Monday, July 28, 2014

Google Dis, Google Dat, Google Drive.

When beginning the "Organizing Your Online Life" assignment I was slightly worried for I have just started using Google's products such as Google+ and Google Docs within this past year. This is much different than most of my peers who relied on Google for most of their online cloud needs in college. I honestly did not see that my assignment was about Google Drive and not Google Docs until I started it the weekend before so I went into the assignment thinking I "just" had to explain Google Docs. I was surprised to find out that Google Drive was an entirely different thing and that is where I really began to worry. As I began my journey into Google Drive I was intimidated by all of its features. Who knew Google Docs was only one type of form that one could create ON Google Drive? Not me. Not me at all!

So much was clarified for me because of this assignment as one can clearly see. I use Google and its features in some way everyday yet I had no idea how much it could help me with different tasks. I think this assignment was very pertinent to us as teachers because Google Drive, as well as the other resources that we learned about, are pertinent to teachers. Soon our lives will be more chaotic than they currently are in the MAC program (which seems impossible, I know), so organizing our lives online will be essential for much of our work will be done on a computer. Google for instance has so many applications that not only are beneficial to us as teachers, but can be used by our students as well.


I also really enjoyed being able to create a work sheet and teach my peers about Google Drive with this assignment. I have not had too much experience creating a handout so this was a good exercise. I found myself to not want to include every small seemingly simple detail about Google Docs for that seemed a little silly. However, I was able to see that these simple steps were necessary to include for others may not have had the same experiences as I have had with the technology. This will be very important in my future teaching career. Not only when creating handouts, but explaining technology to my students in general. This is because not all of them will have the same access to the technology and the novelty of the technology will be quite the distraction to them. Since I am in the STEM field, technology is becoming more and more prominent so learning about more aspects of it and practicing teaching it with this assignment were really constructive to my practice and mindset.





Tuesday, July 22, 2014

Urgent Evoke and Educational Gaming: A Hop from Reader Rabbit

What first comes to mind when I think of effective educational gaming is the game series "Reader Rabbit." When I was struggling with math after I changed schools, my mother heard from a friend that this game was helpful to her child with their mathematics skills. My mother, though apprehensive, figured that having me play the game during the summer would help me retain some of my math knowledge She also figured that "Reader Rabbit" was better use of my time on a computer than "Barbie Detective." I remember really enjoying the game. My math skills improved so much that after that summer,  I was no longer in remedial classes and instead tested into advanced math. I do not know for certain, but "Reader Rabbit," may have been a large contributor to my success. Overall, it was really fun which is and was surprising for something educational. My mother and I have good memories of this particular game so it would make sense that my initial reaction to the question of whether educational gaming is effective is a jolly "heck yes."



As I began to look at some of the games that were included in the resources folder however, I began to see that the idea of educational gaming today is much different from my experience with "Reader Rabbit." One major difference is that educational gaming today is mostly discussed in the context of the classroom instead of the home. Experiencing gaming in these different environments has an impact on the learning that is gleaned from the games. For instance, if I were to make all of my students play "Reader Rabbit" in a computer lab I am guessing that many of them would be distracted by the other applications of the computer, the new computer lab environment, and if they have not had much access to computers, the idea of the computer itself. My home was also very relaxed; I was not constantly looking at my peers' screens to size up where I was compared to them, nor was there any pressure to get to a certain part in the game for it was available every day to me on my own time. I do not think "Reader Rabbit" would be as effective in a classroom setting with multiple students for these reasons.
 Another difference in educational gaming today is that the games are way more advanced and have much more to them in terms of graphics, story line, and interface. “Reader Rabbit” was a two dimensional game that followed its characters through a castle and had the gamer answer math or reading questions along the way in order to proceed. Today, upgrades in technology allow students to play online together in one game, with a variety of different games available to them and with more content areas available. For instance, the game “Evoke” has very few things in common with “Reader Rabbit.” “Evoke,” is a game where its players are asked to tackle a social justice issue and then basically research the issue then blog on it on the site. There are some prize and point incentives for these posts.  While games like “Evoke” engage students with new content, I am afraid that games like “Evoke” might be hard for students to concentrate on for a while since the interface, the social justice content, and the idea are completely novel to them.


