Inquiry based learning includes teaching and assessing both process skills and content knowledge. The classes that I teach Personal Finance, Entrepreneurship and Business Management include many realistic assignments that step students through the process of everyday Business functions. I have also had to up my game and include Assessments that test a students depth of understanding in the content. When I teach my classes and time is running short I may skip some of the "fun" real-world activities. I also have skipped a formative assessment or Quiz when students are really into the project based assignments. As I reflect back on what I learned in this class, I think students need both process skills and content knowledge.
The assignment that resonates with me is the Science teacher who taught the unit on Optics. The teacher had a nice flow with his lessons. He had simple but effective demonstrations (Overhead projector), directed instruction on the blackboard, class discussions and group projects (draw the eye, light reflection on paper). I also include direct instruction, class discussions and group activities. The group activities include a credit card Charge-It trip, Google Earth Career tour and Business Plan. These activities provide a measure of student readiness. These activities allow students to work together as well as an opportunity for more one-on-one interaction with the teacher.
Assessments are also critical for teaching and learning. The assessments should be a combination of both formative and summative. Assessments measure what a student knows and can take-away from the class. Assessments are important for students and teachers to determine a level of understanding. Assessments should also include clear directions and concise rubrics for students. Assessments are also built into real life. Doctors, Lawyers, Accountants and Teachers all need to pass certification and license tests.
I also enjoyed working with the Discovery Education techbooks. The format was easy to work with. The Model lessons are interactive and include Essential Questions that help to target and provide focus for lesson objectives. I also liked all the examples of Web 2.0 technology activities at the Discovery Education website. Technology tools are important for today's students and tomorrow's workforce. The Web 2.0 tools include opportunities for collaboration (Prezi, Blogs, Discussion Posts, PollEverywhere) and interactive presentations (Prezi, Blogs, Wiki's, Slideshare). These are tools for the 21st Century learners and should be incorporated into lesson planning.
Wilkes Instructional Technology
Sunday, August 10, 2014
Friday, August 8, 2014
EDIM516 - Final Project & Reflection
Curated website links for - BYOD Project
Scoop it
Screencastomatic video - BYOD Presentation
Final Reflection thoughts -
Making the video took a long time. For the most part, the technology that I used worked. To make the video I used Screencast-o-matic. I tested out a quick video and saved it to my blog to make sure that it worked several days before I started the final project. It did. The final project though was too long and I had to make changes & redo to meet the time requirement of 5 - 10 minutes. I originally thought that I could demonstrate a brief Prezi video and online links to APPS but that took up too much time. I think the next time the class is taught that either the presentation should be longer 10 - 15 minutes or a paper should be included to supplement and explain the video.
I used Scoop It for the curation website. I really like that site. I used resources on BYOD from the Scoop It site for the data included in the final presentation. I have two topics at the site - BYOD for the classroom & Ideas for Entrepreneurs. The articles and links are great resources for both topics. The articles and videos for Entrepreneurs will be very useful in my classes this fall. I'm excited to present them to my students.
As a final thought, making the video took a long time. I had several problems and remaking the video was very time-consuming. I thought about the flipped classroom teachers and what a time commitment it must be to create the videos for multiple lessons and units.
Scoop it
Screencastomatic video - BYOD Presentation
Final Reflection thoughts -
Making the video took a long time. For the most part, the technology that I used worked. To make the video I used Screencast-o-matic. I tested out a quick video and saved it to my blog to make sure that it worked several days before I started the final project. It did. The final project though was too long and I had to make changes & redo to meet the time requirement of 5 - 10 minutes. I originally thought that I could demonstrate a brief Prezi video and online links to APPS but that took up too much time. I think the next time the class is taught that either the presentation should be longer 10 - 15 minutes or a paper should be included to supplement and explain the video.
I used Scoop It for the curation website. I really like that site. I used resources on BYOD from the Scoop It site for the data included in the final presentation. I have two topics at the site - BYOD for the classroom & Ideas for Entrepreneurs. The articles and links are great resources for both topics. The articles and videos for Entrepreneurs will be very useful in my classes this fall. I'm excited to present them to my students.
As a final thought, making the video took a long time. I had several problems and remaking the video was very time-consuming. I thought about the flipped classroom teachers and what a time commitment it must be to create the videos for multiple lessons and units.
