Sunday 5 May 2013

A. Abalde ED 271


Technology Assessment                             May 6, 2013

Rating System 1-5. 5 being the best score!            

                                                           




  • Moodle is a great tool for educators and students. It is one of the leading Learning Management Systems.
  • It keeps you organized whether it deals with keeping track of assignments and grades.
  • Great tool for teachers to use to make lesson plans and inform students on upcoming events.
  • Simple, organized, and easy to use.
  • Rating = 5   

 

  • Firefox is a free, open source browser.
  • It can be used on Windows or Mac.
  • Interface is easy to use.
  • Good antivirus software.
  • Faster compared to other browsers.
  • Rating = 4


 
 
  • Create, share, edit, and store folders, documents, presentations, forms, etc...
  • Free online storage.
  • Online chat or virtual meetings.
  • Most used search engine.
  • Create a blog - Blogger.
  • May take some time to learn but worth learning all the tools it offers.
  • Rating = 5





  • Tool for educators, students, business, or personal use.
  • Online 3 ring binder to help keep your collection of online resources organized.
  • You can create and label tabs and subtabs.
  • Add video and images.
  • Make your binder public or private.
  • Paperless.
  • Basic plan is free.
  • Rating = 5                                                                     




  •   Simple, fast, easy to use.
  • Eyejot is free.
  • Create and send video messages to family and friends or for business purposes.
  • It can be used from any web browser with any web cam.
  • Not compatible with iPad.
  • Rating = 4


                                                                          
                                                                             
                                                                                        
 

  
  • Free plan offers 2 GB of online file storage. Pro and business plans differ in prices.
  • Free download for Windows, Mac, Linux, and Mobile.
  • Access photos, videos, presentations, and other files from anywhere.
  • Keeps your files in sync with your home computer.
  • Does not allow editing on files.
  • Rating = 4







  • Wiggio is completely free.
  • An online tool that makes it easy to work with different groups: family, educators, students, business associates, friends.
  • Do conference calls or hosts virtual meetings.
  • Send texts, email, voice messages.
  • Create to do lists or manage events.
  • Easy to navigate.
  • Rating = 5





  • Free website builder.
  • Offers a variety of free templates with colorful and impressive designs.
  • No adverstisements.
  • Intuitive drag and drop interface.
  • Support and help available.
  • Ease of use and navigation.
  • Rating = 5






* All logos obtained from Google Images.

Tuesday 30 April 2013

Safety Comes First

Safety Comes First

Friday, April 26, 2013

Anyone who uses any type of digital technology should be educated on the safety issues. There are too many occurances where people explore into areas they are not aware of and end up becoming a victim on the internet. Some people get their identity stolen, others get taken advantage of financially, while many become the center of a mean and unfair joke or prank at the same time being harassed or threatened (cyberbullying).

Digital safety should be taught at home as well as in school. Anyone can become a victim; children, parents, students, teachers, etc...

My group and I worked on the topic of cyberbullying. Cyberbullying has become one of the more popular topics in the last decade. Cyberbullying can be defined as, " sending mean messages or threats to a person's email account or cell phone; spreading rumors online or through texts; taking unflattering pictures of someone and spreading them through cell phones and the internet..." (bullyingstatistics.org,2009). It's basically the act of hurting someone through the use of digital technology. Sometimes these hurtful acts can go too far and the person targeted becomes depressed, isolated, emotionally disturbed, and develops a low self esteem, which can drive them into a more serious problem.

The more popular social network sites are usually where most of the cyberbullying activity occurs. Once you become a victim, you can become exposed to thousands of viewers that can add more negative feedback. Cyberbullying can start at school and follow a child once they get home. It's a rippling effect that takes only a few seconds for it to happen. And sometimes, it could be your so called best friend that is the culprit. So be aware of who your true friends are. Anyone who has a social network account should familiarize themselves with the settings and options they feature. Users should also beware of people they don't recognize when they are requesting to add them on their friend list. If you don't know the person, don't add them. You never know what problems lie ahead with this unknown individual.

There are different ways to help prevent cyberbullying at home. At a young age, parents should educate themselves and their children on cyberbullying or any form of bullying. They should be taught the golden rule, " treat others the way you want to be treated." Ross (2009), discusses other methods of prevention, " consider installing filtering and blocking software; keep your computer visible like the living room or kitchen; model the behavior you want to see in your child; talk to your child about on-line activities; keep records of any type of cyberbullying, etc.." One of the most important things to keep in mind if your child happens to be a target or a victim is to stay calm and listen to them. Help them through the moment instead of arguing and finding faults in their on-line behavior. Show your child if there's anyone they should trust, that it's you. Safety and security starts at home and it starts with the parents educating children.


                                                                       References

Bullying Statistics, (2009). Cyber Bullying Statistics. Retrieved April 29, 2013, from website: http://www.bullyingstatistics.org/content/cyber-bullying-statistics.html

Ross, M. (2009).  Cyber Bullying Articles and Facts: Cyber Bullying is Technology Powered. Retrieved from: http://kamaron.org/Cyber-Bullying-Articles-Facts

AZAtornneyGeneral. (2008,May 16). NetsSmartz.org on Cyberbullying. [Video file]. Retrieved from http://www.youtube.com/watch?v=xGKmlTtZnSk

Tuesday 2 April 2013

Changing Lives through Assistive Technology

Wednesday, April 3, 2013

Changing Lives through Assistive Technology


One of the first things a teacher should take in consideration when constructing a lesson plan is the different needs each student has. The teacher needs to feel and understand what his or her student is experiencing. Everyone learns differently. The classroom should be a friendly environment and equipped with ready to use tools and devices for the advantage of those with disabilities. Classroom lessons should be effective, clear, and interesting. Student involvement and participation would be a main focus. Lesson planning would need to be modified if needed, in ways, which can accommodate and create an equal opportunity of learning for the students. Different approaches also needs to be considered if a certain method introduced is not working.  

