Sunday, April 29, 2012

"Mini-course" for STEM teachers

This is our final project and it has many components.  I created a mini-course using Web 2.0 tools in Math and Science classrooms.  My basis for creating a course for this subject is that the topic of STEM education is being pushed by the Obama administration in order to ensure that our students do not lag behind the rest of the world in these important skills. I used the Bundles seciton of My Big Campus to create the course.  As an incentive for the teachers, they will earn Badges that can be used for Industry cetification, plus 5 PGPs towards license renewal.

I used the Badge concept that an applicant to the Digital Media and Learning Competition suggested http://dmlcompetition.net/Competition/4/badges-projects.php?id=2938.  This was supposed to be in collaboration with Mozilla.
I also created collage of tools and resources, using Symbaloo EDU, 
http://www.symbaloo.com/mix/web20tools-resources, for the teachers who attend this course.  They can use this resource to access educational magazines, blogs, or tools. They can add their own as they grow in their professional development. 

Finally, I created a new page in my blog to advertise my course and share the link to it from My Big Campus. The organization that I created to host this course is named MTI STEM.

Friday, April 20, 2012

Will emerging technologies change my profession?

Whether we like it or not technology is here to stay, and all of us have to find our own way of embracing it and making it fit into our lives and professions.  Mobile ways of communicating, like emails and cell phones, are now the norm, and social networks seem to be emerging as the easiest way of exchanging and dissiminating information.  The world has become digital and if the goal of education is to prepare students to succeed in it, then we must teach them how to use technology in a way that will benefit them.  Just like any other tool, if used properly, it can add value and enrich the experience of learning. Since students are already very engaged with texting, facebook and online games, they are very comfortable with the use of various applications and have no fear of experimenting with new ones.  This interest and ability can be chanelled by using applications that engage their minds into online projects that seemlessly bring in the concepts and vocabulary of the subject. As stated by Dede (1996, p.2),"Expanding traditional definitions of literacy and rhetoric into immersion-centered experiences of interacting and information is crucial to preparing students for full participation in 21st century society". If we don't bring technology into the classroom, as an essential resource, the cost will be that our students will not be prepared for the new type of job market.

Our role is to redifine"how we communicate and educate by using new types of messages and experiences to be more effective" (Dede, 1996, p.2). It is hard to break out of our old patterns of traditional "teaching by telling"but as pointed out in Ravitch: The toll of school reform on public education, "the pattern on the rug" is becoming apparent. Unless we want to become outdated in our job skills we will need to learn this new method of teaching. Our students are used to accessing information whenever and wherever they want, but many do not know how to stay on task and end up wandering the internet from one site to another. We need to teach our students how to filter through "a plethera of incoming information"(Dede, 1996, p.2) and discover patterns of knowledge and then learn to use this knowledge in ways that address real world problems. This type of learning helps them to retain the information because they are "learning-through-doing"(Dede,1996). Hopefully, this will help them get better scores on their standardized tests and make our jobs more secure! I hope the picture is not as gloomy as Ravitch states that "computers will replace teachers".  I guess I just can't see that happening.  We will always need teachers, just in a different capacity.  Just because information is available does not mean it makes sense, or that children will not need someone to guide them in critical thinking. I still think you need the human element in this model of teaching for it to be effective. I can see where Game-Based learning and simulations can give the student real world experiences, but we can't forget that the underlying purpose of the whole experience is to learn the skill to engage other humans in science exploration, business, medical or military work. Teachers will still be needed to guide students in exploring the new world of information, in learning critical thinking, and in facilitating collaboration.As Dede states,"Technology-mediated communication and experience supplement, but do not replace, immediate involvement in real settings" (Dede, 1996, p.24). 




