Tuesday, March 29, 2016

Relative Advantage of Using Technology to Enhance Content Area Learning

Technology to Enhance Learning
in 
Science-Weather

Introducing technology into the science curriculum is the most natural way to enhance learning and prepare students for the 21st century. In public schools, the main content areas include math, science, social studies and English/language arts. Equally important in a child's education are the arts, which include art, music, physical education/health. Technology can be incorporated into all of these areas in order to prepare the students with the tools that they'll need to survive in the 21st century.

A great resource for ideas and lesson plans is "The Center for Technology and Teacher Education", as the webpage has neatly organized content area technology information. Also included under each content area is a list of resources for teachers to explore. Their goal is to "Prepare K-12 teachers to integrate technology effectively in their content areas". (1) Integrating technology into the science curriculum will add a whole new dimension of learning for the students.



In an ISTE article titled "3 Ways to Increase Student Engagement in Your Classroom", Lee Brenner states that, "By integrating technology in the classroom, educators can take learning experiences to the next level and significantly improve student performance."(5) ISTE also provides some free resources for teachers.

In science, many times labs are not available, or the tools necessary to perform experiments are either too expensive to buy or too dangerous to use. The key to understanding scientific concepts is experimentation and exploration. With online simulations, videos, and chats with scientists, students can participate in these important scientific experiences, even in the absence of school resources.

When studying weather, students can view online weather forecasts, connect with meteorologists, observe weather tools that most schools are not able to afford, play games and interact with simulations in order to experience many of the weather concepts that are included in their studies. Google Earth has a weather layer that students can use in order to see weather occurring around the world.

On this particular day we were experiencing 
heavy rain and high winds on the east coast.

Using Google Classroom, teachers can share links to all of the online weather resources with the entire class at once. This tool organizes everything in one area for the students and eliminates the problem of "leaving the assignments" at school. The following video, by Adam Lindstrom, demonstrates some of the benefits of a 21st century learning environment. Cloud based software, such as GAFE, allows students to have information at their fingertips at all times. Assignments can be shared in Classroom, worked on in school, and then continued at home. Homework doesn't have to consist only of books and paper and pencil anymore. More students will be engaged in their learning by using videos, games, simulations, and other interactive resources.




This next video discusses shifting from the "Factory Model" classroom to a more student centered environment.  "...different learning needs, different times, different things turn us on." (2) Education needs to catch up to the times, addressing the way that students think, learn, and communicate. By incorporating technology into the content areas, schools will be able to grab the interest of more students. Reading about weather concepts in a text book will reach a few students, but using online interactive tools will help to build interest and create true understanding.


Another interesting idea mentioned in the above video is the fact that public education is based on age and not on ability. Students are grouped by grade/age instead of by cognitive level or ability. By using technology to make learning more student centered, allowing students to learn what they are ready for, when they are ready, will allow them to be more successful. In science, many concepts are difficult to understand, but technology gives students more opportunities to do hands-on activities. A student who struggles with understanding the written word may excel when using a game, and can play it as many times as they need, in order to develop their own understanding.  Motivated students would have the opportunity to use as many videos, games, and simulations as they want, advancing to different levels when they are ready, not when the class is done with a chapter. Technology allows for a more student-centered curriculum, in which students are able to move on when they have mastered a concept. This model is beneficial to students at all levels because the students are able to move as slowly or quickly as is needed to comprehend the subject matter, also allowing the opportunity for enrichment, for the advanced students.

Providing a variety of learning opportunities for students within the weather unit will allow them to discover which environment they learn best in. Technology resources will facilitate learning and help to increase student interest in the subject area, as long as the resources that are chosen will:
  • Engage students
  • Allow for choice
  • Allow them to encounter real experiences
  • Provide interaction in a simulated environment
  • Help to practice skills in an interesting way by engaging them within their own comfort zone


Students are becoming less and less engaged in the classroom because educational methodology is not keeping up with the learning needs of students. Student distraction is being treated medically, when some of the problem may just be that today's teaching methods are just not meeting the needs of the students. The lack of advancement and change in teaching methods in schools is due to many factors, to include lack of technology funding, lack of teacher training, too much time spent on testing and analyzing of data, the lack of community support, and the fear of change. Teachers are pulled in so many directions these days, with so many unreasonable expectations, that the thought of one more thing on their plates, learning about all the new technology tools, is overwhelming.

