Building an online course module is a much larger task than I had originally anticipated. There is much thought that must go into the creation of the module before one can even start to develop it. I think the most important thing one can do as an educator trying to develop a course module for the first time (or heck even the third or fourth!) is to have a clear pedagogical plan in place before you even begin anything digital. It was important for me to know exactly what I wanted to teach and how I wanted to teach it so that when it was time for the information to be transferred into an online environment it would happen in a more seamless manner.
I was a bit overwhelmed when I first started because I wasn’t sure how I should start. The key is organization. I organized my lessons the same way I would if they were going to be taught in a traditional way. Then, I had to sift through multiple CMS’s until I found one that fit the needs of my educational situation. I have middle school students. I wanted something with a clean interface, lots of structure, email and blog features built-in, easy sign up, and the ability to embed or link to many Web 2.0 tools. I chose Haiku because it had all the technologies that fit the needs of my pedagogy.
I learned that there is a lot more involved than simply choosing a CMS and putting your lessons online. If this is the way one is going to teach it is important to have structured policies and procedures in place online just as one would in a typical classroom. I had to be sure to discuss grading policies, communications procedures, readings and technologies, give clear and concise standards and learning outcomes, assess students in multiple ways, and encourage a collaborative environment through discussion forums and private journals. Obviously, there is much to think about! I had to rely heavily on the T-PACK framework so I could develop a system that would marry all of these things together in the correct way because not only is it important to have the module organized is a clear and coherent way, but it is extremely important to organize, what I call, the student learning path within an online course.
I developed each student learning path in my module to be clear and consistent. After all, they are the most important people interacting with the module. I wanted to be sure that they wouldn’t get confused, and would not have difficulty navigating around. First, there is short lesson introduction, followed by a lecture, assignment, discussion forum, and finally and private reflection. Each lesson is designed in the same format, but with a variety of requirements. I think the consistency of the lesson format is beneficial for the age level that I currently work with.
Luckily for me, I never really had a pitfalls, so to speak, while developing my online module. I think trying to be very organized in the beginning was very beneficial to me. I did, however, have a few difficulties in the beginning of the development with Haiku. Not knowing how all of the features of the CMS functioned after I had already started using it made initial development somewhat difficult. Specifically, I kept copying over my discussion forum pages in different lessons because I didn’t realize that if you made a copy of a page to use in another section of the module, every change that was made on the original page occurred across all of the pages. This proved to be minor, but an annoyance nonetheless. Either way, I would like to keep developing my module to cover other standards related to educational technology as well as tweak what I have already started.
Sunday, December 9, 2012
Wednesday, July 25, 2012
CEP 822- Literature Review
Introduction:
Topic: Student achievement in the secondary grades is extremely important; digital game based learning is a sure way to keep secondary students engaged in the learning process, subsequently, increasing student achievement. We are currently in a technology revolution in all aspects of society. Technology has affected the way people communicate; operate businesses, how students learn, and how teachers teach. With this rapid onset of technology in our world, students are affected in ways that others may not be. In many schools, students are forced to “power down” when they enter. The way teachers teach has not caught up with the way the students of this generation learn. One way to engage secondary students in the learning process and increase achievement in the long run is to implement digital gamed based learning into the curriculum. There are many interactive programs available for a wide array of subject areas. This literature review will help showcase the benefits of Digital Game Based Learning in the secondary classroom.
Overview: The overall trend in the educational community is technology integration, though Digital Game Based Learning has had some resistance over the years. There are many options available as far as technology in the classroom. One way students can learn and enjoy it at the same time is through Digital Game Based Learning. Van Eck (2006) stated that “A majority of people believe that games are engaging, that they can be effective, and that they have a place in learning. We need research to support why DGBL is engaging and effective and practical guidance for how games can be integrated into the learning process.”
Rationale: There have been numerous published works by the staunch proponents of DGBL, with many people openly supporting educational games at the elementary level; but what about educational games at the secondary level? Researching the benefits of DBGL at the secondary level will hopefully bring a wider acceptance among professionals in the educational community. The articles that were reviewed support the integration of DGBL learning not only in secondary classrooms, but in classrooms at every grade level. The articles provide important information, research, and studies, from educational researchers who have been pioneers not only in DGBL, but educational technology overall.
Body:
Kinds of Works Reviewed: The articles listed in the literature review were written by educational researchers who are educational technology professors, CEOs, and the like, some participating in group research studies, that have had their work published in scholarly journals and publications. The literature presented will set the stage for the grand possibilities that DGBL can bring to the classroom. Readers will gain a clear understanding of all aspects that are involved in successful DGBL implementation at the secondary level. They will also be introduced to the specific advantages of DGBL that can address the negative perspectives of its opponents.