Works Cited:


Tuesday, April 17, 2012

My experience with Digital Game-Based learning


For the second part of this Module 9 we had to play a game, and analyze what we learned.   According to Prensky (2006), there are two categories of games. The first is Mini games, or Edutainment games, that can be played in less than two hours, with one to two players. They are learning games that involve repetitive type of problem solving. The second category is complex, or serious games that can last for days and can involve many players.  They can take hours to master various levels and can use alternate identities for the players. The game I picked is called Virtual Village 4: The Tree of Life.  I would classify this game as a beginning level serious game. In this game the Island life is dying and the Chief of the village picks five villagers to help him revive the island. The player gets to pick their own five villagers based on what skills you think will be necessary for survival.  The villagers do not have the skills when the game starts, but the player can help them learn these skills by moving them to various places on the board to do certain tasks.  The tasks involve learning to build huts, research, healing, farming, etc.  As the villagers learn skills, the player earns points that can then be used as cash to purchase various items for the village. I thought it was funny that, if you leave the game for a while, your villagers continue to learn and grow with the skills you left them with, and you can come back and add more skills.
Since this is the first time I have played a game, I wanted to select a game that was a little slower pace, but still involved multitasking. In this game, I had to keep an eye on all the villagers, and help each build the right individual skills for the village that would help them survive. As stated in Hung (2011), my “learning occurred in a “spiral” in which players are exposed to increasing degrees of complexity and gradually get to learn the total system” (p.14).  Being a beginner at games, at first I was really confused as to what to do, and then through trial and error, I learned what I needed to do to get the villagers to learn skills.
My challenge was being new to the whole environment of Digital Game-Based learning (DGBL).  I had to get over my fear of pressing the wrong button, but just like my villagers, I too learned that persistence and experimentation does pay off.  I used to think that these games were just wasting the time of children and all they do is teach kids to shoot at each other constantly. Through my experience and the reading from this week’s research, I have come to appreciate what the possibilities are in this tool. With DGBL, students can learn to think through a problem, use experimentation to investigate, multitask, and parallel process (Prensky, 2006, pp.8-9).  So it took me some time to coordinate and understand how to move the players, where to move them, and figure out what they needed to learn and achieve.  I thought I did not have the ability to get the hang of the game, but I surprised myself.  I experimented with something I did not feel comfortable with and began to understand the fascination and pull that these games have for kids.  I can understand now how once you get involved in a task of a game, you become so committed that you have to finish it, or achieve the next level, even if it takes hours. 
Prensky (2006), states that there are component in games that keep kids engaged. These include “leveling up” or going up levels as you master them, the game adapting to the abilities of the player, worthy goals, and making decisions.  If these components can be included in the games we pick for our classrooms then learning can be enhanced.  By picking games that embed the knowledge of concepts in the games “learning occurs in meaningful and relevant contexts,…and is more effective than learning that occurs outside of those contexts, as is the case, with most formal instruction.  This principle is situated cognition” (Van Eck, 2006, p.4) or learning.  As they play a game they become aware of all issues that come into play in decision making and actions.  They would learn the language of the subject and the use of the tools in investigating and analyzing.  According to (Klopfer, Coulter, Perry, and Sheldon) students should develop their reading skills as they play these games, and because the games make them focus on a goal they learn to “filter the relevant from the non-relevant”.  They also learn to tap into the experiences of a pool of people by collaboration among many players.

Here is a picture of me attempting to play Virtual Village 4.
  


 

Works Cited:
Prensky, M. (2006).  The really good news about kid’s games.  Don’t bother me Mom, I’m learning!” : how computer and video games are preparing your kids for twenty-first century success and how you can help! (pp. 7-15). St. Paul, Minn.  : Paragon House.
Prensky, M. (2006). Complexity matters: What most adults don’t understand about games.  “Don’t bother me Mom, I’m learning!”: how computer and video games are preparing your kids for twenty-first century success and how you can help! (pp. 55-63). St.  Paul, Minn.  : Paragon House.
Klopfer, E., Coulter, R., Perry, J. and Sheldon, J. “ Discovering Familiar Places: Learning through Mobile Place-Based Games”. In Press for S. Barab, K. Squire and C. Steinkuehler.  Games, Learning, and Society: Learning in the Digital Age. Cambridge University Press.
Hung, A. C. (2011). Serious games and education. The work of play: meaning –making in videogames (pp. 10-29). New York: Peter Lang.
Van Eck, R., (March/April 2006), Digital Game-Based Learning: It’s Not just the Digital Natives who are restless… . Educause, Vol. 41, no.2 ,1-16.


