Tuesday, February 26, 2013

Screenshot of Blog


Article - Assignment #1

Link:  Recommended Article


   This article on Literacy and Identity, written by Bronwyn T.Williams, is a fun and interesting read where the author discusses his views on the change in communication technologies that seems to happen almost daily and the ways it is changing how young people read and write with words and images. His description of a young adolescent girl going about her routine online practices is both entertaining and enlightening. I barely understood half the lingo the girl used while describing her routines! I really appreciated the author's views as he understand the changing times and faces it all in a realistic fashion. He writes, among other interesting things, "...In teaching reading and writing, we have come to accept that literacy is not a standalone set of skills but social practices influenced by context and culture. It is important that we recognize how real and rich the experiences of many young people are in negotiating different identities in different social situations online." He understands what the world, especially the adolescents that we teach, is up to today and , as much as its an adjustment for him (and for all of us!), he realizes the crucial aspect of discussing and utilizing technology in the classroom so we can all keep up with the changing times instead of running from it. I hope you all enjoy!

Thursday, February 21, 2013

Link to Sample Game Scenario/Script

Sample Game Scenario/Script

Hey everyone,
To get a better picture and watch as a slideshow, please download this link.
Thanks,
Gitel

Philosophy on Using Games

At first, I was a bit hesitant about using games because, firstly, I received an education where there wasn't much emphasis on technology and we usually did fine without it. I also thought it would be difficult to incorporate something which usually distracts children from learning properly and can make them lose focus of the lesson at hand if they are busy playing games. Technologies such as various computer softwares that help with presentations and tools such as Smartboard are tools that I completely go for , as I've seen how it helps, but with regards to gaming, I am still unsure about where I stand. Yet I have to say, after reading more about this topic and seeing what other teachers have to say on using games, I am trying to think out of the box and realize that kids will play games , no matter what, so perhaps it would be great to incorporate what they enjoy into the classrooms , making them more enthusiastic about learning. I look forward to learning more about all this myself, as I've never really been into gaming and have a lot to learn.

Gamestar Mechanic



After creating an account on Gamestar Mechanic, I discovered a whole new aspect of gaming that I never thought could come off as educational. I followed the Gamestar Mechanic Edmodo account and saw how teachers viewed gaming as an exciting tool that can be used to enhance their classrooms. One teacher wrote about integrating gaming into the classroom: "...students are definitely developing critical thinking and analytical thinking skills. Since the classes are project based, students are learning how to investigate, plan/design, create based on investigation, evaluate, fail and persevere. Students have recognized their growth and we are hoping that it will transfer to other classes. We also integrate reading using article challenges..."

There were many aspects of Gamestar Mechanic that I found both entertaining and educational. For one, the kids were part of the election goings-on while discovering Romney vs. Obama on Gamestar. There is also the social aspect in class, where a student's social development was on display as programs where 'kids teach kids' were in action , such as by the National STEM Video Game Challenge , where the Global Kids were the teachers and it was proven how it’s possible for kids to be awesome game designers and digital leaders because there is proof right there in their teachers. I'm still figuring out this whole gaming aspect and how it can be incorporated in the classroom, but reading about it and seeing how teachers use it and truly enjoy it along with their students ( I must say, playing the actual games on Gamestar was fun!), makes me more interested and I look forward to learning more about it
.

Monday, February 18, 2013

Assignment #2


  • Game: Whizz Words
  • Goal: To make as many words as possible in two minutes, focusing on one of eight categories. The goal is ultimately to eliminate all eight categories with the highest score possible.
  • Link: http://www.shockwave.com/gamelanding/whizz-wordz.jsp

