Teachers spend busy days. For those teachers, Albert Thomas, a digital learning consultant at Region 10 Education Service Center in Richardson, Texas, suggests a combination of applications for productivity enhancement. Combining Google Chrome and ‘OneTab’ can take advantage to bundle URL groups together.
You can send the bundle of URL as one link. And by combining ‘Pocket,’ you can collect, share exciting material. ‘Zapier’ helps classify documents with automation programs. Combining with ‘Sorted’ adds a label to the top of Gmail. The program allows users to sort their messages swiftly.
References:
Randles, J. (2017, October 23). G Suite digital tools = sweet productivity. Retrieved October 23, 2017, from https://www.iste.org/explore/articleDetail?articleid=1086&category=Tools%2C-devices-and-apps&article=G%2BSuite%2B%2B%2Bdigital%2Btools%2B%3D%2Bsweet%2Bproductivity
With Microsoft’s new Immersive reality word program, which debuts next month, dyslexic readers and struggling readers will be as proficient as non-struggling readers. The program, which offers options such as increased line spacing, text read aloud, and alternate color pallets for users which have trouble distinguishing colors will be available on iPads. Microsoft Edge, another recent release by Microsoft, allows for text-to-speech across all web pages, PDFs, and word documents.
Both of the programs are part of a campaign by Microsoft to develop and implement technologies and applications that cater to diverse learners and people. The product could be a boon to students and teachers alike, and just the start of other more inclusive technologies.
The contemporary pedagogy is getting more interactive in the K-12 education system. Along with various gamifying techniques, instructional leaders encourage teachers to induce gamification in group projects. The article focuses on gamifying lesson plans which are focused on learning world languages using both aspects of gamification and teamwork. Learning a new language is never an easy task. However, with consistent exposure through gamification, it can be a life-learning experience. For this venture, the article suggests to make the play relevant, encourage teamwork, establish solid rules, learn useful aspects of the language and use exciting games. (Otero, 2017)
Works Cited
Otero, A. (2017, October 13). Gamifying Your World Language Classes. Edutopia. Retrieved from https://www.edutopia.org/article/gamifying-your-world-language-classes
The co-founder of Apple Steve Wozniak has made a significant initiative in online education. Woz U aims to provide affordable programming courses that give you instant access to the IT workforce.
The curriculum will cover computer science and software development skills and intends to bring in cybersecurity, mobile application development and data science under their curriculum umbrella.
Woz U courses are taught online with the help of video-based learning. The students have access to live instructors if they run into roadblocks. Moreover, they can access the course lessons through mobile apps.
Works Cited:
Johnson, S. (2017, October 13). Woz U? Apple Co-Founder Steve Wozniak Launches Online School to Teach Software Development. EdSurge News. Retrieved from https://www.edsurge.com/news/2017-10-13-woz-u-apple-co-founder-steve-wozniak-launches-online-school-to-teach-software-development
The author points out that students are exposed to irrational digital information. However, there is no time for students to meet librarians individually. Some students do not make such an attempt. If students go to college without learning how to find reliable information in high school, they will have difficulty. So Megan Shulman, a librarian at Jackson State Community College in Tennessee, strongly recommends using podcasts to teach how can they found good information. She uploads a lecture in a podcast how students should look for articles. Podcasts are more convenient and easier to use than other video sharing media. Teachers can use podcasts to communicate more useful information to students.
References
Krueger, N. (2017, July & aug.). How podcasts are making students better researchers. Retrieved October 16, 2017, from https://www.iste.org/explore/articleDetail?articleid=1024&category=Digital-and-media-literacy&article=How%2Bpodcasts%2Bare%2Bmaking%2Bstudents%2Bbetter%2Bresearchers
A recent survey of teacher education students in Turkey examined instructional technology in the classroom. The survey found that the majority of teacher candidates praised instructional technology and listed many benefits for using technology to aid teaching and learning. Benefits of instructional technology included “providing trust, rapid and effective instruction, saving time, increasing success, keeping the attention and facilitating lesson work” (p. 210). In addition, the teacher candidates recommended all students pursuing an education degree to complete an instructional technologies and design course, as the skills they learned in their own instructional design course were very beneficial.