Description of Selected Important Works: There are a large number of scholarly articles and studies that support DGBL implementation within secondary classrooms. In the article “Digital game-based learning once removed: Teaching teachers,” Katrin Becker, a retired computer science professor, created a course for educational professionals that focused on digital game based learning. Becker states that “Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games effectively to enhance learning.” The article is a change of pace compared to the other articles in that it focuses on the other aspect of the success of digital gaming in the classroom, the teacher. Becker gives an in depth view of the course that she taught and how those key elements play a role in educational games in the classroom.
Bourgonjon et al (2011) shift focus in this article off of the teachers and students and look at how parents perceive video games in the classroom. The authors completed a survey based on the participation of 858 parents who were surveyed on student use of video games in general, and video games used in the classroom. Bourgonjon et al (2011) discuss the negative effects of video games as well, an important perspective. The authors state that “Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs about games.”
Gee (2008) poses the question “Why is a long, complex, and difficult game motivating?” As Gee delves deeper into the answer to this question, he supplies us with a list of principles to look for within the design of a game. “The stronger the game on the features of the list, the better its score for learning,” he says. The list is divided into three sections: Empowered Learning, Problem Solvers, and Understanding. I like the fact that this idea takes on the perspective of the game designer and the design of the game relative to learning.
In Oblinger (2008) Diane Oblinger, the President and CEO of Educause, explains her thoughts on games and learning and their ability to bring play back to the learning experience. She discusses four main ideas concerning digital games in education: a background of games in education, effective learning environments, teaching with games, and reintroducing games into education. Oblinger focuses on digital games past the early grades. In doing so she states, “Ignoring the educational power of games dismisses a potentially valuable learning tool. Digital games, in particular, carry enormous potential to draw students into a topic and help them learn information, skills, attitudes, and ways of thinking.”
Papastergiou (2009) discusses a study that revolves around a study of 88 Greek Computer Science students and how learning effectiveness and motivational appeal of a video game have an effect on learning. One very interesting aspect of this article and study is that it also focuses on gender bias within video games to see if it would have any effect on the effectiveness of these games in an educational setting considering that both boys and girls play these games. In the initial study, the students were split into two groups, one group having a game application involved and the other not.
Van Eck (2006) argues his theories behind the importance of Digital Game Based Learning (DGBL) in education and categorizes is thoughts into five main topics: “why DGBL is effective and engaging, how an institution can leverage those principles to implement DGBL, how faculty can integrate commercial off-the-shelf (COTS) DGBL in the classroom, what DGBL means for institutional IT support, and the lessons we can learn from past attempts at technological innovations in learning.” Van Eck does a wonderful job covering all technical aspects of a successful implementation of DGBL in a 21st century learning environment.
Yang (2012) focuses on the study of DGBL and how it affects student’s problem solving skills, learning motivation, and academic achievement. In order to provide evidence in these areas a study was conducted in which 44, ninth grade Civics students were randomly assigned to two groups, one group utilizing DGBL and the other being taught using traditional methods. The study lasted total of 23 weeks. The results showed a few promising things: “digital games are effective in improving problem-solving skills, problem-solving skills require time to develop effectively, DGBL outperformed traditional instruction in terms of learning motivation, and digital games can create a positive learning environment.”
Conclusion: The articles presented in the literature review fully support the positive effects that DGBL implementation can have in secondary classrooms. DGBL is a valuable learning tool in education today. With students learning in newer ways than ever before, it is imperative that teachers are able to utilize technologies that will develop this new learning style. DGBL is a powerful way to engage students in the learning process while simultaneously helping them to develop new information and skills. DGBL is another promising and effective teaching and learning tool in the ever growing and complex toolbox of a teacher.
References
Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal Of Educational Technology, 38(3), 478-488. Retrieved from http://web.ebscohost.com.proxy2.cl.msu.edu/ehost/pdfviewer/pdfviewer?sid=31343b29-1268-4f94-ac67-f8828ac73ee1%40sessionmgr15&vid=12&hid=19
Bourgonjon, J., Valcke, M., Soetaert, R., Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434-1444. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S036013151100008X
Gee, J.P. (2004). Learning by design: games as learning machines. Interactive Education Multimedia, number 8, 15-23, Retrieved from http://www.ub.edu/multimedia/iem/down/ c8/Games_as_learning_machines.pdf
Oblinger, D.G. (2006). Games and Learning, EDUCAUSE Review Online, Retrieved from http://www.educause.edu/ero/article/games-and-learning
Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S0360131508000845
Van Eck, R. (2006). Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless, EDUCAUSE Review Online, 41(2). Retrieved from http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf
Yang, Y. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365-377. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S0360131512000139
Wednesday, July 18, 2012
CEP 822: Annotated Bibliography
Annotated Bibliography
Becker, K. (2007). Digital game-based learning once removed: Teaching teachers. British Journal Of Educational Technology, 38(3), 478-488. Retrieved from http://web.ebscohost.com.proxy2.cl.msu.edu/ehost/pdfviewer/pdfviewer?sid=31343b29-1268-4f94-ac67-f8828ac73ee1%40sessionmgr15&vid=12&hid=19
Katrin Becker, a retired computer science professor, created a course for educational professionals that focused on digital game based learning. Becker states that “Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games effectively to enhance learning.” The article is a change of pace compared to the other articles in that it focuses on the other aspect of the success of digital gaming in the classroom, the teacher. Becker gives an in depth view of the course that she taught and how those key elements play a role in educational games in the classroom.
