Presentations of Learning Technologies
EDUC 438/638: Learning Technologies Across the Curricula
Printed below are the software applications and approaches featured in your course modules. During the course, the software presentation assignment requires you to prepare and present one of these applications in class. In deciding which one of these approaches you will present, you should study the readings that its module comprises. Then you can study in depth the applications that interest you most, and in Canvas, you can follow the assignments link and sign up to present the application or approach that most interests you. In your presentation, you need to not only present the software, but also explain its theoretical framework as discussed in its respective module.
(1) Role of Technology
- Teaching with Technology, a survey of higher ed faculty, https://campustechnology.com/articles/2017/08/23/most-faculty-say-technology-has-made-their-jobs-easier.aspx
- Blended learning, https://www.edsurge.com/news/2017-08-24-teamwork-makes-the-dream-work-building-a-successful-blended-learning-program
- Microcredentials, http://hechingerreport.org/rural-schools-turn-high-tech-teacher-training-solutions/
- ECAR Study of Undergraduate Students and Information Technology, 2017, https://library.educause.edu/resources/2017/10/ecar-study-of-undergraduate-students-and-information-technology-2017
- Education Technology: An Evidence-based Review, http://www.nber.org/papers/w23744 reviews experiments in the realm of (1) providing access to computers, (2) computer assisted learning, (3) behavioral interventions, and (4) online courses. Contains tables listing applications from which students could choose to make presentations of the products they want to look into. Interesting and effective uses of text messaging in the behavioral interventions section.
- Gartner Top 10 Technology Trends for 2018, http://www.gartner.com/technology/research/top-10-technology-trends/
- Jefferson Educator Accellerator, from the Curry School, http://www.jeauva.com/ as discussed in https://www.insidehighered.com/digital-learning/article/2017/08/23/jefferson-education-accelerator-helping-make-better-ed-tech
(2) Teacher Knowledge
- Interactive Simulations: http://phet.colorado.edu/en/simulations/category/new
- MathLanding: http://www.mathlanding.org
- ISTE CCSS Book Series. All educators can use some support when it comes to implementing learning standards. Find the guidance you need to stay on track with Common Core State Standards (CCSS) in the grade-level focused book series Meeting Common Core Technology Standards. Each book in the series identifies technology standards within the CCSS, discusses the technology needed to teach them, and offers up tools and resources organized by subject and grade level. The authors also share how to address roadblocks to incorporating technology and provide classroom-tested lessons mapped to tech-related CCSS and ISTE Standards. ISTE members save 25 percent on books:
- Meeting Common Core Technology Standards: Strategies for Grades K-2 https://www.iste.org/resources/product?id=3759
- Meeting Common Core Technology Standards: Strategies for Grades 3-5 https://www.iste.org/resources/product?id=3760
- Meeting Common Core Technology Standards: Strategies for Grades 6-8 https://www.iste.org/resources/product?id=3761
- Meeting Common Core Technology Standards: Strategies for Grades 9-12 https://www.iste.org/resources/product?id=3763
- E-rate program, http://blogs.edweek.org/edweek/DigitalEducation/2017/09/fcc_seeks_comment_wifi_access.html
- Data analytics, new Snapshot Tool used in several Philadelphia high schools, http://thenotebook.org/articles/2017/09/27/new-snapshot-tool-helps-teachers-track-student-progress
- Flocabulary video about ISTE standards, https://safeshare.tv/submit?url=https%3A%2F%2Fyoutu.be%2FooTbKEnSpIY What about Flocabulary? Approach? Cost? Advisability?
- Smithsonian science kits, a case study. Veteran education leader Mike Dillon has helped his school district continue on a steady path of success in Science in partnering with the Smithsonian Science Education Center and Carolina Biological. The Science and Technology Concepts program and kits, available through Carolina Biological, have reportedly ensured that an entire district maintains a culture of high academic achievement. http://www2.smartbrief.com/jsp/landingPage/display.action?landingPageId=07ED8B88-547B-40A2-8F71-BAB20296132F
(3) Personalized Learning
- When device usage is optional in the classroom, there is a potential negative impact, see http://www.sciencedirect.com/science/article/pii/S0272775716303454?via%3Dihub
- Personalized learning, MAPLE, different in every school, http://hechingerreport.org/massachusetts-districts-now-trade-notes-best-paths-personalized-learning/
- TV and Video Games in the Bedroom. A study from Iowa State University shows that having a TV or video games in a child's bedroom leads to problems with sleep, school, and behavior. https://www.upi.com/Health_News/2017/09/26/Children-suffer-with-TV-video-games-in-the-bedroom/7211506437198/
- Future Ready Schools, a planning and resource hub for personalized, digital learning. "Future Ready Schools helps K-12 public, private, and charter school leaders plan and implement personalized, research-based digital learning strategies so all students can achieve their full potential." http://futureready.org.
