Friday, April 30, 2010
Newsletter NETS-T1a
- 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)
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
- 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.
Journal #9 - KM - Web 2.0. Today's Technologies, Tomorrow's Learning - NETS-T 5c for all journals - NETS-T 1b (article focus)
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
- engage students in exploring real-world issues and solving authentic problems using digital tools and resources
This article discusses the concept of using digital tools like simulators, games and social networking websites to engage students in exploring real-world issues and solving authentic problems. For example, the article discusses using the "Ayiti: The Cost of Life" game to help students solve the real-world issues of the allocation of resources, and how to deal with education, work, community building and health care on a make believe island.
This article summary was written directly onto a "new post" on my blog using the Blogger tool.
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This article addresses the idea of using social networking sites like "Facebook," simulation sites like "Second Life," and digital game sites like "World of Warcraft" to bridge the gap between life and culture outside of school and the classroom. Utilization of these sites inside the classroom could provide an excellent medium for educators to teach the standards to their students. Students are comfortable with these online tools and it would be beneficial for teachers to tap into these remarkable sources to help students better grasp educational concepts.
Educationally speaking, social network sites can provide a forum for collaboration between students who are miles apart. They can share ideas, collaborate on projects and therefore share in their learning. These social sites act like networking tools. Sites like "Ning" can be used to create a private network for a classroom. The beauty of social networking is that it can be used inside and outside the classroom provided all students have access to computers and the Internet. A "Ning" classroom community would allow the teacher to post and record class assignments and set up as well as manage accounts for students. Using a site like "Ning" enables students to have the capacity to share ideas and resources they've discovered for a class project. Teachers could use the same concept to create educational communities where they collaborate with other teachers at the same grade level in regards to teaching practices, projects, and ways to incorporate the curriculum into their classroom lessons.
The article states that hands-on learning is ideal for students to fully grasp a concept. However, this is not always possible due to budget cuts, time constraints, and logistics. Simulations can provide this hands-on experience. For example, a class can explore the circulatory system through the use of simulations to discover how blood flows through the body and what objects are present in the blood like: antibodies, red blood cells, white blood cells, and platelets. The site "Starlogo: The Next Generation" allows students to create simulations of events they would never be able to experience like what is involved when there is a forest fire. The teacher can use the simulation to pose more in depth questions. This helps the students become critical thinkers.
The article also addresses the educational importance of games. It says that great games encourage critical thinking, problem solving and cooperation in working towards a common goal. Online games like "Ayiti: The Cost of Life" incorporates analyzing situations and decision-making as well as critical thinking and problem solving. The player must decide on issues of work, education, community building, purchases and health care for a virtual family on the island of Ayiti. In other online games like "Diplomacy," teachers can explore the concepts such as the political causes of WWI with their students and how negotiations and actions affect others.
One drawback to the use of these new technologies are the requirements for their use. For example, stronger more advanced computers are often required for simulations and games. There is also the learning curve associated with any new gadget. Some tools prove to be more useful in the classroom than others. Teachers have to experiment to find out what works for their particular grade level. Also, teachers have to be willing to allow for student-centered learning and unpredictable outcomes when first implementing some of these technologies. The teacher will need to provide a supportive role for the learning that occurs through these social networking, simulation and gaming sites. This is a good thing however, because the teacher will become partners with their students in the learning process. These technologies are engaging for students, they help students internalize classroom content more efficiently, and help increase the students' score on exams according to the article. It appears that they would be beneficial for any classroom if used correctly.
1. Would simulations really be a suitable substitute for real world experience? I think that simulations would provide valuable information that students would otherwise not receive. Fiscal constraints limit the number of fieldtrips that students can take, and simulations would provide an excellent alternative. Obviously real world experiences are optimal, but simulations also provide superb learning opportunities for "hands-on" experience in many curricular areas. Simulations would help bring textbooks "alive," and students could become more fully engaged in the curriculum. Any means of encouraging student learning should be embraced by educators.
2. Would students have a high propensity to misuse social networking technology that is required for an assignment and chat instead of having meaningful conversations about the curriculum? I would assume that a minimal amount of chat would occur with the social networking tool, but most conversations would surely center on the topic and assignment at hand. Besides, a teacher would monitor conversations amongst students to ensure that they are relevant to the subject matter to alleviate any potential problems with the misuse of the social networking site. The teacher would also assign certain tasks to be completed collaboratively and this could be monitored as well on sites like Google Docs.
Journal #8 - KM - Tapping the Wealth of Social Networks for Professional Development - NETS-T 5c for all journals - NETS-T 3b (article focus)
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 3b- MODEL DIGITAL-AGE WORK AND LEARNING
- collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
This article talks about how teachers can collaborate with peers using digital tools to support student success. In the article, teachers use social networking tools to talk about different projects and ideas that they have had success using in their classroom. They also pose questions to their peers. For example they might ask if anyone has a great science lesson on the rock cycle. The article also addresses how technology can be used more effectively in the classroom.
This article summary was written directly onto a "new post" on my blog using the Blogger tool.