Bourgonjon, J., Valcke, M., Soetaert, R., Wever, B., & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), 1434-1444. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S036013151100008X
Bourgonjon et al shift focus in this article off of the teachers and students and look at how parents perceive video games in the classroom. The authors completed a survey based on the participation of 858 parents who were surveyed on student use of video games in general, and video games used in the classroom. Bourgonjon et al discuss the negative effects of video games as well, an important perspective. The authors state that “Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs about games.”
Gee, J.P. (2004). Learning by design: games as learning machines. Interactive Education Multimedia, number 8, 15-23, Retrieved from http://www.ub.edu/multimedia/iem/down/ c8/Games_as_learning_machines.pdf
Gee poses the question “Why is a long, complex, and difficult game motivating?” As Gee delves deeper into the answer to this question, he supplies us with a list of principles to look for within the design of a game. “The stronger the game on the features of the list, the better its score for learning,” he says. The list is divided into three sections: Empowered Learning, Problem Solvers, and Understanding. I like the fact that this idea takes on the perspective of the game designer and the design of the game relative to learning.
Oblinger, D.G. (2006). Games and Learning, EDUCAUSE Review Online, Retrieved from http://www.educause.edu/ero/article/games-and-learning
Oblinger, the President and CEO of Educause, discusses her thoughts on games and learning and their ability to bring play back to the learning experience. She discusses four main ideas concerning digital games in education: a background of games in education, effective learning environments, teaching with games, and reintroducing games into education. Oblinger focuses on digital games past the early grades. In doing so she states, “Ignoring the educational power of games dismisses a potentially valuable learning tool. Digital games, in particular, carry enormous potential to draw students into a topic and help them learn information, skills, attitudes, and ways of thinking.”
Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S0360131508000845
The basis of this article revolves around a study of 88 Greek Computer Science students and how learning effectiveness and motivational appeal of a video game have an effect on learning. One very interesting aspect of this article and study is that it also focuses on gender bias within video games to see if it would have any effect on the effectiveness of these games in an educational setting considering that both boys and girls play these games. In the initial study, the students were split into two groups, one group having a game application involved and the other not.
Van Eck, R. (2006). Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless, EDUCAUSE Review Online, 41(2). Retrieved from http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf
Van Eck discusses his theories behind the importance of Digital Game Based Learning (DGBL) in education and categorizes is thoughts into five main topics: “why DGBL is effective and engaging, how an institution can leverage those principles to implement DGBL, how faculty can integrate commercial off-the-shelf (COTS) DGBL in the classroom, what DGBL means for institutional IT support, and the lessons we can learn from past attempts at technological innovations in learning.” Van Eck does a wonderful job covering all technical aspects of a successful implementation of DGBL in a 21st century learning environment.
Yang, Y. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59(2), 365-377. Retrieved from http://www.sciencedirect.com.proxy2.cl.msu.edu/science/article/pii/S0360131512000139
Yang focuses on the study of DGBL and how it affects student’s problem solving skills, learning motivation, and academic achievement. In order to provide evidence in these areas a study was conducted in which 44, ninth grade Civics students were randomly assigned to two groups, one group utilizing DGBL and the other being taught using traditional methods. The study lasted total of 23 weeks. The results showed a few promising things: “digital games are effective in improving problem-solving skills, problem-solving skills require time to develop effectively, DGBL outperformed traditional instruction in terms of learning motivation, and digital games can create a positive learning environment.”
Monday, July 9, 2012
CEP 822 Research Project: Intro/Background
Are Educational Games Effective
Learning Tools for Secondary Students?
The issue that I have chosen to
address concerns educational games and their effectiveness as learning tools
for secondary students. It is very apparent that educational games are used in
the elementary classroom setting, and with seemingly much success and encouragement,
however, are these types of games still effective learning tools for older
students? I chose this issue because it seems to me that educational gaming is
looked upon (at least from my experience with administration) as not being
educational at all in the secondary setting; there is no real value in
educational games. I really became of aware of this problem through my own
experiences in the classroom. I do use educational games as a learning tool for
middle school students, and I am a believer in their ability to engage students
in the educational process. After all, I enjoy learning and learn better when I
am fully engaged; educational games are one avenue that can allow this to
happen. However, I have heard administrators and other teachers discuss the
arguments of educational gaming and how they are really a waste of time.
This question is not only important to
me, but it is important to other teachers that may be able to implement
educational gaming into their own classes, principals, superintendents,
parents, and students. I think this affects anyone in relation to the school
environment. Teachers and administrators want to increase student achievement,
parents want their students to get good grades and be successful, and students
want to enjoy learning. I think everyone has a vested interest in educational
gaming.
