4 5group Report
4 5group Report
In addition, IGI Global defines, Instructional materials refer to the human and
nonhuman materials and facilities that can be used to ease, encourage, improved and
promote teaching and learning activities (IGI Global, n.d.).
Learning Activities
REFERENCES
IGI Global (n.d.). What is Instructional Media. Last accessed August 20, 2020 from
https://www.igi-global.com/dictionary/relevance-of-the-use-of-
instructionalmaterials-in-teaching-and-pedagogical-delivery/48956
Wikipedia (2018). Instructional Materials. Last accessed August 24, 2020 from
https://en.wikipedia.org/wiki/Instructional_materials#:~:text=Instructional%20Mate
rials%2C%20also%20known%20as,help%20achieve%20desired%20learning%2
0objectives.
Lesson 2 - Technology Tools for Teaching
Technology tools, according to IGI Global, refers to software, primarily, that can
be used to develop or support online course content. This could include blogs, wikis,
authoring tools such as Articulate or Captivate, and Web 2.0 tools available through the
Internet. Another example of a classroom based technology tools include the
whiteboard, index cards, posters, audience response systems (e.g. clicker technology),
Google collaboration tools, 3D printing, and wikis. Depending on course learning goals
and outcomes, instructors may choose to use one or several of these tools to augment
the teaching and learning environment in their classroom (Yale Poorvu Center for
Teaching and Learning).
Dukes (201p) once said that “the use of technology in the classroom is no longer
up for debate. It's now extremely clear: the effective use of classroom technology drives
student results. But, any competent education professional would be quick to point out
that student results are only positively impacted when they are introduced to the right
tools.” According to Lye (2018), educators have said the benefits that come with having
and using technology in schools includes expanding on and reinforcing lesson content
and motivating students to learn. It also gives teachers the option to reach students with
different learning styles.”
In this lesson we are goin to “examine some of the best, focusing specifically on
those that are designed for encouraging, enhancing, and managing learning” (Ekaran,
2018).
1. Socrative
Socrative professes to be “your classroom app for fun, effective classroom
engagement”. In a nutshell, it is a cloud-based student response system,
allowing teachers to immediately test student understanding by way of mini-
quizzes, assigned to them on class laptops or tablets. Quizzes can be multiple
choice, graded short answer, true-false, or open-ended short response.
Socrative’s strength lies in its “on the fly” assessment method, providing teachers
with valuable and timely feedback.
2. Scratch
Scratch is a simple, fun, and engaging introduction to programming, designed
specifically for 8 to 16-year-olds. Users can combine music, graphics, and photos
to create interactive games, animations, and slideshows. All of their creations are
shareable with others in a student’s online community. It’s important to note that
Scratch will really only teach programming concepts, not so much real, authentic
programming.
4. SelfCAD
SelfCAD is a free, cloud-based 3D CAD software package for students. It is
incredibly easy to use, yet provides an authentic, ‘real world’ 3D design
experience. Another notable feature—SelfCAD has teamed up with
MyMiniFactory, to provide a database of already completed 3D printable designs,
making thousands of 3D objects available for immediate 3D printing. All round, it
is a very powerful and effective tool for learning in STEM, and a number of
schools are getting on board.
5. Quizlet / Quizlet Live
Quizlet provides a platform for students and teachers to create and share their
own learning materials, including flashcards and diagrams. Quizlet Live is the
free inclass quiz game, produced by Quizlet, that can then bring these learning
materials to life. In this engaging and interactive game, students must all
contribute, stay focused and communicate well to win. Quizlet consistently
receives excellent reviews and is a great way to bring study notes to into the 21st
century.
6. Google Classroom
Google Classroom is a powerful community based social tool for learning. It
allows students to post questions and receive answers from their teachers and
fellow students. Furthermore, teachers can post intriguing questions and lesson
materials for review at home. It can also be integrated with other Google
products such as Google Forms, which can be a great way to get feedback from
students.
8. Khan Academy
With Khan Academy you can literally learn anything; all for free. Lessons are
presented by way of videos, interactive activities, and challenges. Learners also
earn badges in line with their achievements and can save their progress to their
own profile. Khan Academy is a great way to supplement your teaching, provide
extra work to your gifted and talented students or help those who are struggling
with certain content.
9. Seesaw
Seesaw is an easy to use learning portfolio application, enabling students to
document, showcase and reflect on what they are learning at school. Work can
be made accessible to parents as well. The collective monitoring of learning by
students, teachers, and parents is a great way to motivate students, and the tool
is incredibly popular with teachers.
