This is the link for my pixton:
Educational Technology
“If I fail, I try again, and again, and again. If YOU fail, are you going to try again? The human spirit can handle much worse than we realize. It matters HOW you are going to FINISH. Are you going to finish strong?” ― Nick Vujicic
Monday, August 20, 2018
Sunday, August 19, 2018
MODULE 5: Collaboration and Communication Tools
COLLABORATION
TOOL #1: BLENDSPACE
Blendspace is an online tool through the
education curriculum company TES.com. It is a tool that is used for
collecting and bundling information for a multitude of uses. The goal of
Blendspace is to enable teachers to “blend” multimedia seamlessly into the
classroom in an efficient and effective way.
COLLABORATION
TOOL #2: WIKISPACES
Wikis
are simple web pages that groups, friends, and families can edit together.
COMMUNICATION
TOOL #3: BLOGSPOT
A blog (a truncation of the expression
"weblog") is a discussion or informational website published on the
World Wide Web consisting of discrete, often informal diary-style text entries
("posts"). Posts are typically displayed in reverse chronological
order, so that the most recent post appears first, at the top of the web page.
COMMUNICATION
TOOL #4: SKYPE
Skype is a telecommunications application software
product that specializes in providing video chat and voice calls between
computers, tablets, mobile devices, the Xbox One console, and smartwatches via
the Internet and to regular telephones.
LMS
TOOLS & E-PORTFOLIO TOOLS
LMS
TOOLS #1: EDMODO
Edmodo is an educational technology company offering
a communication, collaboration, and coaching platform to K-12 schools and
teachers.
LMS
TOOLS #3: GOOGLE CLASSROOM
Google Classroom is a free web service developed by
Google for schools that aims to simplify creating, distributing and grading
assignments in a paperless way.
E-PORTFOLIO
TOOL #1: GOOGLE SITES
Google Sites is a structured wiki- and Web
page-creation tool offered by Google. The goal of Google Sites is for anyone to
be able to create simple web sites that support collaboration between different
editors.
E-PORTFOLIO
TOOL #2: MICROSOFT ONENOTE
Microsoft OneNote is a computer program for
free-form information gathering and multi-user collaboration. It gathers users'
notes, drawings, screen clippings and audio commentaries.
CREATIVITY
TOOLS
VIDEO
CREATION TOOLS #1: MOOVLY
Moovly is a company that provides a cloud-based
platform (SaaS) that enables users to create and generate multimedia content:
animated videos, video presentations, animated info graphics and any other
video content that includes a mix of animation and motion graphics.
VIDEO
CREATION TOOLS #2: WEVIDEO
WeVideo is a U.S.-headquartered Software as a
Service company that provides a collaborative, web-based video editing platform
which works in any browser.
VIDEO
CREATION TOOLS #3: SCREENCAST-O-MATIC
A screencast is a digital recording of computer
screen output, also known as a video screen capture, often containing audio
narration. Screencasts can be used to explain how to use some software. E.g.
user interaction is recorded and explanations are given by a voice-over made at
recording time or later. A second use of the word "Screencast" refers
to recordings of talks and seminars where slide contents + presenters voice are
recorded.
VIDEO
CREATION TOOLS #4: WINDOWS MOVIE MAKER
Windows Movie Maker is a video editing software by
Microsoft. It is a part of Windows Essentials software suite and offers the ability
to create and edit videos as well as to publish them on OneDrive, Facebook,
Vimeo, YouTube, and Flickr.
VIDEO
CREATION TOOLS #5: JING
Jing is a screencasting computer program launched in
2007 as Jing Project by the TechSmith Corporation. The software takes a picture
or video of the user's computer screen and uploads it to the Web, FTP, computer
or clipboard.
E-COMIC
TOOLS #1: PIXTON
Pixton is a cartoon creation tool that allows its
users to create awesome comics. Pixton has also a growing community that anyone
can access to contribute with their own comics. This tool is very easy to use
and does not require any artistic skills to work on it. Besides the free
individual accounts, Pixton offers a service designed specifically for schools
called Pixton for Schools which is not free. This service enables teachers to
create private rooms for their students in which they can collaboratively
create and share their comics.