One article that I read called “Digital
Game Based Learning: It’s Not Just the Digital Natives Who Are Restless,” stated
that “a majority of people believe that games are engaging, that they can be
effective, and that they have a place in learning.” I believe this to be true;
the only issue is now that we have the attention of everyone in relation to
educational gaming, the articles states “we need research to support why DGBL
is engaging and effective, and practical guidance for how games can be
integrated into the learning process.” I think this last statement is important
because many opponents of educational gaming argue that games just turn into “play”
when they are not effectively integrated; which is probably true as well.
Another article that I read called “Games
and Learning” makes an important point when it states that “Many educators
neither play nor develop games. How much skepticism about the educational value
of games is tied to a lack of experience with them?” This is very true in many
different arenas. How many times are people resistant to something because they
are unfamiliar or uncomfortable with it? This is a common issue whenever
integrating technology into the classroom is the topic of discussion;
especially with teachers who have been teaching for many years. I liked that
this article discussed ways to integrate games into the curriculum. It provided
a clear understanding that not all games are educational and not all games are
going to be effective either. It then went on to provide tips on how to
reintroduce games into education.
Works Cited
R. Van Eck,
“Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are
Restless,” EDUCAUSE Review, Vol. 41, No. 2. <http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf>
Diana G.
Oblinger, “Games and Learning,” Educause Review Online, <http://www.educause.edu/ero/article/games-and-learning>
Thursday, June 28, 2012
CEP 800 Action Research Reflection
The lesson that I completed for my action research was a little bit different than what I am normally used to. I am out of school for the summer so I do not have any students to complete the lesson with. Therefore, I ended up asking my two best friends if they would be willing to take part in the lesson with me. Luckily, they both agreed. I wanted to try to make the lesson as authentic as I possibly could considering the students that I was working with were non-traditional as they are both in their mid-twenties and have full time jobs; one is a medical assistant and the other is an enrollment officer for United Healthcare. I asked the both of them if they would be willing to meet me at my school so that I could teach the lesson inside my classroom. This was very helpful because they both needed computers to complete the lesson and it was a very familiar environment to me where all of my tools were available. Technology played a huge role in this lesson simply because the lesson was about a specific type of technology. Being a technology teacher, all of my lessons incorporate technology. The primary objective set for all of my student is to make sure they are technologically literate in hopes that no matter where they are or what class they may be in, they have to skills necessary to be successful in a 21st century environment.
We met up on Saturday afternoon to complete the lesson. I thought the lesson went exceptionally well. I mean, I was only working with two individuals so if they needed assistance it was quite easy to provide individualized instruction. I was also able to utilize my Starboard. This made visually explaining things a breeze. However, I had to teach the lesson a little bit differently than I normally do because I did not have a student who could act as a volunteer and complete the steps on the Starboard as I read them aloud. To remedy this, I completed the steps on the Starboard as I also read them aloud to the students. After we completed the first few initial steps of setting up the spreadsheet together (both used Microsoft Excel, though, they could’ve chosen Google Docs if they wanted), I was able to let the two work independently to research the Internet for the items they wanted to “purchase” for their dream rooms.
Overall, the lesson took roughly an hour to complete from start to finish. The two, though familiar with the name Microsoft Excel, both explained to me that they learned things about the program that they did not know (formulas and terminology), and were able to brush up on some of the features (autoformat and fill handle). I think that it went quite well. I am looking forward to using this lesson in the upcoming school year with a class full of students. My two volunteers explained that they thought it would be a fun lesson for middle school students to complete, and that it taught not just how to use Excel, but maintaining a budget too.
Saturday, June 16, 2012
CEP 800 Lesson Plan
Using spreadsheet software to create a budget for a dream bedroom
Author - Jeff Patton
1.
A problem or a need –
I teach computers technology in a computer lab. One of the things
I work on with students is mastery of spreadsheet software. We use Google
Spreadsheets and Microsoft Excel. One of the best things to use a spreadsheet
for is creating a personal budget.
The goal that will be addressed in this lesson is using
spreadsheet software to create a budget for a $3000 dream bedroom. Not only
must they budget for their room without going over, they must use formulas and
functions in the spreadsheet to track spending and research the Internet for
the items that will go in their dream rooms.
2.
A real-world performance –
The lesson will introduce the concept of budgeting in a fun way while reinforcing the
The lesson will introduce the concept of budgeting in a fun way while reinforcing the
spreadsheet skills developed in earlier lessons.
3.
An instructional objective –
a.
To be able to use the skills for creating
spreadsheets learned in earlier lessons.
b.
To effectively create a budget using a spreadsheet
program.
c.
To use formulas and functions within the
spreadsheet to effectively track spending.
d.
To effectively research the Internet to locate the
products to virtually purchase.
