Thursday, June 30, 2016

New Directions and Current Issues

1. Section VIII addresses new directions and emerging technologies for IDT. Select three of the following and reflect on how you might apply them in your current or future position in the IDT field: distributed or e-learning environments, reusable design or learning objects, networks or Web 2.0 technologies, rich media, digital games or simulations, virtual worlds. What learning goals or objectives could the technologies you selected help learners foster? Could the technology facilitate attainment of that learning goal better than traditional instruction? Why or why not?


     First, I want to talk about web 2.0 technologies. In this category there are endless possibilities. I took a class last semester about Web 2.0 tools and learned a great deal about them, and yet there are so many more out there for me to learn about and utilize within my classroom! One technology I use for classroom management is Class Dojo. It is a classroom management system that can be used in more ways than just management. You can use it as a reward system, a random selector, and give groups points for a game. Another web 2.0 technology that I have recently discovered, was ToonDoo. ToonDoo is an app that can be used on the iPad or on a computer to create comic strips and present digital stories or storytelling. There are customizable characters as well as settings and variety of other things to add to make their stories or comics unique and entertaining. I feel that Web 2.0 tools can only enhance  traditional instruction and not so much hinder it.

     Next, let's talk about digital games. In my district we used a program known as station  It is used mainly for phonics and reading, but can be used for math and writing as well. This program keeps the students focused and interested, while learning. The best part is that the students don't feel like they are being taught, its "fun and games" without the feeling of a teacher lecture and students love it! It also is paces with individual students, so every students is learning and advancing at there own pace. While this program is wonderful, I don't think it could or would replace traditional instruction. This technology too only enhances traditional instruction. The students are so motivated and have fun with this technology.

     Finally, the up and coming things that has been really big is virtual reality. The great thing about virtual reality is that they do not have a specific set of goals for students, rather the students can create their own environments. This can tap into the critical thinking side that we so desperately need to be pulling out of these students! Of course this is not traditional in any way, shape or form; however, I feel that to implement this in the right way, could connect us and create a much more rich and vivid learning environment for the future.


2. Section IX focuses on issues related to instructional design, rather than new technologies: professional ethics, diversity and accessibility, the nature of design, and providing instructional guidance. For each of the technologies you selected above, discuss what ethical issues using the technology might present. Does the technology enhance accessibility and accommodate diverse learning needs? How and/or can you design instruction using that technology? How much guidance would instruction with that technology require? What kinds of guidance would be necessary?

           
When it comes to thinking about the ethical problems, one of the most important things to think about is the grade level and the risk of what might be seen or absorbed when using technology in the classroom. You have to factor in the maturity level as well as what may be suitable for some students, may not be considered suitable for others. With that being said, this is why as teachers we have to be very selective and careful when it comes to our instructional design and planning lessons. However, one overall great thing is the we are now seeing the same technology starting to integrate into all classrooms within the schools. Even though I do and would use these various tools when it comes to teaching the curriculum within my classroom, the most important thing is that the students are learning and becoming familiar and competent by doing activities that are hands on. Students need to not only watch and listen to the teacher, but most importantly that need to be in a classroom enriched environment that not only paces them, but lets them show mastery. The hands on will allow the students think critically and master lessons, as well as allow the teacher time to help struggling students. True progress is seeing the students working through a problem and the teacher being able to move on with the class as a whole, instead of leaving the struggling students behind and just hoping they will eventually catch up.

1 comment:

  1. Ashley,

    I also think that it is crucial to consider grade levels and instructional design when integrating technology. I also think it is very important that we as educators are teaching digital citizenship often as we are integrating technology. I love using Common Sense Education to find lessons on digital citizenship.

    https://www.commonsensemedia.org/educators/digital-citizenship

    It offers mini-lessons that are for grade levels K-12.

    You also brought up a great point on finding opportunities to work with struggling students, so that they don't fall behind.

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