Reflection:
Throughout this quarter, I have learned ways to integrate technology successfully instead of only using such resources as positive reinforcement. In my initial post, I talked of using traditional teaching methods instead of resorting to using technology in my own classroom. However, after taking this class, I have learned that there are many tools that I can implement into my classroom that students can learn from. For example, I learned how to create wordles, book trailers, and blogs. Even more so, I learned ways in which I can use Skype in order to deepen students' understanding of a particular topic.
Another large take-away for me is when we learned that technology is to be used as a tool to aid students learning, not replace the teacher. I think that, by having this mind-set, I will be able to use technology in an appropriate way to meet the needs of all of my students.
However, the biggest thing that I learned from this class was the tools in which teachers can use in order to help students become more engaged and fascinated with school assignments that otherwise, might be "boring". Book trailers, for example, are a great way for students to create something creative that summarizes their book instead of a traditional pen-and-paper book report. I plan on incorporating engaging assignments, like this one, into my own classroom.
List of tools I want to use/learn more about:
Educreation
Wordle
Imovie
Animoto
Bitstrip
Blogspot
Smartboards
Ipads
Edudemic
Monday, July 28, 2014
Tuesday, July 22, 2014
Thoughts on Edudemic's Top 35 Web 2.0 Tools:
After looking at a variety of Web 2.0 tools, I found that I really enjoyed a website called Bitstrips. Bitstrips is an online tool in which students can create their own comics. Students are able to choose their own characters, and alter their characters in a wide variety of ways, while also choosing the background images for their comics. For example, I have found that many teachers use Bitstrips as a way for students to summarize a book, reenact a scene from history, create a tutorial about behavior management, or demonstrate a specific scientific procedure. The results of this tool are astounding. Many teachers have claimed that using these comics has helped students to become more engaged with class because their school work is now enjoyable. Students are able to express their ideas about a particular topic in a way that they otherwise would not be able to when using traditional teaching methods. Based on the research I have found pertaining to this Web 2.0 tool, it appears that this can be made applicable for all content areas.
In addition to Bitstrips, I also found a website called Scratch. Scratch is an online tool in which students have the opportunity to create their own games, their own stories, and their own instruments. For example, I found that teachers use Scratch as a way for students to create songs about mathematical topics such as shapes or pi, create simulations of ocean habitats, and create alternate endings to stories they have read in class. Many teachers have expressed their appreciation for Scratch due to its limitless, creative options for students. Similar to other Web 2.0 tools, Scratch offers students the opportunity to connect to the content taught in the classroom by creating games, videos, and tutorials that speak to the knowledge students have about any particular topic. When implemented appropriately, both Bitstrips and Scratch can be tools that allow students to become more engaged in their learning.
Websites for further information:
http://www.bitstripsforschools.com
http://teachersconnect2learning.wikispaces.com/Bitstrips
http://scratch.mit.edu
http://www.educationworld.com/a_tech/scratch-programming-classroom-activity-ideas.shtml
https://21centuryedtech.wikispaces.com/Scratch
After looking at a variety of Web 2.0 tools, I found that I really enjoyed a website called Bitstrips. Bitstrips is an online tool in which students can create their own comics. Students are able to choose their own characters, and alter their characters in a wide variety of ways, while also choosing the background images for their comics. For example, I have found that many teachers use Bitstrips as a way for students to summarize a book, reenact a scene from history, create a tutorial about behavior management, or demonstrate a specific scientific procedure. The results of this tool are astounding. Many teachers have claimed that using these comics has helped students to become more engaged with class because their school work is now enjoyable. Students are able to express their ideas about a particular topic in a way that they otherwise would not be able to when using traditional teaching methods. Based on the research I have found pertaining to this Web 2.0 tool, it appears that this can be made applicable for all content areas.
In addition to Bitstrips, I also found a website called Scratch. Scratch is an online tool in which students have the opportunity to create their own games, their own stories, and their own instruments. For example, I found that teachers use Scratch as a way for students to create songs about mathematical topics such as shapes or pi, create simulations of ocean habitats, and create alternate endings to stories they have read in class. Many teachers have expressed their appreciation for Scratch due to its limitless, creative options for students. Similar to other Web 2.0 tools, Scratch offers students the opportunity to connect to the content taught in the classroom by creating games, videos, and tutorials that speak to the knowledge students have about any particular topic. When implemented appropriately, both Bitstrips and Scratch can be tools that allow students to become more engaged in their learning.
Websites for further information:
http://www.bitstripsforschools.com
http://teachersconnect2learning.wikispaces.com/Bitstrips
http://scratch.mit.edu
http://www.educationworld.com/a_tech/scratch-programming-classroom-activity-ideas.shtml
https://21centuryedtech.wikispaces.com/Scratch
Tuesday, July 1, 2014
As a pre-service teacher in the 21st
century, it is important that I learn meaningful ways to integrate technology
into my future classroom. Technology, in
my eyes, can be described as an electronic device or tool that can be both
helpful and detrimental to learning. Devices
such as tablets, smart boards, and computers are everyday examples of
technology devices that are integrated into the classroom.
Based on my practicum experiences,
I have been exposed to teachers implementing technology in positive and
negative ways. For example, teachers use
the smart board and document camera as a way to present valuable information to
students in a meaningful and visual manner.
This is a way for teachers to enhance students understanding of class
assignments. On the other-hand, I have
found that many teachers use technology, specifically computers, as a tool for
positive reinforcement. For example, if
a student completes her/his work, and s/he has nothing else to work on, the
teacher will grant the student “computer free time.” Instead, I believe
students should be encouraged to partake in activities like reading, coloring,
and writing; anything that allows the students to create something that they
view as valuable.
Although technology’s presence in
the classroom is growing, I see myself using “traditional techniques” within my
future classroom. I have a hard time seeing how I can apply technology into the
classroom and make it applicable for the students. Additionally, I believe that students can
gain a much more rich experience through interactions and connections that
cannot be provided through technology.
Students, like little scientists, need the opportunity to explore,
create, move, collaborate, discuss, and wonder.
However, I find it difficult to see how technology can be used as a tool
to accomplish such things. I want my
students’ work to be purposeful and I want to find ways in which technology can
be used as a tool to achieve this.
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