Benchmarks:
6-8.CI.1.
apply common software features (e.g.,
spellchecker, thesaurus, formulas, charts,
graphics, sounds) to enhance
communication with an audience and to support creativity
apply common software features (e.g., spellchecker, thesaurus,
formulas, charts, graphics,
sounds) to enhance
communication with an audience and to support creativity
6-8.RI.1.
use a variety of digital resources to
locate information
use a variety of digital resources to locate information
6-8.CT.1.
use databases or spreadsheets to make
predictions, develop strategies, and evaluate
decisions to assist with
solving a problem
use databases or spreadsheets to make predictions, develop
strategies, and evaluate
decisions to assist with
solving a problem
6-8.TC.1.
identify file formats for a variety
of applications (e.g., doc, xls, pdf, txt, jpg, mp3)
4.
A set of essential content
Students must have a general understanding of the functions of
spreadsheet software. This
general understanding will be attained through teacher and student
guided practice on the
classroom starboard. Students must also have adequate Internet
research skills learned
through earlier lessons.
5.
An evaluation consisting of a test or observation
When students complete the spreadsheet budget they will be
evaluated by their final product.
The spreadsheet budget may either be shared to my email or
printed.
6.
A method to help participants learn –
This lesson would first include an introduction to the basic
concepts of spreadsheet software
through a lecture utilizing PowerPoint and a video clip. After the
intro lecture and discussion,
the basic concepts would be taught on the starboard with myself
and an assisting student.
I would read the steps to completing the tasks aloud while my
assisting student completed
the tasks on the starboard as I read them. The students would also
be following along at
their own computers. After the teacher and student guided
practice, students would work
independently on their projects.
● Motivation:
○ Meaningfullness –
The lesson utilizes the importance of budgets which is something
these
students will especially need to understand as some of them may
soon be
starting their first jobs.
○ Pleasant consequences –
By learning how to successfully use spreadsheet software students
are
gaining skills that make them more competitive in the job market.
They also
learning important money management skills that will help them to
manage
themselves in the real world.
○ Novelty –
The students are able to create their budgets in a fun way by
building
their “dream bedroom.” They have $3000 virtual dollars to decorate
their
bedrooms any way possible.
● Socialization -
○ Students are able to learn money management skills that
their friends might now
know about. From waterslides to refrigerators, many of the
students end of up in
competition to create the most amazing and unique bedrooms.
● Audience –
○ Age
8th Grade
○ Skill level (including technology skills)
Students will have varied technology skills. Students will be a
cohesive mix
of general and special ed students.
○ Prerequisite knowledge (including technology background)
All students
will have a general understanding of the functions o
Sunday, June 10, 2012
Sunday, May 27, 2012
Saturday, April 21, 2012
Top 10 NDCE Ideas
NDCE
10) Television ad
Teaching is just like storytelling. Our lessons constantly tell a story, but to get to the final product teachers must edit and rewrite and reteach. If it doesn’t work, we complete the process all over again. Teachers are writers and actors trying to tell the perfect story to our student audience.
9) Photography
There is a deeper thought process behind taking the perfect picture. Photographers need to decide what is important; the angle to capture the image, what to focus on, and what to blur out. Details are important.
8) Architecture: Classroom setup
The layout of a classroom can determine if highly effective teaching and learning can take place or at least make it easier or more difficult. Changing the layout of a room more often can also snag a student’s attention and eliminate classroom monotony
7) Film Making
I’m definitely not a film maker, but I enjoyed the challenge of making a short film and seeing if I could make it compelling to others. I learned that it’s not necessarily the forest that is the most compelling, but the trees themselves. I wanted to make something based on the emotion I wanted to viewer to feel. Once I figured that out I knew what to do.
5) Architecture: Tale of Two Retail Spaces
The way a room or space is designed can have a huge impact on the people visiting that area. Architecture plays a huge role in the ambience and tone within a space. Attention to detail is very important; in the classroom and the school.
4) Fashion
The fashion module was one of the most fun to me. In education, we are working hard to get the students to take a risk by trying new things. This is the same idea in fashion; people try things on in hope to find something that suits them best.
3) Music: Hook
Not every lesson will be interesting to every single student, but as a teacher it is important to remember that there are multiple ways to maintain students' interest or at least their attention by using different methods of presenting information. Looking deeper into the idea of a “hook” in music helped me to understand more deeply what captures our attention.
2) Work of Art
The Work of Art project really forced me to think creatively. This is where you really have to marry the concepts of the nature and design of a compelling experience. This project definitely was the perfect capstone to the course. I relied on the things that I had learned from previous modules to make this one a success.
1) Compelling
I’ve definitely learned that everyone has a different idea of what is compelling to them. Diversity of opinion is what makes it so special. Everyone has the opportunity to appreciate something and see the compelling nature in something that others may not see. I’ve also learned that is important to understand what makes something compelling and why. It is important in education to create lessons that are compelling to students.
