Every semester I teach a course for future teachers introducing the ideas of technology integration. And each semester, we cover the same ideas of appropriate and effective use of technology. What does that look like? What resources are out there? What digital expectations can we have for middle school students?
Let take the example of teaching volume in a middle school math classroom. In the common core math standards, students are asked to first calculate volume (6th grade) and then solve real world problems using volume (7th and 8th grade). Theses students should also use computational thinking, justify their reasoning, and construct models with mathematics.
Appropriate: For those of you familiar with the TPACK framework, you know how the teaching pedagogy (PK), content knowledge (CK), and technical skills (TK) should be a good match. For the example of volume, terms like hands-on, collaborative, manipulative, and problem-solving, fit into those three categories.
Effective: In technology integration, effective indicates that some uses of technology can be more meaningful to student learning than others. Think of this in terms of the lower order thinking skills and higher order thinking skills from Bloom's Taxonomy. Research using technology in education has shown over and over again higher order applications of tech (for example creating, problem solving, debating, etc.) make significant differences in learning gains.
The technology tools below are excellent options for teaching volume that are both appropriate and effective. But don't stop there! Consider good teaching practices like scaffolding, effective questioning, reflection, and cognitive load to take these technologies from good technology choices to a great technology integrated lesson.
Please share this new resource widely!
Immerse your students in a 360˚ view of an ocean ecosystem. Perfect for middle school science and STEM programs. Meets NGSS Life Science Standards and great for 1 to 1 classrooms. Access this free resource through Google Cardboard, laptop, iPad, computer or mobile devices! http://bit.ly/coralreefadventure
Update: Did you miss the presentation? You can view my slides online.
Up to 50 can join me on Friday @ 11:30CST for my research talk. My examples will include ThingLink 360, virtual worlds, GBL and augmented reality. Zoom link: http://bit.ly/DrN_Spr17
I am always impressed by the OSCC (Open Simulator Community Conference). Over the years, the conference team has fine tuned the event to a smooth running machine. And having been in virtual worlds for quite some time, I can appreciate how rarely things run smoothly. They manage the user load through multiple regions, enlist the help of volunteers for quetsions, use Skype and other streaming media to avoid audio problems, and have an attractive and easy to use world.
I had a wonderful time in Savannah Georgia last week during a Society for Information Technology and Teacher Education (SITE) conference. The audience and I had a good time 'playing' my keynote presentation with choices, voting, and interaction. I had a chance to get to know a smaller group of conference attendees at my post-keynote session, where we share our own game-based learning stories and lessons learned.
EPIC WIN: Designing for success with game-based learning
ABSTRACT: Throughout history, games have engaged players of all ages in a shared experience of persistence, challenge, failure, and success. This has been achieved through a wide variety of gaming strategies and structures, from role play to puzzle and digital to paper. The recent popularity of designing curriculum with games in mind has shown that some game structures translate well to academic environments (EPIC WIN) while some are an EPIC FAIL. Larysa Nadolny will share her experience with designing and teaching in game-based learning environments and practical steps to get started with your own course. @GBLedu