Friday, March 26, 2010
Wednesday, March 24, 2010
Monday, March 22, 2010
Looking Uncomfortably Forward, Backward, and Into the Camera
Please also find below a link for a recent Kaplan University Online commercial, which I believe sums up beautifully not only one of the last readings, but much of the material and many of the trends we've covered in this course.
http://www.youtube.com/watch?v=giZ3HBFbeAg&feature=related
Warmest regards and best of luck to you all,
Jeff Kulick
Sunday, March 21, 2010
The digital era- McNish
Gaming in the Classroom
Often times video games and online gaming websites are identified as having a negative impact on children due to violent content, mature topics or simply because it’s a waste of time. However, as mentioned in the article, “The Instructional Power of Digital Games, Social Networking, Simulation and How Teachers Can Leverage Them”, video games can play a significant and positive role in the classroom.
I am a huge advocate for virtual games in the classroom, especially since I had such great experiences with them during all levels of my education. As an elementary school student, we played the game, “Amazon Trail”, to introduce a new culture and as an undergraduate we used “The Sims” to study human behaviors and interactions. Video games often allow the student to become a part of the game which provides them with a more realistic experience. In many cases, especially in games where a new culture or place is introduced, a video game can provide students with an opportunity to engage in a virtual field trip. Video games also allow students to go beyond what they learn from books, videos and websites since they now have an interactive experience to go along with it. Additionally, video games and gaming websites are not only limited to the classroom but they can also be used at home or with friends.
Virtual gaming can provide students, who normally have difficulty connecting with material, a whole new perspective on nearly any topic or academic area. Games that may appear to lack academic content can easily make their way into the classroom and can be manipulated to address a particular learning area. Video games can enhance learning for students of all ages and should not be dismissed due to the “negatives” that are associated with them.
Technology
While perusing NPR.org I came across a feature on The Jobs of Yesteryear, and it made me think about how technology has impacted aspects of life that we aren't even aware of. This blog post is simply to share this wonderful interactive feature: The Jobs of Yesteryear
Technology and Differentiation
Everyone learns at different rates and this does not mean that one student is "gifted" and another is "disabled." So even in our general education classrooms, we must teach sort of in the middle; ideally keeping the interest of our top performing and self-motivated students and scaffolding enough for our struggling and/or disinterested students. But with technology, we can now differentiate in our classrooms with ease. Software has already been created that can adapt to a student's abilities and we should continue to push for these types of educational tools to emerge into our classrooms. Not only can this type of technology help re-mediate skills for children who need more time, but they can provide enrichment experiences for students who are being intellectually held back in a general education setting.
Friday, March 19, 2010
As we discussed in our presentation, I think the best games are those that provide an experience that could not otherwise be provided in the classroom - whether that's because they provide a low-stress experience for a student who has anxiety at at school or because they do what Civilizations does in making the abstract more concrete. Games also create a major source of motivation for students who struggle with reading - in my classroom, the kids who are the biggest gamers happen to be the ones who have the most difficulty with reading. Starfall.com's interactive reading games have helped them develop stamina as they find a reason to be interested in reading. I only hope that the tech gurus of the world continue to develop more of these games for younger children, and that schools prioritize their use and training of teachers in incorporating them into the curriculum.
- Harper Keenan
Tuesday, March 16, 2010
Age-Old Teaching Strategies in the Era of Digital Youth
My first reaction was to the notion that we have to (somehow) "protect" young people from the perils and pitfalls of new media. Will Richardson addresses the issue thusly, "Such learning differs fundamentally from traditional instruction and is often framed negatively by adults as a means of 'peer pressure.'" I think if not in a virtual world, this very same peer pressure will be taking place in the hallways, on the playgrounds, and in the classrooms of schools everywhere. Although real dangers do indeed exist in both realms, in my opinion we really should be careful about implementing too many restrictions on access to new media because we may be compromising young people's ability to benefit from their full potential in an attempt to safeguard them from dangers and risks that are inevitable in any context.
In other words, as the saying goes, we may be throwing out the baby with the bathwater.