References:
Orthan-Karsak, H. G. (2017). Investigation of teacher candidates’ opinions about instructional technologies and material usage. Journal of Education And Training Studies, 5(5), 204-216. Retrieved from http://files.eric.ed.gov/fulltext/EJ1141387.pdf
In classroom settings, the young students are taught to be wary of strangers. But with the advances in the social media landscape arises the need to educate the younger generation how to avoid getting themselves into danger with strangers on the internet. This case is especially important since it is hard to classify someone as a stranger on the internet.
We can start explaining the situation to young students by specifying “what is a stranger?”. What kind of questions are acceptable to answers and what kind of issues are dangerous to answer. In that regard, this article gives a step by step teaching plan in order to impart awareness to young students.
References:
Hertz, M. B. (2012, June 04). How to Teach Internet Safety to Younger Elementary Students. Retrieved October 15, 2017, from https://www.edutopia.org/blog/internet-safety-younger-elementary-mary-beth-hertz
Group study, peer relations, brainstorming, and communication are the modern form of pedagogy. In constructivist instructional methods, students tend to gain brainstorming and teamwork strategies but along with that, there are also able to enhance their communication skills. The article emphasis on the importance of communication among the students. Discussion based learning can help in achieving learning objectives in the classroom. The modern strategy has been used by teachers in London’s public schools. Oracy in classroom triggers effective communication. It guides students to always respect each other’s ideas and be prepared to change your mind. It also assists students to clarify, challenge, summarize, and build on each other’s ideas. Oracy enhances teamwork as it Invites someone to contribute by asking a question (Edutopia, 2016).
References:
Edutopia. (2016, September 15). Oracy in the Classroom: Strategies for Effective Talk. Retrieved from Edutopia: https://www.edutopia.org/practice/oracy-classroom-strategies-effective-talk
The introduction of the STEM field into the curriculum is a requirement for teachers. Linking to the STEM is essential in a variety of educational areas to provide students with a variety of learning experiences. It is also required by the Common Core State Standards. As the film and broadcasting instructor at The STEM Academy in Georgia, Fox has created a STEAM curriculum based on PBL(project-based learning) with her co-authors. She emphasizes the importance of storytelling. She says there are four essentials when creating a STEAM curriculum. The first is a plot. Plots can link topics. So we can complete the linked curriculum. The second is a problem that will keep students interested. The third is the enthusiasm to motivate students. The last element is a product. The finished product shows the results of what students have done visually. Through these factors, students will have the ability to solve problems.
Fox emphasizes the importance of storytelling. She says there are four essentials when creating a STEAM curriculum. The first is a plot. Plots can link topics. So we can complete the linked curriculum. The second is a problem that will keep students interested. The third is the enthusiasm to motivate students. The last element is a product. The finished product shows the results of what students have done visually. Through these factors, students will have the ability to solve problems.
References:
Krueger, N. (2017, July 11). Weaving STEAM curriculum together with storytelling. Retrieved October 11, 2017, from https://www.iste.org/explore/articleDetail?articleid=1023&category=Computer-Science&article=Weaving%2BSTEAM%2Bcurriculum%2Btogether%2Bwith%2Bstorytelling
As college enrollment rates continue to decrease nationally, it becomes ever more necessary for universities to find a solution. Mike Silagadze, CEO of tech start up Top Hat, believes that colleges should take a look at Silicon Valley for the answer. Businesses in Silicon Valley take a “customer first mindset”, and colleges could take a student first mindset by evaluating the needs of incoming and present students.
Small changes like providing digital textbooks and coursework, or streamlining due dates of assignments on digital platforms (much like SCSU’s D2L Brightspace), could help meet the needs of students. A switch to digital content would not only be more relatable for students, it would also be easier on their wallets, allowing more students to enroll.