TI Budget and Timeline-an excel file that shows the budget and the timeline
Technology Integration Initiative-Rationale and implementation of the initiative, includes the budget and the timeline at the end
Professional Development Material-an introductory handout that will hopefully help teachers and administration buy into this idea of using video games in the classroom
Technology, Leadership, and Change
The team of bloggers contributing to this site are members of the Educ 6812 course at Fairmont State University - Spring 2015
Wednesday, July 29, 2015
Module 6 Post
Teacher Leaders and Communities
There are many different levels of community one can discuss when it comes to a school. You have the community that is developed with each classroom, a wing of the building, a grade level, a planning team, the entire building, and then the communities outside of the school/education system.
I remember in a social studies class for elementary teachers, we had to bring the community into the school for part of a unit plan. However, to me, it was a little flimsy. I "got" someone to come into the class and talk to the kids. I know my students, and I know they would love to get out of the classroom. A teacher leader could find opportunities to bring the kids to the community. Take them to a play, to see an orchestra, to see trees decorated with various country decorations, down to the town hall to see a court room and jail cell, or even just a walk around town to see the art that is right there at their home.
I have been in schools where parents felt like they weren't welcome in the school, I have also been to schools where it felt like parents were always there. I have been to schools where they have transitioned from not feeling welcome to attending fall festivals and coming into the classrooms. I think it is important for teachers, not just teacher leaders (although, they should lead the way and assist/encourage others), to bring the real world into the classroom and take the classroom out to the real world. This makes learning more real for the students and they are more likely to not ask the ever dreaded question, "When am I going to use this in real life".
Chapter 11 talked about the different communities and partnerships that a school can be apart of. I was in a school that had a partnership with a health clinic that included having another councilor at the school. I think this was very beneficial for the students and the staff because they didn't have to miss school to get a check up or if they had a cold. They also had more than one person they could go to if they were having a hard time.
Chapter 12 wrapped up the book, reviewed the main topics and discussed the importance of integrating technology but also having that human aspect as well. I have had conversations where people think that technology is gong to replace the teacher; that eventually, all education will be online and the only people the system will need are tech people. I totally disagree with them. I don't ever see a time where a person is not needed to educate our future leaders. We have to have a balance.
There are many different levels of community one can discuss when it comes to a school. You have the community that is developed with each classroom, a wing of the building, a grade level, a planning team, the entire building, and then the communities outside of the school/education system.
I remember in a social studies class for elementary teachers, we had to bring the community into the school for part of a unit plan. However, to me, it was a little flimsy. I "got" someone to come into the class and talk to the kids. I know my students, and I know they would love to get out of the classroom. A teacher leader could find opportunities to bring the kids to the community. Take them to a play, to see an orchestra, to see trees decorated with various country decorations, down to the town hall to see a court room and jail cell, or even just a walk around town to see the art that is right there at their home.
I have been in schools where parents felt like they weren't welcome in the school, I have also been to schools where it felt like parents were always there. I have been to schools where they have transitioned from not feeling welcome to attending fall festivals and coming into the classrooms. I think it is important for teachers, not just teacher leaders (although, they should lead the way and assist/encourage others), to bring the real world into the classroom and take the classroom out to the real world. This makes learning more real for the students and they are more likely to not ask the ever dreaded question, "When am I going to use this in real life".
Chapter 11 talked about the different communities and partnerships that a school can be apart of. I was in a school that had a partnership with a health clinic that included having another councilor at the school. I think this was very beneficial for the students and the staff because they didn't have to miss school to get a check up or if they had a cold. They also had more than one person they could go to if they were having a hard time.
Chapter 12 wrapped up the book, reviewed the main topics and discussed the importance of integrating technology but also having that human aspect as well. I have had conversations where people think that technology is gong to replace the teacher; that eventually, all education will be online and the only people the system will need are tech people. I totally disagree with them. I don't ever see a time where a person is not needed to educate our future leaders. We have to have a balance.
Tuesday, May 12, 2015
Monday, May 11, 2015
Brittany Morgan's TI Plan
Technology Integration Initiative
Brittany
Morgan
Needs
Assessment and Rationale
The majority of schools in the United
States have a diverse population of students, with varying levels of talents
and abilities. Not all students learn in
the same way, and many struggle with grasping skills and concepts through
traditional means. It is therefore my
intention to work to integrate the use of educational video games in the
classroom. I will start by working
solely with seventh grade Social Studies classes.
According to Jean Piaget’s Cognitive
Theory, children learn to understand the world through play. This starts from the earliest stages of
development, and continues on as they mature.