ToonDoo is a cool, comic-creating tool from Jambav,
a fun site for kids. Jambav is devoted to creating a unique array of free and
customizable online games of educational value for children of all abilities. ToonDoo
was the happy result of brainstorming session that was aimed at creating a new
way of expression for those who do not have the talent to draw.
INTERACTIVE
PRESENTATION TOOL #1: THINGLINK
ThingLink is a free and user friendly digital tool
that provides users with the ability to turn any image into an interactive
graphic. Create multiple “hot spots” on specific parts of an image and turn
that image into a multimedia launcher.
Include video, record audio or provide a link to any website with the
click of a button. Easily embed an interactive ThingLink graphic into any blog
or website. ThingLink is a truly amazing tool that allows users to pack a lot
of content into a small space.
INTERACTIVE
PRESENTATION TOOLS #2: ISSUU
Issuu is a digital discovery and publishing platform
that enables anyone from independent creators to global brands to distribute,
measure and monetize their digital content. We offer the best digital reading
experience possible and provide you with tools to easily upload, share and sell
beautiful content online.
STORYTELLING
TOOL #1: STORYBIRD
Storybird lets anyone make visual stories in
seconds. We curate artwork from illustrators and animators around the world and
inspire writers of any age to turn those images. Into fresh stories. It's a
simple idea that has attracted millions of writers, readers, and artists to our
platform.
CRITICAL
THINKING TOOLS
CODING
TOOLS #1: SCRATCH
Scratch is a visual programming language and online
community targeted primarily at children. Using Scratch, users can create
online projects and develop them into almost anything by using a simple
block-like interface.
CODING
TOOLS #2: CODE.ORG
Code.org® is a nonprofit dedicated to expanding
access to computer science in schools and increasing participation by women and
underrepresented minorities. Our vision is that every student in every school
has the opportunity to learn computer science, just like biology, chemistry or
algebra.
WORD
GAME #1: PUZZLE MAKING
A jigsaw puzzle is a tiling puzzle that requires the
assembly of often oddly shaped interlocking and tessellating pieces.
Each piece usually has a small part of a picture on it; when complete, a jigsaw
puzzle produces a complete picture. Puzzlemaker is a puzzle generation tool for
teachers, students and parents. Create and print customized word search,
criss-cross, math puzzles, and more-using your own word lists.
NOTE
TAKING TOOL: MINDMEISTER
MindMeister is an online mind mapping tool that lets
you capture, develop and share ideas visually. The mind map format is a great
alternative to linear note taking and can be used during lectures or
presentations, in class, and even while you’re reading a text or are watching a
video.
SURVEY
/ FEEDBACK TOOLS
Google Forms is now a full-featured forms tool
that comes free with your Google account. You can add standard
question types, drag-and-drop questions in the order you like, customize
the form with simple photo or color themes, and gather responses in
Forms or save them to a Google Sheets spreadsheet. Polldaddy is a
website that allows you to create, distribute, and interpret the results of
polls, surveys, quizzes and ratings. Polldaddy is an easy to use assessment
tool that will change the way you teach for the better. Poll Everywhere is a
simple text message voting application that works well for live audiences.
People vote by sending text messages (or using Twitter) to options displayed on‐screen.
The poll that is embedded within the presentation or web page will update in
real time. Advanced uses include texting comments to a presentation, texting questions to a presenter, web voting, and SMS
interactivity in print, radio, and TV.
SURVEY
TOOLS / ASSESSMENT TOOLS
Plickers is a powerfully simple tool that lets
teachers collect real-time formative assessment data without the need for
student devices. Plickers is an assessment tool made by a teacher who was
looking for a quick and simple way to check student understanding. This assessment tool allows teachers to
collect on-the-spot formative assessment data without the need to have students
use devices or paper and pencil. Teachers can use this tool with previous
planning or on the go as needed. This
tool provides teachers with the data needed to inform their instruction. Socrative
is a smart, student response system that empowers teachers to collect data from
their students via smartphones, laptops, and tablets. Student responses are
visually represented for multiple choice, true/false and Short Answer
questions. For pre-planned activities a teacher can view reports online as a
google spreadsheet or as an emailed Excel file.
