Wednesday, October 8, 2008

Journal #5

Christensen, C.M., & Horn, M.B. (2008). Disrupting Class: Student-Centric Education Is the Future. Edutopia, Retrieved October 8, 2008, from http://www.edutopia.org/student-centric-education-technology.

This article starts with a vision of the future: that each student works with a computer program tailored to their own individual needs. That each student is learning the same material but in a way that best suits how they are going to learn. Unfortunately that is not how our schools work today, most schools do have computers now but they are not using them to their full ability. The article then goes on to explain the difference between innovation and disruptive innovation. This program needs to be put into place to transform the classroom onto a path on computer innovation.

Question 1: How will all schools be able to afford the cost of the programs being used?
Different schools have different financial programs. To ensure that students from higher socioeconomic statues receive the same technology programs of those students from the lower socioeconomic statues the government/states need to provide the funding for these programs. Each student should have the right to the same programs no matter what financial statues their schools are in.

Question 2: If the vision of a computer taught lessons comes true what is the use for real life teachers?
The teachers will turn more into facilitators of the computer programs as well as help the students with their individual needs. If one student is having a problem understanding a certain part of the program the teacher would be able to help that one student with their individual problem. It opens up the teacher’s time to focus on helping the students who really need it and just facilitating with the rest.

Journal #4

Villano, M (2008, September). Text unto others... as you would have them text unto you. T.H.E. Journal, Retrieved October 8, 2008, from http://www.thejournal.com/articles/23225

This article is about the common respect for others in the digital world. The idea of having children see their online environment as a type of community and therefore having the same kind of respect for people as you would if you were in person. The article discusses what it takes to create a good digital citizen, which includes having good email etiquette to paying for proprietary content online. The article discusses whose responsibility it is to educate students on proper netiquette, the school, parent or third party. It comes to the conclusion it should be a collaborative effort between all three groups so that the students are fully aware of what actions are appropriate for them to do online.

Question 1: What happens to the students who continually break the rules of being a good digital citizen?
The first time a student breaks any of the rules the teachers use it as an example. Dissect what happened and what should have happened in that particular scenario. If the student keeps ignoring the proper way to act online they should lose their internet privileges at school and their parents should be made fully aware of what is happening, so that student can be more closely monitored at home.

Question 2: How do you keep track of what the students are doing online?
This should be a collective effort between home life and schools. Teachers can work with parents and school administrators to watch what the students are doing and how they are behaving online, making sure they are being respectful of their netiquette. Also the students themselves need to be aware of what their fellow classmates are doing and in a way police each other to follow the rules.

Journal #3

Greenhow, C (2008). Who are today's learners?. Learning & Leading with Technology, Retrieved October 8, 2008, from http://www.iste.org/AM/Template.cfm?Section=September_October_No_2_1&Template=/MembersOnly.cfm&NavMenuID=4107&ContentID=21638&DirectListComboInd=D

This article states the importance of knowing your students within the classroom. Knowing how often students use a computer and their knowledge of the different programs that they do use. Also stated is the want, by students, to be engaged in school with the use of technology. Students also want to be taught new technologies in their classrooms as well as having access to different technologies within the classroom.

Question1: If teachers bring social networking cites into the classroom how do teachers prevent interruption to the lesson plans?
The more use of technology in the classroom gives the students more opportunity to go to other cites and not “goof off”. However if teachers are aware of what their students are looking at, and doing online they would be able to eliminate students from going to other internet cites. For example the use of programs that control all the computer screens in a classroom could be employed to keep the students on track.

Question 2: When using online sources more often in classrooms how do you ensure online bullying does not occur?
Teachers as well as parents should be involved in knowing the internet cites that their students/children are going to. Students should be aware of the proper way to treat people online and the different etiquette that should be used. If the teachers and parents are aware of their students actions bullying can be stopped before it even occurs.

Journal #2

Groff, J, & Haas, J (2008). Web 2.0: Today's Technology, Tomorrow's Learning. Learning & Leading with Technology , Retrieved October 8, 2008, from http://www.iste.org/Content/NavigationMenu/Publications/LL/LLIssues/Volume3620082009/SeptemberOctoberNo2/36212g.pdf.

This article was all about the use of technology such as social networking, simulations and digital games within a classroom and how it can improve the learning of the students. The hand on use of these techniques by students has been proven to help them grasp a concept better and learn the subject in a different way. It creates a situation for the student to develop a deeper understanding of the subject matter by actually “living through it” let’s say if they are playing a digital game. For example the game Ayiti: The Cost of Life students would be able to gain a real life understanding on the cost of living and how they need to figure out what resources are important for their characters. The article does state problems with these techniques that the instructors may have, how they are not in control of the outcome that their students may have, however they can use this as a jumping off point for problem solving as a group. When one student encounters a problem the class can come together with the help of the instructor to find a solution as a group.

Question 1: How will the students be able to maintain an interest in the subject matter when not using video games?
Students who are able to play video games as lesson plans may lose interest when their teacher is doing a regular lesson plan that does not involve the use of online networks. The teacher will be able to have more creative freedom to change the lesson plans around and keep their students involved in the subjects that are being taught. The students will be able to get more of a range of different teaching methods which will improve their knowledge of a subject.

Question 2: What course of action should be taken when the students are not able to solve a problem together as a group?
When a problem is encountered that neither the teacher nor the students, as a collective group, are able to solve the use of resources either located at the school or online would be required. Another colleague at the school may have encountered a similar problem and could help or the technology specialist from the school may have the answer. The teacher should be ready that this problem may occur and have resources lined up to help.