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Transcript Document 7385489

Web 2.0 Presentation
Contributors
Tiffany Smith
Julie Puckett
Crystal Joyce
Mindy Farrelly
Becky McCarson
Melanie Cook
Knowledge Constructions Tools
• Knowledge construction tools provide the
opportunity for the learner to produce
something sharable and, in the process, to
develop understanding and mastery of the
concepts being learned.
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Hypermedia
Word Processing
Digital Storytelling (Tiffany)
Wikis (Julie)
Semantic Organization Tools
• These tools help learners organize, compare, and
contrast information and ideas in a way that new
understandings can be developed and/or
knowledge can be more readily understood.
• Databases
• Concept Mapping Software
An example:
http://www.lesn.appstate.edu/edtech/riedl/integrate/mkdec/actone.html
Interpretation Tools
• These mindtools support the finding and
interpreting of information. The information can
come from many sources (books, video, audio, the
Internet, etc.).
• Intentional Information Searching
(Hand Held Computers - Crystal)
• Social Navigation
• Search Engines
• Intelligent Agents
• Visualization
Conversation Tools
• Learning is a social as well as individual activity. We learn as
we interact with our world and the ideas that others have of
the world. Historically, schools have limited the social context
in which the learner operates to a classroom and, perhaps,
some field trips. But the Internet and the communication
tools of the Internet can increase the opportunities for
learners to interact with others, be they other learners or
experts.
•
Synchronous Conferencing – interaction in real time
Chat
Video Conferencing
Multi-User Domains (Active World – Mindy)
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Asynchronous Conferencing – interaction that occurs over time
Email
Bulletin Boards
Web-based Discussion Boards
Blogs (Becky)
Dynamic Modeling Tools
• This type of mindtool is great for engaging
students in if/then learning activities. The
students may be given a set of facts or a
situation and, using a mindtool, explore the
results if a certain set of actions occurs.
• Spreadsheets
• Simulations (Gaming - Melanie)
Digital Story Telling
Digital Storytelling is the art of using
images, audio, special effects and
sometimes video to tell a story that can
greatly enhances the study of a particular
classroom topic. It allows students to
express what they have learned about a
topic in an innovative and creative way.
Tools to use
• Photostory 3 – A free download. You can find this
in the S Mart in the appedtech world. There are also
tutorials available for Photostory 3 through the
Atomic Learning website. (you will need your banner
ID number to access these tutorials.)
• Windows Movie Maker – comes on PCs.
• iMovie - comes on Apple computers.
Seven Elements of Digital Stories
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Point of View
A Dramatic Question
Emotional Content
The Gift of Your Voice
The Power of the Soundtrack
Economy
Pacing
Educational Use
• Engages students and teachers
• Students become producers rather than
consumers
• Motivation
• A meaningful way to integrate technology into
the curriculum
A Wiki is software that allows you to organize the content of a
website by…
Creating
Editing
Linking
It is like an on-line database.
From Wikipedia, the free encyclopedia
Wikis In Plain English
 Category: Collaboration, Communication and
Community
 Are free
 Are easy
 Can run on older computers
 Can run on a slower internet
WikiSpaces
PBWikis
Vicky Davis: Educational Uses For Wikis
Synchronous - the transfer of information without
a delay in “real time.” For example; distance
education transmitted through audio or video
transmitted “live” by T.V., internet or radio.
Asynchronous – the transfer of archived or stored
materials. For example; e-mail, faxes, web pages,
video…wikis.
The Project Place
http://coe.sdsu.edu/eet/articles/synchasynchtech/index.htm
Vicky Davis--Five Uses for Wikis in a Classroom:
1. Lesson Summaries
2. Collaboration of Notes
3. Concept Introduction and Exploratory
Projects
4. Dissemination of Important Classroom
Learning Beyond the Classroom
5. Individual Assessment Projects
http://educationalwikis.wikispaces.com/Classroom+Wikis?responseToken=131e65dfe8e55
4a5e0bdeb4b5c5ccf5f
 How might a wiki be incorporated
into a lesson to differentiate
instructions?
 How might a wiki be used for
interdisciplinary activities or
projects?
 The more connections we can make
within our disciplines, the easier it is
for our students to see how they
relate to each other, and the possible
applications. How could a wiki help
them to generalize and apply those
connections in a meaningful way?
 We live in a rapidly expanding global
society. How might a wiki be used to
“expand” the schools walls to create
a more global classroom?
Why should handheld computers
be used in the classroom?