Kahoot! is a game-based learning platform,
used as educational technology in schools and other educational institutions. Kahoot
can be used to review students' knowledge, for formative assessment, or as a
break from traditional classroom activities. Kahoot also includes trivia games.
Kahoot was designed for social learning, with learners gathered around a common
screen such as an interactive whiteboard, projector or a computer monitor. The
site can also be used through screen-sharing tools such as Skype or Google
Hangouts. The game design is such that the players are required to frequently
look up from their devices. EDpuzzle is a web-based eLearning application
allowing users to select a video and customize it by editing, cropping,
recording their own audio, and adding quiz questions directly to the video
stream. A rubric for assessment, usually in the form of a matrix or grid, is a
tool used to interpret and grade students' work against criteria and standards.
Rubrics are sometimes called "criteria sheets", "grading
schemes", or "scoring guides". Rubrics can be designed for any
content domain.
MODULE 4: Learning Design Models
TPACK
TPACK stands for Technological Pedagogical Content
Knowledge. It is a theory that was developed to explain the set of knowledge
that teachers need to teach their students a subject, teach effectively, and
use technology. There have 3 domains knowledge, which is Content Knowledge (CK) is teachers’
knowledge about the subject matter to be learned or taught. Pedagogical Knowledge (PK) is teachers’
deep knowledge about the processes and practices or methods of teaching and
learning. Technology Knowledge
(TK) is knowledge about certain ways of thinking about, and working with
technology, tools and resources. And working with technology can apply to all
technology tools and resources.
ADDIE
The ADDIE model is the generic process traditionally
used by instructional designers and training developers. The five phases of
ADDIE model, which is Analysis, Design, Development, Implementation, and Evaluation.
It is an Instructional Systems Design (ISD) model. Most of the current
instructional design models are spin-offs or variations of the ADDIE model.
SAMR
The Substitution Augmentation Modification Redefinition
Model offers a method of seeing how computer technology might impact teaching
and learning. It also shows a progression that adopters of educational
technology often follow as they progress through teaching and learning with
technology. Substitution is Computer technology is used to perform the
same task as was done before the use of computers. Augmentation is Computer
Technology offers an effective tool to perform common tasks. Modification is
the first step over the line between enhancing the traditional goings-on of the
classroom and transforming the classroom. Common classroom tasks are being
accomplished through the use of computer technology. Redefintion is the computer
technology allows for new tasks that were previously inconceivable.
The 5E Model
This
model describes a teaching sequence that can be used for entire programs, specific
units and individual lessons. The 5E constructivist learning cycle,
helping students build their own understanding from experiences and new
ideas. The 5Es represent five stages of a sequence for teaching and
learning: Engage, Explore,
Explain, Extend (or Elaborate),
and Evaluate.
ONLINE MODULE #3 Learning Theories
LEARNING THEORIES
CHAPTER
1: THREE LEARNING THEORIES
Behaviourism
is the reinforcement and repetition. Cognitivism is guiding problem solving and
makes our cognitive to critical thinking and creative. Constructivism which is
the each person has a different interpretation and construction of knowledge
process. The learner is not a blank slate (tabula rasa) but brings past
experiences and cultural factors to a situation. Constructivism assumes that
all knowledge is constructed from the learner’s previous knowledge, regardless
of how one is taught. Thus, even listening to a lecture involves active
attempts to construct new knowledge.
CHAPTER 2: BEHAVIOURAL THEORY
Behaviourist psychology is an attempt to model the
study of human behaviour on the methods of the physical sciences, and therefore
concentrates attention on those aspects of behaviour that are capable of direct
observation and measurement. Nevertheless behaviourists have demonstrated in
labs that it is possible to reinforce through reward or punishment the
association between any particular stimulus or event and a particular
behavioural response.
