Sunday, August 19, 2018

Pixton by Audrey


This is the link of Audrey's Pixton:




Pixton By Marausri


This is the link for Marausri's Pixton:




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. 

E-COMIC TOOLS #2: TOONDOO
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 onscreen.   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.