There are so many reasons to use technology in everyday life and learning. The samples below reflect my capabilities in using technology to support learning and creativity, creating digital-age learning experiences, and modeling digital age work as a professional. I feel it is always important to consider the larger purpose for everything we do (whether it involves technology or not), and that purpose is reflected in my choices for my work below.
You can also view my showcase organized by course
You can also view my showcase organized by course
Strand: Teachers Facilitate and Inspire Student Learning and Creativity
Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers
- promote, support, and model creative and innovative thinking and inventiveness.
- engage students in exploring real-world issues and solving authentic problems using digital tools and resources.
- promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes.
- model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.
In the digital age, students in different locations can collaborate to create original resources, such as this flash-based website, which my group created to showcase our expertise with abstracting to contribute to a class multimedia project. We sought to challenge the idea of sharing information in a traditional book with this site.
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This website showcases my Dream IT (Instructional Technology) project, which revolutionizes writer's workshop to break through the classroom boundaries into the world beyond.
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This video demonstrates using digital media tools to explore real world phenomena. This is a type of project that can easily be replicated by students of any grade level. With simple media tools and a computer, students can collaborate together to create videos that demonstrate their understanding.
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This video also demonstrates my work as a student as my team explored misconceptions about condensation using digital media tools. Each team member brought back footage for us to watch and sift through to draw conclusions about understanding.
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Strand: Teachers Design and Develop Digital-Age Learning Experiences and Assessments
Teachers design, develop, and evaluate authentic learning experiences and assessment incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the NETS•S. Teachers:
- design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
- develop technology-enriched learning environments that enable all students to pursue their individual curiosities and become active participants in setting their own educational goals, managing their own learning, and assessing their own progress.
- customize and personalize learning activities to address students' diverse learning styles, working strategies, and abilities using digital tools and resources.
- provide students with multiple and varied formative and summative assessments aligned with content and technology standards and use resulting data to inform learning and teaching.
I was part of a group of students that built this wiki (L) to help early elementary teachers find online activities that are UDL friendly. UDL, or Universal Design for Learning, promotes using digital tools to make learning accessible to all students..
In another class, I was part of a group that created this website (R) to link activities that encourage a variety of strategies to help students develop creative and critical thinking. We annotated the resources to help teachers understand their place in a UDL environment.
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This webquest engages students in an exploration of solids and liquids using digital tools such as embedded video and online interactive books, then asks students to synthesize their knowledge also using digital media.
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This analysis of the use of Smartboards (Interactive Whiteboards) argues that while the boards lend themselves to interactivity, the teacher's skill in engaging students is ultimately the most important.
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This independent learning resource changes the model of teaching. Students must answer correctly in order to move on. (.zip file includes powerpoint and supporting files)
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Strand: Teachers Model Digital Age Work and Learning
Teachers exhibit knowledge, skills, and work processes representative of an innovative professional in a global and digital society. Teachers:
- demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
- collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation.
- communicate relevant information and ideas effectively to students, parents, and peers using a variety of digital-age media and formats.
- model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate, and use information resources to support research and learning.
In this math resource for teachers, I demonstrate my own fluency in technology systems and my ability to communicate ideas to peers in digital format. It is organized by strand to make it the easiest to use for my audience - my fellow teachers and I have annotated the resources to help teachers determine which sites will be most useful for themselves in their own classroom.
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This Instructional Dream project takes my webquest, from above, and incorporates it with other curriculum areas to become a solid inquiry unit for the study of Matter. These activities push beyond the typical comfort level to incorporate creativity, communication, and collaboration in the inquiry-based classroom. By sharing it with a widget from issuu.com, I show how a traditional document can be re-thought for the digital age to share with others.
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