Fink Steps 4 & 5 For 5th Grade Math
Step 4: Select Effective Teaching/Learning Activities
Answer the following questions based on the Action questions on pages 19-20 (3-4 pages):
· Identify at least three unique learning activities using your integrated technology to add to your unit/training that will give students a “Doing” or “Observing” Experience.
· What “Rich Learning Experiences” are appropriate for your course?
· What kinds of Reflective Dialogue can you incorporate into your course? Include at least 2 types. One must be a short-answer type of assignment like a 1-minute reflective question or an exit ticket. One must be a longer assignment like a portfolio or a reflective journal.
Your answers from the following discussion questions will help you answer the above questions:
· Week 2 – Update a Class with Learning Tech
· Week 5 – Gaming (optional)
· Week 6 – Collaboration Tools
· Week 7 – Multimedia Tools
· Week 8 – UDL
· Week 9 – Digital Assessments
Step 5: Make Sure the Primary Components are Integrated
Using the worksheet on page 23 (you will have to create this for your assignment), answer each element for each learning goal in your course. Your “Helpful Resource” will be one of the learning technologies that you have chosen for your unit/training. You will find all the information for this chart within the exercises that you have completed for each of the 4 previous steps. When you fill out this chart, make sure you have addressed the feedback from your classmates in the relevant discussion questions and feedback from your instructor for your discussion questions and previous assignments. Answer in complete sentences and use paragraphs to elaborate where appropriate.
Use at least 2 peer-reviewed sources besides your textbook and the reports provided to support your use of technology. Your assignment must follow these formatting requirements:
· Be typed, double spaced, using Times New Roman font (size 12), with one-inch margins on all sides; citations and references must follow APA or school-specific format. Check with your professor for any additional instructions.
· Include a cover page containing the title of the assignment, the student’s name, the professor’s name, the course title, and the date.
· Include a reference page of all citations used, including the textbook and the reports provided.
· The cover page, the reference page, and the appendix are not included in the required assignment page length.
*** Below are MY discussion answers with reference of each week from above *****
WEEK 2 Discussion Answer
· 5 Discussion: Lesson Planning with Technology
· Imagine that you have been hired as an Instructional Designer to “update” a class or series of training classes using technology as your main delivery method.
· Using a class that you have either taught or been a student in, describe how the class was taught without the use of technology and then how you would add your selected educational technology tool to bring the class more in line with current teaching practices.
All of my initial education through my first master’s degree was without the use of any form whatsoever of technology. When I became an educator over twenty years ago in the urban school district in Detroit, MI, the schools I taught in had no technology. Everything was taught on an actual chalkboard with CHALK!! A class that I can remember taking during my first master’s degree was Statistics. The class required the students to purchase this really thick textbook that was only used to complete homework problems. The class was not out of the textbook but on the blackboard by a professor that had really bad penmanship, spoke very fast (because he was really passionate about what he was teaching) and with a lecture-type classroom that was set-up with a podium and five rows of desks. I really struggled in this course because I needed more manipulation, more interaction and more hands on with a subject like, Statistics. Bringing a textbook to class everyday and being lectured to was not very interesting to me. Any type of technology because we could use real-world connections locally, nationally and internationally. This would have enhanced this course as a resource would have helped with student engagement and comprehension..
I would enhance this learning experience with technology by utilizing resources that are interactive, provides detailed feedback on subject mastery, and allows self-pacing problems that scaffolds each problem based on individualized student levels. Two resources that I have found great for adding more to a math class are: IXL.com Math and ANET - Math. The IXL website allows the learner to answer statistical problems that utilizes formulas and theory and it is leveled based on the learners’ math level. ANET – Math is teacher created and has a variety of math subject check ins that include video for instruction, open-ended questions that are later graded by the instructor and a few some great interactive lessons that allows the learner to manipulate formulas to solve for statistical values. Both of these website can be used as a supplemental lesson and it provides feedback on usage, mastery and resources based on that individual learner.
WEEK 5 Discussion Answer
Week 5 Discussion
Discussion: Teaching with Gaming
· View the TED Talk Gaming Can Make a Better World by Jane McGonigal.
· In what ways do you agree or disagree with Ms. McGonigal? Give an example of how an online game can help to improve student/learner motivation.
