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Teaching in the 21 st Century Classroom

Teaching in the 21 st Century Classroom. New Technology Showcase By Steven Fife, Stephanie Ives, and Naomi Verton EDUC 8F11 Wednesday, January 26, 2011. 1) Introduction 2) Web Resources 3) Video Games as Instructional Tools 4) Activity Centers 5) Issues in Technology 6) Conclusions.

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Teaching in the 21 st Century Classroom

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  1. Teaching in the 21st Century Classroom New Technology Showcase By Steven Fife, Stephanie Ives, and Naomi Verton EDUC 8F11 Wednesday, January 26, 2011

  2. 1) Introduction • 2) Web Resources • 3) Video Games as Instructional Tools • 4) Activity Centers • 5) Issues in Technology • 6) Conclusions Agenda NV

  3. To make this seminar as practical as possible! • Technology is only effective in the classroom when used properly. • We want you to leave today not only knowing what new technologies exist, but how to implement them across all subjects. Our Goal... SF

  4. www.polleverywhere.com • Do you feel comfortable using technology in your classroom? • Respond using your cell phone • http://www.polleverywhere.com/multiple_choice_polls/LTU1MDA1NDA3Nw Diagnostic Poll NV

  5. Technology is the future of education. • http://www.youtube.com/watch?v=6ILQrUrEWe8 Why Must We Incorporate Technology? SI

  6. www.edmodo.com • A hybrid of Facebook and Sakai • A social learning network that allows students and teachers to interact and post classroom materials, share resources, links, and videos • Supports all forms of media: blogs, links, pictures, videos, documents, presentations, etc. EdModo SF

  7. www.wordle.net Wordle SI

  8. www.prezi.com • A new kind of presentation tool • Alternative to Powerpoint • Allows you to zoom in and out on various text, graphics, and media on an unstructured canvas • Add more creativity and freedom to your presentation! Prezi NV

  9. www.xtranormal.com • Have your students create their own computer-animated movies using premade characters and settings • Ideas: interviews with character (ie. historical figure or celebrity), advertisements, public service announcements, recreate a scene from a Shakespeare play, etc. • Sample video Xtranormal SF

  10. www.edu.glogster.com • Have your students create their own interactive posters combining text, graphics, links, videos, and other media • Samples: • http://si06ub.edu.glogster.com/technology-in-the-classroom/ • http://sunrise651.edu.glogster.com/what-do-they-need/?w1 Glogster SI

  11. www.bitstripsforschools.com • Have your students create their own comics Bit Strips NV

  12. NV

  13. “Mentally-stimulating diversions” • Choose from 1000s of pre-made quizzes or have your students create their own as a study guide • Every subject is available! • Perfect for those days when you have 10-15 minutes left at the end of class • http://www.sporcle.com/games/websiteicons.php Sporcle.com SF

  14. www.wikispaces.com • A great tool to set up a class Web site so that you can publish classroom materials and maintain communication with students and parents • http://msbourret.wikispaces.com/ENG2D • Idea: “Class Project: Wiki for World War I” – all students are responsible for creating two pages on the Wiki WikiSpaces SF

  15. www.inspiration.com • A tool for creating concept maps that combine text and graphics Inspiration Software NV

  16. Benefits to using video games as instructional tools: • Promotes student engagement • Hands on and visual • Promotes problem solving skills • Creates “Teachable Moments” • Students are active in the learning process • (McCombs & Whisler, 1997) Watson, W.R., Mong, C.J. & Harris, C.A. (2009). A case of the in-class use of a video game for teaching high school. Computers and Education, 56. 466-474. Video Games in the Classroom NV

  17. A recent study conducted by the Interactive Software Federation of Europe (ISFE): • 37% of Europeans between 16 and 49 years of age describe themselves as active players • 55% consider video games a means to stimulate creativity • 37% consider that it is the medium with the most influence on education after television Cuenca, J.M., & Martin Caceres, M. J. (2010). Virtual game sin social science education. Computers & Education, 55. 1336-1345. Video Game Statistics SF