Friday, April 6, 2012
Imaginative Bridges: Fashion and Teaching
The first thing that I picked up on while watching an episode of "What Not To Wear,"was that that in order for any of the things that Stacy and Clinton had in mind to become successful, the person in question must have confidence enough in themselves to change not only the outside, but the inside as well. I think this is a common theme within education. I notice that many of my students are not willing to take risks in relation to the projects we are completing in class. They are not willing to take risks because they are fearful of failure. They don't have the confidence in themselves to succeed. According to Wong and Henrikson (2008) "Indeed, the elements of style – originality, flair, and confidence – seem to describe equally well the goals of both fashion and education."
Not only are students fearful of failure, but how do we get students to become intrinsically motivated to learn? Teaching really is similar to selling a product. How do we get our students to purchase that product? The same rings true for the WNTW show. Stacy and Clinton are, in a way, selling an idea to the subject of the show. How do they get this person to become internally motivated to change? I think that a partial answer to this is confidence. Confidence gives all people the strength to try new things, take risks, and try again if need be; the important part is that they try.
Not only are students fearful of failure, but how do we get students to become intrinsically motivated to learn? Teaching really is similar to selling a product. How do we get our students to purchase that product? The same rings true for the WNTW show. Stacy and Clinton are, in a way, selling an idea to the subject of the show. How do they get this person to become internally motivated to change? I think that a partial answer to this is confidence. Confidence gives all people the strength to try new things, take risks, and try again if need be; the important part is that they try.
Sunday, April 1, 2012
Saturday, March 31, 2012
Imaginative Bridges between Music and Teaching part 2
In this module's theme, we are looking at the importance of maintaining the interest of the listener with a song. I guess the same idea of interest maintenance could apply to books and movies as well, but it also applies to the art of teaching. Not every lesson will be interesting to every single student, but as a teacher it is important to remember that there are multiple ways to maintain students' interest or at least their attention by using different methods of presenting information. These methods will depend on the types of learners that teachers have in the classroom (kinethetic, auditory, visual). Whenever I teach a lesson I try to incorporate many different methods as possible. These things may include video clips, lecture, notes, group work, presentations with programs like Prezi, PowerPoint, Glogster, etc. The incorporation of many Web 2.0 technologies has allowed for presentation of information to become much more creative.
While analyzing "Ain't No Other Man" by Christina Aguilera the past two weeks I had noticed different tricks that the song creators used to keep the song going and interesting the whole way through. It seemed to be a combination of the instrumentals, background vocals, tempo, rhythm, and lyrics that came together to make an altogether interesting song, in my opinion. The same thing rings true for lesson presentation. Incorporating multiple methods of presentation for students will help accomodate the different learners in the classroom as well as keep the lesson presentation from becoming boring.
While analyzing "Ain't No Other Man" by Christina Aguilera the past two weeks I had noticed different tricks that the song creators used to keep the song going and interesting the whole way through. It seemed to be a combination of the instrumentals, background vocals, tempo, rhythm, and lyrics that came together to make an altogether interesting song, in my opinion. The same thing rings true for lesson presentation. Incorporating multiple methods of presentation for students will help accomodate the different learners in the classroom as well as keep the lesson presentation from becoming boring.
Sunday, March 25, 2012
Imaginative Bridges between Music and Teaching
The biggest thing that resonated with me when comparing music creation and teaching is how designing a song and designing a lesson are similar. When developing a song one of the most important, if not the most important, things to do is create a hook. The hook is meants to catch the attention of the listener and inspire them through the rest of the song. According to Wikipedia, the hook is "what you're selling." That is exactly true when is comes to designing a lesson. As teachers, it is important to develop lesson plans that are interesting to students. Even if the lesson plan is not all that interesting, it's important to try to grab their attention in the beginning in some way. The anticipatory set as it is called is the "mind capture" to the lesson plan and is supposed to draw the student in. It is attention grabbing and memorable. It really is like the "hook" of the lesson plan.
Sunday, February 26, 2012
Architecture/Design and Teaching
The discussion question this week pertaining to office cubicles or open space work areas got me thinking about the design of the Read 180 English class that I teach in. The class is set up like a traditional classroom in the middle with two person desks in rows across the classroom, however, students are only in those seats for the first 5 minutes of the class period. The classroom is divided into stations and students rotate from station to station every 18 minutes; students are in groups of 10. The rotations are small group, silent reading, and topic software (on the computer). Students who are in small group sit together at the desks in the front of the room and work collaboratively with the teacher. The students that are in silent reading can choose to sit on the couch or in the desks/chairs/beanbags in the silent reading area. Students in the topic software area have their own workspace at a single computer. The division of the class into these work areas and into rotations is very beneficial. This is the first class that I have been in that operates in this way. I believe that this set up is very conducive to learning as it is very rare that students get off task with this dynamic. The classroom is set up in a way that students have designated area within the classroom that are for individual concentration and for collaboration; it's like a combination of the two concepts.
Sunday, February 19, 2012
Imaginative Bridges Between Architecture and My Classroom.
