Sunday, September 28, 2014

Digital Badge #E

Imagine a classroom with students, each one on the computer playing games.  At first glance, it does not sound like a positive scenario.  How can they be learning when they are playing video games?  Gamification is a strategy used in classrooms to promote learning by encouraging a certain response.  It also endorses competition, and students can track their own progress.  Another form of learning is game based which promotes critical and strategic thinking. The tactics continues to gain momentum every year as students continue to adapt to technology.  These teaching games are designed to teach students particular subjects and skills.  Even so, there are debates regarding the usage of games in the classroom and how they influence a student’s behavior. 

The concept of having students play games in the classroom is to engage them by motivating learning.  Kids love to play games so why not combine the two elements and create a blended learning experience.  By using this technology, students become enthusiastic about learning.  Game base learning in the classroom can be useful because it simulates real life experiences that students can apply to their everyday lives.  It is also collaborative learning because students teach each other tricks and strategies that help them succeed.  They are motivated to excel by winning, but does this create the impression of winners and losers? 

There are some benefits associated with playing video games according to recent article by APA (American Psychological Associates) entitled, “The Benefits of Playing Video Games” by authors Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels.  According to the article, after reviewing some of the video games in the market, they identified four types of positive impact that video games have on the kids who play them: cognitive, motivational, emotional, and social.  Games promote cognitive skills which improve attention, focus, and reaction time.  Students are motivated and encourage as they develop a sense of accomplishment of work well done.  They also improve their metacognitive skills by identifying problem areas and practice to enhance their skills.  It all depends on the game and how it is implemented.  Games should be used to enrich learning in the classroom but have their limitations.        
      
Let’s be clear that not everybody is onboard about these concepts.  Teachers are responsible in teaching students not computer games.  At the end of the day, students are impacted by how they interacted socially with their peers and how well a lesson was implemented.  So, no matter what our expectations are for today’s game based approaches, they are having an impact on today’s teaching and no doubt will continue in the future.    

References:

McConnell, C. R., Brue, S. L., & Flynn, S. M. (2012). Microeconomics: principles, problems, and policies (19th ed.). New York: McGraw-Hill/Irwin.

Shapiro, Jordan . "KQED Public Media for Northern CA." KQED Public Media. N.p., 13 June 2014. Web. 28 Sept. 2014. <http://www.kqed.org>. 

Sunday, September 21, 2014

Digital Badge #D

Everybody has a right to use the internet to fit their interests.  But, with that privilege comes responsibilities.  We are all accountable on how we utilize the usage of technology for work or personal interests.  Students need to be aware of appropriate technology usage, such as, plagiarism, copyright protection, and the effects of cyberbullying.  To promote awareness of the importance of good digital citizenship requires the input from parents and educators.   By exhibiting smart technology behavior, students can make good choices when online. 

It is so easy to copy and paste information from a website and presume it is our production.  By doing so, we are breaking copyright laws.  Copyright is a law that protects the rights of ownership of the person and their creation.  Any type of material, such as, videos, logos, and graphics, just to name a few, could be copyrighted.  If somebody wants to use such materials, they must ask for permission to use them.  Plagiarism is another form of “stealing” from the internet.  Plagiarism is when somebody copies somebody else’s work and does not give proper credit to its owner.  Another type of fraud is not providing quotation marks on a quote to properly document the source.   Respecting somebody else’s work and giving credit when it is due, students become ethical digital citizens.
 
Cyberbullying has become a huge concern in our schools and society as more people are becoming digital.  As our textbook states, it is a technology driven activity in which people use their cellphones, emails, or chat rooms to communicate in negative, hurtful ways.  Students should be informed of the negative effects this action causes and how to help prevent it.  As, teachers we can educate our students about how to help eliminate this growing trend.  Students can take steps to help avert cyberbullying when they see it happening because as bystanders they have a responsibility as well.  Some tips to encourage online safety are; tell your students to always keep their account ID and password private and never share it with anybody.  They should never post or give out personal information, such as their phone number or address and always delete unknown email attachments because they could carry viruses.  By following some basic technology etiquette, we can all become responsible digital citizens. 

We all leave a digital footprint when we use the internet.  That is why it is so important for all of us to be responsible digital citizens.  Following some basic technology rules can allow us to use the internet more effectively and teach the student to do the same.  We know that students use technology in their everyday lives, we just need to encourage proper online safety and respect.  It seems like the cyber world can be a somewhat scary and intimidating world but with the proper precautions, we can educate our students to become smart and savvy technology users.  

Resources:  
McConnell, C. R., Brue, S. L., & Flynn, S. M. (2012). Microeconomics: principles, problems, and policies (19th ed.). New York: McGraw-Hill/Irwin.
Pittsburgh Public Schools / Homepage. (n.d.). Pittsburgh Public Schools / Homepage. Retrieved September 21, 2014, from http://www.pps.k12.pa.us

Sunday, September 14, 2014

Digital Badge #C

Students need to challenge themselves with their school assignments. If a project or assignment is too easy, it might be boring, but if it is too hard, it might be frustrating. You want to set the balance to get their thinking juices flowing. Students do not just want sit in a classroom and memorized assignments anymore; they want to be active participants. Being active learners, students become the source of knowledge, not just receivers of information. There is a variety of methods used to help motivate our students and place them on the track of learning. Making decisions about details on their assignments promotes confidence and creativity. No matter what approach you may use, the goal is to help students learn, by making it fun and interesting for them.
 
