Tuesday, June 25, 2013

Week 4: Instructional Software



Instructional Software is defined as "A general term for computer programs designed specifically to deliver instruction or assist with the delivery of instruction on a topic."(Roblyer, M.D., Doering, A. H., 2013. p.77). Software tools serve many purposes other than teaching; instructional software packages are developed for the sole purpose of supporting instruction and/or learning. As this style of teaching, or assisting with teaching, developed, it was called computer-assisted instruction and was typically used to tutor. It is quite difficult to categorize the multiple software available for today's classroom. 

For example, a language learning system may have a number of straight drill activities, along with activities that fulfill problem-solving functions. So, do you categorize this as drill and practice or instructional? Gagne', Wager, and Rojas (1981) suggested a way to look at software that can help educators analyze a given product with respect to its instructional functions and design appropriate integration strategies that make use of these functions. Gagne' et al. said that drills, tutorials, and simulations each accomplish a different combination of the Events of Instruction. 

The nine events are guidelines identified by Gagne' that can help teachers arrange optimal conditions for learning for various types of knowledge and skills. By determining which of the events a software package fulfills, educators can determine the teaching role it serves and where it might fit in the instructional practice. Each of these categories will be discussed below.
                      __________________________________________________________


Topic One: Drill and Practice

There are a few criteria to use when choosing a drill and practice piece of software: control over the presentation rate, the program must be able to discriminate between correct and incorrect answers, if a short answer is available, and feedback should be simple and display quickly.


Pros: Although one of the earliest of instructional software, the need has never waned. This software functions provide exercises in which students work example items and receive feedback on their correctness. This type of strategy would work well where repetition and rote memorization are desired. To help them master higher order skills more quickly and easily, students must have what Gagne' (1982) and Bloom (1986) call automaticity, or automatic recall of lower order prerequisite skills.


Cons: These programs vary considerably in the kind of feedback they provide in response to student input. Feedback usually ranges from "OK" to "No, try again" to animated displays or verbal explanations. Many of this type of software simply presents the next item if the student answers correctly, resulting in little feedback.

Classroom Usage: One of the most common uses of drill and practice are the ever reliable flash cards; usually for multiplication, but also for letters, visual representations, or compare/contrast. The trend toward high-stakes testing keeps this type of teaching in the game. Drill and practice programs may be used whenever teachers feel the need for on-paper exercises such as worksheets.

Link for Drill and Practice Activity: SAT preparation, English Language Vocabulary, Etc.

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Topic Two: Tutorial

Tutorial software is an entire instructional sequence on a topic, similar to a teacher's classroom instruction. It is usually expected to be self-contained instructional unit and students should be able to learn the topic without any help or materials. Tutorials are categorized as linear or branching. Linear tutorials are generally defined as "a simple linear tutorial that gives the same instructional sequence of explanation, practice, and feedback to all learners regardless of differences in their performance." (Alessi & Trollip, 2001), and a second category defined as "a more sophisticated, branching tutorial that directs learners along alternate paths depending on how they respond to questions and whether they show mastery of certain parts of the material." (Alessi & Trollip, 2001).

Pros: Since a tutorial includes drill and practice activities, helpful features include the same ones as for drills (immediate feedback, motivation, and time savings) plus the benefit of offering a self-contained, self-placed unit of instruction.

Cons: Some criticize tutorials because they deliver directed instruction rather than allowing students to generate their own knowledge through hands on projects, thus they feel tutorials are trivial uses of computer.
There is a lack of good products available. Tutorials problems become still more difficult because teachers frequently disagree about what should be taught for a given topic, how to teach it most effectively, and in what order to present the learning tasks.

Classroom Usage: There are multiple ways to use tutorials effectively in the classroom. The key is knowing the product. The following are several ways tutorials can assist in several classroom situations; students often need to repeat instruction on a topic after the initial exposure. This arena allows those who may be slower to understand techniques to spend additional time on them. There are alternative learning strategies, which in my opinion is most important, which allow advanced students the opportunity to glean as significant amount of background material prior to meeting with a teacher, and instruction when teachers are unavailable.
This could very well be the best usage of tutorials in a classroom, and is evident on both spectrum's of a true learning environment, where the teacher cannot leave the rest of the class to provide instruction that advanced students need, nor can they stay with rural area schools who cannot justify the cost of hiring a teacher for the few students who could benefit from physics, trigonometry, or other low demand subjects.

