Sunday, June 14, 2015

Engaging Math Problem Reflection

Engaging Math Problem

The purpose of my math problem is to provide a real life math problem that students can use throughout life to monitor their health and physical activity. My lesson integrated physical education with mathematics. Students had three main goals to achieve while conducting this experiment. First, students would find their resting heart rate and develop hypotheses of how physical activity would alter these pulse rates. Students then engaged in physical activities that included a pedometer as well as without, and then measured their pulses. Students would find the correlation between multiple pulses and then develop a graph of some sort to illustrate this. Although some formulas were provided, it was up to the students' discretion to determine which number to multiply by and to discover how time intervals and change of activity affected their heart rate. Adding on to this lesson, I would involve more mathematics by having students find their pulses while going various distances and at various degrees (slope up or down). Advanced students, primarily middle school students would be able to then create parabolas rather than bar graphs and such. Possible benefits of this process includes having a better understanding of health and pulse rate. Students should be able to later develop a physical fitness routine that they are comfortable with that includes time intervals of activities and should continue to record their pulse rates. Another benefit of this process is having students see the connection of time and effect in mathematics and apply to other medians. Students may become creative and expand on this idea as they work more toward physics and understanding different concepts. 

http://screencast.com/t/rzKV3EBZ

Instructional Software Evaluations for Mathematics

Instructional Software Evaluations for Mathematics 


Purpose of NCTM and Recommendations of Practice

NCTM offers students and teachers an engaging and reliable way to expand on the mathematical concepts instructed in the classroom. This software includes problem solving practices that focus on Isometric Drawing, Geometry, Shapes, Algebraic thinking, Concentration, Number Operations, Geometry, Line of Best Fit, Tessellations, etc. Problems for students to engage in focus on critical thinking and creating new ways of knowledge such as 'Brain Rope' and 'Student Exploration in Math'. Teachers can use this software to locate new resources and lessons plans while aligning with the standards. NCTM demonstrates more of a direct learning experience while students can practice and enhance their learning from inside the classroom to outside the classroom.

http://pbskids.org/cyberchase/activities/

Purpose of Cyberchase and Recommendations of Practice 

Cyberchase Activities are provided and linked to PBS Kids. This software provides instructional games in which students are engaged in content and working through various instructional activities and games. Some of the Cyberchase activities include: 100 or Bust, 2D to 3D Morphing, Be Part of the Solution, Evaporation experiment, Cyber-Sodoku, and Temperature. Students are also able to view videos for fun and find a purpose in the math concepts. The games incorporate number sense, weight, mazes and marbles, talking calculators, and much more. Cyberchase is considered more of a direct approach in which the instruction is structured and skills are built upon in sequence form. 


Purpose of Mathcats and Recommendations of Practice 

Mathcats was a very interactive and fun software, in which I found new concepts and different ways of teaching and competing these concepts in activities. The software is inviting to the students right away by providing an interactive way to click on different questions and exploring methods. The home page shows the date and number day of the year, which I thought was a fun way to engage students right away. Students can then explore different Math cat portals and practice math. Some activities found on this software include: Architecture, Games, Fractions, Place Value, Story Problems, and more. The nice thing about this site is having a common theme of cats and having the students practice math with different cats in different ways. The software is fun and integrates many subjects such as Art, Weather, History, Geography, and Sports. There is also a link for students to view math terminology, which is helpful when trying new concepts. One thing I found very interesting was the math crafts that students can create such as, a polygon airport, symmetrical butterfly, or a tree of hexagons. Mathcats uses both direct and constructivist approaches. Students are able to expand on what they learn in the classroom while practicing these various exercises at home. Creating projects and doing activities hands on allows the students to develop their own knowledge and think creatively. 

Instructional Software Evaluations for Social Studies

Instructional Software Evaluations for Social Studies


Purpose and recommendations of Practice for PBS Learning Media

PBS Learning Media has a broad range of topics to integrate for Social Studies. The software allows the students to specify exactly what they are looking to learn more about. The social studies unit is broken down into the following categories: Civics and Government, Elementary Social Studies, Geography, US History, World History, The Arts, and World Languages. A few of the sites I explored provided in depth of content with many visuals and ways to stay engaged. There are also related links to each topic, if a student wants to learn more about a certain era or event in history. Some of the links to this software include: Light pollution, Inside the Voting Booth, Civil War, Benjamin Franklin, Road to Revolution Game, President for the Day, and How does the Government affect me? PBS Learning Media tutorial site that uses direct and constructivist ways of teaching. Students are able to retain knowledge that is read, while enhancing their learning in interactive games and experiences. The sequence of ideas on this software are introduced to students in a sequence that would be instructed in the classroom. Alternative ways to stay engaged and expand on student learning is acquired through the related links and activities to have the student experience what life was like at a certain time in history. 