  18. Math/Business: • Wall Street Trader 2001 • Tetris • Monopoly Tycoon (and others) • Skills/Content Learned: Analyzing data, stock market, vocabulary of economics, spatial recognition Video Games by Subject SI

  19. Sociology: • The Sims • Second Life (secondlife.com) • Skills/ Content Learned: Reflexive decision making, citizenship education, behaviour analysis, conflict resolution Video Games by Subject NV

  20. Geography: • Carmen SanDiego • SimCity • Civilization III • Skills/ Content Learned: Physical geography, politics, urban planning, natural resources, population Video Games by Subject SI

  21. History: • Nationstate.com • Combat Flight Simulator • Civilization III • Horrible Histories: RottenRomans (Wii) • Making History • Age of Empires • Skills/ Content Learned: Historical figures, famous battles, battle formations / strategies, culture, politics, economics Video Games by Subject NV

  22. Phys-Ed: • Wii sports • Wii Fit • Dance Dance Revolution • Xbox Kinect • Skills/ Content Learned: Fitness, cardio, names of muscle groups, muscle strengthening / toning, goal-setting Video Games by Subject SI

  23. English: • Final Fantasy (or any RPG with a focus on character and plot) • Trivial Pursuit (Wii) • Various word games (ie. Boggle, Text Twist) • Skills/ Content Learned: vocabulary, spelling, critical thinking, plot structure, character analysis, reading, listening, media studies Video Games by Subject NV

  24. Science: • Wii Fit • Dissection simulations (eg. V-Frog) • Skills/ Content learned: Muscle groups, anatomy, vocabulary Video Games by Subject SI

  25. The Arts: • Wii Draw • Sims (for role-play) • Rock Band, Guitar Hero • Singstar • Skills/ Content learned: Role-playing, character analysis, voice or vocals, body motion and control, music skills Video Games by Subject NV

  26. Drawbacks for incorporating video games into the classroom: • Classroom Management • Time • Expenses • Convincing parents and administration to get on board • But the results can be worth it! Game Over? NV

  27. In small groups, you will have approx. 10 minutes at each station to try out some of these new technologies. • Time: Approx. 50 minutes total Activity Centers SF

  28. Working in groups of 3 or 4, please discuss your assigned scenario and share 2-3 ideas of how you, as the teacher, might deal with that issue. • Time: Approx. 5 minutes to discuss with group Issues in Technology SF

  29. Issue #1: You have a class full of grade 9 students who continually text their friends during class and listen to music on their iPods. • You would like to establish a more productive learning environment. What do you do? Issues in Technology

  30. Issue #2: You have a grade 11 student who never seems to take notes during class. One day, during a note, you notice him playing with his cell phone. You ask him to put it away and he tells you that he’s copying the note. Another student simply takes a picture of the required information. • How do you feel about this? Issues in Technology

  31. Issue #3: You have a grade 9 student with a learning disability who is allowed a laptop per his IEP. In class, he uses it to go on Facebook and to play on-line games like poker. Because his IEP says he’s allowed to use a laptop, you aren’t sure what to do. • What would you do in this situation? Issues in Technology

  32. Issue #4: You are an enthusiastic new teacher who would like to incorporate technology into your classroom, but the rest of your department is very unsupportive. You don’t want to act against the other members of your department but you feel strongly about the merits of using technology. • What would you do in this situation? Issues in Technology

  33. Issue #5: You would like to give your class a project that involves one of the web resources shown today, but you know that several of your students don’t have access to a computer or the Internet at home. • What could you do to ensure that these students are not at a disadvantage? Issues in Technology

  34. After being a part of our workshop, has your ability to incorporate technology into your classroom increased? • Respond using your cell phone • http://www.polleverywhere.com/multiple_choice_polls/NjQxODAzODc5 Another Poll NV

  35. "The most important thing that schools can do is not to use technology in the curriculum more, but to use it more effectively." - Born Digital; Understanding the first generation of digital natives Conclusions SI

  36. http://nelsoncentral.wikispaces.com/ Thanks for your attention and participation! Further Information

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