Link to website that will assist you in using tutorialsHowto-tutorials

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Topic Three: Simulation

Not to state the obvious, as obvious to one may not be to another, but simulation is "a computerized model of a real or imagined system that is designed to teach how the system works. Unlike drill and practice or tutorial activities, learners using simulations usually must choose tasks to do and the order in which to do them. ( Roblyer, M.D., Doering, A. H., 2013. pg.90). Alessi and Trollip (2001) identify two main types of simulations: those that teach about something and those that teach how to do something. These are further divided into two sub-categories. These sub-categories are based on how users interact with them. There are physical simulations that allow users to manipulate things or processes represented  on the screen. Second, are simulations that speed up or slow down processes that usually happen either so slowly or so quickly that students cannot see the events unfold. Biological simulations, such as those on genetics, are popular since they help students experiment with natural processes. Genetic simulations let students pair animals with given characteristics and see the resulting offspring.

Pros: Any type of research that compares simulations to real activities often qualify the benefits reported as saying that the impact of simulations depend of how and with whom they are used. There are many benefits related to using this type of software. Eskrootchi and Oskrochi (2010) report that, "Simulations do not work on their own; there needs to be some structuring of the students' interactions with the simulation to increase effectiveness" (p. 236). One of the benefits that I have never related to science and the study of any section of "bio" or life can now be covered with simulations. In the event of a number of practical and/or ethical reasons, the dissection of frogs, cats, etc. can be performed without violating a persons beliefs or feelings. To compress several of the other benefits; time can be compressed, processes can be slowed, students must be involved, money and other resources can be saved, repetition with variations can be eliminated, and complex observations of complex processes are possible.

Cons: With that many "pros", its hard to find "cons." But, the text mentions several. Though modern simulation software makes it possible to do simulated labs for topics in biology and chemistry, both the American Chemical Society, and the National Science of Teachers Association, have come out strongly against replacing hands-on, in-class labs with virtual ones, saying that simulations should be used only as supplements to regular labs. The College Board has also indicated that students may not get Advanced Placement course credit for any courses that substitute virtual labs for hands-on labs.
Then there is an issue of accuracy of models. There is also acknowledgment that simulations are in limited use in schools and feel this is because there is a shortage of products that are of high enough quality to be useful for school learning. Lastly, sometimes, simulations are used to teach concepts that could have just as easily be demonstrated on paper or with real objects.

Classroom Usage: When adequate lab materials are not available, simulations may be the best option. Some simulations actually allow users to perform experiments that they could not otherwise manage or that would be too dangerous for students. Simulations in place of or as supplements to role-playing: Many students either refuse to role play in front of a class or get too enthusiastic and disrupt the classroom. It seems to me that simulations take the embarrassment out of the equation, especially if the student has the choice to perform the experiment in life or in simulation. This seems the most realistic to my world; simulated or virtual field trips. Seeing an activity in its real setting can be a valuable experience, especially for young children. Sometimes, desired locations are not within reach of the school, and a simulated experience of all or part of the process is the next best thing. This is a wonderful and inexpensive alternative to introducing and/or repeating a new topic. Lastly, if simulations are used systematic ways that emulate in-class science labs, they can illustrate and provide practice in using scientific methods.