Purpose and recommendations of Practice for National Geographic Kids

National Geographic Kids offers interactive drill and practice games and content. Students are able to explore various topics in social studies such as nature, Earth Day, Geography, and much more. Links such as explore.org can provide students with more of an insight into content presented. Trending topics will scroll across the home screen of the site and provide images and live cams for various experiences. This software provides both direct and constructivist teaching. Students are able to expand on what was learned in class by engaging in games that test their knowledge. National Geographic can be implemented in different medians and accessed for students outside the classroom as well. 


Purpose of kids.gov and recommendations of Practice

Kids.gov offers resources for both teachers and students. Teachers are able to access webcasts, activities and worksheets, and lesson plans. Students are engaged in problem solving and simulation experiences by exploring a day in the life of another culture, state facts, current events, countries and cultures, maps, games, and videos. All of these learning experiences focus on social studies issues such as Art and Music, Government, Money, Jobs, History, and Social Studies. This software provides a constructivist approach, in which students develop their own knowledge while learning more about these topics and then applying what they know to games and activities. Students develop an understanding of another culture and can shape their ways of learning by making connections and comparing cultures with similarities and differences. 

Instructional Software Evaluations

Simulation Software for Science 

http://www.digitalfrog.com

Purpose of Digital Frog Software 

The purpose of Digital Frog simulation software is to provide a site that conveys concepts and has students manipulate items to gain an understanding of the real world. Students are able to analyze and explore cell structures and functions of various plants and animals. Interactive simulations offer the opportunity to speed up processes that usually happen either faster or slower, in which students can see how events unfold. Opportunities for students to make the impossible possible happen such as exploring the Wetlands, Rain Forest, or Desert virtually and in a realistic and accurate possibility. Experiments are made safe for students such as having students involved in virtual dissections and operate biomass machines. The virtual aspect to this site saves money and time, while allowing for students to observe complex processes.

How can Digital Frog be used as practice? 

Digital Frog can be used as a physical simulation by allowing students to manipulate the products and processes on the screen. An example of a physical simulation from this site includes breaking apart and building the cell structure of a plant, animal, or prokaryotic cell. Students interests are raised by the provided facts and 3D models the site has to offer. Iterative simulations are introduced throughout this site by having students speed up or slow down the processes in life by exploring Food Webs, Photosynthesis, Erosion, and Flooding. This site is cost effective in terms of resources and materials. Digital Frogs incorporates more of a direct theory of teaching. Students are provided the knowledge of each topic found on this site and given activities and assessments to enhance their learning. Mastery learning is expressed by having students complete activities and assessments to build upon what was learned. Students are able to make connections by making multiple attempts with building on the framework of cells and systems in our environment. The dissection portion of the simulation software offers students a learning experience through behavior and building process of experiencing how events occur step by step.

http://www.sciencekids.co.nz/quizzes.html

Purpose of Science Kids Software

Science Kids instructional software offers multiple topics of science to be explored by students. Students can engage in science experiments such as creating a parachute, vinegar volcano, seed germination, quick sand, and much more. The software also offers games for students to play that focus on food chains, keeping yourself healthy, human health and growth, life cycle of a plant, teeth and eating, etc. The software expands on the students' knowledge of the topics: Living things, Physical Processes, Solids, Liquids, and Gases, Math Games, and Detective Science. The software includes facts, quizzes, projects, lessons, images, videos, and topic selections that are very resourceful for both the students and the teachers. 

How can Science Kids be used as practice?

Science Kids instructional software games help students to focus on various topics in science by providing games that focus on a primary subject and expand through various projects and experiments. The games and experiments on this site replace worksheets and exercises. Resources are conserved and costs remain minimum to use for future use. Students learn to work with one another on collaborating ideas and sharing their projects. As engaging as the games are to students, it can also be used as reward after math and science lessons. Science Kids provide both direct and constructivist theory. Students can see what they are learning in various medians and have the opportunity to engage in lessons that are both teacher and student centered. Students can develop their own knowledge by using these games outside the classroom and interact with the context. 


Purpose of PBS Kids Software

The purpose of PBS Kids Software is to provide Elementary Education Students with problem solving software that focuses on topics in science. These topics include: matching animals to their environment, measurement, technology, Earth, observing and experimenting, inventions, and engineering. This software demonstrates one of the benefits of problem-solving software by incorporating improved interest and motivation. 

How can PBS Kids be used as practice?