Lesson: 
  1. Grade:4-5
  2. Standards and Outcomes:                                                                          Students will learn and practice how to spell and gain new vocabulary , all the while focusing on time management and efficiency as well.
  3. Instructional Activities:                                                                              This game allows for students to utilize their vocabulary words and to have fun doing so. The lesson can begin as a regular vocabulary and spelling class. The words that are being taught can be reviewed so students will be prepared for a test for later on. The students can then test their own vocabulary by playing Whizz Words, which will make them use words in all categories, such as three,four,five and six-plus letter words. Once they complete a category, they must go on to the next until all eight are finished. There are different goals to this game and students need various skills to play. Once this fun but educational exercise is over, students can compare and discuss results with their peers. This will allow the students to learn from each other and perhaps further expanse their vocabulary. Once discussion is over, the teacher can go back to the lesson and assess the student's vocabulary and spelling.
  4. Assessment:                                                                                             Firstly, the students' scores from the game can give the teacher some idea of where they are holding. Second, a class discussion , including some individual small-group discussions, will also give the teacher an idea when she hears what the students came up with during the exercise. The teacher can also give a quiz listing the words discussed in class, which will have to be written and defined correctly.
  5. Debriefing:                                                                                      During oral discussion, teachers allow students to reflect on their gaming experience, and share skills and knowledge learned from the gaming process with peers.Students can also write a list of new words used during the game and then they can compare with their peers and gain another learning experience while doing so. This words should also be reviewed in with the class as a whole.
  6. What cognitive skills do this game help to cultivate?:                                  Students need to know how to spell to play this game and they need to have a sufficient vocabulary in order to complete all categories. Time management skills are important to this game as well,as they have to complete each round in under two minutes, so students need to prove adequate spelling, vocabulary, efficiency, and generally have to use their brains  to know which category they will be able to eliminate and they can then proceed to do so. 
  7. What new literacies skills do this game help to cultivate?:                            Using a computer, firstly, to expand a students vocabulary is already using technology as a teaching tool. Students also become literate game players, which means they are able to recognize the game’s rules and generate strategies to meet the goal of the game.

Assignment #1


Game: TwoThree 
http://www.shockwave.com/gamelanding/twothree.jsp

1.  What gaming elements provide users the learning content and how? 


  • Text: The player will have to read some text to understand the instructions. The player will also have to recognize numbers that are heading towards the number-driven shooter.
  • Visual-graphic elements: The game maintains a first-person perspective where the player controls the number-driven shooter and aims numbers towards approaching targets.
  • Audio elements: There are some sound elements, such as a loud sound that allows the player to know that a number has been shot towards a target, but there is a mute option if a player prefers to play without sound.


2.  What is the goal of the game? 
 To test and sharpen the player's quick-fire math skills with a number-driven shooter. 

3.  What are rules of playing this game?
  Shoot 2's and 3's at oncoming numbers. Use your mouse to aim. Each hit will subtract from the oncoming   number.Try to subtract numbers exactly to zero. Get the numbers to zero before they reach you and you're home free, but anything left over will pile up and push your gun to the limit. Game over if this happens.

4.  Does this game have any scenario design?  If yes, is this a fabricated or embedded in curriculum-related content?
The game has no actual embedded scenario, but it's basically combining math skills(cognitive skills), the speed and accuracy of the player(motor skills), and , of course, a fun outlet, to create a game that's simultaneously both entertaining and educational. This will hopefully help promote a learner’s gaming literacy and motivation when used in the classroom.


Tuesday, February 12, 2013

Assignment #2

The ELA teachers I spoke to basically all displayed exemplary cognitive skills, such as the ones mentioned in the presentation, but were definitely not as advanced in their technology skills. To properly integrate technology into their instructional methods, they should , first and foremost, learn about all the tools available to enhance their lessons and ensure that there are actual tools available in their schools. Teachers I have spoken to have told me how as much as they would like to implement technology in their classrooms , yet the lack of availability stops them from doing so. Once the teachers gain the necessary technology skills and proper resources, such as proper software, they can incorporate new literacies, such as blogging, which is great for grouping, in their classrooms. Since the face of technology constantly changes, we all have to keep up so there is  ultimate implementation of new literacies in the classroom.