Considering how prevalent this application has been focused toward the field of science, I chose to provide a link that would assist in genetics: Gene study

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Topic Four: Instructional Games

Technology based games/software programs are the industries way of introducing, into education, an attempt to deliver fun and effective learning. Simply defined, " instructional games add game-like rules and/or competition to learning activities."( Roblyer, M.D., Doering, A. H., 2013., p.95). Even though teachers often use this style of software in the same way they use practice and drill or simulation software, games are usually listed as a separate software activity because their instructional connotations to students is slightly different. When students know they will be playing a game, they expect fun and entertaining activity because of the challenge of competition and the potential for winning. Teachers frequently intersperse games with other activities to hold students' attention. This is a perfect example of the generation we are producing that require immediate results, or in this case, delayed results, but results none the less. Choosing software of this kind is relatively thought less; if your format and activities are attractive, you'll maintain your audience. Teachers should examine instructional games carefully for their value as both educational and motivational tools. Lastly, is physical dexterity. Unless the object of the game is to learn physical dexterity, the focus of the game should be learning content-area skills, rather than physical dexterity.

Pros: I don't think I would be including this twenty years ago, but today a classroom without  elements of games and fun would be a dry, barren landscape for students to traverse. In an early review of the effectiveness of software "games" for educational purposes, it was found that games are more interesting than traditional instruction and is both a basis for using them as well as a consistent finding. That seems to be a pretty obvious pro for this area. It was also observed that retention over time favors the use of simulations/games. I think its safe to say that games are one of the more effective measures used in today's classroom.

Cons: First, and foremost, one should consider the learning-versus-fun aspect should be reviewed. Many schools forbid any use of games because they believe games convince students that they are escaping from learning. Critics also feel that winning the game becomes the students' primary focus and that the instructional purpose is lost in the pursuit of this goal. Some teachers have observed that students can become confused about which part of the activity is the game and which is the skill. Although students find many computer games exciting and stimulating, it is sometimes difficult to pinpoint their educational value. Lastly, are classroom barriers. These are put in place without the "gaming" aspect, but it seems that including the concept only increases this barrier. In  a review of research on video games for instruction, six barriers to wide spread classroom implementation were found. These included negative teacher perspectives toward video games, as well as a lack of several characteristics such as art graphics, adequate hardware to run the games, short class periods, and to me, one of the most specific aspects is the lack of alignment toward state standards.

 Classroom Usage: Today's classrooms are inundated with differing game software, as long as the system has the funding. Let's assume every classroom has unlimited funding for each student. These could be used to take advantage of the motivational qualities of games. In place of worksheets and exercises, as with drill and practice software, teachers could use games to helps student acquire automatic recall of prerequisite skills. Like simulations, many instructional games serve as a basis for or introduction to group work. In addition, some games can be played collaboratively over the Internet, as lastly, as a reward; This may be a valid role for instructional software, but teachers should avoid overuse, as the game can lose its motivational value and become an electronic babysitter. In addition, using games as rewards disregards the power of games to be teachable software, limiting them to behaviorist tool. Some schools bar games from classrooms for fear that they overemphasize the need for students to be entertained.

This area is inundated with websites.
the purple print....

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Topic Five: Problem Solving

Now we've come to a type of software that is designed specifically for solving problems. That seems to me to be one of the basic tools necessary in academic success. Problem solving is cognitive processing directed at achieving a goal when the solution is not obvious. This, to me, is the primary question that should be applied towards our educational system as a whole. Though most problem solving literature focuses on skills in solving mathematical problems, research on problem solving covers a wide variety of desired component behaviors. Although there are many opinions about the proper role of instructional software in fostering these abilities, there seem to be two main approaches. "Content-area problem-solving skills; some problem-solving software focuses on teaching content-area skills, primarily math and science. Others, like Alien Rescue developed by the University of Texas (http://www.edb.utexas.edu/alienrescue), are what might be called problem-solving "environments." These complex, multifaceted packages offer a variety of tools that allow students to create solutions to science related problems presented by a scenario. Secondly, is Content-free problem solving skills. Some educators feels that general problem-solving ability can be taught directly by specific instruction and practice in its component strategies and sub-skills."( Roblyer, M.D., Doering, A. H., 2013, p.99).
This type of software is broken down to the basics. It is difficult to separate pros and cons when applying problem-solving software. However, this is how I see and interpret the above:

