Skip to main content

Blog # 4

TLNT- Chapter-5

One take away with this chapter was electronic note taking.  Basically, most students in class are required to take notes on readings and teacher lectures to refer to later on when doing homework and preparing for tests.  The old fashioned way is using paper and pen which many still prefer to use.  Today most note taking is done electronically.  This is a quicker, efficient and more reliable way that many schools are now requiring students to utilize.  This chapter introduces us to NoteStar which is a tool that teachers and students can use to electronically record notes.  This app is free online and user friendly for all ages.  There is another option mentioned which is Office OneNote 2007 which is dedicated to Mac or PC computers.  This application is a digital notebook or notebooks that includes binders that can store many different types of data.  These are great options for students who are required to take lots of notes and is much quicker that handwriting.  Until reading this chapter I never heard of this app and would just take notes on Microsoft word.  This is a tool that I will introduce to my children as well as my students.

Nurturing Young Innovators- Chapter-1

This chapter begins with students as digital citizens which I think is important for them to understand before using the internet.  The definition is "students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical."  (ISTE Standards for Students, Standard 2: Digital Citizen)  Not only is this important at school but it is in the home as well.  Digizen (digizen.org)  is a source for families to use to further their knowledge of what it means to be a digital citizen.  Many teachers shy away from the use of technology in the classroom.  However, when used correctly students have different opportunities to learn and change the monotony of the day to day norm.  We live in a society where technology has consumed us.  Why not use it appropriately so our have multiple forms of learning.

Comments

  1. I agree with you that teachers tend to shy away from the use of technology due to all of the unreliable sources on the web. By making students and their parents aware of how to be a digital citizen, will open up so many great creative technological opportunities for the students to engage inside and outside of the classroom.

    ReplyDelete

Post a Comment

Popular posts from this blog

Blog #10

TLNT-Chapter-10 Promoting success for ALL students through technology is an interesting chapter which speaks about differentiated instruction (DI) and Universal Design for Learning (UDL).  Looking at UDL, students are offered instruction with multiple means of representation, expression and engagement.  The goal of UDL is to provide access for all students with disabilities and individualized options for all.  An example given is how a teacher uses PowerPoint to display vocabulary words and the definitions on the smart board so hearing impaired students can read the information while whole class engage in conversations.  Any other printed materials can also be transformed to digital screens with speech, sounds and pictures.  What a great way to modify materials so students feel included. TLBG-Chapter-3-Strategy 12 & 15 Strategy #12 Supporting students with special needs is broken down to two strategies: accommodations and modifications....

Blog #8

TLNT Chapter-7 Computer games as a learning resource is what stuck out most in this chapter.  As we all know computer, video and web-based games are most popular amongst children.  What a great way to implement computer game programs into lessons.  There are six basic characteristics associated with computer games. Rules Goals & objectives Outcomes & feedback Conflict/competition/challenge/opposition Interaction Representation or story Since computer games come in a variety of formats, knowledge games would work best when implementing a lesson.  Individuals are presented with a type of opposition that must be overcome.  Visual feedback on the individuals actions are given including rewards and accomplishments.  Some examples of math teaching games are Math Blaster, TreasureMathStorm, Numbers Undercover and Sunbuddy Math. TLBG- Chapter-3 Strategy-5 Gaming in the classroom simply means students playing games for educational/learni...

Blog # 1

Tasks Before Apps- Chapter 1 The gist of this chapter is to focus on how we as educators can incorporate technology into our classroom.  There are positive and negative aspects associated with technology.  Not all schools have the funds or resources for this and would not have to opportunity to utilize this in their class.  Schools that do have abundant resources can design lesson plans that can assist students who have varying learning styles.  This opportunity allows them to deepen their learning experiences by connecting with other students as well as learning from them.  As the chapter comes to an end the takeaway is to allow students to make connections with the subject matter and how to incorporate technology into making a community of learners. Nurturing Young Innovators- Chapter 2 Chapter 2 speaks about how the use of tablets in the class can help students become creative designers.  This offers them endless opportunities to be creative and sh...