PBS can be used as a practice by implementing fun and educational games that can be inside and outside the classroom. There are 45+ Healthy Habits games, 34+ Engineering Games, and 22 more topics to explore on PBS. Students can also expand on their knowledge of the various content areas by watching educational tv at home on PBS, and then using what they know to test their skills and knowledge online throughout games and experiences. This software is more constructed, in which students gain an understanding of the content by exploring the site and engaging in sites and watching educational tv. Students will be able to connect the subjects and their content while engaging in the provided games and exploring the related links. 

Monday, June 8, 2015

Instructional Software Jing

http://screencast.com/t/lcFK8O7z7n


Instructional Software

How can Instructional Software sites be used to increase Student Engagement? 

Today, teaching with instructional software is very important considering the demands of student learning and the progressive ways in which our society is developing. Two sites that I have come across throughout my EEC 344 course include Poll Everywhere and Google Forms. These sites increase student engagement by providing a directed instruction and reliable way to communicate ones' thoughts and responses though an electronic site. Student answers are submitted and can be viewed by the teacher and classmates depending on the privacy mode set. Links to these audience response systems are provided at the bottom of this post. 

Benefits of using selected Technology Instructional Software

The various types of Integration Strategies for Instructional Software Functions are listed below:

Drill and Practice: Used instructionally for skill practice. Benefits include: immediate feedback, motivation, and saving teacher time. 
TutorialUsed instructionally for information delivery. Benefits include: self-contained and self-paced instruction.
SimulationUsed instructionally for demonstration and exploration. Benefits include: compress time, slow down processes, get students involved, experiments are made safe, impossible is made possible, save money and resources.
Instructional gamesUsed instructionally for skill practice and exploration. Benefits include: students are focused on curriculum topic, substitute for worksheets and exercises, and cooperative group working skills. 
Problem solvingUsed instructionally for skill practice and exploration. Benefits include: improved interest and motivation, learn both knowledge and application at same time.

Information gathered from Chapter 3: Teaching with Instructional Software

http://www.polleverywhere.com

https://www.google.com/work/apps/business/products/forms/?utm_source=bingyahoo&utm_medium=cpc&utm_campaign=na-us-en-forms-bkws-gafw-trial-e&utm_content=text&utm_term=google%20forms

Sunday, June 7, 2015

Technology Integration Planning (TIP) Model

The Technology Integration Planning Model or TIP is used amongst teachers as a resource to find new strategies and materials that would benefit a learning experience with digital technologies. Another valuable part to the TIP model is identifying and addressing challenges in integrating technology and teaching.

There are three phases in the TIP model that implement meaning, efficiency, and success in terms of meeting the needs of students.
Phase 1: Analysis of Learning and Teaching Needs. This phase includes two analysis steps: Will a technology-based method offer relative advantage? What is my technological pedagogical content knowledge?
Phase 2: Planning for Integration. This phase involves teachers planning and carrying out instruction, assessing students, and creating an environment that support technology integration. How will I know students have learned? What teaching strategies and activities will work best? Are essential conditions in place to support technology integration? Are essential conditions in place to support technology integration?
Phase 3: Post-Instruction Analysis and Revisions. Teachers are always planning and extends further to prepare for the next time integration is used. What worked well? What could be improved? Revisions.

Phase 1 Analysis of Learning and Teaching Needs

The classroom environment problems are analyzed in terms of using technology based strategies and how these can be addressed. The various steps to implement this phase of the model are listed:
Step 1: Determining relative advantage. What is the problem? This is addressed by not focusing on non use of technologies and looking for evidence. Do technology-based methods offer a solution with sufficient relative advantage? The following guidelines should be used to determine what method as direct or constructivist: Use directed strategies when students need an efficient way to learn skills. Use constructivist strategies when students needs to develop global skills. "Is technology a good solution?" can be answered by the following guidelines: Estimate the impact- consider the benefits of using technology. Consider the required effort and expense.
Step 2: Tech-Pack Assessment. Content, pedagogy, and technology are analyzed by asking: What is my content knowledge? What is my knowledge or pedagogy?

Phase 2 Planning for Integration 

This phase focuses on making decisions on outcomes and addressing integration strategies

Step 3: Decide on objectives and assessments. Examples of outcomes include: Higher achievement outcome, Cooperative work outcome, Attitude outcome, and Improved motivation. Teachers should assess their objectives by asking: What outcomes do I expect from using new methods? What are the best ways of assessing these outcomes?
Step 4: Design Integration strategies. Decisions to consider implementing this step include: What kind of content approach is needed? What grouping approach should be used? How can I prepare students to use technologies?
Step 5: Prepare the instructional environment. Some things to consider for this step include: What equipment, software, media, and materials are needed to carry out the various strategies? How should the resources be arranged to support both learning and instruction? What planning for resources is needed?