In the beginning of the video, Assistive Technology: Enabling Dreams, a young college student from the University of Washington named Susanna Sweeney-Martini was interviewed. She states, " Assistive Technology is the major foundation of my life, without it I could not exist as I am today..." (The George Lucas Educational Foundation, 2005). With all the AT around her, being a disabled person with cerebral palsy no longer plays a role in hindering with her learning ability or her mobility. She is able to continue her daily routine in school and social life.

 Significant improvements in technology have been made in the past few decades for individuals with disabilities. Computers have created a path and access for them to probe into a whole, new, unexplored world of new information and technology.With the use of Assistive Technology in classrooms, educators can provide a welcoming atmosphere for diverse learners which can also help create a sense of normalcy and preserve self-esteem. It can provide opportunities for those who could not get involved at one point and a chance at being free.

Everyday students with physical, cognitive, or sensory disabilities face obstacles that seem impossible to hurdle. It can range from simple tasks such as holding a pencil, reading, writing, listening, moving from one place to another, or just being able to express one's self. Computers have created such an impact in our world that what was once impossible is now achievable with AT.

Assistive Technology: Enabling Dreams, featured a variety of tools and instruments that helped in aiding individuals not just with school but with their everyday life. The video presented tools such as speech recognition, wheelchairs, devices that aid in playing musical instruments, and communication with computers through body movements, for example the movement of an eyebrow. It's just remarkable how AT helps students with disabilities do things quicker and easier. It helps them to communicate, socialize, and participate in classroom lessons and activities. It helps them to become more independent.

 In a 2010 MySciNet article, Carpenter mentions, "that a brain-computer interface has helped an individual with Lou Gehrig's disease. This person cannot move, speak, or breathe without a respirator, but he can think just fine. The device uses brain signals generated in the motor cortex to control a computer mouse directly, allowing him to communicate." 

I feel that every school should invest in AT. If our goal for our students is to succeed, then investing on these special instruments can only lead to better things.There should always be a solution to help students improve. Every child deserves a chance to shine...

                                                   
                                                                      References

The George Lucas Educational Foundation. (2005). Assistive-Technology: Enabling Dreams [video file].
     Retrieved from http://www.edutopia.org/assistive-technology-enabling-dreams-video

Carpenter, Siri. (2010). MySciNet An Inclusive Community: Assistive Technologies Enable Discovery.
     Retrieved March 30, 2013, from http://sciencecareers.sciencemag.org/career_magazine/previous_issues/articles/2010_04_02/caredit.a1000033

 The Eye-Com EC7T Assistive Technology Device. (2011, August 14). [Video File]. Retrieved from
     http://www.youtube.com/watch?v=6TF6MRHjZDo










Wednesday 20 March 2013

Fun Learning through Educational Online Games

Wednesday, March 13, 2013

Fun Learning through Educational Online Games

In the process of  our group project which involved selecting an educational online game, creating a rubric, and being able to present it using a presentation tool besides Power Point was a whole new challenge for some of the group members and myself. Some of us were only familiar with using Power Point but that's why we're here taking this course, to expand our knowledge.

Educational online games can be a great tool for teachers to use in classroom instruction. Our group's target was the elementary level from pre-k to 4th grade (ages 4-10). Children at this age range will usually, willingly participate in this type of learning activity especially when it involves computers. It's a great way to grab their attention and at the same time it keeps them interested on whatever topic is being taught. The International Society for Technology in Education mentions in their website, "Technology has forever changed not only what we need to learn, but the way we learn."(2008). This statement is very true. Students in this day and age learn differently and one thing is for sure, students are now using various tools of technology in their learning methods.

The online game our group chose was from a company named Leap Frog, one of the leading designers and creators of technology-based educational products. We chose a game that featured math solving problems such as addition and multiplication. The game looked simple enough for young children to operate and navigate throughout the site. The instructions were clear and easy to comprehend and featured attractive, striking colors but not too loud and without scattered assortments of advertisement surrounding the page.

When it came to the approach of creating the rubric, our group took in consideration what the important ingredients were in making a great online game. So it was decided that the criteria would include different values from; design/layout, interaction, critical thinking skills, goals, and so on. Scoring ranged from 1 to 3, 3 being the best score to obtain.

One of the challenges in this group project was timing. Our members have different schedules, work, school, and families to take care of. Luckily, we had Wiggio to assist us in a couple of our meetings and it kept us in contact and updated with one another when ideas needed to be shared.

I believe that introducing students to educational online games would be of great value especially in my content area, ESL. Although English is a second language for ESL students, the use of computers is a universal exercise for many. The use of these games in my opinion, would be very helpful assisting students in their learning practices. In a 2008 article, Ferlazzo discussed how, in his teaching methods, he uses online video games with his students as a language development activity. Also, educational online games offer a great selection of activities not only in language but also in math, science, history, and other important subjects. Exploring this type of teaching can be very beneficial not only for students but also for the teacher, as she/he can gather more ideas for classroom instruction.



                                                                       References

International Society for Technology in Education. (2008). iste nets: The standards for learning,  
     leading, and teaching in the digital age. Retrieved March 9, 2013, from http://www.iste.org/standards

Ferlazzo, L. (2008). TECH & LEARNING: Ideas and Tools for ED Tech Leaders. Free Online
     Games Develop ESL Students' Language Skills. Retrieved from http://www.techlearning.com/from-the-classroom/0015/free-online-games-develop-esl-students-language-skills/44788