Thursday, October 28, 2010

Teacher and Tech Oct 29, 2010

Lab (after the presentations)

Search Harry Potter fanfiction and Harry Potter forum (or any popular book or game such as Twilight or WOW)

Animoto or SketchUp or Glogster

Google yourself if you haven’t lately.

Presentations

A17 - Rob & David
Craig & Sean
Jen, Konrad, Rhianna

A15 - Arif, Mauricio.
Heather Jenny and Jason

FoldIt - an interesting game about folding proteins that may help solve real science problems.

Jeff Han - TED talks - new interface

Literacy With ICT
  • at what level of the Cognitive Domain are we being creative? [Knows&Comprehends, Analyzes & Applies, Synthesizes and Evaluates]]
  • is it possible to be creative in the affective domain? [Responsibility & Ethics, Social Implications, Collaboration, Motivation & Confidence]
  • how can ICT assist in extending critical and creative thinking?




Fresh Brain
iPhone music - U of Michigan (thanks Steph)

Video/Mashups - the new essay?
   - samples from REC UNESCO projects

Thanks Amanda for this:
Steven Cameron, in his article, "Technology in the Creative Classroom", provides another point of view on creativity in Digital Natives. He points that creativity is an individual artistic quality that lies in those willing to take the time to pay close attention to detail. As a professor of creative technology classes, his trained eye can see a clear difference between those students who took the "short cut" in quickly cutting and pasting their projects together and those who actually spent time in manipulating their work into creative masterpieces.

While Cameron's skepticism of creativity may be of greater importance in his university classrooms, it is also a valid point for senior years teachers to keep in mind when seeking creativity from their students. Has the student quickly slapped together their 'creative' project, or is there something more, something fresh and original such as Palfrey and Gasser are alluding to, coming out of their digital work? This question is for the classroom teacher to decide when assessing their students' digital work.


Thanks to Samantha for this:

I, apparently, am a digital native.
Whoever decided that interesting fact is somewhat crazy.  In fact, I suggest that person come and sit in during one of my Teacher and Technology classes.  In this class of approximately 27 individuals, every person except for perhaps one would be considered a digital native.  Yet, for the most part, we can operate only the most superficial technologies available to us: social networking, email, text, and cell phones to name a few.  At first we thought that made us techno-savvy.  We were wrong.  At the commencement of the course, the professor woke us all up to our truly pitiful grasp on what we had, just moments before, considered mastered.  He wowed us by simply showing us a website that prepared formatted bibliographies, and stunned us by playing a video of jaw-dropping statistics relating to the expansiveness of the media in society.  To use an analogy, we have barely seen the tip of a monstrous digital iceberg that lurks below the surface of the facade that is a computer connected to the Internet.  I feel that the term "digital natives" may encompass far too broad a cross-section of people, and it implies something that the average individual cannot live up to.  Just because a person was born after a certain year does not mean that they were born with inherent skills specific to the technology of the time.

Thanks to Liana for this:
At the University of Liverpool, a year long project explored how learners improved in different ways by using digital creativity. Here are some interesting outcomes that they found:

-Students became engaged due to activities that made them personally interested
-Students saw the equipment and wanted to get involved (motivation)
-There was a sense of pride when it was time for the students to present their work to the rest of the classroom and at home
-Teachers noticed that their attendence record was improving in classes that were based on digital creativity activities (persistence)
-Students could take personal control of their learning
-Students were so motivated with their own project or activity that they asked to come in at lunch or after school to work on it
-They created their own finished products, and developed the ideas given to them
-They felt like they mastered a useful skill that they can apply in the future
-They found students to have a better social relationship with eachother
-All students were engaged because they were motivated by one another
-Students worked together productively which helped them develop people management skills
-Literacy was improved by the engaged students in the activity
-Animation was a great reusable resource for other learners
-Animation, video, and music software had a therapeutic value and encouraged personal relfection and developing insight
-Encouraged students to continue education and employment because these digital creative activities raised aspirations.
-With embedding digital creativity across the curriculum, students who had difficulties with certain subjects found helpful resources through technology
-Helped them understand and find a visual meaning for problems they encountered
Source: To read the entire experiment in detail go here:

Teacher and Tech Oct 28, 2010

Presentations
A12 - Melissa, Ali, Megan
Jennilee, Tanis

A11 - Heather, Janette & Toshio
Claudia & Marla -  making a website
amber kevin ashley r- digital cameras in the classroom

Voting made worse by computers!

Creativity, Problem Solving, Copying and Remixing
  • what is needed to be creative?
  • is everyone creative?
  • why is creativity hard?
  • what is the difference between copying, remixing and stealing?
  • D A B F# G D G A - and the Rant against it


Clifford Stoll: 18 minutes with an agile mind.
Stephen Hawking: Asking big questions about the Universe
Larry Lessig: How creativity is being strangled by the law

Sir Ken Robinson  ???