Pros: The most prevalent "pro" regarding problem-solving software is that there are three different ways to see this product. The first is visualization in mathematics problem solving. One of the items that hinders learners from grasping upper level mathematics is the inability to visualize the problem, or how the problem is stated. All research stated in the text points to "raising the students above the noise level, allowing them to see the problem as a whole."  ( Roblyer, M.D., Doering, A. H., 2013, p.100). Next is improved interest and motivation. It should be a given that when a student can visualize and stay interested in what a problem is asking, the higher the possibility of success becomes. Some educators also feel that students will become more active problem solvers if they experience success in their initial efforts. Lastly, is the prevention of inert knowledge. Making the knowledge and skills more meaningful to students because they illustrate how and where information and its application apply to actual problems assist in holding the attention of the problem solver. This, in my experience, is the most often discussed issue with higher level mathematics. It becomes the "why" in discovering the answer to the problem.

Cons: As we have evolved with regard to software designed to promote learning, the more complex and interactive the software has become. Trying to teach inference issues has been very difficult, especially when related to reading or other content areas. Software claims versus effectiveness is the second draw back regarding this application. Most all catalogs advertising teaching software claims to be the "silver bullet" to problem solving, yet most cannot live up to this claim. There is a lack of raw data that proves this. Mayes (1992) reports on studies that found "teaching sequenced planning to solve problems to high-ability learners could infer with their own effective processing (p.243). This is relative to one of the hardest concepts to overcome; high math anxiety and low visual preference. This would only apply if the software utilizes visual approaches. Lastly, is transfer. The ability to transfer material from one content area to another has little or no actual data to back up this claim.

Classroom Usage: 
There are several integration strategies and guidelines on how to integrate these strategies in the classroom. One is to teach component skills in problem-solving strategies. This includes identifying and following a logical sequence, identifying relevant information to solve problems, not jumping to conclusions too quickly, and remembering relevant information. The second is to provide support in solving problems. This is to scaffold students as they practice solving complex problems. Lastly, is to encourage group problem solving. The tendancy, and most research, lends to the idea that collaboration is key when solving complex problems or issues. Since this is not an area in which I have any experience in teaching, from the reading, I understand that there are clearly defined skills that a teacher must teach. For example, Stokes (1999) recommends that students follow six steps to help the teacher integrate problem-solving software for directed teaching: Identify problem-solving skills or general capabilities, decide on an activity or a series of activities that will help teach the desired skills, examine software to locate materials that closely match the desired results, determining where the software fits into the teaching sequence, demonstrate the software, and build in transfer activities and make students aware of the skills they are using in the chosen software.  ( Roblyer, M.D., Doering, A. H., 2013, p.102).

Click on the link below for more information regarding problem-solving software:

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Topic Six: Integrated Learning Systems

Integrated Learning Systems are, according to the readings thus far, the most powerful and most expensive of investments related to instructional software. These were first introduced in the early 1970's and were delivered using a computer network from a central computer. This, obviously, was prior to the wide access to the World Wide Internet as we know it today. My, how things have changed. Today, the I.L.S.-type capability is provided by offering the curriculum through the Internet rather than through a local network. Each I.L.S. offers a variety of instructional techniques in one place. This is the "mother" of all teaching or instructional software. This provides all of the above software in one central location. This software requires differing levels of training, from the basics to the highest of levels of performance.The core subjects identified are mathematics, critical thinking and problem solving, and applied technological effectiveness.

Pros: Where to start? Apparently, one way to ensure the appropriate use of I.L.S. is to have a careful, well-planned initial review process that involves both teachers and school administrators. Due to the increased emphasis in educational accountability has caused states to set curriculum standards to measure students' progress on them. I'm not sure where to start when it comes to Adequate Yearly Progress, or A.Y.P., but this software is what companies consider the Cadillac of educational software. Since the I.L.S. gives teachers and students a combination of all the software previously discussed, its benefits duplicate the benefits of those functions. In addition to this, I.L.S. networked materials are easy for teachers and students to access and can provide entire curricula from one location. Once and assignment has been given to use I.L.S. activities, its free time for the teachers to help other students who require their personal assistance. The teacher is available to roam from one area of the classroom to another.