With so much focus being given to data analytics these days, data literacy is a
useful skill for students to learn. Whether your students have collected their own
data or they’ve collected it from other sources, being able to visualize their data
in an infographic is a highly useful skill. Infographics appeal to both visual
learners and textual learners. Venngage offers a selection of infographic
templates that students can customize.
Children learn best through play, and designers know this, which is why they
have designed education games and activities to stimulate the young brain and
impart knowledge. By engaging children and immersing them in the subject
matter in a fun way, teachers can help their students develop a love of learning.
Lye (2018) noted that the technology industry has been developing more and
more advanced tools to bring learning to life and help students develop a respect and
appreciation for education. She added that by simply implementing just a couple of
these tools can transform a students’ education journey. Technology in education has
the ability to open up a new world of experiences and knowledge to students and
educators.
Learning Activities
• Formulate a simple conclusion about the ubiquity of technology tools that can be
utilized by Language/Science/Math teachers.
• List and describe how technology tools that can be use in the classroom
environment.
REFERENCES
Dukes, N. (2019). 20 Classroom Technology Tools You Might Not Know. Last accessed
August 27, 2020 from https://www.screencastify.com/blog/new-
classroomtechnology-tools
Ekaran, S. (2018). Top 10 Tools For The Digital Classroom. Last accessed August 27,
2020 from https://elearningindustry.com/tools-for-the-digital-classroom-top-10
IGI Global (n.d.). What is Technology Tools. Last accessed August 20, 2020 from
https://www.igi-global.com/dictionary/relevance-of-the-use-of-
instructionalmaterials-in-teaching-and-pedagogical-delivery/48956
Lye, C. (2018). 10 examples of modern classroom technology. Last accessed August
27, 2020 from https://www.classcraft.com/blog/features/examples-
modernclassroom-technology/
McGuire, S. (2020). 10 Technology Tools To Engage Students In The Classroom. Last
accessed August 27, 2020 from
https://www.teachthought.com/technology/9technology-tools-engage-students-
classroom/
Yale Poorvu Center for Teaching and Learning (n.d.). Instructional Tools. Last accessed
August 25, 2020 from
https://poorvucenter.yale.edu/FacultyResources/Instructional-Tools
Lesson 3 - Characteristic of Good/Appropriate IMs and Technology
Tools.
The SECTIONS model, developed by Tony Bates (2015) cited in UNT Teaching
Commons, provides a framework for determining the appropriateness of teaching
technologies. This might include identifying and determining pedagogical characteristics
of text, audio, video, computing, and social media. SECTIONS stands for:
• Students
• Ease of use
• Costs
• Teaching functions (including the affordances of different media)
• Interaction
• Organizational issues
• Networking
• Security and privacy
The abbreviated version of this developed by Laura Pasquini, a UNT educator in
Learning Technologies.
Students
• Review accessibility mandates or policy of your institution, department, or
program.
• Determine demographics of the students and appropriateness of technology.
• Consider student access to technologies, both off campus and on campus.
• Determine the digital skills and digital readiness of your students with learning
expectations from your learning outcomes and overall course design.
• Justify students’ purchases of a new technology component (if needed) for
learning.
• Assess prior learning approaches and how technology can support
studentlearning difference.
Ease of Use
• Select the technology based on ease of use by instructor and students.
• Identify technology that is reliable for teaching and learning.
• Verify that the technology set up, maintenance, and upgrade is simple.
•
Confirm the technology provider/company is stable to support hardware or
software use.
• Outline strategies to secure any digital teaching materials you create should the
organization providing the software or service cease to exist.
• Locate technical and professional support, both in terms of the technology and
with respect to the design of materials.
• Determine technologies to best support edits and updates of learning materials.
• Outline how the new technology will change your way of teaching and get better
results with your learners.
• Assess risks and potential challenges for using this technology for teaching and
learning.
Organizational Issues
• Identify institutional support in choosing and using media or technology for
teaching.
• Determine if the institutional support is easily accessible, helpful, and will meet
the needs for the learning technologies for the course.
• Determine if there is funding available to ‘buy the faculty out’ for a semester
and/or to fund a student assistant to assist with designing a new course or
revising an existing course.
• Locate institutional funding or resources for any learning technology or media
production.
• Review the ‘standard’ institutional technologies, practices and procedures for
teaching and learning to verify requirements for utilizing institutional technology
resources, i.e. the learning management system, lecture capture system, etc.
• Determine if the institution will support trying a new technological approach to
learning and will support innovative media or digital design.
Networking
• Outline the importance for learners to network beyond a course, i.e. with subject
specialists, professionals in the field, and relevant people in the community.
• Identify how the course or student learning can benefit from networking and
learning from external connections.
• Determine the appropriate network and/or social media space to help learners
network with each other and connect with external community members.