Jeff Han - TED talks - new interface

Literacy With ICT
  • at what level of the Cognitive Domain are we being creative? [Knows&Comprehends, Analyzes & Applies, Synthesizes and Evaluates]]
  • is it possible to be creative in the affective domain? [Responsibility & Ethics, Social Implications, Collaboration, Motivation & Confidence]
  • how can ICT assist in extending critical and creative thinking?



Fresh Brain
iPhone music - U of Michigan (thanks Steph)

Video/Mashups - the new essay?
    - samples from REC UNESCO projects

Thanks Amanda for this:
Steven Cameron, in his article, "Technology in the Creative Classroom", provides another point of view on creativity in Digital Natives. He points that creativity is an individual artistic quality that lies in those willing to take the time to pay close attention to detail. As a professor of creative technology classes, his trained eye can see a clear difference between those students who took the "short cut" in quickly cutting and pasting their projects together and those who actually spent time in manipulating their work into creative masterpieces.

While Cameron's skepticism of creativity may be of greater importance in his university classrooms, it is also a valid point for senior years teachers to keep in mind when seeking creativity from their students. Has the student quickly slapped together their 'creative' project, or is there something more, something fresh and original such as Palfrey and Gasser are alluding to, coming out of their digital work? This question is for the classroom teacher to decide when assessing their students' digital work.


Thanks to Samantha for this:

I, apparently, am a digital native.
Whoever decided that interesting fact is somewhat crazy.  In fact, I suggest that person come and sit in during one of my Teacher and Technology classes.  In this class of approximately 27 individuals, every person except for perhaps one would be considered a digital native.  Yet, for the most part, we can operate only the most superficial technologies available to us: social networking, email, text, and cell phones to name a few.  At first we thought that made us techno-savvy.  We were wrong.  At the commencement of the course, the professor woke us all up to our truly pitiful grasp on what we had, just moments before, considered mastered.  He wowed us by simply showing us a website that prepared formatted bibliographies, and stunned us by playing a video of jaw-dropping statistics relating to the expansiveness of the media in society.  To use an analogy, we have barely seen the tip of a monstrous digital iceberg that lurks below the surface of the facade that is a computer connected to the Internet.  I feel that the term "digital natives" may encompass far too broad a cross-section of people, and it implies something that the average individual cannot live up to.  Just because a person was born after a certain year does not mean that they were born with inherent skills specific to the technology of the time.

Thanks to Liana for this:
At the University of Liverpool, a year long project explored how learners improved in different ways by using digital creativity. Here are some interesting outcomes that they found:

-Students became engaged due to activities that made them personally interested
-Students saw the equipment and wanted to get involved (motivation)
-There was a sense of pride when it was time for the students to present their work to the rest of the classroom and at home
-Teachers noticed that their attendence record was improving in classes that were based on digital creativity activities (persistence)
-Students could take personal control of their learning
-Students were so motivated with their own project or activity that they asked to come in at lunch or after school to work on it
-They created their own finished products, and developed the ideas given to them
-They felt like they mastered a useful skill that they can apply in the future
-They found students to have a better social relationship with eachother
-All students were engaged because they were motivated by one another
-Students worked together productively which helped them develop people management skills
-Literacy was improved by the engaged students in the activity
-Animation was a great reusable resource for other learners
-Animation, video, and music software had a therapeutic value and encouraged personal relfection and developing insight
-Encouraged students to continue education and employment because these digital creative activities raised aspirations.
-With embedding digital creativity across the curriculum, students who had difficulties with certain subjects found helpful resources through technology
-Helped them understand and find a visual meaning for problems they encountered
Source: To read the entire experiment in detail go here:

CS Methods Oct 28, 2010


When are the other presentations?

Free textbooks - LVP , Dave Moursund , onlinebooks, java books,  freecomputerbooks, freetechbooks

Flowgram - different way of making presentations ????

AP CS guides

IB CS guide

A Model Curriculum for K–12 Computer Science: A Model Curriculum

Teaching loops and decisions ??

Tuesday, October 26, 2010

Teacher and Tech Oct. 27, 2010

Presentations

A17 - Justin, Tracey & Jared
A15 - Liana Jenn
Emily, Sherry, Kyle (PenWrite lecture)

Note: Be prepared for next week to share the one or two main ideas that you learned from the topic you chose fro your wiki.

TEDxManitoba is happening Feb 15, 2011 with some really inspiring speakers. TED only allows 100 people to attend the live event (at the Park Theater), but we are looking for a wide range of people, so feel free to sign up for a chance to attend. If you can’t attend, there will be a live stream to watch. Check the site for more details.