The hope is that, since children spend a great deal of time playing games,
using educational games in the classroom will help them learn more (Thomas,
2011). Research has shown that the use
of games in the classroom not only increases the knowledge and skills gained by
students, but that there is also an increase in motivation to learn, which is a
common problem found in many educational institutions. Games can be used to reach a variety of
students, not just those of a certain gender or skill level (Woo, 2014).
Another major benefit to the use of
gaming in the classroom is that it encourages collaboration, not just
competition. The use of games also
encourages critical and higher order thinking, which are often neglected during
traditional classroom work, and skills that students desperately need to
function in the world (Fredrick, 2014).
Games also encourage fluency, which is “the ability to retrieve
information in an easy and fluid manner”.
Games also offer immediate feedback on decisions and choices made
throughout the experience, which is beneficial to learning (Ault, 2014). All of the skills mentioned above are stated
in Common Core and Next Generation Standards, so by integrating games in the
classroom, a variety of state and national mandated standards are being met at
the same time.
Cost-Benefit
Analysis
The specific game I wish to
integrate at this time is Sid Meier’s Civilization
V, which sells for approximately $25.99.
This is the price of not only the original game, but also the various
expansion packs that have been made for it.
This game does not cost much, and the benefits it would provide to a
seventh grade Social Studies classroom would be tremendous. The Civilization
franchise incorporates themes from geography, economics, politics, and history
(Squire, 2011). As a class focused on
Ancient Civilizations, this game seems perfect to foster the needed skills and
knowledge required for the class.
Research conducted with versions of this
game showed that students became involved in the learning process by playing
the game. After learning how to play the game, students would
then begin to focus on the material that is trying to be taught. Many students began using geography and
history as a “cheat” for the game to try and make their civilization succeed. They also engage in “what-if” scenarios and
work to develop strategies to make their civilization grow and conquer the
world (Squire, 2011). This is the great
thing about games; students will eventually seek out learning experiences and
knowledge on their own in order to supplement their gaming experience (Cox,
2014). A desire to succeed at the game
creates motivation to learn, and with this motivation, students will work to
gain the skills and information needed to complete the tasks before them
(Harris, 2014).
Aside from the software, computers are
needed for this integration. Many
schools already have computers labs, so this should not be much of a
problem. The required and recommended
settings for this game are also relatively low, so even older computer models
should be able to run the game efficiently.
The biggest cost of this integration
would be time, both for educators and students.
To start, those teachers who are working on the integration would need
time to learn the ins and outs of the game.
Essentially, they would first need to learn how to play it. This could be started by offering one or two
after school Professional Development workshops where the teachers take the
time to sit down at the computer and play around with the game. Adults, as well as children, learn through
play, so this would be the best way to introduce it. Some tips could also be addressed during
these workshop sessions.
When it comes time to actually integrate
the technology and lessons into the classroom, it would likely take a
significant amount of time to introduce the students to the game. The teacher must take what they have learned
about the game and teach the students how to play it. This may take less time than the workshops
for teachers. Despite the time taken to
integrate and develop this project, however, it is completely worth the
cost. Though teachers may spend several
days to a week letting students learn about the game, which would distract from
other lessons, in the end the students would gain more of the skills and
knowledge they need then with regular lessons alone.
Technology
Implementation Plan
Timeline
|
Implementation
|
Week 1
|
·
Secure
funding for game
·
Purchase
game
·
Set
up dates for workshops
·
Run
assessment on available computers to see if they meet game requirements
|
Week 2
|
·
Begin
workshops for teachers
|
Week 3
|
·
Begin
integration in classroom
·
Start
introducing students to the game
·
Begin
supplemental assignments to assist gaming
|
Week 4
|
·
Start
full implementation of lessons
|
Final Week
|
·
Evaluation
of student progress after playing game and completing supplemental
assignments
|
Professional
Development Materials
The
Game
Introductory
Material
How
to Play
How to Play Civilization V
Video (This video is extremely long, so only part of it would be watched)
Annotated
Bibliography
Ault,
M. (2014). The effectiveness of reason racer, a game designed to engage middle
school students in scientific argumentation. Journal of Research on Technology in Education, 474(1). Retrieved
May 8, 2015, from Academic OneFile.
Cox,
J. (2014). Role-playing games in arts, research and education. International Journal of Education through
Art, 10(3), 381-395. Retrieved May 8, 2015, from EbscoHost.
Fredrick,
K. (2014). Play along: gaming in education. School
Library Monthly. Retrieved May 8, 2015, from Academic OneFile.
Harris,
C. (2014). Make a game out of learning: Quest-based education lets kids embrace
their own mastery. School Library Journal.