Cons: There is one stand-out con relative to Integrated Learning Systems: cost. There were primary concerns of I.L.S.  centers on their expense as compared to their impact on improving learning. Those in favor of the expense feel that the students who experience the most success with I.L.S. are those whose needs are typically most difficult to meet. I would have to agree with this. If teaching at a school where these systems are scheduled and time is limited, getting the help to those who need it most can be very difficult. If the I.L.S. were throughout the school, one can see how beneficial their use can be. With regard to the impact I.L.S. studies show modest gains for schools using I.L.S. These studies were performed from 1990-1997, when the systems were first becoming popular. Since then, using more controlled groups, the results show no significant differences in acheivement between classrooms using these systems and those using traditional materials and methods. Although, this is strictly my opinion, I find that these results are not out of the ordinary. Again, this may come from a background where instructional software was nearly non-existent, I could find little to no difference in the education I received using a chalkboard and chalk and the tens of thousands of dollars we spend on software today. I still remember my multiplication tables from flash cards, but that's another story.

Classroom Usage: 
I would need much more training and technological support to properly utilize an Interactive Learning System, there are many applications I have heard about. There seems to be many applications to a "whiteboard" in today's classroom. Teachers have spoken about "test generators" to create and enter questions, and then they have the program prepare the test. The software produces the tests in a standard layout; eliminating the need for spacing and formatting of the page. That would save quite a bit of money over a school year. Test items are selected randomly from an item pool to crate different versions of the same test. This, I'm certain, would save money. A selection of questions based on criteria; programs usually allow teachers to specify criteria for generating a test. For example, items can be requested in a specific content area, matched to certain objectives, or set up in a certain format, such as short-answer items only. Lastly, are most programs automatically provide an answer key at the time the test is generated. This is, by far, one of the most effective measures of this form of software. I can only imagine.....

For more information about Integrated Learning Systems, simply click on the link below:

Week 3: Article Critique

1.    Provide the complete article title and author: 

The name of the article chosen to critique is a special edition from The Journal of Technology, Learning, and Assessment, titled “Laptops and Fourth-Grade Literacy: Assisting the Jump Over the Fourth-Grade Slump.”(Suhr, K.A., Hernandez, D. A., Grimes, D., Warschauer, M.)
     
2.    State the intended audience. (What is empirical research; how does it help the classroom?)

 Empirical research uses data derived from actual observation or experimentation. With regard to this article, as with most empirical research, the intended audience are educators interested in the effects of one-to-one initiatives. “Some of the most promising research results to date have come from the so-called one-to-one computing initiatives, sometimes known as laptop programs.”(Robler, M.D., Doering, A. H., 2013) These programs are easily explained. Every student, in a given grade, is given a small portable personal computer and the impact on achievement  drop out rate, attendance, and other factors are measured. According to the text, Maine led this effort with a statewide program for middle school students in 2001 after a successful pilot project. After three years, Gulek and Demirtus (2005) reported that middle school students who had used laptops showed significantly higher achievement than their non-laptop cohorts in nearly all measures. As a parent, I too would be interested in the findings of this research. Although our son is entering high school, I remember vividly the struggles he had transitioning into the reading to learn phase of education.                   

3.    What is/are the research question/questions or hypothesis/hypotheses? 

One of the primary research questions was could, if provided, students who experienced the transition from learning to read and reading to learn benefit, with significance, the use of laptop computers and other technologically infused curriculum. The results from both the text and the article conclude that the students can and did increase in two major English Language Arts standards: writing strategies and literary response and analysis. As with most scientific research, their was a lower percentage of success among the socio-ecomonic and non-white majority students. One could contend that this category of students is less likely to have continued access to high-end technology outside of the class room. School districts across the nation are highly vested in the outcome of all research that could potentially tackle and avoid the multiple pit-falls encountered when trying to educate a nation.The question of whether the gains seen are short lived or will last throughout the students’ education is yet to be seen.