Are there advantages to using technology to enhance learning in science? Undoubtedly! There are unlimited resources available to teachers that will enhance the weather curriculum at all ages. Students can be transported into worlds and learning situations that they would never be able to experience if only exposed to books. In order to prepare today's students for the 21st Century life that they are about to embark upon, making technology an integral part of their lives by incorporating it into their education, is essential.



Work Cited:

1. (2006). Center for Technology and Teacher Education: Content Areas. Retrieved March 28, 2016, from http://www.teacherlink.org/content/.
2. (2015). Why the Factory Model of Schools Persists, and How We ... Retrieved March 29, 2016, from http://www.edweek.org/tm/articles/2015/10/30/why-the-factory-model-of-schools-persists.html.
3. (2010). RSA ANIMATE: Changing Education Paradigms - YouTube. Retrieved March 29, 2016, from https://www.youtube.com/watch?v=zDZFcDGpL4U.
4. (2016). Chalk Talk — Medium. Retrieved March 29, 2016, from https://talk.chalk.com/.
5. (2015). ISTE | The best tools in ed tech. Retrieved March 30, 2016, from https://www.iste.org/explore/articleDetail?articleid=495&category=Innovator-solutions&article=.
6. ISTE | 3 ways to increase student engagement in your ... Retrieved March 30, 2016, from https://www.iste.org/explore/articleDetail?articleid=590&category=Innovator-solutions&article=.
7. (2006). Education World: Get Outta Class With Virtual Field Trips. Retrieved March 31, 2016, from http://www.educationworld.com/a_tech/tech/tech071.shtml.
8. (2015). Student-Centered Learning: It Starts With the Teacher ... Retrieved March 31, 2016, from http://www.edutopia.org/blog/student-centered-learning-starts-with-teacher-john-mccarthy.






Friday, March 11, 2016

Relative Advantage of Using Digital Games

Digital Games in the Classroom


Imagine a school in which students could learn through digital games. Would there be advantages to this? For some there would, but what about the students who are not "gamers", students who still love learning through books or other traditional methods? Would they come to enjoy digital games if it was part of their learning experience? 


It's a digital world! Children, teens, and adults are becoming more and more dependent on their digital devices. We have immediate access to unlimited resources 24:7, opening up our lives to the fast paced non-stop life of the information highway. Most students carry a powerful computer in their pockets, which gives them access to the Internet, music, shopping, communication tools, and puts the world within their reach. They are used to that instant access to information, so what happens to their thought process when they enter into a more traditional learning environment where everything seems to be moving in slow motion?

According to an article titled 4 Reasons Why Gaming Must Be Used in Education, “We’ve adapted our thought processes to fit our digital lives, and that’s bad news for the education system.” (1) For the most part, schools have not been able to keep up with the digital world that their students now relate to.


(1) 

The following video, "A Vision for 21st Century Learning", describes how people live their lives today, and the fact that most children begin using digital games prior to kindergarten. It talks about preparing our children, through their education, for the work challenges that they'll face as adults.



Video games are definitely an engaging way to capture the students' interest. How fascinating would learning be, if instead of reading a book and trying to memorize information, you could go on a digital journey, enter into a virtual world, and learn by becoming an active part of that world. There is a place in education for digital games. "The Neurology of Gaming" diagram below outlines some of the positives and negatives of using digital games.


Neurological studies have shown that video games can be used as a learning tool. According to Judy Willis, MD, "Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product.” (4) By rewarding the students' achievement as they progress, and giving feedback as they go, students are able to self-correct, change strategies, and plan for their next moves, right away. Developing these skills is an important part of the skill set that they will need in the future.