How to engage students in the classroom is probably the biggest obstacle a teacher has to overcome. Keeping students motivated and focus on the topic at hand can be a challenge. In our book, Transforming Learning with New Technologies, they list four different methods used to engage students in learning.  All the methods promote learning by motivation and encourage participation. One-on-one tutoring is an ideal practice for those children who are struggling with a topic or considered for school failure. This method encourages self-explanation by the student when the tutor questions and probes to get the student talking. Placing students in learning groups is another way of instructional teaching. This method encourages students to work together as a group and collaborate on a topic. It offers the opportunity for students to solve and apply their knowledge by working with their peers and come to a conclusion as a whole. Students are in the creation of knowledge through active involvement in the inquiry learning method. They use and learn the content and develop information-processing and problem-solving skills. The final method that was discussed was the Metacognitive method. Metacognition means thinking about our thinking. In other words, being aware of what we know which makes learning more effective. By using this instructional technique, students can change their ability to learn and allow it to develop. No matter what technique is used, teaching strategies have changed and continue to evolve.

Creativity is defined in the dictionary as the ability to transcend traditional ideas, rules, patterns, and the like to create meaningful new ideas and interpretations. According to an article in Edtechreview, neuroscience research has proven the fact that all children are born with innate creative powers and as they grow up some of them keep their creativity active while others unconsciously keep it dormant. Many students may not become Picasso's, Mozart’s or Albert Einstein’s, but we can help foster their creativity that lies within their imagination with technology tools that are currently available. Students can self-express by creating blogs for creative thinking and write about topics that intrigue them. They can use animations, movies, and graphics and display their creativity in so many personal ways that did not exist before. Students can use mind mapping and brainstorming tools to illustrate a topic or concept in an imaginative way. Technology has opened a whole new way of self-expression that is at the fingertips for today’s students.

 Allowing students to use technology in the classroom promotes creativity at different levels.  Students use technology in practically every part of their lives, and they know the potential it has.  Using the different teaching methods and incorporating technology tools into the lessons, will open up the classroom to so many possibilities. The tools available will save teachers planning time and add creative assignments to their agenda. Children have different ways of learning we just have to tap into what works best. They must be able to communicate and relate the assignment to everyday life experiences. Let them become creative in their ways and gain knowledge while doing so.


Resources:

How Can Technology Enhance Student Creativity? - EdTechReview ... (n.d.). Retrieved from http://edtechreview.in/trends-insights/insights/750-how-can-technology-enhance-student-creativity

Maloy, R.W., Verock-O’Loughlin, R.E., Edwards, S.A., Woolf, B.P. (2014) Transforming Learning with New Technologies. Upper Saddle River: Pearson


Sunday, September 7, 2014

Digital Badge #B

I often wondered if I am the right person to be a teacher and an educator. Would I be the “perfect teacher” with the “perfect class” who is tech savvy and knows what her students want? Well, in a perfect world that would be so, but given that we do not live in a perfect world, my class would be “almost perfect!” As we all know, being a teacher is not as easy as it sounds. Even though it may come with plenty of frustrations, teaching children can be a very rewarding experience. Teaching it is a career that continues to evolve with each class and each year that passes. If we want to make a difference in our student’s lives, we need to move with the times and continue growing ourselves. 

As our book state, “teaching is a career that matters to everyone-students, families, employers, and society as a whole.” We inspire and enrich the lives of our students by making an unwavering impact on their future. Teachers are more than educators to their students; they are friends, mentors, and guides. We are risk takers who encourage creativity and growth in each child. We make a lasting impression by empowering our students with the knowledge, so they came become self-sufficient adults. As we teach, we have to respond to the needs and lives of our students. Society needs good teachers, and the success of our students depends on the quality of the teaching.
  
Perhaps I fall in the group of technology innovators that incorporates computers and other technologies in the classroom, knows the basics, but is willing to do more. I am not afraid to learn and use technology as long as it promotes enthusiasm by the students, and they are applying what they are learning. I welcome the idea of having a blog or a class wiki in order to communicate with students and parents outside of the classroom. I can see how this would be useful in so many ways.  Providing a list of homework assignments for the week, among other important information about the classroom would be useful to parents and students. That is something I would definitely use in my teaching, a form of communication to accommodate parent’s busy schedules. 

Robert Frost wrote, “I am not a teacher, but an awakener.” That is what educators are meant to be, motivators to awake the senses and instill knowledge. Like any vocation, teaching has its obstacles, but we have to be resilient with the challenges that each day brings so we can impact every child in a positive way. Having the ability to interact and connect with a group of students every day is truly a privilege. I plan to learn more about technology in the classroom and how to utilize it to enhance ways to motivate and challenge students with their academic skills. By integrating technology in the classroom, I hope to prepare students better for their future and our complicated world.  



Resources 

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Effects of Technology on Classrooms and Students. (n.d.). Archived: Effects of Technology on Classrooms and Students. Retrieved September 6, 2014, from https://www2.ed.gov/pubs/EdReformStudies

Fried, K. (2013, October 16). 21 Reasons To Quit Your Job And Become A Teacher. The Huffington Post. Retrieved September 7, 2014, from http://www.huffingtonpost.com/kartrina-fried/teacher-job_b_4101468.html

Maloy, R.W., Verock-O’Loughlin, R.E., Edwards, S.A., Woolf, B.P. (2014) Transforming Learning with New Technologies. Upper Saddle River: Pearson