Assignment #3

The tool I will be implementing in class during ELA instruction is the Screencast-O-Matic (SOM).
  • Grade: 2-3
  • Topic: Literature
  • Standards: Speaking and Listening Standards K–5: Grade 3 : 5) Create engaging audio recordings of stories or poems that demonstrate fluid reading at an understandable pace; add visual displays when appropriate to emphasize or enhance certain facts or details                                                                                                                             
  • Learning outcomes: Know and understand the story assigned to class 
  • Technology needed: Program software on computer and if can't download properly SOM has web-based abilities, uses Java platform
  • Timeline: Software sets up fast, computer should be set up prior to class and a regular class period will do for a lesson using SOM
  • How can it be integrated and implemented in the lessons: SOM supplements instruction and can be used during class time as way to show presentations pertaining to the lesson, in this case, presenting a story with narration that will allow for discussion and analysis while being shown to the class. It is also great for a student who was absent during the lesson and having all the information available for the student through this presentation , which can be emailed directly to him or her, will make it easier for the student to keep up.
  • Assessment:  Students will be assessed based on their understanding and knowledge of the presentation and on how well they learnt what was taught. A quick quiz and oral review and discussion can let the teacher know exactly where they are holding.

The Concept and Importance of New Literacies

     New literacies change regularly as technology opens new possibilities for communication and information. The whole concept of new literacies helps us advance our students and ensuring we all keep up with rapidly changing times.The importance of new literacies involves the idea of preparing students for the new literacies of the Internet and other ICTs that define their future, a responsibility which all educators have. An example of incorporating new literacies is using a search engine online to discover new and helpful information in the classroom. Utilizing all aspects of new literacies is especially important if we want our students to succeed in the 21st century, a goal which is every teacher's priority.

Tuesday, February 5, 2013

Interview with an Langauge Arts Teacher

I interviewed a teacher who teaches the Language Arts in a religious school for girls and she told me that although tools such as the Smartboard and other gadgets may have enhanced her classroom , it took her a while to adjust to these new advancements in technology . At first she felt uncomfortable stepping out of her comfort zone and traditional teaching methods, but after some training and research , she basically has it figured out. She claims she may find it more difficult than other teachers who are younger than her , or as she quotes " from the younger generation", since she has been teaching for many years and has already established her own methods in the classroom.  I guess its a really individual thing when it comes to teachers incorporating technology in their classrooms, as each teacher has his or her own talents and interests and will use various tools that will cater to their individual methods of instruction.

Tools that Assist the Five Essential Elements of ELA Instruction


Research a Technology Tool to Assist with the Five Components:
Reading: The Reading Machine provides links to 36 online games to help you teach and reinforce important reading skills, and to help your students practice and enhance their skills. The games make great "reward time" activities too. http://www.educationworld.com/a_tech/archives/readingmachine.shtml

Writing: Macjournal, which helps with note -taking and written assignments.It serves the purposes of collection, organization and display. Journal entries can be exported to WordPress, Moveable Type, Blogger and LiveJournal blogs (those are built in). Anything that students can 'collect' digitally can be placed in a MacJournal entry.

Speaking and Listening: Screencast-O-Matic (SOM) a device that allows users to record all of the actions on their computer as well as audio commentary and save the recording for sharing or future playback.  Enhancing lessons, providing instruction for absent students and making a class video are only a few of things Screencast-O-Matic can accomplish.

Language: Babelfish, a website that translates any page and is great tool for sending notes home to a family where English isn't the first language. http://world.altavista.com/

Reflections of ELA Instruction

Reflections of ELA Instruction:
The five essential components of  ELA Instruction are all clearly listed and analyzed by the Common Core Curriculum Standards. Yet, there is still the obvious fact that it is up to the teacher to properly incorporate the standards into his or her curriculum to achieve the ultimate academic experience in the classroom. I read in one of the links posted how because the standards are building blocks for successful classrooms, but recognize that teachers, school districts and states need to decide on appropriate curriculum, they intentionally do not offer a reading list. There are examples and ideas listed for all components of the curriculum but all are provided to assist us teachers with instruction in the classroom and help us establish adequate performance levels . I understood the shift in the standards  that incorporate skills related to media use as a way of keeping up with the changing times. Instead of more emphasis on reading materials, media and technology have changed the face of the traditional classroom and have been incorporated in many helpful ways. Even this online course that we are all taking is a clear example of how we use the Internet, technology and social media to complete our degrees. I hope to learn more on this topic so i can properly incorporate and form of technology in my classroom to allow my students to be prepared to face life in the twenty first century.