Tech Knowledge Me
Friday, April 27, 2012
Digital Thoughts
Friday, April 20, 2012
In The.. Not So Distant...Future?
Friday, April 6, 2012
Diary of A Seed
Any feedback on the example as well as what I have so far, would be very helpful!
(Please keep in mind that is a work in progress, and after switching around some things,
it looks a bit worse for wear.)
What I would really love some feedback on in particular is whether or not the 3rd Grade is
an appropriate grade level for this curriculum page (so far). (In terms of the links, I'm working on
finding more/better/easier to navigate websites, so bear with me) I was originally going to stick with
second grade, but after checking out the Sunshine State Standards for Science (as you may or may
not know, I'm originally from NY, so I'm not as familiar with the standards here), I decided to up it to
3rd grade. While I have student taught in kindergarten and second grade, I have never had a classroom
of my own. Any thoughts/suggestions/questions are welcome!
The wiki/curriculum page can be found here
Thank you so very much =)
Friday, March 23, 2012
Involve Me
Storytelling is something that has existed in our world since before written history. It was a way of passing on knowledge to generations. Today, storytelling exists in a variety of forms. When you read a newspaper, each article tells a story of some topic, telling you a factual account of what is going on in today’s world. When you listen to your grandmother tell you what it was like growing up in the depression, you experience another form of storytelling. An author, carefully construction a word and scenario to be combined into a novel for readers to enjoy, partakes in the act of storytelling. Elementary school students, working diligently to put together their first ‘published’ creative writing piece, are also participating in the wonders of storytelling. Now, in the digital age, these stories, whether factual or fictional in nature, can be brought to life in a completely different way.
This well-known quotation is one I constantly think about when I am involved in a classroom. While I do not have a classroom of my own just yet, I have had many opportunities to see how my role as a teacher can impact students. It is not a new idea in education that children are not simply empty vessels to be filled with whatever knowledge we decide, but living, breathing, thinking young minds, who have a lot to bring to the table. While ‘hands on’ activities may seem desirable, they often fall under the “show me” portion of the proverb. The idea of hands on, minds on learning provides students with the opportunity to become actively involved. Digital storytelling, whether the teacher is leading or the students themselves create their own ‘stories’, is a prime example of hands on, minds on authentic involvement.
While I had never heard this term until I started graduate school and the University of Central Florida, I knew immediately it was something I wanted to incorporate into my curriculum once I had a classroom of my own. I recently began thinking about how one of my unit plans during my internship could have been improved with the addition of digital storytelling into its framework. I designed and implemented, in a second grade classroom, a unit plan on plants. I was already thinking outside of the box and used the required curriculum for this particular topic as a foundation for the differentiated unit plan I designed. I created learning stations, SMART board presentations, and authentic assessments that provided the students with choices and also attended to their individual needs and learning styles. My SMART board presentations, like the one on fruit, could have been brought to life with digital storytelling and the integration of video, audio, student work, and other digital resources. While my students remembered with the presentation, the engaging digital story could have provided them with a better opportunity to understand.
For the final assessment of the unit, I asked my student to choose from one of four writing projects. Each student could have written an acrostic poem, a song, a non-fiction ‘text’ or a “Diary” fiction tale, about the life cycle of a plant. Many of my students chose to do the “Diary of a Plant” (This option was inspired by my noticing their enjoyment of the “Diary of a _____” books by Doreen Cronin.) Now looking back on this assessment through the lens of digital storytelling, I could have guided the students in the creation of their own digital stories about plant lifecycles. The results from the original assessment were fantastic. Students really showed their creativity and what ideas they took away from the unit. (There was one story about a seed who didn’t want to “grow up” to be a rose written by a particularly clever second grader that was quite entertaining.) But thinking about how that story could have gone further with the incorporation of real images of plants, music and sound effects, as well as even video, makes me wish I could do the unit plan all over again. Children have so much creativity waiting to be released, and introducing students, yes even second graders, to digital storytelling can have such positive and memorable results.
Friday, March 16, 2012
Friday, March 2, 2012
STEM...CS
"Just because I'm getting my PhD Computer Science doesn't mean I know everything about fixing computers. "
This is a statement I've heard uttered by my boyfriend on more than one occasion. Family members and friends alike upon hearing his chosen course of study often associate Computer Science with the ability to fix computer hardware and software. Each time he cordially explains that he'll see what he can do. Computer Science is more about the programming that goes into computers, though knowing that basics about hardware and software seem to be a must. Over the past few years I've been exposed to certain terminologies and experiences as a result of dating a "computer scientist". I helped put together my own PC, I've tested flash games, and even was recently introduced to the basics of computer science and coding. In terms of its benefits to me as an educator, knowing about computers and coding may seem a little excessive. However, as I think about teaching in a digital age, the benefits of knowing about computers are obvious. For one, when you understand how something works, you are more likely to use it efficiently. Another benefit is that some coding and be helpful in website design and could be used to make an aesthetically pleasing and useful teacher/classroom website. Finally, simply being knowledgeable about computers makes the process of purchasing one more efficient. While it may not directly affect the curriculum, exuding confidence with technology sets an example for students to become acquainted as well.
