, choice, or behavioral response." (Willis 2013) Because
"...dopamine produces a powerful pleasure response." (Willis 2013) students will
choose to continue on to the next level of a video game. Students will want to learn,
without any extrinsic reward, such as grades, simply for the dopamine rush and
the satisfaction of gaining new information.
This is a fantastic discovery for teachers as they struggle to engage students on a
daily basis. As teachers learn and implement the new technology available to them
their students will benefit. They will be more engaged, interested in the material
and excited to learn. As students interact in the classroom using Smart Responders,
personal white boards, iPads, Netbooks or laptop computers, they are in a
continual state of sending and receiving information. This, if used for their benefit,
is new and empowering information for educators and parents.
Many parents are not comfortable with bringing video games into the classroom
setting. There are strong beliefs around 'the way things should be done;' (Video
games and devices are for home and books are for school). Educators may
experience some push-back from well-meaning, yet uninformed, parents who
either do not support digital learning or are afraid of it themselves. One of the
biggest obstacles teachers may have in a digital classroom is getting the 'buy in'
from parents.
Another negative factor in supporting the dopamine/instant reward need
for students, in the digital age, would be inconsistencies in technology. A student
may be better connected at home than school (or the other way around). Not
all districts are equipped with the latest and best technology for education. If
a teacher, or a classroom, become too dependent upon technology use the
students are in a continual state of 'instant gratification.' They do not have
opportunities to develop patience and learn to wait for their reward.
As with every new technology and discovery, it takes time and
familiarity before it is embraced by the older generations.
This is an area where the old familiar cliche' "That's not the way we
did it when I was a kid" is very true-no, it is not. Balance would
be a better way to meet the needs and concerns of both the older
and the younger generation.Technology is here to stay, whether any of
us like it or not.
Sources cited:
Willis, Julie, MD. "A Neurologist Makes the Case for the Video Game Model as
a Learning Tool." Edutopia. Edutopia, 14 Apr. 2011. Web. 24 Oct. 2013.
Thursday, October 17, 2013
Wanda Knight
Professor Adair
EDUC 3302 Technology in
Educational
17 October 2013
Teaching with Interactive
Whiteboards
The modern classroom
has come a long way from the traditional chalkboard,
erasers, textbooks and lectures of yester-year. The students of the digital age will
never know the joys of cleaning the chalkboards and erasers on a brick wall outside
of their school, but they have an advantage that former students could never have
imagined-the internet. Students of the digital age confidently use computersand all
things related. They thrive using interactive programs and touch-screen technology.
This being the case, it is only natural that technology be incorporated into their daily
learning at school as well.
erasers, textbooks and lectures of yester-year. The students of the digital age will
never know the joys of cleaning the chalkboards and erasers on a brick wall outside
of their school, but they have an advantage that former students could never have
imagined-the internet. Students of the digital age confidently use computersand all
things related. They thrive using interactive programs and touch-screen technology.
This being the case, it is only natural that technology be incorporated into their daily
learning at school as well.
Through the use of
technology in the classroom, students of today are able to
obtain information immediately on any subject they may be studying. Teachers now
prepare lessons which incorporate interactive portions and require a response from
the students. In classrooms where interactive whiteboards are used, teachers receive
immediate feedback as students use their learner response device-handheld voting
device. (Marzano 2009) Through the use of pie charts and bar graphs displayed on
the whiteboard, teachers assess student's comprehension of material in real time.
(Marzano 2009) As student responses are submitted, teachers assess if the class is
ready to move to the next concept, or if more review is needed. Real time
assessment is an effective way for teachers to determine if theirlessons are meeting
all learning styles represented in their classrooms as well as the goals of the
curriculum.
obtain information immediately on any subject they may be studying. Teachers now
prepare lessons which incorporate interactive portions and require a response from
the students. In classrooms where interactive whiteboards are used, teachers receive
immediate feedback as students use their learner response device-handheld voting
device. (Marzano 2009) Through the use of pie charts and bar graphs displayed on
the whiteboard, teachers assess student's comprehension of material in real time.
(Marzano 2009) As student responses are submitted, teachers assess if the class is
ready to move to the next concept, or if more review is needed. Real time
assessment is an effective way for teachers to determine if theirlessons are meeting
all learning styles represented in their classrooms as well as the goals of the
curriculum.
Marzano tells us that
students in classrooms where interactive whiteboards are
used can gain a sixteen percentile point gain in their overall scores. (Marzano 2009)
That is very impressive and encouraging for new teachers coming into the
classrooms, however, this is representing teachers/classrooms where technology
use was effective. What happens in classrooms where technology may be available,
but not used effectively?
used can gain a sixteen percentile point gain in their overall scores. (Marzano 2009)
That is very impressive and encouraging for new teachers coming into the
classrooms, however, this is representing teachers/classrooms where technology
use was effective. What happens in classrooms where technology may be available,
but not used effectively?
According to the study
mentioned in the article, The Art and Science of
Teaching/Teaching with Interactive Whiteboards, by Robert J. Marzano (2009), not
all classrooms benefited from technology use. Marzano lists some of the 'cons' of
whiteboard use. These ranged anywhere from pointless data collection to graphics
lacking student interaction capabilities. Marzano offers some pointers for educators
who are using interactive whiteboards, or may be new to the technology.
Teaching/Teaching with Interactive Whiteboards, by Robert J. Marzano (2009), not
all classrooms benefited from technology use. Marzano lists some of the 'cons' of
whiteboard use. These ranged anywhere from pointless data collection to graphics
lacking student interaction capabilities. Marzano offers some pointers for educators
who are using interactive whiteboards, or may be new to the technology.
Teachers spend valuable time preparing lessons to meet the
ever-changing
technological demands of individual student learning needs and curriculum
objectives. Their confidence with, and ability to effectively use technology in
their classrooms will either prepare students for the future or simply serve to
entertain them. For teachers who are not comfortable with the 'new' way of
teaching it is time to "get over it." Learn how to adapt and facilitate instead of
lecture. Your future, and your students' futures,depend on it.
technological demands of individual student learning needs and curriculum
objectives. Their confidence with, and ability to effectively use technology in
their classrooms will either prepare students for the future or simply serve to
entertain them. For teachers who are not comfortable with the 'new' way of
teaching it is time to "get over it." Learn how to adapt and facilitate instead of
lecture. Your future, and your students' futures,depend on it.
Works
Cited:
Marzano,
Robert. “The Art and Science of Teaching/Teaching with Interactive
Whiteboards.” Educational Leadership. 67.3 (2009): n. page. Web. 17 Oct. 2013.
Whiteboards.” Educational Leadership. 67.3 (2009): n. page. Web. 17 Oct. 2013.
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