I also liked Richardson's characterization that "New media allow for a degree of freedom and autonomy for youth that is less apparent in a classroom setting...Their efforts are largely self-directed, and the outcome emerges through exploration, in contrast to classroom learning that is oriented toward set, predefined goals." To me, this sounded exactly like Dewey's vision of progressive education and student-centered learning. I especially agreed with the comment from "terry," who argued that we couldn't and shouldn't believe we can find the "right set of rules (or filters)" that will "control the student experience." Terry mentions Dewey by name here, and reminds us that he argued at the beginning of the last century that "Students are not passive empty buckets that we fill. Instead they are active participants in their learning (and when they are not, I would argue they are not actually learning)."
I have always truly believed this, as well, and recognize that, as such, learning will not always be neat and tidy, and without its share of messiness. But it is through these trials and tribulations that kids, and teachers, learn. Richardson goes so far as to say, "Enough with the filtering already! The world is changing! I'm a professional. Give me access! NOW!" I tend to agree with this, and would echo the call for teachers to stand up for themselves in the face of "outspoken fanatic parents who don't get it, and who elect school board members who don't get it."
I think one concrete example we might cite as proof positive is the need for a new definition of functional literacy. We used to speak in terms of one's ability to read a newspaper or fill out a job application. Nowadays, most universities conduct their registration solely online, many college courses are offered only in the virtual realm, through podcasts and the like, and video conferencing has become the norm for communication in the workplace. It is absolutely necessary for kids to develop sufficient technical skills in these areas, and it is absolutely imperative that schools allow them to do so. From my perspective, and experiences watching kids struggle toward their mastery of classic literature, for example, perhaps it would help us gain perspective if we could simply see computer horseplay as the note-passing of today.
If I were to post my own comment to the weblogg on ed.com, I would only add one word to the discussion: democratic. Where "terry" cites Dewey and Richardson speaks of "freedom and autonomy," our class has taught me that the UDL potential in so many of these new technologies also makes them more democratic than many "traditional" instructional approaches. With this Dewey would also be pleased.
Jeff Kulick
Monday, March 15, 2010
Living and Learning with New Media
Living an Learning with new Media
Social and recreational new media use as a site of learning. Contrary to adult perceptions, while hanging out online, youth are picking up basic social and technological skills they need to fully participate in contemporary society.
-Will Richardson
Not long ago I heard parents complaining about not wanting their children to have cell phones for many reasons. These days, and especially since the 9/11 terror attack it seem that even some of the youngest students have cell phones so that “parent know they are safe” If a parent chose not to provide his /her child with a cell phone is this be a “ barrier to participation.”? I don’t think it is. In this era digital technology parent should still have some way of protecting young children who should be learning social skills in places other than the web. I am not against technology in anyway quite the opposite. I do feel that younger children should not just be allowed to use every technology that is available but rather in stages or according to age.
On the other hand digital technology is available and is used in my 5th grade classroom where I am student teachers. All teachers use the smart board to incorporate most of curriculum.
Students in my classroom talk constantly about new games they have played on line and they sometime use the computers at the end of the day to play some of these games. Computers are also used as a tool to aid research when needed and students are very comfortable with technology, they are engaged and eagerly participate in discussions after viewing YouTube clips and listening to brain-pop. In fact those are the times when the children are most animated and they all want to contribute to the discussion that invariably follows one of the showings. Although the entire student body is LD it does not prevent them from using technology and in fact they are all able to use the laptops which are available in the classrooms. Recently my class did a project on famous people, most of the students used Google to get information and some student actually got books from the library. I don’t know whether my students blog, as many of them experience difficulties with language, writing and spelling I am also not sure whether they send text messages since they do not use cell phones inside the school.
I find the articles scary and exciting. I am scared that I will find myself in a multi-media classroom where the students are way ahead of me in their knowledge of technology and although I would be able to learn from my students I would want to be able to teach them a thing or two myself. Since students are wired all the time and are learning from each other and from everyone everywhere, it almost seems inevitable that many teachers will not be able to keep up with their students. As the MacArthur piece stated student find others who share their interest and they learn from their peers. As a teacher I find it difficult to keep up with new technology although I try to follow the new trends by reading about them on- line or wherever I am able to get the information. I am comfortable with e-mail and Face book but in general I feel that both are time consuming.
games for teaching
I have thought about it before and the very idea of it overwhelms me a bit. In order to use a game for educational purposes I would have to pre-screen it and guide every single student through the process very carefully.
