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Web 2.0 Presentation

Web 2.0 Presentation. Contributors Tiffany Smith Julie Puckett Crystal Joyce Mindy Farrelly Becky McCarson Melanie Cook. Knowledge Constructions Tools.

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Web 2.0 Presentation

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  1. Web 2.0 Presentation Contributors Tiffany Smith Julie Puckett Crystal Joyce Mindy Farrelly Becky McCarson Melanie Cook

  2. Knowledge Constructions Tools • Knowledge construction tools provide the opportunity for the learner to produce something sharable and, in the process, to develop understanding and mastery of the concepts being learned. • Hypermedia • Word Processing • Digital Storytelling (Tiffany) • Wikis (Julie)

  3. Semantic Organization Tools • These tools help learners organize, compare, and contrast information and ideas in a way that new understandings can be developed and/or knowledge can be more readily understood.  • Databases • Concept Mapping Software An example: http://www.lesn.appstate.edu/edtech/riedl/integrate/mkdec/actone.html

  4. Interpretation Tools • These mindtools support the finding and interpreting of information. The information can come from many sources (books, video, audio, the Internet, etc.). • Intentional Information Searching (Hand Held Computers - Crystal) • Social Navigation • Search Engines • Intelligent Agents • Visualization

  5. Conversation Tools • Learning is a social as well as individual activity. We learn as we interact with our world and the ideas that others have of the world. Historically, schools have limited the social context in which the learner operates to a classroom and, perhaps, some field trips. But the Internet and the communication tools of the Internet can increase the opportunities for learners to interact with others, be they other learners or experts. • Synchronous Conferencing – interaction in real time Chat Video Conferencing Multi-User Domains (Active World – Mindy) • Asynchronous Conferencing – interaction that occurs over time Email Bulletin Boards Web-based Discussion Boards Blogs (Becky)

  6. Dynamic Modeling Tools • This type of mindtool is great for engaging students in if/then learning activities.  The students may be given a set of facts or a situation and, using a mindtool, explore the results if a certain set of actions occurs.  • Spreadsheets • Simulations (Gaming - Melanie)

  7. Digital Story Telling Digital Storytelling is the art of using images, audio, special effects and sometimes video to tell a story that can greatly enhances the study of a particular classroom topic. It allows students to express what they have learned about a topic in an innovative and creative way.

  8. Tools to use • Photostory 3 – A free download. You can find this in the S Mart in the appedtech world. There are also tutorials available for Photostory 3 through the Atomic Learning website. (you will need your banner ID number to access these tutorials.) • Windows Movie Maker – comes on PCs. • iMovie - comes on Apple computers.

  9. Seven Elements of Digital Stories • Point of View • A Dramatic Question • Emotional Content • The Gift of Your Voice • The Power of the Soundtrack • Economy • Pacing

  10. Educational Use • Engages students and teachers • Students become producers rather than consumers • Motivation • A meaningful way to integrate technology into the curriculum

  11. THE WONDERFUL WORLD OF WIKIS • A Wiki is software that allows you to organize the content of a website by… • Creating • Editing • Linking • It is like an on-line database. • From Wikipedia, the free encyclopedia “TO WIKI OR NOT TO WIKI…”

  12. What Is A Wiki? Wikis In Plain English, by Common Craft Wikis In Plain English Wikis Category: Collaboration, Communication and Community Are free Are easy Can run on older computers Can run on a slower internet WikiSpaces PBWikis

  13. Wikis In The Classroom • Student interest/engagement increases…learning increases • Students research, apply new knowledge, and become experts • Improves communication skills • Interdisciplinary activities and projects • Expands the classroom beyond the physical walls…makes global activities and projects possible • Creates teamwork, cooperation • Interactive and hands-on • Vicky Davis: Educational Uses For Wikis

  14. Synchronous - the transfer of information without a delay in “real time.” For example; distance education transmitted through audio or video transmitted “live” by T.V., internet or radio. Asynchronous – the transfer of archived or stored materials. For example; e-mail, faxes, web pages, video…wikis. The Project Place Synchronous ASYNCHRONOUS http://coe.sdsu.edu/eet/articles/synchasynchtech/index.htm

  15. Vicky Davis--Five Uses for Wikis in a Classroom: • Lesson Summaries • 2. Collaboration of Notes • 3. Concept Introduction and Exploratory Projects • 4. Dissemination of Important Classroom Learning Beyond the Classroom • 5. Individual Assessment Projects Teacher Application http://educationalwikis.wikispaces.com/Classroom+Wikis?responseToken=131e65dfe8e554a5e0bdeb4b5c5ccf5f

  16. Thoughts on the Essential Questions… • How might a wiki be incorporated into a lesson to differentiate instructions? • How might a wiki be used for interdisciplinary activities or projects? • The more connections we can make within our disciplines, the easier it is for our students to see how they relate to each other, and the possible applications. How could a wiki help them to generalize and apply those connections in a meaningful way? • We live in a rapidly expanding global society. How might a wiki be used to “expand” the schools walls to create a more global classroom?