Phase 3 Post- Instruction Analysis and Revisions

 To implements success of the strategies used, the following questions should be addressed: 

Step 6: Analyze results. Were the objectives achieved? What do students say? Could results be improved by improving instructional strategies? Have I integrated technology well?
Step 7: Make revisions.

Information collected from Chapter 2: Theory Into Practice. Foundations for Effective Technology Integration.

Theory into Practice: Foundations for Effective Technology Integration Mind Map

What is 21st century education?

Technology Rationale

Technology in Education Rationale 


"In the past 5 years, the digital universe has grown by 1000%", according to 'what is 21st century education?' video. This statistic is a main reason in which the need for technology integration in the classroom is essential. Teachers must serve as innovators, mentors, and facilitators to expand upon the learning experience for all students' needs. Statistics show that 46% of teachers say their homework requires technology of some sort and 94% of students use technology to do their homework. Integration of technology needs to go beyond the learning in the classroom. Students should be able to apply their basic learning of technology and develop new ways of thinking that are expressed outside the classroom, whether that be in science, math, engineering, or applying to real world situations. 

21st Century Education has become a progressive and innovative way of teaching and learning. Education today is designed by a 21st Century Framework for Learning and focuses on core subjects, three R's, and 21st Century themes. These subjects are designed through global awareness, financial, economic, business, and entrepreneurial literacy, civic literacy, health literacy, and environmental literacy. Learning and Innovation skills form the 4 C's such as, Critical thinking and problem solving, Communication, Collaboration, Creativity and innovation. Information and Life skills are also a significant aspect to the reasoning behind integrating technology into the classroom. (Up to the Challenge)

How is ISTE Shaping the Way in which Technology is Integrated? 

ISTE has provided standards for teachers and students that state the skills needed for technology integration. Having an understanding of these standards will better support teachers by providing authentic and innovative learning experiences, while students will have an understanding of what is expected and how to apply what is learned to their own lives by assessing progress and goals throughout careers and life itself. The ISTE standards for teachers is focused primarily on designing, implementing, and assessing learning experiences to improve student learning, and provide positive models to all students. It is essential that teachers remember the role of teaching today which is more directed at facilitating and providing a framework for learning, while the students are the ones taking initiative and creating their own knowledge of learning. Teachers must inspire student creativity, design digital learning experiences and assessments, and model digital age work and learning. ISTE standards for students focus on the emphasis of creativity and innovation, communication and collaboration, research and information fluency, critical thinking, problem solving, and decision making. If these standards are aligned with the appropriate tasks and content, students will be able to begin creating new knowledge and will become more efficient in using technology outside the classroom. (ISTE)

Factors of Integrating Technology into the Classroom 

As with any new material introduced into a lesson, there is expected to be factors that may affect the way in which students learn. There are three main factors that can attest to the accreditation of applying technology into a classroom. These factors include: Learning theory foundation; an integration planning model in which includes teachers' Tech-PACK, optimal combination of content knowledge, pedagogy technology, technology knowledge, and essential conditions. The foundation of learning is also established upon two integration models: direct and constructivist. Direct integration focuses primarily on cognitive-behavioral, where as constructivist integration focuses on social learning, scaffolding, and multiple intelligences. Students also engage in various strategies while integrating technology such as skill fluency and automaticity, creative problem solving, and using multiple intelligences. 

The Significance of Using the Technology Integration Planning (TIP) Model

The Technology Integration Planning Model is vital resource that teachers have access to in terms of planning and modeling the use of technology in the classroom. This model has three phases that implement the analysis of learning and teaching needs, planning for integration, and post-instruction analysis and revisions. Utilizing this model will guide teachers in identifying the necessary resources and materials to integrate technology. The TIP model will also provide a framework highlights key areas of success in integrating technology by prompting self assessment questions in regards to objectives and assessments.

Understandings Of Why Technology Needs To Be Integrated 

Based upon the research I have collected and the connections I have made to implementing technology into the classroom, I am a strong advocate for embracing the STEM program and finding additional ways to incorporate technology into my lesson plans as much as possible. 'Up to the Challenge', states the shared understandings in which a better path to college and career readiness may be established. These shared understandings include: All students need to be college and career ready, College and Career readiness requires both knowledge and skills, and How students learn has a decided impact on what they learn. The shared understandings highlight the importance of integrating technology into the classroom by providing a stepping stone that can be built upon in terms of improving ways of learning and having students build upon what they already know. Students must have not only the knowledge to use the skills, but students also need to know why they are using these skills.  Together as educators, we can set the framework in this day of teaching and provide the backbone that encourages and motivates students to seek the technology career fields and learn in a whole new dimension that requires building upon mastered skills.