Reading the article about digital games by Eric Klopfer, Scot Osterweil, Jennifer Groff, Jason Haas posed an interesting question in my mind. How could the games I know so well for entertainment purposes be used in an instructional setting (this includes SimCity, which was touched on in the article). We could use games like this when doing a study of community in grades 2 or 3. Take the ideas of city investigation further by creating a city so they can see all that goes into it.
I believe games like this really could help children build upon their passions or discover future interests. For example, those that find SimCity fun could look into City Planning or architecture. I look forward to hearing th presentation about games so I can hear more.
Inquiry Based Learning Outside the Classroom
Not only does the MacArthur Foundation's digital youth white paper address the uses of technology in youth cultures, but it also exhibits how youth are going about learning the tool. They discuss the great advantages of the digital age and the use of the tools that are now available for social and educational purposes. But the most powerful note is toward the end in the implications section. The study cites that children who are highly exposed and have significant time to "mess around" actually develop a higher mastery of the technology. Technology is not just a means to learning and education, it itself has skills and content that are essential for students to learn.
The study is important because of the content it contains. Technology is pervasive in the lives of our children and its powers can be harnessed for learning - academically and socially. But this small bit included in the study should be highlighted as a theme that should emerge in all disciplines and modalities of study - inquiry. An inquiry-based approach makes intuitive sense when teaching things like blogging or making music on garage band. So how come it has taken so long for the education world to embrace inquiry for the core disciplines? And why is it such a shock that this is how people learn technology?
Thoughts on the Macarthur Study
Sunday, March 14, 2010
Implications of social media and peer-based learning?
Up until this point in the class, I have been relatively gung-ho about integrating technology into the classroom, not only because of the self-directed learning inherent to the medium, but also to provide students with the tools they need to function in a changing society. Is social networking a form of learning? It uses the same tools that other forms of technology require, it encourages students to follow their own interests and discover their natural affinities, and it encourages not only independent learning, but also emphasizes the importance of collaboration for both the sake of connecting and learning more. Isn't this what we, as teachers, ultimately want to accomplish in our classrooms? Reading Will Richardson's blog post about the articles definitely furthered these sentiments for me. I still don't like saying that facebook should be used as a learning tool, but I find myself agreeing more that "erecting barriers to participation deprives teens of access to these forms of learning. Participation in the digital age means more than being able ot access 'serious' online information and culture" (MacArthur, 2). While I am still not able to say that these tools belong in the classroom, I definitely understand why some people think they should, and I agree that teaching children to pursue their own learning interests and helping equip them with the technological understanding they will need in the world should certainly be a goal in the classroom, even though I'm still unsure whether all social networking media can/shoud be/is a vehicle for achieving these goals.
Incorporating New Media into the Classroom
I was shocked to learn about the many ways that teachers can incorporate digital gaming and simulations into their curriculum's and about the many benefits that children gain from utilizing this technology . I was always under the impression that video games were a waste of time, were violent and were a mindless form of entertainment. After learning more about them, I see how they can enhance visual perception, enhance various cognitive abilities and enhance problem solving and communication skills. I would definitely utilize digital games in my classroom, especially in the form of simulations. I love the idea of recreating a model of a real world situation and having students being able to interact with it. The implications for science, in terms of creating 3-d representations of molecules, social studies, in terms of building cities and/ or civilizations and math, in terms of being able to see and visualize abstract concepts in concrete examples is all really exciting and at its core the essence of experiential learning.
I start most weekend mornings checking my email and the latest news. Many of the articles that I read are the articles featured on yahoo and the NY Times. What I do usually is scan for ones that seem either interesting or important to me. This Sunday morning I came across an article from the Associated Press on Obama’s plan to overhaul NCLB. As someone who is not particularly a fan of NCLB, I was eager to read what Obama was proposing. From the article I learned that "One of the things America has not been clear about is what k-12 is supposed to do," Amy Wilkins a vice president for Education Trust in D.C said. "In this, we're saying K-12 is supposed to prepare kids for college and meaningful careers," (http://news.yahoo.com/s/ap/20100313/ap_on_re_us/us_obama_education).