  17. Based on a study by SRI in 2002 of 100 classrooms that used handheld computers, the following results were announced: 89% said they found the handhelds to be an effective instructional tool for teachers 93% said they believe that handhelds can have a positive impact on students’ learning 95% said their students were comfortable using the handhelds Why should handheld computers be used in the classroom?

  18. Instructional Tool: Students can: Make a spreadsheet -Take notes and write a research paper Draw a picture -Do research on the internet Form, visualize and solve equations -Gather and analyze data Keep track of class schedules -Create an outline Record observations -Keep a journal Read an ebook -Practice multiplication tables Graph data -Access the periodic table Look up words in a dictionary -Read about the latest current events Benefits of Handheld Computers

  19. Organizational /Personal Tool:Teachers can:-keep your schedule-track student progress on specific skills-conduct authentic assessment-take attendance-access student information-take notes-record and tabulate grades-classroom inventory-store and access lesson plans-use a rubric to access and store student work-keep an inventory of books and other instructional materials-keep a list of all your important contacts-keep emergency procedures and checklist readily accessible-

  20. Real World Tool: this is already widely used as a tool in the real and business world. The use of handheld computers in the classroom offers the “potential for students to engage in learning activities with authentic contact, using authentic tools, in communication with an authentic audience”. - Wesley FryerMotivational Effects: students like using the handhelds; students are more involved in classroom activities Convenience: provides at home access to technology; extends learning outside of the classroom; references are readily available (dictionary, internet, etc.); small size makes it easy to carry around from school to home; electronic means to turn in homework, papers and research; no more trips to computer labOne-to-One Ratio: constant and consistent access to handheld computers for every student; greater independence in learning; facilitates the adapting of instruction to individual student needs.Communication and Collaboration: allows parents to become more closely involved in the classroom; parents can view current projects on the handheld computer,; receive and respond to correspondence from a teacher; facilitates collaboration and sharing of work in the classroom through the use of beaming; students can compose an email; exchange information with another student; share a downloaded web page with someone; turn in assignments electronically; transfer a file from their PC for instant access; write an ebook and share it with others; send and receive an instant message.Meeting Student Technology Standards and NCLB: the use of technology is included in the national and state standards of many disciplines; NCLB also has student technology skills expectations.Simplicity: handheld computers are fairly simple to use, allowing the majority of the instructional time to be spent on curriculum content and not on software skills.-part of a presentation by J. Gray and J. Garton of the Willard School District in Kansas City, MO

  21. http://www.youtube.com/watch?v=bCs9RIVwHIQ

  22. The Langley handheld project had this to say:“The future promises to revolve around more and more sophisticated technology. Information technology is an essential component of an all-round education-as important today as literacy and numeracy.”-from www.sd35.bc.ca/handheld/future.html

  23. How can we use technology to transform teaching and learning environments in a positive manner while preparing our students and teachers for the future? Handheld computers are one tool. There are many more. But the purpose is to challenge educators to redefine their visions of teaching and learning and then to share those visions with classroom peers and administrators. Our time has come to embrace non-traditional tools in which to teach our students. Let us lead the way.

  24. Resources CitationPagewww.willard.k12.mo.us/co/handheld/research.htmwww.sri.com/news/releases/11-11-02.htmlwww.wtvi.com/teks/03_04_articles/competing_visions.htmlwww.willard.k12.mo.us/co/tech/handheld/activit.htmwww.youtube.com/watch?v=bCs9RIVwHIQImages provided by:www.navcom.org.nzwww.edutopia.orgwww.kpbs.org

  25. Virtual Worlds Why should educators be familiar with and understand virtual worlds?

  26. What is a virtual world? A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users. From Wikipedia, the free encyclopedia

  27. How do they work? The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses. From Wikipedia, the free encyclopedia

  28. What else should you know? Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP (Voice-over-Internet protocol) also possible.[clarify] Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms.[4] From Wikipedia, the free encyclopedia

  29. http://www.youtube.com/watch?v=wMOqI3hH9Gs&NR=1

  30. Virtual Worlds for Children http://www.nick.com/nicktropolis/game/index.jhtml ages 6-14 http://www.clubpenguin.com/ ages 6-14 http://www.whyville.net/smmk/nice ages 10-16 http://www.mobile-kids.net/mokitown_prehome/home_en.jsp ages 8-12

  31. A Virtual World to help you… http://rooms.3b.net/mindyg/web20tools.bbb

  32. Chose the menu at the top to select the specific wall you would like to look at. Click “Go by taxi” and you will automatically run to your exact location.