- TenMarks writing (there is also math) from Amazon, https://thejournal.com/articles/2017/08/23/amazon-writing-tool-taps-ai-to-help-students-become-better-writers.aspx
- Ready Mathematics, Ready Reading, Ready Writing, Ready Common Core, from Curriculum Associates, https://www.curriculumassociates.com/default.aspx
(4) Equity, Accessibility, and Universal Design for Learning
- Color Coded, a startup searching for a way to increase diversity in the tech industry, http://www.udel.edu/udaily/2017/november/horn-venture-on-color-coded-diversity/
- Girls Who Code at http://www.girlswhocode.com
- End the Digital Divide at http://www.edu-cyberpg.com/teachers/digitaldivide.html
(5)Collaborative Learning
- VoiceThread. Upload, share and discuss documents, presentations, images, audio files and videos. Over 50 different types of media can be used in a VoiceThread. Comment on VoiceThread slides using one of five powerful commenting options: microphone, webcam, text, phone, and audio-file upload. Keep a VoiceThread private, share it with specific people, or open it up to the entire world. https://voicethread.com/
- Edmodo offers a communication, collaboration, and coaching platform to K-12 schools and teachers at https://www.edmodo.com/
- Using social media to disrupt 'Bro Culture', https://www.nytimes.com/2017/08/24/well/family/how-to-help-kids-disrupt-bro-culture.html
- Parent-School Communication, research about what medium parents prefer, https://www.eschoolnews.com/2017/10/05/parents-school-communications/
- Dissing social media, http://www.telegraph.co.uk/news/2017/10/05/backlash-against-social-media-children-would-happy-did-not-exist/
(6) Flipped Classroom
- Flipped learning interview with Sal Kahn, https://www.edsurge.com/news/2017-10-03-why-flipped-learning-is-still-going-strong-10-years-later
- Myths and facts about flipped learning, https://er.educause.edu/articles/2017/9/myths-and-facts-about-flipped-learning
- Are videos good for retention? How do these results align with Mayer’s principles? https://www.edsurge.com/news/2017-10-04-watch-that-hand-why-videos-may-not-be-the-best-medium-for-knowledge-retention
(7) Gaming and Coding
- The Lure of the Labyrinth, http://labyrinth.thinkport.org/www/
- Scratch, http://scratch.mit.edu
- 4-H coding program funded by Google, https://thejournal.com/articles/2017/08/22/google-and-4h-to-establish-coding-program-in-22-states.aspx
- Apple, Everyone Can Code, https://www.apple.com/everyone-can-code/
- Gaming Jam Guide. How can designing games about real world issues teach students empathy, systems thinking, and design thinking? This curriculum guide shares lesson plans and ideas for educators to implement created by experts who lead game jams themed on topics such as climate change, immigration stories and local voices, and future cities. http://press.etc.cmu.edu/index.php/product/game-jam-guide/
- Gaming. A new study cites impressive learning gains and increased classroom engagement when educational games are incorporated into existing instruction. News is at https://www.eschoolnews.com/2017/10/19/educational-games-teachers/. Article is here: Clark, Douglas B.; Tanner-Smith, Emily; Hostetler, Andrew; Fradkin, Aryah; Polikov, Vadim. 2017/05/23. Substantial Integration of Typical Educational Games Into Extended Curricula. Journal of the Learning Sciences. http://www.tandfonline.com/doi/abs/10.1080/10508406.2017.1333431?journalCode=hlns20&
- Hour of Code, http://code.org. Two weeks ago, we announced the first new Hour of Code activities from dozens of partners. Now, we're excited to share a brand new activity from Code.org and Microsoft, Minecraft: Hero’s Journey! Introducing the Minecraft Agent, students write code to instruct the Agent to execute commands and overcome in-game obstacles. Using the Minecraft world they know and love, students of all ages and experience levels can learn how to use loops, debugging, functions, and problem-solving to achieve their goals. If you've used a previous Hour of Code Minecraft activity, this new one provides a perfect way to expand your students' knowledge of computer science. The learning doesn't end there: students can import their code into Minecraft: Education Edition to bring their own creations to life in the real game. And of course, Minecraft Designer and Minecraft Adventurer are always available to play! Played around the world 70 million times, over the last two years students have used the Minecraft tutorials to build new worlds and bring them to life over a single hour. Minecraft transforms world language classroom at https://edtechmagazine.com/k12/article/2017/11/minecraft-can-transform-your-world-language-classroom
