Culminating Project EDUC 3200 Instructional Tech-Media Instructor Brown Presented by: DeShone O. Watson.

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Presentation transcript:

Culminating Project EDUC 3200 Instructional Tech-Media Instructor Brown Presented by: DeShone O. Watson

EDUC 3200-Into to Instructional Tech- Media This course provides an introduction to a wide range of audio-visual materials and equipment available for classroom use. The course will focus on the development of skills necessary for effective utilization of instructional media. Materials, devices, techniques and settings are presented in an overview of the field of instructional technology. Laboratory experiences are provided in the operation of instructional hardware.

Understanding Web 2.0 The assignment was to create a blog explaining the difference between Web 1.0 and Web 2.0. ▫The following assignments were completed:  Voice Thread   Blog 

Ways to Incorporate Web 2.0 in the Classroom Using web 2.0 can be used as a tool to collaborate with students and build a classroom community. As a teacher you can use Web 2.0 to build a social network of students who share the same interests in sports and other activities. There are many ways that I could incorporate web 2.o into my classroom: ▫Physical Education Wiki ▫Classroom Blog ▫Online Journal ▫Demand Video ▫Electronic Portfolio

Movie Maker Video The assignment was to make and publish a instructional video on a topic of your choice. My video was based my major. I created a video on How to Dribble a Basketball. ▫How to Dribble a Basketball Video 

Ways to Incorporate Movie Maker in the Classroom Each student in a classroom learns differently and on different levels, using certain software will help to differentiate the assignments for each student. Students can use Movie Maker for the development of their multimedia projects. With this, they can add titles, text, transitions, effects, sound and credits.

Interactive Learning: Smartboard The assignment was to create a Smartboard activity and discuss how to integrate it into the classroom. ▫Checkout my Smartboard activity below.

Ways to Incorporate Smartboard Activities in the Classroom Since I will mostly be in the gym because I will be a P.E. teacher. I could use interactive technology for the Health section of the class inside the classroom. For example, if we are discussing terms/vocabulary words I can let students use a SMART board to drag the meaning of the term to the correct word. I also could make it fun by splitting the class up into boys versus girls and use the SMART board to do cooperative games that relates to whatever lesson I am teaching.

Locate Apps, Learning Modules & Games This assignment was to located apps, learning modules and games that will help you teach a chosen standard. ▫Apps  Fitness Free HD: This app includes over 700 exercises for men and women with photos, text instructions, and pictures of muscles involved for each exercise. ▫Learning Modules  ▫Games  health-pe-games/ This website has many Health and P.E. games and they are Smartboard accessible, full of Interactive Health and Physical Education Games, Activities and Lessons

Ways to Incorporate Apps, Learning Modules, and Games in the Classroom Apps ▫Depending on the amount of devices you have deployed in your classroom, apps could be used as tools for calculating or recording data, accessing information and reference materials, or creating a product that meets a learning goal. Learning Modules ▫Can be used to forge educationally sound and logical links between learner needs, aims, learning outcomes, resources, learning and teaching strategies, assessment criteria and evaluation. Games ▫Games are a quick and easy way to motivate children, and to foster an atmosphere of friendship and cooperation in the classroom. They can be adapted to suit the age and ability level of your students, and used across the curriculum at any point in the school year

Culminating Project Part I ▫Create a Newsletter Part II ▫Create a Certificate Part III ▫Web Page

Part I: Newsletter

Class Project: Create-A-Game The Create-a-Game activity is a fun assignment for middle school PE students. It's a great way to encourage creativity while promoting teamwork and group cooperation. Each student will be divided into groups. Each group will be responsible for creating a new game. Each group should work together to invent the name of the game, all the rules that will be needed, and some safety tips. Also, the groups will have to present their game to the class of how to play the game.

Class Project: Create-A-Game Health and Physical Education 6th Grade Create-a-Game Directions: This sheet must be handed in at the end of this project. It should include the invented rules and group members. You will be graded on your group’s ability to accurately and completely answer these questions about your invented game. Group Members: _________________________________ Rules: ________________________________________________________ Penalties: ________________________________________________________ How do you win? ________________________________________________________ What equipment do you need to play your game? ________________________________________________________ How many players at a time? ________________ Please draw out the boundaries to your game and include any equipment that is stationary (including goals, bases, etc.). Please explain how your game relates to the components of fitness and why is it important to participate in this activity. Things to remember: You want as many people active as possible! Is it fun? Is it safe? How does it relate to the components of fitness? Which components does it include? The more detail you write the better.

Create-a-Game Scoring Rubric Create-a-Game Rubric Group Members: __________________________ ___________________________ Rules: _________/ 10 points Requirements for winning: _________/ 5 points Diagram of playing area and Equipment list _________/ 10 points Relationship to Fitness: _________/ 5 points Cooperation & Teamwork: _________/ 10 points Activity level of players: _________/ 5 points Safety: _________/ 5 points Comments: ______________________________________________________________ Total Score: ________ out of 50 or _____%

Part II: Certificate on the Class Project: Create-A-Game for the School Year Watson Middle School Mr. DeShone Watson, P.E. Instructor

Part III: Web Page

Conclusion Technology is everywhere. Our students are digital natives. They are growing up in a world where they have been interacting with technology their entire lives. We are educating 21st Century Learners. Physical educators should embrace it and use it to encourage youth to be more active.