Based on a study by SRI in 2002 of 100
classrooms that used handheld computers,
the following results were announced:
•
89% said they found the handhelds to be an effective instructional tool for teachers
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93% said they believe that handhelds can have a positive impact on students’ learning
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95% said their students were comfortable using the handhelds
Benefits of Handheld Computers
Instructional Tool:
Students can:
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Make a spreadsheet
Draw a picture
Form, visualize and solve equations
Keep track of class schedules
Record observations
Read an ebook
Graph data
Look up words in a dictionary
-Take notes and write a research paper
-Do research on the internet
-Gather and analyze data
-Create an outline
-Keep a journal
-Practice multiplication tables
-Access the periodic table
-Read about the latest current events
Organizational /Personal Tool:
Teachers can:
-keep your schedule
-track student progress on specific skills
-conduct authentic assessment
-take attendance
-access student information
-take notes
-record and tabulate grades
-classroom inventory
-store and access lesson plans
-use a rubric to access and store student work
-keep an inventory of books and other instructional materials
-keep a list of all your important contacts
-keep emergency procedures and checklist readily accessible
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Real World Tool: this is already widely used as a tool in the real and business world. The use of handheld
computers in the classroom offers the “potential for students to engage in learning activities with authentic
contact, using authentic tools, in communication with an authentic audience”. - Wesley Fryer
Motivational Effects: students like using the handhelds; students are more involved in classroom activities
Convenience: provides at home access to technology; extends learning outside of the classroom; references are
readily available (dictionary, internet, etc.); small size makes it easy to carry around from school to home;
electronic means to turn in homework, papers and research; no more trips to computer lab
One-to-One Ratio: constant and consistent access to handheld computers for every student; greater
independence in learning; facilitates the adapting of instruction to individual student needs.
Communication and Collaboration: allows parents to become more closely involved in the classroom; parents
can view current projects on the handheld computer,; receive and respond to correspondence from a teacher;
facilitates collaboration and sharing of work in the classroom through the use of beaming; students can
compose an email; exchange information with another student; share a downloaded web page with someone;
turn in assignments electronically; transfer a file from their PC for instant access; write an ebook and share it
with others; send and receive an instant message.
Meeting Student Technology Standards and NCLB: the use of technology is included in the national and state
standards of many disciplines; NCLB also has student technology skills expectations.
Simplicity: handheld computers are fairly simple to use, allowing the majority of the instructional time to be
spent on curriculum content and not on software skills.
-part of a presentation by J. Gray and J. Garton of the Willard School District in Kansas City, MO
http://www.youtube.com/watch?v=bCs9RIVwHIQ
The Langley handheld project had this to say:
“The future promises to revolve around more and more sophisticated technology. Information
technology is an essential component of an all-round education-as important today as literacy and
numeracy.”
-from www.sd35.bc.ca/handheld/future.html
How can we use technology to transform teaching and learning
environments in a positive manner while preparing our students
and teachers for the future? Handheld computers are one tool.
There are many more. But the purpose is to challenge educators
to redefine their visions of teaching and learning and then to
share those visions with classroom peers and administrators. Our
time has come to embrace non-traditional tools in which to teach
our students. Let us lead the way.
Resources CitationPage
www.willard.k12.mo.us/co/handheld/research.htm
www.sri.com/news/releases/11-11-02.html
www.wtvi.com/teks/03_04_articles/competing_visions.html
www.willard.k12.mo.us/co/tech/handheld/activit.htm
www.youtube.com/watch?v=bCs9RIVwHIQ
Images provided by:
www.navcom.org.nz
www.edutopia.org
www.kpbs.org
Virtual Worlds
Why should educators be familiar
with and understand virtual worlds?
What is a virtual world?
A virtual world is a computer-based simulated environment intended for its users to
inhabit and interact via avatars. These avatars are usually depicted as textual, twodimensional, or three-dimensional graphical representations, although other forms are
possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds
allow for multiple users.
From Wikipedia, the free encyclopedia
How do they work?
The computer accesses a computer-simulated world and presents perceptual stimuli
to the user, who in turn can manipulate elements of the modeled world and thus
experiences telepresence to a certain degree.[3] Such modeled worlds may appear
similar to the real world or instead depict fantasy worlds. The model world may
simulate rules based on the real world or some hybrid fantasy world. Example rules
are gravity, topography, locomotion, real-time actions, and communication.
Communication between users has ranged from text, graphical icons, visual gesture,
sound, and rarely, forms using touch and balance senses.
From Wikipedia, the free encyclopedia
What else should you know?
Massively multiplayer online games commonly depict a world similar to the real
world, with real world rules and real-time actions, and communication.
Communication is usually textual, with real-time voice communication using VOIP
(Voice-over-Internet protocol) also possible.[clarify]
Virtual worlds are not limited to games but, depending on the degree of
immediacy presented, can encompass computer conferencing and text based
chatrooms.[4]
From Wikipedia, the free encyclopedia
http://www.youtube.com/watch?v=wMOqI3hH9Gs&NR=1
Virtual Worlds for Children
http://www.nick.com/nicktropolis/game/index.jhtml
http://www.clubpenguin.com/
http://www.whyville.net/smmk/nice
ages 6-14
ages 6-14
ages 10-16
http://www.mobile-kids.net/mokitown_prehome/home_en.jsp
ages 8-12
A Virtual World to help you…
http://rooms.3b.net/mindyg/web20tools.bbb
Chose the menu at the top to select the specific wall
you would like to look at. Click “Go by taxi” and you
will automatically run to your exact location.
