Upload
lyanh
View
216
Download
0
Embed Size (px)
Citation preview
Integrating Technology in the Classroom
1 1 0 5 M a y f a i r
B l y t h e v i l l e , A R 7 2 3 1 5
8 7 0 - 2 8 1 - 6 6 9 0
w w w . w o w l e a r n i n g 2 . c o m
Seane Clifton
This is a multimedia study guide that introduces
technology integration into the classroom. Participants
will explore software, websites, and learning
management systems. They will also review interactive
learning pedagogies that incorporate critical thinking,
collaborative, creative, and communication skills.
Introduction to WOW Learning2
Our mission is to assist K-12 learning programs in facilitating dynamic online
courses, innovative hybrid learning approaches, and implementation of a wide range of
modifications or accommodation for struggling learners or special needs students.
WOW Learning2 wants to assist school districts, private schools, and charter
schools with integrating technology, providing continuous academic growth, and
implementing Common Core into their curriculum. WOW Learning2 provides dynamic
online courses, innovative hybrid learning opportunities, and a wide range of special
education services.
We customize each student’s academic learning plan based on solid
pedagogies. WOW Learning2 blends Web 2.0 technologies and Common Core
Standards into each academic learning plan.
WOW Learning2 is founded on principles that provide students with opportunities
to achieve their maximum potential. Our well-trained instructors and consultants are
certified in several states. While we are not a public or private online school, WOW
Learning2 supports our clients with online educators and supplementary resources.
WOW Learning2 offers building administrators and Special Education Directors
complementary options to the traditional educators.
Introduction to the Instructor
Seane Clifton is an educator and instructional designer with more than a decade of
experience in Special Education. She is passionate about educating all students by
implementing and integrating technology in her classroom. She has a strong composite of skills
that allow her to be a committed team leader. As an educator, freelance special education
consultant, and founder of WOWLearning2, Mrs. Clifton has over fifteen years of experience in
Special Education services and administration. She uses her administrative and instructional
problem solving skills to insure successful alternative portfolio assessment scores, increase the
graduation rate, and provide exceptional educational training for teachers and administrators.
However the vastness of her educational and administrative skills, Mrs. Clifton wants to
enhance her instructional designer skills by completing her Specialist in Educational Technology
by February 2013. While the internet is rapidly developing, she welcomed the concepts,
methodologies, and learning strategies of educational technology. Since attending Walden
University Educational Technology Specialist program, she gained the knowledge and
understanding that technology integration is essential in the 21st century educational genre. In
short, Mrs. Clifton believes that technology integration in education is vital in educating the next
generation of students.
Table of Content
Multimedia in the Classroom
Overriew of Instructional Strategies
Technologies
Podcast
Videos
Learning Management Systems
Appendix
Graphic Organizer
Resource Page
Example of Technology-based lesson
References
A Word of Thanks
Contact information
Multimedia in the Classroom
What does mulitimedia in the classroom look
like?
Multimedia is the integration of multiple forms of
media (text, graphics, animation, audio, and/or video). Multimedia instruction is the
presentations involving words and pictures that are intended to foster learning (Mayer,
2009). Mayer (2009) writes that there are three ways to view multimedia. Delivery
media is the devices used to deliver an instructional media (Mayer, 2009). Presentation
modes are the representational formats used to present the instructional message
(Mayer, 2009). And, senory modalities is the sense modities the learner uses to receive
instructional message (Mayer, 2009). There are two approaches to multimedia design:
technology-centered and learner-centered. Technology-centered is the implementation
of multimedia technology and provides access to information (Mayer, 2009). Learner-
centered is how the human mind works and aids in the human cognition (Mayer, 2009).
Mayer (2009) defines twelve principles in multimedia design. The principles for
reducing extraneous processing are coherence principle, signaling principle,
redundancy principle, spatial contiguity principle, and temporal contiguity principle
(Mayer, 2009). The principles for managing esstial processing are segmenting
principle, pre-training principle, and modiality principle (Mayer, 2009). The principles for
fostering generative processing are multimedia principle, personalization principle, voice
principle, and image principle (Mayer, 2009).
Activity Session
In this session, you will participate in a learning community group of four participants. In
the learning community group each participant will select three principles. You will
define the principle, locate two examples of the principles used correctly, and two
examples of the principle used incorrectly. After the learning community group has
completed the activity, one participant from each group will explain their learning
community group’s finding with another learning community group.