After reading the article I thought to myself that this was a practical way of thinking about the goal of education, yet it didn’t sound quite right to me. However when I read the MacArthur foundation research report on Living and Leaning with new media, I was particularly stuck when it was said that “Rather than assuming that education is primarily about preparing for jobs and careers, what would it mean to think of it as a process guiding youths’ participation in public life more generally? (http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdf)
After reading this one sentence I was amazed at how it so simply summed up my opinion of what education should be about. It seemed to be a more inclusive statement that I think reflects the versatility and value of an education that prepares individuals with the necessary thinking skills needed to respond to real life situations.
So although it seems that school reform is heading in the right direction, the people behind legislative reform should think about how heading in a more current direction that includes integrating technology into the classroom helps to develop skills for today. As the MIT, Education Arcade paper argues, this approach promotes a more social way of encountering the world.
technology + progressive education
Session 5- McNish
Klopfer writes, “Undoubtedly, without these recent technologies (i.e. digital games, Web 2.0, etc.) in the classroom, strong lessons can still be achieved, but there’s a sharp disconnect between the way students are taught in school and the way the outside world approaches socialization, meaning-making, and accomplishment.” (2009) Our students will be growing up in an age where technology will be a part of both their social and working life and if we want to prepare them to be responsible citizens we cannot deny teaching them valuable skills. It is also clear that because technology plays a role in their social life we might better be able to guide their learning if we incorporate their interests into our teaching.
As usual these articles get me really curious/energized for what my classroom has the possibility to look and sound like, but also overwhelmed by the amount of catching up that I have to do. After reading the Klopfer article I felt more empowered because of the descriptions of various games, simulations and websites, and how they were implemented in classrooms. I was able to explore some of them and see their value for myself. I think that with teacher scaffolding our students will be able to play a part in their own education and I think that is really exciting!
With this said, I think that we have to get our schools on board. I think that having staff development days solely based around using new technologies (media) in the classroom would be very beneficial. Even a short tutorial on how to use a smart board would be great! I was reading some of the responses to Mr. Richardson’s blog and one woman wrote about saying she tried to create a blog in math class so that her students to communicate with each other on how they were solving problems, but that in school her blog was blocked and she was unable to use it in classroom. I think that teachers and their schools need to get on the same progressive page and that it needs to happen sooner rather than later.
Digital Media and Digital Youth
I thought about my own youth and being excited about the technology of the day. Needless
to say the technology of that time is to the present as the Jurassic era is to the present. I
thought about my first encounter with a cell phone and how it was the size of a small
hero sandwich. I thought about my 16 year nephew and his facility with a cell and what
he uses it for. I also thought about my 8 month old daughter and wondered what technologies
will she grow up with. I teach 1st graders and interact with PK-6. A large number of these kids have smart phones and they are indeed intmately connected with them.
The point on all my ruminating is to think about how technology can potentially (and does) impact our individual classrooms and education overall. What strikes me more than ever
before is that the technological genie is out of the lamp and only a cataclysm of biblical
proportions will slow her progress. Another thought that occurred to me after reading
how kids are interacting with kids via these technologies is that teachers need to collaborate
with students rather than dictate the path that their education will take. Ask kids what
they want to learn (they're doing it anyway) and go with that flow. I don't think kids HAVE
to learn what we want them to learn, as long have they have basic skills sans technology. (Just like teachers, they should have a back up for when technology fails.) I think it's better that
we rethink our teaching and assessment to look for evidence of learning as opposed a
having them respond to a scripted curriculum.
The power of technology as a social and learning tool is undeniable. One could argue that
Obama won based in large part on the efforts of networking, technology using young people.
Teacher 2.0
Technology creates virtual arenas – online “spaces” in which people “socialize” and are socialized. Truly this reality of connection without contact, connection sans physical proximity, is both exciting and scary to me. I think that teachers have an obligation to engage with technology at least as a means by which to help guide and equip their growing and maturing charges with developing identities through these new, increasingly complex and potentially dangerous virtual worlds. We need to recognize that citizenship now looks very different from when we were in school. The demands of preparing students to productively, mindfully and ethically engage in digital citizenship are real. Students are active consumers of technology and with more and more products, websites and diversions being developed and targeted to children and adolescents the likelihood of this relationship waning is minimal. So where do we go from here?