• Integrate these networking mediums with standard course technology per the
institution.
examples of learning outcomes, the kinds of learning activities that could achieve
those outcomes, and how those activities could be supported by various learning
technologies (refer to Table 4.2)
• examples of the tools you may be interested in using and the types of activities
and learning outcomes that are likely to be relevant. (refer to Table 4.3)
Desired
learning Relevant activities Potential
Rationale (Why?)
outcomes (How?) technological tools
(What?)
•
• Information • Exposure to, • Multi-dimensional • RSS feeds/
literacy awareness evaluation • aggregators
• Global of, contribute Sharing and • Blogs
practice • to external reviewing online • Turnitin
Digital o activity resources • SlideShare
literacy • o conversation • Connecting with • YouTube, theBox
Ethical s outside experts/ • Podcasting
practice • o resources o communities • Library
techniques • Check for plagiarism
Preparatio • Blackboard
and • Media making/
n for Collaborate
approaches mashups
success
• Appropriate • Digital storytelling
referencing • • Copyright/Creative
Appropriate Commons
equipment of discussions
the 21st • Activities relevant
Century and authentic to
graduate discipline
• Managing • Embedded activities
information for generic attributes
load • Contextual prompts
to evaluate sources
Table 4.3: Tools related to activities, and their contribution to learning outcomes
The following table provides examples of the tools you may be interested in using
and looks at the types of activities and learning outcomes that are likely to be relevant.
Desired learning
Potential uses of Relevant activities
Rationale (Why?) outcomes
technology (How?)
(What?)
• • • Negotiate • Working in
understanding teams
• Multiple • Self-directed
LMS groups Problem/casebased perspectives learning
(Moodle) learning • (for teacher)
management of
group work
• • • Feedback on • Self-directed
performance learning
Peer review Assessing team • (for teacher) • Reflective
(Moodle) contribution management of practice
group work
• • • Information
literacy
Checking for Appropriate • Academic
• Turnitin
plagiarism referencing
writing
Learning Activities
• Create a Checklist/Rubric for choosing the appropriate IMs and technology tools
for teaching.
• Draft an educational software review based on the following criteria: content and
technical information, audience appeal, and suitability.
REFERENCES
In simple terms, “Universal Design for Learning (UDL) is a way of thinking about
teaching and learning that helps give all students an equal opportunity to learn and
succeed. The goal of UDL helps teachers use varied methods, materials, and
assessments, so they can better meet the needs of all students. In UDL classrooms are
flexible in the ways students access material, engage in learning, and show what they
know can remove barriers to learning” (Newcomer, n.d.).
UDL is a framework for how to develop lesson plans and assessments that is based on
three main principles (Morin, A. n.d.). By applying UDL principles, teachers can
effectively instruct a wide range of learners and provide flexibility in classroom
experiences. The three UDL principles are (Newcomer, n.d.):
2. Action and expression: This principle guides teachers to give students more
than one way to interact with the content and to show what they’ve learned. For
example, students might choose to take a pencil-and-paper test, give an oral or
visually based presentation, or do a group project.
This framework stands in contrast with the “one size fits all” instructional
approach that has traditionally been used in classrooms, as outlined in the table below
(Vanderbilt Peabody College):
Traditional Instruction Universal Design for
Learning Instruction
“Adapted from Universal Design for Learning: A Guide for Teachers and Education
Professionals”
Learning Activities
• Prepare learning activities and resources that will cater to the varying needs of
students.
REFERENCES
CAST. About Universal Design for Learning. Last accessed August 20, 2020 from
http://www.cast.org/our-work/about-udl.html#.X0UaptMzZsM
Posey, A. (n.d.). Universal Design for Leaning (UDL): A Teacher’s Guide. Last accessed
August 20, 2020 from
https://www.understood.org/en/school-learning/foreducators/universal-design-for-
learning/understanding-universal-design-forlearning
Morin, A. (n.d.). What is Universal Design for Learning (UDL)?. Last accessed August
20, 2020 from https://www.understood.org/en/learning-thinking-
differences/treatments-approaches/educational-strategies/universal-design-
forlearning-what-it-is-and-how-it-works
Newcomer, B. (n.d.). The Principles of Universal Design for Learning. Last accessed
August 20, 2020 from
https://www.understood.org/es-mx/school-learning/foreducators/universal-design-
for-learning/the-principles-of-universal-design-forlearning
Kentucky Department of Education (2020). Universal Design for Learning. Last
accessed August 20, 2020 from
https://education.ky.gov/educational/diff/Pages/UDL.aspx
Vanderbilt Peabody College. Universal Design for Learning (UDL). Last accessed
September 23, 2020 from,
https://iris.peabody.vanderbilt.edu/module/udl/cresource/q1/p01/#content