  33. A map to help you find what you are looking for… Hand-held computers Virtual Worlds Social networking and social bookmarking Wikis Blogs and Podcasts Web 2.0 Gaming

  34. To Blog or Not to Blog Why use Blogs in education?

  35. What is a Blog? A blog (an abridgement of the term web log) is a website with regular entries of commentary, descriptions of events, or other material such as graphics or video. Blog can also be used as a verb, meaning to maintain or add content to a blog. * Many blogs provide commentary or news on a particular subject; others function as more of a personal online diaries. The ability for readers to leave comments in an interactive format is an important part of many blogs. A typical blog may include text, images, and links to other blogs, web pages, and other media related to its topic.* *Wikipedia, the free encyclopedia

  36. Blogs in Education The use of blogs in instructional settings is limited only by your imagination. • Content related blog • Networking and personal knowledge sharing • Instructional tips for students • Course announcements and readings • Annotated links • Knowledge management* Options for instructors using blogs http://awd.cl.uh.edu/blog/ *Blogs in Education

  37. Blogs in the Classroom The use of blogs by students in an instructional setting will set their minds free to explore and reflect. • Reflective or writing journals • Knowledge management • Assignment submission and review • Dialogue for groupwork • E-portfolios • Share course-related resources* Options for students using blogs in your courses http://www.teachertube.com/view_video.php?viewkey=be6ec9b852b0a542e2f3&page=2&viewtype=&category= *Blogs in Education

  38. A Blog is a diary/journal and much more A Blog in plain English by Common Craft http://www.commoncraft.com/blogs Most blogs are primarily textual, although some focus on art (artlog), photographs (photoblog), sketchblog, videos (vlog), music (MP3 blog, audio (podcasting) are pat of a wider network of social media. Micro-blogging is another type of blogging which consists of blogs with very short posts. As of December 2007, blog search engine Technorati was tracking more than 112 million blogs. * Some common blog sites students already use: YouTube, MySpace, FaceBook, and Live Journal for fun, for information, and for social networking. Where do I start? http://blogshop.blogspot.com/ www.gaggle.net *Wikipedia, the free encyclopedia

  39. Sites of Interest • The Cool Cat Teacher Blog http://coolcatteacher.blogspot.com/ Vicki A. Davis , noteable edublogger weblog. • E-Literate http://www.mfeldstein.com/ Michael Feldstein’s weblog about online learning, KM, communities of practice, and related topic Weblogg-ed http://weblogg-ed.com/ Will Richardson, Supervisor of Instructional Technology and Communication at a NJ high school, shares news and commentary about using blogs, RSS, Wiki, and other forms of internet technology in the K-12 classroom • Ebistro Technical Training a la carte http://www.ebistro.org/

  40. Blogging……let’s think about it… • What impact will blogging have on the 21st century student? • How do you think blogging will contribute to 21st century students position in the community in terms of the global society? • How could you, as an educator of the 21st student, incorporate blogging into your curriculum?

  41. Gaming as an Educational tool

  42. What is Gaming? • A digital/video game is one that • Provides visual digital information or substance to one or more players • Takes some input from players • Processes the input according to a set of programmed game rules • Alters the digital information provided to the players • Gaming is the use of video games that invites participation and actively encourages social interactions to permeate user experiences. -Gaming can be used as an educational tool -And as a tool for collaboration.(Kirriemuir and McFarlane 2006) Courtney,N.(2007).Library 2.0 and Beyond: innovative Technologies and tomorrows user.Westport,CT:Libraries Unlimited

  43. Why use gaming as an Educational tool? Students are more likely to engage in online games than to interact with the instructor. Technology is not a novelty but normal to everyday life. Curriculum can be taught and reinforced through a learning environment that engages students in the “active” process of learning. Will empower students to become self-directed learners. http://www.fractionbars.com/InteractiveGames.html

  44. Why use Gaming as a tool for collaboration? Gaming supports social networks and environments that support learning and goal achievement. Students willingly share content knowledge, their own views and resources. Allows students the opportunity to use their skills to help others. Gaming in the form of virtual worlds allow teachers, Media specialist and other members of the faculty to collaborate and build a strong curricular program.

  45. Citation Page • http://connect.educause.edu/LIBRARY/EDUCAUSE+Quarterly/seriousGamesIncorporating/

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