Eduhound - a collection of collections of web pages on a variety of topics - some great, some not so great.

Important Ideas

Creativity, Problem Solving, Copying and Remixing
  • what is needed to be creative?
  • is everyone creative?
  • why is creativity hard?
  • what is the difference between copying, remixing and stealing?
  • E B C#m A


Clifford Stoll: 18 minutes with an agile mind.
Stephen Hawking: Asking big questions about the Universe
Larry Lessig: How creativity is being strangled by the law

Sir Ken Robinson ???

Jeff Han - TED talks - new interface

Literacy With ICT
  • at what level of the Cognitive Domain are we being creative? [Knows&Comprehends, Analyzes & Applies, Synthesizes and Evaluates]]
  • is it possible to be creative in the affective domain? [Responsibility & Ethics, Social Implications, Collaboration, Motivation & Confidence]
  • how can ICT assist in extending critical and creative thinking?



Fresh Brain
iPhone music - U of Michigan (thanks Steph)

Video/Mashups - the new essay?
    - samples from REC UNESCO projects

Thanks Amanda for this:
Steven Cameron, in his article, "Technology in the Creative Classroom", provides another point of view on creativity in Digital Natives. He points that creativity is an individual artistic quality that lies in those willing to take the time to pay close attention to detail. As a professor of creative technology classes, his trained eye can see a clear difference between those students who took the "short cut" in quickly cutting and pasting their projects together and those who actually spent time in manipulating their work into creative masterpieces.

While Cameron's skepticism of creativity may be of greater importance in his university classrooms, it is also a valid point for senior years teachers to keep in mind when seeking creativity from their students. Has the student quickly slapped together their 'creative' project, or is there something more, something fresh and original such as Palfrey and Gasser are alluding to, coming out of their digital work? This question is for the classroom teacher to decide when assessing their students' digital work.

Thanks to Liana for this:
At the University of Liverpool, a year long project explored how learners improved in different ways by using digital creativity. Here are some interesting outcomes that they found:

-Students became engaged due to activities that made them personally interested
-Students saw the equipment and wanted to get involved (motivation)
-There was a sense of pride when it was time for the students to present their work to the rest of the classroom and at home
-Teachers noticed that their attendance record was improving in classes that were based on digital creativity activities (persistence)
-Students could take personal control of their learning
-Students were so motivated with their own project or activity that they asked to come in at lunch or after school to work on it
-They created their own finished products, and developed the ideas given to them
-They felt like they mastered a useful skill that they can apply in the future
-They found students to have a better social relationship with eachother
-All students were engaged because they were motivated by one another
-Students worked together productively which helped them develop people management skills
-Literacy was improved by the engaged students in the activity
-Animation was a great reusable resource for other learners
-Animation, video, and music software had a therapeutic value and encouraged personal relfection and developing insight
-Encouraged students to continue education and employment because these digital creative activities raised aspirations.
-With embedding digital creativity across the curriculum, students who had difficulties with certain subjects found helpful resources through technology
-Helped them understand and find a visual meaning for problems they encountered
Source: To read the entire experiment in detail go here:

Monday, October 25, 2010

Teacher and Tech Oct 26, 2010

Presentations

A11 - Sarah H and Jasmin - video
Christine and Taryn - Online Collaboration

A12 - Amanda-Nicole-Sara

Note: Be prepared for next week to share the one or two main ideas that you learned from the topic you chose fro your wiki.

TEDxManitoba is happening Feb 15, 2011 with some really inspiring speakers. TED only allows 100 people to attend the live event (at the Park Theater), but we are looking for a wide range of people, so feel free to sign up for a chance to attend. If you can’t attend, there will be a live stream to watch. Check the site for more details.

Eduhound - a collection of collections of web pages on a variety of topics - some great, some not so great.



Lab

Search Harry Potter fanfiction and Harry Potter forum (or any popular book or game such as Twilight or WOW)

A11 - Xtranormal and Animoto
A12 - Animoto or SketchUp or Glogster


Thanks to Liana for this:
At the University of Liverpool, a year long project explored how learners improved in different ways by using digital creativity. Here are some interesting outcomes that they found:

-Students became engaged due to activities that made them personally interested
-Students saw the equipment and wanted to get involved (motivation)
-There was a sense of pride when it was time for the students to present their work to the rest of the classroom and at home
-Teachers noticed that their attendance record was improving in classes that were based on digital creativity activities (persistence)
-Students could take personal control of their learning
-Students were so motivated with their own project or activity that they asked to come in at lunch or after school to work on it
-They created their own finished products, and developed the ideas given to them
-They felt like they mastered a useful skill that they can apply in the future
-They found students to have a better social relationship with eachother
-All students were engaged because they were motivated by one another
-Students worked together productively which helped them develop people management skills
-Literacy was improved by the engaged students in the activity
-Animation was a great reusable resource for other learners
-Animation, video, and music software had a therapeutic value and encouraged personal reflection and developing insight
-Encouraged students to continue education and employment because these digital creative activities raised aspirations.
-With embedding digital creativity across the curriculum, students who had difficulties with certain subjects found helpful resources through technology
-Helped them understand and find a visual meaning for problems they encountered
Source: To read the entire experiment in detail go here:

CS Methods Oct 26, 2010

Jack Peterson - Cogmation Robotics

Videos for learning CS - ShowMeDo and ShowMeDo Learning Paths

Sturgeon Heights Visit debrief

Grade 10 course continued - how to teach ... looping structures to non-tech kids

TEDxManitoba is happening Feb 15, 2011 with some really inspiring speakers. TED only allows 100 people to attend the live event (at the Park Theater), but we are looking for a wide range of people, so feel free to sign up for a chance to attend. If you can’t attend, there will be a live stream to watch. Check the site for more details.

Wednesday, October 20, 2010

T and T Oct 21, 2010

Note: The Smartboard is booked from 10:00 - 3:00 on Monday for you to practice. You are welcome to just drop in, or you can sign up for a specific time on our wiki.

Presentations

A11 - Bela & Ashley W - Photoshop
Dan, Laurel, Ashley H. - Smartboard
Mary and Julia - Geocaching

A12 - Caroline and Shireen- SMARTBoard
Courtney, Kaela, Eugene

Summary of Digital Games and Learning - PollEveryWhere - favourite games
  • Which kinds of games work best in the classroom?
  • What aspects of learning are best enhanced with games?
  • Which students benefits from using games?
  • What is the teacher’s role when games are used in a classroom?

From The Psych Files
Really Good Games..Really Good Teachers…
  • have win states to give us a feeling of accomplishment
  • employ conflict/competition/challenge to up our adrenaline
  • use dramatic problems
  • use otherworldly stories and characters to stir the emotions
  • require problem solving
  • encourage interaction to solve challenges
  • are unpredictable
  • provide a sense of urgency
  • have rules to give play structure and help put us inside the game world
  • have goals to provide motivation and let us measure ourselves against something
  • are interactive to keep us doing things
  • are situated in an interesting place or time
  • have outcomes and immediate feedback from which we learn
  • adapt their difficulty to our skills to keep us in flow
  • are “hard fun
  • Have goals for their lessons
  • Draw on “Motivation to Learn” strategies which engage students through the use of puzzles, questions, mysteries, apparent conflicts (Here is the link to episode 29 which explains the Motivation to Learn concept.
  • Provide immediate feedback to students on how they’re doing
  • Help students summarize what they’ve learned
  • Help students reflect on their experience
  • Help students draw on prior knowledge
  • Encourage students to use metacognitive strategies (“Did I understand what I just heard/read?”)
  • Provide students with appropriate challenge to optimize the potential for “flow
  • Provide a context for the material to be learned (i.e., instruction is “anchored” to a setting)
  • Encourage active exploration among students (not focused on right and wrong answers)
  • Provide opportunities for safe practice

Important Ideas

Creativity, Problem Solving, Copying and Remixing
  • what is needed to be creative?
  • is everyone creative?
  • why is creativity hard?
  • what is the difference between copying, remixing and stealing?

Ken Robinson ???

Jeff Han - TED talks - new interface

Literacy With ICT
  • at what level of the Cognitive Domain are we being creative? [Knows and Comprehends, Analyzes and Applies, Synthesizes and Evaluates]]
  • is it possible to be creative in the affective domain? [Responsibility & Ethics, Social Implications, Collaboration, Motivation & Confidence]
  • how can ICT assist in extending critical and creative thinking?
Fresh Brain
iPhone music - U of Michigan (thanks Steph)

Video/Mashups - the new essay?
    - samples from REC UNESCO projects

Thanks Amanda for this:
Steven Cameron, in his article, "Technology in the Creative Classroom", provides another point of view on creativity in Digital Natives. He points that creativity is an individual artistic quality that lies in those willing to take the time to pay close attention to detail. As a professor of creative technology classes, his trained eye can see a clear difference between those students who took the "short cut" in quickly cutting and pasting their projects together and those who actually spent time in manipulating their work into creative masterpieces.

While Cameron's skepticism of creativity may be of greater importance in his university classrooms, it is also a valid point for senior years teachers to keep in mind when seeking creativity from their students. Has the student quickly slapped together their 'creative' project, or is there something more, something fresh and original such as Palfrey and Gasser are alluding to, coming out of their digital work? This question is for the classroom teacher to decide when assessing their students' digital work.