Sunday, April 15, 2012

Creating a playlist for your class

This weeks assignment involves working with games as a medium or tool to learn how they can be used in the classroom to enhance learning of concepts.  As part one of this assignment, we worked with a program called Mentormob to create a playlist for a topic of interest. I chose the topic that I am teaching so that I can use this next school year. The playlist I created will cover the first semester of Chemistry.  It has videos, games and demonstrations that can be used to introduce, teach or review a topic.  Here is the link to my playlist  http://bit.ly/HI0WlI. The Mentormob program is a very helpful way to put all your videos, lectures, games., quizes in one place.  The students can then access all of them whenever they need to.

Tuesday, April 3, 2012

Reflection on Pencil Me In

For this week's assignment, we had to read the book Pencil Me In by John Spencer and in our reflection answer the following questions.

1. what is the point of Pencil Me In?
Spencer (2011) states, "Pencil me in, because life is temprary, a vapor, in constant flux, in tension and harmony"(p.146). I think his point is tht life is everchanging, and we are not meant to stay stagnant in our knowledge. Humans will always use their knowledge to invent tools to make life easier.
Nothing is permanent like ink; for that matter, even the pens are no longer the same. Over the years every tool has been changed, or made better, or replaced with better ones. They have been "erased", so to speak, and rewritten.
But the fundamentals of why those tools are used,have not changed. If a wood fire was used to cook food in the past and now an electric stove is used, the purpose of the tool is the same. As applied to teaching, the tools of pen, pencil, computer, may change but what subjects need to be taught have not. Spencer(2011) makes the point that teachers need to be trained so that they combine their "expertise on padagogy with...expertise in the new tools....it is less about tools and more about quality craftsmanship" (p.49)

2. Describe your reaction to the book. What are your take-aways from this book?
The book is very thought provoking. I especially like that in the end he seems to come to the conclusion that everone has to find their own way to blend new tools into their lives. "We'll do this journey together at our own pace" (Spencer, 2011, p. 174). It is not a one size fits all approach. You have to acknowledge the talents that all people bring to the table, even if they are not proficient with the new tools. Each can learn something from the other. Even if it is just a reminder to check our own thinking and question it.

3. What role did social media play in the book's dissimination and dialogue?
In the blog, Good.is, Pencil Chat, it was mentioned that the Twitter site #PencilChat became popular because of a response by Spencer to a Tweet sent to him about the book. The sharing of opinions and thoughts on the site probably generated the interest to purchase the book.

4. As Spencer compares computers to pencils, what paradox or terminology would you create to describe a technology or pedagogical stance in today's classrooms? (images taken from Google images)







I would compare land line phones to cell phones/smart phones. We started with landlines connecting us to people we knew, having one-to-one conversations, and sharing information in this way whereever there was a landline phone. But now cell phones connect us while we are moving, and what is more, with the social network apps we can share information with many people at one time. Information can even be dissiminated as soon as an event happens. The idea is communication, and as technology evolves, communication is no longer just one-to-one but global.

5. Would you recommend Spencer's book? Why or why not?
I would definitely recommend this book to teachers and administrators. It shows the many perspectives of people as they are introduced or required to use new tools. I also like the underlying theme of respect and humility in seeking and transmitting knowledge (Spencer, 2011, p.162)

6. Has the book increased your interest in the subject matter?
The book was very informative to me in how to use tools to restructure teaching to be more engaging, with a focus on the concepts to be learned and not just using the tools. It has made me think about redoing some of my lessons.

                                                    References:

        Spencer, J. T.(2011). Pencil Me In. A Journey in the fight for graphite.
                         Cartoon of man on phone asking about email
                                               social network icons
                                                     communication