Sunday, September 18, 2016

PLO-4 Apply research to support learning in a technology enhanced environment. PLO-5 Exemplify ethnical practice of technology usage.


PLO-4 Apply research to support learning in a technology enhanced environment.

PLO-5   Exemplify ethnical practice of technology usage.

 

Research is essential in designing of instructions when it is to help educate our children. Research can pave the ways to implement learning theories, collecting data on using the results and to deliver better instructional design. Research provides data that will support education in this society that is surrounded by technology. It helps educators to know what technology works for a particular project. Technologies have the ways of teaching and learning.

It also has changed how academic instructions are delivered. When using technology tools in an education setting. There are always concerns about how teachers should approach technology in an ethnical manner. Considering ethnical practices when using copyrights material found on the web and using of privacy is very important. Teachers and students need to learn about using people material and not taking the credit for themselves.

To redesign this assignment to line up with the two PLOs I had to choose a topic or activity. The topic or activity had to be where I could use research on technology in educating. It also had to be about ethnical practices. The assignment that I chose to redesign is from EDU 649. This activity is surrounded by math skills and online education.

 To redesign this activity I decided to do an action research with my three math classes. This action research is on how online math games or traditional math learning can better advance my students learning in their math skills. Can online educational games advance my students math skills? This is the action research question.  Research has shown that our students are failing behind other counties in math and reading (Volsky. 2013).

  Game-based learning can motivate students to learning in a fun way. Instructor will develop the activities using the games to help circumvent major problems plaguing classroom by pacing students in a frame of mind that is conducive to learning rather than worrying about how smart they are ( NYU, 2013). Instructor has three math classes will be divided into two groups. One group will use online games to enhance math skills and the group will do math in the traditional of using paper pencil and calculator. Instructor will instruct the group that will be using online to use http://math-playground.net/, http://www.sheppardsoftware.com/math.htm and http://www.sheppardsoftware.com/math.htm.

Students will have a choice of using all or two of the games. Instructor will present the instruction about the action research to get the parents’ consent to allow their children to participate in the action research project. A game need to have two players, but with online games only you and the computer. When learning using games students move from one level to another. This action research will be done with my middle school students.

Instructor directs their instructions for this action research to their students by the use of PowerPoint and Jing. This project will be done for three weeks. Assignment will be presented to the traditional groups by the use of print out from the websites. Constructivism is the belief that we construct our knowledge of our world from our perception and experiences (Dabbage, 2006). Each one of the online games provides printable worksheets so that each will be working on the same activities.

 One group uses the computers to do the activity. The other group use paper and pencils. After the three weeks is up instructor will develop a summative assessment test for the three classes. The results are what will be used to determine where the online games or the traditional way improved student’s math skills. For the students who are struggling. With some of the problems teacher will use the whiteboard to demonstrate the problems. Each of website provides educating activities for different ages and grades.

Challenges

The challenges that I encounter doing this redesign is to not to forget about the use of ethnical practices in this assignment. Teaching students to respect other materials when doing research using technology was a challenge. To overcome this challenge I use online games. When educators use games to teach students they are not not copyright. Most of the games are free to use and cannot be copy. They can be downloaded to your chosen technology device. The prints out worksheets are for the use of the games. The companies give copyright to use as desired.

 

 

 

 

References

Dabbagh, N. (2006). Instructional design knowledge base. Retrieved from 

http://cehdclass.gmu.edu/ndabbagh/Resources/IDKB/models_theories.htm

 

NYU.edu, (2013). Educational Video Games Can Boost Motivation to Learn, NYU, CUNY Study Shows. Rettrieve from:  

http://www.nyu.edu/about/news-publications/news/2013/november/educational-video-games-can-boost-motivation-to-learn-nyu-cuny-study-shows-.html

 

Volsky, I., (2013). American Students Fall Behind International Peers In Math, Science, And Reading.Retrieve from:

http://thinkprogress.org/education/2013/12/03/3011071/pisa-rankings/

 

 

 

 

 

 

 

 

Original assignment

Learning Activities

Mary Scott

EDU 649 Technologies for Teaching & Learning

Instructor: Sandra Calderon

May 30, 2016

 


 

Learning Activities

Students will watch a video about shopping, saving and the using math. They have prior knowledge about adding and subtracting. They have moved away from the use of adding and subtracting with fingers and objects. In cooperative learning activities students learn to depend on each other in their learning tasks (Colorin Colorado, 2015). When students work together to achieve learning goals they support each other. This is a learning community.

Learning games make students become critical thinkers. The students will have fun as they are been taught (Romano, 2009). The learning activity that I have designed is “Our Local Shopping Center.” This game is to enhance student’s math skills with adding and subtracting. This learning activity is for K-3 grade. The learning activities are: Students will be able use shopping skill. Students will be able subtract and add with money. Students will walk away able to apply to their everyday lives.

 The class will create the shopping center. They choose what items will be in the shopping center. There will be a total of five groups. Each group consist five students. Each group will be given $25.00. With this $25.00 they are to purchase as a group each time they go to the check off counter. Here they will do the self-checkout. They will use a play cash register with play money in this game.