Educational gaming is also dependent on how much students enjoy video games and game ideas/content. It would be great if student were able to have a game that pertained to their interests and experience with computers and or games, and in an effective environment. I do not think one can simply rule out educational gaming as a good, bad, or effective strategy for student learning. I may have had a blast with one type a game, but I may have suffered playing “Evoke.” In order for educational gaming to sufficiently help students, one must first look at a student’s background and sort through the variety of games that are available to them in the content area they need. I was lucky enough to hop right in with “Reader Rabbit,” but that is often not the case for all educational games. 


Sunday, July 20, 2014

Smarter Balance or a Clumsy Concept?


Imagine this: a talented swimmer is training for a national race and is very nervous for there is a large academic scholarship on the line that will affect their future. Their coach has also made it very clear that his job is on the line as well. This student arrives at Nationals to find that the rumors were true; the pools there aren't filled with water but instead are filled with Jell-O. Our swimmer knew this was the case but did not know how much more difficult swimming in these pools would be for him. How do you think he placed against those with Jell-O pools at their homes or schools?

This fabricated situation is how I am guessing many students feel when faced with the task of completing a standardized test on a computer interface that they have not had experience with. I know for myself that navigating the test and its features on a computer were a point of stress for me whilst I was taking the GRE. Before the GRE I had taken all of my standardized tests on paper. I even tried to become more comfortable with the test module by taking computer practice tests a couple months prior. However, the amount of stress that I actually had that day and the environment of the testing center made for an entirely different, and more stressful, test experience. As a person who gets pretty anxious for tests, this added stress only seemed to hinder me and my actual capabilities.

It is also important to keep in mind that I have had a lot of experience with computers; from growing up with one in my home, to doing many academic assignments on one, and even taking computer science classes. Many of the students today do not have the privilege of having computers at their sides. While technology is more prominent today than ever, it is still safe to say students who have persistent access to computers at home and in their schools are clearly advantaged, in terms of testing, because they have a higher likelihood of being computer literate. Meanwhile, youth who don’t have the same access are being scored on both how to use the technology in addition to what is in the content of the test. There is a technology gap which could affect the achievement gap. I do believe that technology, and even technology integrated with standardized testing could be a good thing and (almost) standardized if there was a way to ensure that the technology used on these tests was equitably available for all students taking the test. Tests like the Smarter Balance test that we took does not seem to account for these economic disparities and overall seems to be poorly designed and inconsistent where it is now. Perhaps with more development and research, that tests like Smarter Balance could be utilized and used effectively.

So now, imagine this: a talented student is practicing story problems for a standardized test and is very nervous for their teacher told them that there is a lot on the line for their school based on this test. Their teacher has also made it very clear that his job is on the line as well. This student arrives on test day to find that the rumors were true; the test is to be taken on a computer instead of on paper. Our student and their teacher knew this was the case but did not know how much more difficult taking the test on the computer would for him. because he did not have access to a computer at home or at school. How do you think he placed against those with computer at their homes or schools?

Wednesday, July 16, 2014

Dew it like Dewey: Thoughts on the Subject-Matter of Education

I was very surprised to see that John Dewey wrote My Pedagogic Creed over a century ago. Many of his thoughts are very much in line with many of my own opinions about the current state of education. For example, I was taken aback by his emphasis on students social interests as "the basis of concentration, or correlation, in all his training or growth." This is because I do not see much of these ideas within school curriculum and personally believe that a mindset like Dewey's is essential to student learning. This is very intriguing for one would think that this simple idea would be implemented in our schools after all of these years. Alas, this is not the case. The exact pedagogy that Dewey chastised is still in place and student social interests are more separated from school subject matters than they ever have been; Art, language, physical activity classes, and other extra curriculars have been cut from schools and  teachers are teaching content in order to meet government standards instead of the needs of the student for example. Integration of these current core subjects with student social activity and interests could be a compromise.

Overall Deweys beliefs in this section gave me conflicting views on the use of technology in the classroom. On the one hand technology takes away from social experiences, however, technology is one of the main ways in which young people engage in social activities and is of interest to them. I wonder what Dewey would think of technology in terms of his ideas on science. I think Dewey would see technology as having "value because it gives the ability to interpret and control the experience already had." In other words, technology as a means to enhance experience would ultimately be effective pedagogy.

John Dewey had ideas and beliefs that I would hope many in the field of education would have today, for they outline some ways to transform education in a way that not only promotes social justice, but the human experience for all. I hope to implement some of his ideas in my classroom by connecting my content area to student interests, using these student interests (including technology) to enhance their learning, and using experience as a means for education as well.