I am going to make a bizarre comment right now but stay with me for a second before passing judgment. I once heard that prisons work – at least in part – because the prisoners buy into the system – think about it, it kinda makes sense. So many prisoners, so few guards… with some organization and savvy the prisoners could make prison life much harder on their guards, etc. through active resistance. Therefore, prisoner buy-in makes the institution run smoother. I think schools are basically the same in that they work best when students buy into what schools seek to accomplish. Using technology is a means by which to meet students where they are – of validating their out-of-school existences and occupations and demonstrating respect for their passions and pursuits. Using technology, in short, can be a means by which to partner with students in their education. Teacher as authority figure is a very passé concept. Teacher as co-constructer of learning environments and experiences is Teacher 2.0. And perhaps, these articles seems to believe, that using technology is not only a way to get kids engaged but also a means by which to more effectively teach them. I say, why not? I’d much rather be part of the evolution than a casualty of the revolution.
Gaming and Student Learning
On the other hand, particularly when it comes to primary grade children, I worry that electronic games are merely an extension of television, with kids passively accepting a continuous barrage of visual images without employing the real generative brainwork required to learn. As Klopfer cites in his paper, students who are avid gamers, have a, "tendency to access information in the first instance through imagery and then use text to clarify, expand, and explore."
Our classrooms are word-based environments, with discourse in the form of written texts and teacher-led discussions forming the majority of instruction. To truly comprehend this discourse, students must be skilled at building imagery from written language first, not second. I wonder if our students extensive exposure to the types of visual imagery supplied by the web in the form of games, social networking and wiki sites will allow generative, original imagery to form in students' minds.
I don't want to sound overly pessimistic. I'm part of the Educational Games presentation group, and we feel we've identified some useful web-based educational games. In particular, we think we've discovered some games teachers might consider using with some students who have specific learning challenges. But in my experience observing children in classrooms (and especially with my own 10 and 8 year-old children at home) I see so much of the so-called "web-based learning" happening in a very passive way.
Jamie Hooper
youth culture in the digital age
I also think of LGBT youth who live in an intolerant family or attend a homophobic school. Having access to online communities and information can save these kids from self-hatred and self-destructive behaviors, as well as provide them with a feeling of community and bonding with others who may be having similar experiences.
Ruby Stardrum
Educational Games
The article then continues on to say “Undoubtedly, without these recent technologies (i.e. digital games, Web 2.0, etc.) in the classroom, strong lessons can still be achieved, but there’s a sharp disconnect between the way students are taught in school and the way the outside world approaches socialization, meaning-making, and accomplishment. It is critical that education not only seek to mitigate this disconnect in order to make these two “worlds” more seamless, but of course also to leverage the power of these emerging technologies for instructional gain" (Klopfer, Osterweil, Groff, Haas, 2009, P.5).
Teachers can promote collaboration by encouraging students to speak about the games they play at home. In thinking about my classroom, I think that using educational games in the classroom will help increase many students motivation in academic areas. Some of my students say that their favorite thing to do is “sit home and play video games.” The students’ passion and enthusiasm for games may help them embrace an area of academic difficulty. By drawing students in and helping to bridge the gap between home and school students will feel empowered since they all have something to teach and learn.
While it is important for school to be a place where students can share what they do at home, it is also important that the games that are played in school be used for an instructional purpose. Technology should not be included in the classroom just for its own sake. Teachers must critically examine the games that are out there and consider the needs and interests of the learners in their classrooms. Technology should be used to enhance instruction. In order for teachers to be critical of the games that are out there, they must spend a significant amount of time ensuring that they have a defined and measurable teaching goal. Then, teachers can consider how each student will meet the objective of the lesson. Once teachers are clear about the connection between the material and the learners, technology can be included.
The task of determining which games are appropriate is not simple. Beginning teachers may wish to collaborate with grade level teachers, special education teachers and service providers in order to make an informed decision. They may also consider making observations of how each student interacts with the software. Non-bias observations may help teachers find out what works and what doesn’t work. This will enable teachers to continue to reflect on their practice as they embark on the journey of incorporating educational games into the classroom.
Multi Media and Internet
My students are extremely interested in technology and are always interested when I use a clip from the internet, allow them to use the computers, or listen to something. Technology creates rich visuals and audios that enhance what is being taught. In addition I find that these enhancements help struggling students create a picture in their own minds and really begin to understand. Technology allows teachers to differentiate easily and quickly. Using technology in class allows students to feel more connected to what they are learning and more engaged. When students are engaged and invested in what they are learning, they are more likely to take risks, and challenge themselves.
