Friday, March 25, 2011

Research: Week 11

The three articles that I chose for this week’s readings were very diverse but yet oddly the same. During the next few pages, I will provide a brief synopsis of each article and then provide suggestions on how the articles’ main ideas could be implemented in classrooms.
First Article: Learn to use and use to learn: Technology in virtual collaboration experience by Elena Karpova, Ana P. Correia, & Evrim Baran.
Summary of the article.This article weighed the pros and cons of using collaborative online efforts to create a finished product from students from around the world. The participants of the study listed in the article were eleven graduate students from two universities. These eleven students were placed into three groups. One university was located in Denmark and the other was located in the U.S.The rationale for the article was based upon the fact that in order to become excellent teamplayers in the workforce, students would and should have to learn how to work together in the class. What better way to foster this learning experience than by utilizing technology to connect students around the world to work on one learning project. The authors suggested, “Learning while working together is becoming mandatory to meet workplace performance requirements, and it is important for students to have authentic experiences while earning a degree” (Karpova, Correia, Baran (2008). One other plus listed in the article was the ability of technology to bring people from diverse cultures and perspectives together. “Another benefit of using virtual collaboration as a strategy to teach
and learn is the ability to bring together heterogeneous participants and expose students to a diversity of cultures, opinions, and communication styles.”
While the authors praised the use of virtual collaboration in the classroom, they were also quick to point out the challenges. One of the major challenges the authors reported was time. “Time difference and lack of nonverbal cues were identified as challenges the global teams faced.” Using Skype, WebCT, and other collaborative inventions, each group member experienced positive and negative aspects of each innovation.
Specific ways to use virtual collaboration. There are many ways that virtual collaboration can be utilized in the classroom. In agreement with the authors, virtual collaboration could be used to connect various people from diverse cultures, opinions, and communication styles. One way to do this would be to create a geography lesson where students from the U.S. and students from  London, England could collaborate on how to assist students in Japan following the tragedy. Skype, Google Docs, and email could be utilized to create this project.
Second Article: Using Virtual Reality with and without Gaming Attributes for Academic Achievement by Jennifer Vogel, Adams Greenwood-Ericksen, Jan Bowers, & Clint Bowers
Summary of the article. “ This article discussed CAI “any program that augments, teaches, or simulates the learning environment used in the traditional classroom” (Quyanga 1993 as cited in  Vogel, Eriksen, Bowers & Bowers).There were two purposes for the study. “First, to identify whether the use of a virtual reality learning game based on traditional linear teaching methodologies can increase learning beyond the level of improvement expected from the use of a CAI format, and second, to determine whether hearing and deaf children benefit equally from the use of such technologies” (Vogel et. al).
The participants of the study included children forty-four children ages 7-12 from a public school in Florida who were hearing impaired and children who were not. The study examined whether or not using virtual reality increased the learning potential of these children. While the results indicated no noticeable improvement in language arts, there was a remarkable difference between the two groups in the acquisition of math skills. “Researchers observed significant improvement in the overall population for math skills in the non-game CAI control condition, but not in the game-based experimental condition. The study found no meaningful, significant differences in language arts skills in any of the conditions.”
Specific ways to use CAI in the classroom. Because the U.S. ranks 25th in the world in mathematics, the creation of more computer assisted instruction could be incorporated into the math curriculum. The study revealed that CAI did improve the performance of the hearing impaired and the other children. Computer assisted instruction games could be created and used to focus on our students’ weak spots and utilized in order to prepare them for not only standardized tests but life in general.
Third Article: Distance Education Trends: Integrating new technologies to foster student interaction and collaboration by Yoany Beldarrain
Summary of the article. Basically, this article highlighted the awareness of distance learning educators to upgrade and incorporate new technological experiences in order to provide optimal learning experiences for students. “The rapid growth of online distance education worldwide has prompted the need to revise delivery structures and re-think pedagogical practices that were once appropriate” (Beldarrain, 2006).
It also highlighted several technologies currently used in classrooms in order to assist in student learning.
Blogs/Weblogs.For example, the article  discussed web blogs or vlogs (video blogs) and how they engaged students in the learning process. “Blogs or Weblogs are best used as student portfolios that keep record of an individual’s progress, accomplishments, as well as reflections” (Weller, Pegler, & Mason 2005 as cited in Beldarrain). One specific way that blogs can be used to strengthen students writing ability while they are simultaneously learning about other subjects. For example, students could blog about a Math assignment and exchange not answers but different methods on how to arrive at the desired answer. This would not only allow them to exchange ideas with others, but they would also have the opportunity to strengthen their writing skills while working on mathematical concepts with peers. Over the year, students and teachers could observe through bloggings how students have developed mathematically.
Wiki pages.  Beldarrain’s article also discussed Wiki pages and innovative ways students and instructors utilized them in the learning process. “Wikis can successfully promote collaboration among instructors, staff, and students, as reflected in the wiki project supported by the Auburn University School of Architecture (USA) (2006). Other institutions, such as Deakin University (Australia), have implemented wikis for building relationships
among learners. Called the “collaborative icebreaker” Deakin University’s wiki was
created to promote student interaction, its goal was to give the students a chance to
socialize and get acquainted virtually (Augar, Raitman, & Zhou, 2004).”
Because our students rank 21st in Science, Wiki pages could be used to heighten students performance in the areas where they are weak. This would allow for the exchange of different perspectives and strengthen knowledge of critical concepts embedded in the sciences.