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This article discussed the incredible power of social networking sites like Twitter. Social networking sites can be used to ascertain the answers to questions posed, and as a medium for learning about the latest news. These social networks (Twitter, Facebook and MySpace) allow for the collaboration of ideas where opinions can be made known publicly. In addition, people can increase their knowledge and intelligence through the input of others. The article stresses the need for educators to study how technology is integrated in our schools, what increases its use among students and teachers, and how technology will impact our students' education in the long run. Up until now, not much research has been done on the use of social networking technologies by teachers because it is such a new concept.
The author of this article noticed a couple of trends occurring in regards to the use of social networks among educators. The first trend is the increased use of bookmarking sites like Delicious, Diigo and CiteULike. By using these bookmarking sites, teachers have been cooperatively sharing links to educational articles, websites and books. This helps expand the collective resources and knowledge base for all educators. The second trend observed is the use of social networking sites like Facebook, Classroom 2.0, Ning, and Twitter to gain emotional support and recognition from other educators. Social networking allows educators to share ideas with an untold number of educators. Therefore you can incorporate other educator's brilliant ideas into your curriculum. Also, if you have a problem, you can pose it to the social network and quickly come up with viable solutions from educators who have encountered the same problems. This social networking forum allows for improvement in educational practices through the incorporation of new ideas, and it allows for teachers to receive recognition from their peers in a profession that is often lacking in this regard. This recognition may even lead to opportunities to develop oneself professionally through the grants or time off to pursue a special project.
In regards to social networking among teenagers, the accolades given by peers for a creative blog post, creative writing, or a self-made video jprovides encouragement. This has a positive impact on their self esteem. Teenagers can also benefit from the emotional support provided by these sites during times of change and emotional upheaval such as the transition to college. They could also get support for school projects or assignments.
1. Will the advent of social networks alienate students from their families in terms of seeking advice on matters of significance? I think that students will still seek advice from parents on matters of importance despite the fact that social networks are available. Social networking provides an excellent forum for discussion amongst teenagers about issues they are facing, but the culture, wisdom and unconditional love present in families supersedes any information and emotional support attained through the use of social networking sites.
2. Is there too great a risk in using social networking sites in regards to potential cyberpredation? While there certainly is a risk in all that one does, in this case cyberpredation, the judicial use of privacy settings and information provided online can thwart this potential threat. Users of social networking sites need to be careful about information they provide about themselves. "Less is better" is a good rule to follow. Limit the information you provide about yourself online. Be careful not to get too personal with someone you don't know online.
Journal #7 - KM - Technology: Google Earth - NETS-T 2a
- design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity
The Google Earth tool is a digital tool that could be used to promote student learning and creativity. For example, students could use the Google Earth tool to trace the route taken by Lewis and Clarke across America. This would enhance students' learning in the social studies subject area, and make learning about history more exciting and fun.
This tool summary was written directly onto a "new post" on my blog using the Blogger tool.
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TECHNOLOGY: GOOGLE EARTH
1. Definition: Google Earth is an Internet program that includes a virtual globe of the Earth as well as information on mapping and geography. Utilizing satellite images, the GIS 3D globe, and aerial photographs, it creates maps of the Earth.
2. Report on what you learned from the tool:
-First Threaded Discussion: - Cross Curricular Uses of Google Earth
http://www.classroom20.com/forum/topics/649749:Topic:58381
The discussion talked about ways to use Google Earth in the classroom in various curricular areas. One discussion talked about plotting a typhoon using Google Earth. Another contributor to the conversation explored the use of Google Earth with a science project where students visited the various biomes they were studying such as the taiga. Students not only read about the Taiga in their textbooks, but they were also able to visit the biome virtually via Google Earth. This helped the students better understand this biome and make more connections in science. Another educator suggested Google Earth for use in the language arts area. Educators used Google Lit Trips to place landmarks and comprehension questions about a current realistic or historical fiction book their students were reading at the places where events in the book occurred. In regards to social sciences students could also use Google Earth to take a virtual tour of the historical places they were studying like historical battlefield sites. They could also map the route taken by Paul Revere. It really helped make history come alive for these students.
-Second Threaded Discussion: - New Website for Teaching Math with Google Earth
http://www.classroom20.com/forum/topics/649749:Topic:127632
This discussion focused on using Google Earth in the math curriculum. The creator of the discussion developed a website called "realworldmath.org" where Google Earth could be utilized to "spice up" often mundane math lessons. This educator was tired of bookwork and formal lecture in his math class curriculum. He wanted to make math come alive for his students and help them realize the real world uses and implications for math. His website has various lessons for educators to use such as: line patterns, mazes and labyrinths, estimating distance, and using Sierpinski Triangles. Contributors to the discussion loved his website. They loved how students could use what they learned from their math textbooks in the real world. They also thought that using Google Earth to make math connections with their students might encourage some students to pursue careers in mathematics.
