Monday, August 15, 2011

Sunday, May 2, 2010

Copyright/Internet Safety - NETS-T 4a

PROMOTE AND MODEL DIGITAL CITIZENSHIP AND RESPONSIBILITY
- advocate, model, and teach safe, legal, and ethical use of digital information and technology, including respect for copyright, intellectual property, and the appropriate documentation of sources

I collaborted with four classmates using Google Docs to advocate the safe, legal and ethical use of digital information and technology. Through this project students learned to respect copyright and intellectual property as well as how to use the internet safely and conscienciously with high standards and morality.


Saturday, May 1, 2010

EdTech Profile - NETS-T 2d

DESIGN AND DEVELOP DIGITAL-AGE LEARNING EXPERIENCES AND ASSESSMENTS
- provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching

For the EdTech profile I took a quiz on the EdTech website on my technological knowledge and abilities. The results of my technological prowess was converted into a graph. The graph is shown below. The resulting data expressed by the graph can be used to aid in teaching concepts that have not yet been mastered.

Inspiration KM - NETS-T 2a

DESIGN AND DEVELOP DIGITAL-AGE LEARNING EXPERIENCES AND ASSESSMENTS
- design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity

I used Inspiration as an technology tool to organize a main idea and subtopics related to that main idea. I organized the National Educational Technology Standards for teachers (NETS-T) and its five related standards. Then, I used this chart to write my Teacher Performance Expectations for Technology in Taskstream for my teacher credential program.


iMovie PSA - KM (CSUSM) - NETS-T 4b

PROMOTE AND MODEL DIGITAL CITIZENSHIP AND RESPONSIBILITY
- address the diverse needs of all learners by using learner-centered strategies providing equitable access to appropriate digital tools and resources

I created a public service announcement encouraging prospective students to choose CSUSM using the learner-centered technology tool iMovie and a video camera . All students had equitable access to this tool because it was available to all students via the classroom computers. I incorporated statistical information, audio, and text into the project. This movie project meets the diverse needs of all learners. It promotes student-centered learning, because each student is responsible for independently completing the project.

Friday, April 30, 2010

Newsletter NETS-T1a

FACILITATE AND INSPIRE STUDENT LEARNING AND CREATIVITY
- promote, support, and model creative and innovative thinking and inventiveness

The creation of a newsletter using Microsoft Word generated creativity and innovative thinking on behalf of students by using technology to advance student learning. Through this project thought processes were developed and the implementation of research and writing strategies led to the acquisition of knowledge.

Monday, April 26, 2010

Journal #10 - KM-(Extra Credit) Exergaming: Cardiovascular Fitness in Immersive Virtual Environments-NETS-T5c for all journals-NETS-T1b(article focus)

Nadler, D. (2008). Exergaming: cardiovascular fitness in immersive virtual environments. Learning & Leading, 35(8), Retrieved from http://www.iste.org/AM/Template.cfm?Section=June_July_No_8_&Template=/MembersOnly.cfm&NavMenuID=4010&ContentID=20769&DirectListComboInd=D

NETS-T - 5c - ENGAGE IN PROFESSIONAL GROWTH AND LEADERSHIP
- evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning

I am a member of ISTE, and reading/evaluating various journal articles helps me discover emerging digital tools that can be used in the classroom to support student learning.


ARTICLE FOCUS: NETS-T 1b - FACILITATE AND INSPIRE STUDENT LEARNING AND CREATIVITY
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engage students in exploring real-world issues and solving authentic problems using digital tools and resources

This article uses the digital exergaming tools to address and solve the problem of obesity in our youth.

This article summary was written directly onto a "new post" on my blog using the Blogger tool.

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This article discusses the concept of incorporating exergaming into the physical education curriculum to address the obesity present among youth. Approximately thirty percent of youth in America aged 6-19 are obese. This plan to add programs like Dance Dance Revolution and stationary bikes with built-in screens that simulate car races (you pedal faster to make your car increase its speed) to PE classes gives hope to this generation.

West Virginia piloted a program where exergaming became a mandatory part of the state's physical education program. The game Dance Dance Revolution was incorporated into their program. This exergame displays dance steps that correspond to hip songs on an overhead screen and makes participants match the steps displayed by stepping on a mat. After the incorporation of this program, the state noticed that physical fitness levels rose amongst their students.

These types of exergaming programs provide an excellent cardiovascular workout and promote coordination as well. They allow for the monitoring of heartrates and calorie output of students by teachers. Exergaming would be an excellent resource in areas that experience harsh winters, intense heat, and safety issues (bad neighborhood).

In the future, exergaming might include devices that transmit brainwaves into code to allow users to move avatars on an overhead screen. These devices would include wireless headsets that sense these brainwaves. Major companies like Sony and Nintendo would pay huge sums for this technology. Currently, the companies Emotiv and NeuroSky are trying to develop this brainwave reading technology. Unfortunately, exergaming devices are expensive.

1. Would the high cost of these exergaming devices prohibit their use in public education? I think the current budget shortfalls would prohibit the implementation of exergaming devices in public schools. At the present time, physical education seems to be taking on a less significant role in education despite the fact that an ever increasing percentage of youth are obese. However, nothing is impossible. Through the use of physical education grants, public schools could see the implementation of exergaming equipment.

2. Do you think that exergaming has a place in our current physical education environment? I think that exergaming adds a whole new dimension to physical education. Many students would find exergaming to be a lot of fun, and that would increase participation in PE and enthusiasm amongst students. What better way to get kids to increase their movement then to have them engage in an activity that is fun and entertaining? Girls would especially take to the Dance Dance Revolution, and boys would like the stationary bicycles that incorporate the competitive nature of car racing. Technology is forever changing and we must change along with it. New ways to combat obesity should be wholeheartedly encouraged and implemented.