They will add and subtract as a group. They are to save $5.00 of the $25.00. This $5.00 will be added back by each group. Teaching students skills and learning that will benefit students in the future. Each group has the same task and each student have a specific role (Voltz, 2010). One member had to decide what to purchase. Another may have to check the prices. One may decide how the group can save the $5.00, etc.

The group as a whole will total up the $5.00’s when each group completes the shopping as they save the $5.00’s. They can log on the computers and go to the website http://www.sheppardsoftware.com/math.htm to advance their learning. When students need help the teacher is there using the whiteboard to demonstrate or to explain a problem that students are having with adding or subtracting. The first group to answer to answer all questions correctly will win. It is not all about win, but students achieving a learning goal. My learning activity contains a combination of three instructional methods.

They are discovery, discussion and game. With classroom and group discussions students are motivated.  Discussion help students retain knowledge and develop problem solving skills (DePaul University, 2016). Their classroom discussion will be done face-to-face. It also helps to develop social skills. This method helps students to achieve their learning goal (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011). Discussions allow students to address their different beliefs and opinions.

 It provides teachers with feedback and foster collaborative and cooperative learning. With instructional games students will follow prescribed rules as they reach their learning goal. Instructional games require students to solve problems and mastery the learning activity (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011). Students need clearly understanding of the game. Teachers do not need to add group’s scores. The game is to provide opportunities for students learn the content and to have fun. Teacher can ask questions about the games, like which the difficult questions, did you struggle as a group or as an individual to assess (Marzano, 2010).

 Discovery was another method that is used in the game. Through this method students are encouraged to find the right questions and answers for themselves in the groups. Teacher will arrange the learning environment, why allowing the opportunities to discover (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011). In each question students should be encourage to use clues to lead the other students to find the answers to the questions. Students need to use deep understanding of the content of the game. Students mostly everyday goes shopping with their parents for items.

They have some experiences about shopping. Adding and subtracting is very important in our society today. Math is a subject that our students in the United States are falling behind in (Volsky, 2013). We as teachers need to discover ways to enhance student’s math skills. Students should their prior knowledge of shopping and purchasing. This learning activity will assess students at the end of every level.

To achieve the evaluation of instructional method selections I first made a list of the meaning of the instructional methods. I did this to compare with the methods selection checklist. During the process of evaluating the instructional method I found demonstration and cooperative learning scored higher. With the checklist my learning activity is done by demonstration and cooperative learning. Cooperative learning provide students with social skills and group processing learning. Demonstration allows students to see and hear their learning.

I also allow students to learn on their own (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011). The technologies that are being used in this learning activity are computer, video and online learning games. The use of the computer in any technology environment is very important. It allows you to explore the universal with any connection of the internet. The computer will be used for playing the video and the games. The reason that I selection a video for this learning activity is to give students some visual learning.

Videos give students a hearing and seeing opportunity to learn. Many students learn best by seeing and hearing together. Some need hand-on-hands learning. Videos can be played at anytime and anywhere. This can allow students to learn at their own pace. Students can view a real or lifelike example of the procedure of the activities of shopping, saving, adding and subtracting (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011). Online games can help to improve the student’s computer skills.

With these games the students can solve problem and use their strategic or critical thinking. Children learn when the learning is fun. With game learning, learning will become personal. Both of the online games start at a beginning level and students can work their way up to the mastery level. I chose the games because they challenge the students. Students are competing against themselves (Newby, Stepich, Lehman,  Russell, & Ottenbreit-Leftwich, 2011).

At the beginning of the activity teacher will introduce the activity through the use of the video. It will present the expectations of the activity. The method demonstration will be symbolized in the video. Through the use of the online games discovery is embed. Students will discover new skills of adding and subtracting. Game is represented through the online game. Students are learning why they are having fun.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

References

 

Colorin Colorado, (2015). Cooperative Learning Strategies. Retrieve from:

http://www.colorincolorado.org/article/cooperative-learning-strategies

 

DePaul University, (2016). Discussions. Retrieve from:

http://resources.depaul.edu/teaching-commons/teaching-guides/instructional-methods/Pages/discussions.aspx

 

Marzano, R., (2010). The Art and Science of Teaching / Using Games to Enhance Student Achievement. Retrieve from:

http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-Games-to-Enhance-Student-Achievement.aspx

 

Newby, T. J., Stepich, D. A., Lehman, J. D., Russell, J. D., & Ottenbreit-Leftwich, A. (2011).     Educational technology for teaching and learning (4th ed.). Boston, MA: Pearson Education, Inc.

 

Romano, L., (2009). 6 Awesome Cooperative Classroom Games. Retrieve from:

http://www.teachhub.com/6-awesome-cooperative-classroom-games

 

Voltz, D., (2010). Connecting Teachers, Students, and Standards. Retrieve from:

http://www.ascd.org/publications/books/109011/chapters/Gathering-and-Using-the-Best-Methods-for-Instruction.aspx

 

Volsky, I., (2013). American Students Fall Behind International Peers In Math, Science, And Reading.Retrieve from:


 

 

 

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