Notes
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Overview of Instructional Approaches
and Pedagogies
Integration of technology-based
instructional approaches are classroom tools
used to improve students’ learning, creativity, and participation. Blended learning,
inverted learning, personalized learning, and design thinking are a few pedagogies that
are user friendly for integrating technology as well. Project-based learning and
Problem-based learning are instructional approaches used in the K12 genre for
interactive instruction.
Blended learning combines face-to-face classtime with e-learning. Inverted
learning is better known as “Flipped Classroom;” it is a form of blended learning. A
flipped classroom allows students to learn the instructional information outside of the
classroom while homework or projects are done inside of the classroom. Personalized
learning is a blended approach to learning that combines the delivery of instruction.
The models of personalized learning includes collaborative partnership between the
teacher, parents, student, and school. The design of personalized learning is a tailored
learning program for each student according to their needs and interests. Design
Thinking is a creative process-based, or solution-based thinking process, that explores
the many possible solutions. Design Thinking includes define, research, ideation,
prototype, choose, implement, and learn.
Activity Session
In this session, you will redesign your lesson plan. You will create a technology-based
lesson plan that includes project-based or problem-based learning and one pedagogy.
In creating your new lesson, think about your teaching style and your students’ learning
styles. Identify an approach and pedagogy that is conducive to your classroom. After
you have created your lesson plan, ask a member of your learning community group to
read your lesson plan and provide feedback.
Notes
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Technologies
Podcast
A Podcast is an audio or visual file that can
be used to extend class, provide review activities,
and record students’ work. Podcast are used in a multitude of ways in technology-
based learning approaches. In creating podcast, you need to develop an explicit plan
before compiling any of the media files (Cennamo, Ross, & Ertmer, 2010).
Video
Video is the system of recording, reproducing, or broadcasting moving visual
images and/or audio. Video assists in making teaching and learning more effective.
Video also provides information to help students prepare written reflections (blogs,
wikis, papers, reading responses, and writing responses).
Learning Management System
Learning Management System (LMS) is a software that delivers course
information with e-tutorials over the Internet. LMS gives educators a closed platform for
students to learn, share ideas/content and produce products in a safe environment.
LMS is a system that supports videos, podcasts, avators, and text information.
Activity Session
Part 1
In this session, you will locate educational tutorials for your technology-based
lesson. You will analyze the tutorials to ensure that it follows Mayer’s twelve principles
of multimedia learning. Discuss your findings with your learning community group.
Part 2
In the pre-training session, you created a Haiku account. Login to your account
and input your lesson. Create students and label the Student 1 and Student 2. When
you have finished your course design and inserted your information, allow your learning
community group to critique your lesson (module).
Notes
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
Appendix B Resource Page
Websites
A. To assist with students’ writing
1. PaperRater – http://www.paperrater.com/pricing
2. Grammarly – http://www.grammarly.com
B. Sample Lesson Plans
1. The TeachersCorner.net – http://www.theteacherscorner.net
2. The Engaged Classroom Wiki page –
http://theengagedclassroom.wikispaces.com/Lesson+Plans+-+Secondary
3. Engrade – http://wikis.engrade.com
C. Professional Development
1. Teacher Experience Exchange – Strategies for Integrating Video into Your
Lesson - http://h30411.www3.hp.com/sessions/48746-
Strategies_for_integrating_video_into_your_lessons
D. Learning Management Systems
1. EDU 2.0 - http://www.edu20.org/
2. Haiku - http://www.haikulearning.com/
3. Moodle - https://moodle.org/
E. Wiki pages with software links
1. Teaching with Thinking and Technology - http://teaching-with-
technology.wikispaces.com/Wikis+in+Education
2. Dearborn ED Tech – http://umdedtech.wikispaces.com/
3. Web 2.0 for Teachers –
http://www.protopage.com/web2point0forteachers#Web_2.0_For_Teachers/O
nline_Content___Learning_Objects
Appendix C: Example of a Technology-Based Lesson
By Seane Clifton
Publishing a Math Magazine
You will create and produce a math magazine. You will be responsible for producing
a four to six page magazine. Your magazine will include artwork, two math problems,
and three math articles. You will need to include one of the following: a math cross
number puzzle or a poem about math. You will have access resources, Google docs
and the class Gmail account in order to write and edit your articles. You may use
Microsoft PowerPoint or Microsoft Publishing as a resource for your artwork. If you use
the Internet, be sure the art is copyright free.
