Standard 10 Meta-Reflection: Technology
August 21, 2009 at 3:46 pm (Standard 10. Technology) (authentic learning, best practices, EDTC 6536, effective use, empower students, knowledge construction, planning, social learning, technology)
Standard 1: Technology: Integrates current technology into instruction and professional communication/collaboration activities where appropriate.
Here is my 5 minute technology tip screencast on how to use the graphic organizer tool called Inspiration. Students can use this tool to build graphic organizers and concept maps. Inspiration is a program that engages student learning by enabling students to “visualize, think, organize, and learn” (inspiration.com). Students can connect pictures, movies, words, and images to their graphic organizers helping them to learn and make connections to ideas. The “Inspired Standards” make it easy to get ideas for where to use the program in English, social studies, math and science classrooms. Students/Teachers can also use this tool to expand graphic organizers into writing projects using the diagram and outline views. Using inspiration allows students (and teachers) to make graphic organizers with words and pictures and continue to edit those organizers as more information is learned.
Here is my screencast tutorial on Inspiration (a “Tech Tip” I created using Jing).
I also created a Inspiration Handout to go along with the Inspiration Tech Tip in Word.
Both of these assignments were created as part of the final project in Instructional Technology and Information Management. These assigments show how I am able to integrate current technology into instruction to improve student learning through communication and collaboration. These assignments allowed me to meet Standard 10. My student completed an assignment using inspiration for astronomy this year and were much more successful on their summative assessment because they had communicated with their classmates and interacted with the vocabulary in a unique way.
Teachers’ Technological Pedagogical Content Knowledge
August 21, 2009 at 3:08 pm (Standard 1. Instructional Planning, Standard 10. Technology, Standard 3. Curriculum, Standard 4. Pedagogy) (authentic learning, best practices, EDTC 6536, effective use, empower students, knowledge construction, social learning, technology)
This blog is in response to he article Teachers’ Technological Pedagogical Content Knowledge and Learning Activity Types: Curriculum-based Technology Integration Reframed by: Harris. I agree with others who posted in the VoiceThread that this article summed up our class really well, but it also could have been a great introduction to the purpose of the class. Focusing on our content areas and ways that technology can support them and great pedagogy is so much more useful than finding ways to use technology just for the sake of using technology.
The article states that often the training involved with using technology is too “technocentric”, meaning that there is little attention given to the interplay between technology, pedagogy, content and context. The authors discuss a framework they recommend that uses TPACK: technology, pedagogy, and content knowledge in order to better integrate technology instruction that is more meaningful for students. Each of these areas is essential areas of knowledge for teachers to teach effectively using technology. The weakness of this “technocentric” approach is stated as forgetting two essential aspects of teaching- content and pedagogy. The focus is all on the technology with little learning taking place in a meaningful way.
I know I have said this before, but I have noticed this with any training I’ve had with technology (besides this course). The training revolves around how to use the technology and not why we should use it or the learning gains students can make. This course is different because we can practice with the technologies and see how others in a variety of teaching contexts use different technologies. I also hadn’t looked at the technology standards before this course.
The discussion on technological knowledge was interesting to me because it says that it is always in a “state of flux” which makes defining what “technological knowledge” is so difficult. I used to have “technological knowledge” compared to my colleagues just because I was younger, but I am loosing my edge as I focus on content and pedagogy and grad school. It is a hard balance to keep. After reviewing many software and technology applications and the research behind a few of them I can see that the goal of adding technology into the classroom isn’t to entertain students or just to be novel; the goal is to engage students in social learning and in the social construction of knowledge. It is a blessing to work in a school and in a district that supports technological advances and trials and errors by teachers. I have the supports in place to try new things with my students and a great group of students this year to be my lab rats (I teach psychology…).
I come again to the end of a course where I have gained many new ideas for change in my classroom and I have to make everything fit together in a way that is useful for me and for my students. There seems to be too many resources for me to sift through, but each week is a new week and each schoo
l year is a new year. I can try new things and craft my teaching practice each year to make it better and better. Not many other professions can say that.

From apscms.net. This graphic summarizes the ideas in the article about needing all parts of TPACK.
From SuperGoo to Scratch
August 11, 2009 at 4:12 pm (Standard 10. Technology, Standard 3. Curriculum, Standard 5. Assessment, Standard 8. Exceptionality) (EDTC 6536, social learning, technology)
The article, From SuperGoo to Scratch: Exploring creative digital media production in informal learning, states that “Youth are not only consuming new media at accelerated rates, they are also becoming producers of these new genres in larger numbers… Media education needs to go a step further to provide youth with experiences creating and designing their own interfaces and applications…” Students are participating socially in new versions of media cultures that use different types of media (games, videos, etc). Giving my students a ready audience for which to write is important, like the article addressed. I just need to see some examples as to how this has worked in other science or psychology classrooms. This may be a good way for students to critique each other’s writing and provide feedback, but with only 8 computers and students who don’t do homework I am not sure how to make this happen. After reading the article, I am left thinking that Scratch (in particular) is a really cool program, but wonder what it has to do with me in a formal educational setting in my science classroom. I would love to see examples of how to use this type of program realistically with my students or how to encourage them to use it to create their own masterworks on their own time. After looking at Scratch for a little bit and seeing the many ways in which it is used I am intrigued, but will need more time with it and plan a time to use it. It seems like a really fun way to get students to share their learning with each other, but I can see students spending more time creating than we really have time for in class. I may give it to my students as a suggestion in lieu of doing a PowerPoint presentation and see what they do with it in the fall. They will be my best indicators for how well this can work in my classroom.
I think that adding technology like this as an option to my classroom for our Chapter Challenges in freshmen science may help more of my students to complete them and show mastery of understanding.
Would you like to check out Scratch? Because users share their creations there are lots of ideas for how to begin.
The Wiki Way of Learning
July 27, 2009 at 5:24 pm (Standard 1. Instructional Planning, Standard 10. Technology, Standard 11. Inquiry/Research, Standard 12. Professional citizenship, Standard 4. Pedagogy, Standard 5. Assessment, Standards 6 & 7. Communication & Collaboration) (authentic learning, EDTC 6536, knowledge construction, social learning, wiki)
Learning about how wikis can show student thinking and allow for reflection and problem solving has helped me to see the benefits of wiki in the classroom. Before reading this article I was ignorant about how beneficial wikis because they allow students to learn from each other, which is the best way to learn. Wikis allow collaboration, co-construction and demonstrates different ways of learning. There is no expert in a wiki, only collaborators constructing knowledge together.
Wikis provide a quick way for students to construct knowledge socially in an authentic way and provide them the space to reflect on their thinking and how their thinking has changed. Ruth (2004) says that students will be more engaged in learning if they can get help from teachers and other students and if they feel that the task is meaningful. Knowing why a wiki is used is so much more important to me than knowing how they are used. I am looking forward to seeing more examples of wikis working in science and psychology classes to implement the same ideas and wikis for reviewing major concepts in my classroom.
Social and cooperative learning have been shown to be more beneficial to a diverse group of students. Wikis may be another way I reach out to underserved students.

(from abpc.wikispaces.com)

The graphic compares collaboration via email with wiki