Wednesday, March 16, 2011

Gardner's Multiple Intelligences and Technology

As a huge advocate of Gardner and his magnificent theory on Multiple Intelligences, I am overjoyed to write this paper which includes my other favorite subject: technology. Gardner defines multiple intelligences as “a number of distinct forms of intelligence that each individual possesses in varying degrees. Gardner proposes seven primary forms: linguistic, musical, logical-mathematical, spatial, body-kinesthetic, intrapersonal (e.g., insight, metacognition) and interpersonal (e.g., social skills).”
According to Gardner, each individual human possesses a certain unique area in which they display or exhibit a high level of intelligence or ability! For example, a person who possesses musical intelligence may possess the ability to compose music, sing, and play instruments by ear without taking lessons, etc. In the following paragraphs, there will be a brief definition of each of Gardner’s intelligences and how it relates to technology.
Spatial. A person with spatial intelligence is one who is considered a visual learner. In other words, they learn best through pictures, puzzles, charts, etc. According to Wikipedia, “Careers which suit those with this type of intelligence include artists, designers and architects. A spatial person is also good with puzzles.”
Because the internet is full of visual variations, mashups, cloud-computing, gaming and simulations would be visual eye-candy for a person who would be considered a spatial learner. This person may be the one who creates the different websites and such. In the classroom, a student who possessed this intelligence would enjoy creating websites and other assignments on the web.
Linguistic. An individual who possesses linguistic intelligence is considered to be one who is exceptionally articulate through spoken and written words. This person may find blogging and tweeting extremely enjoyable activities even more so than the average individual. In a classroom, a student who possessed this ability would receive gratification from composing their assignments on the computer and working on online collaborative assignments.
Logical-Mathematical. A person who possesses high ability in mathematics and abstract concepts, scientific thinking, and other reasoning capabilities (Wikipedia). A student who displayed logical-mathematical intelligence would gain satisfaction from working on complex math and science assignments, and other computer programs.
Interpersonal. A person who possesses this intelligence is considered to be an extreme extrovert and excellent at communicating and interacting with others. In the classroom, this student would excel in collaborative online assignments. “They communicate effectively and empathize easily with others, and may be either leaders or followers”(Wikipedia).
Intrapersonal. According to Wikipedia, “People with intrapersonal intelligence are intuitive and typically introverted.” Students exhibiting this particular intelligence would enjoy working alone on the computer conducting researching and completing assignments!
Bodily-Kinesthetic. People displaying this intelligence enjoy physical activities such as athletics, dancing, and acting. They would enjoy the wii or the xbox 360 games, virtual simulations, and anything else that involved movement. These students would enjoy creating assignments that would involve virtual simulations.
Musical. Musical intelligence includes, singing, composing music, and naturally playing instruments without ever taking lessons! Students displaying this intelligence would enjoy composing music on the internet and sharing it with others.
In conclusion, technology complements Gardner’s theory of Mulitple Intelligences for it lends itself to all aspects of his concept.When implementing differentiated instruction in the classroom, technology is ideal because it appeals to students who exhibit the various degrees of intelligences and interests.