- 3D Printing example: Dremel 3D Idea Builder at https://3dprinter.dremel.com/ is used to make 3D goggles at http://smartbrief.com/original/2017/09/get-creative-your-3d-printer
- Food Force, an online game produced by the United Nations to educate users on food aid distribution through the use of online role plays, https://en.wikipedia.org/wiki/Food_Force
- Whyville, a multiplayer game for helping K-12 students understand and enjoy science, https://en.wikipedia.org/wiki/Whyville
- Immune Attack, a game created by the Federation of American Scientists to teach immunology to high school students, https://en.wikipedia.org/wiki/Immune_Attack
- Adobe Creative Cloud advertisement: Many educators say using digital tools to solve problems helps students think about and understand subjects more deeply. Our free eTextbook will help your faculty teach students how to tackle academic work in innovative, digital ways that develop their creativity and critical-thinking skills. Download Adobe Creative Cloud Across the Curriculum: A Guide for Students and Teachers, by Dr. Todd Taylor, professor of English at the University of North Carolina at Chapel Hill. Free e-book https://edex.adobe.com/en/adobeforacademics/cc-across-curriculum
- Financial literacy: college debt. Creators of a free, web-based game called Payback are hoping it can help students better understand college debt. High-school teacher Brian Page says it could be a useful tool; others, such as Laura Levine, with JumpStart Coalition for Personal Financial Literacy, say there may be some teacher reluctance "with the social aspect." The New York Times (9/29/2017) https://www.nytimes.com/2017/09/29/your-money/paying-for-college/payback-college-loans.html
(8) Mobile Learning
- Kahoot!, Duolingo, Quizlet, Rosetta Stone, Nearpod, Padlet, Plickers, EDPuzzle, Socrative, BookCreator, Google Tour Builder
- Picting in the classroom, https://www.edsurge.com/news/2017-11-08-snapchat-instagram-youtube-oh-my-4-tools-for-picting-in-the-classroom, and the SeeSaw digital portfolio app, https://web.seesaw.me/
- Google Expeditions, a free VR app at https://edu.google.com/expeditions/#about
- Mattel’s Aristotle was going to be much more than just a baby monitor, as Mattel's plan was for Aristotle to follow the infant into school and help with homework, thereby serving like a Siri or Echo for kids as described at https://www.bloomberg.com/news/articles/2017-09-29/mattel-nursery-gadget-listens-to-babies-sets-off-privacy-alarms. Eventually Mattel canceled Aristotle, as explained at https://www.nytimes.com/2017/10/05/well/family/mattel-aristotle-privacy.html.
(9) Open Education Resources
- OER. Why has it not taken off in K-12? Despite optimism about the benefits of open educational resources in K-12 schools, OER has not yet overtaken reliance on traditional textbooks. At issue are that teachers lack the time to piece together free online resources and administrators want full-course curricula that align with state standards. http://hechingerreport.org/open-educational-resources-havent-upended-way-k-12-schools-get-course-materials-yet/
- Student view of having technology. https://campustechnology.com/Articles/2017/09/28/Survey-Most-Students-Say-Technology-Boosts-Academic-Success.aspx
- E-textbooks, a multi-year study, https://er.educause.edu/articles/2017/10/exploring-the-use-of-e-textbooks-in-higher-education-a-multiyear-study
- Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning With Technology, available from http://circlcenter.org/resources/community-report/