Retrieved May 8, 2015, from Academic OneFile.
Squire,
K., & Jenkins, H. (2011). Video games
and learning: teaching and participatory culture in the digital age. New
York: Teachers College Press.
Thomas, D., & Brown, J. (2011). A new culture of learning: cultivating the
imagination for a world of constant change. Lexington, KY.
Woo,
J. (2014). Digital game-based learning supports student motivation, cognitive
success, and performance outcomes. Educational
Technology & Society, 17(3). Retrieved May 8, 2015, from Academic
OneFile.
Friday, May 8, 2015
Integrating Technology: Building Community and Consensus
I have been working on Technology Integration at my school since I arrived there in late August, and it has been so beneficial to have the support and enthusiasm of my team and the rest of our staff, as well as that of the students, administration, and county level leaders. Being able to actually obtain the technology was a dream come true. We won't have it in our rooms til next year because the orders were delayed in shipping and we're overwhelmed by testing at the moment, but having everyone come together to make it happen was amazing. Presenting the rationale to our local board helped things along. I am so grateful for what I've learned in this course, as it was crucial to strengthening our school culture for this big step.
I developed a Schoology course at www.schoology.com, course code WQJK-9J7W6 as part of the PD for this initiative. The course is modified from one developed by WVDE to train teachers around the state, and the symbaloos came about with the help of our TIS, who is always there for us. Please feel free to check it out!
You can view my TI at https://goo.gl/QkYuHs, and the handout I developed to be used with a Schoology exploration session at https://goo.gl/wEVKh5.
Knowing that next year we will have new textbooks featuring online access combined with 1:1 in the classroom makes me really excited. I am glad to have had the chance this year to learn and apply digital leadership. I'm looking forward to the future!
I developed a Schoology course at www.schoology.com, course code WQJK-9J7W6 as part of the PD for this initiative. The course is modified from one developed by WVDE to train teachers around the state, and the symbaloos came about with the help of our TIS, who is always there for us. Please feel free to check it out!
You can view my TI at https://goo.gl/QkYuHs, and the handout I developed to be used with a Schoology exploration session at https://goo.gl/wEVKh5.
Knowing that next year we will have new textbooks featuring online access combined with 1:1 in the classroom makes me really excited. I am glad to have had the chance this year to learn and apply digital leadership. I'm looking forward to the future!
Jared's Technology Integration Initiative
Rationale and Initiative
The
expectation among many proponents of online learning is that the blended
classroom, in all its forms, is a “hybrid innovation” that will eventually be
replaced by the fully online classroom.
According to a recent paper published by The Clayton Christensen
Institute for Disruptive Innovation, “the models of blended learning that
follow the hybrid pattern are on a sustaining trajectory relative to the
traditional classroom. They are poised to build upon and offer sustaining
enhancements to the factory-based classroom system, but not disrupt it. The
models that are more disruptive, however, are positioned to transform the
classroom model and become the engines of change over the longer term,
particularly at the secondary level. Any hybrid variety of blended learning is
likely to fall by the wayside as the pure disruption becomes good enough”
(Christensen, Horn, & Staker, 2013).
While it is certainly true that eventually technology will be sufficient
to meet all of the needs of the average student, and completely remove the need
for the brick-and-mortar school, this does not seem likely to happen soon. After all, we still have brick-and-mortar
banks, post offices, and shopping malls, all of which are entities that could
conceivably be replaced by digital technology, and all of which offer most of
their services online already. It is
likely several patrons of these entities prefer to receive some services at the
physical location. Similarly, there may,
in fact, always be a significant portion of the population that wants children
to attend a brick-and-mortar school as long as school is free, and continues to
offer the vast number of services it currently provides. As Christensen, Horn, and Staker concede,
“Almost every student has access to a government-funded school of some sort. We
predict that hybrid schools, which combine existing schools with new classroom
models, will be the dominant model of schooling in the United States in the
future” (2013). With this in mind it is
up to today’s educators to become familiar with the many forms of blended learning
and to contribute new innovations to these in anticipation of changes yet to
come.
Last
year, a handful of teachers at Bridgeport High School took a major step toward
joining in the effort to innovate. We
held a semester-long professional development on the idea of the “flipped
classroom.” While teachers in school
districts in other states had been using the flipped model for some time now,
the idea was still relatively new to our area.