I agree with Dr. Jane McGonigal, that playing games can be productive during the instructional process. Dr. McGonigal makes valid points about the urgency of optimism that schools should have to develop courses that are accredited. Game play can have the potential to make real world connections and educational changes which depends on the type of game played. Additionally, Dr. McGonigal made some really good points about how gaming intensifies concentration, and creates hope for students/people who are willing to take risks.
Motivation, both intrinsic and extrinsic, is a key factor in the success of students at all stages of their education, and teachers can play a pivotal role in providing and encouraging that motivation in their students. Of course that’s much easier said than done, as all students are motivated differently and it takes time and a lot of effort to learn to get a classroom full of kids enthusiastic about learning, working hard, and pushing themselves to excel.
Gamification is one of the most popular and preferred trends of learning amongst students, globally. Games help in situated learning or, to put in simple words, learning that occurs through immersive experiences. After all, what else could be the best way to educate learners other than putting them to play! In this article we’ll discuss why gamification is so appealing to learners and provide you with some examples of gamification in real world.
Gamification makes use of gaming mechanics and applies these mechanics to the way a learning course is taught. This, in turn, improves the learner’s motivation. Moreover, the design of game offers the learners the freedom to fail and to face and accomplish various challenges and goals respectively. An example of a great educational game that can be included in every content area that enhances study preparation skills is:
Brainscape is a simple learning oriented game. This helps the learners to create exceptional flash cards to meet their learning capabilities. In such way they learn the ideas in the most comprehensive manner, leaving out the ones they already know. Since learners usually forget almost 90% of the material while studying, brainscape overcomes this issue with its smart flashcards. Teachers and students can create flashcards collaboratively, using this system of study.
Games should target any one or two game elements such as competition, time management, communication others. Some enlighten creativity while others ask for imagination. Regardless, what element they speak to and how they are designed, gamification in education is an incredible learning technique and a complete package of educating, learning, and assessment in the good learning environment.
References
Haiken, M. (2017). Gamify Literacy: Boost Comprehension, Collaboration and Learning. International Society for Technology in Education.
McGonigal, J. (2010). Gaming can make a better world. Retrieved from
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world#t-78884.
Week 6 Discussion
· There are many different collaboration tools available for both educational and corporate settings. Select a tool besides Google Docs, Google Classrooms, Sharepoint, or BOX/Dropbox that would fit your current work setting or the environment in which you like to work. Provide a link to the resource and a brief summary of the tool. Describe how you would use the tool in either your current environment or the environment in which you would like to work.
Kidspiration Overview: Kidspiration is a concept-mapping software that offers an easy way to create mind maps or thinking maps. It has a huge clip art library. It comes with pre-made activities and teachers can also make their own activities. This is a valuable tool for teachers to use, as well as students. It is very versatile. Inspiration is also a concept-mapping software with a more "adult" looking interface.
Inspiration Overview: Inspiration is a concept-mapping software that offers an easy way to create mind maps or thinking maps. It has a huge clip art library. It comes with pre-made activities and teachers can also make their own activities. This is a valuable tool for teachers to use, as well as students. It is very versatile. Inspiration is also a concept-mapping software with a more "adult" looking interface.
The education world offers new technology content every day. One of the greatest gifts that we as educators can give our students is the opportunity to create their own education pathway for learning instead of having it delivered to them. With the teacher as an expert, facilitator and guide, students can learn how to take ownership of the subject content and get a better sense of what needs to be done. When you involve students in meaningful activities, the work they do makes more sense to them. Thos also gives them the opportunity to retain the knowledge learned for their future.
Kidspiration
I introduced Kidspiration with my students by creating an image map using information about a local park in Detroit named Belle Isle. Since Belle isle is only 30 minutes away from where we are located, most of the kids have been there and can recall information from their visits. We create symbols for each "land" at Belle Isle (Motor Cityland, Motownland, and Tomorrowland,) and then add bubbles/symbols for the rides, water park, go cart and Rock wall climbing. You can go on in that part of the park digitally once the mapping has been completed. We color code each group and also import a title image from an actual image that I found on the Internet. Students quickly learn how to use Kidspiration in a fun, yet educational, way, while learning about historic landmark of our city.
Students use Inspiration to assist them with their annual science-fair project outlines. They type the scientific method into the 'Outline View 'of Inspiration, and then add data as they work on their projects. It really helps students put together their projects.
Finally, students also use the software for character studies, book/movie comparisons, history lessons, grammar lessons (color coding symbols for parts of speech is a great tool), current events, game shows (I even sometimes make an easy jeopardy board), and more.