Sunday, August 3, 2014
Week 6 - EDIM513 Blog Post
I really enjoyed working with the Discovery Education tech
book this week. The 5E format can help
to organize my lessons and lesson planning.
(Engage, Explore, Explain, Elaborate, Evaluate) This format is similar to what I currently
use of Anticipatory set, Lesson, Closure Activity and Reflection. The two E’s that are different is explore and
elaborate. Explore is something that
should be built into a lesson that students can investigate and research. An example is in the Globalization &
Trade lesson where students research current economic growth trends and how
that can influence the standard of living of a region. Students may be interested in what topics we
are covering but when new technologies can be used to bring the content to
life, students are more engaged. The Web
2.0 presentation tools such as Prezi, Animoto and Voicethread can be used to
explain or reflect on new learning. Students
also like to work together and these tools make it easy to work and collaborate
at school or at home.
The elaborate piece of the 5E format should focus on
real-world issues that students can address and possibly solve. I usually include a reality-based activity in
most lessons or units. For example, in
the credit card and loan unit I have a Charge-it trip activity that students
use a credit card for an expensive trip.
Students need to research actual costs and work within a budget. Students usually remark that the activity is
fun and also they really get to see how expensive things cost. The Charge-it trip is an example of an
extension or elaboration of the basic content in the credit unit. Sometimes I may skip these types of
activities if I am short on time. After
reading about the 5E format, I see now how important all the pieces are for
students to really grasp and understand the course content. Students need to learn new material but also
internalize what they learn. The
explore, explain and elaborate activities move students in that direction just
as much as the main content facts and figures.
Friday, August 1, 2014
EDIM516 - Gamification in the Classroom
The Pro’s & Con’s of Gaming in the classroom –
How can you determine whether an educational game is worthwhile
in the classroom? Business simulations
have been around for years and some provide real-world scenarios similar to the
work-world and some of them are a waste of time. According to Sylvia Martinez, “The pinnacle
of using games in the classroom is for students to be able to program their own
game.” I agree that if you can personalize or customize a game for students in
your class then you can target individual student needs. Sylvia also mentioned that educational games
should be fun, social and encourages problem-solving skills. I also think that
the game should add value to the lesson and not be used as an introduction or
reinforcement activity. As I examine
several educational games, I will consider these factors and not bedazzled by
the hype of using a game in the classroom.
The first game that I reviewed is Everfi.org Financial Literacy program. The Financial Literacy program has 10
interactive modules on Personal Finance topics.
It is a learning platform that uses video, animations, 3-D gaming,
Avatars and a real-life simulation for high school and college money management
preparations. The positives of the
Financial Literacy program are that the content is designed to align with
National standards on Financial Literacy.
The information in the course content does align with both National and
State standards. Students work
individually and take a pre-assessment, complete learning modules, interactive
activities and a post-assessment. Narrators guide students through the learning
process. Students can retake the
post-assessment quizzes as many times as they want. Students are prompted to
problem-solve and the modules are adaptable for each student. The last step is
to complete an interactive simulation for managing money in high school and
college. Students are prompted to analyze
the situation and problem-solve. The 3-D
interactive environment is on the floor of the New York Stock Exchange and at a
simulated bank. One of the negatives is
that Instructor learning materials are not provided. It would be helpful to stop and teach or
guide students through certain segments.
The teacher version is the same as the student and you cannot stop and
have students answer questions or reflect on the learning process. The teacher login does have easy access to
student scores on each module.
The second game that I look at is available on an ipad or iphone
as an app. The program is also a
financial literacy program for teens.
The program is called Thrive n
Shine” and it is a cutting-edge interactive game designed to teach
financial responsibility to young adults. The CEO of the startup company, Jason Young, has
been appointed by President Obama to spearhead a special advisory council on
Financial Literacy for young Americans. Jason’s Young as CEO
of MindBlown Labs, said, “I am honored by this appointment. I have had an
intense passion for financial capability since my family was evicted from our
home during the winter break of my sophomore year at Harvard. Now, I am working
with my team at MindBlown Labs to empower 20,000,000 teens and young adults to
become financially capable by the year 2020. I am thrilled to have the
opportunity to achieve this goal alongside some of the foremost thinkers and
leaders in this field.”
