Learning Technologies Resources
As noted in the course description, the purpose of this course is to develop a deep understanding of technology integration across the various content areas. Guided by the framework of technological pedagogical content knowledge (TPACK), candidates negotiate the relationships between technology, pedagogy, and content, thereby building an understanding of how technology can support active and constructive learning.
Module 8: Mobile Learning
Readings- Chiong, C., & Shuler, C. (2010). Learning: Is there an app for that? Investigations of young children’s usage and learning with mobile devices and apps. The Joan Ganz Cooney Center at Sesame Workshop. Retrieved from http://www.joanganzcooneycenter.org/wp-content/uploads/2010/10/learningapps_final_110410.pdf
- Squire, K. (2012). Mobile media learning: Ubiquitous computing environments for the mobile generation. In C. Mouza and N. Lavigne (Eds), Emerging Technologies for the Classroom: A Learning Sciences Perspective (pp. 187 204). New York, NY: Springer.
- Cherner, T., Dix, J., & Lee, C. (2014). Cleaning up that mess: A framework for classifying educational apps. Contemporary Issues in Technology and Teacher Education, 14(2), 158-193.
- Hall, L. (2015). I gave my students iPads – Then wished I could take them back. [Web log comment.] Retrieved from https://larrycuban.wordpress.com/2015/12/10/i-gave-my-students-ipads-then-wished-i-could-take-them-back-launa-hall/
- Nearpod, an interactive classroom tool for teachers to engage students with interactive lessons you can create, engage, and assess through mobile devices. You create or download interactive multimedia presentations, share your lesson and control the student's activity in real time, and monitor and measure the results as your students interact and submit responses.
- Kahoot!, a mobile cross-platform environment for creating games that ask multiple choice questions. The games are called "kahoots" that are best played in a group setting, for example, a classroom. Players answer the questions on their own devices, while games are displayed on a shared screen to unite the lesson. According to kahoot.com, this creates a 'campfire moment' encouraging players to look up and celebrate together. Besides creating your own kahoots, you can search among millions of existing games.
- Padlet, a tool for making web pages, inviting collaborators to add content or comment or make edits in real time, and sharing your padlet with classmates, colleagues, friends and family.
- GrandPad, a tablet operating system designed for senior citizens.
- Plickers, a mobile tool that uses cards for the teacher to make quick checks for understanding to know whether your students are understanding big concepts and mastering key skills.
- Duolingo, a cross-platform language learning system based on gamification whereby users earn points for correct answers, race against the clock, and level up. Twenty-two languages are supported.
- Quizlet, a simple quizzing tool for creating study sets consisting of flash cards and interactive diagrams.
- Rosetta Stone, rated "best language learning software" 5 years in a row by PC Magazine, now containg TruACCENT speech recognition software for making your pronunciation sound like a native.
- EDPuzzle, a cross-platform tool that lets you pick a video, add your voice and questions, and track your student's use and understanding.
- Socrative, a classroom app for assessing students with prepared activities or on-the-fly questions to gain insight into student understanding.
- BookCreator, a Chrome and iOS platform for creating and sharing interactive stories, science reports, digital portfolios, instruction manuals, poetry, research journals, about me books, and comic adventures.
- 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.