Let me first start off by saying that I hate the way my classroom is designed. Let me follow that up by saying that I had no input as to it's present design. My classroom is a computer lab and is rectangular in shape. It is a large room. In fact, much larger than it needs to be. The computers are along the perimeter in the room leaving a mass of dead space in the middle that I tried to fill with tables that I rarely use. At the far end of the room you will find two large windows. I do enjoy the natural light because I am not fond of the flourescent lights in the ceiling. I have also added a lamp with candescent light because I feel it is less irritating.
Anyway, the layout of my classroom is highly ineffective. The class is very large and the computers stretch all the way around the room. Having that much space with a room full of 30 middle school students is a nightmare. Also, because the computers are around the perimeter I see the back of the students' heads. If I could have designed the room myself I would've had the computers run across the room in tiered rows. The tiered rows would be like seating rows at the movie theater with the farthest computer row being the tallest. Also, behind the seating in every row would be a long table that stretches the length of the row so that when I am presenting in the front of the room students are able to turn around and take notes or write on the table. When I am finished all they have to do is rotate around back to their computer screen. I believe this would be the most effective architecturally effective design for my computer lab.
Anyway, the layout of my classroom is highly ineffective. The class is very large and the computers stretch all the way around the room. Having that much space with a room full of 30 middle school students is a nightmare. Also, because the computers are around the perimeter I see the back of the students' heads. If I could have designed the room myself I would've had the computers run across the room in tiered rows. The tiered rows would be like seating rows at the movie theater with the farthest computer row being the tallest. Also, behind the seating in every row would be a long table that stretches the length of the row so that when I am presenting in the front of the room students are able to turn around and take notes or write on the table. When I am finished all they have to do is rotate around back to their computer screen. I believe this would be the most effective architecturally effective design for my computer lab.
Sunday, February 12, 2012
Writer's Commentary for Film Project (Module 2)
First, I’d like to start off by saying I am definitely no film person and I sort of struggled with an idea for this project. After I was unsuccessful about thinking of what I wanted to film I decided to try to try to come at this from a different angle. Instead of thinking of what to film I started to think about the emotion I wanted my viewer to feel. From that point I figured out what I wanted to film and how to put it all together. I do not own a video camera so I shot the video with my cell phone camera, which is capable of shooting in HD, but was still difficult. I then took the video and uploaded it into Windows Moviemaker. I cut the time down to about one minute and six seconds. This is where I added the video effects, and imported the song. The song is called “Oh, Look What the Sun Did,” by Josh Rouse. Adding the song was definitely less about the background music and more about the lyrics. The words flow effortless into the film and I believe give the film added depth and substance.
The film is set on the shores of Cass Lake. I live on Cass Lake and find it to be a very tranquil environment. I was hoping to get the viewer to have a sense of peace while viewing the video. From the beginning, the film begins in the heights of the trees with the sky as the backdrop. I slowly pan through the trees and across the lake to find the sun setting in the distance. I held the camera on the setting sun because I was hoping the viewer would be able to feel as though they were on the edge of lake gazing off into the sunset pondering thoughts for day, happy/sad times, or maybe memories from the past. I only used three video effects. The first two were the “Fade In and Out” and the beginning and end of the film. I also added an “old” video effect as well. This really helped set the tone for me. My entire goal for the film was for it to look like the backdrop of an old home video. The music, I believe, was a nice touch. I know we are supposed to focus on the visual, but I felt like that song matched the film perfectly. To be completely honest, the use of the old video effect was two-fold. I love that it made it look like an old home video, but it also helped to disguise the poor quality from my cell phone camera!
My hope is that the film will spark feelings from the past, old home videos, and happy times for my viewer. I was hoping that by keeping the camera focused on the setting sun with the snow covered lake underneath that my viewer would be able to stare into that spot and use it as a canvas for those memories. The film is supposed to be a place for people to go for deep thought, imagination, and reflection. Every single time I watch the video, complete with the editing, music, and video effects I imagine in my head old family home videos, kids playing outside, ice skating on a pond, happy times, innocent days of the past, etc. Hopefully, the video will be able to set the stage for the daydreams of my viewers; as it is meant to be a setting, canvas, stage, crystal ball. What are you able to imagine while staring off into the sunset?
The film is set on the shores of Cass Lake. I live on Cass Lake and find it to be a very tranquil environment. I was hoping to get the viewer to have a sense of peace while viewing the video. From the beginning, the film begins in the heights of the trees with the sky as the backdrop. I slowly pan through the trees and across the lake to find the sun setting in the distance. I held the camera on the setting sun because I was hoping the viewer would be able to feel as though they were on the edge of lake gazing off into the sunset pondering thoughts for day, happy/sad times, or maybe memories from the past. I only used three video effects. The first two were the “Fade In and Out” and the beginning and end of the film. I also added an “old” video effect as well. This really helped set the tone for me. My entire goal for the film was for it to look like the backdrop of an old home video. The music, I believe, was a nice touch. I know we are supposed to focus on the visual, but I felt like that song matched the film perfectly. To be completely honest, the use of the old video effect was two-fold. I love that it made it look like an old home video, but it also helped to disguise the poor quality from my cell phone camera!