Even for those of us who knew what we were getting ourselves into, this
was our first experiment delivering course content primarily through digital
media. Throughout the semester we
learned quite a bit about how to create, find, and deliver content. We also learned more about how to interact
with students through social and educational media online. Perhaps one of the many lessons we were
surprised to learn was that there was still a place for some traditional
classroom elements. While our “digital natives”
truly appreciated the advantages of having the bulk of the course online, many
still longed for those things associated with the brick-and-mortar classrooms:
face to face group discussion, live student presentations, and (believe it or
not) a traditional lecture from time to time.
Over the semester, it was becoming clear to my colleagues and me that the
flipped model might not be the best fit for our particular school community. Still, we had gained so many educational
advantages through the use of digital media that there was no going back to a
traditional classroom. When the second
semester began, many of us were, on our own, struggling to create ways to combine
our digital techniques with our traditional ones. Through this, many forms of blended
classrooms were beginning to emerge naturally.
As this became apparent, there were a several teachers among the
original group of “flippers” who longed for some more professional development
on the sundry ways to employ the blended model.
From
that point on, we began to evaluate what was good about the digital aspects we wanted
to keep. From our experiences with
flipping we had learned that using the technology “speaks the language of
today’s students”, “helps busy students” to balance school and the other facets
of high school life, “helps struggling students” and special needs students by
allowing them to “pause and rewind their teacher”, “increases student-teacher
interaction”, and helps include parents by making the “class transparent” (Bergmann
& Sams, 2012, p. 20-33). We also
began to list what was good about the brick-and-mortar classroom. Many of my colleagues echoed the words of Katrina
Gulliver’s article from The Chronicle of
Higher Education, “Digital Natives Like a Good Lecture, Too.” In essence, many students still seem to value
the experience of being in the same room with an expert in the content who can
model, in person, the journey of learning.
“They don't just want the professor's role to be showing them where to
find this stuff somewhere else. They want to hear what we have to say”
(Gulliver, 2015). Perhaps there is
something valuable to being the “’sage on the stage’ rather than the ‘guide on
the side’” (Gulliver, 2015) at times. While there may be many “Web Evangelists”
who scoff at these old-fashioned sentiments, there are just as many
traditionalists who reject the idea that online learning is necessary and
inevitable. The simple fact is, the
brick-and-mortar school isn’t going away anytime soon, and neither is digital
media. Both are a major part of every
student’s life, so it is the wise teacher who learns to blend them effectively. Furthermore, if it true that “the blend of
online learning into schools marks the most powerful opportunity the world has
to make student-centered learning a widespread reality” (Horn & Staker,
2015, p. 11), then it is the good teacher who seeks to blend at all.
This
brings us to the Technology Integration Initiative: I would like to work with
the current blended learning users at my school to gain, through research and
discussion, a more thorough understanding of how the blended classroom model
can be used to improve our school. Then,
I would like to invite more instructors in the school to a blended-learning
focused professional development community that would spend the 2015-2016
school year incorporating existing technology in the classroom in ways that are
new and beneficial to our school, students, and community.
Needs Assessment
We
can no longer ignore the need to effectively incorporate technology into daily
instruction. So many daily tasks from
banking to communicating with relatives are conducted online. Furthermore, many of those things we do
advance our careers or better ourselves, from attending college to applying for
jobs are accomplished, at least in part online.
However, many schools, even with all of their computer labs, distance learning
labs, and wireless internet access are still using technology to simply create
and print documents, do research, or conduct standardized testing. There is still little use of the technology
to improve the quality of instruction or the communication between students,
teachers, and parents.
For
many schools, the technology is already there.
It is just that much of the faculty is not sure how to use it beyond the
traditional sense. I feel my school falls
into that category. We could use some
professional development on how to use what we have to benefit the
student.
Our
high school is made up of approximately 720 students, and 49 teachers. We have most of the basic technology
available to high schools. We have eight
computer labs, two mobile lap top labs, and one iPad lab. Each of these contains of approximately
thirty separate computers or tablets.
Every room in the building is equipped with wireless internet access,
including the cafeteria and auditorium.
We have a technology support person on site, who teaches half of the day
and maintains building technology the other half. We also have efficient support from our local
RESA technology specialist. These staff
members keep the computers up-to-date and in good repair. Problems are often resolved within a day. While it seems that any school could always
use more computers, the technology and our students’ access to it is sufficient
if lab time is scheduled properly. The
real need in our school is staff training on making the most of these labs to
help “beef up” our instruction, increase student participation and achievement,
and reach other students who are not advancing in the current system.
Cost Benefit Analysis
Since
we already have the technology in our building, and since this initiative seeks
to use a number of free or already purchased online services (Schoology, Edmoto,
Office 365, School Website, etc.), there will not be need to raise any funds
for new equipment at this time. That
need may present itself in the next couple of years, but for the 2015-2016
school year, we have the essentials.