While I was thinking of my own connections with computer science, I came across an interesting article entitled, "Educators, Innovators Call for Earlier Introduction to Computer Science" written by Bobby Kerlik(found here) The article discussed the demand for individuals with their area of expertise being computer science, an idea I am quite familiar with. As I read on however, I came across a statement that I initially found absurd.
Computer science, in kindergarten? Most people I know who study computer science were only introduced in college, or their senior year of high school at the earliest. I hadn't even been aware that my high school offered computer science. But then I thought for a moment and two things came to mind. 1.My own experience with computer science has proved to me that many of the basics of computer science are logical and common sense. For example, to test a study my boyfriend was completing, he asked me to answer some basic questions about coding and computer science. One of the questions asked what the statement of code that can be used multiple times, over and over, if needed. Of the four multiple choice options, a loop made the most sense. There are obviously more difficult concepts that require higher level thinking but things like patterns and basic problem solving is something students in kindergarten already do. There just needs to be a computer science twist. The second thing that came to mind is simply, STEM, which we all know is Science, Technology, Engineering and Math. Computer science and engineering are often coupled together, and perhaps computer science should be considered a part of STEM.
So what do you think? Is emphasizing computer science early a stretch in today's world or is it something doable and worthwhile? I personally think incorporating the ideas of computer science in earlier years could help prepare today's students for the technological world of tomorrow. What I really know is that I would love to read more on this topic.
Friday, February 10, 2012
If You Can't Beat 'Em...Join 'Em.
I recently became very interested in video games and information regarding how many children and teens play them. I read an article posted on the Fox New Webpage, found here. One of the most interesting statistics stated in the entire article was that of the sample of 1,102 kids age 12-17, 97% played video games. When you really think about it though, it makes sense. Games include things like First Person Shooters (aka the ‘violent’ ones), casual ones like Guitar Hero, games played on handheld devices like the Nintendo DS and even the cell phone applications like Angry Birds that have become oh-so-popular. While the study mentioned only discussed kids in the preteen and teenage group, I know for a fact that there are many kids under 12 that play video games. Who hasn’t seen a seven year old clutching their handheld device like it was their life support? In other words, while having the numbers to back it up is great, the evidence is there. Kids play video games. And I have a confession; I love video games as well. I’ve played Pokémon, Mario Bros, Angry Birds and even yes, the ones involving shooting like Halo (aliens) and Left 4 Dead (a zombie one). But we all know the bad side of gaming. The arguments against playing not just violent games, but any games, are numerous and have been made often. Childhood obesity and bullying and things of that nature. But guess what; kids still like to play them. So the question I ask myself is… why? What draws them into the game and holds their attention when sometimes, a book can’t even manage the same task? So as a self-proclaimed gamer, I decided to ask myself why I like playing video games.
For me, video games go beyond the simple task of entertainment. They give me a sense of achievement when I accomplish tasks within the games. For example, after spending try after try attempting to knock those dastardly green pigs off their smug wooden, ice and stone perches, finally being able to solve the puzzle gives me a sense of pride. I also like the fact that before the achievement, there is a challenge, which makes the achievement that much sweeter. (See statement about angry birds for example) I also mentioned I enjoyed First Person Shooters (FPS for short), but not because I’m a war lover who’s thirsty for blood. It’s more of a social thing, and many of these games provide opportunities for you to play with friends. Additionally, FPS are objective based meaning small goals are set in order to reach the final goal (completing the game). A lot of these games also provide rewards like virtual badge, points, upgrades, new things to use and so on, giving the player a sense of joy in their achievement, even though many of them know that the points are essentially meaningless. I like casual games like the Sims and Guitar Hero because they allow for things like practice and learning from one’s mistakes. For example, in the Sims if you accidentally set your Sims’ house on fire by putting a couch near a fireplace, you realize your mistake and take that knowledge with you when you continue on. There is no penalty or punishment because it is all reversible (as long as you remembered to save). In guitar hero you decide to play your favorite song and are hit in the face with a guitar solo that seems far to impossible for your slow fingers, but if you mess up, you can practice. Finally, in many of these games you are given the choice to differentiate your gaming experience by choosing a hard, medium or easy/beginner level. I like this because I am better at some types of games, than I am at others and this allows me to enjoy them all.
So wait..
Challenge
Sense of Achievement
Objectives
Socializing
Rewards
Learning from Mistakes
Differentiation
Sound familiar? They should. These are all things that seem to be evident (in varying levels) in schools. Most of the time we only see objectives and rewards with attempts at using things such as challenge, objectives, and differentiation. But what does this all mean? I am by no means saying we should teach our games using solely video games themselves, or saying that we should discourage video game use by children entirely. What I am implying is that we, as educators, should take a look at the technologies that kids use, such as video games, and use what makes them so appealing to our advantage. Instead of focusing on just the main objective (aka beating the game), put emphasis on the challenge, achievement and even the socializing. Kids need to be able to work with one another, because they will be expected to do so in “real life”. When kids know they have the opportunity to learn from their mistakes with no harsh repercussions they may be more likely to do it in the first place. Also, by understanding that kids don’t fall into one level for all subjects (just like many don’t have the same ability level in particular video games), their education needs to be differentiated accordingly. I guess this is just something to think about as parents, educators and adults in general and help us remember that kids are usually good at telling us what they like, and we should pay attention.
If you can't beat 'em...