4.    Describe the subject (participants) and the procedures (methods) used by the researcher(s)? 

There is a known phenomenon that occurs in students exiting the fourth grade and entering the fifth grade where students are less exposed to sight words and must learn the definition of the new words encountered. Therefore the subject of this research are fourth and fifth grade students. The procedure used by the researchers was to provide all of the students in a given grade small portable laptop computers, then measure any difference in achievement, attendance, drop out rate, English Language and reading skills. Bebell and O’Dwyer (2010) edited a group of articles reporting the results of four other one-to-one initiatives (Bebell & Kay, 2010,  Shapely, Sheehan, Maloney, & Caranikas-Walker, 2010, Suhr, Hernandez, Grimes, & Warschauer, 2010; Weston & Bain, 2010). There reports show that each initiative had an impact on quality predictors, but the amount of impact varied according to extraneous factors such as teacher acceptance and peripherals such as projection systems along with the devices, offered continuing technical support and in-depth professional development.

5.    What were the conclusions of the researchers? 

Overall, schools with one-to-one computing programs had “fewer discipline problems, lower dropout rates, and higher college attendance than schools with a higher ratio of student to computers” (Devaney, 2010). In non-one-to-one comparison schools in the study, sixty nine percent reported that their students’ achievement scores on high-stakes tests were on the rise. Schools with one-to-one computing programs had a slightly higher (70%) increase, but it was eighty-five percent in schools with one-to-one computing programs that “employed certain strategies for success, including electronic formative assessments on a regular basis and frequent collaboration of teachers in professional learning communities”(Devaney, 2010).

6.    Do you agree or disagree with the conclusions? 

From an educators’ standpoint, I have to agree that, if uniformly presented and consistently supported, the conclusion that one-to-one initiatives are successful is agreed. I also see the disparities among the different schools that surround the system where I teach. For example, my school has one computer lab, consisting of twenty-two desktop computers. When resources are limited, the time each student is allowed to spend on the computer must be limited as well. Although, within 30 miles of my school is a small school system with a great deal of communal support. This school has three computer labs, and four mobile computer stations with thirty laptops in each system. They also have enough Kindle electronic books to provide several classes of freshman the opportunity to use them every day. I provide this example to support my position that socio-economic status and community support makes all the difference in the world. Maybe, if my school had the same amount of technological support as the one that is over flowing with computers, there would be an increase in the writing samples of our students. I must also speak of one of the pitfalls I foresee. The students I teach will write the way they speak. It is inevitable that if a student speaks improper English before and after school, they are going to speak improper English and write improper English while they are at school. There is no program that can “teach” proper English. Many teachers say technology’s visual and interactive qualities can direct students’ attention towards learning tasks. If we are engaging our students in the subject, and not so much the visual stimulation, then we should be just as successful as schools with ample technology. As teachers, “withitness” is ingrained into our day to day lives. But, I can tell you with first hand experience, students are crafty when it comes to staying on task and/or concealing that they are viewing a non-educational site just as quickly as you turn your head. Maybe, if I were surrounded in an environment where my students were exposed to technology every day, without fail, for an extended time, I would be more likely to support the views and conclusions reported in this article..
     
7.    What suggestions for further research do the authors suggest? 

As stated above, if research is headed towards the positive impact of one-to-one initiatives, then this technology must be made available for every school, regardless of socio-economic status, or non-white populations. Instead of comparing one group to another within the same school, I suggest more research be focused on one group in one socio-economic status to another group in a higher or lower socio-economic status. I would be interested in the results of a study of that nature.

Summary of how Chapter 1 relates to one-to-one computing:

    As was pointed out in several places above, funding is the first challenge to face when considering one-to-one computing. The distinct economic downturn in 2008 pushed the countries priorities to the forefront. Regardless of your political standpoint, many changes were made in an effort to balance a very skewed budget. Education, as usual, was one of the first to feel the cuts. Technology, regardless of your viewpoint, was one of the more expensive items, thus we were faced with a decision: to fund or not to fund. Advocates of one-to-one computing find themselves faced with the costs due to replacing their aging computer systems. Some are willing to make cuts to keep up the increased costs, while others prefer looking to music, arts, etc. as areas that are just as important to a whole education.