Saturday, February 19, 2011

Social Media



Diigo Group I Joined
     As soon as Dr. Lambert introduced us to Diigo, I also signed up for Group Diigo for Educators. I joined this group because it will be very beneficial for me as an educator to keep up with the latest trends and also connect with individuals who share the same interests in my chosen educational field.
Appeal of Online Networks
     Somehow, I believe that there is a very fine line between the appeal of online networks for the young and the old. I think the bottom line for both is that it allows for people to connect with others who hold similar values, interests, goals, hobbies and so on. Online networks are marvelous tools for people who would otherwise have no connection to exchange information with people locally, nationally, and even globally!
Positive and Negative Affects of Online Networks in Classrooms
     There are many plusses that online networks produce in classrooms. First, online networks break up the monotony of using papers, pencils, and books all day. Using technology in the classroom allows teachers to bring the lessons to life and add meaning to the curriculum! It also gives teachers the opportunity to exchange ideas with other teachers and pick up ideas about what works and doesn't work in the classroom. The beauty of it is that ideas can be exchanged locally, nationally, and globally without ever leaving the classroom. This is true for teachers and students.
     The negative side is that using the social media may at times be too tempting for some students as they may want to "play" more than learn. Now don't get me wrong! I believe that much learning can and does take place through play. But when students would rather be on facebook than complete online assignments well then it becomes a problem!
Networking Sites
     I truly enjoy the educational networking sites because it allows me to exchange information with other educators. It is reciprocal where I am able to share ideas and also others share ideas with me! The main benefit is that I will be kept current on what others in my field are doing and gaining possible insight on how to improve my own teaching! Because I am so fascinated with this entire concept, I cannot really think of any drawbacks!


Saturday, February 12, 2011

Gaming




Gaming in the Classroom
     The most effective learning occurs when students (adults/children) are actively engaged in the learning process! During my experiences working with children, I have often found that children no matter what find games and computers fascinating. Gaming must be incorporated into the learning process in order to hold the attention of children! In the second Prensky article, the author suggests, "It is important for teachers to take their students' gaming seriously, rather than disrespectfully dismiss their playing as a waste of time, and to respect both the time that goes into game playing and the learning that comes out of it. After all, the short attention spans that teachers often lament in their students somehow disappear when the kids get in front of their games -- that is, in front of learning that is more  their learning style." Incorporating gaming into the learning process is an awesome concept! As educators, we must arrive at the point where learning becomes student-centered. We must meet students where they are, find out what interests them and incorporate that knowledge into subjects we must teach! Gaming is a perfect way to do this! Gaming would make learning more interesting. From our readings this week, the 2010 Horizon Report suggested, "the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content" were all benefits of using gaming in the classroom!


Three Sites
     Though all of the sites were interesting in one way or another, three stood out. The first site was entitled, Game Classroom. It was an interactive homework website for K-6 students, parents, and teachers and covered the subjects of math and language! Each subject was broken down according to the skills. For example, under language, comprehension, grammar, and vocabulary were among the skills included! Under math, subjects such as fraction, algebra, addition, and subtraction were among the many! T
     The second site, PBS-K and primary, was another wonderful, colorful site that assisted students using appealing cartoon-like characters in order to teach children everything from coloring, ABCs, and dressing up through music and song!
      The third site, Arcademic Skillbuilders which teaches math concepts where students use colorful, fast-moving cars to solve mathematical problems!
Benefits of Using These Three Sites in the Classroom
     Not only do these games and sites invite children to build skills or solve problems. But there are "hidden" benefits and skills gained from incorporating them into classroom subjects. Not only are the students actively engaged, but the ability to make decisions under stress is also taught. In Prensky's second article for the week, he suggests, "making decisions under stress, working in teams, and persistence is taught. All three of these sites teach these skills to children during the primary years in addition to those mandated by the curriculum! Another benefit to these sites is that they mirror cartoon characters which are appealing to young children! What better way to break up the monotony of teaching certain subjects than instead of using paper and pencil using colorful cartoon characters that hold the attention of children! Even the soft music that plays in the background sets the mood for learning!
   The world of technology is changing second by second! We must prepare our children to compete globally, nationally, and locally! Gaming and simulators  are an awesome way to do this!
    Combining fun experiences with learning is the way to create optimal learning experiences for our children. The use of simulators and games are the vehicles educators must use on the avenue to academic excellence! 

Saturday, February 5, 2011

     Open content epitomizes an educator's dreams in regards to not only providing access to information, but also providing it in a cost-effective method. Open content is fastly changing the landscape of the way information is disseminated in educational institutions and is an alternative to the traditional copyright methods. Anyone is able to obtain copies of content. Open content is paramount and appealing to educational institutions not only because of cost concerns but also because of the way it allows information to be obtained and distributed. According to the 2010 Horizon Report, "Part of the appeal of open content is that it is also a response to both the rising costs of traditionally published resources and the lack of educational resources in some regions, and a cost-effective alternative to textbooks and other materials. "
    An additional advantage of open content is that it not only allows easier access to information, but it also strengthens and solidifies the way students conduct research. "As customizable educational content is made increasingly available for free over the Internet, students are learning not only the material, but also skills related to finding, evaluating, interpreting, and repurposing the resources they are studying in partnership with their teachers" (2010 Horizon Report). Open content strengthens and enhances research skills that would not normally be obtained through traditional pen and paper research methods.
     Creative Commons is an organzation which affords creators of content to select which rights they relinquish and what rights they wish to retain regarding their work. There are various types of licences under Creative Commons. "Creative Commons licenses require licensees to get permission to do any of the things with a work that the law reserves exclusively to a licensor and that the license does not expressly allow" (creativecommons.org/licences). Creative Commons allows educators to select material to be used in their courses from the original author and synthesize that information into tailor made reading material for their courses.
     Electronic books take the arena of textbooks and every aspect associated with them to an entirely different level. The concept of a student having the ability to carry around thousands of titles on a Kindle and other gadgets is phenomenal! According to the 2010 Horizon Report, "The convenience of carrying an entire library in a purse, pocket, or book bag appeals to readers who find time for a few pages in between appointments or while commuting. Already firmly established in the public sector, electronic books are gaining a foothold on campuses as well, where they serve as a cost-effective and portable alternative to heavy textbooks and supplemental reading." This is excellent for students to have the capacity to select from various titles to read at any given moment of the day or night! Without having to worry about "physically" carrying textbooks around allows students to study no regardless of where they are. This in turn would probably lead to higher academic performance for they are not restricted by heavy books or time!