Kidspiration: http://www.inspiration.com/Kidspiration
Inspiration: http://www.inspiration.com/Inspiration
Reference:
McLeod, S. (2012). What school leaders need to know about digital technologies and social media. San Francisco: Jossey Bass.
WEEK 7 Discussion
Diverse Learning Needs
· Visit CAST Universal Design for Learning (UDL) to learn about UDL and how it can help to address diverse learning needs in a single classroom.
· Now, thinking about the environment you are either teaching/training in or aspiring towards, provide two concrete examples of how using UDL with educational technology is best able to reach your diverse learners and what potential obstacles you might encounter with UDL.
Our classrooms today are incredibly diverse. As we embrace equity and inclusion, we have to meet the needs of all students. To do this, we have to change the way we “do” school. Classes have a wide mix of strengths and weaknesses, and a one-size-fits-all curriculum does not meet most children’s needs.
The UDL framework starts with the belief that every student is different and that’s the norm. These differences are called “variability” and teachers embrace it. Students come to school differently, and some face barriers to learning, it’s the curriculum that is disabled, not the students. All students have assets, strengths, goals and interests. UDL offers options and choices to create personalized pathways to meet very rigorous goals.
The rate of development of and innovation in technology in the last couple of decades has been to the benefit of educators looking to support students in different ways. Technology has become much more affordable and portable allowing for districts, schools and parents to purchase and make available to students to support their learning.
In this week’s discussion, UDL cast has really opened up my thoughts concerning the students that I teach. Students that have low test scores in my class end up scoring low in district mandated high stakes testing. I have and have connected it to utilizing it with technology in the classroom. I have, additionally, found that during classroom presentations some of my students find it difficult to face the classroom when called to present a math concept or during a project presentation. I found that there are seven types of learning styles. The following are: Visual (spatial): using pictures, images, and spatial understanding, Aural (auditory-musical): using sound and music, Verbal (linguistic): using words in speech and writing, Physical (kinesthetic): using body, hands, and sense of touch, Logical (mathematical): using logic, reasoning and systems, Social (interpersonal): learning in groups or with other people and Solitary (intrapersonal): working alone and using self-study.
UDL (2019) encourages teachers to present information using multiple approaches like supplementing with use of technology tools to interact with students and the use of innovative visual aids to assist with learning. This makes it easy for learners to understand and succeed.
Another component of UDL (2019) is that it engages students motivates them which is critical to having their buy-in and thus increases their overall engagement. A very engaged classroom experience depends on the teacher.
References:
Overview of Learning Styles. (2019). Retrieved from the Learning Styles
Online: https://www.learning-styles-online.com/overview/.
Cast. (2019). About universal design for learning. Cast.org. Retrieved from http://www.cast.org/our-work/about-udl.html#.XWFWZOhKjIV
WEEK 8 Discussion
Diverse Learning Needs
· Visit CAST Universal Design for Learning (UDL) to learn about UDL and how it can help to address diverse learning needs in a single classroom.
· Now, thinking about the environment you are either teaching/training in or aspiring towards, provide two concrete examples of how using UDL with educational technology is best able to reach your diverse learners and what potential obstacles you might encounter with UDL.
Our classrooms today are incredibly diverse. As we embrace equity and inclusion, we have to meet the needs of all students. To do this, we have to change the way we “do” school. Classes have a wide mix of strengths and weaknesses, and a one-size-fits-all curriculum does not meet most children’s needs.
The UDL framework starts with the belief that every student is different and that’s the norm. These differences are called “variability” and teachers embrace it. Students come to school differently, and some face barriers to learning, it’s the curriculum that is disabled, not the students. All students have assets, strengths, goals and interests. UDL offers options and choices to create personalized pathways to meet very rigorous goals.
The rate of development of and innovation in technology in the last couple of decades has been to the benefit of educators looking to support students in different ways. Technology has become much more affordable and portable allowing for districts, schools and parents to purchase and make available to students to support their learning.
In this week’s discussion, UDL cast has really opened up my thoughts concerning the students that I teach. Students that have low test scores in my class end up scoring low in district mandated high stakes testing. I have and have connected it to utilizing it with technology in the classroom. I have, additionally, found that during classroom presentations some of my students find it difficult to face the classroom when called to present a math concept or during a project presentation. I found that there are seven types of learning styles. The following are: Visual (spatial): using pictures, images, and spatial understanding, Aural (auditory-musical): using sound and music, Verbal (linguistic): using words in speech and writing, Physical (kinesthetic): using body, hands, and sense of touch, Logical (mathematical): using logic, reasoning and systems, Social (interpersonal): learning in groups or with other people and Solitary (intrapersonal): working alone and using self-study.