(1)

Florida Virtual School is a full-time on-line school that is using video games to engage students in the curriculum, using a game called Conspiracy Code, a history learning game. A student who has difficulty fitting in to a traditional learning environment and is not engaged by 20th century teaching methods, describes how video games help him to learn. 



Playing video games will motivate students to learn key concepts, due to the fact that in order to progress in the game, mastery of skills has to be achieved. Students are able to see their score, generally in the form of accumulating points, as they go. They don't have to wait for homework or a test to be returned to see how they are doing. In the digital environment as they achieve, their score increases, which gives the player an immediate reward and sense of satisfaction. 



The video below gives some insight, especially the part about medicine, as to why introducing children to video games could impact their success in the future. It's so hard to predict what the future will actually look like, but as quickly as technology is changing, I can imagine that almost everything that my elementary students will do as adults, will involve the use of some sort of technology. If the education process does not adapt in a way that reinforces the skills that will be needed in the future, it is not meeting the needs of the students.




Skills necessary to function in the fast moving digital world of the 21st Century are very different than those taught in a traditional school setting. Integrating digital games into the curriculum will help to not only engage our digital learners, but to build skills in problem solving, decision making, strategy building, cooperation, online socializing, and self-motivation. Developing these skills will lead students toward a successful future in the world that will be theirs, as adults.

In conclusion, I think that although there are definitely advantages to integrating digital games into the curriculum, and beginning to incorporate as many digital resources into our daily routines is important, as educators we need to consider all of the learning styles and adjust the curriculum accordingly. As with all assignments, options need to be made available that will meet the needs of everyone. The real challenge is going to be finding games that are economically feasible, and are exciting enough to engage students, while still meeting academic goals...fun and interesting but not all "fluff". Public education has a long way to go and we need to begin by developing an awareness to the benefits of gaming, and working to get everyone in a district on board. It takes a village!!!


Work Cited:

1. (2012). 4 Reasons Why Gaming Must Be Used in Education. Retrieved March 11, 2016, from http://whatculture.com/gaming/4-reasons-why-gaming-must-be-used-in-education.php.

2. (2009). Florida Virtual School Makes History Learning a Game - Blogs. Retrieved March 12, 2016, from http://blogs.edweek.org/edweek/DigitalEducation/2009/06/new_gamebased_course_for_flvs.html.

3. (2014). Conspiracy Code Conspires to Teach American History ... Retrieved March 12, 2016, from http://www.gamification.co/2014/02/04/conspiracy-code/.

4. (2014). A Neurologist Makes the Case for the Video Game Model as ... Retrieved March 11, 2016, from http://www.edutopia.org/blog/neurologist-makes-case-video-game-model-learning-tool.

5. (2012). The Neurology of Gaming - OnlineUniversities.com. Retrieved March 11, 2016, from http://www.onlineuniversities.com/neurology-of-gaming.

6. (2013). Video Games and Social Emotional Learning | User ... Retrieved March 10, 2016, from https://usergeneratededucation.wordpress.com/2013/02/11/games-and-social-emotional-learning/.





Saturday, March 5, 2016

Weather Forecast Changeability

Example of Student Activity 
Daily Fluctuation in Weather Forecasts
Taken from WMUR

This chart represents the forecasted high and low temperatures for the week.


Day 1 - 7 Day Forecast - Posted on Wednesday, 3/2/2016

Reflection # 1: According to the 7 Day forecast posted on 3/2/2016, the next seven days will be mostly sunny, with only one chance of precipitation. The daily temperatures begin below freezing, but by Wednesday the temperatures rise to a high of 61 degrees Fahrenheit, a doubling in temperature.


Day 2 - 7 Day Forecast - Posted on Thursday, 3/3/2016



Day 3 - 7 Day Forecast - Posted on Friday, 3/4/2016


Day 4 - 7 Day Forecast - Posted on Saturday, 3/5/2016


Day 5 - 7 Day Forecast - Posted on Sunday, 3/6/2016