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Designing Opportunities for Learning with Technology Dr. Eileen K. VanWie October 24, 2007 Learning – complex interaction of individual cognitive processing, the learner’s environment, and his/her historical relationships with culture, language, and media. Norton & Wiburg. (2003). Teaching with Technology, p. 98.
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Models of Learning – Chapter 2 Norton & Wiburg. (2003). Teaching with Technology Efficiency Constructivist (See Norton & Wiburg p. 35 for Table 2.2)
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Understanding by Design (2 nd ed.) Wiggins, G. & McTighe, J. (2006). NJ: Pearson Education, Inc. Backwards Design: Stage 1. Desired Results – content, process, and technology standards, goals (knowledge, skills, and dispositions), essential questions, resources Stage 2. Assessment Evidence – multiple assessments, preassessment, integrated with learning, tools (e.g. rubrics, portfolios) Stage 3. Learning Experiences – projects and activities that are authentic, build knowledge, construct ideas, and share results
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FACTS of Design - Chapter 3 Norton & Wiburg. (2003). Teaching with Technology Foundations (Stage 1. Desired Results) Activities (Stage 3. Learning Experiences) Content (Stage 1. Desired Results, Stage 2. Assessment, and Stage 3. Learning Experiences) Tools (Stage 1. Desired Results, Stage 2. Assessment, and Stage 3. Learning Experiences) Systems of Assessment (Stage 2. Assessment) http://obsidian.gmu.edu/twt/opener.htm
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Systems of Assessment – Chapter 9 Norton & Wiburg. (2003). Teaching with Technology Strategies for Assessment: Traditional Alternative or Authentic Processes for Assessment: Align standards, curriculum, pedagogy, context, and assessment. Use technology. (Included in Stage 2. Assessment Evidence in Understanding by Design)
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Designs for Knowledge – Chapter 4 Norton & Wiburg. (2003). Teaching with Technology Learn about content structures and processes (See p. 85 for a social studies example) Use narrative and expository discourse to support learning of structures. Use electronic technologies to promote different habits of thinking and additional patterns of discourse. (p. 82-84) What are the structures in the disciplines you teach? (Included in Stage 1. Desired Results of Understanding by Design)
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Designs for Problem Solving – Chapter 5 Norton & Wiburg. (2003). Teaching with Technology Memory (p. 101) Information processing requiring: acquisition, retention, and retrieval. Skills: Some processes depend on repetition; look for patterns, chunks, clusters, associations. Skills: Analyze concepts and construct web of connections/meaning: concept mapping. Technology Tool: Inspiration or Free Mind Map (http://www.snapfiles.com/get/FreeMind.html - Free Mind Map is open source [free] software similar to Inspiration)http://www.snapfiles.com/get/FreeMind.html
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Designs for Problem Solving – Chapter 5 Information-Extending Processes (p. 105) Inductive thinking: the development of general rules, ideas, or concepts from sets of specific instances or examples. Three categories of processes: selective encoding, selective combination, selective comparison. Skills: elaborating, synthesizing, imagining, designing, problem-solving, decision-making. Technology Tool: Hyperlink feature of PowerPoint.
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Designs for Problem Solving – Chapter 5 Information-Rearranging Processes (p. 107) Deductive thinking: systematic process of thought that leads from one set of propositions to another based on principles of logic. Skills: identifying causes and characteristics, drafting innovations, evaluating, analyzing, problem solving, using logic. Technology Tool: well-planned spreadsheet activities.
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Designs for Problem Solving – Chapter 5 Metacognition (p. 110) The monitoring and guiding of one’s own thought processes; it is mind observing itself and correcting itself. Ask students to explain what they are doing in any learning situation. Technology Tool: Simulations
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Designs for Problem Solving – Chapter 5 Anchored Instruction An anchor creates interest and enables students to define problems and pay attention to their own perceptions and comprehension of the problems. Authentic, complex, ill-defined problems Problems provide meaning and reasons for why information is useful (Included in Stage 3. Learning Experiences)
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Designs for Problem Solving – Chapter 5 The ABCS of Problem-Based Learning Authentic Activities Building Knowledge Activities Constructing Activities Sharing Activities (Included in Stage 3. Learning Experiences)
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Designs for Problem Solving – Chapter 5 Identifying Problems Monitor your experiences and resources to identify “inspiration” pieces Pay attention to events in the current social context Think about the kinds of challenges various occupations confront Observe relevant problems that the students are facing
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Designs for Problem Solving – Chapter 5 In a small group, use a videogame Website to design/draft a problem-based learning experience that addresses problem-solving skills (memory, information-extending, information-rearranging, or metacognition). Select a grade level and subject of your choice. Use the backward design model to outline ideas (1. Desired Results, 2. Assessment Evidence, 3. Learning Experiences). Choose a recorder to post the draft on the Main Discussion Board by Thursday, October 25, 11:55 PM.
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Designs for Problem Solving – Chapter 5 1. http://www.fffbi.com/ - The Fin, Fur and Feather Bureau of Investigation uses humor to help children develop critical-thinking, problem- solving, reading, and research skills.http://www.fffbi.com/ 2. http://www.eastoftheweb.com/games/index.html - Hyperfiction (London) provides word games and short stories for educational purposes.http://www.eastoftheweb.com/games/index.html 3. http://pbskids.org/ - Public Broadcasting Service provides videogames that encourage problem- solving.http://pbskids.org/
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Designs for Literacy – Chapter 6 Expanded Definition: “The power to encode and decode meaning through any of the forms that humans use to represent what they have come to know.” (Eisner, 1994 in Norton & Wiburg, p. 137) Symbolic systems include: spoken language, alphabetic, musical-notational, visual or graphic, mathematical. Developing literacy requires: Symbolic Competence Cognitive Strategies Discourse Forms Communication Skills Website Evaluation Skills
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Designs for Literacy – Chapter 6 Website Evaluation: http://lib.nmsu.edu/instruction/evalcrit.html - The NMSU Library (Susan Beck) provides criteria for evaluating Websites at this link. http://lib.nmsu.edu/instruction/evalcrit.html http://school.discovery.com/schrockguide/assess.html - Kathy Schrock provides valuable resources to teachers. This link leads to rubrics, including Classroom Web Page Evaluation Criteria. http://school.discovery.com/schrockguide/assess.html http://school.discovery.com/schrockguide/eval.ht ml - This link on Kathy Schrock’s Website provides information for teaching media literacy, especially in relation to the www. http://school.discovery.com/schrockguide/eval.ht ml
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Reflections: Designing Opportunities for Learning with Technology What ideas do you have for your Interdisciplinary Technology-Related Curriculum Design project as a result of our discussion?
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