CHAPTER 3: COGNITIVIST THEORY
Humans have the ability for conscious thought,
decision-making, emotions, and the ability to express ideas through social
discourse, all of which may be highly significant for learning. Cognitivists
therefore have focused on identifying mental processes – internal and
conscious representations of the world – that they consider are essential for
human learning. Cognitive approaches to learning, with a focus on
comprehension, abstraction, analysis, synthesis, generalization, evaluation,
decision-making and creative thinking, seem to fit much better
with higher education than behaviourism.
CHAPTER 4: CONSTRUCTIVIST THEORY
Constructivism, on the
other hand, is led by the ideas of Jean Piaget and his theories of the four
childhood stages of development. The theories of Constructivism are
founded on the belief that “the child, at first directly assimilating the
external environment to his own activity, later, in order to extend this
assimilation, forms an increasing number of schemata which are both more mobile
and better able to intercoordinate” (Piaget, 1955). Led by Piaget’s
theory, Constructivists that currently practice education believe more in
learning by doing. If a child is able to experiment for himself, the
learning will be more profound.
THE MODELS OF LEARNING
THE SOCIAL FAMILY
Social interaction: This
group of methods aims at building learning communities and purports to develop
productive ways of interacting in a democratic setting. These models also
emphasize that human learning occurs in social settings and through modeled
behaviors and social exchanges. The Schaftel’s Role Playing Model is one of the
more popular models in this group. Donald Oliver’s The Jurisprudence Model also
exemplifies a form of social learning.
Examples:
·
Partners in learning
·
Group investigation
·
Role playing
·
Jurisprudential inquiry
THE INFORMATION PROCESSING FAMILY
Information processing: This is the largest grouping of approaches
aimed at emphasizing ways of learning specific information and of acquiring and
organizing data, solving problems, and developing concepts and language. As the
categorical title obviously implies, models confined to this category deal with
intellectual development, powers of reasoning and logic, aiding students in
organizing and retaining information, and in enhancing their metacognitive
functions. Primary examples designate in this area of might be David
Ausubel’s Advanced Organizers, or Jerome Bruner’s Concept
Attainment models.
Example :
- Inductive
thinking
- Mnemonics
- Advanced
organisers
- Scientific
inquiry
- Inquiry
training
- Picture
word inductive model
THE BEHAVIOURAL SYSTEM FAMILY
Behavioral: Behavioral techniques are amenable to highly structured outcomes that
concentrate on observable objectives such as learning to read, physical skills,
behavioral and emotional adaptations and restructuring. These models are highly
structured with finite goals toward specific pre-determined ends. B. F. Skinner
is one of the more well know developers of behavioral techniques like his Operant
Conditioning.
Example :
- Simulation
- Social
learning
- Direct
instruction
- Mastery
learning
- Learning
self-control
- Training
skills & concept development
THE PERSONAL FAMILY
Personal source (aka Personalist): This group of approaches acknowledges the
uniqueness of each learner. Methods in this category foster the importance of
individuals in creating, directing, and structuring personal meaning. Also
models in this area are often targeted to foster things like self-esteem,
self-efficacy, emotional and personal understanding and acceptance. Carl
Roger’sNon-directive Teaching Model would be a good example for
this group.
Example :
- Non-directive
teaching/learning
- Enhancing
self-learning
- Classroom
meeting
- Synectics
- Awareness
trainings
MODULE #2 (BED) : CLASSROOM TECHNOLOGY TOOLS & TRENDS
1: 21ST
C TOOL: INTERACTIVE WHITEBOARD
With 3D tool
we have to access to hundreds of thousands 3D content. For example, the 3D
image can pull tight into notebook software. The different handles allow
students and teacher to manipulate that 3D content making for really engaging
interactive experience. The text pen we no longer have to run to our keyboard
to insert text into notebook. We have to simply select text pen and write the
words and it automatically converts it into text. Teacher can also insert a
geogebra widget and can interact with it naturally.