You will need to create a magazine layout as an editing tool for your math
magazine. The magazine layout will allow you to decide the arrangements for articles
and artwork. The magazine layout will allow you to proofread the magazine for the final
time. Please pay special attention to the math problems that appear in the magazine.
Accuracy is important.
Module 1/Week 1
Objective: By the end of the first week, the student will begin creating the contents for a
math magazine.
• Locate a biographical sketch of famous mathematicians. Include what a biographical
sketch is and post your biographical sketch to your blog page. Post biographical sketch
response to your blog by 11:59 p.m. of the first day. Response to at least three (3) of
your peers’ blogs by 11:59 p.m. of the seventh day.
• Write a feature article about one of the math teachers in your school or another
school. Make sure your follow the writing process for effective writing. Post the feature
article in the dropbox under the title “feature article” and post the feature article on your
blog page. Post the feature article to the dropbox and your blog page by 11:59 p.m. of
the fourth day. Response to at least three (3) of your peers’ blogs by 11:59 p.m. of the
sixth day.
• Create a Math Wordle. Use this website www.wordle.net/create for your wordle. Post
your wordle to your blog by 11:59 p.m. of the seventh day. Response to at least three
(3) of your peers’ blogs by 11:59 p.m. of the ninth day.
You will continue to create and produce a math magazine.
You will need to include artwork, two math problems, and three math articles. You
will also need to include one of the following: math cross number puzzle or poem about
math.
Your math magazine will be due at the end of this course.
Module 2/Week 2
Objective: By the end of the first week, the student will begin creating the contents for a
math magazine.
• Locate a biographical sketch of famous mathematicians. Include what a biographical
sketch is and post your biographical sketch to your blog page. Post biographical sketch
response to your blog by 11:59 p.m. of the first day. Response to at least three (3) of
your peers’ blogs by 11:59 p.m. of the seventh day.
• Write a feature article about one of the math teachers in your school or another school.
Make sure your follow the writing process for effective writing. Post the feature article in
the dropbox under the title “feature article” and post the feature article on your blog
page. Post the feature article to the dropbox and your blog page by 11:59 p.m. of the
fourth day. Response to at least three (3) of your peers’ blogs by 11:59 p.m. of the sixth
day.
• Create a Math Wordle. Use this website www.wordle.net/create for your wordle. Post
your wordle to your blog by 11:59 p.m. of the seventh day. Response to at least three
(3) of your peers’ blogs by 11:59 p.m. of the ninth day.
Publishing a Math Magazine Rubric
Week 1 Points 1. Participation. The student will provide
feedback or suggestion to at least 3 peers.
7.5 points
2. Math Magazine. The student will complete ½ of the 4 or 6 page math magazine.
12.5 points
3. Contents. The student will have at least one piece of math artwork, one math problem and at least the first three stages of their math articles completed.
15 points
4. Grammar. The contents of the math magazine have strong content, style, sentence formation, usage, and mechanics.
10 points
5. Math. The math problem has accurate solution.
5 points
Week 2 Points
1. Participation. The student will provide feedback or suggestion to at least 3 peers.
7.5 points
2. Math Magazine. The math magazine has 4 or 6 completed pages.
12.5 points
3. Contents. The student have artwork, two math problems and three math articles, and one of the optional components (puzzle, games, or a math poem).
15 points
4. Grammar. The contents of the math magazine have strong content, style, sentence formation, usage, and mechanics.
10 points
5. Math. The math magazine has accuracy math problems.
5 points
Total 100 points
References
Bergmann, J. and Sams, A. (2012). Flip your classroom: Talk to every student in every
class every day. International Society for Technology in Education.
Cennamo, K.S., Ross, J.D., & Ertmer, P.A. (2010). Technology integration for
meaningful classroom use: A standards-based approach. Wadsworth Cengage
Learning: Belmont, CA.
Januszewski, A. and Molenda, M. (2008). Educational technology: A definition with
Commentary. Routledge Talor & Francis Group: NewYork, NY.
Lockwood, T. (2010). Design thinking: Integrating innovation. Customer Experience
and Brand Value: New York, NY.
Millband, D. (2006). Choice and voice in personalised learning. Personalising
Education. OECD.
Strauss, V. (2012). Three fears about blended learning. The Washington Post.
A Word of Thanks
WOW Learning2 would like to take a moment to say, “Thank you.” We
appreciated your hard work and participation during this workshop. WOW
Learning2 knows your contributions and willingness to demand excellence
from students will make a real difference.
Contact Information
1105 Mayfair
Blytheville, AR 72315
870.281.6690
www.wowlearning2.com