Showing posts with label learning and information. Show all posts
Showing posts with label learning and information. Show all posts

Friday, November 1, 2013

The Impact of Digital Storytelling


In the modern age we are given the opportunity to share ourselves with the world through many different mediums. We can Instagram our lunches, Tweet at celebrities, video ourselves for Vine, update our status on Facebook, promote our professionalism on LinkedIn and so on and so forth. The list goes on with so many pieces of our social media puzzle it can be hard to keep track. One method that streamlines all these resources into one powerful medium is through digital storytelling. Educause defines this term as “the practice of combining narrative with digi­tal content, including images, sound, and video, to create a short movie, typically with a strong emotional component.” In other words, we can create a “story” to define ourselves using a multimedia source of output.
Within a classroom of culturally and linguistically diverse students defining one’s own identity in the classroom is an integral part of the learning process. It can be challenging for a student who is not yet proficient in English when the teacher asks them to write a personal narrative and expect that the student will feel capable of accurately sharing him or herself within the constraints of a limited language ability. Digital storytelling offers a fresh perspective on learning about how our students define themselves. A student may not yet be able to share stories from their home country but instead could post simple captions over photos that speak a thousand words. They may also feel more comfortable with an oral narration rather than a written assignment which focuses heavily on mechanics and can be quite daunting. One example is taken from a list provided by the Center for Digital Storytelling of a series of stories by refugees, the first told by Iftin Iftin about his experience as a refugee from Somalia in the United States. His powerful story is enhanced by his use of maps and images that all evoke an emotional response from the viewer. Providing ESL students with this outlet for their stories is both empowering and engaging and builds classroom community by giving them the opportunity to share their identity with their teacher and peers.

Monday, October 14, 2013

Gamification for Real-Life Skill Development



    Gamification is a teaching technique used to develop real-life skills  through the implementation of classroom games that mimic relevant situations. Games are engaging for students particularly in a language learning environment because they are stimulating and utilize a multimedia approach to education. Students are provided a visual stimulus, often supported by sound, in which they must read, write, analyze, and navigate their way through a game’s simulation of reality. This exercises the brain in an authentic manner that develops critical thinking skills while reinforcing the basics at a pace that is appropriate for each individual.

        For my own gaming introduction I chose to play Phantasy Quest. I only played twice, however both rounds took me a very long time because I had to adjust to the simulated world and try and understand my ultimate goal in this “escape the room” game. The goal of the game is to use the resources on an island you've been shipwrecked on to survive and find the girl you supposedly lost. Both times I was deemed a “Fledgling Moron” but I did advance a bit the second time around. If I were playing this game with a class my language learning objective would be to use directional descriptions and exploration for the purpose of creating a map of the island with descriptive language of the available resources at each area. Hopefully this would help students to develop spatial awareness of their virtual surroundings which practicing descriptive words based on their observations. As the teacher, I would give them a word bank that they must include in their drawing and have students present in groups to compare and contrast each concept of the Phantasy Island. I don’t feel that a walkthrough is necessary for this game because it is more about exploration than the ultimate goal of winning or defeating the surroundings. Instead of using images from the game, students would be creating their own mental images and producing them on paper to demonstrate their idea of what the entire gameworld looks like. Their presentation would be an assessment of their understanding because it would affirm their exploration of the game and the level of detail would variably demonstrate their level of understanding.

Monday, October 7, 2013

What's in a tweet? (Mod 6.2)

Before attempting to link myself in to the world of technological communication, I lumped together social media sites and assumed they were just another way for people to overexpress themselves and detail the minutia of their fairly average lives. I could not have been more wrong. These sites, particularly Twitter in particular offer uses a plethora of options for meeting, greeting, and tweeting their way into a complex network of social interaction. For many, Twitter is a tool that surpasses the basics of a social network sites and launches professionals into a network of like-minded members with whom they can compare techniques and resources.

I particularly like the way this site has mapped out how Twitter is effective as a Personal Learning Network:







As we can see, it is a cycle of giving and receiving information to promote personal and professional growth within one's field. This is incredibly helpful, particularly for teachers who can take what they learn in education classes and share with a community of fellow professionals to move forward and promote the advancement of education as a whole.

However there are some things of which Twitter uses must be aware, lest they fall into the trap of being seen the way I had previously assumed them to be. In this article on Twitter tips we see how easy it is to overtweet or overshare and potentially ruin the online image of ourselves we are hoping to convey. This reaffirms the "publicness" of Twitter and how detrimental it can be if we are not familiar with the perceptions of our followers.

Overall, I feel that Twitter is helpful for professional development in the sense that it is concise, yet contains invaluable information in those 160 characters. I find that I am able to scroll through hundreds of tweets and immediately know if they are relevant or not. This is not only efficient, but effective and that is exactly the qualities I look for in using online resources to further my goals as a professional and improve myself as an educator.

Monday, September 16, 2013

The Great Technology Takeover

It's that time of year again when kids go back to school. Students and parents alike flock to the stores to buy their crayons, markers, notebooks, pens, trapper keeper (for those of us 90's kids) and a myriad of other supplies to gear up for a year of hard work.

But wait! In the age of what I like to call "The Great Technology Takeover," or #TGTT for those Twitter taggers, it looks like the lengthy back-to-school shopping list has been replaced by a shorter one of higher priced items such as the iPad, iPhone, Kindle, and MacBook Pro. Pick your poison but make sure its compatible with the necessary apps and requirements of your school so you don't miss an assignment. Those silly folders we all used to color coordinate with the books that we had to wrap? They are a thing of the past when you can simply access a drop box with the touch of a screen. No need for a pencil sharpener when you can adjust the size of your font by a simple adjustment on Microsoft Word. It seems that all these tools are becoming an antiquated nuisance in today's modern classroom.

The question is, should we be worried? As the video Classroom of Tomorrow demonstrates, we are rapidly entering a world that relies so heavily on technology that we must start preparing now. Watching this video certainly reminded me how unprepared I am because I was completely lost when they showed most of the items that students are using in their classrooms. A more inspirational approach is shown in Social Media Revolution 2011 which uses catchy music paralleled by highly relevant facts to prove to viewers that social media is an inevitable part of our lives and we have no choice but to join the revolution. I will admit I enjoyed their approach because it was fresh and concise, convincing me that perhaps it is time for me to take the Twitter jump or to get LinkedIn to employers internationally.

However, what both of these videos lacks is a balanced review of the detriment of this technological shift. One fact stuck out in my mind from the Social Media Revolution film: "Kindergartens are learning on iPads, not chalkboards." In many ways, I understand how this is helpful. Lessons can be more interactive and visually stimulating. On the other hand, there is a certain value to one central point of learning that brings all students together as a community. When young children are playing games on an iPad rather than with one another, no matter how educational, it lacks the social interaction and acquisition of fine motor skills that is so vital to their stage of development.

I don't mean to sound out of date but I think this loss is one worth questioning. There are countless benefits to a technologically advanced classroom, yet as teachers we must also assess what is given up in exchange for this shift. Our challenge is to develop a classroom that not only introduces students to the technologies that will prepare them to be more successful online, but also promotes the inherent value of offline skills and physical engagement with tools beyond the screen of a computer.