How Teachers Promote Problem Solving and Inquiry Learning Chapter 7 Computers and Software Hardware Software System Software Application Software Open Source Evaluating Software “Will the Child Program the Computer or Will the Computer Program the Child?” High Low Quality • Teacher Controlled Support by the program, NOT the child – Resources for Teachers • Content Promotes competition, stereotyping, and/or violence – Current, age appropriate, reliable, clear •• Assessment Quick reaching rather than long-term thinking – Pretest, Posttest, records by student and group, guidelines • Technical Quality – Ease of use, good sound, smooth video • Instructional Design – Promote creativity, higher order thinking, Collaboration, problem solving, discovery – Activate curiosity, challenge, real-world connections, student control Blooms Taxonomy Rubric for Evaluating Higher Order Thinking Characteristics Requires users to assume a role in the game rather than simply play. Offers meaningful interaction such as dialogue with NPCs (game characters) Has a storyline Has a complex storyline with characters users care about Offers simple puzzles Has complex puzzles requiring effort to solve Uses three-dimensional graphics Allows multiple views or camera pans and the ability to zoom in and out Allows different ways to complete the game Stimulates complex processes requiring adjustment of variables by users to obtain desired results (adjusting variables leads to different results) Allows interactions through use of avatars (online identify of game player) Yes/No (1/0) Rubric for Evaluating Higher Order Thinking Yes/No (1/0) Characteristics Uses lifelike avatars Requires interaction with virtual elements within the game Requires knowledge of game elements beyond mouse prompts and number entry (e.g. combining elements to create new tools, understanding complex jargon) Requires gathering of information in order to complete Requires synthesis of knowledge in order to complete or successfully engage elements in the game Effectively replicates real-world environment NPCs display artificial intelligence characteristics NPCs display effective use of AI resulting in dynamic experiences for the user Offers replay abilities with varying results Total Score Score of 15-20 – The game requires higher order thinking Resources for Teachers • Educational Software Preview Guide (ESPG) – http://ed.final.gov/espg • Entertainment Software Rating Board – www.esrb.org/index-js.jsp • EvaluTech – http://www.evalutech.sreb.org/ • StopBadware.org – www.stopbadare.org Educational Software for Problem Solving and Inquiry Learning • Composing and Calculating Software – Word • Digital Writing – Websites – Email & Messaging – Wiki & Blog – Excel • Spreadsheets • Graphing Calculators • Geometry and Visualization Educational Software for Problem Solving and Inquiry Learning • Building, Inventing, Creating Provides open ended exploration of a topic of interest to the student – KidPix • Artistic Representation – Google Earth • Visual Thinking / Concept Mapping – Brainstorming Tools – Presentation Organizer Educational Software for Problem Solving and Inquiry Learning • Computer Games – Rules – Goals & Objectives – Outcomes & Feedback – Conflict/competition, challenge, opposition – Interaction – Representation or story + Feedback & Rewards Game Debate • Aggression • Visual Image Literacy • Violence • Effective Social Practices Skills Learning Games • Math Teaching Games – Math Blaster – Numbers Undercover Drill Lessons – not applied learning • Zoombinis Logical Journey Applied Problem Solving Collaborative • “House” Series – Math – Science – English • Virtual Worlds – – – – Club Penguin Neopets Webkinz Sesame Workshop • Digital Games for Learning – Education rather than entertainment focused – Mastering 21-century Skills • • • • • Strategic Thinking Interpretive analysis Problem solving Form and carry out plans Adaptation to change Strategies for Using Games Problems • Developing limited skills • Underuse/Overuse • Frustrated/Bored • Escape from teacher – separated from class • Lack of differentiation • No deeper thinking Strategies for Effective Use • Minimize games that teach isolated skills • Scrutinize games that function solely on points one or lost • Discuss games and content • Play games together Intelligent Tutoring Systems Programs adjust based on students response in order to focus on students needs. Promoting Success for All Students through Technology Chapter 10 Differentiated Instruction Multiple options for taking in information and making sense of ideas • Learning Differences arise in four areas: Readiness - prior experiences prepare them to learn Interest - Curiosity or commitment of students Learning Profile - How students learn in formal and informal situations Affect - How students regard themselves as learners and the school as a place to learn Universal Design for Learning • Multiple means of representation - various ways of acquiring information • Multiple means of expression - alternatives for demonstrating what they know • Multiple means of engagement - Learners interests, challenges, and motivation Universal Design provides for full participation and access for students with disabilities while providing individualized options for all Roles for Technology Accommodations NOT Modifications • Low-Tech: Adjustable height chairs, different colored markers, pencil grippers, magnifying sheets • Mid-Tech: Wiggle seats, audio recorded notes, textured paper, wipe-off boards, interactive picture dictionaries, magnification software • High-Tech: Ball chairs, SmartBoard, Tablet PC, speech-to-text software, talking books, enhanced keyboards Assistive Technology Technological Convergence What to consider when using assistive technologies in the classroom: Assistive technology by itself does not always provide positive learning supports for students While commonly used to support students with disabilities, assistive technologies create extraordinary learning opportunities for all students When used creatively by teachers, many electronic and computer-based tools can serve as assistive technologies. Available Tools • • • • Electronic Spellers and Dictionaries Handheld Calculators Speech Recognition Software Text Reading Software – Screen Reading Software – Optical Character Recognition and Reading Software – Word Prediction Software • Interactive Electronic Storybooks Advantages and Disadvantages of Interactive Storybooks Possible Disadvantages Possible Advantages • Promotes passivity on the part of young readers • Produces a dependency on the computer for figuring out how to pronounce unfamiliar words • Creates distractions that take attention away from the story • Invites boredom because of lengthy interactive features or repetition • Engages students in the mood and setting of the story • Supports learning new vocabulary • Allows children to self-select assistance • Uses animation to strengthen reading comprehension Criteria for Evaluating Storybooks • • • • • • Age Appropriateness Child Control Clear Instructions Independence Process Orientation Technical Features Technology & Writing • Students Dislike Writing in School – – – – – – Pressure Lack of Confidence Lack of Joy Misdirected self-evaluation Lack of Patience Ideas about being Smart Processes Approach to Writing helps to overcome these difficulties ???Questions???