The game is a mobile, realistically based game that includes
social interactions among players to help them develop financial literacy
skills. In the game, players create an avatar, choose a career, and manage
their own virtual lives where everything, from clothing and housing to career
and social life, is customizable. Students play mini-games to earn “Money,”
“Skill,” and “Reputation,” which help them move through their fantasy lives and
careers. The game promotes the ability to make progress through the game
quickly with good decisions. Students say that the game is very exciting
and they have a great amount of freedom and creativity and they enjoy the
social interactions. Something that was not mentioned is any
instructional material for the teachers. Grading was also not mentioned at the
website.
What I take-away from this is that using a computer or
technology can add interest but their needs to be so much more that students
gain from gamification in the classroom.
First, a social aspect needs to be integrated into the learning modules
of the game. Students can work together
to answer questions or solve the interactive problems. Students can work together to discuss what
they learned and compare classroom-learning styles versus the gaming program. Also, using the gaming software provides
students with an opportunity for a do-over.
Being able to complete a module and assessments again and again without
any penalties is a positive characteristic of gaming. Students often do not have the same
opportunity in the tradition class environment without having their grade
affected.
References
Games in Education – Resources for the K-12 classroom, article by Sylvia
Martinez. 2008. Available online at http://gamesinedresources.wikispaces.com/home.
Everfi – Financial Literacy, 2014 Everfi Inc. Available online at http://www.everfi.org.
Oakland Edtech Startup on Path to Impact 20,000,000 students –
MindBlown Labs CEO joins Presidential Advisory council. May 29 2014.
Available online at http://www.mindblownlabs.com.
Sunday, July 27, 2014
Week 5 - EDIM-513 Inquiry-based learning
Week 5 - Reflection
What
have I learned over the last several weeks about inquiry-based learning? The last few weeks have helped define,
provide examples and provide resources to implement inquiry-based learning into
my classes.
The
week three content focused on identifying questions that students can answer
through investigations. The main goal of
taking this class is to be able to incorporate the theory presented and use it
in my class content. To achieve student
learning that is at a deeper level, “Inquiry-based questions prompt students to
gather, analyze, and interpret data” as indicated in Week 3: Inquiry-based
learning from theory to practice Topic A Instructional Media at Wilkes
University. Students also need to think
critically to make connections between what they are learning in class versus
what they may encounter in a real-world situation. The video of the Science teacher was useful
to see the concepts presented in our course in action. Similar to students that may understand a new
concept better with illustrations and examples, I understand inquiry-based
instruction better through watching the Science teacher in action. The teacher provided concrete science
concepts and allowed the students to conduct several investigations to test
their theories.
As
far as my class content, week 3 gave me new ideas on how to develop questions
based on principles and theories that push students to dig deeper for thought
provoking answers. The Discovery
Education Tech book is a useful tool for developing questions and activities in
Personal Finance & Entrepreneurship.
The format of the tech book of engage, explore, explain, elaborate and
evaluate provides many resources that can be used for lesson planning and
inquiry-based activities. The format has
activities that are for summarization and analysis of what was learned. The elaborate and evaluate provide examples
of inquiry-type questions that dig deeper into the content.
Week
4 module introduced me to the Pennsylvania Standards Aligned System. (SAS) Standards-based teaching is important to my
instruction in class. I always review the standards and essentials questions
are intertwined into every lesson. I
will now also view the curriculum components from the SAS site. The Big idea, Concepts, Competencies and
Essential questions are all similar to what I currently use to organize a
lesson. This website is a good place to
visit to make sure I am on target and also look for new ideas for essential
questions.
Week
5 modules setup a framework to organize the components of a scientific
explanation. Make a claim about a
problem. Provide evidence of the
claim. Provide reasoning that links the
evidence to the claim. This is
referenced from Week 5: Communicating for Inquiry-based learning, Topic B
Instructional Media at Wilkes University.
Week 5 introduced us to a wide variety of Web 2.0 tools for
presentations, mobile devices and communications. I have often asked students to try new
technology but not really have a good purposeful reason to switch to something
new. The Discovery Education website
explain how to best use the different Web 2.0 tools and explains what is unique
with each one. Also, the inquiry-based scientific
explanation helps to frame questions that are thought provoking for
students.
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