Our
main cost is time. In order to make this
professional development happen, teachers will need to put in several hours
that not factored into the regular school day.
Offering stipends to both professional development presenters and to the
participating teachers as incentive and compensation provides more options for
training times.
After
working with some colleagues on a grant proposal, we estimated that fifteen
teachers would want to participate in the initial six-hour training session. The standard teacher stipend for
out-of-school professional development is $35 an hour, so the initial session
would cost $3150. The expert presenter’s
stipend plus expenses was estimated to be $315.
Throughout the first semester we planned for two follow up professional
development meetings for the fifteen participants, totaling $525 each. A few incidental technology costs for
materials, copying, and equipment were estimated to be $250. The total cost to for these teacher
incentives then would be $4765.
We
requested this amount of funding through a competitive grant proposal made
available to us through our PDS relationship with Fairmont State University.
The
possible benefits of this training are immeasurable. To have a group of fifteen
enthusiastic teachers ready to help others in modeling and implementing blended
learning would be one of the most powerful examples of what we stand to gain
from using the technology effectively. I
think an initiative like this could be just the right thing to help keep our
school relevant and effective.
Technology Implementation Plan
The
following timeline shows the plan for the professional development and the
implementation of this technology integration initiative:
June
2015- Volunteer advocates introduce and promote the need for blended learning
in our school through a presentation at a year-end staff meeting. The invitation to the Professional
Development will be offered at this time.
June-August
2015- The Professional Development will be available on the county online CE
portfolio, My Learning Plan.
August
2015- Initial session will be conducted by guest presenter with expertise in
blended learning. Fifteen participants will
attend for six hour training and begin creating blended learning classroom
materials, modules, or units.
Participants also begin online communication that will continue in
coming months.
September
2015- Follow up meeting, after school.
Participants will share blended learning efforts, products, and samples
of student work. Online communication
between teachers continues.
November
2015- Follow up meeting, after school.
Participants will share blended learning efforts, products, and samples
of student work. Evaluation of training
will be completed by participants.
Online communication between teachers continues throughout 2016
semester.
May
2016- School technology needs re-evaluated by staff in year-end faculty
meeting. Are we ready for 2017?
References
Ávila, J., & Pandya, J. Z. (2013). Critical digital literacies as
social praxis: Intersections and challenges. New York: P. Lang.
Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every
student in every class every day. Washington: ISTE.
Christensen,
C., Horn, M., & Staker, H. (2013, May 1). Is K-12 Blended Learning Disruptive? An introduction to the theory of
hybrids. Retrieved May 3, 2015, from http://www.blendedlearning.org/wp-content/uploads/2014/11/Is-K-12-blended-learning-disruptive.pdf
Gulliver,
K. (2015). Digital Natives Like a Good
Lecture, Too. Chronicle Of Higher Education, 61(18), 1.
Horn,
M. B., & Staker, H. (2015). Blended: Using disruptive innovation to
improve schools. San Fransico: Jossey-Bass.
Kuo,
Y., Belland, B. R., Schroder, K. E., & Walker, A. E. (2014). K-12 teachers’ perceptions of and their
satisfaction with interaction type in blended learning environments.
Distance Education, 35(3), 360-381.
Raths,
D. (2013). 9 Video Tips for a Better
Flipped Classroom. (cover story). T H E Journal, 40(11), 12.
Sheninger, E. C. (2014). Digital
leadership: Changing paradigms for changing times. California: Corwin.
Staker,
H., & Horn, M. (2012). Classifying
K–12 Blended Learning. Retrieved 2015.
Thomas, D., & Brown, J. S. (2011). A new culture of learning:
Cultivating the imagination for a world of constant change. Lexington, KY:
CreateSpace?
Zomorodi,
M. (2015). A Parent's Guide to All that
'Ed Tech' In Your Kid's Classroom [Radio series episode]. In New Tech City.
New York : WNYC.
Link to PD Material:
Link to TI Word Document:
Technology Integration Initiative - Tiffany
I chose to organize my assignment using Google sites. You'll find the assignment here:
Additionally, I opted to create a second Google site for the Professional Development aspect. While the link is embedded into the first site, I'll provide the link independently here as well:
As I'm not a practicing teacher, with my experience more toward informal learning (museum education) rather than the classroom, I opted to focus my technology integration initiative in my home away from home, the WV Folklife Center. This is a project that I hope to implement, or at least get started, although it may not fit the provided time frame that the timeline projects. In fact, I got myself excited enough by it, that I've considered beginning it by myself over the summer. I may at least combing through our archived oral histories to begin selecting samples.
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