My hope is that the film will spark feelings from the past, old home videos, and happy times for my viewer. I was hoping that by keeping the camera focused on the setting sun with the snow covered lake underneath that my viewer would be able to stare into that spot and use it as a canvas for those memories. The film is supposed to be a place for people to go for deep thought, imagination, and reflection. Every single time I watch the video, complete with the editing, music, and video effects I imagine in my head old family home videos, kids playing outside, ice skating on a pond, happy times, innocent days of the past, etc. Hopefully, the video will be able to set the stage for the daydreams of my viewers; as it is meant to be a setting, canvas, stage, crystal ball. What are you able to imagine while staring off into the sunset?
Sunday, February 5, 2012
Imaginative Bridges between TV/Film and Teaching
As I was sifting through all of the required readings for the week I began to make a correlation between the TV and Film editing process and developing lesson plans. First, teaching is the equivalent to story telling. We have chosen a topic that is important to our students and we romance it in a way that the concepts tell a story. I really feel like the design of the written lesson plan is very much like a movie or television script. It is constantly edited and reworked until it tells the perfect story. Once the script is complete the actors bring it to life. I feel like teachers are the actors that bring the lesson or the script to life for the audience (students). There is alot of work that goes into the editing process to make the movie perfect. Teachers often times find themselves constantly rewriting lessons and reworking them because they find that they simply do not work they way they are. Even after they have taught the lesson to the class it is not uncommon to revisit the lesson plan and adjust for things that just didn't work. This is very reminiscent of the editing process of the movie after it has been filmed. I read from the required readings that the editing process for a movie iz so meticulous and editing continues until all of the bad parts are cut out. The same rings true or many teachers editing lesson plans.
Thursday, February 2, 2012
Thought Behind the Wheel
As I was driving to work today behind the wheel of the new car I bought last week pulled up behind a brand new Dodge Journey. The first thing I noticed was the l-e-d tailights. This made me think of the compelling pictures that Chrysler always posts on their brand websites before a new car is released. The pictures are NEVER of the entire car. They are all teaser pictures that highlight fancy features like a grille, tailight, headlight, radio knob, or detailed stitching. Using pictures like these entice consumers to learn more about the car. I think this is a great marketing tool and has the capabilities to capture the attention of many more people.
Sunday, January 29, 2012
Photography Project
This is my 9 month old English Bulldog named Trubble. He is very fun loving, enjoys laying around the house, watching TV, eating, and playing with any human he may encounter. I found this "after" picture to be very compelling. The picture is now black and white except for his teeth and gums :) I like that you can see the innocence in his face as well as all of the detail. He has big eyes and lots of wrinkles in his face. He is always very happy and enjoy interactions from anything that breathes. I took a lot of snapshots of his face until I was able to get this one of his looking off into the distance with his nose and mouth off center (2/3 rule). I also blurred the focus of the background so it would eliminate those items from the picture and not be so distracting.
This is the original picture I took of Trubble laying on the couch from a distance. As you can see all of the items in the picture are rathering distracting. I also feel like the pattern in his coat and the pattern of pillows compete with each other. Then there is the bone off to left and the blue pig next to him. There is just a lot going on here. It's a good picture of him, but he becomes lost in the rest of the picture. I also don't get the same feelings from this picture that I did with the close up "after" picture. In the after picture his innocence was captured in the close up. When I look at this picture I just see it for what it is; a picture of a dog on the couch. I don't really feel it moves me or sparks any emotion.
This is the original picture I took of Trubble laying on the couch from a distance. As you can see all of the items in the picture are rathering distracting. I also feel like the pattern in his coat and the pattern of pillows compete with each other. Then there is the bone off to left and the blue pig next to him. There is just a lot going on here. It's a good picture of him, but he becomes lost in the rest of the picture. I also don't get the same feelings from this picture that I did with the close up "after" picture. In the after picture his innocence was captured in the close up. When I look at this picture I just see it for what it is; a picture of a dog on the couch. I don't really feel it moves me or sparks any emotion.
NDCE and Education
Since beginning this course I have been trying to bridge the connection between the photograph information we have been learning about and lessons that I teach in my classes. I have come to the realization that the importance of NDCE is not necessarily about just pictures, but about what emotions you can evoke from creating the pictures and experiences. I never thought of all of the detail that goes into taking a compelling picture: narration, storytelling, meaning, etc. This rings true for lesson plans as well. Students are definitely more willing to learn if you are able to capture their mind in the beginning of the lesson. This could be through a number of different things such as poetry, discussions, video clips, stories, etc. The whole point of designing these compelling experiences through photography is to create a piece that tells a story and can connect to a person through their emotions, feelings, and possible past experiences. As teachers it is our responsibility to give life to the ideas and concepts that we are teaching. The easiest way that I have found to do this is by trying to connect to my students on an emotional level. I am excited to see what the rest of this class has to offer. I'm definitely no photographer, but I am having an exciting time learning about NDCE.
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