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2¢ Worth » Teachers & Technology — a rant!
2¢ Worth » Teachers & Technology — a rant!
For several years, many of us have been trying to make a case for thinking about education in new ways, largely as a result of technological advancements and their affects on how we use information.  I think that many education leaders are listening now.  I think that they are ready for clear images and stories about 21st century classrooms and what teachers and students should be doing to better prepare a generation of new century citizens.
I almost lost it when I read, in Cheryl Oats’ comment, “<em>..someone told me they didn’t want to learn one more new thing, they didn’t like new things..</em>“&nbsp; I would want to ask, “You call yourself a teacher?”&nbsp; Who more than teachers should be willing and eager to learn new things?
·davidwarlick.com·
2¢ Worth » Teachers & Technology — a rant!
eSchool News online - School laptop program begets writing gains
eSchool News online - School laptop program begets writing gains
Laptops make it easier for students to edit their copy and make changes without getting writer's cramp, he said. As a result, students are writing and revising their work more frequently, which leads to better results. And it's important, Silvernail said, that those skills translated when the test was taken with pen and paper, too.
"It's just a lot easier to edit, to self-critique. Our teachers engage students in a lot of peer editing. Not only are they helping themselves, but they're helping each other as they get to their final projects," Rebar said.
·eschoolnews.com·
eSchool News online - School laptop program begets writing gains
TeacherTube - Effective Technology Integration
TeacherTube - Effective Technology Integration
A teacher uses Google Earth to teach students about the Mormon trail and how settlers traveled from Iowa to Utah. She explains how the technology allows students to experience something they wouldn't be able to without the technology. Summarizes how this activity meets principles for good technology use in the classroom.
·teachertube.com·
TeacherTube - Effective Technology Integration
What's Wrong With This Picture?
What's Wrong With This Picture?
Explains how TTWWADI (That's The Way We've Always Done It) affects decisions. One example is how modern rail widths are based on ruts from Roman chariots from 2000 years ago. Any real change in education (or any organization) has to fight against TTWWADI.
·edtechnot.com·
What's Wrong With This Picture?
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Survey results on attitudes towards technology in education, including games.
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
·thejournal.com·
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Education Week: Learning to Teach With Technology
Education Week: Learning to Teach With Technology
Instead of teaching technology as a separate course, more colleges training preservice teachers are integrating technology in content areas like math and science.
the standards require teacher-candidates to exhibit knowledge, skills, and dispositions that equip them to teach technology applications. Candidates also have to show they can use technology to support student learning of content.
<p>Joel Colbert, who heads the committee on innovation and technology, says the handbook seeks to make the point that stand-alone technology classes are now obsolete. </p> <p>“We are saying that’s not the way to integrate technology into teacher training, because each subject area uses technology differently,” Colbert says.</p>
·edweek.org·
Education Week: Learning to Teach With Technology
Technology Integration Matrix
Technology Integration Matrix
Matrix for integrating technology in K-12 classrooms from entry-level to transformative use. 5 learning environment characteristics are shown: Active, Collaborative, Constructive, Authentic, and Goal Directed. Each cell in the matrix is accompanied by a video and lesson example.
·fcit.usf.edu·
Technology Integration Matrix
Top News - Tech encourages students' social skills
Top News - Tech encourages students' social skills
Using technology with kindergarteners and first graders to support social constructivist learning. Registration required to read the whole article.
Well-integrated technology opens social networks for students and allows children to develop key social skills, according to two recent studies conducted by researchers at the University at Buffalo, State University of New York, and the University of Illinois at Urbana-Champaign.
·eschoolnews.com·
Top News - Tech encourages students' social skills
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Marc Prensky on uses of technology in the classroom, moving from simply dabbling to doing "new things in new ways."
<p>First, it helps to look at the typical process of technology adoption (keeping in mind, of course, that schools are not typical of anything.) It's typically a four-step process:</p> <ol> <li> Dabbling.</li> <li> Doing old things in old ways.</li> <li> Doing old things in new ways.</li> <li> Doing new things in new ways.</li></ol>
·edutopia.org·
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
Profile of a Hawaiian school using technology and project-based learning to engage students and give them 21st century skills.
"What the animation does is it assists the children in visualizing the action," explains Mitchell, who teaches <a class="external-link" href="http://www.nuuanu.k12.hi.us/G-1/public_html/index.html" target="_blank">language arts enrichment classes</a>. "The animation is a way of them developing the picture so they relate that to the writing, to what they hear, what they see, what they feel." Technology, she adds, "gives you one more way of teaching something."
"Looking for real-world relevance has to do with students being interested in what they do, knowing that it's useful outside of school," says Kaninau. "The experiences are not contrived or in isolation, but they're a part of a larger learning activity. Without those connections, it won't be meaningful, and it'll be forgotten tomorrow."
"They love it," says sixth-grade teacher Geraldine Kajitani. "If you start with ... hands-on activities and things that are fun, their attention is focused." And once that happens, she says, it's a snap to get them to study some of the drier material because they'll relate to it and remember it.
·edutopia.org·
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
KinderKidsDraw! | always learning
KinderKidsDraw! | always learning
Great kindergarten technology project by Kim Cofino. Students use KidPix to draw about what they're learning in class, then upload the images to VoiceThread and explain the image. Over the course of the year, the VoiceThread becomes an online portfolio of their learning. The VoiceThreads are also shared on a wiki so students can connect globally and get to know each other a bit.
·mscofino.edublogs.org·
KinderKidsDraw! | always learning
Multimedia Serves Youths' Desire to Express Themselves | Edutopia
Multimedia Serves Youths' Desire to Express Themselves | Edutopia
High school students in California find their voice through multimedia and learn to make a difference through what they create and share
"Media is the language of kids," Torres adds, saying that students who may not take to learning by reading a textbook or listening to a lecture often jump at the chance to understand complex concepts by presenting finished products in the form of a film or a Web documentary or a Microsoft PowerPoint presentation.
·edutopia.org·
Multimedia Serves Youths' Desire to Express Themselves | Edutopia
Innovate: A Learning Theory for 21st-Century Students
Innovate: A Learning Theory for 21st-Century Students