    The No Child Left Behind Act of 2001 placed an enormous amount of pressure on test results. A holistic education went the way of the standardized test scores. Though the Act was modified when the Elementary and Secondary Education Act was reauthorized, the trend for students to pass tests and meet required standards remained. The result is a debate over best practices with technologies. Many citizens approve of the role of traditional, teacher-directed methods  versus student-led, inquiry-based methods. What is proposed, and seems inevitable, is Common Core Standards. This is a set of content standards that would be the same, regardless of what state you live in. Although controversial, the trend toward these standards looks strong.

    With an increasing number of courses being offered, virtual high schools are becoming more and more prevalent. On one hand, students could have increased access to high quality courses and degrees, however, virtual learning is not a one-size-fits-all teaching approach, and as scientific proof reveals, its not a one-size-fits-all learning style. The obvious recognition that technological efficiency is the future, several states are trying to "stay ahead of the game" and have already placed the completion of a distance course as a high school necessity.  


 Click here to view an interesting web-site related to down falls of one-to-one computing.


#ed505uwaray http://t.co/dXMrQO8G51 one-to-one computing

Tuesday, June 11, 2013

Week 2: Today's Digital Citizenship

"Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use."   - Mike Ribble

The word digital citizenship can be broken down into two main words, digital and citizenship. If we look at the work citizenship, then Mike Ribble's quote makes absolute sense. To be a citizen means to have both rights and responsibilities. To be a digital citizen means to have both rights and responsibilities via the internet. 

There are two groups of people that students see the most in their teenage years, their parents and their teachers. It is up to these two groups to prepare students for the responsibilities of being a digital citizen.

According to the text, there are four major areas were improper use of technology can arise. These areas are grouped as either societal, educational, cultural, and legal (Roblyer & Doering, 2013, p.13). Just as students are told what is right and wrong as a legal citizen, students also need to be told what is right and wrong as a digital citizen. In other terms, there is no difference from talking inappropriately or typing inappropriately. 

I have found that visuals tend to help with relaying information to the outside world, so I have conveniently created a zooming powerpoint known as a Prezi. This Prezi can be used by either teachers or parents alike.

Click here for the Prezi presentation on Digital Citizenship.

I have also included a web source on Digital Citizenship.

Click here for a quality web source on Digital Citizenship.

My presentation is a brief overview of the the ways that technology can used justly or unjustly. It mentions how to implement the THINK model for social networking and the consequences for unethical conduct via social networking.

Below is the embedded  version of the Prezi.




List of References:

Roblyer, M.D., & Doering, A. H. (2013). Intergrating educational technology into

teaching. Boston, MA: Pearson Education, Inc.



Week 1: What's My Favorite Technology?

"If we teach today as we taught yesterday, we rob our children of tomorrow."- John Dewey

This quote from John Dewey is simply saying that our students are in the era of technology and we as educators need to teach to their environment. This can be done through the beauty of social networking.

My favorite technology is Twitter. Twitter is a social network that allows people to connect from a variety of places. Twitter is a more simplistic version of Facebook. Twitter's basic function is to post brief messages, or "tweets". These tweets can be collected with the "hash tag" function.

Twitter can be utilized through micro blogging. Micro blogging is a way for students to communicate their thoughts very briefly. Twitter only allows someone to tweet within 140 characters. This can open gates to teaching children how to be precise and concise with their thoughts. Twitter also allows students to learn how to communicate with a diversity of people.

John Dewey was a big believer in students learning through social interactions. According to the text, Dewey learned quickly that students learned was through modeling and observation (Roblyer & Doering, 2013, p. 41). Twitter reinforces this type of "social observation" through the networks of tweets. Students can easily observe how people communicate given a particular situation. Even though the students are not directly facing each other, students still interact as if they were. 

Listed below is an embedded video on how Twitter can be utilized in the classroom along with a web resource:




Click here to view the web resource on Twitter in education.

Here is an example of a tweet from my Twitter page!