A map to help you find what you are looking
for…
Hand-held
computers
Virtual Worlds
Social networking and
social bookmarking
Wikis
Blogs and Podcasts
Web 2.0
Gaming
To Blog or Not to Blog
Why use Blogs in education?
What is a Blog?
A blog (an abridgement of the term web log) is a website with regular entries
of commentary, descriptions of events, or other material such as graphics or
video. Blog can also be used as a verb, meaning to maintain or add content to
a blog. *
Many blogs provide commentary or news on a particular subject; others
function as more of a personal online diaries. The ability for readers to leave
comments in an interactive format is an important part of many blogs. A
typical blog may include text, images, and links to other blogs, web pages,
and other media related to its topic.*
*Wikipedia, the free encyclopedia
Blogs in Education
The use of blogs in instructional
settings is limited only by your
imagination.
Options for instructors using blogs
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Content related blog
Networking and personal knowledge sharing
Instructional tips for students
Course announcements and readings
Annotated links
Knowledge management*
*Blogs in Education
http://awd.cl.uh.edu/blog/
Blogs in the Classroom
The use of blogs by students in an instructional
setting will set their minds free to explore and reflect.
Options for students using blogs in your
courses
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Reflective or writing journals
Knowledge management
Assignment submission and review
Dialogue for groupwork
E-portfolios
Share course-related resources*
*Blogs in Education
http://www.teachertube.com/view_video.php?viewkey=be6ec9
b852b0a542e2f3&page=2&viewtype=&category=
A Blog is a diary/journal and much more
Most blogs are primarily textual, although some focus on art (artlog),
photographs (photoblog), sketchblog, videos (vlog), music (MP3 blog, audio
(podcasting) are pat of a wider network of social media. Micro-blogging is
another type of blogging which consists of blogs with very short posts. As of
December 2007, blog search engine Technorati was tracking more than 112
million blogs. *
Some common blog sites students already use:
YouTube, MySpace, FaceBook, and Live Journal for
fun, for information, and for social networking.
A Blog in plain English by Common
Craft
http://www.commoncraft.com/blogs
*Wikipedia, the free encyclopedia
Where do I start?
http://blogshop.blogspot.
com/
www.gaggle.net
Sites of Interest
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The Cool Cat Teacher Blog http://coolcatteacher.blogspot.com/
Vicki A. Davis , noteable edublogger weblog.
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E-Literate http://www.mfeldstein.com/
Michael Feldstein’s weblog about online learning, KM, communities of practice, and
related topic
Weblogg-ed http://weblogg-ed.com/
Will Richardson, Supervisor of Instructional Technology and Communication at a NJ high
school, shares news and commentary about using blogs, RSS, Wiki, and other forms of
internet technology in the K-12 classroom
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Ebistro Technical Training a la carte http://www.ebistro.org/
Blogging……let’s think about it…
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What impact will blogging have on the 21st century student?
How do you think blogging will contribute to 21st century students
position in the community in terms of the global society?
• How could you, as an educator of the 21st student, incorporate
blogging into your
curriculum?
Gaming as an Educational tool
What is Gaming?
• A digital/video game is one that
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Provides visual digital information or substance to one or more players
Takes some input from players
Processes the input according to a set of programmed game rules
Alters the digital information provided to the players
• Gaming is the use of video games that invites participation and
actively encourages social interactions to permeate user experiences.
-Gaming can be used as an educational tool
-And as a tool for collaboration.(Kirriemuir and McFarlane 2006)
Courtney,N.(2007).Library 2.0 and Beyond: innovative Technologies and tomorrows
user.Westport,CT:Libraries
Unlimited
Why use gaming as an
Educational tool?
1.
Students are more likely to
engage in online games than to
interact with the instructor.
2.
Technology is not a novelty but
normal to everyday life.
3.
Curriculum can be taught and
reinforced through a learning
environment that engages
students in the “active” process of
learning.
4.
Will empower students to
become self-directed learners.
• http://www.fractionbars.co
m/InteractiveGames.html
Why use Gaming as a tool
for collaboration?
1.
Gaming supports social networks
and environments that support
learning and goal achievement.
2.
Students willingly share content
knowledge, their own views and
resources.
3.
Allows students the opportunity
to use their skills to help others.
4.
Gaming in the form of virtual
worlds allow teachers, Media
specialist and other members of
the faculty to collaborate and
build a strong curricular
program.
Citation Page
• http://connect.educause.edu/LIBRARY/EDUCAUSE+Quarterly/seriousGam
esIncorporating/