The author calls this a new learning theory combining behaviorism & cognitivism. I see a new instructional design model that combines elements from a number of different sources, but I'm not sure I see a new learning theory. The model seems very complex; how long would you have to work with this before you internalized all the separate parts of the model?

Student results were better using this model. However, the control group was tested before doing a roleplaying game and the experimental groups did the game prior to testing. This could just show that roleplaying helps students understand characters in the Aeneid. Free registration required.

With its inclusion of <a href="javascript:open_win('extra.php?id=3158',650,750,0,0,0,0,0,1,1,0,5,'extra');">game elements</a>, which foster attention, memory, and motivation, SCCS provides a bridge between behaviorist and cognitivist learning theories.
SCCS learning theory focuses on the formation of <a href="javascript:open_win('extra.php?id=3011',650,775,0,0,0,0,0,1,1,0,5,'extra');">schemata</a> in the process of learning, particularly <a href="javascript:open_win('extra.php?id=3206',600,625,0,0,0,0,0,1,1,0,5,'extra');">social-connectedness</a> and <a href="javascript:open_win('extra.php?id=3207',600,375,0,0,0,0,0,1,1,0,5,'extra');">cognitive-connectedness</a> schemata.
Students engage their social-connectedness schema in a set of behaviors that I describe as “link, lurk, and lunge”: Students <em>link</em> up with others who have the knowledge they need; they <em>lurk</em>, watching others who know how do to what they want to do; and they<em> lunge</em>, jumping in to try new things often without seeking guidance beforehand (Brown 2000).
The cognitive-connectedness schema structures a student's ability and desire to know how what they are learning connects to a larger picture.
·innovateonline.info·
Innovate: A Learning Theory for 21st-Century Students