2: VISUALIZATION
TECHNOLOGIES #1: AUGMENTED REALITY
Augmented
reality functionality only requires a few things. First is a Smartphone with
camera to capture reality. Second is a connection to the internet for receiving
the layer of information. Third is software on the phone to bring it all
together. It also helps to have a phone with GPS and a compass so it knows
which directions that we are facing. Augmented reality also can work with a
camera attached to the computer. We can hold the product in front on the camera
and see a layer of information on the screen that makes reality more
interesting and even fun.
3: VISUALIZATION
TECHNOLOGY #2: VIRTUAL REALITY
Virtual reality (VR)
is an interactive computer-generated experience taking place within a simulated
environment, that incorporates mainly auditory and visual, but also other types
of sensory feedback like haptic. This immersive environment can be similar to
the real world or it can be fantastical, creating an experience that is not
possible in ordinary physical reality. Augmented
reality systems may also be considered a form of
VR that layers virtual information over a live camera feed into a headset or
through a Smartphone or tablet device giving the user the ability to view
three-dimensional images. A person using virtual reality equipment is able to
"look around" the artificial world, move around in it, and interact
with virtual features or items. The effect is commonly created by VR
headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created
through specially designed rooms with multiple large screens.
4: DIGITAL STRATEGIES #3: MAKERSPACE
Maker space is about
exploring and discovering new ideas, creating, and building. It’s about trying
something new. When we fail, we will try again to make it success. Most of all
it’s about to finding our passions. When we success we will share to other
people. Culturally, makerspaces, both inside and outside of schools, are
associated with collaboration and the free flow of ideas. In schools, maker
education stresses the importance of learner-driven experience,
interdisciplinary learning, peer-to-peer teaching, iteration, and the notion of
"failing forward", or the idea that mistake-based learning is crucial
to the learning
process and eventual success of a project.
5: DIGITAL
STRATEGIES #2: BYOD
BYOD (bring your own device) on this world that more modern with
technologies, so many student have their own device. So that, the children will
bring them device to classroom for them learning and teacher teaching in the
classroom. BYOD provide access content, that is current, relevant, and often
more engaging and interactive. BYOD also encourage new ways to create and share
work and ideas with other.
6: INTERNET
TECHNOLOGY: CLOUD COMPUTING
Cloud computing is an
information technology paradigm that enables ubiquitous access to shared pools
of configurable system resources and higher-level services that can be rapidly
provisioned with minimal management effort, often over the Internet. Cloud
computing also is internet based storage service. This ways, we have to upload
our files, content to cloud computing. When we lose the files from computer, we
are able to download it back. We also can upload and download our files,
content from different device, such as tablet, computer, Smartphone.
7: 21ST
C TREND: CODING AS NEW LITERACY
Children from a very
young age are learning to code and participate in online programming
competitions. This was one of the objectives of the python programming session,
to expose young children to basic concepts in programming and have them apply
this skill to solve a real-world challenge, students were tasked with
completing one of three projects consisting of writing software for a travel
agency, software for currency exchange house and software for a quiz
show. By doing this code for the new literacy, people will enjoy to make a
scratch such as the mother day card, gamming, website and apps.
8: 21ST
C TREND: MOOC - MASSIVE OPEN ONLINE COURSES
MOOC is the
way to connect and collaborations while developing digital skills. It’s a way
to engaging in the learning process that engages what it mean to be a student. The
MOOC also is the way build for a world where information is everywhere. MOOC also
is the way the student can find the information about their courses. Such as
library, internet, book.
9: 21ST
C TREND: OER - OPEN EDUCATIONAL RESOURCES
Open
educational resources are teaching and learning materials that are freely
available online for everyone to use, whether we a instructor, student or self
learner. For example, course module, syllabus, lectures, homework, assignment,
quizzes, lab and classroom activities and many resources contained in digital
media collections from around the world.
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