Currently, my students are writing All-About books. My grade team leader has a very specific plan of what the process for writing these books looks like, however, I am taking a little twist on this project and allowing my students to do research on the computer in addition to using books. The internet can be an incredibly amazing resource, and I think that even second graders should learn how to search for information and decide whether or not something is a reliable source. My students have begun their research and are finding out so much information. My students picked an animal to research, and I was having trouble finding enough books for each of them to use. The internet, however, has proved to be an amazing asset to the project. My students have found facts, pictures, short clips, and articles about issues involving their animals. Many students because of this have changed their topic to focus more on how their animal is endangered and what is being done, not being done, and what should be done. I am excited to see how the internet and multi media is going to shape this project!
Alicia Citor
Gaming -- more than play?
Klopfer's article made re-evaluate my initial judgment of digital games. Digital games, in fact, can teach our children many important lessons. For example, problem solving, strategies for navigating a complex text, coping with winning or losing, team-work, etc.,. This is not to say that I will incorporate the latest MarioKart into my instruction. But, I might be more encouraging and inquisitive when my students talk about playing video games. Furthermore, there are many educational digital games available via the Internet that are certainly worth incorporating into the classroom. Digital games can be utilized during center time or also during a whole-class lesson by using the SmartBoard. I have used www.starfall.com to support literacy instruction, particularly reading. The games provided on Starfall are differentiated according to students reading level (e.g. for students working on letters and sounds, and those working on sight words and early texts).
Let's create a class list of online digital games that we've found useful for various subjects?
Saturday, March 13, 2010
Youth and Technology in the Classroom
As the MacArthur Study explicates, youth respect one another's authority online, and they are often more motivated to learn from each other rather than from adults. I wonder if youth would be more motivated to learn from their teachers if their teachers had more knowledge surrounding technology and presented this knowledge within the classroom.
As an educator, incorporating technology into my classroom is a long terms goal for me. Instead of introducing many diverse tools at once, I would rather introduce them one at a time, once I have mastered them myself. Educators must know that without a doubt there will be problems along the way, but all lessons have the potential to encounter problems. I would feel extremely accomplished if my students respect my knowledge of technology and hopefully by integrating the technology my students use into my classroom will attain this goal.
UDL and Social Anxiety
I was so excited to read the part of Klopfer’s “Instructional Power” article in which “John,” a teacher experimenting with social media, witnessed a student with social anxiety take an increasingly active role in the class’ online discourse. I really related to this because as a teenager I absolutely hated participating in class discussions. I was prone to tangling up my words and/or forgetting what I wanted to say as soon as I opened my mouth. Responding to anyone who challenged my viewpoints was even more difficult, as I found it nearly impossible to construct a coherent response without time to mentally prepare myself. As a result, I played a marginal role in most of my high school classes and was truly engaged on very few occasions. On the other hand, I routinely engaged others in dialogue (and even arguments) through emails, IMs, and on message boards, where I was able to carefully choose my words before I submitted them.
What a difference it might have made if I could have merged these two worlds in high school! At the very least, I could have contributed my ideas online; it is not difficult to imagine that carving out a space for myself in the “digital classroom” might have translated into increased comfort in the “real-life” classroom as well. When we have spoken of UDL in this class and others, often we tend to think of our children who are diagnosed with learning disabilities or difficulty with certain academic skills. This article reminds us that we must also consider those with mental health issues – diagnosed and undiagnosed – as well as those students who are simply not comfortable participating in classroom discourse in “traditional” ways.
A quick note on the first two readings for this week - I really enjoyed that they included an article (the MacArthur report), a response to an article (in Richardson's blog) and then a huge array of replies to that response. I found this to be a great illustration why young people (and many not-so-young people as well!) are more apt to turn to the internet for information than to more static and one-sided sources that have been traditionally valued. This is especially relevant in light of an article I just read in the Times today about the latest happenings in the Texas textbook "wars" (check it out here). When a considerable chunk of the history textbooks American students are reading have been influenced by a board of politically-motivated Texas teachers, we should be thankful that the internet provides a space for sharing alternative opinions and debating the merits of all sides of an argument.
