The class collaboratively created a rubric using RCampus in which we collectively scaled the criteria for grading our previously created Powerpoint presentations.
Friday, May 7, 2010
CSUSM Web 2.0 Tools for Educators - NETS 5
I conducted research on an online tool (Poll Everywhere) and joined Cal State San Marcos’ Web 2.0 community to contribute onto the site’s wiki pages.
Describe your tool and tell us what it does.
Poll Everywhere is a tool that allows people to create polls (go figure) and quizzes. Their intended audience can respond to them via text messages, or even the Internet (if enabled). Responses are instantly logged and displayed on a graph, which can be easily projected onto a screen.
How might it be used with a particular age or grade level?
This tool would work well in middle school and high school settings. Most of these students own cell phones and are already familiar with text messaging. Integrating this technology as a classroom tool should generally be well-received. It also allows for general assessments of whatever material is being covered.
Give an example of a project for that age or grade level group.
For grades 6-12, following assigned readings, you can test their comprehension of the material. You can generalize the responses by making them anonymous, or you can display who responded with what answer to really determine who did their work or not.
What might be some considerations when using this tool?
Not every student may own a cellphone. This is easily circumvented by allowing the poll to accept multiple answers and having multiple students respond via one phone.
Recommendations: is this a tool you would use or recommend for classroom use? Why or why not?
I would definitely use this for general assessments, quizzes, and even on more trivial matters that can be solved via voting. It allows for immediate assessment of comprehension (or whatever is being tested), and furthermore, it can even extend to democracy in action (I imagine political and government classes would enjoy this tool).
Describe your tool and tell us what it does.
Poll Everywhere is a tool that allows people to create polls (go figure) and quizzes. Their intended audience can respond to them via text messages, or even the Internet (if enabled). Responses are instantly logged and displayed on a graph, which can be easily projected onto a screen.
How might it be used with a particular age or grade level?
This tool would work well in middle school and high school settings. Most of these students own cell phones and are already familiar with text messaging. Integrating this technology as a classroom tool should generally be well-received. It also allows for general assessments of whatever material is being covered.
Give an example of a project for that age or grade level group.
For grades 6-12, following assigned readings, you can test their comprehension of the material. You can generalize the responses by making them anonymous, or you can display who responded with what answer to really determine who did their work or not.
What might be some considerations when using this tool?
Not every student may own a cellphone. This is easily circumvented by allowing the poll to accept multiple answers and having multiple students respond via one phone.
Recommendations: is this a tool you would use or recommend for classroom use? Why or why not?
I would definitely use this for general assessments, quizzes, and even on more trivial matters that can be solved via voting. It allows for immediate assessment of comprehension (or whatever is being tested), and furthermore, it can even extend to democracy in action (I imagine political and government classes would enjoy this tool).
Thursday, May 6, 2010
JCCS Internet Safety - NETS 4
I researched the topic of Internet Safety and created an Internet Safety resource for students and colleagues. I used Google docs to create a document which allowed three peers and me to collaborate on a research assignment without the inconvenience of having to meet.
JCCS Internet Safety Collaboration
JCCS Internet Safety Collaboration
Inspiration - NETS 1
Monday, May 3, 2010
iMovie Software Proficiency - NETS 3
I used iMovie to incorporate and edit clips, add music, and include pictures into a single video presentation that proactively voiced my opinions against hate crimes.
Thursday, April 29, 2010
Spreadsheet Crossword - NETS 1, 3
With assistance from Atomic Learning, I created a crossword using Microsoft Excel. The spreadsheet incorporates many aspects of the program - formulas, conditional formatting, color, and my own creativity regarding the construction of the crossword itself.
Tuesday, April 27, 2010
Journal # 6 - Gaming in Education (Classroom 2.0 Tool) - NETS 3, 5
I compiled research on Gaming in education to create a resource on several relevant tools and their benefits. I joined the online learning community of Classroom 2.0 to share my research with fellow students and colleagues.
Gaming in education includes a wide range of categories. Some uses are reinforcing basic skills, introduction of new material, and even promoting basic social skills. Games have been growing in popularity over the years, and many educators (like John Evans) simply thought ‘What the heck, why fight it?’ As a result, “there has been a growing interest in the idea that computer games can be used to engage, challenge, and motivate learners.”
One particular example by an Aaron Slutsky discussed the uses of Nintendo DS and the game Brain Age in the classroom. Not only is the game effective in the classroom, but it is also further enjoyed by adults, teenagers, and other individuals well beyond the elementary education years. It is a collection of intellectually driven activities that challenge the basic language, critical think, and processing skills of those it engages.
I myself am a gamer so I am compelled to defend issue. As a matter of fact, once I get my bearings and establish myself within whatever teaching position I manage to land, I intend to explore the possibilities within the field myself. Most adults look at gaming and think it is “evil”, a “waste of time”, and cannot possibly have any educational value. I respectfully disagree. Games demand a level of intelligence, understanding, and ability to think from those who play. With these characteristics in mind, I believe there are endless possibilities and applications for it within the classroom.
Gaming in education includes a wide range of categories. Some uses are reinforcing basic skills, introduction of new material, and even promoting basic social skills. Games have been growing in popularity over the years, and many educators (like John Evans) simply thought ‘What the heck, why fight it?’ As a result, “there has been a growing interest in the idea that computer games can be used to engage, challenge, and motivate learners.”
One particular example by an Aaron Slutsky discussed the uses of Nintendo DS and the game Brain Age in the classroom. Not only is the game effective in the classroom, but it is also further enjoyed by adults, teenagers, and other individuals well beyond the elementary education years. It is a collection of intellectually driven activities that challenge the basic language, critical think, and processing skills of those it engages.
I myself am a gamer so I am compelled to defend issue. As a matter of fact, once I get my bearings and establish myself within whatever teaching position I manage to land, I intend to explore the possibilities within the field myself. Most adults look at gaming and think it is “evil”, a “waste of time”, and cannot possibly have any educational value. I respectfully disagree. Games demand a level of intelligence, understanding, and ability to think from those who play. With these characteristics in mind, I believe there are endless possibilities and applications for it within the classroom.
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