Journal #6 - KM A New Concept of Citizenship for the Digital Age - NETS-T 5c for all journals - NETS-T 4c (article focus)
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 4c - PROMOTE AND MODEL DIGITAL CITIZENSHIP AND RESPONSIBILITY
- promote and model digital etiquette and responsible social interactions related to the use of technology and information
This article talked about how educator need to teach responsible social interactions to their students on Internet social websites in particular. It also addressed the need for students to advocate for change in regards to current political and social issues via these social websites in a responsible manner.
This article summary was written directly onto a "new post" on my blog using the Blogger tool.
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This article focuses on digital citizenship and what it means to today's educators and their students. Given the fact that social networks are the wave of the future, educators must include lessons on digital citizenship in their classrooms. However, defining digital citizenship can be difficult because definitions of legal, ethical, safe, and responsible online behaviors differ between cultures and countries. Traditionally digital citizenship definitions have pertained to one's country of residency.
There has been a huge increase in the number of social media formats like blogging, social networking sites and Web 2.0 based sites, so teachers need to make sure their students learn to navigate these sites responsibly. Teachers also feel that these sites can become wonderful platforms for social change. They want their students to participate in civic life by volunteering, campaigning and lobbying via these Internet-based sites. In this digital age, it is necessary for educators to help their students learn the skills to create "youth media" like blogs, podcasts, videocasts, e-zines and online communities. It is important for students to be conscious of current political and social issues, and be able to participate in online forums that discuss these issues. Students must be informed citizens and their behavior online must represent superior standards of excellence that include safe, responsible, respectful, legal, and ethical uses of this newly emerging social networking digital technology. Therefore, in order to navigate responsibly through these social networking arenas, they must learn to respect the rights and responsibilities of others as well as themselves in the digital world. Teachers must ensure that their students possess the ability to adjust privacy settings, download music legally, post messages that are reflective of responsible digital citizenship, and also encourage their peers to do the same.
The article also discussed two studies that focused on cyberbullying and morality on the Web. In regards to cyberbullying, the creators of the study created scenarios using Second Life to allow students to learn about what behaviors exhibit cyberbullying. Using these scenarios, teachers can educate their students about cyberbullying, and hopefully prevent it in the future. The second study had scenarios that represented many ethical dilemmas regarding a teacher's appropriate jurisdiction over the information to which their students are exposed online, and issues regarding the privacy of students. These studies help to provide information in regards to what guidelines need to be established so educators will feel more comfortable bringing social networking technologies into their classrooms.
Considering the fact that the world is becoming much more global through the use of the Internet, it is vital for educators to expose their students to social networking sites. In the future, employers will be examining these sites to recruit employees. These sites will also bring collaborators together from a variety of countries to discuss important global issues. Students need to learn to behave respectfully and responsibly via the Internet. They need to be made aware of their potential impact on social, environmental, and political issues through their use of digital forums. They need to understand the effect they have on others, not only in the physical world, but also the online world. Digital citizenship is a huge responsibility that must be taken seriously by everyone who navigates the Web.
1. Would the educational activities developed by the authors of this study assist teachers in developing social and Internet awareness in their students as well as aid in the prevention of cyberbullying? - Yes, I believe the educational scenarios developed by the authors of the study "Cyberbullying: Using Virtual Scenarios to Educate and Raise Awareness" would assist teachers in establishing student awareness in regards to the issue of cyberbullying and responsible online behavior. These scenarios can be used by teachers to educate their students about the effects of cyberbullying and how to avoid it. Through the use of this type of educational material, students will develop a moral sense of responsibility in regards to Internet use and make better choices in regards to their online behavior. This should help prevent cyberbullying.
2. Will employers and universities rely heavily on social networks like Facebook to recruit future employees and students? I think that online social networks will become more important in terms of future employment possibilities and college admittance, so it is important to act responsibly on these types of social networking sites. You never know who is going to be monitoring them. However, test scores like the SAT and ACT as well as grades and extracurricular activities will remain the dominate way of determining admittance for students into college. In regards to future employers, it is my opinion that they would most likely use a social network to round out the curriculum vitae already provided by potential new hires applying for a job and job fairs. The face to face real world encounter at job fairs cannot be replaced by virtual social networking forums. Responses via the Internet can be rehearsed and well planned before they are input into the social networking site. In the real world, people need to respond quickly to discussions, thinking critically and intellectually to solve a problem. A certain rapport can be established in the real world that cannot be replicated via the Internet. Rapport goes a long way in establishing working relationships in the business world.
Wiki Page (CSUSM Web 2.0 Tools for Educators-"Part of a Plant") - NETS-T 5a
- participate in local and global learning communities to explore creative applications of technology to improve student learning
Students were asked to research and report on a Web 2.0 tool for educators using the "Cool Tools for Schools" website. Students made contributions to an established CSUSM classroom 2.0 community "Wiki" page, by creating their own web page. On this web page students shared what they learned about their researched educational tool with their peers. Students composed the written portion of the information on their tool, and then they used their newly researched tool to create a project for other students to view. I researched and used an organizing tool called "Creately" to make a diagram showing the parts of a plant that could be used by educators to teach their students about science. In addition, students made comments on their peers' web pages on their projects and researched tools to provide another forum for participation in the classroom "Wiki" community.