Integrating Technology Notebook Stanley Weiblinger Table of Contents Select a topic below. Universal Design for Learning UDL is a set of practices that focuses on accessibility for learning. Research into learning indicates that the brain processes information in 3 ways, recognition networks, strategic networks, and affective networks. Recognition networks process patterns our senses encounter. Strategic networks allow for planning, execution and monitoring of patterns. Affective networks apply emotional significance to objects. Universal Design for Learning A great strategy for implementing UDL is to review the strengths, weaknesses, and preferences of the students in your class. For example, one student is Dyslexic and cannot efficiently read from a PDF. This student can use speaking software to read the PDF to her, or get the article in print and use reading tactics for comprehension. Some students may have strengths that should be utilized such as an ability to draw. This student could create sketches for his project. Allowing students to pick their topics can also motivate students by allowing them to work with a preference. Universal Design for Learning Resources: http://www.udlcenter.org/ http://www.cast.org/index.html http://www.cast.org/teachingev erystudent/ideas/tes/ Project Based Learning PBL is an approach to learning where students are assigned a series of projects that aid in the development of various interdisciplinary skills. PBL benefits from the implementation of a Standards Aligned System (SAS). The six circles of SAS include: Clear Standards: Students know what they need to accomplish Fair Assessments: Assessments are aligned to the standards Curriculum: Big Ideas, Concepts, and Competencies are outlined Instruction: Aligning the instruction with standards along with identifying the best strategies for the job Materials and Resources: Selecting the right materials to meet the standards Interventions: Safety nets to make sure that all students succeed Project Based Learning My computer science courses are project based. Objectives are listed at the top of each assignment as well as photo examples of properly complete projects. Assignments match the expected outcomes for the curriculum in the context of concepts and bigger ideas. Assignments are graded based on how well students grow toward these outcomes. Instruction is given to supplement abstruse parts of the project and interventions ensure that students remain on the path to success. Resources must of course be present for students to complete their projects. Project Based Learning Resources: http://www.bie.org/ http://eduscapes.com/tap/topic 43.htm http://www.edutopia.org/projec t-learning Virtual Learning Virtual learning is when software is used as an integral part of the learning environment. Typically, this involves the software working through the internet. This software can include demonstrations, assessments, and games. While virtual learning may be used as distance learning, it is more commonplace to see virtual learning used to supplement a brick and mortar classroom environment. Virtual Learning One great way that virtual learning has been implemented is to supplement math and reading courses. Students that need remediation or additional challenge can log into a virtual learning environment to get the help and challenge that they need. For example, a student that has fallen behind in math due to extended illness can use free time during the school day or afterschool to learn missed concepts. An advanced student can log into the same program during class to learn deeper concepts that the teacher would not normally have the opportunity to cover. Virtual Learning Resources: http://www.virtuallrc.com/ http://moodle.org/ http://www.virtuallearningworld s.com/ Differentiated Instruction Differentiated Instruction (DI) is a strategy that accounts for the variety of student learning styles. Students are often at different skill levels in various interdisciplinary contents. DI is a UDL strategy for maximizing the learning potential of all students by introducing adaptations to meet individual needs. Components of a curriculum that must be examined in DI include content, process, and products. Differentiated Instruction Teachers that use Differentiated Instruction should examine their curriculum in 3 ways. First, content should be modified to ensure that multiple materials are in use to support instruction and that tasks are aligned to objectives and goals. Secondly, classroom processes need to account consistently for flexible grouping and teachers should use carefully selected organizational strategies to maximize effective classroom management. Finally, products must be monitored. Students should be consistently growing and challenged. Differentiated Instruction Resources: http://www.cast.org/publication s/ncac/ncac_diffinstructudl.html http://www.newhorizons.org/str ategies/differentiated/front_diff erentiated.htm http://differentiatedinstruction.c om/ Personalized Learning Personalized learning is best achieved through personally meaningful assignments. It is a system that encourages students to take charge of their own learning. Students work on projects that have a particular outcome, but the topic and means vary. This approach is worthwhile, but can be difficult to establish which is why this system is best established on a building level. However, elements of this system can be incorporated in classrooms independently. Personalized Learning Personalized learning can be implemented by allowing students to select a meaningful goal. Students in computer classes may elect to create digital artwork through Photoshop, or create a game for distribution on Xbox Live. Once the students have selected their topics, they need resources and guidance to reach their goals. For instance, the Photoshop student will need access to a computer with Photoshop, the internet, and tutorials to complete the assignment. Personalized Learning Resources: http://www.theaplus.org/person alized_learning.html www.principalspartnership.com/ personalizedlearning.pdf http://www.e3smallschools.org/ pl.html Games Games can meet instructional needs in many ways. Games can be used as the goal of instruction. For example, programming students can create a guessing game. Games can also be used to aid instruction. Software designed for this purpose is referred to as edutainment, educational entertainment. Oregon Trail and Sim City are classic examples of programs that have underlying education value through simulation. Some games can be used to quiz students on facts. Other games provide an environment for students to test ideas and concepts. Games http://www.joystiq.com/2009/07/02/video-tourkodu-microsofts-diy-game-builder/ Kodu is a “game” from which other games can be created. The above link is of a video that gives a nice overview of the software. Aspiring game creators can use this tool to create a variety of game types. The software includes a number of tutorials to introduce the user to different ways to manipulate and modify the environment. Once acclimated with the tools users can start building their own unique game. Once completed, the user can even submit the game to Microsoft to sell on Xbox Live Marketplace in the Indie game section. This game provides essentials to training and motivating aspiring programmers. It offers a scaffold to learning through the many tutorials. It offers a meaningful goal in that the students can potentially create and sell games. Games Resources: http://www.gamesineducation.org/ http://www.etceteraedutainment.c om/ http://edu.kde.org/ http://www.primarygames.com/ http://www.whitehutchinson.com/l eisure/articles/edutainment.shtml Picture Credits Resources: http://www.cast.org/research/udl/index.html http://www.thinkingcurriculum.com/thoughts/index.php/categor y/updates/ http://www.designshare.com/index.php/case-studies/yes-wecan/ http://www.ondemandclassrooms.com/virtual-learning.asp http://www.p21.org/route21/index.php?option=com_content&vi ew=article&id=38&Itemid=26 http://www.delib.co.uk/products_and_services/learninggames