Saturday, January 29, 2011

Cloud Computing

   During my research on cloud computing, I came across three sites that could be extremely beneficial to educators everywhere. The first site entitled, "Financial Benefits of Cloud Computing in K-12 Schools," discussed how schools and school districts could qualify for grant money just by incorporating mobile learning into their daily curriculum. Kissko (2010)  ascertained that cloud computing enabled school districts to become candidates for grant money through the E Rate Deployed Ubiquitously Pilot Program. Under this grant schools and school districts could receive funds for promoting mobile learning. Basically, using cloud computing could be a win-win situation for schools and school districts.
     The second site entitled, " How Cloud Computing Can Help School Education" by Krishnan Subramanian sought to persuade the reader how this exciting phenomenon could level the playing field globally in education. With all of the rhetoric proclaiming that though America is the wealthiest nation in the world, yet globally fails to hold the number one spot when it comes to the education of its' students, Subramanian (2009) suggested that cloud computing could "make it possible for students across the globe to receive a universal curriculum" and "make it easy to give students from America to Africa to Asia" the same education.
     The third site by Tuncan Ercay entitled, Effective Use of Cloud Computing" highlighted the cost-effectiveness of  cloud computing in regards to software and hardware. Ercay (2010) asserted that utilizing cloud computing was cost-effective because less software and hardware was needed. "The need for hardware and software isn't being eliminated, but it is shifting from being on premises to being in the cloud."
     In conclusion, these three sites provided suggestions on how school districts could provide optimal educational experiences through the use of cloud computing while working with limited budgets.

Friday, January 21, 2011

Blogging and Twittering

     Blogging and twittering have skyrocketed communication techniques to new and exciting levels. The usage of blog and twitter pages have not only changed the landscape of the tech world, but these two dynamic entities have also changed the way we as humans share information and the way we interact with one another. For example, blogs are websites that allow anyone and everyone to share information that they deem important. This is a much different method than the past where only a handful of people decided what was newsworthy. According to Lee Lefever "blogs give everyone an opportunity to comment on news that is important to them." Lefever also ascertains that since 2003, 70 million blogs have been created. Blogs allow us to post our ideas and allow others to  read them, comment, and create discussions on topics of interests to us.
     Twittering is another phenomenon that has taken the tech world to another exciting level! When I examine the possibility of using twitter for educational purposes, it makes me ponder how in the world we ever taught without it and leads me to inquire "what will they think of next?" The possibility of sending out educational tweets to my already tech savvy students as opposed to subjecting them to rote memorization or bland pencil and paper assignments gives me a huge adrenaline rush! According to the 2009 Horizon report, twitter allows teachers to tap into the "teachable moment-moment where the student is curious about what they are learning." The report further suggests that other benefits of twitter include connecting with peers, teachers, and experts around the world and affords students the opportunity to learn in multiple ways. These can include one-to-one, one-to-many, and many-to-many communications. Using twitter to reach my students, colleagues, and experts without the limitation of time and physical space makes me tremendously grateful to be a part of this day and age.
     There will be several networks that I will be following. First, I will be following TheNextWeb because I am completely fascinated with the tech world and want to be the first to learn about the newest innovations and inventions. Also, I am very health conscious so I have decided to follow WomensHealhMag in order to obtain tips and suggestions on how to maintain my health and also the latest fashion tips (smile). Since my trip to New York, I am now fascinated with all things New York, so I have decided to follow NYPL, the New York Public Library and the New Yorker, a weekly magazine informing readers of events taking place in New York.
    For my first post, this was painless and quite fun! I cannot wait to post more! Thank you Dr. Lambert!