UDL (2019) encourages teachers to present information using multiple approaches like supplementing with use of technology tools to interact with students and the use of innovative visual aids to assist with learning. This makes it easy for learners to understand and succeed.
Another component of UDL (2019) is that it engages students motivates them which is critical to having their buy-in and thus increases their overall engagement. A very engaged classroom experience depends on the teacher.
References:
Overview of Learning Styles. (2019). Retrieved from the Learning Styles
Online: https://www.learning-styles-online.com/overview/.
Cast. (2019). About universal design for learning. Cast.org. Retrieved from http://www.cast.org/our-work/about-udl.html#.XWFWZOhKjIV
WEEK 9 Discussion
· All too often, educators think of assessments only as a test of some sort. For this thread, you will review three digital assessment tools of your choosing and provide their pros, cons, and what settings you feel they would work best in. You can begin your search here: 17 Formative Digital Assessment Tools That Help You Know Students or you may use tools that you currently rely on in your classrooms.
Remind is free tool that allows teachers to text students and stay in touch with parents. This is also a great ‘check for understanding’ tool that is very easy to use. This is a phone or online application that ranges from assignments to activities through lesson closures. Remind makes sure that the information that is needed is given, when the student/parent needs it, right on a cell phone. This application also sends messages to remind students and parents of deadlines and events. It is an easy way to manage communication—and make more time for teaching.
PROS:
Remind Communication is an iPad and iPhone app designed specifically for teachers to communicate with their students, and parents if used for elementary school children. It is safe, secure, and private, and works just like a Twitter feed after setting up the account and approving specific members.
Extends learning beyond the classroom.
Remind transforms how educators, students, and parents share the content they need to succeed together. It benefits the classroom by:
Collaboration within the classroom
Student Engagement
Improves Knowledge Retention
Lighten Teacher Workloads
Improve Communication Between Students and Teachers
CONS:
Remind Communication does have limitations. For example, while it can provide a scheduled event, it cannot post the whole class calendar in an editable format. The teacher could however post an image of the calendar, which means that snap photos of homework assignments must be taken and shared with students and parents.
What I like is honestly, that this is so simple. It can be difficult to keep up with a class blog, and sometimes Facebook is too open for children’s privacy. This app keeps the classroom information private within the app, and sends email reminders to parents, or if you are using it for older students in high school, college, or university, then to the student.
Kahoot! is a game-based learning and trivia platform that allows educators to create very engaging quizzes for the classroom. Kahoot! is super fun and addictive. Teachers can create a cahoots that is subject are specific, or choose from the available library of games. Play live kahoots, in groups, issue challenges, class preparation for quizzes/tests or assign as homework.
PROS:
Educators can signup and log in with an email account. Once a user, teachers can create their own games or Kahoots!. Teachers can also copy existing games from previously created games and adapt it to fit the teachers’ specific needs. Students sign in using a game code from any device that has an internet connection. Teacher’s project questions to a visible screen for all students and the students answer questions on their own device. Kahoot! keeps track of each score on a leaderboard that is shown after questions are answered, so students can compete.
It benefits the classroom by:
Teachers can tailor kahoots for their specific needs, content areas, or units of study.
Kids love it!
It is a wonderful way to integrate technology into any classroom environment.
Kahoot! tracks the wrong answers, so a teacher can assess how many students missed a specific concept and revisit it.
CONS:
The answers can only be true or false, yes or no, or multiple choice. This could be a limitation. There is a new game on Kahoot! That is called Jumble. This challenges students to place correct answers in a correct order. Since students receive more points for quicker answers, it can emphasize speed over substance. It is a good program for review, but not for instruction.
Kahoot! is a wonderful digital assessment tool that encourages game-based learning in a fun and engaging way. Teachers love it for its flexibility and learning capabilities. Students love it because it is a blast to play while integrating learning!
References:
Hodson, L. (2017). Game-Based Learning | Kahoot in the Classroom | Education Closet. Retrieved 31 August 2019, from https://educationcloset.com/2017/01/06/technology-review-kahoot-classroom/ .
Remind Reviews and Pricing - 2019. (2019). Retrieved 31 August 2019, from https://www.capterra.com/p/127096/Remind/ .