Resources for reaching digital learners. You have a question about a new piece of software, how do you find your answer?. Ask someone Tech Savvy . Search Google. Software videos and tutorials. Help Menu. The Brain, Listening and Reading. The Effect of Reading using Technology. - PowerPoint PPT Presentation
Resources for reaching digital learnersAs part of UDL Principle III, empowering students to regulate their own learning empowers them to have a voice. Make them feel like they are important and responsible for a bright future.
1You have a question about a new piece of software, how do you find your answer?Search GoogleHelp MenuAsk someone Tech Savvy Software videos and tutorials
This is an activity we have used to illustrate how we look for, search, and learn new material in a digital world. As the participants select how they would react, build a conversation about design and thinking about users. What are they really looking for, how can this help you in professional development and in providing options in your resources (audio, video, photos, etc)2
The google brain- all the tools that Google provides that are making the way we think and solve problems change.3
The good an bad consequences of Google4
The Effect of Reading using TechnologyThe Brain, Listening and ReadingThese are two PET scans of the brain. The top are listening and reading words on a paper book (with no other stimuli), the bottom is reading using technology. You can find this page and more information about these scans on the blog: 5
Technology timeline from 1992-2024. Notice the technology that is part of our students lives. Compare to what they currently do in school.7http://wp.me/P1XVg7-c3
The quality of the school experience needs to match what kids are finding outside of school Ian JukesIan Jukes spoke about digital generation recently at Loyola University in Baltimore (April 2012). Here are a few of his points:http://wp.me/P1XVg7-c3
9What is the difference between web 1.0 (read only web) and web 2.0 (collaboration and user generated content)?
This is just an image of the icons for some frequently used social networking and media rich sites. Can you identify the sites? We are using one to disseminate information about UDL!
craiglist, delicious, digg, facebook, feedburner, flickr, gmail, google, linkedin, mixx, myspace, reddit, rss, skype, stumbleupon, technorati, twitter, wordpress, yahoo and youtube icons.10
Today there are over 1 billion gamers who play at least 1 hour a day. 40% of that population is female and the majority is over 50 years old.There are 10 positive emotions involved when playing games: joy, relief, love, surprise, pride, curiosity, excitement, awe & wonder, contentment and creativity.
Angry Birds, for example, is downloaded over 500 million times and is believed to be played by 2 persons per install. Meaning that over a billion people worldwide have played this game. The total time spent playingAngry Birdsadds up to 200.000 years. To put that number into perspective, the total time spent updating Wikipedia is close to 11.000 years, while Wikipedia has been around much longer. These numbers combined give insight into the potential of game based learning. 11How does your curriculum currently support the levels of Blooms?
Universal Design for Learning OPDhttp://udlwheel.mdonlinegrants.org
This interactive wheel is available http://udlwheel.mdonlinegrants.org. As you spin the wheel you can investigate the principles and resources within each checkpoint (shaded areas)14
UDLinksAvailable in the App Store and Android Market Place August 2011
UDLinks is a mobile app with over 1300 content tagged resources with alignment to UDL principles and guidelines. You can search by content area, topic, category (lesson plan, practice, simulations, lesson plans, etc)15
As you are writing, consider these statements and try to include at least 3-4 in your lesson development. In doing so, you will be reaching more learners and building in flexible and engaging content for all students (and for the teachers too!)16